Unofficial Infinity Rulebook Re-Edit: 2.2 Inc. Human Sphere

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UNOFFICIAL INFINITY RULEBOOK RE-EDIT

2.2 inc. Human Sphere

Infinity - www.infinitythegame.com
Infinity rule text and images by Corvus Belli
2
Contents COMBAT EXAMPLE 30
PREFACE 3 SKILLS AND EQUIPMENT 32
What is Infinity ? 3 Skills 32
INTRODUCTION 4 COMMON SKILLS 32
Infinity, a science fiction miniatures combat game 4 SPECIAL SKILLS 33
Miniature Scale and Representation 4 WEAPONS AND EQUIPMENT 48
Equipment required to begin playing 4 Limited or Disposable Weapons And Equipment 48
Practical Advice and core concepts 4 Weaponry 48
THE TROOPS 5 COMBI AND MULTI WEAPONRY 48
INTRODUCTION

Types of Units 5 Types Of Ammunition. 48


ISC (INTERNATIONAL STANDARD CODE) 5 Weapon Types 51
Troop Classification 5 Equipment 60
Attributes 6 THE BATTLEFIELD 68
Characteristics 6 Terrain Types 68
Back-up 6 MOVEMENT Difficulties 68
Instruction 6 Visibility Conditions 68
Fury 6
TURNS AND ORDERS 7
Player turns and Game turns 7 General Types of Special Terrain 68
Orders and the Orders Reserve 7 Specific examples of terrain 69
The Orders Reserve 7 Damaging Scenery 69
Types of Skills 8 Civilians 70
Automatic Reaction Order (Aro) 8 PLAYING THE GAME 71
Order Spending And Aro Procedures 8 How to organize an army 71

Coordinated Orders. 10 AvAILABILTY 71


LINK TROOPS 11 Support Weapons Cost (SWC) 71
Impetuous Orders. 17 Lieutenant 71
DICE ROLLS 17
Combat Groups 71
Types of Dice Rolls 17
Sectorial Army Lists 71
Normal Dice Roll 17
SETTING UP THE GAME 73
Face To Face Roll 18 How to organize a battlefield 73
COMBAT 19 Deployment Zones 73
Line of Fire (LoF) 19
Deployment and Initiative 73
Zone of Control (ZC) 19
Ranged Combat 19
Deployment 73
Summary Of Ballistic Skills 19 Initiative 73
Cover. 20 Victory Conditions 74

TYPES OF WEAPONS. 22 SKILLS AND EQUIPMENT 75


Close Combat (CC) 24
CLOSE COMBAT SUMMARY 25
Getting Hit and Damage 26
DAMAGE 26
Guts Roll 26
Unconsciousness 26
Death 26
Structures 26
Morale And Leadership 27
Recovering Leadership 27
Last Figure Standing 27
Advanced Combat (Hacking) 28
Other functions of Hacking Devices 29
Preface 3
What is Infinity ?
Infinity is a skirmish scale wargame by Corvus Belli. It has brilliant
miniatures and a fast action-based ruleset set against a science fiction
background that sucessfully blends high-science, anime styling and
gritty alien incursion.
At the time of writing, the Infinity rulebook is the first English revision
(i.e. its second rulebook edition). The Infinity rulebook is a great piece
of art and it's graphics and the background materials it contains are well
worth purchasing as a shelf-piece.
Rules, updates and force lists for Infinity are available on the games'
website (www.infinitythegame.com).
4 Introduction DISTANCES AND MEASURES
Distances in the game table are measured in inches, using a
Infinity, a science fiction miniatures tape measure or ruler. To determine the distance between
two objects, measure the shorter distance between them
combat game using the centre of a miniature’s base as a reference point.
Infinity is a miniatures game that simulates futuristic
combat in a sci-fi environment. Infinity recreates fast, lethal Distances used for movement, shooting, etc. are measured
and high-risk Direct Action operations: missions occurring in the same way every time a miniature acts. When
right in the thick of battle, or behind enemy lines in critical measuring any movement made by a miniature, the entire
hot spots. Players command a small group of elite soldiers, route travelled must be taken into account (For instance,
carefully chosen for their suitability to the battlefield if a miniature has to avoid certain obstacles by taking a
detour, this must be included in the measure taken). If a
INTRODUCTION

conditions. In this way, a force’s composition will vary


according to the mission, as every assignment will demand figure wants to shoot, a straight line is measured between
a different array of soldiers trained in different skills and the centre of the figure’s base and that of its target to
belonging to different regiments or units. determine the distance that separates them. (See Graphic
1).
Infinity is an innovative, exciting and entertaining game
system that allows simultaneous participation of all players EQUIPMENT REQUIRED TO BEGIN PLAYING
involved. Being realistic and flexible, Infinity encompasses • 20 sided dice (d20). At least one, preferably more.
a wide range of strategies and tactical manoeuvres. • Infinity miniatures.
The tactical possibilities of Infinity are vast and can give rise • A table to represent the battlefield.
to unusual situations not covered by the Rulebook. In such
cases, we suggest you go to the Infinity web page and • Templates (Circular, Large Teardrop Template, Small
log on to the forum at www.infinitythegame.com. Here you Teardrop Template).
are likely to find answers to most questions you have and • Markers: Camouflage (CAMO), Deployable Repeater
clarification for any rules you are unsure of. Marker (REPEATER), Disabled (DIS), E/Mauler (E/Mauler),
If no clear situation can be found after considerable Immobilized (IMM), Impersonation (IMP-1 and IMP-2),
searching, we suggest players roll a die each and take the Mines (MINES), Possessed (POS), Prone (PRONE) Spawn-
suggestion of whoever rolls highest. Embryo (SPAWN-EMBRYO), Suppression Fire (SUP FIRE),
Thermo-Optical Camouflage (TO CAMO), and Wound
MINIATURE SCALE AND REPRESENTATION (WOUND).
Each miniature represents a soldier, creature or robot able • Scenery elements, manufactured or improvised, but a lot
to move and act independently. The term ‘miniature’ refers of them. Infinity is a game that benefits from extensive use
to a figure, fixed to a circular base, whose appearance of scenery.
varies according to the type of trooper represented. The
• Tape measure (The ideal option, but any ruler will do).
cost in game points of every miniature changes according
to its combat capacity, weaponry and equipment. • Rulebook, Army lists, Weapon Tables.
A miniature’s size is expressed by its height in millimetres. PRACTICAL ADVICE AND CORE CONCEPTS
The most common size is 28 millimetres, representing the Army Lists: Army Lists are hidden. A player has to identify
average height of a man. Figures larger or smaller than this each troop during the Deployment, but he does not have
are scaled up or down accordingly. For a more enjoyable to tell to his adversary which troops are those deployed
game, figures should be properly painted and equipped to as a Marker and not with a figure, neither does he say
faithfully represent the troops involved. who is his Lieutenant or if he has any troops with Hidden
A table or any flat surface is needed to represent the Deployment or Airborne Deployment.
battlefield and different elements are required to function Measuring: It is not allowed to pre-measure before
as scenery and obstacles. declaring an Order/ Short Skill/ ARO except if all the
players, for some specific situation during the game,
decide to the contrary.
Markers: You can glue round Markers to a miniature base
Measuring Distances
to facilitate their use.
Game Table: Due to weapon ranges, battles can be more
interesting if the Deployment Zones of both players are
on the short sides of the table (Playing lengthways, not
across).
Range 10cm/4” Orders: A 10 sided die can be used to count the orders left
for each Combat Group in an :army.

Move 10cm/4”
THE TROOPS Troop Classification
This indicates the character and background of the troops 5
Types of Units and their function in the army.
A Unit is a group of soldiers belonging to the same army. Garrison Troops: These troops have lower quality training
These soldiers (Fusiliers, Zhanshi, Hellcats, etc.) have and fulfil support and rear guard tasks.
undergone the same type of training and possess similar Line Troops: The most common troops. These form the
Attributes, Skills, weaponry and basic equipment. main body of most armies.
ISC (INTERNATIONAL STANDARD CODE) Specially Trained Troops: Soldiers that have undergone
All units have their own combat record and reputation special training to accomplish specific battlefield missions.
associated with them. In some cases, their name is an Veteran Troops: These are experienced troops who have
international term known in all the Human Sphere (Line participated in other campaigns. They are experienced
Kazaks or Bagh-Mari, for example), and in other cases and have acquired a good reputation.
a term which is translated in the different languages of
the Sphere (Orc Troops or Invincibles). To avoid mistakes Elite Troops: Special Forces. Committed to special
and confusion, O-12 has laid down an international operations, these troops possess the best training and
nomenclature, known as ISC (International Standard equipment.
Code), used for reports and intelligence analysis. The ISC Headquarters Troops: The finest elite troops, only
will appear in the army lists, in title headlines, in blister deployed in exceptional cases.
Mechanized Troops: These possess mechanical assets that
holocards and in miniatures boxes.
range from T.A.Gs to any other form of armoured vehicle.
Light Infantry (LI): The common backbone of every army.
Support Troops: Generic term referring to troops that
These are fast troops, with limited armour but a good
fulfil certain support purposes in combat, i.e., medics,
number of Support Weapons.
mechanics...
Medium Infantry (MI): Special Forces. Better trained and
Mercenary Troops: Professional soldiers who rent their
equipped, these are experts in special combat tactics and
services to the highest bidder. These can be added to
techniques.
a regular army according to the rules for mercenaries
Heavy Infantry (HI): Outfitted with heavy armour, standard
or powered, and able to resist enemy fire but slower than detailed below.
Light Infantry.
T.A.Gs: A Tactical Armoured Gear is heavy powered armour
and a light combat vehicle combined. A heavily armoured
unit, gifted with superior firepower and movement.
Skirmishers (SK): These are light Special Forces, specifically
trained in stealth and infiltration.
Warbands (WB): Light assault troops specialized in Close
Combat.
Remotes (REM): Semiautonomous support units, fast and
versatile but with limited armour. Remotes require a Hacker
or a T.A.G on the battlefield to be deployed, but they keep
acting normally even if this dies.
Special Units: Any units not falling under the above
categories.

Troop Statistics
Attributes No Cube: The miniature does not have a Cube, so he will
6 Attributes describe a series of values defining the be immune to Sepsitor attacks. In return, his death will be
basic features common to all figures. These are used definitive and he will not be able to be recovered during
to accomplish different dice rolls and calculations that a campaign.
determine the success or failure of actions taken by the INSTRUCTION
miniatures in the game. The Attributes are as follows: This represents the type of military training that the figure
MOV (Movement): MOV indicates the average distance in has received.
inches that a figure usually covers. Irregular: The miniature learned to fight without any
Inches Example discipline and in a disorganized manner: his only concern
(1stMOV//2nd MOV) is himself. An Irregular miniature does not add his Order
TROOPS

to the Orders Reserve of his army, keeping it for himself.


20-20 Light Vehicle However, he can still receive Orders from his army’s Orders
20-15 Motorcycle Reserve. Irregular figures cannot be enrolled as Lieutenant,
15-15 Antipodes, Heavy Vehicle unless their entire army group is also Irregular. If an Irregular
Lieutenant dies, two of his Irregular troops can spend their
15-10 T.A.G.s and REM Orders to enrol a new Lieutenant.
10-10 LI, SK, WB Regular: The figure has received proper military training
10-5 MI, HI and knows how to follow orders, keep discipline under
5-5 Minimum Movement enemy fire, work in a team and Coordinate his actions with
those of his companions. His Order is added to the general
CC (Close Combat): CC is the aptitude of a miniature for total of Orders, and can be used on himself or another
hand-tohand combat. figure.
BS (Ballistic Skills): BS indicates the skill of a miniature in
fighting with ranged firearms. FURY
This Characteristic defines the psychology of the figure
PH (Physique): Covers all physical skills of a miniature
when in combat, his ability to disdain safety considerations
(For example Strength, Dexterity, Thrown Weapons or
and only focus on destroying the enemy. There are three
Dodging). A miniature possessing a PH superior to that of
levels of Fury: Not Impetuous: The miniature has the cold
another figure will be able to carry him on his shoulders.
blood needed to keep cool in combat, and is not easily
WIP (Will Power): Will Power encompasses all the mental carried away by an irresponsible appetite for destruction.
skills of a miniature (For example, Discover, Doctor or The miniature provides and uses Orders normally and is
Hacking) not Impetuous.
ARM (Armour): ARM reflects the type of armour a figure Impetuous: The impetuous miniature is hungry for combat,
is equipped with. The higher the ARM value, the heavier the closer and dirtier the better. Impetuous miniatures
the armour is and less damage will be taken from enemy get a free impetuous order at the start of every turn (see
weapons. Orders section).
BTS (Biotechnological Shield): Provides a figure with Frenzy: The miniature possesses an almost unmanageable
protection against NBCH (Nuclear, Biological, Chemical) hunger to kill. Once he tastes blood, he will turn into a
damage as well as Nanotechnologic, Electromagnetic, and whirlpool of death.
Hacking attacks.
After having caused a Wound, the miniature automatically
W (Wounds): Wounds indicate the life force of a figure and becomes Impetuous for the rest of the game, losing the
the damage he can receive before dying. advantages from skills like CH: Camouflage and CH:
TO Camouflage, reducing his skill level to that of CH:
Characteristics Mimetism. The free Impetuous Order is obtained at the
Characteristics are distinctive features used to define beginning of the next Active turn.
troops, and they are related to the training, combat style, After having caused a Wound, the miniature automatically
background, or personality of the miniatures. There are becomes Impetuous for the rest of the game, losing the
seven in total, grouped in three blocks: Back-up, Instruction advantages from skills like CH: Camouflage and CH:
and Fury. TO Camouflage, reducing his skill level to that of CH:
Mimetism. The free Impetuous Order is obtained at the
BACK-UP
beginning of the next Active turn.
Indicates whether the figure possesses a memory and
personality recording and backup system, commonly
known as Cube.
Cube: The miniature has a recording Cube, so if he dies
and his Cube is recovered, he can be resurrected to
accomplish future missions. Some game campaigns can
offer this possibility. Cubes are completely Disabled if their
bearer fails their BTS Roll against E/M Special Ammunition.
Figures with Cubes are vulnerable to EI Sepsitor viral
attacks.
Turns and Orders Example: Player A has 12 miniatures, therefore he has 12
Orders at his disposal. Player B, who has only 7 miniatures, 7
will have 7 Orders available in his Orders Reserve).
Player turns and Game turns
Infinity follows a system of alternate player turns. A player Only troops represented by figures or Markers (Such as
turn sees both players act, with one called the “active Camouflage or Impersonation) on the game table add
player” and the other the “reactive player”. The active their Order to the Orders Reserve. Troops in Hidden
player is the one activating and moving his figures, while Deployment or that are off table awaiting deployment do
the reactive player reacts to the movements and actions not contribute to the Orders Reserve.
of the active player. When the active player cannot keep Example: this includes troops with Airborne Deployment
activating his miniatures his turn has finished and his (AD) that have not yet landed on the battlefield, miniatures
opponent becomes the active player. with Thermo-Optical Camouflage in Hidden Deployment,
A game turn is the period of time that covering the active reinforcements not yet arrived on the battlefield or any
turn of each player, always in the same order, determined other reason.
by the Initiative Roll (See below). For instance, a game turn A player can alternate the spending of Orders between
covers the active turn of Player 1 and Player 2 and always different figures, it is not necessary to spent them in a
in that order. continuous way on the same figures. Any Orders not used
are lost and cannot be kept for the next turn.
Orders and the Orders Reserve Example: Player B has an army of 7 miniatures, so he has 7
In Infinity, the ability of an army to manoeuvre and act is Orders in his Orders Reserve. Player B might give an order
measured by its number of Orders. An Order is a game to each of his figures, 7 orders to the same figure, 4 orders
concept that allows a model to be activated and used to one and 3 orders to another, etc.
in combat. The more Orders an army has, the greater its  Each model fielded provides an Order.
tactical capacity.
 Only troops represented by figures or Markers on the
THE ORDERS RESERVE game table add their Order to the Orders Reserve.
The Orders Reserve indicates the army’s capacity to act.  The minimum number of Orders in the Reserve is 1.
The collective number of orders provided by all the figures
in an army is called the Orders Reserve. The Active Player  A figure may only receive orders from its own group.
may spend one or more orders on each figure until no more  A single Long Skill, a single Short Skill, or two Short Skills
orders are left in the Reserve and the turn is passed to the can be accomplished with each Order.
next player. A player can spend as many orders as are in the Lieutenant Special Order: The Lieutenant possesses an
Orders Reserve or may pass the turn to his opponent with extra Order, which can only be spent on him. This order is
orders unspent if desired. There is no limit to the number not part of the Orders Reserve, it is an additional order for
of orders in the Reserve that can be assigned to the same the Lieutenant alone.
figure, excepting that it may only receive orders from its
The Lieutenant can spend the Special Order on himself and
own group. Remember that the Orders from miniatures in
it works the same as any other Order in the game, but its
a Group are not transferable to another.
use can be kept secret so as not to reveal the Lieutenant.
The Orders Reserve is calculated at the beginning of each
The Lieutenant can otherwise spend the Special Order to
Active player’s turn. Each time a player loses a figure, he
automatically resist any Guts Roll, for himself or others.
also loses the Order it contributes to the Orders Reserve
for the rest of the game.

SHORT MOVEMENT SKILLS SHORT SKILLS LONG SKILLS


Can be used in ARO. Can be used in ARO. Cannot be used in ARO.
Change Facing Alert Airborne Deployment (AD)
Climb Attack: Ballistic Skill (BS) Attack: Intuitive Attack
Discover Attack: Close Combat (CC) Attack: Overrun
Dismount Attack: Sepsitor Attack: Suppression Fire
Get Up Dodge Attack: Speculative Shot
Prone Hacking Camouflage and Hiding (CH)
Jump Sensor Cautious Movement
Move Cannot be used in ARO. Hacking Airborne Deployment
Mount Attack: Forward Observer
Open/Close Coma
Doctor
Engineer
Regenerate
Reset
Use MediKit/ AutoMediKit
When a figure in the Lieutenant’s army is obliged to make Automatic Reaction Order (Aro)
8 a Guts Roll, the Lieutenant can sacrifice his Special Order Figures in the Reactive player’s army may act in the Active
to make it an automatic success. player’s turn to answer the use of an Order by the active
He can use this ability on any miniatures in his group or on player, only against the miniature that is activated by that
any other figure of his army. Order. The reaction is always to the Order, and not to the
Skills that constitute it. In other words, if a miniature moves
TYPES OF SKILLS and shoots in the same Order, the enemy’s figure obtains
There are 3 Types of Skills: one ARO, not two.
Short Skills: These can be used on their own or combined To react to the spending of an Order, a reacting figure must
with a Short Movement Skill in the same Order. A given fulfil all the ordinary requirements to execute the Skill that
Short Skill cannot be used twice or combined with any will be used to react
TURNS, ORDERS and ACTIONS

other Short Skill.


For example, if he wants to shoot, he must have a LoF to
Short Movement Skills: A Short Movement Skill can be his target. Ifhe plans to Hack, the target figure must be in
performed once, twice or combined with another Short his ZC.
Movement Skill as one Order (For example, Move and
Jump). You can also combine a Short Movement Skill with ORDER SPENDING AND ARO PROCEDURES
a Short Skill as a single Order. 1. Choose the miniature on which an Order will be spent.
Long Skills: Long Skills require an entire Order to perform 2. Declare the Order, announcing the first of the two Short
and cannot be combined with any other skill. Skills it will undertake or the single Long Skill.
An Order is used to activate a miniature to use different 3. Miniatures with Line of Fire (LoF) or that have the acting
Skills (Move, Shoot, etc.) in combat. Skills describe any miniature in their Zone of Control (ZC) declare their
and all actions that miniatures can undertake and are ARO, specifying which Skill they will use.
categorized as Short, Short Movement and Long to denote 4. The player spending Orders declares the second Short
their complexity. Both Skills in the Order are used at the Skill used by the figure (If one is being used).
same time as part of a single Order. Therefore if a figure
Moves and then Shoots to answer an Automatic Reaction 5. If new figures without ARO obtain a LoF to the acting
Order (ARO) of his enemy, he can Shoot before, during, miniature as a result of the second Short Skill, they can
or after the Movement. A single Long Skill, a single Short declare an ARO.
Skill, or two Short Skills can be accomplished with each 6. Rolls are made and their effects applied.
Order, combining Skills according to the following table: It is compulsory that the Reactive player declares the
Example: Using 1 Order a figure can: ARO of all his figures in LoF with the miniature using an
1. Combine two Short Movement Skills = Move + Move, Order, immediately after the active player declares the
Climb +Move, or Move + Prone. Long Skill or the first Short or Short Movement Skill that
will be performed in the Order. A figure can only react to
2. Combine a Short Movement Skill with a Short Skill or this initial Skill use – another ARO is not gained at the end
vice versa = Move + Ballistic Skill (BS), Move + Dodge, of the Large Skill or when the second Short Skill of the
Discover + Alert, or Ballistic Skill (BS) + Prone Order is announced. If, during the execution of an Order,
3. Use a single Long Skill = Camouflage, Intuitive Attack, or the acting figure enters the LoF or ZC of a new enemy
Cautious Movement. miniature lacking LoF or ZC when the Order was declared,
4. Use a single Short Skill = Ballistic Skill (BS), Discover, that enemy model receives an ARO immediately and can
Dodge react to the Order being undertaken.It is not possible to
react to an ARO. ARO are only executed by the Reactive
player.
An ARO is always simultaneous to the Order it reacts to. A
Face to Face Roll is required every time the actions of two
figures affect each other (For example, one Shoots and the
other tries to Dodge, or one tries Hacking and the other
answers by Shooting). If the execution of a Skill does not
require a roll (For instance, the Alert Skill), a Face to Face
Roll will not be necessary. If a reacting model uses an ARO
but is not itself the target of an action, a Normal Roll is
made (For example, two models gain ARO as they have
LoF to a figure using an Order. The acting figure shoots at
one of the two – that model must make a Face to Face Roll
if he returns fire, while the second model fires on the acting
figure with a Normal Roll).
ARO are carried out simultaneously. Therefore, if a
Camouflage Marker spends one Order to Move, an enemy
may use an ARO to react and try to Discover it but even
if successful, other models with ARO cannot shoot it as a
reaction to the same Order.
There is no limit in the number of miniatures that can react
to a figure spending an Order, as long as they are eligible Angus 9
to gain an ARO. ARO: B1
Only figures can be reacted to. Missiles and grenades
are not considered figures, so they cannot be reacted to
(Except Hacking missiles). Instead, the figure firing his
Missile Launcher or the Grenade Launcher can be reacted
to, if it is possible, in the normal way. It is permissible to 1 Wound
react with a Move, by performing a Movement Short Skill,
as an ARO to an Order.
Any Movement Short Skill carried out in ARO is considered Wen Liu
as a Dodge (See Dodging below) and will require a Normal Short Skill ( BS): B3
or Face to Face Roll of PH against the corresponding
Attribute.
Not all skills can be used in ARO. The previous table

10
indicates which ones can be used in ARO and which cannot.

cm
ARO in CC: When two figures are in base to base contact,

/4

they are considered to be engaged in CC. In that case, the
only two possible skills that can be used in ARO are CC
and Dodge. Order of AROs
ARO against Camouflage and Impersonation Markers:
The only possible ARO against a Camouflage, TO
Camouflage or Impersonation Marker is Discover or
Change Facing. However, it is not compulsory that the
ARO be announced immediately after the adversary
declares the Marker’s first Short Skill. It is possible to wait

10cm/4”
until the Marker declares its second Short Skill, and if it
reveals its presence, then an ARO may be generated to
react accordingly. This rule does not cancel the advantages
Wen Liu
of Combat Camouflage and Impersonation. ARO: B1
Example: Zhanshi Wen Liu uses an Order and declares he 1 Wound
Silva
will use a Short Movement Skill to move up to his first MOV 1 Wound
Jang Di Short Skill: B3
value in inches. When his move takes him into the LoF of
ARO: B1
Fusilier Angus, the latter decides to use his ARO to shoot
at him. Wen Liu now declares his second Skill, which must
be a Movement or Short Skill. Wen Liu decides to Shoot,
forcing a Face to Face BS (Shooting) roll between Wen Liu Order of AROs - Multiple
and Angus. In the resulting fight, Angus beats Wen Liu,
who receives a Wound. Wen Liu’s figure is Unconscious,
lying prone on the game table with a Wound Marker at the
end of the Movement he declared at the beginning, no
matter in where along the movement he was actually shot.
Example: Fusilier Silva uses an Order, declaring only her
first Skill: Movement. When she enters the LoF of Zhanshis
Wen Liu and Jang Qi, they declare their ARO to shoot
at her. Silva uses her second Skill to return fire at both of
them. Silva divides the B (3) of her Combi Rifle between
the Zhanshis, two shots for Wen Liu and one for Jang Qi.
Two Face to Face rolls take place, one between Silva and
Wen Liu and one between Silva and Jang Qi. In the Face
to Face Roll against Wen Liu, Silva fails her first shot but
succeeds in the second, so Wen Liu must make an ARM
roll. Silva loses the roll against Jang Qi, so she must also
make an ARM Roll. Both Silva and Wen Liu fail their rolls,
falling to the ground Unconscious with a Wound Marker.
Coordinated Orders. In a Doctor, Use MediKit, or Engineer Coordinated Order,
10 Coordinated Orders are organized actions or manoeuvres a successful Roll and a failed one will cancel each other, so
performed by several figures that will try to minimize any the target will not suffer any change at all.
possible reaction of the enemy, benefiting from their You can use Impetuous Orders to perform Coordinated
numerical advantage and acting at once against the same Orders.
target. A Coordinated Order requires the spending of 1 Miniatures performing a Coordinated Order provide only
Order for each participant miniature. If composed of two one ARO to each enemy miniature that is in LOF.
Short Skills, the Coordinated Order must be stated fully
You can Coordinate a maximum of 4 miniatures.
before the opponent announces his ARO. Coordinated
Coordinated Orders must be declared in unison. You
Order cannot be performed in ARO.
can only Coordinate figures possessing the same type
Any Skill can be used in a Coordinated Order. All the
TURNS, ORDERS and ACTIONS

of training (Regular/Irregular) and belonging to the same


figures participating in it must perform exactly the same Combat Group. Miniatures participating in a Coordinated
Skills and in the same order so as to reflect coordination in Order do not need to be at any given distance from each
the manoeuvre. Certain Skills call for a common goal for all other.
characters participating in order to execute a Coordinated
Example: Our tireless Fusilier Angus, with sidekicks
Order, hence all the figures sharing the Coordinated Order
Doucher and Bipandra, tries to discover a TO Camouflage
must execute these Skills against the same objective (For
Marker that has ducked behind a corner. They declare a
example, Shooting at a certain miniature).
Coordinated Order of Moving + Discover to discover him.
Skills with a common target The TO Camouflaged soldier can see three enemies are
getting close to him, and is aware of having only one ARO
Attack: Ballistic Skills (BS)
to confront them. He decides not to move or shoot, trusting
Attack: Close Combat (CC) his skill to remain hidden and not being discovered.
Attack: Forward Observer Angus, Doucher, and Bipandra spend 1 Order each and
Attack: Instinctive Shot move 4 inches to get closer from their respective positions
to the TO Camouflage Marker. Angus and Doucher are 6
Attack: Overrun
inches (MOD by Distance: +3), and Bipandra is 18 inches
Attack: Sepsitor from the TO (Distance MOD: 0). As the camouflaged
Attack: Speculative Shot figure has decided not to react, each Fusilier must make a
Attack: Suppression Fire Discover Normal Roll (WIP) Modified by the Distance and
the TO Camouflage. Angus and Doucher will have to roll a
Discover 9 to Discover the TO [WIP: 12 with TO Camouflage MOD
Doctor (-6) and a Distance MOD (+3)]. Angus rolls a 15 (Failure),
Engineer and Doucher rolls an 11 (Failure). Bipandra will have to roll
a 6 to be successful [WIP: 12, TO Camouflage MOD (-6)
Hacker and Distance MOD (0)]. He rolls his d20 and obtains a 2!
Use MediKit Bipandra discovers the TO, so the figure substitutes the
The remaining skills, those not listed in the preceding TO Camouflage Marker on the game table. (See Graphic
table, do not require a common goal to be executed in a 15).
Coordinated manner. For instance, 3 miniatures acting in
co-ordination can move in different directions.
In a Coordinated Order to Shoot, the Burst (B) of each
miniature participating is halved, always rounding up: the
minimum B value being 1.
10cm/4

45cm
/18”
” 15
/6 cm
cm /6
15 ”

10cm/4”
10cm/4” Face to Face - Many on 1
LINK TROOPS on how they operate, into these 3 categories: Movement
This rule allows the activation and moving of groups Skills, Support Skills and Dodge. 11
consisting of 3 to 5 miniatures by consuming a single Order. To create a Linked Team Order, a Movement can be
These miniatures must be inside the Zone of Control of a combined with another Movement, or with Support or with
Team Leader, and while they may not shoot or act directly Dodge, but it can also be declared alone. Support can be
against the enemy, they provide a Bonus to the Leader, used alone, or combined with Movement. Dodge can be
who carries out the Order. The leadership of the Team can declared alone, or combined with Movement. In summary:
be alternated between its different members, changing
the Leader between one Order and the next. LINKED TEAM ORDER

Some troops, belonging to the same unit, have received Can be composed of:
the same instruction and have trained together. Therefore, Movement Skill
when teamed up, they have an instinctive economy of Movement Skill + Movement Skill
movement that facilitates any joint action. These troops
are committed to and trust one another so strongly that Movement Skill + Support Skill
any one of them can take leadership of the team at any Movement Skill + Dodge
moment, creating a team with great tactical dynamism. Support Skill
This modus operandi is a characteristic found only in some
Dodge
troops from Sectorial Armies.
To Link troops allows use of a team of figures that belong Movement: This comprises all Short Movement Skills
to the same regiment or unit (For example: figures who are (Except Discover). All the members of the Linked Team and
all Acontecimento Regulars; Father-Officer De Fersen with their Leader make dice rolls if they are required to perform
Hospitaller Knights; a team of Hassassin Lasiqs; “Neko” the Movement. Support. This comprises the Discover Short
Oyama and some Domarus; Cassandra Kusanagi and a Movement Skill, all Short Skills (Except Dodge) and those
team of Reverend Moiras; a team of Suryats...) with lower Long Skills the Team could perform. The members of the
Order consumption and the ability to lend support to one Team act with their Team Leader, lending him support and
of their number, who is the Team Leader. assistance. When providing Support, the Team’s members
don’t make dice rolls, instead the Team Leader is the only
This rule is only applied to some specific troops (See the one who makes rolls.
chart) when a Sectorial Army List is used, and cannot be
applied when General Army Lists are used. The purpose of the Skill performed by the Team’s members
is to help their Leader achieve his objective. This use of
To create a Linked Team, the minimum of troops required is the Skill has no direct effect on the enemy, so instead of
3, and the maximum that can be used is 5. A Linked Team making dice rolls, the Team’s members provide Bonuses
is formed by a Team Leader and from 2 to 4 figures of his (Modifiers and Special Skills) to the Skill the Team Leader
unit who escort him, always remaining inside his Zone of uses against enemy troops.
Control (ZC).
Support Bonuses: The number of miniatures in the Linked
Troops can be Linked in the Deployment Phase by placing Team with the Team Leader determines the Bonus he gets
a Linked Team Leader Marker (LINK Leader) beside the thanks to their presence.
figure who will be the Team Leader for the forthcoming
Order. All other linked figures must be deployed inside Each level of Linked Team includes the previous ones:
the Zone of Control of the Team Leader indicated by the Linked Team of 3 figures (Team Leader + 2 figures): In
Marker Active Turn During the active turn, all the figures an active turn, the Team Leader has a Modifier of +1 to the
that form a Linked Team are activated with a single Order. Burst of his weapons. In a reactive turn, all members of the
However, the Team Leader and the other figures in the Team receive the same Bonus.
Team must perform the same Orders and Short or Long Linked Team of 4 figures (Team Leader + 3 figures):
Skills (See Linked Team Order Description). In an active turn, the Team Leader gets the Sixth Sense
The figures belonging to the Linked Team will move at L2 Special Skill and a Modifier of +3 to WIP, but only for
the same time as the Team Leader (If he moves), always Discover rolls. In a reactive turn, all members of the Team
remaining inside his Zone of Control, without any additional get the same Bonus.
spending of Orders required. Linked Team of 5 figures (Team Leader + 4 figures): In an
If one of the figures cannot perform one or both Short Skills active turn, the Team Leader gets a Modifier of +3 to BS (Or
of the Order declared by the Team Leader, then it will not to PH if he is using Thrown Weapons like Grenades). In a
perform it (But it will still be activated by the Team Order, this is reactive turn, all members of the Team get the same Bonus.
important to remember when AROs are determined). A Linked Example 1 (Support): UA Linked Team of 5 Keisotsus
Team only provides a single ARO to each enemy in LOF. declares the 1st Short Skill of their Order: Move. All
This means any enemy figure can only declare a single members move with the Leader, who is Keisotsu #1.
ARO against a single miniature from the Linked Team that Keisotsu #1 is a Hacker, and as Team Leader he declares
is in its LOF. hacking as the 2nd Short Skill of the Team’s Order. In this
Linked Team Order Description: In the active turn, the case, the other Keisotsus, who are not hackers, cannot give
Order of the Linked Team will be declared by the Team support to their Leader. Even though all of them declare the
Leader and imitated by all the Team members. The Orders Hacking Skill, their action has no effect, as the Team Leader
of the Linked Team, like any normal Order, are composed is the only one who acts. But, even if another Hacker was in
of two Short Skills or one Long Skill. The different Skills that the Team, this figure would not act either, and the Leader
can compose a Linked Team Order are Teamed, depending would not receive any support.
With the next Order, the 1st Short Skill is declared: Move. decide whether he wants to act against the enemy, giving
12 All members move with the Leader, who still is Keisotsu his Leader a Bonus, or if it would be preferable to Dodge
#1. The Leader declares the Second Short Skill as Shoot. with all figures.
The Leader and the members of the Team shoot, but the Example 3 (Support/ Dodge): In the situation shown in the
Leader is the only one who performs a BS roll. As this is Graphic, the Linked Team has declares Move as the 1st
a Linked Team of 5 figures, thanks to the support of the Short Skill of the Order. Its adversary has declared AROs to
members of the Team, the leader gets a Modifier of +1 Shoot with his 2 Moderators, with only one ARO provided
to B, and a Modifier of +3 to BS. The effect of the shots to each by the Linked Team. The Team Leader has no LOF
of the other members, who don’t perform any BS Rolls, is to both Moderators, so he only could shoot in a Face to
translated into the Bonus received by the Leader. Face roll against Moderator #1. Now, the player must
If the Leader declared a Discover Short Skill instead of decide if his Team Leader will use Shoot against Moderator
TURNS, ORDERS and ACTIONS

Shoot, then he would be the only one who performed the #1, gaining a Bonus but allowing Moderator #2 to perform
WIP Roll and he would receive a Modifier of +3 to his WIP. a Normal roll to Shoot against Keisotsu #2. Alternatively,
Note about the +1 Bonus to Burst. With MULTI weapons he can declare Dodge, so all members of the Linked Team
the Bonus is applied to the corresponding B of the type of will Dodge, performing two Face to Face rolls (one for
ammunition being used. the Leader and one for Keisotsu #2) against the BS of the
Moderators (See Graphic 1).
Example: a MULTI Sniper Rifle, in an active turn, will have
B 3 shooting AP or DA Special Ammunition, but only B
2 shooting Integrated Special Ammunition (AP + DA). A
MULTI Rifle shooting Normal Ammunition, in an active
turn, will have B 4, when shooting Special Ammunition B
Keisotsu 2
3, and when shooting Integrated Special Ammunition, B Active Model
2. Applying the Bonus in ARO, the MULTI Sniper and the
MULTI Rifle have B 2 to shoot Special Ammunition, but Leader

they still cannot shoot Integrated Special Ammunition.


With Direct Template weapons (Chain Rifles,
Flamethrowers…) thanks to this Bonus they act as if they
have B 2, allowing their Template to be placed twice,
against different enemies if desired. If the figure would
normally have 2 Direct Template weapons, this Bonus is
considered to give it the equivalent of B 3 (3 templates). Moderator 1 Moderator 2

In ARO, a figure armed with one or two of this weapons


Graphic 1 - Support/Dodge
can place the Template twice. With limited ammunition
weapons (Blitzen, D.E.P. Panzerfaust...) the B can never Changing the Team Leader. In the active turn, each time
surpass the quantity of ammunition available (The B of a the 1st Short Skill of an Order is declared, it is permitted
D.E.P. is always 1, for example). It is not allowed to use this to change the Team Leader, placing the Marker beside the
Bonus when the attack is a Long Skill which consumes a new figure chosen. If, when changing the Team Leader,
complete Order (Intuitive Attack, Speculative Shot…). some figures are out of his ZC, the new number of Team
Dodge: When declaring the Dodge Short Skill the Team members must be calculated to see if they can still be a
Leader and all Team members make PH rolls. Linked Team (Minimum 3 figures) and what Support Bonus
In a situation where the number of enemy AROs surpasses they would apply.
the response capacity of the Linked Team, the Team The Changing of the Team Leader allows any member of
Leader can declare a Dodge, so that all members of the the Linked Team to act at the moment his Special Skills,
Linked Team will declare Dodge as well, performing the weapons or equipment are required.
corresponding PH rolls against the AROs declared by the Changing the Team Leader must not be confused with
adversary. With Dodge, the members of the Team don’t Signing Up a new Team Leader when the previous one is
provide Bonuses to their Leader. out of action (See Link Broken).
Example 2 (Dodge): A Linked Team of 5 Keisotsus is in a Example 4 (Changing the Team Leader): The player with
situation where its Team Leader does not have LOF to all the Linked Team of 5 Keisotsus wants to perform an attack
enemy figures with an ARO against the Team. Each reactive against the enemy. So, with his new Order he declares
figure has only 1 ARO against the entire Team. The Team’s the Team Leader will be Keisotsu #3, who carries a HMG,
player prefers to not risk Shooting using Support, which and he places the Team Leader Marker beside him. The
would allow some enemy figures to perform a Normal player checks which other Team members are inside the
Shoot roll against some miniatures in the Team. Instead, ZC of Keisotsu #3. As one of the Team members is too far
he chooses Dodge. Each figure in the Team can perform away, it is out of the Linked Team now, so the player can
a Face to Face roll to dodge attacks from corresponding only activate 4 figures with the Order and Keisotsu #3 only
enemy figures. could apply the Bonuses from a Link Team of 4 figures, not
Use of Support Bonuses or Dodge. The player who that of a Linked Team of 5 figures.
moves the Linked Team has to evaluate the situation and Example 5 (Changing the Team Leader): The Linked Team
decide if it is preferable for him to act aggressively, taking of 5 Keisotsus has suffered a casualty, Keisotsu #2, who
advantage of the Support Bonuses or Dodge. Usually, he is Unconscious. The player, with his new Order, places
will wait until the enemy figures declare their AROs, to the Team Leader Marker beside Keisotsu #4, who is a
Paramedic. The player checks the other Team members part of a Linked Team of 5 figures, they can all apply the
are inside the ZC of the new Leader and declares the 1st corresponding Bonuses. 13
Short Skill: Move. All figures in the Team move so that the Face to Face Rolls are performed between the Auxilia and
Paramedic Keisotsu #4 is in base contact with Keisotsu Keisotsu #1, who has a Bonus Modifier of +3 to his BS
#2. With the 2nd Short Skill of the Order, the Paramedic Attribute and also +1 to the Burst of his weapon in ARO,
Keisotsu #4 uses his MediKit. Meanwhile, the rest of the so he will shoot twice. As the Auxbot attacks with a Direct
Team members, although activated by that 2nd Short Skill, Template weapon, Keisotsu #2 performs two Normal Rolls,
do not perform any actions. thanks to the Bonus of +1 to the Burst of his weapon in
Reactive Turn: In the reactive turn, all linked figures (The ARO. Keisotsu #2 also gains a Modifier of +3 to his BS,
Team Leader and all members) gain all Bonuses provided but he will have to make an ARM Roll for being hit by
for being part of a Linked Team (Depending the number the Template weapon. The other Keisotsus, who perform
of members the Team has). Contrary to an active turn, the Normal Rolls as they are not being attacked, will also apply
linked figures, when reacting in ARO, perform dice rolls the Bonuses to their Shooting AROs (See Graphic 3).
and apply their effects to the enemy, and they still benefit Team Coherency: During an active turn, at the moment
from Linked Team Bonuses. any of the Linked Team members declare any kind of Order
During the reactive turn, all linked troops in LOF or ZC of or Special Skill different from that of the Team Leader, or
an enemy figure must perform the same ARO against the are out of the ZC of the Leader, they are no longer part of
enemy miniature if they react to it (But they apply the Linked the Linked Team.
Team Bonuses). Don’t forget, they must be inside the ZC Equally, during a reactive turn, any troop who is out of the
of the Team Leader to profit from these bonuses. When ZC of the Team Leader is not considered to be a member
facing Coordinated Orders, figures with G: Synchronized, of the Linked Team. In the same way, if the members of
or another Linked Team, each figure in the Linked Team a Linked Team are activated in ARO and one of them
may choose a different enemy figure to react to, but the declares a different ARO from the others, it ceases to
ARO they perform must be the same. belong to the Linked Team and cannot use the Bonuses
Example 6 (Reactive Turn): A 45th Highlander armed with of Linked Team. The figures that have left the Linked Team
a Chain Rifle, in his active turn, declares a shot against the cannot be members of it until the next active turn, and they
Linked Team of 5 Keisotsus. The Yu Jing player calculates are obliged to be inside the ZC of the Team Leader again
the Large Teardrop Template of the Chain Rifle will only if they want to join.
affect 3 of his Keisotsus (Numbered as 1, 2 and 3). If he If the Lieutenant is part of a Linked Team, whether the
declares Shoot as an ARO, those 3 Keisotsus will need Leader or not, and uses his Lieutenant Special Order, he
to perform an ARM roll, so he decides to not risk them will automatically leave the Team. Equally, the use of the
and declares Dodge for those 3 Keisotsus, and also for V: Dogged Special Skill will see its user cease to belong to
Keisotsu #4. the Linked Team.
This figure, who is not affected by the Template, will use In a Loss of Lieutenant situation, any figure belonging to a
the Dodge Skill to take Partial Cover. Keisotsu #5 doesn’t Linked Team and possessing the Religious Troop Special
declare an ARO as he is in Partial Cover already (See Skill, who uses its Order (The Order the Religious Troop
Graphic 2). Special Skill allows it to keep for itself) is no longer part of
Keisotsu 4 the Linked Team.
Example 8 (Team Coherency): Keisotsu #2, armed with
a Combi Rifle + Light Grenade Launcher, declares a
Speculative Shot. As this is a Long Skill and the player had
Keisotsu 5 Keisotsu 3 Keisotsu 2 not declared a Leader Change previously (Maybe he forgot
to, a severe error) Keisotsu #2, even though inside the ZC
of the Team Leader, automatically is out of the Keisotsu
Linked Team, which now has only 4 members, and it
does not have to suffer any AROs caused by Keisotsu #2,
because he is not part of the Team.
Example 9 (Team Coherency): The Linked Team of 5
Leader
Keisotsus is placed in a situation in which two of its
members can profit from use of a Coordinated Order. The
Active Model Keisotsu 1
player activates them in the normal way, spending one
Order for each, and declaring a Coordinated Order of
Graphic 2 - Reactive Turn Move + Shoot. The Order is executed normally, but both
Keisotsus, even though inside the ZC of the Team Leader,
Example 7 (Reactive Turn): An Auxilia and her Auxbot automatically are out of the Keisotsu Linked Team, which
declare a Short Move Skill in LOF of the Linked Team of now has only 3 members.
5 Keisotsus. The 5 Keisotsus declare the same ARO, to
Shoot, but 3 of them target the Auxilia, the other 2 the Example 10 (Team Coherency): The Linked Team of 5
Auxbot. Thanks to the G: Synchronized Special Skill, the Keisotsus declares the 1st Short Skill of its Order: Move.
Auxilia and the Auxbot can choose different targets. The As they are in a partially flooded communication gateway,
Auxilia declares that as the second Short Skill of her Order each one of them must roll PH to Swim. The 2nd Short Skill
she will Shoot Keisotsu #1, and the Auxbot declares Shoot of the Team will be Shoot, so they will apply Support. One
as well, but against Keisotsu #2. As the Keisotsus are of the Keisotsus fails the PH roll, and is left behind and out
of the ZC of the Leader.
Keisotsu 5
14
ARO: B2

Keisotsu 2
ARO: B2
Leader
TURNS, ORDERS and ACTIONS

Keisotsu 1
Short Skill:
Active Model
Template ARO: B2
Keisotsu 4
ARO: B2
Short Skill: B3

Auxbot Keisotsu 3
ARO: B2

Graphic 3 - Reactive Turn


Auxilia

When performing the roll of the 2nd Short Skill of the checks the number of figures that are inside the ZC of the
Order, the player must take into account that the Team has Leader. Next, he declares the 1st Short Skill of the Order.
only 4 figures, in order to determine Bonuses he gains. 2- The reactive player declares the AROs of any figures with
Example 11 (Team Coherency in reactive turn): An Alguacil LOF or who are in ZC with any figure in the Linked Team
Hacker declares Hacking in LOF of 3 figures of the Linked (Each figure gains only 1 ARO against the whole Team).
Team of 5 Keisotsus. This 3 Keisostsus declare their AROs, 3- The active player declares the 2nd Short Skill of the Order.
two of them declare Shooting (Applying the Support
Bonuses), but the other Keisotsu declares Dodge, so he 4- The reactive player declares the AROs of any figures
is automatically out of the Linked Team. Therefore, the Yu who get LOF or are now in ZC with any figure in the Linked
Jing Player only can use the Support Bonuses of a Linked Team thanks to the 2nd Short Skill of the Order.
Team of 4 figures. 5- The active player checks the number of figures inside of
Link Broken: In an active turn, the Link is broken when the the ZC of the Leader and applies the Bonuses gained if he
Team Leader falls Unconscious, dead, or he is Sepsitorized. has used Support. Both players roll any dice required.
This break is effective as of the end of the Order in which Special Conditions. Each player only can have only one
the Leader was taken out. The Link will be automatically Linked Team on the game table at any time.
restored if the Leader recovers from Unconsciousness in Troops with Frenzy or Impetuous Characteristics who are
the same turn he was downed. The Lieutenant Special members of a Linked Team automatically become Not
Order can alternately be used to Sign Up a new Team Impetuous. Such troops, when leave the Linked Team, are
Leader, restoring the link automatically. in the same state they are before join it.
The link is cancelled automatically in active and reactive Example: A troop who suffers from Frenzy joins a Linked
turns when a Linked Team is reduced to 2 or less troops. Team before causing any wounds to enemies. Even if he
If a Retreat! situation is declared, then the link breaks causes wounds while a member of the Linked Team, when
automatically, even if the Team is composed of figures with he leaves the Team he will not gain the free Impetuous Order
the Religious Troop Special Skill. as he is returned to the exact same state he was in before
The link is also broken automatically if the Lieutenant uses he joined it. He will need to cause a wound on his own,
his Lieutenant Special Order to create another Linked outside of a Linked Team, to gain the Impetuous Order. If
Team. The link can also be cancelled voluntarily by the he had caused a wound before joining the Team, he would
player at any time, without spending any Orders. become Not Impetuous for the duration of his membership
and would return to being Impetuous when leaving.
Create a new Linked Team: The Lieutenant Special Order
can also be used to create a Linked Team during the battle, In the Linkable Troops Chart there is a Special Category
placing the Team Leader Marker beside the figure declared that indicates some specific troops who, due to their
as Leader. This only creates a Linked Team, it does not background or Special Skills like Inspiring Leadership, can
allow the Team to take an action in the same way as if a link with other specific troops that do not belong to the
normal Order was spent. same regiment or unit.

This use of the Lieutenant Special Order doesn’t provide Example A: Joan of Arc Lieutenant (Any version, either the
any AROs nor does it reveal him as the Lieutenant to the first one or the 2.0 version…) can form a Linked Team with
enemy. Knights Hospitallers, or Knights of Santiago, but all of them
must belong to the same Military Order.
Example of Order Spending and ARO Procedures (Linked
Team in active turn): Example B: William Wallace Lieutenant can form a Linked
Team with a unit solely consisting of Volunteers, or solely
1- The active player places the Team Leader Marker besides of Wulvers, Grey Rifles or 45th Highlanders, but all of them
the figure he wants to be the Leader during that Order. He belonging to the same regiment.
Linked Team Creation: In the Deployment Phase, the
Leader
Nomad Player places an Alguacil on the game table with 15
a Team Leader Marker beside it. Next, he places 4 more Keisotsu 2
Alguaciles in an 8 inch radius around the Leader. The Yu Jing ARO: B2
Player, in his Deployment Phase, places his 5 Keisotsus in a
cluster and places the Team Leader Marker beside one of
Keisotsu 1
them, checking the others are inside an 8 inch radius of it. ARO: B2
Link Order: Movement + Movement: During the Nomad
Player’s active turn, he uses one Order on his Linked Alguacil 2

Team of Alguaciles to declare Movement + Movement, as


they are out of their enemies’ LOF. With only 1 Order he Active Model
activates the 5 Alguaciles and all of them declare the same
Order, performing the same two Short Movement Skills. Leader

Link Order: Change of Leader; Movement + Movement Alguacil 1


(Climb): With his next Order, the Nomad Player changes Graphic 4 - Team Vs Team
the leader of the Linked Team, placing the Team Leader
Marker beside Alguacil #1, armed with a HMG. In the same Link Order (Movement + Support) versus Linked Team
Order, the new Team Leader declares Movement as the ARO (Dodge): The Nomad Player has lost one of his
first Short Skill of the Order, and the 5 Alguaciles move. In Alguaciles, so he can now only use the Bonuses of a Linked
the second Short Skill of the Order, as the player is eager Team of 4 figures. With a new Order, he places the Team
for 2 Alguaciles to reach an elevated position, the Team Leader Marker beside Alguacil #3, armed with a Combi Rifle
Leader declares Climb. The two figures climb and perform + Light Grenade Launcher. In the same Order, he declares
the corresponding PH roll, while the rest of the Alguaciles, Movement as the first Short Skill of the Order, but he only
even though activated by the same Short Movement Skill, moves the new Leader, who gains LOF to Keisotsu #2.
don’t do anything. The Yu Jing Player, guessing he is going to be attacked
Link Order (Movement + Support) versus Linked Team with the Light Grenade Launcher (which, thanks to the
ARO (Support): With a further Order, the Team Leader Support Bonuses has B 2) decides to declare Dodge. The
declares Movement, but now the Yu Jing player can declare Linked Team of Keisotsus now has only 4 members, so it
ARO as two figures from his Linked Team of Keisotsus can only apply the corresponding Bonuses. With Dodge,
have LOF to the Alguaciles. Both Keisostsus declare a thanks to the Support Bonuses, the members of the Linked
Shooting ARO, but each of them can only choose one of Team gain the Sixth Sense L2 Special Skill, so even without
the Alguaciles as a target. Keisotsu #1 chooses Alguacil #1 LOF to the shooter, they can Dodge if they are affected by
(Team Leader, armed with a HMG) and Keisotsu #2 chooses the Circular Template of the grenade’s explosion.
Alguacil #2 (Combi Rifle). Both Keisotsus are armed with a Alguacil #3 declares Shoot against Keisotsu #2. He does
Combi Rifle. As they are part of a Linked Team of 5 figures, not receive the +3 to BS, as he belongs to a Linked Team of
in ARO they gain all Bonuses of a Linked Team of 5 figures. only 4 figures now, but he still has the +1 to B, so his Light
In this situation they can use the +3 to BS and the +1 to B. Grenade Launcher has B 2. The player places the Circular
The Nomad Player has to now choose between Support or Template over Keisotsu #2 and checks this affects Keisotsus
Dodge. If he declares Dodge, his two figures could dodge #4 and #5. Now it is time to make the corresponding rolls
the shots against them, if he wins the Face to Face Rolls, to see how the situation is resolved… (See Graphic 5).
but this will not remove the threat. If he uses Support and Keisotsu 5
declares Shoot, he will apply the Bonuses to the Team 1
Leader, but the Keisotsu will perform Normal Rolls against Leader
0

2-

Alguacil #2, who can neither shoot nor Dodge as he will be


9-

providing Support to his Leader.


Keisotsu 2
Finally, he decides to risk it and declares Shoot, applying ARO: Dodge
the Support Bonuses for a Linked Team of 5 figures (+3 to
8

BS and +1 to B). He decides to divide the B 5 of his Team


Leader (HMG’s B 4 + Support Bonus +1 to B) between
both Keisotsus, with 3 shots against Keisotsu #1 as Face to
7

Face Rolls and 2 shots as Normal Rolls against Keisotsu #2. 6


Keisotsu #2, thanks to the Bonuses provided by Support,
can shoot in ARO with B 2 (Combi Rifle in ARO: B1 +
Support Bonus +1 to B) and with better accuracy (Support
Bonus +3 to BS). She hits with her two Normal Rolls against Active Model
Alguacil #2, who fails an ARM roll and falls Unconscious. ORDER: B2
On the other side, Alguacil #1 wins her Face to Face Rolls Leader
against Keisotsu #1, who falls Unconscious as well after
failing an ARM roll. However, neither of her shots against Alguacil 3
Keisotsu #2 hit the figure (See Graphic 4).
Alguacil 1
Graphic 4 - Team Vs Team
Faction Sect Linkable Troops
16
PanOceania Shock Army of Acontecimento Acontecimento Regulars
Bagh Maris
Neoterran Capitaline Army Fusiliers
Military Order Fusiliers
Order Sergeants (Except Specialists)
Knights Hospitaller (And Father-Officer
Gabriele de Fersen)
Knights of Santiago
Teuton Knights
Magister Knights
TURNS, ORDERS and ACTIONS

Special: Joan of Arc Lieutenant (Any version) + 4 Knights


Hospitallers/ of Santiago
Yu Jing Imperial Service Celestial Guard
Imperial Agent Pheasant Rank
Imperial Agent Crane Rank
Hsien Warriors
Wu Míng
Kuang Shi
Special: Imperial Agent Crane Rank Lieutenant + Celestial
Guard
Japanese Sectorial Army Keisotsu Butai
Domaru Butai (And Domaru “Neko” Oyama)
Haramaki Zensenbutai
Karakuri
Ariadna Caledonia Highlander Army Caledonian Volunteers (Except the option with Inferior
Infiltration)
3rd Highlander Grey Rifles
Wulvers
Special: William Wallace Lieutenant + Any Linked Team from
the Highlander Army
Special: William Wallace Lieutenant + 45th Highlander Rifles
Merovingia Rapid Response Force Metrós (Except the option with Inferior Infiltration)
Moblots (Except the option with Infiltration)
Loup Garou Reg.
Haqqislam Hassassin Bahram Ghulams
Hassassin Muyibs
Hassassin Lasiqs
Asawira
Qapu Khalqi Ghulams
Odalisques
Hafza
Djanbazan
Azrai’l
Janissaries
Druze Shock Teams
Special: Hafza (Or Hafza Lieutenant) + Any Linked Team of the
Qapu Khalqi
Nomads Bakunin Jurisdictional Command Moderators
Reverend Moiras (and the Rev. Superior
Cassandra Kusanagi)
Reverend Custodiers
Corregidor Jurisdictional Command Alguaciles
Mobile Brigada
Combined Army Morat Aggression Force Morat Vanguard Infantry
Yaogat
Suryat
Sogarat
Daturazi Witch-Soldiers
Shasvastii Expeditionary Force Seed Soldiers
Gwailos
Impetuous Orders.
Impetuous obliges the miniature, at the beginning of each
Dice Rolls 17
Dice are rolled to find out if a miniature has succeeded
Active turn and before Orders are spent, to perform a in an action: for example, to see if he hits a target after
mandatory, free, Impetuous Order. This Impetuous Order shooting or to discover hidden enemies.
must be used in the following way:
There are three types of dice rolls: Normal Rolls, Face to
With the Impetuous Order the figure must move always the Face Rolls and Armour Rolls, all made with a d20 dice. To
whole of his first MOV value as the Short Movement Skill: find out if an action taken by a miniature has succeeded,
Move. The miniature may only move less if he engages in roll a d20 and compare the result with the corresponding
base to base contact with an enemy, or if he enters terrain Attribute. If the result is the same or less than the Attribute,
that reduces his MOV or obliges him to change the Short the action succeeds and the miniature achieves his goal.
Movement Skill being used (Such as encountering terrain In some cases, Modifiers must be added to or subtracted
requiring the use of Climbing, Jump, Swim etc.) here, from an Attribute. A Modifier (MOD) indicates the action is
the Move skill stops and the second Short Skill must be easier or harder than usual. A MOD will increase or reduce
declared. the values of a troop’s attributes. For instance, the further
The second Short Skill of the Order can be to repeat the away a target is, the harder it is to hit. Therefore, a negative
Move Skill, or to perform a Dodge, an Attack (CC, BS, PH MOD must be applied to the firer’s BS Attribute.
to throw a Grenade, Hacking etc.) or to perform one of Types of MODs can be:
these Movement Short Skills: Climbing, Jump, Swim.
 Distance: Modifies BS for Shooting and WIP for Discover
The figure may attack first and move afterwards or vice rolls.
versa. If the miniature was Prone, he must perform an
 Covers: Modifies firer’s BS and target’s ARM.
Order composed of Get Up followed by Move (Moving the
whole of his first MOV value) Short Skills. It is not allowed  Skills and Equipment: Modifies multiple Attributes.
to use the Impetuous Order to move while Prone or to Go  Other: Modifiers not included in the above categories.
Prone.
A Critical result occurs when a d20 is rolled and a result
When engaged in an Impetuous Order, the miniature equal to the value of the tested Attribute is rolled. A critical
must move directly towards the closest enemy figure (The roll represents an action occurring in the best possible way
one that can be reached in the shortest time possible) in - congratulations!
any direction, even if he is not in LOF but the miniature
It is important to remember that MODs are applied to the
is aware of its presence. If there is no enemy figure the
Attribute before testing. Therefore, a Critical is achieved
miniature is aware of, then he must always move towards
when the result rolled is equal to the modified Attribute.
enemy territory, never withdrawing. In an Impetuous Order,
Markers are not considered enemy models. The first Short For example, if the Attribute is 10 and a Modifier of –3 is
Skill Move can be substituted by Climbing, Jump or Swim, applied, a Critical occurs on a roll of exactly 7.
if the terrain and the trajectory forces it. If the sum of the Attribute is greater than 20 after MODs
A miniature’s movement portion of the Impetuous Order are applied, the Attribute is counted as 20 and any points
permits it to move to avoid Suppression Fires, Mines and in excess of 20 are added to the range of the roll to
E/Maulers, but is compulsory to move the least distance determine a critical. For example: Attribute = 19, Critical
possible while doing so. occurs on 19. Attribute =20, Critical occurs on 20. Attribute
= 22, Critical occurs on 20 and 2 is added to the result of
An Impetuous Order can be cancelled by spending
the dice, meaning additional Criticals occur on the roll of
1 Order from the Orders Reserve, or the Order belonging
18 and 19.
to the figure if it is Irregular.
The Failure Category (FC) is the amount by which a dice
Impetuous Order roll surpasses the target Attribute, after MODs are applied.
Move + Move For example: Attribute (Including MODs) is equal to 14. A
dice roll of 16 will therefore give a Failure Category of 2.
Move + Attack
If the addition of negative Modifiers is higher than the
Move + Climbing
Attribute of the miniature, then it is an automatic failure
Move + Dodge and the Order/ Short Skill spent is wasted.
Move + Jump Example: A miniature with BS 11 performing a Speculative
Move + Swim Shot at Maximum Distance (-12).
Get Up + Move (whole MOV value)
Types of Dice Rolls
NORMAL DICE ROLL
A Normal Roll occurs when a player is not in a direct contest
with other miniatures, but is measuring the effectiveness of
an Attribute
For example, using the Special Skill: Sensor to Discover
camouflaged enemies, etc.
If the result is the same or less than the tested Attribute,
the action is successful. It is important to remember to add
or subtract MODs from the Attribute before a roll.
For example: Fusilier Angus has BS 12, so he has to achieve Example: Face to Face Roll, Two against One. Fusilier Silva,
18 12 or less to hit his target. As his enemy is behind cover, he equipped with a Machine Gun, shoots a whole Burst (B)
must subtract –3 from his BS Attribute, meaning Angus will against Zhanshis Wen Liu and Jang Qi. Both use their ARO
hit on a roll of 9 or less on d20 (12-3=9). to answer the attack with their Combi Rifles. Silva splits the
Burst of her Machine Gun (B 4), shooting twice against
FACE TO FACE ROLL each target. The Zhanshis, being in ARO, have only Burst 1.
A Face to Face Roll is used when two or more models In this situation, two Face to Face Rolls take place: Silva
engage in direct confrontation with each other and it against Wen Liu and Silva against Jang Qi. In her 2 shot
determines which one will act first, achieve their goal face to face roll against Wen Liu, Silva (BS 12) obtains a 16
and defeat their adversary. Both players roll a d20 and (Failure) and a 6 (Success). Wen Liu obtains an 8 (Success),
compare the results with the corresponding Attribute, after winning the Face to Face Roll (Silva’s first roll was a failure
MODs have been applied. The results of the dice rolls are
TURNS, ORDERS and ACTIONS

and 8 is higher than 6 in the second). Silva must now make


compared as below: an Armour Roll against his return fire, but only after
1. Both rolls fail. Neither achieves their goal. resolving her two remaining shots against Jang Qi in
2. One roll fails and the other succeeds. The player that another Face to Face Roll. Silva rolls an 11 (Success) and a
succeeds achieves his goal. 10 (Another success!). Qi rolls a 3, a success, but lower than
both of Silva’s rolls. Silva wins the Face to Face Roll and
3. Both rolls succeed. In this case, the player that rolled
score 2 hits on Qi. Now Silva must make a single Armour
the highest score is the winner of the Face to Face
Roll and Qi must make two.
Roll and his action takes effect. As his Skill is assumed
to have conquered his adversary’s, the success of the Wen Liu
opponent’s roll is not taken into account. ARO: B1
4. Both are successful but one player achieves a Critical. Silva
The player who obtains the Critical wins the Face to Short Skill: B4
Face Roll, even if his enemy obtained a higher number.
5. Both achieve a Critical. The player with the highest
score is the winner. Jang Di
6. Dice rolls result in a draw. In case of a draw, whether the ARO: B1
successes are normal or Critical, the winner is the one
with the highest Attribute (The Attribute used in that
Face to Face - 1 vs Many
roll, counting MODs). If the values are still the same,
both dice rolls are cancelled and that Order is lost.
Example: Face to Face Roll, Two against One but with a
Face to Face Rolls are performed when an acting miniature
single Normal Roll. Silva again fires at the Zhanshis,
and a miniature using an Automatic Reaction Order (ARO)
concentrating all her Burst (B 4) on Wen Liu, with both Wen
test their Skills. This means that the effect of their Skills is
Liu and Jang Qi returning fire with ARO. The Roll between
going to influence each other (For example, when models
Silva and Wen Liu is a Face to Face roll, since they are
shoot at each other, or when one Dodges and the other
shooting each other. As Silva is not firing at Jang Qi, her
shoots or attacks him in Close Combat).
ARO shot is a normal roll. Silva rolls 4 d20 (B 4), and Wen
In a Face to Face roll the winner nullifies the action of his Liu a single dice. Jang Qi will roll a single d20, with a target
adversary. number less than or equal to her BS Attribute Modified by
Example, the shots are missing (grenade or missile the Distance. Jang Qi does not need to worry about return
templates are not placed, limited or disposable weapons fire from Silva’s Machine Gun.
or equipment -like Panzerfaust, E/Maulers...- are spent) or Wen Liu
a Dodge move in ARO is not performed. ARO: B1
Face to Face Rolls can be carried out by more than two
miniatures at once. Silva
Short Skill: B4
Example: Face to Face Roll, One against One. Zhanshi Wen
Liu detects his enemy, Fusilier Angus, and decides to shoot
at him. He expends an Order using his Ballistic Skill Attribute
Jang Di
(BS). Fusilier Angus decides to use his Automatic Reaction
ARO: B1
Order (ARO) to Dodge the shot and run for cover nearby. A
Face To Face roll of BS (Shoot) occurs against PH (Dodge).
Both players roll their d20. Wen Liu (BS 11) obtains a 3
Face to Face / Uncontested
(Success), while Angus (PH 10) obtains an 8 (Success).
Angus is the winner of the Face to Face Roll (As even
though both succeeded, his roll was higher), so he rolls on
the floor as the bullets of Wen Liu hiss over his head.
Wen Liu Angus
Short Skill: B3 ARO: Dodge

Face to Face - 1 on 1
Combat Section) or weapons with Guided Special Ammunition.
Enemy and allied miniatures in the LoF block it and a 19
player is not permitted to attack their own troops. If the
Line of Fire (LoF) target chosen is bigger than friendly models in the LoF,
The Line of Fire is an imaginary straight line that runs from
then LoF is not blocked.
the centre of a miniature’s base to an enemy miniature. If
there are any obstacles in the way that completely block Figures engaged in Close Combat also block LoF (See the
an enemy miniature from sight, then there is no LoF. Close Combat Section: Shooting miniatures engaged in
Miniatures have a 180-degree field of vision. A target may CC).
only be selected by a figure if the miniature can “see” it, at Example: The miniature of Fusilier Angus sees part of
least partially. An enemy model may not be shot at if any the barrel of a Guija’s HMG poking around a corner. The
object, figure, or scenery element blocks totally the LoF. A enthusiastic Angus wishes to shoot, but when LoF is drawn,
miniature must be able to see the target’s head or a body it doesn’t touch the T.A.G.’s base, so this is not a legal
area of equivalent size to be able to fire at him. target.
In Infinity, the LoF is reciprocal, applying the rule “If I can Frustrated, Angus moves to a point where, through a little
see you, you can see me”. If a figure can draw LoF to its window, can see one of the legs of the Guijia. He draws the
target, then the target can draw LoF to the figure as well LoF, which now reaches the T.A.G.’s base. Enthusiastically,
(if it is inside its field of vision). In some cases, due to the Angus forgets the rule “If I can see you, you can see
positioning of the miniature or the type of scenery used, me” and declares a Shoot Order. When Angus holds his
the LoF may not be easy to obtain. A good solution to weapon, he can see in the crosshairs of his scope how the
this issue is to get in line with the figure at approximately leg has been replaced by the HMG and the head of the
the same height to check if it is possible to see an enemy. Guijia, which, strangely, seems to be smiling… Now, Angus
Another solution is to place a ruler or tape measure must make a Face to Face Shooting Roll against the T.A.G.
between both figures: there will be LoF if nothing obstructs
the line traced by the ruler. Zone of Control (ZC)
Advanced Line of Fire: Sometimes, due to the dynamism The rear sensors of a miniature, or even his auditory
of the miniatures, it is difficult to determine visually if there perception (Amplified or not) will allow him to be aware of
is Line of Fire or not. In those cases, if the player can draw his environment in a radius of 8 inches. This 8-inch radius
a LoF from the centre of his miniature’s base (For example around each model is known as the Zone of Control (ZC)
using a tape measure or a laser pointer) that touches or If any enemy moves into or acts inside the Zone of Control
passes through the diameter of the base of the enemy but out of the LoF of a figure, he is immediately able to
figure, without being blocked, then it is a legal target. react but only against that enemy. If an enemy enters a
But the player must not forget it is necessary to see, at Zone of Control but is behind an obstacle that does not
minimum, the target’s head or a body area of equivalent allow LoF to be drawn (For example a high wall or the
size to be able to fire at him. Additionally, the Line of Fire interior of a house) a miniature is only provided with an
is reciprocal, so if a figure can draw LoF to its target, then Automatic Reaction Order to turn around and face his
the target can draw LoF to the figure as well (If it is inside enemy. The figure is considered to have heard some noise
its field of vision). This rule is called “If I can see you, you and is turning towards its direction. If the model has any
can see me”. Special Skill or Equipment that allows it to act without LoF,
Figures lacking a LoF are unable to attack unless they have it may use that instead of Change Facing.
weapons that permit Speculative Shots (See Ballistic Skills
Ranged Combat
Ballistic Skills (BS): Ballistic Skills, the exchange of ranged
fire, is the nucleus of modern combat. It is the ultimate
expression for the soldier: he pulls the trigger and lets
his weapon spit death to remove the enemy from the
battlefield and reach victory. Only the lucky and the brave
survive when bullets hiss by in the midst of battle.
F In order to Shoot, it is necessary to possess a BS Attribute,
Lo
o a weapon that allows ranged firing, and LoF to a target.
N
SUMMARY OF BALLISTIC SKILLS
LoF
1. Choose a target.
ZoC 20cm/8”
2. Determine if there is LOF
3. Spend an Order or an ARO to Shoot.
4. To hit, roll 1d20 for every Burst (B) shot by the figure.
The miniature’s BS value modified by Distance and
Cover will determine the result required on the d20
to hit. If a Face to Face Roll is needed because of an
enemy is reacting to the shooter with an ARO, the
winner of the contest succeeds in his action.
5. For every hit received, the target must make an ARM
Line of Fire (LoF) roll in order to avoid the Wound. The roll value
required to avoid a wound depends on the Damage Combi Rifle +3), and rolls a 13, also a success. Both
20 of the weapon, the ARM of the victim and any Cover succeeded, but it is Estévez who hits Wen Liu as 13 is
modifiers. A Guts Roll must be made if necessary. higher than 7. In the other Face to Face roll, Angus gets a
6. Wound Markers are placed or the miniature is recorded 4 for his PH roll (PH=10), a success, Wen Liu rolls a 9 and a
as a casualty if he does not have access to a Doctor, 5, passing his BS target of 11 with both shots. As both rolls
Paramedic, AutoMedikit, or Regeneration. are higher than Angus’ score, he receives 2 hits. Now
Angus and Wen Liu must make their respective ARM rolls.
When a player declares that a miniature is going to shoot
at an enemy, he must make a d20 roll to check if he has Wen Liu Angus:
succeeded. In such a case, three possible situations can Short Skill ( BS): B4 ARO: Dodge
arise:
COMBAT

1. The targeted figure has no LoF with the shooter and


does not therefore receive an ARO to react. A Estevez:
Normal Roll is required from the shooter, Modified ARO: B1
by Distance, Cover and any Modifiers required by the
Skills or equipment of the target.
2. A targeted enemy miniature has LoF to the shooter Line of Fire (LoF)
and uses his ARO to Shoot, Dodge, Hack, or use a
Sepsitor attack against the activated figure. A Face It is not possible to choose as targets miniatures positioned
to Face Roll is made, applying Modifiers for Distance, within or behind an obstacle that impairs vision (Smoke
Cover and the Skills and equipment of both players. grenades, walls made of soft materials or Zones of bushy
3. A targeted enemy miniature has LoF to the shooter but tthick forests). It is not possible to shoot if the target is not
uses his ARO to perform any action that does not in sight, unless the weapon allows a Speculative Shot or an
directly affect the shooter. The shooter must make a Intuitive Attack. A miniature must also be within weapon
Normal Roll as in situation 1, above. range to be able to shoot.
When shooting, the player can always choose the moment It is not possible to use the BS Attribute to shoot if in base
during the execution of his order in which to attack. The to base contact with an enemy: in that situation, Close
most usual choice is a point in which the situation is the Combat rules are used instead.
most advantageous: a clear LoF, less cover for targets or A Critical BS roll scores an automatic success, causing
optimum weapon distance. This is also applies when using the target 1 direct Wound with no ARM Roll possible to
an ARO to shoot. prevent the damage.
Each miniature can shoot as many times as indicated by
COVER.
Burst (B) value of his weapon. B varies between 1, for a
Cover is scenery that allows figures to receive Modifiers
Grenade Launcher or Missile Launcher, to 5, for the Hyper-
against Shooting attacks by partially covering them from
rapid Magnetic Cannon. A player can distribute the shots
their attackers. In order to receive cover Modifiers, a figure
in a Burst between one or more enemy figures, if they are
must be in base contact with the scenery. A figure is in
within LoF and within range of the weapon. The whole
cover if it is partially visible (With a part of the body of
Burst is considered to be fired from the same point on
approximately the same size as a head showing) but scenery
the table – separate shots may not be fired from different
obscures the rest of it. If a figure is not even partially visible
points.
to a shooter, there is no LoF and the target is in Total Cover.
When using an ARO to shoot, the Burst value always equals
There are two types of cover:
1 (Except for Suppression Fire or with the Total Reaction
Special Skill). To clarify, a figure shooting using an Order Partial Cover: Partial cover is made of dense material
can fire from 1 to (B) shots, while any miniature using an that prevents complete vision of the target. It causes a –3
ARO can only make one shot, or use a single other Skill Modifier to the BS of the shooter and a +3 Modifier tto the
(Hacking, Dodging, CC, etc.). ARM or BTS of the target (except when Hacking).
If a target reacts directly to being fired upon, the figure Total Cover: Any figure completely out of LoF behind
using the ARO will have to roll less than or equal to his cover of this type cannot be chosen as a target except
Modified corresponding Attribute (BS, PH, WIP) but roll for grenades in Speculative Shot or by Guided Special
above all the successful BS rolls of his adversary. Ammunition.
The figure using the Order to shoot will hit with all the Weapons with Armour Piercing Special Ammunition (AP)
shots in his Burst that roll less than his modified BS but are affect only the ARM Attribute of a target, but they do not
higher than his opponent’s result in the Face to Face Roll. affect the protection afforded by cover.
Example: Wen Liu uses an Order to shoot with his Heavy A miniature in Prone position who is in a higher position
Machine Gun at two Fusiliers in LoF who are 6 inches away than the figure shooting at it is considered to be in Partial
(Distance Modifier: 0). Target one, Angus, uses his ARO to Cover (-3 Mod to BS and +3 Mod to ARM). To shoot at a
Dodge, while target two, Estévez, uses his ARO to Shoot. prone figure, a miniature must be able to see its base.
Wen Liu specifies that he will divide his weapon’s B value of Bunkers, embrasures and armoured personnel carriers
4 equally, shooting twice against each enemy. Face to Face are considered to block LoF to troops inside them, even
Rolls are required, as both targets are using ARO to react though they may have an unobstructed view out. A –6 Mod
directly to being shot. Wen Liu rolls a 7 and a 15 against is applied to all attempts to shoot at them. If these figures
Estévez, and with a Modified BS of 11, scores one success. are also close to a wall, they have an additional –3 to BS to
Estévez must obtain a 15 or less (BS 12+ Short Distance for be shot at and a +3 to ARM rolls.
21
Fully Obscured
Prone&Higher
Partial Cover

Partially Obscured
Partial Cover

Fully Visible
No Cover

Firer

Partially Obscured
Partial Cover
Not in base contact
No Cover
Cover

impact on the game. (See Cover Graphic Over)


Cover is essential in Infinity, so it is suggested that the
battlefield be filled with as many scenery elements as
possible (Purchased, homemade, or even improvised)
to allow troops to have places to find cover and support
their advance. Elevated positions also have great strategic
22 Types of Weapons. Direct Template Weapons: (Flamethrower, Chain Rifles,
Nanopulsers, etc.) do not require a BS roll to hit: the
Area of Effect Template Weapons: A weapon that uses Template is situated at the centre of the base of the
a Template affects an area, not just its targeted miniature. miniature that shoots and all the figures under it must
Any miniature whose base is totally or partially under the make ARM rolls. (See Graphic 13). If figures affected by a
Template will be affected by the weapon. The targeted template intend to use the Dodge skill to avoid damage, a
miniature does not need to be at the centre of the template: PH roll with a –6 Modifier must be made.
it is enough for the figure to be placed somewhere inside
the area of effect. Elements of terrain limit the effect of the If the figures intend to Shoot instead of Dodging, the Direct
templates in the same way they limit LoF. If no LoF exists Template weapon will cause Damage in the usual way and
(Such as a wall blocking the template), then the target the figures shooting make Normal Rolls in order to hit the
cannot be hit. If the target is partly obscured, it gets the Template weapon firer, and then must make an ARM roll.
COMBAT

partial cover bonus if its base is in contact with cover. (See If two figures with Direct Template weapons confront each
Graphic 12) other, both will suffer the Damage caused by the weapon
Area of effect templates are the Circular Template, the and make subsequent ARM rolls.
Large Teardrop Template and the Small Teardrop Template. Direct Template Weapons are the ones that allow use of
The height of the templates is equal to their radius or half the Intuitive Attack Skill.
their width (Except in the case of Smoke Grenades, that Figures with 2 Direct Template Weapons (Two Chain Rifles,
have no height limit). To ascertain the Template’s area of for instance), can shoot them successively, one after the
effect in 3d, perform a cut equivalent to the radius in one other. This is same as if the Chain Rifle had a Burst (B) of 2,
of them and insert another template in the cut, in such a allowing the Template to be positioned twice per Shooting
way that they form a cross. Order, aiming at different targets if desired. If both hit the
If a Critical is rolled when shooting a Template weapon, the same target, and he decides to Dodge, the figure must
target figure (And only that figure) will receive a Wound make a PH with a -6 Modifier, avoiding the Damage of
automatically and may not make an ARM roll. If there are both Templates if successful.
other figures affected by the template, they are able to Attack with Thrown Weapons: Thrown Weapons, such as
make ARM Rolls as usual. grenades, use the Attribute PH instead of BS, but in all
A figure with the Special Skill CH: Camouflage, or CH: TO other ways function like use of Ballistic Skills.
Camouflage that is affected by a Template whose target
was another figure, must make the relevant ARM roll and
is automatically revealed, no matter if he succeeds or
not. If the affected miniature was deployed using Hidden
Deployment, he must also be revealed.

Not Affected

Affected

1 Affected Direct Template


e.g. Flamethrower
0

2-
9-

Affected
Affected
8

Direct Template Weapons


Not Affected
7

6
Area of Effect Template
Parabolic Fire
23

Firer Firer

5cm/2”
15cm/6” 5cm/2” 5cm/2” 15cm/6”
Outside Shadow Shadow Zone Shadow Zone Outside Shadow
Can be hit Can’t be hit Can’t fire over Can fire over
Parabolic Fire: It is possible to launch grenades in a at another point on the battlefield. In order to discover
parabolic trajectory (Tracing an arc) over an obstacle. The where the grenade explodes, place the Circular Template
trajectory of parabolic fire creates two “shadow” zones: at the original targeted point, with the number 1 facing
one where the firer is not able to shoot and another that in the same direction as the firer’s LoF. The projectile
cannot be chosen as a target zone. The length of these deviates a number of inches equal to the Failure Category
shadow zones is the height of the obstacle. To be able to multiplied by 2.5 (FCx2.5) in a direction indicated by the
use a Parabolic Fire, the centre of the base of the shooter second digit of the d20 roll applied to the numbers around
and the centre of the Circular Template of impact must be the edge of the Template.
situated outside the shadow zones. (See below). The Failure Category (FC) is obtained by subtracting the
If the shot is not successful and the Grenade falls in a target number required from the result of the die roll.
shadow zone due to Dispersion, it must be placed with the Example: Angus carries out a Speculative Shot with his
centre of the Circular Template on the nearest edge of the Grenade Launcher. To hit his target, he must roll a 6 or
shadow zone. Shadow zones can therefore be affected by less (BS 12-MOD Speculative 6). He rolls a 9, so his FC is
the Area of Effect Template of the Grenade. 3 (9-6). Placing the Template over his original target point,
Speculative Shot: A Speculative Shot is when a figure or it Disperses 7.5 inches (3x2.5) in the direction marked “9”.
area out of LoF (When shooting over a wall or through A dispersing projectile may not travel further than its
a window), is targeted with some form of Parabolic Fire Maximum Distance characteristic indicated in Table of
weapon (i.e. a grenade). These weapons may be aimed Weapons under any circumstance. Beyond that point, the
at a zone or area, but a target figure must always be shot has missed and has no effect.
nominated: so a grenade cannot be thrown through a
window into a room without nominating a figure inside the Shooting figures engaged in Close Combat: If figures in
room as the target. Close Combat are shot at, a –6 Mod (Plus corresponding
Distance, Cover, or Camouflage Modifiers) is applied to
Figures with Camouflage or TO Camouflage cannot be the shot for each friendly figure engaged in the Close
chosen as targets. A nearby zone also may not be targeted Combat. If the roll is failed and the Failure Category (FC) is
in order to cover them with a Template, as it is assumed the equal to or less than the Modifier from friendly troops
that if they have not been discovered there is no reason to (-6, -12, etc. depending on the number of friendly soldiers
shoot there. Figures not Camouflaged or TO Camouflaged engaged in combat), then the shot hits a friendly miniature,
can be targeted with Speculative Shot, as their position is who must make an ARM Roll. If there are several friendly
known thanks to Satellites or other Search and Location figures engaged in CC, randomly decide which one will
systems. be hit.
Speculative Shot allows a weapon to be shot, or a grenade Example: Fusilier Angus sees how a comrade, Fusilier Silva,
thrown, towards a point in the field rather than an actual is being attacked in CC by Zhanshi Wen Liu. Angus, a real
figure, providing that when placing the centre of the gentleman, decides to help, but being at a short distance
Template on the point of impact, this affects the miniature from them, declares a shot using his BS as his ARO. In order
nominated when firing (And that miniature cannot be to hit Wen Liu he must roll 9 or less on 1d20 [12 (BS) +3
Camouflaged or TO Camouflaged). (Distance MOD)-6(Friendly model in CC MOD) =9]. Angus
When using Speculative Shot, an entire Order is spent and rolls the die, obtaining a 12! He has failed the roll, and as
a Modifier of -6 is applied to the BS or PH roll required. his FC is equal to or less than the MOD applied for having
If using grenades, a grenade launcher, or any other a comrade engaged in CC (Roll of 12 – Target of 9 = FC 3),
Parabolic Fire weapon, firing at targets behind the smoke his bullet passes over Wen Liu’s shoulder to hit Silva! Now
of a grenade or in a Zero or Low Visibility Zone is always Silva must make an ARM Roll, and if she succeeds she will
considered to be a Speculative Shot. have a word or two with her comrade Angus...

Dispersion: If a BS or PH roll is failed when using a weapon Template weapons that touch a figure in Close Combat will
which allows performance of Parabolic Fire, like Grenade always affect all figures involved in that combat.
Launchers (Light or Heavy) or Grenades, the trajectory of Suppression Fire (SF): This is a Long Skill that requires
the projectile suffers from Dispersion, diverting to explode an entire order to be spent to allow a figure to engage in
Suppression Fire. A Suppression Fire Marker (SUP FIRE) is When the miniatures to fight are in base contact, then a
24 placed on the table: the centre of the marker must be in Face to Face Roll is required. The results can be:
a straight line with the LoF of the firer, with no obstacles 1. Both fail, so neither achieves a hit on their target.
in between, and no further than the LONG range of the
wielded weapon. Suppression Fire creates a corridor of fire 2. One fails and the other succeeds. The figure that fails
as wide as the Marker, drawn in a straight line from the receives damage, and must make an ARM Roll.
base of the attacker to the extent of the weapon’s extreme 3. Both figures succeed. The miniature obtaining the
range, unless blocked by terrain. highest score is the winner of the Face to Face Roll
Suppression Fire (SF) allows firing the complete Burst (B) and hits his enemy. The figure that obtains the lowest
of a weapon in ARO. Any miniature, allied or enemy, in number must make an ARM Roll with a +3 MOD to
LoF, that touches a SF corridor will receive (if the SF figure ARM (Defence Bonus) to reflect evasive manoeuvring.
COMBAT

succeeds at its BS rolls) all the shots indicated by the B If there is a draw, the figure with the highest (Modified)
of its weapon, in reactive firing. The complete B of the Attribute will succeed. If there is another draw and
weapon will be fired at each and every miniature activated the active player wishes to continue the fight, a new
in LoF by Order inside a SF corridor; and at any miniature Order must be spent and another Face to Face Roll
that enters a SF corridor in LoF with a Normal Move, is required.
Dodge, Coordinated Order, Cautious Movement or any 4. Both succeed and one gets a Critical. The latter wins the
Short Movement Skill. Face to Face Roll, even if his enemy rolled a higher
Example of Suppression Fire use is placing it in a narrow number, and he causes a direct Wound, with no ARM
zone or funnel on the battlefield: in that way, enemies roll allowed.
pressed to move through it will have to choose another 5. Both succeed with Critical rolls. The highest dice roll
route or risk receiving a rain of bullets. If a Suppression Fire wins the Face to Face Roll and causes a direct Wound,
area is placed over a figure, he may be shot at as many times with no ARM Roll allowed. If there is a draw, the higher
as allowed by the Weapon’s B value, when be activated Attribute (Modified) will be the winner. If there is yet
by an Order in his active turn. Note that Suppression Fire another draw, both are mutually cancelled, the active
cannot be undertaken with an ARO. player must spend an Order and engage in another
In active turn, to place a Suppression Fire allows, with the Face to Face roll to continue the combat.
same Order, to shoot in a normal way to those miniatures It is compulsory for the player to reserve one Order of
placed in LoF inside it. Example: Fusilier Angus spends 1 the Order Reserve for each of his own figures engaged in
Order to place a SF which he covers 4 enemies, with the Close Combat at the beginning of his turn, to keep the
same Order, he splits the B 3 of his Combi Rifle to fire at combat going or to Dodge away from it. The resolution of
3 of them. these combats can be performed at any moment during
The Suppression Fire area is maintained until the beginning that player’s turn.
of the next active turn of the player who declared it. A
miniature with Suppression Fire will automatically have it
cancelled if he tries to use any other Skill but Suppression
Fire. This rule applies for active and reactive turns.
Suppression Fire may be used against Zones of Zero
Visibility (Smoke grenades, thick jungle, etc.). SF allows
firing at figures placed inside or behind these zones, but
with a BS Mod of –6.

Close Combat (CC)


Close quarters combat, whether the urban struggle for the
possession of a building or craft to craft boarding actions
in the void of space, takes place in a limited environment
where adversaries are always nearby and there is no space
to use a long ranged firearm with any effectiveness. In such
situations troopers resort to CC Weapons, short firearms
(Pistols) and sharp instruments (Knives, machetes, sabres,
swords, claws, etc.). Close Combat is gory, grimy, deceitful,
and fatal. In CC a soldier may cut an enemy’s throat and
taste his blood, or end up disembowelled at his foe’s
hands.
For miniatures to engage in Close Combat, it is necessary
that their bases be in contact. Any figures in base to base
contact are always considered to be in Close Combat, and
they will automatically change to CC Weapons (Pistols,
knives, swords, or natural weapons) without using any Skill
to do so. T.A.Gs do not need CC weapons since their fists
cause Damage equal to PH-2 naturally! When declaring
a CC attack with figure against an enemy, a dice roll is
required to discover whether the attack is successful.
CLOSE COMBAT SUMMARY figure wins the roll, the defender takes Overrun damage
1. Choose a target and must make an ARM roll or take a wound. The attacker 25
2. Get close for the Close Combat. All necessary Orders continues on to complete his move.
must be spent to be able to move until the figure’s If the defender Shoots and wins the Face to Face Roll,
bases are in contact. the attacker must make an ARM Roll or take a wound,
3. Engage in CC. CC is initiated either by using a CC Skill in and passes right by his target without damaging him. He
conjunction with a Short Movement Skill to get close, then continues his move in the direction the Overrun was
or by spending another Order to initiate the CC Skill initially declared.
alone, or by using an ARO to activate the CC Skill. If the target declares a Countercharge, he makes a CC
4. Perform a Face to Face Roll of CC figures’ Attributes. Normal Roll but automatically receives the damage of the
Overrun, making an ARM Roll or taking a wound. If the
5. Make as many ARM Rolls as necessary. target survives the impact, both figures are engaged in
6. Place Wound Markers or remove the figure from the CC, and the attackers’ MOV action will be cancelled. If the
table if it has no access to a Doctor, Paramedic, defender Flees and wins the Face to Face roll, he takes
AutoMedikit or Regeneration. no damage and moves aside from the Overrunning figure,
Charge: This term defines a Movement that finishes with who continues his move in the direction the Overrun was
two figures in base contact and engaging in CC. It does declared.
not provide any kind of additional advantage, but it is the Disengaging from Close Combat. If one of the fighters
kind of Movement typical of CC specialist units such as in a Close Combat wishes to disengage from combat,
Warbands. It consists of moving towards the enemy until he must make Face to Face Roll, using his PH Attribute
the bases of figures are in contact, with CC initiated by instead of CC (Dodging). A successful Dodging roll allows
using a Short Movement Skill to reach the foe and then disengagement, separating the bases a millimetre to
using the CC Skill or by spending another Order to use the indicate this. In an active turn a figure can still declare the
CC Skill, or by using the CC Skill with an ARO. second Short Skill of the Order, and in ARO it can move
The figure targeted in the charge, to avoid the attack, can half of its first MOV value.
choose between one of the next options: Example: The Zhanshi Wen Liu (CC 14) in his active turn,
1. Shoot (Or whatever Skill which allows performance of fights in CC with the Fusilier Angus (CC 13). They perform
an attack before being engaged in CC like Hacking, a Face to Face roll, Wen Liu getting a 9 and Angus a 7.
Sepsitor…).. In this case, both figures make a Face to Wen Liu wins the roll because he rolled the higher number,
Face roll, using the CC Attribute for the charger and hitting Angus. If Wen Liu (PH 10) had declared he wanted
BS for the defender (Or the appropriate Attribute). to escape from CC, he would succeed too, separating his
base 1 millimetre from Angus. As Wen Liu is in his active
If the defender wins the roll, the charger must make
turn, he could still declare the second Short Skill of the
an ARM Roll. If he succeeds, he will not need to make
Order.
a Guts Roll, given that the miniatures are in base
contact and they are in CC. If the charger wins the roll Close Combat with several enemies: Miniatures can fight
the defender misses his shot, no matter how high his several enemies simultaneously in Close Combat, but only
roll, and must make an ARM Roll. when their bases are all in contact. Each extra allied figure
fighting in CC adds a +3 Mod to a fighter’s CC (Or PH,
2. Countercharge. The defender decides to take the
if trying to Disengage) Attribute and this applies for both
charge of his enemy, provoking a normal CC Combat
Active and Reactive players.
situation.
Example: The Hac Tao Wu Shenru is in CC with 3 Fusiliers
3. Flee. The defender decides to dodge his enemy’s
(Angus, Doucher, and Bipandra). Each of the Fusiliers has a
charge. In this case the Face to Face Roll is made by
+6 MOD to their CC or PH rolls, as they have the support
the dodger with his PH Attribute while the charger
of 2 friends. In Close Combat, allied figures have the right
uses his CC Attribute. If the dodger succeeds, his
to an ARO in CC, but only against the figure that spends
figure moves half the first value in his MOV Attribute,
the Order, and with a Modifier of +3 for every extra friendly
escaping the attack of his charging opponent
figure that is engaged in CC with them. Hence, all figures
completely. Even if the attacker can still move enough
engaged in CC with a right to ARO can make their roll
inches to be in base to base contact, the miniatures
to hit with a MOD of +3 for each friendly figure engaged
will not be considered to be in CC and will have to be
in combat. A miniature in his active turn must achieve a
separated a millimetre to indicate this. If the attacker
higher roll than all of his enemies and then will be able to
wins the Face to Face Roll, the figures are in CC and
hit one of them: any enemy figure with a superior roll to his
his opponent must make an ARM Roll.
will succeed in hitting him instead. Similarly, to get out of
Overrun: Overrun is a Long Skill that consists of performing Close Combat an active figure will have to overcome all his
a Charge with a T.A.G, or a Light or Heavy Vehicle. The CC opponents’ CC Rolls with his PH Roll.
Attack is substituted by the MOV Skill, Overrunning the
In the active turn it is compulsory to spend one Order for
target, who must make a PH Roll or take damage. Using
each figure engaged in CC, whether to continue combat
this Long Skill, any subsequent MOV that runs over a
or to disengage. For example: The Hac Tao Wu Shenru is
figure will be considered an Overrun attack. The Damage
surrounded by a group of 3 Fusiliers that have attacked
caused by an Overrun is equal to the PH of the vehicle. The
him in CC, because he is not able to use the advantage of
target of the Overrun can choose to Shoot (Face to Face
CH: TO Camouflage. In his turn, he decides to spend an
Roll BS against PH), Countercharge (Normal Roll of CC), or
Order to attack Fusilier Angus in CC. Fusilier Angus and his
Flee (PH Face to Face Roll against PH). If the Overrunning
companions Doucher and Bipandra use their ARO to react,
attacking Wu Shenru in CC. Wu Shenru’s Face to Face Roll that provides better protection, moving up to a maximum
26 of CC is compared to the Rolls of the Fusiliers, obtaining a of half his first MOV value, but never charging towards the
12 (Wu Shenru, CC 16). Each Fusilier gets a +6 bonus for enemy who caused the Guts Roll. To avoid this situation,
the assistance of his two companions (+3 for each of them) a miniature can make a Guts Roll to keep his position by
so their CC of 13 becomes CC 19. Angus rolls and obtains performing a successful WIP Roll.
20 (!), so he fails to hit. Doucher and Bipandra roll an 8 The Guts Roll is also made when the figure suffers an
and a 10 respectively, succeeding but not overcoming Wu unsuccessful Hacker or Sepsitor Attack.
Shenru, who finally hits Angus. Now, poor Fusilier Angus
must make his ARM Roll.  Guts Roll in Close Combat: This kind of roll cannot be
made in Close Combat.
Notes about Close Combat: Close Combat always
cancels a figure’s Movement. If the figure moves only part  Guts Rolls during Bursts: When an enemy’s weapon is
COMBAT

of his first MOV value to enter base to base contact, then shooting in Bursts, the Guts Roll or the panic Movement is
CC is declared and the figure will not be able to move only done once, after all ARM Rolls are made.
the remaining inches of his MOV. A figure engaged in CC UNCONSCIOUSNESS
cannot Shoot in ARO at another figure that is not involved When a miniature receives a wound after failing an ARM
in that CC. Roll, a Weapon Marker (WOUND) is placed beside him
Close Combat is so direct and fast that no Guts Rolls are with the proper number. If he has only suffered a single
required. There is simply no time to get scared in Close Wound, the Marker will show “1”: if he has accumulated
Combat! Modifiers due to Optical Disruption Devices more Wounds, the Marker must reflect their number. When
(ODD) are not counted in Close Combat, neither are those a miniature receives as many Wounds as the value of his
from the Special Skills Camouflage and Hiding (CH). Wounds Attribute, he falls on the ground Unconscious
After finishing Close Combat the winning figure, which is at the end of the Order, but never before the Burst (B) is
the one still on his feet, can be placed facing any direction finished: therefore the number of Wounds can exceed his
wished by his owner. Remember when attacking an enemy Wounds Attribute. An unconscious character is assumed to
in Close Combat from behind, the target can turn to face be lying down on the ground, except those unable to be
his attacker with an ARO as soon as his Zone of Control is Prone due to issues such as terrain, and can be indicated
penetrated. on the table with a PRONE Marker or by lying the figure
down.
Getting Hit and Damage A miniature in this state has all its devices disconnected and
cannot use any Skill, save the Special Skill Regeneration, or
DAMAGE an AutoMediKit. He will also lose his Camouflage Marker,
When a figure is hit by a successful enemy BS or CC roll, he TO, and Optical Disruption Modifiers, but not Cover
must make an ARM Roll. In this roll, the ARM Attribute is Modifiers if he is eligible.
a positive number, and indicates the Modifier to be added
to the roll. If the result of the Modified Roll (d20+ARM) During the time the figure remains Unconscious he will not
exceeds the Damage value of the weapon, the Armour add his Order to the Orders Reserve of his army, and will be
successfully absorbs the impact and the figure takes no considered a casualty in terms of calculating army points.
injury. In CC, if the miniature attacking declares that he is attacking
Example: The Zhanshi Wen Liu shoots at his eternal rival, an Unconscious character the latter will die without being
Fusilier Angus. Wen Liu shoots and hits his target. Angus able to roll for either CC or ARM: this is known as the Coup
receives a Combi Rifle shot, Damage 13. His ARM is +1 so de Grâce.
he will have to roll 13 or more to save his life (d20+ARM: 1). To finish off an Unconscious miniature with BS, he only
Remember that when in combat, a Critical in BS or CC needs to be shot at with a Normal Roll. If successful, the
means 1 direct Wound (W), and no ARM Roll is possible. Unconscious miniature is hit and must make an ARM Roll.

Damage and BTS. Some weapons use Special Ammunition DEATH


that ignores ARM and can only be stopped with If a figure in the Unconscious state receives a new Wound,
Biotechnologic Shield (BTS) protection. BTS Rolls are he dies and will be removed from the battlefield. Some
used to resist the Damage caused by these weapons, and Special Ammunition can bring about this state directly.
function the same as ARM rolls, substituting the ARM value Figures remain Unconscious until they are healed or killed.
with that of BTS as a positive modifier. If a player does not possess a Doctor or Paramedic, and
Damage from Falling. If a miniature falls from a scenery the Unconscious figure does not possess an AutoMediKit
element during the game, he must make an ARM Roll or Regeneration, he passes to the Dead state and can be
against 2.5 points (rounded up) of Damage per inch of removed from the game table.
distance fallen.

GUTS ROLL Structures


When a character succeeds in an ARM or BTS Roll, it means Some miniatures and vehicles have a STR (Structure) value
that a shot (Or several) has hit his armour but not killed instead of Wounds. These function similarly to normal
him, provoking an instinctive survival reaction motivated by miniatures, having Normal, Unconscious, and Dead states.
the fear of being on the brink of death. The miniature will Each time one of these miniatures receives the equivalent
look for better protection or cover instinctively (Looking for of a Wound they lose a point of STR (Causing no ill
Total Cover, if it is possible, when he is in Partial Cover, effect or Modifier) and a Wound Marker is placed beside
for example), going Prone or performing any other Short them. When the number of Wounds received reaches
Movement Skill (except Alert) towards the nearest cover the STR Attribute of the figure, the vehicle or miniature
is immobilized and destroyed (An IMM Marker is placed the player has got, not only the 2 Orders Reserve, but
and crew members, if any, are able to get out). If the army too the Impetuous Orders and those Orders given by 27
does not have a figure with the Special Skill Engineer, any figures with the Religious Troop Special Skill, which
miniature or vehicle with a STR value is removed from the only them can use.
table once destroyed and the crew members have left it.
RECOVERING LEADERSHIP
Immobilization: Some weapons and Special Ammunition 1. In case of losing a Lieutenant, the player can try
have an ability to immobilize the target. A figure that recovering Leadership. If the player loses his
has failed his PH Roll is marked as Immobilized with an Lieutenant during his turn, he can use 2 Orders to
Immobilized Marker (IMM), and is unable to take any action sign up a new Lieutenant, who will not have the use
that implies movement (Move, Dodge, BS, or CC). It can of the Lieutenant‘s Special Order until the next turn.
however use Discover, Reset, Sepsitor or Sensor Special Any figure in the army can be made into a Lieutenant
Skills. A miniature in this state loses all Modifiers allowed (except a REM, Antipodes, The Hungries, or any
by his Special Skills. Figures in an Immobilized state still Irregular troop if it is a regular army). If the group or
add their Order to the Orders Reserve of their army. army does not have any figures on the field (Due to
Scenery Structures: STR values can be to certain elements TO Camouflage or Airborne Deployment), it must
of scenery in order to represent their destruction, if battle reveal or deploy some in order to enrol a Lieutenant.
conditions require such a measure. Remember that 2. If an army is in Retreat!, a player may spend an order to
structures can only be harmed by DA and Explosive (EXP) control a figure and prevent him moving Impetuously
Special Ammunition towards the Deployment Zone. Once an Order is
Element Arm Str spent stopping him, the soldier can then behave
normally until the end of the turn. At the beginning of
Door 1 1 the next turn, he will have to spend another Order to
Security Door 3 2 avoid turning Impetuous and withdrawing.
Armoured Door 10 3
LAST FIGURE STANDING
Wall 10 3 In the types of special operations encountered in Infinity, a
Reinforced Wall 12 4 single figure can make all the difference. Any soldier, with
plenty of guts and well trained, can save the day and avert a
Brick Wall / Bulkhead 8 3
potentially catastrophic situation For this reason, in Infinity
the minimum Order Reserve is 2. When a player only has a
Morale And Leadership single figure, this figure will always have 2 Orders. To this
At some point in a battle, troops’ morale can fail. Losing minimum reserve, only an Impetuous Order can be added,
a leader or large number of companions affects soldiers’ if the miniature is Impetuous, or the Impetuous Order
decision to continue fighting. (used to move towards the Deployment Zone) of Retreat! if
During the game, the morale of the troops can be affected the miniature is in such a state.
by two critical situations: A figure possessing the Religious Troop Special Skill doesn’t
1. Retreat! If, during the count of Orders/figures at receive an extra Order over the minimum Order Reserve of
the beginning of the player’s turn, the army has “Last figure standing”. Example: The player has only one
lost figures equal to more than 60% of its original figure alive on the game table, it is the last survivor of his
points composition, its troops will be automatically Army List, therefore its Order Reserve is 2. If this figure
considered as demoralized and they will withdraw from would be the Lieutenant, then its Order Reserve is 2.
the battle. They will turn Impetuous automatically, but This last figure is not the Lieutenant, so it is in a Loss of
every move must be made in the direction of their Lieutenant situation. Its Order Reserve is still 2.
Deployment Zone, aiming to leave the battlefield as
If the last miniature standing is in a Loss of Lieutenant
soon as possible, unless an Order is spent to regain
situation and possesses the Religious Troop Special Skill,
control of them as described below.
then its Order Reserve would be 2. Even if the Lieutenant
In a Retreat! situation, troops will ignore their officers possesses the Religious Troop Special Skill, and is the last
in such a way that the Lieutenant loses his Special figure standing, its Order Reserve will still be 2. However if
Order. this last figure is Impetuous, the total number of Orders in
2. Loss of Lieutenant. When the miniature of the Lieutenant its Order Reserve is 3 (1 Impetuous Order + 2 Orders for
falls Unconscious or Dead, the army is without a “Last figure standing” rule).
leader. If such a case arises, 2 Orders can be spent If the above Impetuous figure is in a Retreat! situation, then
and another miniature designated as the Lieutenant. its Order Reserve would still be 3 (1 Impetuous towards its
The Unconscious Lieutenant may also be healed, but Deployment Zone + 2 for “Last figure standing” rule).
if at the end of the turn there is no active Lieutenant,
Any last miniature of a player, which is not Impetuous but
there will only be 2 Orders available in total for
is in a Retreat! situation has 3 Orders in its Order Reserve
the next turn, which can be consumed in enrolling
(1 Impetuous towards its Deployment Zone + 2 for “Last
another Lieutenant. If the Lieutenant is wounded or
figure standing” rule).
killed during an enemy turn, then the player starts the
following turn with only 2 Orders that can be used
to elect a new Lieutenant. The Loss of Lieutenant
situation does not affect Impetuous Orders that are
carried out normally. In a Loss of Lieutenant situation
Advanced Combat (Hacking) with consecutive Orders. If it is successful, the POS or
28 In modern combat, computing and electronic systems IMM marker is removed. A possessed (POS) T.A.G. can
are as important as bombs and rifles, since they ensure be controlled by any Hacker of the army which has taken
that everything works and moves in the correct direction. possession of it. Due to the technological abyss that
Long distance communications are possible thanks to separates Humanity from the E.I., Combined Army T.A.G.s
the electronic devices that have taken the place of RF can be immobilized (IMM) but never possessed (POS) by
(radio) which is now relegated to emergency situations human Hackers.
and mainly used for short distances. Without proper  Hacking Heavy Infantry (HI) or Remotes (REM): To
communications, supplies and support would never arrive, effectively hack a Heavy Infantry or a Remote, the Hacker
artillery would never be able to cover an advance, missiles must make a Normal WIP Roll modified by the BTS of
would not be guided towards their targets and troops his target. Hacking Heavy Infantry or Remotes is a Short
COMBAT

would not be aware of battlefield conditions. Without Skill. If the roll is effective, the Heavy Infantry or Remote
sophisticated communications, soldiers would experience is completely paralysed and an Immobilized (IMM) Marker
a general situation of confusion similar to battlefields at the is placed beside it. Heavy Infantry or Remotes can be
beginning of the twentieth century. The only troops that liberated from Immobilization by Hacking when their
can provoke or avoid this kind of situation are the Tactical player has his next Active turn. This requires a Reset:
Hackers: soldiers equipped and trained to use Hacking  Reset: This is a Short Skill. The figure must make a Normal
Devices. These are specialists in infowar, cyberassault and or Face to Face Roll (if an enemy Hacker is within hacking
electronic combat and defence. range) against its WIP Attribute. If it is not successful, it
Hacking Devices are small quantronic computers specially may try again with following Orders. If it is successful, the
designed for infowar and cybercombat, used to penetrate IMM Marker is removed.
enemy cybernetic systems as well as protecting against  Anti-Hacker Protocols: Hackers in Attack Mode can
them. Hacking Devices can function in Defensive or carry out cyberattacks against Hackers situated in their
Attack Mode. Each mode uses specific skills and hacking Zone of Control. These cyberattacks cause physical
programmes to fulfil a determined function in combat: damage to the victim, provoking neural overload and
Attack Mode: Used to hack T.A.G.s, Remotes (REM), brain haemorrhaging. Activating Anti-Hacker Protocols is
Heavy Infantry (HI), Doors, and Security/Data targets. It is dangerous, since the target can block the cyberattack and
also used to perform cyberattacks against other Hackers. It turn it against his attacker. This is a Short Skill.
has a radius of action of 8 inches although it can be used ATTENTION: This weapon is forbidden by the Concilium
through a Repeater. It does not require a LoF to the target, Convention. Its use will be penalized by the international
which only has to be inside of the 8 inch Zone of Control. courts.
Hacking in Attack mode is a Short Skill that allows the use
A cyberattack is performed normally by a Face to Face
of hacking equipment to perform some of the following
WIP Roll Modified by the BTS of each Hacker. The Hacker
activities:
who loses the roll automatically enters the Unconscious
 Hacking a T.A.G: To succeed in hacking a T.A.G, the state. If a target Hacker has already declared his Order and
miniature must make one or several hacking rolls, making cannot use it to protect himself against the Anti-Hacker
a Normal Roll of WIP modified by the target’s BTS. Hacking Protocols, then the attacker makes Normal Roll modified
a T.A.G. is a Short Skill. If the roll is successful, the enemy by the BTS of the target and the victim falls Unconscious
T.A.G. will remain completely paralysed (see Immobilize), if it is successful. If the defender or the attacker achieves
until the next turn. An Immobilized marker (IMM) is placed a Critical, the adversary and Repeaters used by him are
beside the T.A.G. automatically destroyed, passing directly to the Dead
If, after having effectively paralysed the T.A.G., the same state and ignoring the Unconscious state.
Hacker spends a new Order and succeeds in another In order to apply Anti-Hacker Protocols to an Unconscious
consecutive hacking roll, the T.A.G. will be completely Hacker, a figure must be 8 inches or less away and then
possessed. A Possessed Marker (POS) must be placed make a successful WIP Roll. The target has no defence and
beside it. The Hacker is now in full control of the T.A.G, will immediately die.
using all its Attributes and weaponry and controlling it
Defensive Mode: This is used to defend allied miniatures
with Orders spent from the Orders Reserve of the Hacker’s
from Hacking Attacks, Guided Missiles and the use
Combat Group.
of Airborne Deployment: Combat Jump. A Hacker in
When a Hacker fails a roll, he loses all the accumulated Defensive Mode operates, hacks, or defends without
effects so far: the T.A.G will be completely free of distance limit. He can use his hacking equipment to
his influence and any Markers due to hacking will be perform some of the following defensive activities:
removed. The Hacker must declare when he begins
 Hacking Airborne Deployment: Gaining access to
whether he wishes to immobilize or possess a T.A.G. Once
the enemy communications net, Hackers can detect and
his decision is declared, he may not perform any extra
scramble onboard systems of Airborne Deployment craft.
Hacking attempts on that T.A.G during that turn.
The short-circuiting and scrambling of the craft’s avionics
The T.A.G. can get rid of the Immobilization by Hacking compels the transported troops to perform an emergency
or Possession when its original player takes his next Active jump. To Hack an Airborne Deployment craft, the Hacker
turn. To do so, it must perform a Reset Short Skill. must spend an Order and perform a successful WIP Roll
 Reset: The T.A.G. must make a Normal or Face to Face modified by the BTS of his target (Airborne Deployment
Roll (if an enemy Hacker is within hacking range) against craft have a standard BTS of -9). It is not necessary to have
its WIP Attribute. If it is not successful, it may try again a LoF, or to be within any distance of the target.
After succeeding in the hacking roll, the enemy’s Airborne hacked; the lock will open and data can be easily extracted
Deployment craft navigation systems and jump protocols from the computer. In order to do this the target must be 29
are scrambled. All enemy miniatures with the Special Skill inside the Hacker’s ZC (8 inches), with no LOF needed.
AD: Combat Jump must leave the craft at once, following Coordinated Hacking: Up to four Hackers can Coordinate
the subsequent rules for Emergency Jumping: themselves to attack the same objective. Hackers are
Miniatures with AD: Combat Jump will choose, for all of always connected to each other, so there is no distance
them, a sole landing point in the game table. limit to a Coordinated Order. It is compulsory that the
Each figure must make a Normal Modified Roll of PH-9. nominated target be within the ZC of one of the Hackers,
If they fail the roll, they must apply the Combat Jump who is the only one at risk from receiving an ARO from the
dispersion rules. target. This coordinated Order may only generate an ARO
from the target and this ARO may only be used against
If the adversary has not any miniature with AD: Combat the nominated hacker, if possible. Coordinated Hacking
Jump, or if he has noted they will deploy with AD: Aerial cannot be executed in ARO.
Infiltration, the Level 2, then the Order spent is wasted.
Hacking Airborne Deployment cannot be executed in
ARO.
 Hacking Defensively: When a player in the Active turn
decides to do some hacking, the defender can (if he has a
Hacker in his ranks) perform Defensive Hacking. In order to
do this, he must state in the ARO of the targeted miniature
an intention to respond with his Hacker. This will substitute
the BTS Attribute of the miniature, Airborne Deployment
or Guided Ammunition on his side with a Face to Face Roll
of the WIP Attributes of both players’ hackers (Modified
by their own BTS).
1. If the defender prevails, he avoids and cancels the
original Hacker’s attack.
2. If the attacker wins, he will effectively hack his target.
3. If one of them achieves a Critical result, he succeeds
in his objective and will disable (DIS) his enemy’s Hacking
Device. It is not necessary for the defending hacker to
have a LoF or to be within 8 inches of the target of the
hacking attack.
 Hacking Guided Ammunition: To hack a Guided
projectile effectively, the miniature must make a hacking
roll, a Normal Roll of WIP modified by the target’s BTS.
Guided projectiles have a BTS of –3 and only Guided
Ammunition attacks may be hacked. A defending
hacker does not need LoF or to be within 8 inches of the
projectile: When a Guided Ammunition attack is made,
any hackers on the defending side gain an ARO that can
be used to hack it. If the hacking roll is successful, the
enemy’s projectile is completely deactivated. Hacking
Guided Ammunition is a Short Skill.

OTHER FUNCTIONS OF HACKING DEVICES


 Controlling a Remote: Hacking Devices allow Remotes
to be enrolled in an army. The Hacker will have a line of
communication with the Remotes updating performance
protocols to prevent enemies decoding their movement,
combat or remote activity programs.
 Hacking Security and Information: To effectively hack
an element of the scenery, for instance a door with an
electronic lock or a computer, the miniature must succeed
in a hacking roll, a normal WIP Roll modified by the target’s
BTS. Here are some examples:

Element BTS
Lock or simple computer equipment 0
Lock or complex computer equipment -3
Lock or high security computer equipment -6
Hacking Security and Information is a Short Skill. If the
roll is successful, the lock or the computer equipment is
30 Combat Example
Fusilier Angus receives an Order: Move towards a
corner to look for a target. After spending 1 Short
Movement Skill he moves 3 inches (He could move 4

10cm/4”
but he prefers not to leave the cover of the corner).
At the corner he can now see Wen Liu, a Zhanshi
enemy, and another miniature hidden by a TO Angus
Camouflage Marker. Wen Liu uses his Automatic Short Skill: B3
Reaction Order (ARO) to shoot Angus, who just
entered his LoF. The miniature represented by the TO
TO Camouflage Marker could also use his ARO, but
COMBAT

prefers not to do so as he trusts in the skilfulness of


Wen Liu. Angus, who still has 1 Skill left from the
Order, decides to shoot at Wen Liu. A BS combat
arises in which the roll will be a Face to Face one. Wen Liu

/12
After having declared that they are going to shoot, ARO: B1
m
the distance between them is measured (12 inches) 30c
and rolls are made. Angus must roll 15 or less with
the 3 shots of his weapon’s B (Burst) [12(BS Attribute)
+3 (Distance Modifier of a Combi Rifle for 12 inches]
and Wen Liu must roll 11 or less [11(BS Attribute) +3
(Distance Modifier of a Combi Rifle for 12 inches)-3
(Modifier for Cover, since Angus is close to a wall)].
Angus rolls 16, 19, and 7, while Wen Liu rolls 9. Only
Wen Liu scores a hit (Since Wen Liu’s BS is successful
and scores higher than Angus’ success of 7). To resist
damage, Angus will have to roll 10 or more [ +1 Angus

5cm/2”
(ARM) and +3 as he is behind Cover, against Combi Guts Roll Retreat
Rifle Damage of 13]. Angus rolls a 17 and avoids the
Wound, his bulletproof vest absorbing the impact.
TO
Angus recoils instinctively when he receives the
impact, looking for a less dangerous location,
moving 2 inches (half his MOV Attribute). If Angus
had desired to, he could have tried to remain in his
position by passing a Guts Roll, which would have
required a successful WIP roll.
This was the last Order of Angus’ player, and now it
Angus
is the Active turn of Wen Liu’s player, who spends 1
ARO: Discover
Order to activate Wu Shenru, a Hac Tao represented
by the TO Camouflage marker near Wen Liu. Shenru fail
moves 6 inches (Two Short Movements Skills = MOV:
4 inches + 2 inches) and arrives at a corner, achieving
LoF to Angus. Angus will use his Automatic Reaction
Order, gained as Shenru just entered his LoF, but as TO
Shenru is a TO Marker, his only possible action is to
try to Discover him. In order to do so, Angus measure
10cm/4” 5cm/2”
s the distance (2 inches) and must make a WIP roll of
9 or less [12 (WIP Attribute)+3 (Distance MOD)-6 (TO Wu Shenru
Camouflage Modifier)]. He rolls an 11 and fails, so TO: Camouflage
Shenru remains in the active TO Camouflage state.
Shenru receives a new Order and uses 1 Short Skill
to Shoot. Since he has TO Camouflage, his shots are
made before those made by Angus with his ARO.
Shenru measures the distance separating them, 2
inches, and calculates that with every shot in the Angus
Burst (B3) he must roll 17 or less [14(BS Attribute)
+3 (Distance modifier of MULTI Rifle)]. He rolls 18,
20 and 18. Buddha is not on his side it seems! (See
Graphic 19). After finishing his shooting, Shenru’s
/2”

miniature must be placed on the table instead of the


5cm

TO Marker. Wu Shenru
Short Skill: B3
(TO first attack)
Now Angus is entitled to an Automatic Reaction
Order. Angus shoots, with only a single shot in his 31
Burst (Automatic Reaction Order) and must roll 9 Angus
or less [12 (BS Attribute) +3 (Distance Modifier for ARO: B1
Combi Rifle) –6 (TO Camouflage Modifier)]. He rolls (second attack)
8 (Hit!). Shenru must now make an ARM Roll of 9
or more [13 (the Damage of a Combi Rifle) with +5
(ARM) to the d20 Roll] and rolls a 17, so his armour

/2”
resists the impact and he suffers no wounds. Shenru

5cm
wants to keep his position, so he must make a Guts 1 Wound
Roll, against his WIP of 14. He gets a 3, enabling
him to avoid recoiling and losing his position. (See
Graphic 20). Wu Shenru
Shenru receives a new Order and chooses to engage
in Close Combat. He uses the Order to perform a
Movement that ends in contact with the base of
Angus’s figure and then activates the CC Short Skill.
Angus, of course, has a right to an ARO and decides
to Shoot (This is a Face to Face roll as Shenru is not in
TO Camouflage anymore). Both make a Face to Face Angus
Roll. Angus must roll 9 or less, the same number as ARO: B1
before. Shenru needs 16 or less [CC Attribute of
16]. D20 results are 8 for Angus and 10 for Shenru,
and as it is a Face to Face Roll, Shenru is the winner.
Angus must roll and get more than 14 [Target of 14

5cm/2”
(Shenru’s PH Attribute while using a CC weapon)
adding +1 (ARM) to his d20 Roll]. Angus gets 16 with
his d20 (He is burning through his luck!) and avoids
a Wound. As they are engaged in Close Combat, Wu Shenru
Angus does not need to make a Guts Roll. (See Short Skill: Move
Graphic 21). Short Skill: CC
Shenru receives a new Order, the last one available:
he must finish Angus off or die. He spends the Order
to make a CC attack and both make a Face to Face
Roll. Now both use their CC values, as combat is
joined. Angus must roll 13 or less [13(CC Attribute)
with no TO Camouflage Modifier as they are in
close combat] and Shenru must roll 16 or less [CC Angus
Attribute of 16]. Both roll their d20: Angus gets a 12, ARO: CC
and Shenru rolls 14. Shenru will score a hit, but as Dies
Angus’ roll has also been successful, he will apply a
bonus +3 to his ARM roll. He therefore needs to roll
over 10 [14 (Damage) adding +1 (ARM) +3 (Defence
5cm/2”

Bonus)]. His luck has disappeared, as he rolls a 2.


Shenru’s CC weapon is of the Shock type, and Angus
falls Dead on the floor (The special effect of the
weapon consists in skipping the Unconscious state
to pass directly to Dead), his miniature removed from Wu Shenru
the table. Short Skill: CC
32 Skills and Equipment Distance 8 32 48 48+
inches inches inches inches
Skills Modifier +3 0 -3 -6
COMMON SKILLS
If the WIP Roll is successful, the Marker must be removed
Common Skills are those that any miniature can perform
and the figure placed in its position. The miniature will
without needing a specific mention in the description of
remain visible until it is camouflaged again.
the Troops’ Skills.
If a miniature fails when trying to Discover a Camouflage,
 Alert: Spending 1 ARO, the miniature can warn his
TO or Impersonation Marker, he will not be able to try
companions that they are going to be attacked from
again until the next Turn with an ARO or with an Order
behind, provided he has a LoF to the attacker. All
SKILLS and EQUIPMENT

in his next Active Turn. It may attempt to Discover other


companion figures can be turned to face the enemy, but
Markers after a failed attempt.
do not receive an ARO to act against it immediately. They
will of course gain ARO against subsequent Orders.  Dodge: Dodge is a Short Skill that allows a PH Face to Face
Roll to be made against BS, CC, PH or Forward Observer
Ballistic Skills Attack (Shoot): A Short Skill that allows use
Skills to avoid an enemy attack in LoF. A Dodging figure
of a ballistic skill weapon: the Attribute is modified by
can spend the rest of his Order to carry out or finish his
Distances and Cover.
Movement. Dodge also allows to disengage from a CC.
 Cautious Movement: T.A.G.s, Remotes, Motorcycles, and A figure dodging in ARO can move half of its first MOV
vehicles do not have this Skill. This Long Skill allows the value, or make any other Short Movement Skill that does
miniature to move carefully from one point outside the not require a roll. A Dodge roll in the Active turn can
enemy’s LoF to another point also outside the LoF of all be used to face all the ARO generated by an Order. In
his enemies. The figure moves a maximum equivalent to ARO, a Dodge roll will face all the shots of the Burst (B)
his first value in MOV as long as his start and end points or all actions done by the miniatures under Coordinated
are not in an enemy LoF. He will not generate any ARO Order (Dodge all blows in Close Combat, dodge different
if a LoF is crossed in the movement. Cautious Movement opponents’ shots etc.). T.A.Gs, Remotes and Motorcycles
cannot be used within the radius of the enemy’s Zone of must always apply a -6 MOD in order to Dodge. Vehicles
Control. The use of this Long Skill must be declared before cannot Dodge.
performing the manoeuvre.
In case of a draw of Attack and Dodge, the winner is the
 Change Facing: This Short Skill allows a miniature to figure that has the Attribute with the highest value.
change the direction of his facing without moving. By
Exceptions are Rolls against Direct Template weapons
Spending 1 ARO, a miniature can turn to face any enemy
(Chain Rifle, Flamethrower, and Nanopulser) and others
miniature that has entered his Control Zone or otherwise
such as the Special Skill Explode. In this case, to be able
alerted him. If the miniature does not have an ARO, it can
to Dodge the impact a Roll of PH with a –6 Modifier must
Change Facing if it is hit by an enemy attack or if an allied
be made. The Modifier indicates the higher difficulty in
miniature receives a hit inside its Control Zone. It is not
Dodging a shot from an area saturation weapon. If the roll
necessary to roll dice to perform this Skill.
is successful, the miniature dodges the impact even if he is
 Climbing: Motorbikes and Vehicles cannot perform this within the area of effect of the Template.
Skill. A Short Skill that allows vertical movement, climbing
 Get Up: A Short Skill that allows a miniature’s stance to
a number of inches equivalent to half the figure’s MOV
change from Prone to standing, removing the Prone
Attribute for each use of the Skill. To be able to Climb, the
position marker.
miniature must make a Normal PH Roll. If a Roll is failed,
the miniature falls the distance travelled so far: see the  Intuitive Attack: With Intuitive Attack, a miniature can
Damage section, Damage from Falling. While climbing, a detect movement and shoot to cover a wide area where
miniature will not be able to use any other Short Skills. If the enemy could be. Intuitive Attack can only be performed
the Climbing Movement does not finish at the top of a with Direct Template weapons (Flamethrower, Nanopulser,
wall, the figure remains hanging from it and is not able to Chain Rifle...) deployable weapons and equipment (Mines,
use any other Skill until the climb is completed. E/Mauler, Deployable Repeater, CrazyKoalas …) and the
E/Marat. This Skill allows performing of an attack against
 Close Combat Attack: This Short Skill allows use of Close
a camouflaged figure that has not been discovered
Combat weapons with the CC Attribute.
previously, as well as figures inside Zero Visibility Zone (like
 Coordinated Order: By spending 1 Order per miniature, a Smoke template) or shooting from inside a Zero Visibility
up to four figures can be activated to act at the same time Zone. It also allows placement of a deployable weapon
and carry out the same Order. with an enemy inside its area of effect. Intuitive Attack is a
 Discover: This Short Skill allows discovery of a miniature Long Skill that consumes 1 Order.
in LoF represented by a Camouflage, TO Camouflage To be able to make an Intuitive Attack a figure must
or Impersonation Marker. A Normal WIP Roll must be succeed in a WIP Normal Roll with no Modifiers (MODs
made, applying the relevant Modifier (Camouflage, TO from Distance and Skills CH: Camouflage and Hiding are
Camouflage, etc.). To be able to Discover a figure, distance not applied). If the camouflaged figure starts shooting,
Modifiers must be applied as the farther a figure is, the any shots will be simultaneous with Normal Rolls. If the
more difficult it is to Discover. Distance Modifiers are camouflaged figure receives a hit, he will have to reveal
applied according to the following table: himself, removing the Camouflage Marker and placing the
appropriate figure, even if his ARM Roll is successful.

Unofficial Infinity Rulebook Revised+


If the WIP roll is failed, it is not allowed to repeat the this Skill in the same Order allows the figure to move half
Intuitive Attack on the same target until the next Game the second value of the MOV Attribute. 33
Turn.
SPECIAL SKILLS
 Jump: Jump is a short skill that allows performance of These are Skills that only certain units are able to use,
a horizontal MOV to avoid a hole or a vertical jump to whether from special training, the use of certain equipment
clear an obstacle. To be able to jump, the distance (either or through natural talents. In those Special Skills that have a
vertical, horizontal, or diagonal) betweenthe start point and number of levels, superior levels always include the inferior
the landing point must be measured and be within half the unless stated otherwise. For example, a Level 3 Skill will
figure’s MOV Attribute. A PH Roll with no Modifiers must be include the Level 1 and 2 abilities as well. Alphabetical
successfully made to complete the jump. When this Skill is Levels (Like Level X) will indicate in their description if they
repeated in the same Order, a jump will not cover a longer include any other level.
distance, but two consecutive jumps can be made with two
PH Rolls. In order to do this, it is compulsory that between  Airborne Deployment (AD): Units of Airborne Deployed
each jump there is a rest point. In the second jump, the Infantry use aircraft to move to areas of the battlefield where
figure moves half of his second MOV Attribute. Any height they can cause the greatest damage when deployed. There
greater than half the height of the miniature requires a is no need to place miniatures with Airborne Deployment
Normal Roll of PH in order to be cleared. If the roll fails, see on the table during the Deployment Phase. If the miniature
the section Damage: Damage from Falling. If when making is not deployed on the table, he does not add his Order
a jump, MOV does not allow a landing point in which to to the Orders Reserve until positioned on the battlefield.
situate the miniature, it is assumed that he falls vertically To descend to the combat zone, figures possessing this
to the ground from the final point of his Movement. This Special Skill do not use Orders from the Orders Reserve
height is calculated to estimate the Damage From Falling of the army but instead must use their own Order. A figure
(See the Damage section). During a jump, no other Short with Airborne Deployment can also be placed in the normal
Skills may be used until the figure lands. way at the beginning of the battle, inside the player’s
Deployment Zone, if desired. If the Lieutenant possesses
 Move: Move is a Short Skill that allows the miniature to this Special Skill, he must be deployed at the beginning of
cover a number of inches equal to the first value of his the battle in the player’s Deployment Zone or his army will
MOV Attribute. Repeating this Skill in the same Order be in a Loss of Lieutenant situation. In a Retreat! situation,
allows the figure to move a number of inches equal to the all troops with AD who still have not been deployed cannot
second value of the MOV Attribute. It is not compulsory be placed on the game table. There are four levels of
to move the total distance indicated by the MOV values. Airborne Deployment.
When declaring Movement the complete and exact route
taken by a figure must be described so that an opponent • Level 1 Parachutist: This miniature has been trained
can announce his ARO. A figure can pass over any obstacle to deploy by using a parachute or rappelling from an
whose height is equal or less than half of his own without aircraft, in the moments prior to combat, arriving from
suffering restrictions to his Movement. outside of the battlefield at the most critical point. In the
deployment phase, AD: Parachutist allows the miniature,
 Mount/Dismount: This Short Skill allows mounting or without spending Orders or having to make any roll, to
dismounting of a vehicle or mount. avoid being placed on the battlefield. The borders of
 Open/Close: A Short Skill that allows opening or closing of the game table must be divided into imaginary sections
doors or windows and manipulating other mobile elements of equal proportion (Two per side, eight in total) to
of scenery on the game table. determine the parachutists point of entrance. An entry
 Prone: Prone is a Short Movement Skill that allows the section from the eight is chosen before the battle starts
miniature to assume a Prone position, placing a Prone for each figure, noted in secret so that it can be verified
Marker (PRONE) next to it. Troops in Prone Stance have when the figure is deployed. This section cannot be the
their Movement values halved and can not Jump or Mount/ enemy’s Deployment Zone. When the player decides to
Dismount. Example: a Prone figure that declares Dodge Deploy the figure, 1 Order is spent (The miniature’s own,
will only move 1 inch and not the usual 2 inches. A figure not one from the Orders Reserve) and the figure is placed
in Prone Stance is considered to be the height of his base. on the battlefield, somewhere along the table border of
T.A.G.s, Remotes, Vehicles, and Motorcycles cannot use the section selected before beginning the battle. If using
the Prone position. Except these figures, any miniature can a Coordinated Order, all miniatures participating must
be deployed Prone by placing a Prone Marker besides it. enter through the same section of a table edge, chosen
from those noted before the battle.
Speculative Shot: A Long Skill that requires 1 Order to be
spent to allow a Parabolic Fire to an area or figure outside • Level 2 Airborne Infiltration: Figures possessing the
the LoF of the attacker, applying a Modifier of -6 to BS Special Skill AD: Airborne Infiltration are experienced
or PH, depending on the situation. Only those miniatures parachutists, specialized in raiding and penetrating
equipped with Grenades and Grenade Launchers can use enemy lines. This Special Skill allows the figure, without
Speculative Shot. spending any Orders or making rolls, to perform similarly
to AD: Parachutist but without having to choose a specific
 Suppression Fire: Long Skill that consumes 1 Order, and
zone of entry. He must still spend his Order to deploy
allows placing a miniature with a ballistic skill weapon in
but may be placed on any border of the game table.
Suppression Fire mode. A Suppression Fire Marker must
The entry point chosen cannot be inside the enemy’s
be placed on the table as per the Suppression Fire section
Deployment Zone. If a Coordinated Order is used, all
of the rules.
miniatures participating must enter through the same
 Swim: A Short Skill that allows half a figure’s MOV Attribute table section.
to be used when traversing a liquid medium. Repeating
Unofficial Infinity Rulebook Revised+
• Level 3 Combat Jump: Figures with this special jump make their PH Roll with a Modifier of –3.
34 equipment are trained to descend at full speed over the • Level X Tactical Jump: A miniature that possesses the
battlefield surprising enemies with devastating sudden AD: Tactical Jump Special Skill is not only an excellent
attacks. The active player can deploy a miniature with AD: infiltrator parachutist, but is also a natural born leader
Combat Jump at any point during the battle. The figure with a superb tactical sense.
spends 1 Order (His own, not one from the Orders
Reserve) and makes a PH Normal Roll. If successful he Tactical Jump allows performance of only AD: Airborne
deploys to any point on the table nominated by his Infiltration, but without the enemy’s Zone of Deployment
owner, facing in any direction desired. restriction access. Moreover, if the figure possessing this
Special Skill is the leader (Lieutenant) of a group of figures
AD: Combat Jump AD: Combat Jump with AD: Parachutist, these can be deployed in the same
Allowed Not Allowed zone of entry and in the same turn as their Lieutenant,
SKILLS and EQUIPMENT

no matter if a different zone of entry was determined for


Building
1 1 them before the battle. If using a Coordinated Order, all
miniatures participating must enter through the same
0

2-

2-
9-

9-
3

3
section of a table edge.
In addition, if the figure possessing Tactical Jump is the
8

4
Lieutenant, as soon as he is positioned on the game
table the situation of Loss of Lieutenant is automatically
cancelled. The player recovers the whole Orders Reserve
7

that would have been available, with the exception of


6 6
Combat Jump
Orders spent previously (which can only be one or two).
Dispersion: If he fails the PH roll, the miniature suffers  Antipode: Miniatures belonging to this alien race have
a detour in his fall, deviating as many inches as the a special and peculiar behaviour in the game. Three
Failure Category multiplied by 2.5 (FC x 2.5). In order Antipodes are necessary to compose an intelligent entity,
to determine in which direction the miniature deviates, creating one personality with each individual contributing
a Circular Template is used. Place the Circular Template diverse characteristics. For this reason, it costs only 1
on the target point where the miniature was supposed Order to activate an Assault Pack of three Antipodes. All
to land, with the number 1 facing towards the centre the Antipodes in the Pack will then perform the same Skills
of the table. The second digit of the dice Roll is used simultaneously, but make separate rolls to resolve actions.
indicate the direction in which the miniature deviates Members of a Pack, in ARO as well as in their own turn,
(See Graphic 22). behave always as if they were only one figure. Although
If deviation prompts the figure to fall outside the they can move in separate ways, they must execute the
battlefield, he will have to spend an extra Order from same Skills in a sole Order and choose the same target,
the Order Reserve to appear on the border of the game providing only one ARO to enemy miniatures, as with
table at the point where he would have left. A figure standard Coordinated Orders.
cannot nominate as jump target the interior of a Smoke When a member of a Pack falls, the Antipode group identity
zone, or in Impassable Terrain or Zones of Low or Zero suffers a mutilation of its reasoning capacity, with the WIP
Visibility. The landing zone is of the same size as a of each Antipode reduced by -3 for every lost member of
Circular Template and must be free of scenery elements. the Pack. The Ariadnians have managed to work with Packs
The figure with Combat Jump can land on any point of 3 and 4 members, to increase their resistance capacity.
in the landing zone but the whole of its base must be If the Assault Pack belongs to an Ariadnian army and they
in the interior of the Circular Template. A figure cannot lose their Controller or his Control Device is Disabled,
land in base to base contact with another miniature. they must make a WIP Roll. If the roll is successful, they
If a Coordinated Order is used to perform a Combat continue with the last orders received by the Controller,
Jump, all the miniatures participating must choose the which usually consists of charging against the enemy. In
same template as their landing point. Those failing their such a situation, the Pack is still considered as part of the
PH Roll will be dispersed individually. Ariadnian army.
Figures possessing Combat Jump can also deploy If they fail the roll, they must make a d20 roll. With a
themselves, if they wish to, as if they possessed the result of 10 or less, the Pack will use its respective Orders
preceding levels in AD. (Impetuous and normal Order) to get off the table through
Remotes with Combat Jump will have to perform a PH the nearest edge, performing no orders except for Move
Roll in order to jump. PH determines the automation or Dodge. If the result is over 10, the Pack will enter Frenzy
and programming level of their jumps. state and go bananas, leaving the control of the Ariadnian
player. In the following game rounds, the Antipodes will
Impetuous Figures with Combat Jump will have to use act before the rest of the players, using their Impetuous
their Impetuous Order to perform their jump. If they do Order and their own Order to attack the nearest figure,
not want to jump immediately, at the beginning of the continuing every turn until either they or all other miniatures
turn they must spend an Order from their army’s Orders on the table are dead. They attack the nearest figure each
Reserve in order to stop each impetuous figure from turn, whether friend or foe.
deploying with their Impetuous Order.
Every time after the Controller’s disappearance the Pack
Inferior Combat Jump functions exactly the same as loses one of its members, a WIP roll must be made with the
normal Combat Jump, but in certain scenarios, owing corresponding Modifier per dead Antipode, with results as
to certain weather or technical conditions, figures will above.
Unofficial Infinity Rulebook Revised+
When organizing Groups in an army, the Pack and their CH: Limited Camouflage: The trooper possesses the
Controller will count as two figures and will always be in the CH: Camouflage Special Skill but lacks the possibility 35
same Group. The Pack gives 1 single Order to the Order of “Camouflaging Again”. So, once Discovered, or if
Reserve, different from the Order given by their Controller. he reveals himself, he will lose this Special Skill and he
 Berserk: The figure is possessed by a brutal blood thirst cannot camouflage again or use any other advantages
that throws him into combat despising any safety measures. given by CH: Camouflage or CH: Mimetism (Except if
The CC roll, usually a Face to Face one, becomes a Normal he possesses also the CH: Mimetism Special Skill, then
Roll for each combatant. Each makes their Skill Rolls, with it can keep using it).
a successful attack roll compelling the enemy to make • Level 1 Mimetism: The figure has the special ability to
an ARM Roll, so it is possible that both players receive obscure his appearance to an enemy. Moreover, he has
Damage simultaneously. The Berserker receives a bonus basic mimetic tools and clothes or camouflage gear made
of +9 to his CC Attribute in return, but never gains the +3 with a photosensitive material, a cheaper alternative to
ARM Defence Bonus for making a successful CC Roll. If chameleonic tools, and knows how to use it with the
the opponent decides to Dodge, a success on his PH Roll maximum results in order to avoid discovery. In game
will not avoid the blow, but he will be able to move out terms, any miniature attacking a figure with Mimetism will
of CC. Berserk is an automatic Special Skill that does not have a -3 Modifier to his BS Attribute for ranged attacks.
require Orders to be spent for activation but its use must • Level 2 Camouflage: The miniature has a special
be declared at the same time as the declaration of a CC capacity, be it natural or learned, for hiding and stealth. He
Skill use. The use of this Skill is optional and it can only be will also have chameleonic tools available: photoreactive
applied in CC. cells and variable/ combinable environment patterns.
 Booty: The figure devoted himself to pillaging in some These clothing-incorporated systems will merge the
previous battle, and now has some extra item in his miniature with his surroundings. The Special Skill of
equipment that is probably not very common in units like Camouflage allows its owner to perform:
his. This element does not count as a Support Weapon Camouflaged Deployment: This use is exclusive to the
when performing the Support Weapons calculation in army deployment phase and does not require the spending
construction. The Booty does not substitute for the figure’s of any Orders or making of rolls. The miniature is not
basic equipment: it is instead a complement. Before deployed in the usual way: a Camouflage Marker is
starting the battle a roll is made on the following table to placed instead. This type of Deployment also allows 3
ascertain which extra element of equipment the figure has: miniatures (All with the Special Skill of Camouflage) to
Roll Booty be deployed under the same Marker.

1-3 Light Protection (+1ARM) One or more miniatures can be separated from the
group at any point in the game, moving as a separate
4 Explosive CC Weapon 13 E/M CC Weapon Camouflage Marker. All the figures placed under the
5 Light Shotgun Camouflage Marker are revealed if the adversary makes
6 Heavy Protection (+4 ARM) a successful Discover Roll, or if some of the figures
perform an Order that uncovers them. When revealed,
7 Grenades figures must appear no more than ½ inch of distance
8 Adhesive-Launcher from each other, although the player can place them
9 Light Grenade Launcher facing however he likes.

10 Light Flamethrower In game terms, a Camouflage Marker is always the same


height as a base troop figure from its own army (Unless
11 Panzerfaust it has a Prone Marker beside it).
12 E/M Grenades Camouflage in Movement: This allows the player
14- Light Protection (+2 ARM) to move the miniature without placing him on the
15 battlefield. Only his Camouflage Marker will move.
16 X Visor When several miniatures are moved under the same
Camouflage Marker, they behave as if they were only
17 Monofilament CC Weapon one miniature. If they have different MOV values, the
18 Combi Rifle lowest is always used. The only Skills whose execution
19 AP Rifle does not automatically rreveal the camouflaged
figures are Cautious Movement and all Short Skills of
20 AutoMedikit Movement that do not require any roll (except Alert).
If, in the course of a battle, a unit with the Special Skill Booty The camouflaged figure reveals automatically when it is
finds the dying body of another figure (in Unconscious in base contact with another figure.
state), he can spend 1 Order to scavenge. He may gain If the figure is Discovered or is automatically revealed,
the figure’s ARM value instead of his own, or take one of its the Camouflage Marker is replaced by its miniature (or
weapons or pieces of equipment. He will be able to pick miniatures), facing how the player prefers.
only one object and in return must throw away any piece of
Booty he is currently carrying. If a Camouflage Marker does not perform anything but
MOV in his turn, even if it crosses a Suppression Fire
 Camouflage and Hiding (CH): This Special Skill marks the zone or a figure’s ZC, the only ARO that can be executed
miniature’s ability to merge with his environment and move against it is Discover or Change Facing.
with the highest stealth. Camouflage and Hiding has three
levels: Defensive Camouflage: To act against a Camouflage
Unofficial Infinity Rulebook Revised+
Marker, enemies must succeed in a Discover roll with a the game table. However, to carry out his first Order,
36 -3 Modifier. If the roll is failed, the camouflaged figure is which reveals his presence on the battlefield, he will not
not perceived and may not be a target of BS, CC, or any receive the Order from the Orders Reserve but will have
other Skill (Hacking, Sepsitor, etc.). If the Camouflaged to spend his own.
miniature (Or miniatures, if they are clustered) is Camouflage in Movement: Allows the miniature to
discovered, it will have to be placed on the battlefield, carry out the same Camouflaged Movement allowed by
substituting the Camouflage Maker and losing all the CH: Camouflage.
advantages of Camouflage in Movement and Combat,
but still complicating any BS Roll against him with a TO Defensive Camouflage: Allows the miniature the
Modifier of -3. When placing the figure over terrain, he same Defensive Camouflage that CH: Camouflage
can face any direction his owner chooses. provides, but a negative Modifier of –6 is applied if
someone intends to attack him.
SKILLS and EQUIPMENT

Combat Camouflage: This allows a miniature in a


camouflaged state to make a BS, Forward Observer, TO Combat Camouflage: Allows the same Combat
Sepsitor or Hacking attack before his opponent does. Camouflage as CH: L-2 Camouflage, with no orders
This attack is made with a Normal Roll. If the adversary needing to be spent. Camouflaging again: Functions
survives the attack, he may then make any attacks he exactly as CH: L-2 Camouflage.
may have declared in ARO which are also made as  CC with 2 Weapons: The miniature has received special
Normal Rolls, with -3 to BS if shooting at the revealed training in order to fight in Close Combat using a weapon
figure. After this, the player will have to replace the in each hand. This Skill allows the effects of two different
Camouflage Marker with the correct figure. Combat Close Combat weapon Special Ammunitions to be
Camouflage is only available for use with Ballistic Skills. combined on a successful hit. This Special Skill functions
In ARO, the reactions of Camouflaged soldiers are automatically and does not require any Orders or Rolls to
simultaneous to the Order they react to, so Face to Face be activated.
Rolls will be made.  Chain Of Command: The figure who possesses this Special
If the Camouflaged figure receives an Intuitive Attack Skill is the next in line to become the officer commanding
without having been Discovered first, he will have to the combat unit.
reveal himself even if he passes the ARM Roll, removing In game terms, if the trooper is on the game table as a
the Camouflage Marker and placing the real figure. In figure or a Marker, and the Lieutenant falls Unconscious
the same way, if he is affected by a Template but the or Dead, he will take command automatically, becoming
target was another figure, he will have to make an ARM the new Lieutenant with no spending of Orders required
Roll, revealing himself whether he passes the roll or not. and ignoring the effects of the Loss of Lieutenant rule. If,
Camouflaging Again: When a figure has lost the when the Lieutenant is shot down, the owner of the Chain
Camouflaged status (It is represented by its figure and of Command Special Skill is off the game table, once he is
not a Camouflage Marker), he can recover his former placed on it the Loss of Lieutenant state is cancelled and
status by spending 1 Order, provided that he is not in the the player automatically recovers the entire Order Reserve
LoF of any enemy miniatures. A figure in TO Camouflage that would have been available, with the exception of
in LoF of a miniature that intends to Camouflage itself Orders spent previously.
again will have to reveal himself if he desires to prevent This Special Skill functions automatically and its use is not
his enemy from re-entering Camouflaged status. optional.
• Level 3 TO Camouflage: The miniature possesses,  Climbing Plus: A miniature with Climbing Plus is specially
besides the Special Skill Camouflage, a Thermo-Optical equipped or gifted at climbing. This Special Skill functions
mimetizing device. This is a system that curves the light automatically and allows the miniature to climb as many
around its bearer, rendering him almost invisible and inches as his MOV Attribute, with no need to make a PH
erasing his thermal signature. This sophisticated device Roll. The Climbing Plus Special Skill allows the figure to
also diffuses any possible atmospheric turbulence that perform other skills while climbing or hanging from a great
its bearer may provoke and prevents his detection by height (Climbing+BS per example).
radar or sonar. In game terms, TO Camouflage allows its
 Coma: The figure carries a device able to cover an 8
possessor to perform the following:
inch radius area around him with a potent nanovirus.
Hidden Deployment: It allows the same type of The nanovirus can infect all figures possessing a Cube,
deployment as CH: L-2 Camouflage, but there is no functioning as an EI Sepsitor repeater. In order to propagate
need to make use of a Marker. Provided that he does the virus this device uses all the metabolic power of the
not move, the figure with CH: TO Camouflage will user, causing him to fall into an induced coma, which gives
remain completely invisible. The player must take note this skill its name.
of his figure’s position in the most detailed possible way
Coma is a Short skill. When activated, a miniature with
(Cover, Prone, etc.) so that the adversary will be able
Sepsitor can attack, by spending one Order per target, any
to verify the data in the moment in which he reveals
figure with a Cube within an 8 inch radius of the fighter
his position. If the miniature moves, the player must
with this Skill. The Coma area will be active only during
place a TO Camouflage Marker, and show his adversary
that turn. After activating Coma, the figure will have the
that he really was in that position from the beginning
status of Dead but still will be on the game table, with a
of the battle. If the figure performs any other action,
Wound Marker to show the radius of action of the Coma
he will have to be replaced by the miniature instead of
during that turn. At the end of the turn, the miniature will
the Marker. A miniature in Hidden Deployment does not
be removed from the table. Morat troops have a strict
add his Order to the Orders Reserve, as he is not on
code of regimental honour, so any Morat figure will not
Unofficial Infinity Rulebook Revised+
activate Coma until having caused at least one casualty to  Exrah: Concordat: Exrah Operators are the ephemeral
the enemy. branch of the Exrah race. Their keratinous epidermis 37
 Doctor: The miniature is a qualified doctor, with complete is softer, which allows them more mobility and personal
training in combat medicine and is a specialist in saving his speed, but makes them vulnerable to radiation, so their
companions from death. life expectancy is very short. Physical damage suffered
by the “Ephemeral” is impossible to cure, as his internal
Doctor is a Short Skill that allows the miniature, when in organs, affected by the ambient radiation of their planet
base contact, after passing a WIP Roll, to make his patient and cosmic rays received in their trips, have a very short
pass from the Unconscious state to Normal, with a single endurance. Because of this, when an Exrah receives a hit
Wound. If he fails the WIP Roll, the figure is considered to that pierces his ARM, his state directly moves to Dead: he
be Dead and is removed from the game table. Miniatures does not suffer the Unconscious state and is automatically
can be healed as many times as necessary, provided that removed from the battlefield.
the WIP rolls are successful. A miniature that has been
healed can also benefit later from a MediKit, AutoMediKit, Furthermore, the organism of the Exrah is very sensitive
or Regeneration, and vice versa. A figure must be in base to to powerful E/M transmitters, which causes them severe
base contact with a patient to use the Doctor Special Skill. internal damage. If an Exrah receives an E/M impact and
A Doctor with the Special Skill V: No Wound Incapacitation fails his BTS Roll, he will pass directly to the Dead state and
who has suffered one Wound can try to heal himself but if is removed from the game table. “Ephemeral” Exrah have
he fails the WIP roll he will die automatically. a superior capacity of movement than would be assumed
given their massive aspect: they move better than any
 Engineer: Any figure with this Special Skill has the means other Medium Infantry. They also have short wings, which is
and technical knowledge required to carry out campaign powered by their combat keratin and allows them to move
repairs on faulty or damaged equipment. Engineer is a in great leaps, conferring the Super Jump Special Skill.
Short Skill that allows, with a successful Normal WIP Roll,
the repair of Structure points (STR) of vehicles or figures (1  Forward Observer: This miniature is able to send his
point per successful WIP Roll) which he is in base contact comrades ranging and other data about the position of the
with. If the Engineer fails his WIP Roll, the target miniature enemy on the battlefield, increasing the efficiency of their
or structure loses 1 point of STR instead of recovering it. ranged attacks. Forward Observer is a Short Skill.

Engineers can reactivate all weapons, equipment and Forward Observers can mark a target, allowing any other
armour affected by E/M and Adhesive Special Ammunition miniature on their side without LoF (And with a weapon
if they they pass 1 single Normal WIP Roll when in contact that allows Speculative Fire or equipped with Guided
with the affected figure. If the Engineer fails the WIP Roll Special Ammunition) to be able to attack that target at
when reactivating, it is considered that the weapon or distance. A Forward Observer in LoF with an enemy will
equipment is permanently shut down with no possibility be able to mark him after passing a WIP roll (Face to Face,
of recovery. or Normal, depending on the case), Modified by Covers,
Distance, Camouflage and Hiding Special Skill, or an
It is essential that a miniature be in base to base contact Optical Disruptor Device. Distance Modifiers for marking
with the item he wants to repair. with Forward Observer are applied as per the following
Figures that posses this Short Skill can also open locks, table:
applying the same Modifiers as Hacking Security and
Information (See Advanced Rules: Hacking). In order to Distance 0- 8 8-32 32-48 + 48
open/close a door, base to base contact is required. inches inches inches inches
Engineer also allows Mines to be deactivated (Antipersonnel Modifier +3 0 -3 -6
and Monofilament), as well as E/Maulers and D-Charges. In There are two types of attacks that can be made as a result
order to deactivate a Mine in a same Order, the figure has of the marking by a Forward Observer:
to come into its action radius (Circular Template) and pass
Speculative: When the Forward Observer passes
a WIP Roll. If successful, the Mine does not explode and is
his WIP Roll, the target remains marked for any other
defused. If the WIP roll is failed, then it explodes, affecting
comrade that wants to shoot at that target, and the
the Engineer as normal.
Speculative Fire Modifier is not applied.
 Explode: This Special Skill is used by a figure to explode
Guided: When the Forward Observer passes his WIP
after it falls into an Unconscious state. The area of explosion
Roll the target will remain marked for any other comrade
is that of a Circular Template, causing 13 Shock Damage
possessing a weapon with Guided Ammunition. This
to all in the area. The detonation caused by this Special
figure will be able to use the Short Skill Ballistic Skills to
Skill can be Dodged by passing a PH-6 Roll. Exploding
hit the marked miniature without a roll required, as the
is a Short Skill that allows the figure to explode at any
WIP Roll of the Observer substitutes.
moment he deems suitable, after passing a Normal WIP
Roll. Activating this Special Skill will provoke a rapid death A miniature marked by a Forward Observer will be
in its bearer. Exploding can be used in CC substituting the considered as marked until the end of the turn of the
CC Attribute with WIP, the figure Exploding rather than player possessing the Observer that marked it.
causing a hit: this allows the figure to Explode without The special equipment of Forward Observers allows them
being Unconscious first. to use the Flash Pulse.
In the specific case of T.A.G.s with Combat Jump, such as  Ghost (G): A Ghost, an organic or artificial intelligence is
the Caskuda, the explosion is only produced when hitting inside a machine, controlling it from distance, but what
the ground: the figure will not suffer any damage and will separates machines from living creatures?
not be able to explode again. • Ghost Level 1: Remote Presence. This Special Skill is
Unofficial Infinity Rulebook Revised+
possessed by Remotes and unmanned T.A.G.s. Remotes Dead state, the Ghost: Jumper will return to the data
38 have pseudo-AIs and expert programs that rule their network automatically and the army loses his Order, until
behaviour in combat, operating in pure logic where fear at least one of his Proxies be recovered from Unconscious.
has no place. In the case of Remote Presence T.A.G.s, In a reactive turn, to jump from one Proxy to another
the driver is not physically present on the battlefield one requires the spending of 1 ARO. The Ghost: Jumper
and remotely controls it from a safe distance. Remote can see through the sensors and optical devices of his
Presence is considered confers the Valor: Courage Special inactive Proxies so he can react to any Order declared
Skill. Figures with Remote Presence cannot have a Cube. in LoF or ZC of any of his inactive Proxies. The Ghost:
• Ghost Level X: Mnemonica: The Mnemonica Special Jumper can react by jumping to any inactive Proxy (Even
Skill is a typical troop feature of the EI. If the original from an Unconscious Proxy through the aegis of an AI
body chosen to host the Aspect of the EI that controls Beacon) or he can make his active Proxy reacts with Alert,
SKILLS and EQUIPMENT

the army (Charontid, Anathematic or Avatar) is destroyed Change Facing, Dodging or any Skill which does not
in combat, the Aspect will automatically jump to another require LoF to perform.
figure’s Cube in his army. The Aspect can also jump when Moreover, inactive Proxies have pre-programmed
his body is in an Unconscious state, but this will cause reaction routines which allow them to react with Alert,
the body to automatically autodestruct and it must be Change Facing, or Dodge AROs to any Order declared in
removed from the game table. their LoF or ZC. The AROs used by these routines doesn’t
The Mnemonica Special Skill does not require the interfere with any ARO gained by the Ghost: Jumper, who
spending of an Order and functions automatically. can at the same time download into one of these Proxies
Mnemonica allows the EI to continue acting as Lieutenant or react to anything they perceive in their LoF or ZC
in his army with no Loss of Lieutenant situation incurred A model with Ghost: Jumper only provides 1 Order to the
whilst there are figures where it can discharge itself. Order Reserve of his army, no matter how many Proxies
When activating Mnemonica in another figure of the he has.
Combined Army, he will acquire the original WIP of the
EI´s Aspect (16 or 17), and the Ghost: Mnemonica Special All Proxies must belong to the same Combat Group,
Skill, but he will not be able to make use of any other counting each one as a standard figure towards the size
Special Skill owned by the original body of the Aspect, of the group. Figures with Ghost: Jumper also have the
or his equipment such as Sepsitor, Multispectral Visor, TO G: Remote Presence Special Skill.
Camouflage, etc. The Proxies of a figure with Ghost: Jumper give Victory
Ghost: Mnemonica includes too the Ghost: Remote Points to the enemy and must be counted as casualties
Presence Special Skill. for the Retreat! Rule.

• Ghost: Jumper Level 1: Figures that possess this Example: The Posthuman Valentina Nero has deployed
Special Skill are entities (of artificial origin or not) 3 Proxies to the battlefield. These are an infiltrated Proxy
whose conscience resides in data networks and who armed with a Sniper rifle, a Heavy Infantry Proxy with
can download themselves into different bodies, called a Spitfire and a Proxy Hacker, hiding in the rearguard.
Proxies, to interact with the material world. Figures Valentina decides to start in her infiltrated Proxy, placing
with Ghost: Jumper L1 have a minimum of two Proxies the Active Proxy Marker beside it and declaring her Order:
deployed on the battlefield into which they can download Move and Shoot. The successful shots of her Sniper Proxy
and participate in the excitement of combat. They can clear the path for her Heavy Infantry Proxy. So, she places
jump from one to another to always be in the thick of the the Proxy Active Marker beside it and declares her next
action, or they may use it as a way to quickly flee. Order: Move and Move, taking up a good firing position
with the Heavy Infantry. That is the end of the ALEPH
This Special Skill allows deployment of a minimum of player’s active turn, with the Proxy Active Marker remaining
two, and a maximum of three, Proxies on the game table, beside the Heavy Infantry.
applying the special deployment rules for those who have
them (ie. Infiltration, Airborne Deployment…). His adversary’s active turn begins. A Hellcat lands in the
rearguard of the ALEPH player, inside the Line of Fire
In an active turn, a player who possess a Ghost: Jumper of Valentina’s inactive Proxy Hacker. The inactive Proxy
troop can activate any of its Proxies, without spending Hacker, using its reaction routines, declares a Dodge ARO,
any extra Orders, just by placing the Proxy Active (PROXY to try and gain Cover from the threat of the Hellcat. It
ACTIVE) Marker beside the Proxy he wants to activate will be a Normal PH roll, as the Hellcat has not shot at it.
before spending and declaring an Order. Also in an Valentina, even though downloaded to the Heavy Infantry
active turn, the Ghost: Jumper can jump from one Proxy Proxy, perceives what her Proxy Hacker does, and declares
to another, without spending any extra Orders, just by a Change Facing ARO with her Heavy Infantry Proxy, to
placing the Proxy Active Marker beside the Proxy which cover the possible advance of the Hellcat.
he is downloading to before spending and declaring an
Order. The Hellcat declares a Move and Shoot Order against
the inactive Proxy Hacker. This again triggers its reaction
If an active Proxy falls Unconscious or Dead, the Ghost: routines, declaring a Dodge ARO. Now the Proxy Hacker
Jumper will be Unconscious or Dead as well. If the must to perform a Face to Face Roll (PH vs BS). Valentina,
Unconscious Proxy is healed, the Ghost: Jumper will being conscious that dodging alone cannot prevent the
recover with it. However, if the player has deployed an threat of the Hellcat, decides to jump to the Proxy Hacker
AI Beacon and it is still operational, the Ghost: Jumper as an ARO to the Hellcat’s Order, and places the Proxy
can leave the Unconscious or Dead Proxy, automatically Active Marker besides it. However, the Proxy Hacker fails
placing the Proxy Active Marker beside any of his other the Dodge roll, receiving a Wound. Thanks to its V: No
Proxies. When all his Proxies are in an Unconscious or Wound Incapacitation Special Skill, it remains standing.
Unofficial Infinity Rulebook Revised+
The next Order of the Hellcat is to Shoot again and the require LoF to perform.
Proxy Hacker, now active thanks to the downloaded The Servant Remote always disconnects automatically 39
presence of Valentina, can react in a normal way. So she if the Doctor/ Engineer is out of the game table (Due
declares a Shooting ARO. But luck is not with Valentina, to Airborne Deployment, Hidden Deployment…) or if
and she loses the Face to Face roll. The Proxy Hacker he falls Unconscious or Dead. A disconnected Remote
receives another two hits, and falls Dead with Valentina still stands still and cannot receive Orders or perform AROs.
in it. But, as the ALEPH player has an AI Beacon in play, as An Immobilized (IMM) Marker must be placed beside the
soon as an enemy figure declares an Order in LoF or ZC of base of a disconnected Remote. The Remote connects
either of Valentina’s other two Proxies, the Proxy can use automatically, without spending any Order or Short Skill,
its reaction routines and Valentina can declare an ARO to at the end of an Order in which the Doctor/ Engineer
jump to the body of that Proxy, placing the Proxy Active comes back from Unconscious state or enters the game
Marker besides it table.
• Ghost: Servant: This Special Skill that allows a Doctor or Contrary to Ghost: Synchronized, there is no limit in the
an Engineer to operate or repair by tele-presence through operating distance between the Servant Remote and its
a Remote. Only figures with the Doctor or Engineer Doctor/ Engineer.
Special Skill can use Remotes with Ghost: Servant. Before
the battle starts it is compulsory to determine which Servant Remotes are Not Impetuous figures, so they
figure will control each Servant Remote, which cannot be cannot be activated with Impetuous Orders.
used by any other miniature. Remotes with Ghost: Servant which possess the Airborne
With Ghost: Servant, the figure and the Remote are Deployment (AD) Special Skill can be deployed by
activated at the same time with only 1 Order. It works spending 1 Order from the Order Reserve or, if the
similarly to Ghost: Synchronized, as both must declare player prefers, by using the same Order through which
the same Order. If one of the two figures cannot perform its Doctor/ Engineer is deployed, without requiring the
the complete Order (the Long Skill or both Short Skills of spending of an additional Order. In such a situation,
the Order), he will be inactive and he will not perform the they must be deployed at the same time and from the
Order. However, if he can only perform one of the two same side of the game table, or using the same Circular
Short Skills of the Order, then he will perform that single Template, as their Doctor/ Engineer.
Skill, while the other figure will perform the complete Remotes with Ghost: Servant also have the G: Remote
Order. The difference from Ghost: Synchronized is that Presence Special Skill.
the Doctor/ Engineer makes the WIP roll, and it is the Remotes with Ghost: Servant don’t provide Victory Points
Remote who performs it. The Doctor/ Engineer can heal, to the enemy and are not counted as casualties for the
repair or act through the Ghost: Servant, but it is necessary Retreat! rule.
that the Remote be in base contact with the target. The
If the Doctor/Engineer is hacked (If he is liable to
Remote has not the Doctor neither the Engineer Special
be hacked) or if he receives a hit from E/M Special
Skills: it cannot heal or repair by itself as it need to be
Ammunition and fails his BTS roll, his Remote will
controlled by the Doctor/ Engineer. Usually, to allow the
disconnect automatically because its link is interrupted.
Servant Remote moves until reach its target, the Doctor/
The Remote will connect again at the end of the Order
Engineer declares the Order but doesn’t perform it,
in which the Doctor/ Engineer is freed from the hacking
being in a safe place on the battlefield. Meanwhile, it
or his equipment is repaired. A sepsitorized Doctor/
is the Servant Remote who performs the Order, moving
Engineer can use his Ghost: Servant in the normal way.
until in base contact with the target.
Example: The Mech-Engineer Yie Yang declares the first
The Doctor/ Engineer and the Remote only provide a
Short Skill of the Order, Move. She moves towards a Total
single Order to the Orders Reserve and both are activated
Cover area while the little Yáozao, her Servant Remote,
with only one Order. It is mandatory both figures belong
moves towards an Unconscious Gujia, downed in the
to the same Combat Group where they count as a single
middle of the battlefield. An enemy miniature declares his
figure. A Doctor/ Engineer can have more than 1 Servant
ARO, shooting at the Yáozao. Yie Yang declares the second
Remote, but he can only activate them one by one,
Short Skill of the Order, Dodge. The Yáozao must perform
applying the other rules considerations. Meanwhile, the
a Face to Face roll, but not Yie Yang, as she is not being
other Remotes will be inactive. As they are activated by
menaced. The valiant Yáozao wins the roll, dodging the
one single Order, the Doctor/ Engineer and the Remote
enemy shot. Yie Yang receives a new Order to spend, and
will provide a single ARO to each figure with LoF to either
she declares a Move. She moves until in base contact with
or both of them. If they cross a Suppression Fire (SF) zone,
the Total Cover, and the Yáozao runs towards the Gujia.
both can receive shots from the shooter maintaining the
There is no ARO against them, so the second Short Skill is
SF.
to Move again. She stands still behind the Cover and the
The Doctor/ Engineer and the Remote each get their own Yáozao moves up to its target. The next Order is to Move +
ARO in reaction to every Order declared in their LoF or Repair, with the Yáozao reaching the fallen T.A.G. while Yie
inside their Zone of Control. These AROs must be the Yang remains safe behind Cover, from where she performs
same for both figures, applying the Ghost: Synchronized the WIP roll to repair by tele-presence through her reliable
rule. Yáozao, recovering one Structure point on the fallen Gujia.
The Doctor/ Engineer can see through the sensors and • Ghost: Synchronized: With this Special Skill a non-
optical devices of his Remote, so he can react to any Hacker miniature can control an auxiliary Remote which
Order declared in LoF or ZC of his Remote with Alert, has synchronized its Ghost with his. This is an automatic
Change Facing, Dodging or with any Skill which does not Special Skill and it does not require the spending of any
Unofficial Infinity Rulebook Revised+
Orders or making any rolls to use it. LoF to perform.
40 The Controller and the Remote only provide a single The Remote must be always inside the Zone of Control
Order to the Orders Reserve and both are activated with of its Controller. The Synchronized Remote always
only one Order. It is mandatory both figures belong to disconnects automatically when is out of the Zone of
the same Combat Group where they count as a single Control, or if the Controller falls Unconscious or Dead.
figure. A disconnected Remote stands still and cannot receive
A Synchronized Remote basically replicates the actions Orders or perform AROs. An Immobilized (IMM) Marker
performed by its Controller. To act, the Controller and must be placed beside the base of a disconnected
the Remote must declare the same Order, but it is not Remote. The Remote connects automatically, without
necessary they have the same target. If one of the two spending any Order or Short Skill, at the end of the Order
figures cannot perform the complete Order (the Long in which it is once again inside the Zone of Control of
SKILLS and EQUIPMENT

Skill or both Short Skills of the Order), he will be inactive its Controller, or at the end of an Order in which the
and he will not perform the Order. However, if he can only Controller comes back from the Unconscious state.
perform one of the two Short Skills of the Order, then he Ghost: Synchronized works in the same way when the
will perform that single Skill, while the other figure will Controller has more than one Remote. In this situation,
perform the complete Order. the Controller and all his Remotes are activated with only
Example: The Auxilia Calvin, with his back against the one Order.
exterior wall of a small building, sends his Auxbot, Remotes with Ghost: Synchronized also have the G:
affectionately named “Hobbes”, towards one of the Remote Presence Special Skill.
building’s corners while he moves towards the opposite Remotes with Ghost: Synchronized don’t provide Victory
corner. So, the first Short Skill of the Order is declared Points to the enemy and are not counted as casualties for
(Movement) activating both figures, who move in different the Retreat! rule.
directions. When arriving at the end of his Movement,
Calvin sees an enemy Zhanshi who declares ARO (Shooting) If the Controller is hacked (If he is liable to be hacked)
against him. Meanwhile, “Hobbes” when arriving at the or if he receives a hit from E/M Special Ammunition and
corner faces a Celestial Guard who reacts by Shooting in fails his BTS roll, his Remote will disconnect automatically
ARO as well. With the second Short Skill, Calvin declares he because its link is interrupted. The Remote will connect
will perform a BS attack, shooting the complete Burst (B) of again at the end of the Order in which the Controller is
his Combi Rifle at the Zhanshi, and “Hobbes” declares a BS freed from the hacking or his equipment is repaired. A
attack with its Heavy Flamethrower, placing the Teardrop sepsitorized Controller can use his Ghost: Synchronized
Template over the unfortunate Celestial Guard. in the normal way.

Spending a single Order from the Order Reserve, Calvin A Controller can be Synchronized with a creature like a
and his Auxbot have attacked two different enemies. Let’s Pupnik, instead of a Remote. In this situation, and when
see what could happen if the situation was different. it is allowed in an Army List, the G: Synchronized rule is
applied, replacing the word “Remote” with the name of
Example: The Auxilia Calvin, with his back against the the creature (Pupnik, for example).
exterior wall of a small building, sends “Hobbes” his little
Auxbot, towards one of the building’s corners while he goes If the Controller is Impetuous, then the synchronized
towards the opposite corner. So, the first Short Skill of the creature (Or creatures, but never Remotes) will be as well,
Order is declared (Movement) activating both figures, who but, as with normal Orders, both only provide a single
move in different directions. When arriving at the end of his Impetuous Order, which activates them all.
Movement, Calvin doesn’t see any enemies. Meanwhile,  Hyper-Dynamics: The dodge ability of those who have
“Hobbes” when arriving at the corner faces two Zhanshi Hyper-Dynamics is amazing. Studies performed in
who both declare ARO (Shooting) against him. With the laboratories reveal that, when a threat is detected, 100
second Short Skill, “Hobbes” declares a BS attack with milliseconds before beginning movement the individual
its Heavy Flamethrower, placing the Teardrop Template shifts his body to change where his weight rests. In this
over the two Zhanshi. Meanwhile, Calvin declares he will way, he balances his centre of mass over his legs, semi-
perform a BS attack too - although he has no target in LoF, flexed, which he will use to boost his movement and dodge
it’s mandatory he declares in that way to allow “Hobbes” the attack. Those who possess Hyper-Dynamics thanks
to perform his attack. to an implant undergo a treatment during which their
As they are activated by one single Order, the Controller reflexes are accelerated and sharpened gradually through
and the Remote will provide a single ARO to each following weeks, to adapt them to the superhuman reaction
figure with LoF to either or both of them. If they cross a capability. Creatures who are specifically biodesigned to
Suppression Fire (SF) zone, both can receive shots from possess this capability usually have a brief lifespan because
the shooter maintaining the SF. the drain on their nervous system is excessive.

The Controller and the Remote each get their own ARO The owner of this Special Skill is able to anticipate the
in reaction to every Order declared in their LoF or inside direction of an imminent threat and plan movements in
their Zone of Control. Those AROs must be the same split seconds to move in the opposite direction.
for both figures, applying the Ghost: Synchronized rule In game terms, this Special Skill provides a positive
regarding the execution of Orders. Modifier to the Dodge Roll. There are three levels of
The Controller can see through the sensors and optical Hyper-Dynamics:
devices of his Remote, so he can react to any Order • Level 1: Provides a Modifier of +3 to PH, only applies
declared in LoF or ZC of his Remote with Alert, Change to Dodge Rolls.
Facing, Dodging or with any Skill which does not need
Unofficial Infinity Rulebook Revised+
• Level 2: Provides a Modifier of +6 to PH, only applies equipment. Their Impersonation Skill allows them to
to Dodge Rolls. cross enemy lines, eliminate an enemy figure and then 41
• Level 3: Provides a Modifier of +9 to PH, only applies impersonate him to gain the element of surprise. This
to Dodge Rolls. Special Skill is affected by E/M Special Ammunition. There
are two levels in Impersonation:
 i-Kohl: i-Kohl is a brand of make-up and personal beauty
products developed by the Haqqislamite cosmetic • Level 1-Basic Impersonation: Allows deployment
industry (Kohl was the make-up used in Ancient Egypt). A of the figure wherever desired, except in the enemy
more powerful and less subtle military application for it was Deployment Zone, or in base contact, without having
quickly found. Usually the i-Kohl brand name is used to to make any rolls. To represent the impersonator an
refer to all these kinds of products, military or not, artificial Impersonation Marker State 1 (IMP-1) must be placed.
or natural, and of human or alien origin. The Marker can be deployed within the 12 inch strip of
the enemy Deployment Zone after passing a WIP Roll.
Special Skill based on emission of a range of designed If he fails his WIP roll, the miniature deploys as a normal
pheromones and other powerful biochemical substances figure as if he had been discovered and recognized as
which saturate the sensory receptors of adversaries, human an enemy. There are three states of Basic Impersonation.
or not, who must be in base contact with the user. The
i-Kohl applies a negative Modifier to the CC Attribute of State 1 Unnoticed: The impersonator has infiltrated
opponents in CC combat with its user. The i-Kohl has no the enemy troops without being noticed, and will be
effect on figures with the STR Attribute. This is an automatic considered a comrade by his enemies, who will not be
Special Skill and it does not require the spending of any able to act against him (Using BS; PH, CC, etc.). The
Orders or the making of any rolls to use it. There are three impersonator figure is represented by an Impersonating
levels of i-Kohl: Marker State 1 (IMP-1). In order to discover the
impersonator, the enemy must make a Discover Roll with
• Level 1: When its bearer is engaged in CC, the i-Kohl Modifier –6. If the roll is successful, the impersonator
provides a –3 Modifier to the CC of all those who are passes to state 2.
fighting against him.
State 2 Characterized: The impersonator has been
• Level 2: Works exactly the same as Level 1, but applies detected, but he still tries to pass for a comrade. The
a –6 Modifier to the CC attribute. state 1 Marker (IMP-1) is substituted by another of
• Level 3: Exactly the same as Level 1, but applies a –9 Impersonation state 2 (IMP-2), but the figure still cannot
Modifier to CC. be attacked, as his identity is still not clear and he is
Example: Azra, an Odalisque with i-Kohl L3, is engaged in still considered a comrade by his enemies. They must
CC combat with a Shaolin Warrior-Monk who, despite his make another Discover roll, a Normal Roll without the -6
strict training, cannot avoid being influenced by the charms MOD, to identify him as an enemy. If this Discover roll is
of the beautiful Odalisque. The Warrior-Monk can use his successful, the impersonation passes to state 3.
Martial Arts Level 3 to hit first, but with a –9 Modifier to State 3 Discovered: The IMP-2 marker is replaced on
his CC. the table by the miniature. The impersonator has been
Example: The lovely Azra, with her natural magnetism, identified as an enemy and can be attacked as usual.
is now in base to base contact with a wild and hairy The only Skills whose execution does not automatically
45th Highlander. However the unstoppable fury of the reveal the impersonator are Cautious Movement and
Caledonian doesn’t make him immune to the spell of any Short Movement Skills that do not require any roll
Azra’s i-Kohl. The 45th can use his Berserk Special Skill (CC (except Alert). The Impersonator reveals automatically
+9) but it will be nullified by the I-Kohl L3 (CC -9) when he is in base contact with another figure.
Example: A Ninja in his active turn, attracted to the An impersonator not yet discovered can make a BS attack
beautiful Azra, declares Move + CC against her. If Azra before his opponent can react. Therefore, no Face to
reacts by Shooting, she cannot use the i-Kohl in the Face to Face Roll is made: each figure makes a Normal Roll of
Face Roll, because they are not in base contact. However, BS, the impersonator going first. If his adversary survives
if she reacts by declaring a CC action, then she can apply the ARM Roll, he may then return fire. After firing, the
the Modifier. impersonator’s miniature replaces any IMP Marker. In
 Immunity: The miniature has a natural capacity to resist ARO, impersonators’ reactions are simultaneous with the
different types of Damage. Order being answered, so Face to Face Rolls are used.
This Special Skill is automatic and does not need the To return to Impersonation status (Substituting the
spending of any Orders or making of rolls. miniature with the IMP-1 Marker) 1 complete Order must
be spent outside the LoF of any adversaries.
• Level 1 Shock Immunity: The miniature is immune to
Shock Ammunition and Shock weapons, ignoring their An impersonator in state 1 or 2 (IMP-1 Marker or IMP-2)
special effect and considering them as normal weapons will be considered as a comrade by his adversary, but if
and Ammunition. he moves thrugh a Suppression Fire area he will be hit in
a normal way.
• Level 2 Total Immunity: The miniature is immune to all
the special Weapons and Ammunition (Except Adhesive, The miniature with Impersonation will always use his
E/M, Monofilament and Plasma), which are considered as own Characteristics, Skills, and Equipment, although he
normal attacks. will be able to pick up and use 1 enemy Weapon if he
manages to kill a foe in Close Combat and then returns to
 Impersonation: Figures possessing this Special Skill are
Impersonation status. Scavenging a weapon from a victim
experts in infiltration: they are incredible actors and have
is a Short Skill.
been outfitted with sophisticated holographic disguise
Unofficial Infinity Rulebook Revised+
Human figures with Basic Impersonation will never be Figures with Superior Infiltration, as those with just
42 able to pose as an alien miniature (Antipode, Morat, Infiltration (Level 1), may be deployed to the battlefield
Shasvastii, etc.) and vice versa. The Impersonator will not as if it did not have this Special Skill if desired
be able to act in State 1 against the Combined Army of  Inspiring Leadership: If the figure with this Special Skill is
the E.I. but he will always act in State 2. the Lieutenant, the Characteristics of Instruction and Fury
• Level 2- Impersonation Plus: Functions exactly the same (Regular, Impetuous, etc.) of all the troops under his command
as Impersonation but, due to advanced technological are replaced by his own. While the figure possessing Inspiring
devices, it allows the impersonation of alien creatures by Leadership remains conscious on the battlefield, his troops
human agents and vice versa. will not disband, behaving as if they were figures with the
 Infiltration: This Special Skill has been divided into levels. Religious Troop Special Skill. This Special Skill has no effect
In the Army lists, models with the Infiltration skill are on troops possessing Remote Presence.
SKILLS and EQUIPMENT

considered to have Level 1 of this Special Skill. If an Impetuous Troop, the figure possessing Inspiring
• Level 0-Inferior Infiltration: It is compulsory that the Leadership must act before the other members in his
figure must be deployed outside his Deployment Zone, group in order to set an example.
but always inside the enemy’s half of the table. So, the This Special Skill functions automatically and its use is not
roll to Infiltrate will be, at minimum, PH-1. Figures with optional. It only works while the user is conscious.
the Inferior Infiltration Special Skill must ALWAYS be  Martial Arts: The miniature has a superior capacity in Close
deployed in this way and may not be deployed as if they Combat due to discipline, training, and meditation. This
did not have the skill. If the roll is failed, the Dispersion rule Special Skill is automatic; there is no need to spend Orders
must be applied and the Camouflaged Deployment and to activate it. Each level encompasses the advantaged of
Hidden Deployment advantages will be lost. Figures with the previous levels and when one is activated, the rest are
Inferior Infiltration cannot be placed inside the enemy’s automatically activated if desired.
Deployment Zone, even when Dispersion is applied.
• Level 1 Attack to Vital Points: When both fighters
• Level 1-Infiltration: Due to his ability to move stealthily, succeed in a Face to Face Roll but this figure scores a hit,
the miniature will be able to infiltrate the enemy’s lines the enemy does not receive the +3 ARM bonus for being
without being noticed. The use of the Infiltrate Special in CC. This level is only applicable to CC
Skill is only allowed in the Deployment Phase. Infiltration
allows a miniature the following options: • Level 2 Courage: Functions as the Special Skill of Valor-
Courage
Option A: The miniature can be deployed, without
having to spend an Order or make a Roll, up to the central • Level 3 First Attack: This allows the figure to attack
area of the game table (within the half corresponding first in CC, making a Normal Roll to hit. If the defender
to his army). He is deployed in Camouflage or TO survives, he can counter attack with a Normal Roll of CC.
Camouflage status if applicable. A figure with this ability may also use the CC Attribute
instead of PH to disengage from Close Combat. This
Option B: If the miniature wants to go further into enemy level is only applicable in CC.
territory, he must to pass a Normal Roll of PH. Each 4
inch strip of distance advanced into enemy territory will Two figures with Martial Arts L3 will perform their First
add a cumulative Modifier of –1 to the roll. If he fails the Attack at the same time, so they have to make a Face to
roll, the Dispersion rule must now be applied. The centre Face Roll.
of the Circular Template must be placed at the point Example: A Ninja declares a Charge (Mov + CC) at the
in the battlefield where the figure wished to Infiltrate, unlucky Fusilier Angus. Angus’ options are to react by
with the number 1 pointing to the centre of the game Shooting or with CC. If Angus waits until the Ninja engages
table, multiplying the Failure Category by 2.5 (FC x 2.5) in CC with him, this could use his Martial Arts L3, and will
to determine where to place the infiltrator. Moreover, perform a First Attack, a previous Normal Roll. But, if
the miniature will lose the Camouflaged Deployment Angus reacts by Shooting, this will be a Face to Face Roll
and Hidden Deployment options provided by the CH: between the Ninja’s CC and Angus’ BS, because it occurs
Camouflage and CH: TO Camouflage Special Skills. before base contact.
It is not allowed to Infiltrate inside the enemy’s Zone of • Level 4 Empty Mind: This functions as Sixth Sense
Deployment, or in base contact with another figure. If L1, cancelling out Martial Arts Skills of Levels 1-3 of
Dispersion would place the miniature in either position, opponents. It also makes opponents incapable of turning
move the figure back towards its initial Infiltration point to face this figure as an ARO when he enters their ZC from
until it is no longer in an illegal position; ie. the figure will behind, unless they have Sixth Sense L2.
be placed on the limit of the enemy’s Zone of Deployment • Level 5 Personal Defence: When in combat with several
closest to the initial Infiltration point. If deviation prompts enemies, they will not receive the positive Modifiers
the figure to fall outside the battlefield, he will have to from fighting in a group. Personal Defence also allows
spend an extra Order from the Order Reserve to appear the martial artist to hit all his adversaries at once with a
on the border of the game table at the point where he single successful roll in CC, requiring each one to make
would have left. a separate ARM Roll. This level can only be used in CC.
• Level 2-Superior Infiltration: The miniature which  Mechanical Transmutation: The figure which possesses
possesses this Special Skill Level is such a skilled infiltrator this Special Skill can change to a predesigned form. The
than it doesn’t apply the Dispersion rule when it fails the transformation from one shape to another requires only
Infiltration roll. It only loses the Camouflaged Deployment the spending of a Short Movement Skill from an Order.
or Hidden Deployment advantage, substituting the Mechanical Transmutation allows the miniature to alternate
Marker with the miniature.
Unofficial Infinity Rulebook Revised+
freely between the different forms it has available. It is not Orders or the making of any rolls. The deployed weapon
allowed to transmute in ARO. In the Deployment Phase, the or equipment must be deducted from those carried by the 43
player must indicate which shape the figure is deployed in. figure.
 Mechanized Deployment: The figure belongs to the  Morat: The Morat are the militarist race par excellence.
Mechanized Infantry corps, whose armoured vehicles Morat troops possess an ingrained feeling of belonging
allow them to move ahead to cover the advance of their to their combat units. Their instruction and training have
companions. During the deployment phase a miniature produced an attack force where an individual sense of duty
with Mechanized Deployment can be deployed in any part and personal honour is sublimated to those of the group.
of the half of the game table corresponding to his side. All The Morat are very strict, follow rules to the letter and will
the figures with Mechanized Deployment must be placed fight until no soldier is on his feet: for this reason they will
in the same 8 inch radius area with a central figure as a not disperse until they accomplish their mission.
reference, as if they just jumped off a vehicle. All the Morat have a racial ability equivalent to the
 Meta-Agility: Evolutionary or artificial enhancements have Religious Troop Special Skill. In addition, the presence of
provided the owner of this Special Skill with great agility, Morat troops in an army increases the Retreat! threshold
giving him movement capabilities superior to the human from 60% to 75%.
standard. Meta-Agility allows overcoming of any obstacle  Multiterrain: Troops with Multiterrain Skill prepare
with ease. themselves extensively for every mission, training with
In game terms, Meta-Agility means the figure has the simulators or in zones that approximate the location where
Super-Jump and Climbing Plus Special Skills. This Special they will carry out their operations. Those troops stationed
Skill is automatic and does not require spending of Orders in adverse environments that include several types of
or dice rolls to use. Special Terrain (Aquatic and Jungle, for instance) will also
 MetaChemistry: The figure benefits from military possess Multiterrain.
nano-chemical substances used to control aggression Before starting the battle, figures with Multiterrain will
and to improve bodily functions. As secondary effect, be able to choose in which type of terrain they will be
MetaChemistry memetic substances provoke the specialized (See Terrain section). They will only be able to
appearance of physical, neuronal, or metabolic advantages choose one type out of the five possible types (Aquatic,
already latent in the subject. These improvements can be Desert, Mountain, Jungle, or Zero-G) and will reduce the
increased by the use of biotechnological implants. MV difficulty of that Terrain by one level. This Special Skill is
Before the battle, roll d20 and follow this table to discover automatic and does not require any Order to be activated.
the type of MetaChemistry improvement that the figure  Natural Born Warrior: A miniature which possesses this
will have. Special Skill is especially gifted in fighting, with a combat
instinct highly developed through many hours of hard
MetaChemistry training and real encounters. This Special Skill nullifies all
01-03 Natural Armour (+1 ARM) levels of Martial Arts in Close Combat, as well as the Berserk
04-05 Dogged Special Skill of adversaries. Moreover, Natural Born Warrior
gives the Special Skill V: Courage. This is an automatic
06 Shock Immunity Special Skill and it does not require the spending of any
07-08 Superior Movement (+4 inches to the first MOV Orders or the making of any rolls to use it.
value or +2 inches to both first and second MOV values)  Paramedic: This figure is the unit’s paramedic and is
09-10 X Visor equipped with MediKits to cure his wounded comrades.
11 Super Physique (+3 PH)  Pilot: The figure with this Special Skill is the pilot or driver
12-13 No Wound Incapacitation of a Vehicle or manned T.A.G. without the Ejection System
Equipment. Pilots can Mount/ Dismount from their vehicles
14-15 Sixth Sense L2 with a Short Movement Skill of an Order or ARO.
16-17 Regeneration A Vehicle or T.A.G. which has lost all its Structure points,
18 Super Jump and is in an Unconscious state, doesn’t provide its Order
19 Climbing Plus to the Orders Reserve of its army. However, with another
Order taken from the Orders Reserve, the player can
20 Total Immunity Dismount its Pilot (as first Short Skill of the Order). The
 Minelayer: Minelayers secure their force’s deployment Pilot of an Unconscious Vehicle or T.A.G. has no Order of
zone by placing Mines in close proximity to prevent the his own, and he doesn’t provide any Order to the Order
approach of enemy troopers. Reserve. Pilots don’t provide Victory Points to the enemy
During Deployment, figures possessing this Special Skill and are not counted as casualties for the Retreat! Rule -
can place inside their ZC a Camo Marker which represents only their T.A.G.s. are counted.
a camouflaged Mine, or a Marker representing the If a manned Vehicle or T.A.G. loses 1 point of Structure
deployable weapon with which he is equipped (E/Mauler, over its STR value, it is considered destroyed, in a Dead
Deployable Repeater…). It may not be placed if any enemy state, and its Pilot is considered killed as well.
troop is inside the area of effect of the deployable weapon.  Poison: The miniature is able to secrete a neurotoxin which
If the figure deploys using the Infiltration Special Skill and makes his blows highly lethal. Accordingly, the figure’s CC
fails the PH roll, then a Mine Marker will be placed instead weapon is counted as having Shock Special Ammunition.
of a Camouflage marker. The Minelayer Special Skill is The effect of the Poison can be combined with any other
automatic and it does not require the spending of any Special Ammunition that his CC weapon possesses.
Unofficial Infinity Rulebook Revised+
In addition, each time a figure with the Poison Special Skill  Seed-Embryo: The miniature is deployed inside a life
44 suffers a Wound in CC, his blood splatters automatically maintenance and body-developing capsule. When its
to cause a Damage 9 hit on his adversary. Blood splatters body is finished growing and the information, plans and
cause Normal (Never special) Damage, and as the direct aptitudes necessary to accomplish its mission are implanted,
result of a Short CC Skill, they cannot be dodged. the miniature will emerge from the capsule, ready for
 Regeneration: The miniature’s system is specially suited combat. Troops with this Special Skill are deployed on the
for self-healing and physical and metabolic regeneration. battlefield in the shape of a Seed-Embryo. This capsule,
which is heavily armoured, cannot do anything and only
Regeneration is a Short Skill that allows the miniature, has ARM, BTS and W Attributes. It is vulnerable to E/M
after passing a Normal PH Roll, to regenerate 1 Wound (being Immobilized) but it cannot be hacked.
and even recover from an Unconscious state. When the
miniature loses all his Wounds and becomes Unconscious, The Seed-Embryo stands still, without moving, giving one
SKILLS and EQUIPMENT

he must place a Wound Marker next to his figure. If he fails Order to the Order Reserve of its army until its player’s
his PH Roll while Unconscious, he passes to the status of second turn, or until the next player’s turn following its
Dead and is removed from the game table. If the number deployment. At the beginning of its second turn, before
of Wounds received leaves the miniature in a Dead state the Impetuous Orders sequence and without spending
before being able to activate Regeneration, he will not any Order, the Seed-Embryo is replaced by the miniature,
be able to use this Special Skill again, and will have to be fully equipped, facing wherever its player wishes and able
removed from the table. (For example, if a miniature with to act immediately. In an emergency situation, the player
1 Wound receives 3 hits from a Burst and fails 2 Armour can, if he wishes, spend 1 Short Skill or an ARO to hatch
Rolls). While the figure is in Unconscious state he will not the Seed-Embryo prematurely. The Seed- Embryo only
add his Order to his army Orders Reserve. can hatch reactively to any actions made by the enemy
inside its Zone of Control or its 360º LoF. In addition, it is
Figures with Regeneration automatically possess the Shock equipped with a stealth device which provides it with CH:
Immunity Special Skill. Regeneration is compatible with the Limited Camouflage until it hatches. If the Seed-Embryo is
use of MediKit or Doctor. A miniature with Regeneration discovered, replace the Camouflage Marker with a Seed-
can be healed and if he receives a Wound after that, he can Embryo (SEED-EMBRYO) Marker.
try to regenerate it, and vice versa.
Those Seed-Embryos which have the AD: Combat Jump
 Religious Troop: The beliefs and teachings of his leaders Special Skill cannot be deployed using any other level
have turned the miniature into an able warrior, with an abilities of Airborne Deployment. A landed capsule will
unswerving faith that allows him to keep firm when others hatch automatically in the player’s next turn following
desist. its landing; immediately by spending 1 Short Skill; or by
This Special Skill functions automatically and allows spending one ARO during another player’s turn. As they
the figure to keep his Order for himself after losing his are used to being deployed in dangerous areas, and
Lieutenant, in addition to the minimum Orders due to Loss lack the stealth device which is disabled after a landing,
of Lieutenant. In addition the miniature may choose not the capsules of Seed-Embryos with AD: Combat Jump
be affected by the rules of Retreat! If all a player’s figures have an Electric Pulse and a single use defensive device,
are Religious, then two of them may give up their Orders which works like an Antipersonnel Mine if enemy models
to elect a new Lieutenant. Otherwise they may continue approach within range of an unhatched capsule. A Seed-
operating using only their own Orders. Embryo that scatters off the battlefield will need to spend
 Repeater: Hacking range amplification system. This allows 2 Orders to appear on the border of the table, at the same
Hackers to use their skill in a radius of 8 inches around point where it left. It is hatched when placed on the table.
the Repeater. The Hacker can be at any distance from the
Repeater, and he does not need to keep a LoF with it. This Sensor
is a Special Skill that functions automatically and does not
need the spending of any Orders to work. The Repeater
can only be used by Hackers of the same army, or an allied Sensor can detect
one. this miniature with
TO Camouflage
 Sapper: In the Deployment Phase, the figure with this
Special Skill can be placed on the game table with a
Foxhole Marker (FOXHOLE) beside it. In this state, the Sensor cannot detect 20cm/8”
this miniature with
miniature is considered to be Prone and in base to base TO Camouflage
contact with Partial Cover in all directions, even though
there may be no scenery item present, and it benefits from
the CH: Mimetism and V: Courage Special Skills.
Sensor can detect this Sensor can detect
Foxholes are fixed positions, to leave them, in an active or model in hidden deployment this miniature with
with TO Camouflage TO Camouflage
reactive turn, requires use of the Get Up Short Movement
Skill. Moreover, by spending 1 Order, the figure can dig
a new Foxhole, placing a Foxhole Marker beside it and
using the above rules. When a miniature leaves a Foxhole,
it loses the CH: Mimetism and V: Courage Special Skills,
unless it has those Special Skills in addition to Sapper. A
Foxhole Marker is removed from the game table when a
figure exits it. The Foxhole Marker cannot be used by any
figure other than the Sapper.
Unofficial Infinity Rulebook Revised+
 Sensor: The miniature possesses high sensitivity detection figures and enemies hidden by a Zero Visibility Zone in
equipment, or a perfect sense of smell, that allows him LoF, no matter the distance and the blocking of LoF by 45
to detect hidden figures nearby. The miniature that Zero Visibility Zones and not applying its –6 Modifier.
possess Sensor can make a Normal WIP Roll (Distance, The miniature can also react simultaneously to any attack
Camouflage or TO Camouflage Modifiers are not applied) performed against it out of its LoF. This Special Skill
to Discover all models that are Camouflaged or in Hidden functions automatically (you will not need to spend any
Deployment within a radius of 8 inches around him. Order or make any roll).
Sensor is a Short Skill and does not need a LoF.  Strategos: The origin of the Greek verb “stratego” means
A miniature possessing the Sensor and Forward Observer “to plan the destruction of the enemies with the reason of
Special Skills can mark a target outside his LoF (using his the effective use of the resources”. However, a Strategos
pertinent Short Skill), if he is within the Sensor radius of not only dominates the Art of War, he professes it as a
effect and the target has been previously discovered. In philosophy of life, applying it in every moment, elaborating
such a case, a Distance, Cover, CH and ODD Modifiers will strategies of action which he studies, oversees, modifies,
not be applied to the Forward Observer WIP roll. A and evolves constantly. For that reason, a Strategos will be
miniature with Camouflage, TO Camouflage, or always “Your man with the plan”.
Impersonation cannot Camouflage again, or return to the This Special Skill identifies the professional of the Strategy,
Impersonation state, within the Sensor area. an individual with an analytic mind and a deep and
 Shasvastii: The Shavastii are an alien race with a advanced knowledge of the art of war and the military
completely different biology to humans. Endowed with psychology. There are three levels of Strategos:
a strong survival instinct, all the Shasvastii are partially • Strategos Level 1: If the Strategos figure is the
hermaphroditic, allowing them to bear a fast growth Lieutenant, he can assign the Lieutenant Special Order to
Spawn-Embryo inside them that they will later implant in any other miniature of his combat group.
enemy territory. After some time, a Shasvastii will sprout
from the Spawn-Embryo, which will follow genetically • Strategos Level 2: This level allows to the player,
codified information to continue the mission of the during the Deployment phase to reserve two miniatures
Shasvastii Continuum. Spawn-Embryos can feed from the to deploy after his adversary. It is compulsory to be the
corpse of the fallen Shasvastii, so it is considered that no Lieutenant to use this Special Skill.
Shasvastii troop yields Victory Points to his enemy until his • Strategos Level 3: If the Strategos figure is the
Spawn-Embryo has been wiped out. Lieutenant, he not only can use the preceding levels
It is therefore considered that, to count VP for victory as for of this Special Skill, but can also prevent his adversary,
Retreat! Shasvastii have three levels: Unconscious, Dead, during the Deployment phase, deploying a miniature
and Spawn. When the Shasvastii is Dead, replace it with after him.
a Spawn-Embryo Marker (SPAWNEMBRYO). The Spawn- A Strategos L2 against a Strategos L3 can reserve one figure
Embryo cannot move from its location, attack, or defend in his deployment, while the L3 can reserve two miniatures.
itself. It has ARM 0, BTS 0 and if it suffers one Wound it Two opposing Strategos L3 will perform a Deployment as
must be removed from the battlefield. usual and as stated in the rules, reserving one figure to
 Sixth Sense: Miniatures endowed with this skill have a deploy after their adversary.
special capacity to sense danger. They are able to perceive  Striga: A Special Skill which, like its vampiric namesake
the enemy’s intentions without having to see him, which in Roman mythology, allows exploitation of an enemy’s
allows them to react rapidly when attacked by surprise. Attributes for the user’s own profit. The skill allows the
Sixth Sense has two levels: causing of damage to recover Wounds suffered, or the
• Level 1: Within a radius of 8 inches, the miniature will copying of enemy Attributes. Striga has two levels:
be surprised by neither Impersonators, Camouflaged, • Level 1-Protheion: This Special Skill is a biogenetic
nor TO Camouflaged miniatures, nor enemies hidden by enhancement which allows the user to extract nutrients
a Zero Visibility Zone nor can he be attacked from the and organic matter from other living beings to boost his
rear within his Zone of Control. In this way, when attacked own health.
from within an 8 inch radius in his Zone of Control, the Protheion is a CC Attack. It requires spending of a
miniature will answer the assault in a simultaneous fashion Short Skill or an ARO, without any roll necessary, and
with a Face to Face Roll. Figures with Sixth Sense L1 will also requires the user be in base contact with another
be able to react against Impersonators, Camouflaged, biological creature in an Unconscious state. Each Wound
TO Camouflaged figures and enemies hidden by a Zero added to the user will remove a Wound from the miniature
Visibility Zone inside their Zone of Control only at the the user is absorbing nutrients from.
moment of being attacked, acting as if those miniatures
A figure with Protheion may absorb wounds until they
were in front of them and revealed but not Camouflaged
have a maximum of 3 in total at any given time. This
and not applying the Modifier of –6 for a Zero Visibility
means a figure beginning the game with a Wound value
Zone. They cannot however react to movements or any
of 1 may absorb up to 2 bonus Wounds, while a figure
other action of Impersonators, Camouflaged and TO
starting with a Wound value of 2 may absorb 1. If any
Camouflaged foes or troops hidden by a Zero Visibility
Wounds are lost, they may be re-absorbed up to the
Zone. This Special Skill functions automatically (No need
maximum of 3 Wounds in total. This Special Skill can be
to spend any Order or make any Roll).
used in an aggressive way, absorbing Wounds even if
• Level 2: Allows the miniature to react in a simultaneous the user is yet to be damaged. Against foes in a normal
fashion to attacks (Not to movements or any other actions) state (Not Unconscious), Protheion is used in CC Combat.
by Impersonators, Camouflaged and TO Camouflaged The figure with Protheion makes a CC Face to Face Roll
Unofficial Infinity Rulebook Revised+
against the opponent’s defending Attribute, with success For example, with Super-Jump, the figure can shoot while
46 forcing victims to make a BTS roll against the PH of the flying through the air and this will be considered an Order
user or transfer one of their Wounds. A victim of Protheion of the Move+BS type.
can lose all his Wounds, and his Unconscious level too, Also, when the miniature moves in a normal way he will
which counts as a Wound. Criticals with Protheion absorb be able to avoid any obstacle of his height or less without
a Wound directly from the target, avoiding the BTS Roll. any Movement restriction. To calculate the Falling Damage
The Protheion Special Skill cannot be used against figures taken by miniatures with Super- Jump, the sum of both
with the STR Attribute. values of his MOV Attribute is subtracted from the distance
Example: A figure with the Protheion Special Skill facing and the result multiplied by 2.5.
a Shasvastii Seed-Soldier in CC Combat could obtain or Example: a miniature with Super-Jump with MOV 4-4,
regenerate 1 Wound, if he succeeds at a Face to Face that jumps from a terrace to the floor from a height of 10
SKILLS and EQUIPMENT

CC roll, removing it from his adversary. Spending another inches will only have to make an ARM Roll against Damage
Short Skill, he could obtain or regenerate another Wound, 5 (distance of 10 minus MOV 4+4 = 2, multiplied by 2.5 to
taking it from the Seed-Soldier, who is now Unconscious. give 5).
No CC or BTS roll is required as it is a Coup de Grâce.  Superior Movement: The miniature is specially equipped
The Seed-Soldier passes from Unconscious to Dead state, for fast movement. This Special Skill automatically increases
but as it is a Shasvastii, it is replaced by a Spawn-Embryo the movement of the miniature, with no need to spend
Marker. Now the figure with Protheion has reached the Orders or make any roll. This increase is already calculated
limit of 3 Wounds, and cannot absorb any more. However, in the MOV value of the figure possessing this Special Skill,
if he loses any Wounds, he can come back to the Spawn- or else is indicated between brackets.
Embryo Marker. When in base contact, and by spending
another Short Skill, he can absorb 1 more Wound from the  Terrain: Some troops are trained to fight in specific
Spawn-Embryo without any roll required, with the Marker terrain, characterized by the difficulties they offer to the
removed from the table afterwards. inexperienced. The Type of Terrain in which the figure
is specialized is always indicated after the term Terrain.
Moreover, Protheion includes the V: Dogged Special In the game, these Types of Special Terrain are Aquatic,
Skill. However if it is used by a figure with the Shasvastii Desert, Mountain, Jungle, and O-G. Figures possessing
Special Skill, the Spawn-Embryo rule cannot be used the Special Skill Terrain will suffer reduced MOV Modifiers
later, because the miniature will consume it to activate in their environment. They will act as if the terrain were a
the V: Dogged Special Skill. level of difficulty lower: if it is Impassable terrain, it will be
If, when using the Dogged Special Skill, the figure considered as Very Difficult, if it is Difficult terrain, it will be
with Protheion regenerates one or more Wounds, the considered as Normal. This Special Skill is automatic and
Dogged state is cancelled. The use of Protheion is always does not require the spending of Orders or making any
considered a CC Attack, this means this Special Skill kind of roll in order to be activated.
cannot be used against allied troops.  Total Reaction: Due to servos and a system of support
• Level 2-Morpho-Scan: The next step beyond Protheion and reinforcement of response speed and mobility, some
adds this complex Voodoo Tech system which allows the miniatures are able to react with great celerity. To reflect
replication of the Attributes of any organic beings who this, Total Reaction allows the firing of the whole Burst (B)
are nearby. of a weapon in ARO. - If the BS roll is a Normal Roll, as
The Morpho-Scan substitutes the MOV, CC, BS and PH many Rolls as the B value of the Weapon will be made.
Attributes of the user with the target’s, who must be - If the BS roll is a Face to Face Roll, both players will have
inside its Zone of Control. All those Attributes listed are to make all their BS rolls. All the results (after applying
substituted when used. This is a Skill of one use only, the the typical Modifiers) that overcome the best Roll of their
user can only Morpho-Scan one figure over the course adversary will be impacts.
of a battle. The Morpho-Scan is vulnerable to E/M and Example: Fusilier Angus is in an open field, 12 inches from
requires the spending of 1 Order from the Order Reserve a Yaókòng (a Remote with the Total Reaction Special Skill).
to activate it. Any troop, allied or enemy, can be Morpho- Angus spends an Order to shoot the Yaókòng. The Remote
Scanned, except those figures with the STR Attribute. reacts with his ARO, shooting. As he has the Total Reaction
Moreover, troops with this Special Skill can also take one Special Skill, he shoots 4 times (His HMG has B=4) instead
weapon from the figure they have Morpho-Scanned. To of 1, which would be the case normally. Angus makes 3 BS
do so, they must spend 1 Order from the Order Reserve, Rolls (His Combi Rifle has B=3). His BS is 12+3 (distance
and the target must be in an Unconscious state and MOD) =15. He rolls a 3 (Success), 17 (Failure) and 12
in base to base contact with the user. Morpho-Scan (Success). The Yaókòng has BS=11+3 (Distance MOD).
suffers the same restrictions on taking weapons as the He rolls 4 times and obtains 2 (Success), 14 (Critical), 13
Impersonation or Booty Special Skills. (Success), 20 (Failure). The best roll is the Yaókòng’s (14,
 Super-Jump: These miniatures are genetically, artificially, Critical), so he will hits with all his shots that are better
or evolutionarily designed to perform jumps of astonishing than Angus’ best (12). The Yaókòng hits 2 times, with his
length and height. rolls of 14 (Critical) and 13. Angus suffers a Wound directly
This Special Skill works automatically. It allows the miniature (Critical) and must make 1 ARM Roll.
to move in a vertical, diagonal, or horizontal jump as many  Transmutation: This Special Skill allows the figure to
inches as indicated in his MOV, without having to make a transform into a different miniature, with different Attributes
PH Roll. Super-Jump is a Special Short Movement Skill that and Skills, for example changing from Dogface to Dog-
can be combined with other Short Skills Warrior. In order to complete the Transmutation, the figure
must be suffering great stress, for instance after receiving
Unofficial Infinity Rulebook Revised+
a Wound. Transmutation is automatic and does not require
the spending of any Order. The new figure replaces the old 47
one, minus any wounds taken, at the end of the Order in
which he receives the first wound.
 Valor (V): This Special Skill describes the bravery and
ferocity of the figure in combat. There are three levels of
Valor with each one encompassing the prior levels:
• Level 1 Courage: The miniature does not fear death
and is completely ready to die if his duty calls for it.
Courage avoids, without spending any Order, the WIP
Roll that is compulsory after surviving the impact of a
ballistic weapon but the figure does not wish to move to
cover (The Guts Roll made after a successful ARM Roll).
The figure is not required to keep his position if he does
not want to.
• Level 2 Dogged: The miniature, owing to a vast
contempt for life, is ready to suffer in order to achieve an
objective, no matter the severity of his wounds.
This Special Skill is automatic and does not require the use
of Orders to be activated. Dogged allows the miniature
to ignore the state of Unconscious.
If the miniature uses the Dogged Skill he will be able
to act normally provided he keeps spending Orders in
a consecutive way. The figure will die when the turn he
would have fallen Unconscious finishes, if the player stops
spending Orders on him in a consecutive way, or if he
suffers another Wound. In addition, the Dogged Special
Skill includes also the Courage Special Skill. Dogged
cannot be used in ARO.
Dogged allows Impetuous figures to spend Orders from
the Orders Reserve in order to keep acting normally, even
though the player hasn’t finished spending Impetuous
Orders.
• Level 3 No Wound Incapacitation: The miniature, due
to the extraordinary endurance of his system, is able to
ignore pain and keep his awareness functioning further
than reasonable human limits.
This Special Skill functions automatically, allowing the
miniature, after receiving a Wound, to avoid passing to
the Unconscious state. Another Wound will be needed
to destroy him. The miniature can be cured by a Doctor,
AutoMediKit, MediKit, and Regeneration, although if he
fails this roll he will automatically die.
 Veteran: The miniature belongs to a troop with several
years of service in the toughest frontlines: he possesses
several skills acquired the hard way. Veterans are soldiers
hardened by war, able to rise above the pain of their
wounds and to detect danger wherever it lurks. The
Veteran Skill provides the Sixth Sense L2 and V: No Wound
Incapacitation Skills.

Unofficial Infinity Rulebook Revised+


48 Weapons and Equipment Integrated Special Ammunition: AP and EXP (MULTI
Heavy, Machine Gun Ammo, for instance), or AP and DA
LIMITED OR DISPOSABLE WEAPONS AND (MULTI Light, Rifle, for example) may be chosen by the
EQUIPMENT shooter but the B value is reduced to 1.
Weapons and equipment with limited ammunition or In ARO, MULTI weapons can only select one type of Special
quantity (Panzerfaust, Deployable Repeater etc.) are Ammunition to fire. They may not use Integrated Ammo.
consumed each time its use is declared, no matter if the
roll to use them is successful or not.
Types Of Ammunition.
Some weapons can be loaded with Special Ammunition
Weaponry types, which have their own characteristics:
This details the weaponry in the game. A Rifle is used to
SKILLS and EQUIPMENT

 Adhesive Special Ammunition (ADH): This is a type of


provide an example of the statistics:
ammunition with a heavy load of fast adhesive, designed
Weapon Short Medium Long Maximum Damage B to immobilize a target. Once hit by this kind of ammo,
Rifle 8/0 16/+3 24/-3 48/-6 13 3 the target must make a PH Roll with a -6 Modifier. If he
fails the roll, his state changes to Immobilized, placing
Distances: There are four range distances: Short, Medium,
an Immobilized marker (IMM) besides the figure. Those
Long, and Maximum. Depending on the type of weapon,
troops Immobilized by failing the PH-6 roll cannot make
the Modifiers applied to each one of these ranges varies.
the Guts Roll.
A Rifle, shooting at a target at a distance of 0 to 8 inches
has a Modifier of 0 to its firer’s BS Attribute, up to 16 inches  Armour Piercing Special Ammunition (AP): This is a type
has a +3 BS Modifier, up to 24 suffers –3, and finally, at of ammunition specially devised to penetrate armour plate
the maximum distance of 48 inches, the Modifier is –6. It and heavier vehicles. These projectiles incorporate AP
is not possible to score a hit at distances further than the Technology that allows them to pierce any plating like a hot
Maximum range. knife through butter. Close Combat AP weapons usually
incorporate specific Armour Piercing nanomachinery, or
Damage: This is the destructive capacity of a weapon. The
they are manufactured from Teseum, a neomaterial with
bigger the Damage value, the more powerful it is. The
Armor Piercing properties.
Damage value is used in an ARM Roll, where the result
of the Roll plus the target’s ARM value must exceed the Armour Piercing Special Ammunition penetrates all
Damage value of the weapon or a Wound is taken. armours, and in those superior to 0, reduces their value
by half (Always rounding up), with a minimum ARM of 1.
Burst (B): This is a weapon characteristic that can only
If the target is behind physical cover, the Armour Piercing
be used during the attack turn and never in ARO (Except
Special Ammunition will only affect the ARM of the figure
in Total Reaction or Suppression Fire, per example). The
and not the Modifier given by the cover.
value of B is the number of times a weapon can be shot
during the use of Ballistic Skill. Thus, a Rifle can (Using 1  Double Action Special Ammunition (DA): This Special
Short Skill BS Attack) perform 3 shots as its B is 3. Each shot Ammunition is a high impact light calibre. The Double
of the Burst can be fired at a different figure amongst those Action Special Ammunition has been developed as a
who are in LoF. The Burst distribution must be announced reply to military requirements for a light ammunition with
when the BS Attack Short Skill is declared. high stopping capability, which can be loaded in the main
weapon of an Infantry soldier.
COMBI AND MULTI WEAPONRY The Double Action Special Ammunition obliges its target
COMBI: A type of light weapon this is simple to use, to perform two ARM rolls. Even if the target fails the first
adapted to the needs of modern battlefields. It is of them, or is Unconscious, he must still make the second
designed using recoil suppression and shot optimization Roll. Criticals with DA Special Ammunition cause a direct
technologies, allowing it extra precision at short and Wound and require the target to perform the additional
medium distance. Combi Rifles cause the same Damage ARM Roll as well.
as a Rifle (D=13), at any distance.
ATTENTION: This Type of ammunition is forbidden by the
MULTI: These are Multipurpose Combi weapons that Concilium Convention. Its use will be penalized by the
can be loaded simultaneously with different types of international courts.
ammunition:
 Electromagnetic Special Ammunition (E/M): This is a
Normal Ammunition: Using this Ammunition, it type of ammunition designed to interfere with electronic
functions normally and its B value is not reduced. systems through the emission of a powerful microwave
Light MULTI: AP or DA Special Ammunition may be pulse.
chosen by the shooter but the B value is reduced to If a miniature receives a hit from E/M Special Ammunition
2. The types may be alternated between, not during, he must make an ARM Roll using his BTS Attribute. If he
Bursts. Light MULTI Ammunition is only available in light fails the roll all his Equipment and Weaponry, if vulnerable,
weapons such as MULTI Rifles. is affected by the E/M pulse and enters the Disabled (DIS)
Heavy MULTI: AP or EXP Special Ammunition may be state.
chosen by the shooter but the B value is reduced to Disabled. A miniature that fails his BTS Roll will be marked
2. The types may be alternated between, not during, with a Disabled (DIS) Marker. Heavy Infantry, TAGs and
Bursts. Heavy MULTI Ammunition is only available in Remotes are also Immobilized. Disabled equipment stops
heavy weaponry, such as MULTI Heavy Machine Guns. functioning and the Marking performed by a disabled
Forward Observer has no effect. Figures with the Engineer
Special Skill can repair Disabled equipment.
Unofficial Infinity Rulebook Revised+
Ariadnian Heavy Infantry and troops that are not Heavy Modifier to his BTS. This Modifier is not enough and Wu
Infantry, REM or T.A.G.s must make a Guts Roll when Shenru fails the roll. His MULTI Rifle doesn’t work, and 49
affected by the damage of E/M Ammunition. As an what’s worse, his armour disconnects, trapping and
exception, those Heavy Infantry, T.A.G.s and REMs which Immobilizing him inside it.
are Immobilized by E/M Special Ammunition cannot Wu Shenru ECM
perform the Guts Roll.
ATTENTION: this Type of ammunition affects Cubes,
deactivating them, and is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.

Equipment Vulnerability Effect


Wen Liu
Ariadnian Heavy Infantry (HI) No Guts Roll
AutoMediKit Yes Disabled
CH: TO Camouflage Yes CH: Mimetism
Control Device Yes Disabled
Cube Yes Disabled
Deployable Repeater Yes Disabled
ECM Yes Disabled Jang Qi
Forward Observer Yes Disabled
Hacking Device Yes Disabled
Heavy Infantry (HI) Yes Immobilized Impact Point
Humans and other Creatures No Guts Roll
 E/M2 Special Ammunition (EM/2): Enhanced E/M Special
Impersonation Yes Disabled Ammunition. It is designed for projectiles used by heavy
MediKit Yes Disabled weapons and those with reduced magazines in which its
Motorcycles Yes Disabled greater weight is not a problem. Weapons which shoot
E/M2 Special Ammunition carry larger projectiles with
Optical Disruptor Device Yes Disabled
warheads carrying two E/M multifrequency pulse emitters.
Remote (REM) Yes Immobilized With this Special Ammunition a soldier gets higher power
Repeater Yes Disabled and effectiveness against protected hi-tech systems.
Sensor (except Antipodes) Yes Disabled ATTENTION: This Type of ammunition affects Cubes,
Sepsitor Yes Disabled deactivating them, and is forbidden by the Concilium
Convention. Its use will be penalized by the international
T.A.G./Vehicles Yes Immobilized
courts.
Visor (Multispectral, X, 360º) Yes Disabled
The E/M2 Special Ammunition works like the E/M Special
Weaponry Varies Varies Ammunition but obliges its target to perform two BTS Rolls
The E/M Special Ammunition emits radiation, so it can for each hit received. Criticals with this ammunition cause
pass through solid matter, but this attenuates the signal the direct application of the E/M Special Ammunition
intensity. This means that E/M can pass through any Cover, effects and deny a BTS Roll.
being Total or partial. Any figure behind Cover, even not in  Explosive Special Ammunition (EXP): The Explosive
base contact with it, applies a +3 Modifier to its BTS. Special Ammo combines the devastating effects of hollow
Example: The Zhanshi Wen Liu is behind a barricade, in point projectiles with a HE (High Explosive) core, improved
base in contact with it, when an E/M Grenade explodes nanotechnologically. It is a specially designed type of
in front of him. Affected by the explosion Template of the ammunition that generates massive damage by detonation
Grenade, he must make a BTS roll. His BTS is 0, but being on contact with the target.
behind Partial Cover, he has a +3 Modifier to his roll. He Close Combat Explosive weapons possess advanced
fails the BTS roll, so a Disabled Marker is placed besides military technology and are restricted and not very common.
him. His reliable Combi Rifle doesn’t work, and now Wen They apply a similar system to that of electrothermal
Liu has to make a Guts Roll. ammunition, their edge having several microcorrugations
Meanwhile, the Zhanshi Jang Qi, who was some inches through which a superconductive gel circulates. The kinetic
behind Wen Liu and the barricade, is also affected by the shock energy from a blow given with this kind of weapon
Template, and makes his BTS roll. Jan Qi, who is not in turns the gel into ionized plasma, provoking a small but
base contact with the Cover, can apply the +3 Modifier powerful directed detonation.
because the Template must pass through it. His BTS is a ATTENTION: This Type of ammunition is forbidden by the
success, but now he must make the Guts Roll if he wants Concilium Convention. Its use will be penalized by the
to stay in position. international courts.
The same Circular Template affects the Hac Tao Wu Shenru, Explosive Special Ammunition requires the miniature hit to
who thought he was safe inside a building, in Total Cover, perform three ARM rolls. Even if the target fails some of
out of LoF. Wu Shenru is not in base contact with the wall, them, or is Unconscious, he must still make all three Rolls.
but this has attenuated the E/M pulse, and he has a +3 Criticals with Explosive Special Ammunition cause a direct
Unofficial Infinity Rulebook Revised+
Wound and require the target to perform additional 2 ARM Weapons are affected by E/M Special Ammunition.
50 Rolls. Monofilament Mines, when exploding, leave the area of
 Fire Special Ammunition (FIRE): Ammunition which detonation covered by a web of Monofilaments that can
damages by Fire is designed to hurt with intense heat and only be removed using an E/M weapon, or using the
flames, burning for as long as possible. Engineer Special Skill.
Once a miniature suffers Fire damage, he will have to  Nanotech Special Ammunition: Nanotech weapons
make an Arm Roll. If he fails, he receives a Wound and disperse a load of nanobots, microscopic robots charged
will have to keep making ARM Rolls until he dies or passes with a lethal attack program. The effect they cause varies
an ARM Roll. After passing an ARM Roll, the Fire will be according to the type of program loaded, but the final result
extinguished. is always the same: loss of 1 Wound. Nanotech weapons
ignore normal armour, and can only be stopped by BTS.
SKILLS and EQUIPMENT

Fire Special Ammunition damages the systems of CH:


Camouflage and CH: Camouflage TO, reducing this To resist the damage of Nanotech Special Ammunition a
Special Skill to CH: Mimetism until they are repaired. successful BTS Roll is required.
Moreover, Fire Ammunition disables all levels of the  Plasma Special Ammunition: The Plasma used in this
Impersonation Special Skill, Optical Disruption Devices type of Special Ammunition is a type of ionized gas
and Holoprojectors affected by the template, considering controlled by electromagnetic fields. An impact causes
them Disabled until repaired. the disintegration of the E/M containment field, provoking
 Flash Special Ammunition (FLASH): This class of weapon the expansion of plasma in an explosive way. This type of
is comprised of all non-lethal ammunitions that cause Special Ammunition is characteristic of VoodooTech, the
temporary incapacitation through sensory receptor technology of the Rationalist Ur race, so nobody knows
overload. Flash Special Ammunition emits concentrated exactly how it works.
discharges of light and sound that stun a target. This term Plasma Special Ammunition causes simultaneous Normal
is also used to refer to hyperconcentrated data discharges and E/M Damage that disables the equipment and
which can saturate the receiver ports of automated targets. weaponry of the target. It requires the target to make an
Usually, the massive discharge of the Flash interferes with ARM Roll and a BTS Roll to avoid each type of damage.
the vision and/or sensors of the target, provoking blindness It also uses the Area of Effect Template from its point of
and disorientation. In biological beings, it affects the inner impact to determine figures hit. A Critical with Plasma
ear, causing nausea and dizziness. For inorganic troops, the Special Ammunition means a direct Wound to the target
sensory discharge provokes a collapse of control systems, and also a BTS roll.
with a similar effect to that caused in biological beings.  Shock Special Ammunition (SH): This is a type of ammo
A miniature affected by Flash Special Ammunition only which causes a strong hydrostatic shock in a target’s
can perform Short Movement Skills (Except Discover) and system. Specifically designed to cause a great amount
those which don’t require LoF for execution. The figure of internal damage after penetration, Shock technology
also cannot use any Special Skill which requires LoF to be varies according to the manufacturer, but the cheapest
employed. Moreover, the target will automatically fail the consists mainly of hollow point projectiles, which shatter
Guts Roll required after the BTS Roll, unless he possesses after impact into hundreds of metal shards that tear
the V: Courage Special Skill or equivalent. internal organs. Close Combat Shock weapons usually
Criticals with Flash Ammunition directly apply its effects have their edge impregnated with a fast action selective
and deny a BTS Roll. The Total Immunity Special Skill is lethal synthetic neurotoxin.
ineffective against this kind of ammunition. The effect of ATTENTION: this Type of ammunition is forbidden by the
the Flash will prevail until the end of the Player Turn in Concilium Convention. Its use will be penalized by the
which it was fired. international courts.
 Guided Special Ammunition (GUI): This type of ammo is Shock Special Ammunition means that after a failed ARM
able to move around the battlefield and dodge any obstacle roll, the target passes directly to the Dead state, ignoring
until reaching a target determined by a Forward Observer. the Unconscious state. When it hits its target, Shock
It allows shooting at an objective previously marked by the Ammunition cancels the effects of the Valor L2: Dogged
Observer, with no need of LoF or any BS Roll: the projectile and Valor L3: No Wound Incapacitation Special Skills.
automatically hits a marked target. The maximum rate of Shock Special Ammunition does not have any special effect
fire of Guided Special Ammunition, by magazine capacity on figures with more than 1 Wound (W), Heavy Infantry
and fire system re-calibration, is 5 rounds per Game Turn. with powered armour, or figures that possess Structure
Guided Ammunition can be hacked and intercepted by (STR) instead of Wounds (W) such as Remotes and T.A.G.s.
ECM as well. Guided projectiles have BTS–3. In such cases, Shock Special Ammunition acts as if it were
 Monofilament Special Ammunition (MF): A monofilament Normal Ammunition.
is an edge as thick as a molecule, stabilized by a tenuous  Smoke Special Ammunition (SMOKE): Smoke Ammunition
E/M field. A monofilament can cut through any material generates a Zero Visibility Zone with the size of a Circular
with minimum effort. The Special Ammunition, or Template and without height limit. Only grenades and
Monofilament Weapons, reduces any ARM value to 0. It grenade launchers can be loaded with this type of
has a fixed Damage of 12 and kills right away (Dead state ammunition. The Smoke curtain will remain throughout the
and remove from the game table) independent of the turn of the player in which it was thrown, and the Template
number of Wounds, points of Structure or Special Skills is removed when the turn finishes.
(SpawnEmbryo, Remote Presence…) that the target figure
may have. Close Combat Monofilament weapons do not Smoke Ammunition impairs vision completely, and the
add a Defense Bonus in Close Combat. Monofilament Template area is considered a Zero Visibility Zone. This
Unofficial Infinity Rulebook Revised+
Special Ammunition is used to interrupt the enemy’s LoF a direct Wound and require the target to perform the
and to cover the advance of allied troops. additional BTS Roll as well. 51
Shooting Smoke Special Ammunition is always considered Figures with 1 W, after a failed BTS roll, pass directly to the
an attack but being a type of non-offensive ammunition, it is Dead state, ignoring the Unconscious state. This special
not necessary to target a model and it can be launched at a effect doesn’t apply to miniatures whose profile has a base
point without any enemy miniature needing to be specified. Wounds (W) Attribute higher than 1 (Such as Heavy Infantry
 Stunning Special Ammunition: This type of non lethal in powered armour), troops whose W value has been
ammunition is used to repress revolts, in operations increased from 1 (Such those with the Striga Special Skill)
where a big number of hostages is involved, to capture and those figures with a STR Attribute instead of W, like
targets alive, or in sensitive areas such as badly pressurized Remotes or T.A.G.s. In such cases, the target must perform
zones. With the Stunning Ammo Special Damage, the two BTS rolls, taking 1 Wound for each roll failed.
Unconscious state only lasts a whole turn, applying its Viral Ammunition ignores Immunity (Total and Shock),
effect at the end of the Order, although further impacts will Valor L2: Dogged and Valor L3: No Wound Incapacitation
provoke Unconsciousness for as many turns as times the Special Skills. As a collateral effect, this Special Ammunition
ARM Roll is failed. Stunning Special Ammunition is often prevents biological beings using the Transmutation Special
used in missions where it is imperative to capture a target Skill for the rest of the battle once they are wounded. Cover
alive. It can be loaded into any MULTI weapon. rules are applied as usual to Viral Ammunition attacks.
 T2 Special Ammunition: This Special Ammunition  Zero-V Smoke Special Ammunition: The natural
designates jacketed hollow-point projectiles covered in a evolution of the traditional Smoke Ammo, Zero-V is totally
double reinforced coating of fragmentable Teseum. The impenetrable to all modern optical and sensor systems.
poorly-refined production process of the Teseum weakens The Zero-V Smoke Special Ammunition works as Smoke
the alloy that coats the tip of these rounds, causing Ammunition, but establishes a Zero Visibility Zone which
them to splinter into multiple tiny and deadly fragments cannot be penetrated by any level of Multispectral Visor.
when impacting with a target, the final result being a real
bloodbath. Weapon Types
Known as “The most expensive ammunition in the Sphere”  Adhesive-Launcher (ADHL): This is a semi-automatic
the T2 projectiles are only accessible to those who have weapon with a rotary cylindrical chamber that shoots self-
an almost unlimited access to Teseum, such as troops propelled projectiles with a charge of fast drying adhesive
from Caledonia, which controls the greatest seams in the liquid. The Adhesive-Launcher can be used as an anti-
whole Human Sphere. However, unlike the Cossacks, the vehicle weapon, immobilizing them to facilitate their
Caledonians lack the technological capability to correctly destruction.
process the Teseum, requiring huge amounts of the Although it is not a directly lethal weapon, the Adhesive-
metal to create the T2 Ammunition. T2 rounds are highly Launcher is very cheap and can stop the best equipped
appreciated by the Irmandinhos smugglers, who sell them and armoured enemy targets. All pilots of T.A.G.s and
on the Black Market by weight, with the Teseum content other vehicles have learned to fear this weapon. The most
often extracted for non-military applications. powerful machine can be utterly defenseless after a good
ATTENTION: This Type of ammunition is forbidden by the shot from an Adhesive-Launcher.
Concilium Convention. Its use will be penalized by the  Akrylat-Kanone: Disposable Ballistic Skill weapon, The
international courts. Akrylat- Kanone is the adaptation of the famous Panzerfaust
T2 Special Ammunition causes 2 Wounds to the target for to use Adhesive Special Ammunition.
each ARM roll failed. A Critical with this ammunition causes The Nomad Military Force was interested in getting a light
2 Wounds directly. weapon with anti-tank capabilities and low cost, similar to
 Viral Special Ammunition: It is a type of ammunition the Adhesive Launcher but with a greater range. However,
created to maximize the damage in a target organism using the weight of the Adhesive compound required a rocket
soft-shell special projectiles coated with immunological propellant with excessive size for a high capacity magazine.
inhibitors and with a core of wide spectrum viral agents. For that reason, the disposable system of the Panzerfaust
was chosen as a solution to keep the balance between
Viral Ammunition is an armament project developed
cost, range and handiness required by the Nomad Military
in laboratories by biologists and immunologists
Force. The success of the Akrylat-Kanone has surpassed
commissioned by the Haqqislamite Army. Designed
Nomad expectations and there is a copy of the launcher
specifically as deadly light ammunition, it’s the answer for
already on the weapons market, produced under license
“One shot, one kill” philosophies. The use of it as anti-
by a Yu Jing company.
riot ammunition against Dogfaces is of interest specifically
to Ariadna, which acquired a shipment in exchange for a It shoots Adhesive Special Ammunition, with only two uses
significant amount of Teseum. and with B value of 1.
ATTENTION: This type of ammunition is forbidden by the  Assault Pistol: A Ballistic Skill weapon for providing great
Concilium Convention. Its use will be penalized by the firepower at short range. The Assault Pistol is the evolution
international courts. of conventional tactical handguns. Its reduced size and
light weight, as well as a high penetration ability and large
The Attribute used to resist this Special Ammunition is
ammunition capacity, combines with its fully automatic fire
always BTS and not ARM. Viral Special Ammunition requires
to make this weapon the best choice for close combat.
its target to perform two BTS rolls. Even if the target fails
the first of them, or is Unconscious, he must still make the The Assault Pistol was designed to complement the
second Roll. Criticals with Viral Special Ammunition cause weaponry of assault troops who sometimes have to fight in
Unofficial Infinity Rulebook Revised+
confined spaces where rifles are hard to use. The projectiles Direct Template Weapons to both. This weapon allows
52 fired by this weapon have stopping and penetration power performance of Intuitive Attacks.
equivalent to rifle ammunition, but with conventional pistol Close Combat Weapon (CCW): This name encompasses
ammunition dimensions. This gives its magazines a great all sharp instruments (Swords, sabers, axes, spears, etc.).
capacity despite their small size. However, the excessive Even though despised by many, those that follow the Way
lightness of its ammunition paired with its high rate of fire of the Sword know that its usefulness in close combat can
notably reduces its precision at medium range and beyond. be as lethal as or even more so than the most technological
This weapon can be used in CC but with B reduced to 1. weapon. The wide range of sharp instruments (Machetes,
 Autocannon: The Automatic Portable Cannon is a compact katanas, Teseum swords, etc.) available which are standard-
light version of the main weapon used in primitive light issue in the armies of the Sphere is such that it would be too
armoured vehicles from the middle of the 21st century. exhausting to describe them all. The Master says: “Honor
SKILLS and EQUIPMENT

Technicians from Ariadna have learned how to reduce the your weapon and protect yourself from your enemy’s”.
size of the supply system and improve recoil suppression. The generic Damage caused by CC Weapons is the PH
In order to turn it into a fully portable weapon, it has been value of their bearer. They can load Special Ammunition
provided with a manual shooting device and an optical aim if available.
system. It may have an archaic look, but it possesses an In some cases, the skill and training of certain elite troops
undeniable destructive capacity. makes the use of the combat knife as lethal as the efficiency
The Automatic Portable Cannon (Autocannon for short) of a CC weapon. In such cases, even though the miniature
is always loaded with Integrated Armour Piercing and is bearing a knife, it appears in his weapon list as a CC
Explosive (AP+EXP) Special Ammunition and their effects Weapon.
are combined. It cannot be used in Close Combat.  Contender: The term “Contender” designates a family of
 Blitzen: A non-lethal, disposable, Ballistic Skill weapon weapons, all with similar characteristics, originally created
that fires an electromagnetic pulse-emitting projectile. for sporting use in Aristeia! competitions. The look and
This weapon was developed to cover military requirements design of the different Contenders varies depending on
for an electromagnetic weapon of great power that is the manufacturer, but all share a low rate of fire and high
light, cheap and simple, but very effective. Based on stopping power, as befits duelling weapons.
these specifications, the Blitzen provides soldiers with Usually, Contenders are characterized by their compact
an additional response capacity against high technology size, some models specifically designed to be attached
threats and targets. The design of this weapon varies to personal armour as forearm weapons. However, some
depending on the manufacturer, but all carry two fin- manufacturers have developed models with a similar look
stabilized rocket projectiles, with warheads packing a high to conventional carbines, and in the Aristeia! circuits it is
power and rapid consumption multifrequency emitter. not unusual to see weapons customized to the style of their
The Blitzen was used extensively during the NeoColonial carrier.
Wars, and in other smaller scale conflicts, where it has The combination of compact size, lightness and power
demonstrated its efficiency. saw this weapon pass to the military sphere, but, at the
ATTENTION: This weapon deactivates Cubes, and is moment, its biggest markets are still law enforcement and
forbidden by the Concilium Convention. Its use will be sporting use.
penalized by the international courts. A Ballistic Skill weapon, with a profile similar to a Rifle, but
The Blitzen is a 2 use weapon, with B1, which carries E/M2 which fires DA Special Ammunition and has B of 1.
Special Ammunition.  CrazyKoala: An explosive projectile carrying a proximity-
 Chain Rifle: The Chain Rifle has a chain inside with an activated homing warhead, the CrazyKoala follows its target
electric trigger that shoots red hot scrap metal. It was until detonating when in contact.
designed specifically for the Third World campaigns, The ‘Running Projectiles HT-14’ were developed by Aizuri-
where there was no time to teach peasants to shoot. It sho, an armaments company dependant of the Kiyomitsu
has a devastating effect at short range, owing to its open zaibatsu, to cover the close defence requirements of
fire arc. Its low cost of production, added to its mortal certain armoured units of the StateEmpire Army. However,
efficiency, has made the Chain Rifle a very popular weapon the troopers of the Nomad Military Force, which purchased
in conflicts all around the Human Sphere. a great quantity of these projectiles, would be the ones to
ATTENTION: This weapon is forbidden by the Concilium popularize the nickname of CrazyKoalas, as they are now
Convention. Its use will be penalized by the international known through the whole Sphere.
courts. “The CrazyKoalas are a devilish invention. If one of them
This is a Direct (Large Teardrop) Template Weapon with no detects you, you might as well give up. Don’t try to
distance and no dispersion. Chain Rifles cannot be used shoot at it, don’t try to beat it, because it will explode
in CC. Shooting this weapon does not require a BS Roll, in you face no matter what. The only possible response
as it hits automatically. The vertex of the Large Teardrop is to move fast… and to pray…who knows? Maybe it
Template is placed touching the base of the miniature helps…” Colonel Yevgueni Voronin, Cossack Diplomatic
using it. Face to Face Rolls do not occur against a Chain Corps.
Rifle attack: they will always be Normal Rolls. A PH roll with When an enemy miniature spends an Order inside the
a -6 Modifier is required to Dodge this weapon. During Zone of Control of a CrazyKoala, it will launch at full speed
the active turn, figures with two Chain Rifles, such as Dog- towards him, jumping swiftly and detonating automatically
Warriors, can shoot both with the same Order, aiming at when in base-to-base contact. The CrazyKoala is destroyed
different targets if so desired and applying the rules of when it detonates and is removed from the game table.
Unofficial Infinity Rulebook Revised+
CrazyKoalas can only be activated to perform an Attack being Disabled if they fail the BTS roll, but they are not
in their reactive turn. During a game, CrazyKoalas are hackable, and do not detonate when they lose their STR 53
continuously on “stand by”, being automatically activated points. Each trooper carrying CrazyKoalas has two of them.
when any enemy figure declares an Order or Short Skill Against a Coordinated Order performed inside its ZC, a
inside their Zone of Control, without any ARO required CrazyKoala can react against whichever figure its player
by their owner. They will not be activated by the Order prefers.
declaration of a CH: Camouflage, CH: TO Camouflage or
Impersonation Marker, unless that Order also reveals the To be able to threaten Camouflage and Hidden Markers,
Marker. a CrazyKoala can be placed in a fixed position, left there
by its carrier declaring an Intuitive Attack (the CrazyKoala
In reactive turn, an activated CrazyKoala will move very is considered a deployable weapon like an E/Mauler, for
fast, covering the whole distance that separates it from its example). Once a CrazyKoala is dropped via an Intuitive
target. If an impassable obstacle (like a very high wall, a Attack, it will be activated according to its activation rules
closed door, a wide abyss…) blocks its path, the CrazyKoala (See Example 3).
will not be activated.
During the Deployment Phase, CrazyKoalas are deployed
When a CrazyKoala acquires a target and is activated, it on the battlefield at the same time as their carrier, and
accelerates at maximum speed, detonating at the end of inside his Zone of Control. However, there cannot be
its movement when in base to base contact. The explosion any enemy troops inside the CrazyKoalas’ area of effect.
is automatic and doesn’t require spending of Orders or However, if due to Dispersion or any other deployment
Short Skills. Despite the CrazyKoala touching the base condition there are enemy toops inside the area of effect
of its target, a CC combat is not initiated. A CrazyKoala of these weapons, then the player cannot deploy the
will keep moving no matter how many times the enemy CrazyKoalas and they must be considered lost.
shoots at it, or the damage it suffers, exploding at the end
of its trajectory. The detonation of a CrazyKoala doesn’t This weapon cannot be picked up with the Booty or
use a Template and causes Damage 15 with Shock Special Impersonation Special Skills.
Ammunition, and can be Dodged with a PH Normal Example 1: The Moran Akinyi, a Nomad Maasai Hunter,
Roll. As the CrazyKoala explodes while in base to base with 2 CrazyKoalas, declares a Move + Discover Order.
contact, no Cover Modifiers can be applied. In “stand by” With the first Short Skill of that Order, Akinyi will move,
mode, CrazyKoalas can stand still without moving where with his 2 CrazyKoalas following inside his ZC. In the
their carrier places them, without spending any Orders. second Short Skill, Discover, the CrazyKoalas could move
Alternatively, they can follow him anytime he performs as well, even Akinyi doesn’t move, because Discover is a
a Short Move Skill but must always stay inside his ZC, Movement Short Skill.
although no extra Orders are needed to move them. If any In the next Order, Akinyi declares Move + Shoot. With the
CrazyKoalas are out of the ZC of their carrier, or if he falls first Short Skill of the Order, Akinyi will move with one of his
Unconscious or dies, then they will stand still in “stand by” CrazyKoalas following. The other one keeps its position,
mode, being activated only in reaction to any enemy Order even though that means it will be out of the Akinyi’s Zone
spent in their ZC. Once out of the ZC of its carrier, the of Control, because the Moran wants it there to cover that
CrazyKoala will stand still in “stand by” mode and cannot area. With the second Short Skill of the Order, Shoot, the
be moved again by its player. CrazyKoala who is inside the Zone of Control of his carrier
The only Skills a CrazyKoala can perform during an active cannot move.
turn are Move and Jump. Its MOV value is only used to Example 2: With the last Order of the Orders Reserve
move the CrazyKoala in an active turn along with its carrier. of his army, Akinyi declares an Order of Move + Move.
In a reactive turn, an activated CrazyKoala will cover the He moves up to a wall with his CrazyKoalas following,
whole distance that separates it from its target, vertically placing themselves besides him. During his adversary’s
or horizontally, to the limit of its Zone of Control radius. turn, the Zhanshi Wen liu, who is on the other side of the
In reactive turn, the only Skill a CrazyKoala can perform wall, declares the first Short Skill of an Order, to Move.
is to be activated and attack an enemy. The activation This activates the two CrazyKoalas, because he is inside
is automatic, and con not be avoided by its player. The their Zone of Control, and they declare their trajectory:
carrier and the CrazyKoalas provide only one ARO to each CrazyKoala number 2 will move around the wall to impact
enemy figure in Line of Fire with them. on Wen Liu at the beginning of his movement while
CrazyKoalas are vulnerable to E/M Special Ammunition, CrazyKoala number 1 will move around the wall from the
Akinyi

Krazyy
K Krazyy
Krazyy K
Koala Koala Krazyy
Koalaa -1- -2- Koala
-1
-1
-1- -2-
2--
Krazy
azy
zyy Kr y
Kr
Krazy
Koala Koala
-1- -2-
2
Krazy
razy
azyy Krazy
razyy
Koala Koala
-1- -2-
Krazy Krazy
Koala Koala
-1- -2-
Krazy Koala Wen Liu
Unofficial Infinity Rulebook Revised+
other side, to impact on him at the end of his movement. militia forces popularized the name D.E.P. (Spanish acronym
54 Seeing that he is in range of the two CrazyKoalas, Wen Liu, for “Descanse en Paz” or Rest in Peace) because this was
desperately declares the second Short Skill of his Order, the last blessing given to enemies on the receiving end
Dodge. He must succeed at a PH Normal Roll to avoid the of the weapon. The impact of its use during the Centro-
two attacks. His PH is 10, and he rolls a 5, succeeding at American Campaign was so significant that since then,
the roll, so he dodges the two attacks. CrazyKoala number the term D.E.P. has become the quasi-official name for all
2 activates and runs towards Wen Liu when he is starting disposable light Anti-tank weapons of the Human Sphere.
his movement, getting base contact and detonating The weapon’s warhead loads AP + EXP Special Ammunition.
automatically. Meanwhile, CrazyKoala number 1 activates
and runs towards Wen Liu from the other side of the wall,  Electric Pulse: The Electric Pulse is a defensive system
entering base contact and detonating at the end of the usually placed on vehicles or security zones. It generates
a strong discharge able to knock out, but not kill, any
SKILLS and EQUIPMENT

Zhanshi’s movement. But, since Wen Liu succeeded at his


Dodge roll, he doesn’t suffer damage and the CrazyKoalas intruder or adversary.
must be removed from the table. This is a Close Combat Weapon, activated by contact.
If Wen Liu had failed his PH roll, then would have to make It is an automatic device which does not require any
two ARM rolls against Damage 15, with Shock Special Close Combat roll, but it imposes a Modifier of –6 to an
Ammunition rules, with the CrazyKoalas removed from the adversary’s CC, who must make a Modified Normal Roll
table after detonation. (not a Face to Face one). If the adversary fails his CC roll
because of the Modifier (If the Failure Category is equal or
Example 3: Akinyi is near an enemy TO Marker which is less than 6 in other words), then he will be automatically
in a very good sniping position and inside the ZC of his Immobilized during that game turn and an IMM Marker is
CrazyKoalas. The Moran wants to move to another point placed next to his figure.
of the battlefield, but he wants to leave this adversary
covered as well. As Akinyi is in his active turn, he declares  E/Marat: The E/Marat, whose name signifies “power” in
an Intuitive Attack, so he can leave one of his CrazyKoalas Arabic, is a somewhat crude but effective weapon. It is the
where it is, threatening the Marker. During the active turn size of a small backpack and is composed of a generator
of the enemy, the TO Marker moves, without revealing battery and a compact radial short range transmitter. The
itself, until it is out of the ZC of the CrazyKoala, leaving meager radius of action of this device has prevented its
its sniping position. The CrazyKoala doesn’t activate. But popularity as infantry weapon, since it requires being close
if the TO Marker had declared an Attack, revealing itself, to the target. Nevertheless, it is a good weapon to turn the
the CrazyKoala would be activated, running towards it and tide when poorly trained and volunteer forces must fight
impacting when in base to base contact. better trained and equipped armies.

 D-Charges: Demolition Charges (D-Charges) are a weapon ATTENTION: This weapon deactivates Cubes, and is
detonated by remote control. D-Charges do not use forbidden by the Concilium Convention. Its use will be
templates when exploding, as they have been designed penalized by the international courts.
to perform a concentrated and directed detonation, with This is an E/M portable weapon, used with a Circular
the aim of penetrating the target’s armour. They possess a Template. The E/Marat is activated by the use of a Short
directional casing so that the explosion will only affect the Skill. It emits a Damage 13 E/M pulse, with a radius of
surface which they are stuck to. D-Charges are often used effect the size of a Circular Template. The Template must
in demolition missions. be placed centred on the figure carrying the E/Marat, who
Placing D-Charges: A Short Skill that does not require will also suffer the effect of the E/M pulse (Requiring a Guts
any kind of roll, detonating them is also a Short Skill with Roll). The emission device of the E/Marat is not affected
no need for a roll. They can be used in Close Combat by its own discharges. This weapon can be used in CC,
in the following way: to place a D-Charge on a target, substituting the CC Attribute with WIP. The E/Marat can be
use a Short Skill and pass a CC roll. If the target is used in ARO and allows performance of Intuitive Attacks.
Immobilized it is not necessary to roll CC. Detonating a  E/Mauler: E/Maulers are a hybrid of a Position Repeater
D-Charge in CC is a Short Skill that does not require a and a Mine. They are equipped with a movement sensor
CC roll. D-Charges can be placed or detonated in ARO. and an IFF (Identification of Friend or Foe) device, both
D-Charges can be remote detonated by any Engineer connected to a transmitter of E/M pulses. E/Maulers are
of the same army. Each figure equipped with D-Charges designed and patented by the Nomad Nation, who has
has a total of 3 charges. sold several bundles to Ariadna after the experiences of
D-Charges load AP+EXP Special Ammunition, of Damage Commercial Conflicts.
14, and are very useful to destroy and demolish vehicles, ATTENTION: This weapon affects Cubes, deactivating
structures, brick walls and similar architecture. them, and is forbidden by the Concilium Convention. Its
 D.E.P.: Light and disposable Anti-tank/Anti-bunker use will be penalized by international courts.
weapon, one use only. It is fired from the shoulder. The This is an E/M deployable weapon, with a Circular
D.E.P. was created as a cheap and light weapon to provide Template effect, activated by proximity. When an enemy
small units with enhanced firepower at medium range, troop penetrates the radius of the Circular Template, the
for both offensive and defensive operations. Its design device emits an E/M pulse of Damage 13.
is rudimentary but effective, extremely portable, and A Short Skill is used to drive an E/Mauler into the ground
has been very popular with guerrilla forces, light units and activate it. E/Maulers remain active until the end of the
and troops that cannot aspire to more refined or precise battle or until they are destroyed by a shot or a Template
weapons. The first modern versions of this weapon Weapon. E/Maulers have ARM 0, BTS 0 and STR 1.
appeared during the Centro-American Campaign, where
Due to their size when completely deployed, E/Maulers
Unofficial Infinity Rulebook Revised+
cannot be Camouflaged so they do not have Shot performance of Intuitive Attacks.
Modifiers. They are able to recognize ally figures, and  Flash Grenades: Flash Grenades are a non-lethal weapon 55
are never activated in their presence, even if they are in common use by tactical police units, antiterrorist forces
Unconscious. E/Maulers deactivate any guided projectile and paramilitary teams which operate in Homeland Security
penetrating their radius of coverage, emitting their E/M roles. This special type of grenade is used to confuse,
Pulse as they do so. This weapon cannot be used in CC. disorient, or distract any potential threat that could be in
Each figure equipped with an E/Mauler will carry 3 of a closed room. Flash Grenades can seriously degrade the
the devices. This weapon allows performance of Intuitive combat effectiveness of affected personnel for a limited
Attacks. time. It is a weapon used to incapacitate people, generally
 E/Mitter: The E/Mitter has been designed specifically to without causing serious or permanent injury. For that
disable the weaponry and equipment of its target. The reason it is often employed to clear entrance points in
projectiles shot by this weapon emit a very short range but blind fire situations, with no fear of harming civvies.
powerful E/M pulse when striking their target. Non-lethal grenades which emit the equivalent of a Flash
In spite of its name, the E/Mitter uses non-lethal subsonic Pulse in a Circular Template radius. All figures affected
projectiles, with a volatile, deformable structure that by the Circular Template must make a BTS Roll against
doesn’t pierce armour. It is a multipurpose weapon which Damage 13. If the roll is failed, then the Flash Ammunition
is employed in assault operations against technological effect must be applied. This effect will persist on those
units as well as against defence and security systems, and figures until the end of the Player Turn when the grenade
installations. was launched. Flash Grenades are included in the Grenades
category and apply the same rules.
ATTENTION: This weapon deactivates Cubes, and is
forbidden by the Concilium Convention. Its use will be  Flash Pulse: The sophisticated equipment possessed by
penalized by the international courts. some specialist troops, such as Forward Observers, allows
them to emit a concentrated light or data beam at their
This Ballistic Skill weapon shoots E/M Special Ammunition, target, incapacitating him temporarily. These discharges,
doesn’t use a Template and cannot be employed in CC. denominated Flash Pulses, are a very common technique
The E/Mitter doesn’t cause Normal Damage, only E/M, but in electronic warfare and they are often the prelude to a
Cover is treated as if normal ammo was being fired. devastating attack.
 Feuerbach: Rapid firing Anti-Tank weapon. These small, A non-lethal Ballistic Skill weapon which fires Flash
lightweight projectiles have a quick loading and boosting Special Ammunition using the WIP Attribute. All troops
mechanism which provides a rapid rate of fire. In exchange who possess the Forward Observer Special Skill have this
for this, the Feuerbach sacrifices range and destructive weapon. The use of a Flash Pulse is considered a Ballistic
capacity compared to other Anti-Tank weapons, which tend Skill attack (See Weapons Chart). It requires LoF (even
to be more powerful but slower. However, the advantages using the Hacker Plus Device) and the spending of a Short
of a faster rate of fire are evident, and the main reason for Skill, or an ARO, as well as success in a Normal or Face to
its success in military circles, where there only are positive Face WIP Roll. A struck target has to perform a BTS Roll
comments about the weapon. against Damage 13. The effect of the Flash Pulse lasts until
The Feuerbach is patented by FGA (Franco-Germanique the end of the Player Turn when it was shot.
Armements) and licensed to producers in different  Grenade Launcher (Light GL/Heavy GL): This weapon
countries. Those brands commercialize the original patent cannot be used in close combat. It can be loaded with
with modifications to the optical and firing systems. Normal, E/M, or SMOKE ammunition. It is a Circular
Although, officially, its denomination derives from its rate Template weapon, and its shots can be affected by
of fire and destructive capacity, it is rumoured that the real Dispersion of up to the Failure Category multiplied by 2.5
origin of the names comes from the fondness of its designer (FC x 2.5) inches. It can be used with Speculative Fire.
for German philosophers of the Nineteenth century.
The grenade launcher allows bombing enemy positions
The Feuerbach, or “River of Fire” in German, shoots auto- with parabolic fire even if they are outside of LoF. This is
propelled projectiles, with warheads that load AP + DA particularly useful against close formations and to cover
Special Ammunition. the advance of other units.
 Flamethrower (Light FT / Heavy FT): The Flamethrower is  Grenades: These weapons are used at close quarters and
a classic assault weapon which has not evolved too much. use a Circular Template which can suffer Dispersion up to
They are now smaller, safer, and easier to use but the main the Failure Category multiplied by 2.5 (FC x 2.5) inches.
idea is the same: to create a fire curtain to open routes and There are several types of grenades, with Normal, SMOKE
clear reduced enemy areas with a single shot. or E/M Special Ammunition. Grenades are used with the PH
ATTENTION: This weapon is forbidden by the Concilium Attribute. Grenades can be launched with Speculative Fire.
Convention. Its use will be penalized by international The tactical possibilities of hand grenades, especially in
courts. assault operations, can be spectacular. In urban or jungle
This is a Small Teardrop/ Large Teardrop Direct Template combat, the use of grenades is essential and all veteran
weapon. The vertex of the Teardrop Template is placed troops would like to carry a good number of them.
in the base centre of the miniature shooting. Using this  Guided MULTI Sniper Rifle: Loads special projectiles with
weapon does not require a BS Roll as it hits the target next generation tracking warheads, capable of searching
automatically. There are no Face to Face Rolls against a out and hunting their target throughout the battlefield.
Flamethrower shot; only Normal Rolls. Flamethrowers They are light support weapons, more selective and with
use FIRE Special Ammunition. The roll required to Dodge a lower destructive capacity, which is compensated by an
this weapon is PH with a -6 Modifier. Flamethrowers allow
Unofficial Infinity Rulebook Revised+
accuracy superior to traditional Guided Missile Launchers. is unable to make Parabolic or Speculative shots in normal
56 The fact it can be used as a standard MULTI Sniper firing mode. It also does not suffer from Dispersion.
Rifle provides versatility highly appreciated by special The Katyusha can be fired at a target marked by a Forward
operations forces. Observer, without a BS Roll required, just the spending of
Loaded with AP + DA Integrated Special Ammunition, with an Order. This guided shooting mode cannot make more
B reduced to 1 in such a case. It applies the usual rules of than three guided shots per turn. Katyusha projectiles
Guided Special Ammunition. Guided shots are hackable, cannot be hacked. This weapon cannot be picked up with
its projectiles have BTS –3, the maximum shots per turn the Booty or Impersonation Special Skills.
are 5, etc. This weapon can be employed like a normal  Knife: This Close Combat weapon has a Damage of PH-
MULTI Sniper Rifle (with neither guided nor hackable shots) 2. The reduced size of its blade makes it the latest resort
as well. for a soldier. Modern combat knives, although varied in
SKILLS and EQUIPMENT

 Heavy Machine Gun (HMG): Modern Heavy Machine Guns their shape and design depending on their manufacturer,
have constant integrated autocooling systems that allow are multi-use weapons. Light and balanced for combat,
them to keep high rates of fire for long periods of time they can also be integrated as a bayonet. They are sharp,
and neither the barrel nor the firing mechanism will melt. resistant, and ideal for survival.
Multiple magazines and programmed systems allow them  Marker: The Marker was conceived as an advanced
to alternate ammunition, which endows the weapon with designation tool, increasing the effective action radius
great versatility, adapting itself to the changing situations of tactical Hackers. As weapon, it is just an evolutionary
of the battlefield. development of conventional grenade-launchers and
This weapon cannot be used in Close Combat. Heavier has been demonstrated to be extremely effective as the
versions can load Special Ammunition, allowing the Heavy spearhead of a cyberattack.
MULTI mode. MULTI Machine Guns cannot be picked up Non-lethal Ballistic Skill weapon which shoots Deployable
with the Booty or Impersonation Special Skills. Repeaters. It cannot be used in CC. The Marker allows
 Hyper-Rapid Magnetic Cannon (HMC): The Hyper-Rapid performance of Speculative Shots, applying the usual
Magnetic Cannon is a rail accelerator equipped with a Dispersion rule. It is a disposable weapon with only two
Gatling system. It shoots 3mm metal shards faster and uses. The target of a Marker’s shot must always be a point
more powerfully than a heavy machine gun, achieving on the game table, or a scenery element, but never a
greater penetration over the same effective range. Given miniature.
its size, it is exclusively assembled for artillery units.  Mines: Mines are variable Template Weapons which can
This weapon loads Armour Piercing (AP) Special use a Circular Template or Small Teardrop Template, as
Ammunition. It is only available for vehicles and T.A.G.s the player prefers during the game. They are activated by
and cannot be used in Close Combat or be picked up with proximity, by any enemy miniature or Marker penetrating
the Booty or Impersonation Special Skills. or acting in the radius of the Circular Template or in the
 Katyusha MRL: A light multiple rocket-launcher, this equivalent radius of the Small Teardrop Template, but
Ballistic Skill weapon of archaic and simple design has they act only in the Template area. Mines always load
low accuracy but is very useful in saturating a complete Special Ammunition and can be SH (Antipersonnel), or
section of the front with artillery fire. The Katyusha (Russian Monofilament Mines, depending on their purpose. A Mine
diminutive form of the female name Katherine) is a multiple explosion can be Dodged by succeeding at a PH-6 roll.
surface-to-surface rocket system. The basic Katyusha Modern Mines are quasi-intelligent, possessing an IFF
tactical rocket warhead contains two munitions, which are (Identification of Friend or Foe) device, so they will not
dispensed above the target in mid-air. Each dual-purpose explode if a member of the army who placed them is
bomblet is armed during freefall by a simple mechanical around, even if he is Unconscious. Mines are not detonated
orientation system which allows concentration of the by the presence of non- Discovered Impersonators or non-
multiple launchers’ shots over the same area. The effects Discovered Sepsitorized troops. Mines have a 360º LoF
of the explosion and the intense impact, both physical to act, detonating when an enemy miniature or Marker
and psychological, make the Katyusha rockets extremely penetrates or is activated by Order or ARO inside its area
effective against infantry and light vehicles. of effect (Only if there is no any allied figure in it) using the
Central Template LOF type of Template chosen by the owning player. A delayed
detonation system on the Mine allows to the player to
6 6 6
choose the moment of the explosion.
5

Target Mines are placed Camouflaged. Placing a Mine is a short


Skill that allows placement of a Camouflage Marker
4

(Camo) in base contact with the figure. To detect them,


it is necessary to make a Discover Roll at WIP-3, applying
3

9-

9-

9-
2-

2-

2-
0

1 1 1
Distance Modifiers. Once discovered, the Camouflage
Katyusha MRL Marker is substituted by a Mine Marker (Mines). Then they
Side Template
may be shot or a Template weapon used to disable them.
Katyusha shots allow simultaneous placing of three Circular Mines have ARM 0, BTS 0, STR 1 and don’t explode when
Templates: one centred over the target, and the others they are destroyed. They can also be deactivated by figures
touching the sides of the first one, contacting its edge possessing the Engineer Special Skill. Mines are weapons
perpendicular to the LoF (See Graphic). In spite of the light with only one use, and they must be removed from the
calibre of the rockets, they load DA Special Ammunition. battlefield after exploding. Each figure carrying Mines will
This weapon, because of its lack of automatic fire control, have a total of 3. Mines can be placed in ARO.
Unofficial Infinity Rulebook Revised+
These weapons cannot be hacked, although all of them are Missile Launchers can only fire 5 times per game turn.
affected by E/M Special Ammunition.  Mk12: A Ballistic Skills weapon, basically a high-powered 57
If Cover obstructs the Area of Effect of a Mine (Circular or assault rifle. The role of the Mk12 (Read Mark-12) is to
Small Teardrop Template) then that Cover limits its action provide precise and fast fire with a large calibre round.
and detection radius, creating a blind spot past which it will In terms of accuracy and terminal ballistics, the Mk12 is
not explode, in effect blocking its LoF. effective at distances that exceed that of a normal Assault
It is not allowed to place a Mine with an enemy Camouflage Rifle but it does not reach the long ranges of Sniper Rifles.
or TO Marker inside its Area of Effect. The only exception However, in spite of this shorter range, the higher rate of
to this rule would be the presence of an enemy not fire provides it with unique qualities as a support weapon.
camouflaged figure inside its Area of Effect, or to perform The Mk12 has demonstrated effectiveness against different
an Intuitive Attack. types of targets both in test centres and in live action
but its recoil is so strong as to be almost beyond human
Monofilament Mines, when exploding, cover the area of limitations, restricting the number of troops that can carry it.
detonation with a web of monofilaments that can only be
removed using an E/M weapon or by a successful WIP Conceptually, the Mk12 is a development of the
roll by a troop with the Engineer Special Skill. Therefore, conventional Assault Rifle, modified to be a squad support
after detonation, the Mines Marker is not removed and the weapon but keeping many common parts to facilitate
player must put a Circular or Small Teardrop Template to maintenance and logistics. There are different versions of
mark the area is full of monofilaments that effect to any the Mk12 all throughout the Human Sphere, depending on
figures entering the area. Figures take damage at the the manufacturer. Usually they are modifications of a pre-
beginning of each Order or ARO they spend while in the existing weapon which has been given a longer and heavier
radius. barrel, a feed mechanism adapted to the higher calibre,
and a reinforced chamber. The name of this weapon is due
The Biomines excreted by the Pretas expel neurotoxic to its ammunition, which has an appearance and effect
spores: they only respect the members of their own race, very similar to the famous Holland-12 Grand Safari, used
the Hungries: Gakis and Pretas, exploding near any other in big game hunting to bag great prizes such as elephants
being. Apart this, they are considered to be Antipersonnel or rhinos.
Mines.
 Nanopulser: The Nanopulser can be implanted in the body
ATTENTION: This weapon is forbidden by the Concilium of a host and can be shot without having to unfold the
Convention. Its use will be penalized by the international launcher muzzle, even though this could reduce its range
courts. radius. Given its role as an invisible silent weapon, it is
 Missile Launcher (ML): Modern Portable Missile Launchers exclusively considered a military weapon and is absolutely
shoot Needle projectiles, micromissiles of great offensive illegal in the entire Sphere.
capacity but reduced size. Needle micromissiles allow the ATTENTION: This weapon if forbidden by the Concilium
shooter to carry extra ammo without having to depend on Convention. Its use will be penalized by international
a loader (Another figure carrying the ammunition). At the courts.
same time, their size also allows this reserve ammunition to
be shared between other members of the army without a This is a Short range Weapon that shoots Nanotech
great weight increase over their basic equipment. Special Ammunition. The nanobots have fast consumption
propellers, so their range of action is reduced, and they
These weapons cannot be used in Close Combat. Missile disperse in a wide jet. The Nanopulser has a Damage 13,
Launchers have a twofold effect. They are designed to uses a Small Teardrop Direct Template weapon and requires
cause AP and Explosive damage (EXP) to a target by targets to make a BTS Roll or take 1 Wound. This weapon
penetrating armour and causing as much internal damage allows performance of Intuitive Attacks. Nanopulsers
as possible, causing a great conflagration and turning it cannot be picked up with the Booty or Impersonation
into a ball of fire. Special Skills.
A Missile Launcher has an area of effect defined by the  Ojótnik: Military version of an Ariadnian big game rifle.
Circular Template. It must place the centre of the Template Ojótniks are built with indigenous Ariadnian wood in
over the target miniature. The target miniature receives the main body, very light and resistant, and the barrel
AP+EXP damage. Other miniatures affected by the Circular has a Teseum bore. Their sight is the best available in
Template will suffer only EXP damage. Ariadna with the exception of sniper visors. Ojótniks are
Guided Missile Launchers are equipped with magazines full manufactured in a traditional way: parents give them to
of intelligent target tracking projectiles guided by satellite their heirs, and master marksmen give them to their best
transmitted data. Needle micromissiles have guided heads disciples. Scarce and highly appreciated, these rifles are a
that possess a programmable selection of target acquisition status symbol in Ariadna, an exclusive weapon for Scouts
levels, which can be disconnected to perform unhackable in the Spetsnaz Cossack Corps.
direct shots. The top rate of fire of these Guided Missile More powerful than a conventional assault rifle, it loads
Launchers, given the magazine capacity and the firing Armour Piercing (AP) Special Ammunition, although it has
system recalibration, is 5 per game Turn. a low fire rate. It cannot be used in Close Combat.
To summarize, Guided Missile-Launchers can shoot at any  Panzerfaust: The Panzerfaust is an ideal light antitank
target marked by a Forward Observer, gaining the benefits option for infantry as a result of its reduced weight and
of Guided Special Ammunition: no need for LoF or BS Roll, its tubular folding system: any soldier can be equipped
but they become vulnerable to hacking and ECM. They with a Panzerfaust without having to do away with his basic
can also make normal shots, not Guided: in which case the equipment.
missiles cannot be hacked or affected by ECM. Guided
Unofficial Infinity Rulebook Revised+
This portable Rocket Launcher cannot be used in or Impersonation Special Skills.
58 Close Combat. It will always use AP+EXP ammunition In order to identify a troop as sepsitorized, a Discover Roll
simultaneously. Note that it is a disposable weapon with with a -3 Modifier must be made. A sepsitorized figure
only 2 uses. cannot be shot at if it has not been previously Discovered.
 Pistol: The Pistol is a standard belt weapon, a short gun Once Discovered it may be acted against normally for the
that can fire in bursts, the expected evolution of traditional rest of the battle. A Camouflage Marker is placed beside
pistols. Every soldier carries one and it is the weapon most the sepsitorized figure until he is discovered as such. If the
commonly used in Close Combat. figure performs any other action besides Moving, he is
This weapon is used at Short Range and Close Combat. automatically discovered. Sepsitor does not affect figures
It cannot load Special Ammunition. In Close Combat it is without a Cube or those with Remote Presence.
used with the CC Attribute, not with BS, and allows only B  Shotgun (Light Shotgun/ Boarding Shotgun/ Heavy
SKILLS and EQUIPMENT

(Burst) 1, even though it causes the same Damage. Shotgun): This weapon is used mainly at short range.
 Plasma Rifle: The Plasma Rifle is the best example of the Shotguns are loaded with flechette ammo, a wide calibre
quality and range of the so-called VoodooTech, the higher cartridge full of little pointed and aerodynamic bullets,
technology of the Ur Rationalists. Human scientists study with sharpened fins. The special design of flechettes
and analyze these weapons with the hope of being able to makes them spin as they go through space and when
understand how they work and replicate them. Members penetrating their target’s body, causing severe internal
of certain special elite troops can carry weapons captured damage and provoking strong hydrostatic shock. Shotguns
from the enemy, so every now and then some human are equipped with a laser target selector that transmits
soldiers are seen with these weapons. Plasma Rifles are data to the cartridge situated in the chamber.
coveted booty for veteran soldiers because they can sell The cartridge has a simple proximity detector that detonates
them at a high price to underground scientific rings or on it when approaching the target, projecting a cloud of
the weapons black market. flechettes that saturates the surrounding area. Shotguns,
This is an alien weapon that cannot be used in Close due to their heavy cartridges, only have automatic firing
Combat. It is loaded with Plasma Special Ammunition. in short bursts. The Boarding Shotgun, a more powerful
An Area of Effect Template must be placed at the point weapon with a higher range, has been designed for assault
of impact: either a Circular Template or a Small Teardrop and close combat. Heavy Shotguns are weapons of huge
Template may be chosen. size and caliber which are usually mounted on vehicles for
support operations.
 Rifle: Normal modern, Combi, and MULTI Rifles are
equipped with a standard connectable module that allows ATTENTION: This weapon is forbidden by the Concilium
them to set up the interior mechanism and the ammunition Convention. Its use will be penalized by the international courts.
of a light shotgun, a light flamethrower or a light grenade It uses a Small Teardrop Template, but without Dispersion.
launcher as a whole piece, without changing the outside It cannot be used in Close Combat. Heavy, Light and
appearance of the weapon or its weight. Any pieces Boarding Shotguns place the Small Teardrop Template
fitted will be connected with a trigger device that allows at the point of impact of the shot, affecting an additional
instinctive fire. The versatility that these modules allow area. The Template will only be placed when the BS Roll is
is undeniable and this is the reason they are common in successful and always following the LoF.
armies with good technology and budget. Affected

This weapon cannot be used in Close Combat. It can also Affected


Initial Target Shotgun
come in Light MULTI and Combi models. As a Light MULTI
Rifle, it can be loaded with Special Ammunition, although
only AP and Shock ammo.
 Sepsitor: The Sepsitor is a short range viral launcher
system. It allows the most powerful computer minds to Impact Point/Direction of Fire

infiltrate systems and lower webs, taking sheer control of


them. The most twisted use of a Sepsitor is the hacking, Shotgun
Not Affected

corruption and possession of human memory Cubes,


which allows complete possession of their bearers. In game terms, a miniature with 2 Light Shotguns is
considered to be armed with a Light Shotgun with Burst 3.
The Sepsitor is a weapon with an 8 inch radius range Boarding and Heavy Shotguns allow the firing of Normal
(ZC) and Burst 1, but it does not need a LoF. Shooting a Ammunition with a Template, or the Special Ammunition
Sepsitor is a Short Attack Skill. In order to use the Sepsitor, stated in the Weapons Chart (Like AP, for example) as a
a WIP Face to Face Roll is made against the WIP or other standard shot with B value of 2 and without Template.
Skill used by the target, which must be a figure with a All the shots in a burst must be of the same type of
Cube. If this figure chooses to face the roll with his WIP ammunition. The Boarding and Heavy Shotguns allow the
and wins the roll, he must perform a Guts Roll. A successful firer to choose the type of ammunition shot in ARO.
Sepsitor roll allows the target figure to be added to the
ranks of the army of the figure possessing this weapon,  Sniper Rifle: This weapon cannot be used in Close
but without his Order contributing to the Orders Reserve. Combat. Some of them can be fired in Light MULTI mode,
The former possessor of the target figure considers it as allowing loading of AP and DA Special Ammunition. The
Dead in respect to the Orders Reserve and army points Sniper Rifle is a precision weapon with a range that allows
count. Due to the technological abyss that separates its user to control the whole battlefield.
Humanity from EI, the Sepsitor is not susceptible to being A Sniper equipped with one of these weapons, loaded with
hacked. This weapon cannot be picked up with the Booty Normal or MULTI Ammunition, can effectively paralyze a
Unofficial Infinity Rulebook Revised+
whole enemy army.
 Sniper Rifle, Multi: see Multi Sniper Rifle 59
 Spitfire: The Spitfire is a medium machine gun designed
for urban and Close Quarters Combat.
In all of its existing versions, the Spitfire has its own place
in the history of weapons, thanks to its high rate of fire
and notorious precision. Known internationally as “The Fire
Spitter”, it has been named “The most effective automatic
weapon of the Sphere”. Unlike its older sister, the HMG, the
Spitfire has a shorter barrel which makes it very effective as
an attack and support weapon in urban combat. This, tied
to its toughness, and ease of use, has propelled the Spitfire
to mythological status amongst soldiers fighting in urban
zones.
 Templar CC Weapon: The Templars shone as innovative
weaponsmiths. Today, Templarmade weapons have almost
disappeared, and the few existing ones are considered
collector’s pieces. Thanks to the toughness of their design,
they usually still work perfectly.
Close Combat weapon which combines the effect of two
different Special Ammunition types (See Weapon Chart).
 Uragan MRL: A light multiple rocket-launcher. This Ballistic
Skill weapon has a simple design, and suffers from low
accuracy but is very effective at terminating targets through
saturated firepower. The Uragan (which means “Hurricane”
in Russian) is a low cost, fast production artillery weapon
that is designed to face armoured elements and provide
counter-battery fire. The offensive conception of the
Uragan is to rain armour-piercing fire on a given target.
It consists of a double mounted multiple launcher based
on a mobile platform. It possesses an automatic self-
loading system and a fire correction device, archaic but still
effective. An Uragan is acquired by armies desiring mobile,
low maintenance, direct fire unhackable artillery.
When an Uragan shoots, it performs a salvo of 3 shots (B
3) but they have to be fired at the same target, placing a
Circular Template over it if the roll is successful. In spite
of the light calibre of the rockets, they load AP Special
Ammunition. The Uragan’s rocket-launchers always fire
at the same time, in both active and reactive turns,
performing 3 BS Rolls each time it fires. In normal shooting
mode, the unrefined aiming system means it is unable to
perform Parabolic or Speculative Fire and doesn’t suffer
from Dispersion. An Uragan can be fired at a target marked
by a Forward Observer, without a BS Roll required, just the
spending of an Order. This guided shooting mode cannot
make more than three guided shots per turn (With a three
shot salvo, B3, for each one). Uragan projectiles cannot be
hacked. This weapon cannot be picked up with the Booty
or Impersonation Special Skills.
 Viral Mines: Contrary in design to Antipersonnel Mines,
aimed at causing damage and injuries to incapacitate an
enemy and increase their medical and logistical burden,
Viral Mines are designed to kill an enemy soldier directly
without damaging facilities or structures.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
As their name suggests, these Mines are loaded with Viral
Special Ammunition. They work like Antipersonnel Mines,
and have the same characteristics, but apply the Viral
Ammunition effect.
Unofficial Infinity Rulebook Revised+
Equipment Retreat! percentage and the Victory Points the adversary
60 AI Beacon: Data net signal emitter which allow Artificial receives from taking down or capturing the carrier of this
Intelligences to enhance the range and effectiveness of their piece of Equipment. Example: Signing up 1 figure with
particular data sphere. The AIs base their existence, and Baggage in a 300 point army, the player, to calculate his
their capability for control, in information and access to it. Retreat! percentage, will use a total of 320 points (300
The AI Beacons are deployable ground probes that collect points of troop costs + 20 extra points from Baggage
information from the evolution of a battle, moreover, they Equipment). If he signs up 2 figures with Baggage, then
establish an exclusive data sphere which allows continuous the increase would be 40 points.
linking of the AI with troops in the combat area. Applying this rule in an individual fashion, a Remote with
In game terms, the function of an AI Beacon is to provide Baggage Equipment, costing only 8 points, provides 28
1 Order to the Order Reserve of its army. An AI Beacon Victory Points (Cost: 8 + 20 from Baggage) to an adversary
SKILLS and EQUIPMENT

must always be deployed with AD: Combat Jump, but its if taken down, instead of the mere 8 points it would give if
deployment is performed during the Deployment Phase. If it didn’t have Baggage.
its Dispersion means it falls off the game table, it must be In a campaign, or in scenarios which require it, keeping
considered lost and cannot be recovered during the battle. Baggage safe provides extra Victory Points, depending on
An AI Beacon must be assigned to a Combat Group, which a mission’s objectives. Remotes and Vehicles are the usual
cannot surpass the maximum of ten Orders. This piece of carriers of Baggage.
Equipment is vulnerable to E/M Special Ammunition and  Biolocator: A biotechnological identification and location
cannot be picked up with the Booty Special Skill. device, capable of emitting a powerful signal that pinpoints
 Antipode Control Device: see Control Device. its owner’s position on the battlefield. The Biolocator feeds
 AutoMediKit: This is a nano-medical device that off the electric activity of a user’s brain. When switched
some troops have integrated to their personal tactical to active mode at full performance, it requires an energy
equipment. It injects nanorepairers automatically in their supply that causes the immediate unconsciousness of
systems allowing them to recover from the Unconscious its carrier. This fact, and that it is usually implanted in
state. It requires the spending of 1 Complete Order absolute fanatics and dangerous criminals, sees its carrier
and the passing of a PH roll. If the roll is successful, the considered as disposable and/or sacrificial.
figure recovers from 1 Wound automatically, leaving the ATTENTION: This piece of equipment is forbidden by the
Unconscious state and adding his Order to his army’s Concilium Convention. Its use will be penalized by the
Orders Reserve as usual in the next active turn. If the figure international courts.
fails his roll, he will automatically pass to the Dead state By spending 1 Short Skill, the user can activate the
and will have to be removed from the battlefield. With an Biolocator, creating the same effect as being automatically
AutoMediKit, miniatures can recover from the Unconscious marked by a Forward Observer of his own army. This piece
state as many times as necessary, provided that they pass of Equipment cannot be used in ARO. The activation of
their PH roll each time. a Biolocator sees the user fall Unconscious at the end
The AutoMediKit is a sophisticated device, a product of of that Order. The Unconscious bearer of an activated
the highest technology, but it can be affected by E/M Biolocator can be targeted by friendly fire, including
weapons. If it suffers from E/M damage an AutoMediKit Guided Ammunition. The Biolocator is disconnected when
will be Disabled. the figure passes to Death state.
 Baggage: Provisions, supplies and ammunition are key Biolocator is a single-use piece of Equipment: if the figure
elements in long term operations, or in those developed is healed, or if it uses a Special Skill that can be employed
far away from military supply lines. Infantry campaign in an Unconscious state (Such as V:Dogged, V: No Wound
personal gear comprises everything needed by a soldier Incapacitation, Regeneration...) then the Biolocator is
for survival in combat environment. Anything else that’s disconnected and it cannot be used again. Activating
missionessential, but not part of an individual soldier’s the Biolocator automatically nullifies the Explode Special
kit, is called Baggage and will be carried on a transport Skill, if its carrier possesses it. This piece of Equipment
Remote or a vehicle. Survival equipment found in Baggage is vulnerable to E/M Special Ammunition and cannot be
includes advanced environmental protection, medical picked up with the Booty Special Skill.
supplies, water (not only stored but with purifier system)  Braces: Some vehicles and T.A.G.s can carry troops on their
and food, batteries and/or a power generator, and diverse bodywork. Each figure can cling to a single brace. The number
stuff, depending on the deployment area. of braces, indicated between brackets, marks the number of
Traditionally, infantry suffer high rates of casualties due figures that the vehicle or T.A.G can transport. In order to get
to illness, exposure to adverse weather and environment, on or off a brace, a figure must use the Short Skills Mount/
and privation from lack of food and/or water. Throughout Dismount. Troops gripping braces cannot perform any other
military history, unfortunately, the number of casualties from action save Dismount or Dodge. When Dodging, it is always
these causes surpasses, in many situations, those inflicted assumed that the figure jumps off the vehicle. Troops cannot
by the enemy. It is well known that better equipment be deployed already gripped to braces.
for soldiers and effective supply lines drastically reduces Miniatures must be positioned next to the brace positions
attrition rates. on the vehicle model when clinging to braces, in Order
Baggage is Special Equipment which represents these to determine LoF and cover situations. The Maghariba
supplies. Baggage adds an extra 20 points to the Victory Guard, for example, has its Braces in the rear area.
Points which its carrier would normally provide. If a vehicle or T.A.G. with figures gripped to braces is shot
This increase in Victory Points is only used to work out the at, it must be indicated whether the T.A.G. or the troops
Unofficial Infinity Rulebook Revised+
clinging to it are being targeted. Template weapons fired  ECM: Electronic Countermeasures. This term encompasses
against the vehicle or T.A.G. will also affect the passengers. all devices that vehicles and T.A.G.s use to avoid and 61
 Control Device: There are different models of Control neutralize incoming enemy guided projectiles.
Devices, specialized by their function: Standard ECM includes a system of fire detection,
• Antipode Control Device: The Antipodes Control localization and proximity radars as well as small battery
Device allows controlling an Ariadna Assault Pack. It can of micromissiles loaded with nanotechnological chaff. This
be affected by E/M weapons. equipment tampers with the systems of enemy guided
projectiles, forcing them to deviate from their target and
• Kuang Shi Control Device: The Kuang Shi Control to explode out of range. ECM from Ariadna are similar to
Device is the clearest example of the Celestial Guard’s modern ones, although comparatively bigger. Instead of
cruelty, and evidence of their relentless attitude against nanotech micromissiles, their ECM systems are equipped
the enemies of the State and Emperor. Some sanction with a battery of rockets that create a wall of explosions
proposals have been presented in the Öberhaus, the that detonate enemy guided projectiles.
Senate of O-12, against Yu Jing’s government for the
use of this prohibited device. However, thanks to the ECM has a standard level of 5, requiring a Normal Roll of 5
diplomatic ability and the political and economic or less for each incoming guided projectiles to deflect and
influence of Yu Jing, these proposals never have detonate the projectile without causing any damage. ECM
achieved the necessary support to pass. functions automatically and does not require spending of
any Orders or having LoF and can be used in ARO. ECM
ATTENTION: This piece of equipment is forbidden by allows reacting in ARO against enemy guided projectiles.
the Concilium Convention. Its use will be penalized by
the international courts.  Dropships: Orbital transport vehicles with capacity for
Airborne Deployment: Level 3, Combat Jump. When
This allows the enlisting of various Kuang Shi. Moreover, a Dropship descends it is considered to be performing
by spending 1 only Order, this device allows detonation a Combat Jump, using the rules as described above
of all the Kuang Shi in that Combat Group at the same for Dispersion. Dropships cannot be destroyed while
time. This collective explosion is a Long Skill that cannot descending, and figures cannot shoot at Dropships while
be activated in ARO. The user of the Control Device descending..
and the Kuang Shi must be in the same Combat Group.
There is no limit to the range of this Device, and it is If the PH roll to land is failed, a Dropship will disperse
not necessary for the user to have LoF with the Kuang normally but being equipped with sensors will not fall
Shi. If the Control Device is Disabled, or if its user falls outside the battlefield (Around the table borders), or on
Unconscious or Dead, the Kuang Shi will keep acting buildings or over other figures. They will instead seek the
normally. If the Kuang Shi disband when affected by the most propitious location close to the final Dispersion point.
Retreat! rule, they will all explode automatically, with Nevertheless the Dropship must make an ARM roll (the
no spending of Orders or ARO necessary. This piece of Damage is the Dropship´s PH value) as a consequence of
Equipment is vulnerable to E/M Special Ammunition. the sudden landing if it suffers Dispersion. A failed ARM
roll will result in the loss of 1 Structure point. Dropships
• Traktor Mul Control Device: The Traktor Mul are cannot descend to the interior of a Smoke Template, Low
designed to support Ariadnan ground forces during or Zero Visibility Zones or over those Terrain categories
the performance of their mission, across the whole that do not allow it. After landing, Dropships will
spectrum of conflicts and range of military operations, automatically open their hatches. Dropships, as with other
thanks to the link with its operator. The Ariadnan figures with AD: Combat Jump, are susceptible to being
Remotes possess simple combat programming that the hacked. When a Dropship loses all its STR points it will be
operator updates throughout a battle using his Control destroyed, remaining inert on the battlefield and turning
Device. This programming has basic routines, allowing into another scenery element. If a Dropship loses one more
the Traktor Mul some autonomous behaviour in case the point of Structure (STR) than it has, it will suffer an internal
link with its controller is broken. explosion, which will provoke the automatic death of all
This allows the enlisting of Ariadnan Traktor Mul the figures inside it.
Remotes. The user of the Control Device and the Traktor Troops placed in the interior of a grounded Dropship can
Mul must be in the same Combat Group. There is no react to any attack against them getting out when the
limit to the range of this Device, and it is not necessary attacker’s Burst is finished. If such a case arises, figures
for user to have LoF with the Traktor Mul. If the Control will normally remain close to the Dropship. Dropships are
Device is Disabled, or if its user falls Unconscious or not included in a normal army, instead they are present
dies, the Traktor Mul will keep acting in a normal way, in certain special missions or at the agreement of both
and can be activated by any Order or ARO. This piece players. Usually, in scenarios with a Dropship option, the
of Equipment is vulnerable to E/M Special Ammunition. spending of 1 Order allows 1 Dropship to descend, though
 Deployable Repeater: This portable and deployable this parameter can vary according to the scenario. In order
instrument is used to amplify the range of hackers and is to take off, each Dropship will have to spend 1 Order.
specially designed to be placed in a fixed point, covering a Once the Dropship has taken off, figures will not be able to
specific area. Placing and activating a Deployable Repeater shoot at it. If there was any figure clinging to its hull during
is a Short Skill, and it must be marked by a Deployable takeoff, he will fall off and die due to the impact.
Repeater Marker (REPEATER) placed in base contact Dropships have 4 cargo spaces. Light, Medium, and Heavy
with the user. Unlike Mines, it cannot be Camouflaged. Infantry each use one space. Figures with a Motorcycle and
Deployable Repeaters have ARM 0, BTS 0, STR 1 and Remotes need two spaces. T.A.G.s require three spaces. In
an effective range radius of 8 inches. Each figure with the Download section of the Official Infinity Webpage you
Deployable Repeater carries a total of 3.
Unofficial Infinity Rulebook Revised+
have a paper cut-out model and a Dropship template to be avoided and cannot be activated voluntarily by the
62 recreate its presence on the battlefield. player. This piece of Equipment cannot be affected by E/M
Special Ammunition and cannot be picked up with the
PH BTS ARM ST Booty Special Skill.
Dropship 15 -9 8 3 The Operator of a T.A.G. or Vehicle equipped with an
 Ejection System: T.A.G and Vehicle emergency evacuation Ejection System does not have the Pilot Special Skill.
device. This Special Equipment allows evacuation of the Example: Sergeant Anita Méndez, in her active turn and
operator from their vehicle through an automatic quick commanding her Iguana T.A.G. is facing an Ariadnan
ejection system. The Vehicle and T.A.G. Ejection System is combat group, composed of a Veteran Kazak with AP
a Zero-Zero evacuation device (i.e., zero altitude and zero Rifle, a Scout with an Ojótnik, and a TankHunter with his
airspeed). Derived from aircraft ejection devices, it has Autocannon. The dice are not favourable to sergeant
SKILLS and EQUIPMENT

been designed to launch upwards and deliver its occupant Méndez, who only manages to take down the TankHunter,
from a grounded stationary position to a location far away receiving a Critical hit from the Veteran Kazak and an
from the point, presumably compromised, where the impact from the Scout, failing the ARM Roll. So, the Iguana
T.A.G. or Vehicle was incapacitated. The Ejection System has lost 2 STR points, activating its Ejection System at the
uses a small explosive charge to open the operator’s end of the Order. Anita must make a PH Roll to see if her
cockpit and miniature rockets to propel the seat upwards player can choose the landing point. She rolls a 14 - with
for an adequate distance. A quick deployment anti-shock PH 12, this is a failure and means her Dispersion is 8 inches
gel bubble guarantees a safe and successful landing. towards the number 4 indicated by the Template. If she
In game terms, the Ejection System is translated as an succeeded at the roll, she could have chosen the landing
AD: Combat Jump, but with a range of 8 inches from point inside the 8 inch radius. It seems this is not a good
the vehicle, and with no Order spending required. The day for Anita, but she still has her HMG and can keep
automatic activation of the Ejection System requires the fighting.
Operator to make a Normal PH roll, using his own PH and Let’s suppose Anita had not succeeded against the
not that of the T.A.G. TankHunter, and had failed two of the three ARM Rolls
The Ejection System is automatically activated when a the Explosive Special Ammunition of the Autocannon
T.A.G. has lost all its STR points. If the T.A.G. loses even causes. Then, her Iguana would have lost 2 STR points
one point more than this, then it will be the Operator who (from the Critical hit and the impact of the Scout) and she
receives the overflow Damage. The T.A.G.’s ARM value would suffer two Wounds (from the Autocannon), rolled
must be used to perform the ARM Rolls until the Operator against the ARM value of the T.A.G. In such a case, the
figure is placed on the game table. The Ejection System Ejection System of her Iguana still activates, launching an
activates automatically, in both active and reactive turns, Unconscious Anita 8 inches, hopefully in the direction of a
at the end of the Order in which the T.A.G. has lost all nearby Doctor. If sergeant Anita had failed all three ARM
of its STR points. The activation will be automatic, even Rolls caused by the Autocannon’s hits, then her dead body
if the Operator is Unconscious or Dead, or the T.A.G. is would be launched 8 inches.
Immobilized (Through Hacking, Adhesive or E/M Special  EVO Repeater: This device allows EVO troops who
Ammunition or any other reason) or Possessed. As it operate at long distance or from planetary orbit to give
doesn’t require the spending of an Order, enemy figures active support to their army’s Hackers throughout a battle.
cannot react to the ejection or the landing. The EVO Repeater allows the presence of the EVO Troops
The Operator will always be required to make a PH Roll to directly over the battlefield, performing support tasks
calculate the Dispersion, if necessary, even if the T.A.G. is for the tactical Hackers deployed in the combat zone.
Possessed. If the Operator fails the PH Roll, to know where The link device of the EVO Repeater maintains open
he disperses, the centre of the Circular Template must be communication channels between the various monitor
placed over the T.A.G. with the number 1 pointing to the remotes and the AxtraNiches of the EVO operators placed
centre of the game table. The second digit of the dice Roll in orbit or in far away places in the rearguard. In this way,
indicates the direction in which the figure deviates. The the whole power of this advanced technology is applied in
Distance of Dispersion with the Ejection System is always direct service to the Hackers in combat. The presence of
8 inches. If deviation prompts the Operator to fall outside an EVO Repeater increases the lethal capacity of Hackers,
the battlefield, he will have to spend an extra Order from providing a greater power over enemy equipment and
the Order Reserve to appear on the border of the game systems.
table at the point where he would have left. In game terms, having an EVO Repeater deployed on the
After the activation of the Ejection System, the T.A.G. is game table allows the Hackers of its army, without spending
considered destroyed, without any possibility of repair, and any additional Orders, to choose between the following
can be removed from the game table. The player will have different Support Programmes for use when hacking:
the Order provided by the T.A.G. with an Ejection System • Icebreaker: When making a hacking roll, the EVO
until its Operator falls Unconscious or Dead. halves the Biotechnological Shield (BTS) of the target,
T.A.G.s with Ejection System don’t give Victory Points until always rounding up.
the Operator is eliminated, in an Unconscious or Dead • Capture: Thanks to the EVO, the Hacker only needs 1
state. If the Operator is a troop type that can be hacked, successful WIP Roll to completely possess a T.A.G. and
or affected by E/M Special Ammo, it is not allowed to control it in Possessed status. This programme has no
perform any hacking on him, or apply E/M effects to him, effect on T.A.G.s of the Combined Army.
until his figure is placed on the game table.
• Support Hacking: Up to three Hackers can spend an
The Ejection System is fully automatic, ejection cannot Order each to give support to a companion. Each Hacker
Unofficial Infinity Rulebook Revised+
supporting provides a +3 Modifier to the Hacking Roll of the Nisse. However, the Kamau Hacker Janna, who has
the supported figure. an EVO Repeater in her Zone of Deployment, reacts in 63
Example: The Fusilier Hacker Doucher spends 1 Order ARO, declaring a Hacking Guided Ammunition action.
launching Anti-Hacker Protocols against the perfidious Succeeding at the roll, the missile deviates and is lost over
Interventor Morgana. The presence of an EVO Repeater the horizon. From that point on, any Guided missile the
in the PanOceanic rearguard allows the Fusilier Hacker Vertigo Zond fires using that Forward Observer mark will
Reynolds and the Kamau Hacker Janna to participate in also deviate, with no roll required by the Kamau Hacker.
the cybernetic duel, supporting Doucher by spending Being aware of this fact, the Interventor Morgana, snorting,
a corresponding Order each. The Interventor Morgana spends another Order and declares a new Forward
activates her own Protocols against Doucher in ARO. Both Observer mark, trusting in her skill to perform it successfully
must perform a Face to Face Roll, Modified by their BTS. and hoping that the Kamau Hacker Janna will fail in her
However, thanks to the EVO, Reynolds and Janna provide attempt to intercept the next missile.
Doucher a +6 Modifier, increasing his chance of success. If the Nomad player had 2 Forward Observer Zeros instead
• Trajectory Assistant: By spending 1 Order the Hacker of the Moran, those could declare a Coordinated Order of
provides a +3 Modifier to the PH Roll of a figure who Move + Forward Observer. If both succeeded, the targeted
is going to perform a Combat Jump. In the case of a Nisse would be doubly marked. The Vertigo Zond could
Coordinated Combat Jump of various troops dropping fire its Guided missile, and if this was intercepted by the
all inside the same Circular Template, then it is only Kamau Hacker and her EVO, it could shoot another thanks
necessary for the Hacker to spend a single Order to to the second Forward Observer mark. In that case, the
provide assistance to all of them. Kamau Hacker would have to roll WIP to Hack the Guided
The Hacker must announce, immediately after declaring his Ammunition again and deviate this new incoming missile,
Hacking Order, which of the four EVO Support Programmes as well as remove the second mark.
he is going to use. • The EVO Repeater also allows a Hacker who has been
The EVO Support Programmes are not combinable, not successful when Hacking Airborne Deployment, to
even in Coordinated Order. choose from where on the game table the Dispersion of
Emergency Jumping troopers will be determined
These Support Programmes cannot be used in ARO.
• The EVO Repeater works as a Repeater for the Hackers
• Hacking Guided Ammunition: In a reactive turn, of its army.
thanks to the EVO Repeater, a successful Hacking Guided
Ammunition action will not only cause a guided munition This device is vulnerable to E/M Special Ammunition and
to miss, but will also jam a Forward Observer’s mark on its cannot be picked up with the Booty Special Skill.
target. This only disables a Forward Observer’s mark as  Hacking Device: Hacking Devices are personal combat
it applies to Guided Ammunition, not for its use in other quantronic superprocessors. They are loaded with infowar
attacks such as Speculative Fire. This effect lasts until the software, defensive programs and offensive virus. Linked
end of the turn. with remote overwatch and sensor devices flying over the
If a Hacker with an EVO Repeater deployed on the battlefield, they allow tracking the data web to search
battlefield hacks 1 Guided projectile fired against a figure for possible threats and chances to attack. The Hacking
marked by a Forward Observer, for the rest of the turn Device is connected to its bearer’s comlog and to a
he will cause any Guided projectile shot at that miniature Kalyptra system, a pair of Magnified Reality glasses that
to miss automatically. Any further Guided projectile fired screen data directly over the Hacker’s retinas, overlapping
against such a figure during that turn will be deflected them to real images, which is known in their slang as Data
by the Hacker as an automatic ARO, without any roll Escape. The Kalyptra system also generates a tenuous
necessary. electric field over the owner’s body, sensing and translating
his movements in response to the keyboards and screens
Following a successful Hacking Guided Ammunition roll, projected in front of him.
a target may be marked again by the same, or another,
Forward Observer to allow further Guided projectiles to This allows computer attacks to be performed against
be fired at it. other systems and devices and also to defend against
a cyberattack. See Hacker combat rules for details. All
A new Hacking Guided Ammunition roll is required Hacking Devices are Repeaters for the other Hackers of
each and every time the target miniature is marked by the same army.
another Forward Observer, or again by the same Forward
Observer, in order to make Guided Ammunition fired at • The Hacking Device Plus has an additional advanced
the target miss. system of Localization-Identification-Liaison that works
as a Forward Observer, but only within the Hacker’s, or
Each time a successful Hacking Guided Ammunition roll is his Repeater’s, Zone of Control (8 inches): LoF with the
made, any further Guided projectiles fired at the targeted enemy is not required. In order to mark a target with
figure, due to the most recent Forward Observer mark the Hacker Device Plus Forward Observer function, it is
and during the current turn, will miss automatically. necessary to spend an Order and pass a WIP Roll. The
Example: Akinyi, a Moran Masai Hunter equipped with target can react by Dodging the marking of the Forward
a Repeater moves during his active turn until an enemy Observer Hacking Device Plus, provided he has LoF.
Nisse is inside the area of effect of his Repeater device.  Holoprojector: These three-dimensional image projector
With a smile, the perfidious Interventor Morgana, thanks devices have evolved inside the military-scientific complex
to her Hacking Device Plus, declares a Forward Observer from huge naval systems to personal units which are
mark on the Nisse. After succeeding at the roll, with the increasingly lighter and less bulky. The Holoprojector, in
next Order a Vertigo Zond shoots a Guided missile at
Unofficial Infinity Rulebook Revised+
any format, offers a soldier several tactical possibilities, (HOLO) around it. The player must take note of
64 increasing his survival chance against enemy fire. which one is the real figure, whether the Holoecho 1
• Holoprojector L1: The Holoprojector L1 technology marker, the Holoecho 2 marker or the actual figure.
emits a threedimensional image which is capable of The Holoechoes and the figure must be placed
entirely covering its user and changing his external inside the area of a Circular Template. Each time the
appearance partially or totally, as preferred, to make him adversary succeeds at a WIP roll, or any kind of attack
look like another trooper in his own army. At tactical level at a Holoecho or the figure, the player must declare if
this is one of the favourite psy-ops tools, using it to confuse it is the real Holoprojector user, or only a Holographic
the enemy and develop distracting maneuvers. This decoy. If it is the real figure, the Holoecho Markers must
device is affected by Fire and E/M Special Ammunitions. be removed from the game table, replacing the Markers
with the figure, if it was hidden behind one. But, if it only
In game terms, the Holoprojector L1 Special Equipment
SKILLS and EQUIPMENT

was a holographic decoy, that Marker is withdraw from


allows to its user to: the game table.
Holoprojector L1 Deployment: This use is exclusive In game terms, a Holoecho Marker is always the same
to the Deployment Phase and does not require the height as the figure it replicates (Unless it has a Prone
spending of any Orders or making of rolls. The miniature Marker beside it). In this situation, a Prone Marker
is not deployed in the usual way: instead he is deployed must be placed besides the Holoecho Marker. It is not
on the battlefield as a copy of another figure from his allowed to combine the effects of the Holoprojector L1
army, with the player placing the requisite miniature. with the Holoechoes of the Holoprojector L2.
The Holoprojector user and the trooper he is disguised
as must be the same size (A human cannot become a Holoechoes in Movement: This allows to the miniature
Remote or a TAG for example) but the Holoprojector to move surrounded by holographic decoys which
figure can carry, in an illusory way, any weapon. The multiply the targets available to the enemy. Each
player must note in secret which is the real figure. Holoecho reproduces exactly the appearance and
moves of the user. By spending 1 Order, the figure
Holoprojector L1 Movement: The only Skills and the Holoechoes move and act at the same time,
whose execution does not automatically reveal the performing exactly the same Order, in this way it acts
Holoprojector user are Cautious Movement and all Short like a Coordinated Order in terms of AROs.
Skills of Movement that do not require any roll (except
Alert). The Holoprojector user is revealed automatically Holoechoes cannot interact with the environment as
when he is in base contact with another figure. they are simple three-dimensional images moving
through the battlefield. The only Skills whose execution
Any enemy figure in LoF who declares the Discover does not automatically reveal the Holoprojector user are
Short Skill or ARO and succeeds at a WIP Roll will Cautious Movement and all Short Skills of Movement
reveal the Holoprojector. If the figure is Discovered or that do not require any roll (except Alert). The user, or
is automatically revealed, the fake miniature is replaced the Holoechoes, reveal automatically when he is in base
by the real one. contact with another figure.
Re-Activating the Holoprojector L1: When the user If the real figure is Discovered or is automatically
has been Discovered, he can recover his Holoprojector revealed, all Holoecho Markers must be removed,
active status, substituting his miniature with any other placing the real figure in the corresponding location.
of his army. To do that it is necessary to spend 1 Moreover, if a Holoecho receives an impact, or a
Order, provided that he is not in the LoF of any enemy successful attack, it will be deactivated, removing it
miniatures. A figure in TO Camouflage in LoF of a from the battlefield.
miniature that intends to activate the Holoprojector
again will have to reveal himself if he wants to prevent The Holoechoes count as real figures to provide AROs,
the enemy from re-activating this Special Equipment. to draw LoF and to activate enemy weapons or devices
(For example, Mines, E/Maulers…) but as they move as
• Holoprojector L2: Holographic decoys emitter device in a Coordinated Order, they give only 1 ARO to each
which creates multiple images of its user to confuse miniature in LoF.
the enemy, increasing the number of potential targets,
and therefore increasing his survival probabilities. The Holoechoes will always keep the distance
The Holoprojector L2 controls several little swarms of established by the user, so they never will go out of the
nanobots which emit a three-dimensional and semi- Circular Template area.
corporeal image, called a Holoecho, of the user. The Example of Holoprojector use in a shooting: The Fusiliers
Holoecho exactly replicates the physical appearance Angus and Estévez, who are in their reactive turn, see three
and movements of the user. However, the range of the Bashi Bazouks coming. It is Nazim, a veteran Bashi Bazouk
Holoprojector is limited, so the holographic replicas in his active turn, with his Holoprojector L2 activated.
must always stay near the user. This Special Equipment is Trusting in his equipment, Nazim declares Move to get
affected by E/M ammunition. closer to his enemies. Angus and Estévez declare their
In game terms, the Holoprojector L2 allows to the user AROs, but must to choose only one of the Holoechoes
to perform: which are coming towards them. Angus declares he will
shoot at Holoecho 1, and Estévez at Holoecho 2. Nazim
Deployment with Holoechoes: This use is exclusive declares the second Short Skill of his Order, to shoot.
to the Deployment Phase and does not require the As he was hidden behind Holoecho 2, he has to make
spending of any Orders or making of any rolls. The a face to face roll against Estévez, so he focuses all his
miniature is not deployed in the usual way. Instead, a Burst at him. Meanwhile, Angus sees how his shot passes
figure is placed on the table with 2 Holoecho Markers through Nazim´s hologram, which vanishes into thin air. If
Unofficial Infinity Rulebook Revised+
Bashi Bazouk Nazim had kept his position, shooting as the  Minesweeper: This is a mine detection and deactivation
first Short Skill of the Order, his Holoprojector L2 would device. A figure carrying this Special Equipment can invert 65
deactivate, giving Angus and Estévez a direct target to the Identify Friend or Foe (IFF) system of enemy Deployable
shoot at in a Face to Face roll with their ARO. Example of Weapons [Antipersonnel Mines (Monofilament, Biomines,
Holoprojector against a Template Weapon: Nazim moves Viral Mines…) E/Maulers, CrazyKoalas...] to friendly signal
through a narrow zone with one of his Holoechoes before wavelengths. In combat mine clearance operations, where
him, and the other at his back. However, the first enemy troops may be under enemy fire, the key factor to creating
he faces is Zhao Yi, a Wu Ming armed with a Boarding a safe path is speed. This involves a high level of risk for
Shotgun. When the Wu Ming declares his ARO, he only Minesweeper users. For this reason remote troops usually
can choose 1 target, selecting Holoecho 1 in front of perform these tasks, preserving the lives of trained combat
Nazim, but shooting his Boarding Shotgun with a Teardrop engineers.
Template. Even though the chosen target was not the true To do this, the user moves inside a Deployable Weapon’s
Nazim, he will be required to perform an ARM roll as he is area of effect and, spending 1 Short Skill or ARO, makes a
hit by the blast template of the shot, and Holoecho 1 will Normal WIP Roll. If successful, the weapon will not explode
vanish. and will instead become owned by the Minesweeper’s
Example of Holoprojector against Hacking: The perfidious army, detonating only against troops of its former owner.
Interventor Morgana gets an ARO when a Holoecho Marker If the Minesweeper fails the WIP Roll, the Deployable
of a Knight of the Holy Sepulchre comes into her Zone of Weapon activates, exploding, emitting an E/M pulse or
Control. As this troop is Heavy Infantry, he can be hacked. whatever effect it normally has.
And Morgana, with an evil smile under her data glasses, If the Minesweeper figure is inside the Area of Effect of
declares a Hacking ARO. Morgana gets a success on her various Mines, it only needs one roll to use this device
roll, to find, with great disappointment, that it was only a against all of them. The Minesweeper device can be used
Holoecho, and not the real user of the Holoprojector. The against Mines which have not been previously Discovered.
Holoecho vanishes into thin air, and the Marker is removed It is vulnerable to E/M Special Ammunition. A Minesweeper
from the game table. cannot be used against Deployable Equipment, such as
However, if the Holoecho Marker coming inside Morgana’s Deployable Repeaters. This piece of Equipment cannot be
Zone of Control was Bashi Bazouk Nazim, as he is Light picked up with the Booty Special Skill.
Infantry, Morgana could not hack him.  Motorcycle: An individual light vehicle characterized by its
Re-Activate a Holoprojector L2: When a figure has all great speed and manoeuvrability. Dirayat Ind. Motorcycles
his Holoechoes deactivated (The miniature is on the are characterized by their compact stout structure and
game table without any Holoecho Markers around him) engine installed over a monocycle system, stabilized with
he can recover the Holoprojector’s active status. He re- gyroscopes, and equipped with an intelligent suspension
places the Holoecho Markers in base to base contact device that adapts perfectly to the movements of the
and makes note in secret which one is the real user. pilot’s body. The Dirayat Armale (Widow) Military model is
To re-activate the Holoprojector is a Long Skill which the one used by Kum Motorized Troops, although all their
requires to spend 1 Order, provided that the figure is units are customized with slight personal modifications
not in the LoF of any enemy miniatures. A figure in TO made by their pilots.
Camouflage in LoF of a miniature that intends to re- Modern army motorcycles are hybrid offroad multipurpose
activate a Holoprojector will have to reveal himself if he vehicles and adapt themselves to any environment or
wants to prevent his enemy from doing so. situation. In order to reflect this in the game, Motorcycles
 Kuang shi Control Device: see Control Device can use the Dodge Skill with a –6 MOD. Normally, army
 MediKit: This is a wound recovery medical device carried Motorcycles have an integrated Light Grenade Launcher
by all Paramedics. It is used to heal Unconscious miniatures. with Smoke Special Ammunition. Motorcycles are not
The MediKit is the most frequent medical system of nano- susceptible to being hacked, although they are affected
injection on battlefields. There are several syringe models; by E/M Special Ammunition. Motorcycles cannot Overrun.
the most modern being a device with the form of a gun,  Multispectral Visor (MSV): This device increases the visual
using a chamber with a magnetic coil. After introducing the capacity of the miniature to track diverse wavelengths. It
nanotreatment cartridge and pulling the electric trigger, has a special ability to detect hidden figures. This Special
the magnetic field accelerator injects at high speed the Equipment device has three levels:
medical nanobots suspended in the cartridge serum. Other • Level 1: This allows the performance of Discovery or
versions of the MediKit are the hypo-spray, with a lower Shoot rolls without having to apply the Modifiers for CH:
speed performance, or the archaic pneumatic pistols. Mimetism, CH: Camouflage and Low Visibility Zones.
Using the MediKit is a Short Skill that requires a PH Roll • Level 2: This allows the performance of Discovery or
with a -3 Modifier by the patient. If he fails his roll, he will Shoot rolls without having to apply any Modifier for any
immediately pass to the Dead state and will be removed level of the Camouflage and Hiding (CH) Special Skill,
from the game table. If he passes the roll, the patient for Optical Disruption Devices (ODD) and Low Visibility
recovers 1 Wound, automatically leaving the Unconscious Zones. Level 2 allows LoF through Zero Visibility Zones
state and contributing his Order again to the Orders and doesn’t apply the –6 Modifier.
Reserve of his army in the next active turn. With a MediKit,
miniatures can be healed from the Unconscious state as • Level 3: This works exactly the same as the previous
many times as necessary, provided they pass their PH-3 levels but will also allow attacks against a Camouflage
Rolls. Human MediKits do not work on Aliens (Assault or a TO Camouflage Marker without having to pass any
Packs, Dog-Warriors, etc.) and vice versa. Discover roll previously. These attacks against a Marker do
not reveal it to the rest of the army. Also, L3 prevents the
Unofficial Infinity Rulebook Revised+
use of Combat Camouflage and Combat TO Camouflage which will be to Shoot: the Zhanshi Wen Liu with his Combi
66 against its user. Rifle, the Hac Tao Wu Shenru with his MULTI Rifle and the
 Nanoscreen: The Nanoscreen is a piece of Special Shàng Jí Ren Zhou with his Light Flamethrower. The Gwailo
Equipment which is very technologically advanced. An declares the second Short Skill of his Order, Shoot, sharing
extreme level of sophistication is required to achieve the his B of 4 between his three adversaries. The Shasvastii
reaction capacity the minute nanobots display against can only apply the Partial Cover Modifiers provided by
high velocity menaces. However, the energy that must be the Nanoscreen against Wu Shenru and Wen Liu, but not
consumed to stop multiple projectiles in the air suggests against Ren Zhou, because the Fire Special Ammunition
the presence of high performance nanobatteries. These are ignores the Nanoscreen, and makes it deactivate at the
believed to have a remarkable recharge capacity through end of the Order. (See Graphic Example 2). When all dice
a wireless emitter and the support of an environmental rolls has been performed, the Nanoscreen base will be
SKILLS and EQUIPMENT

energy supply system. All of this points to the technological removed from the game table.
level known as VoodooTech. The existence of this kind of Example 3: The Gwailo, in its reactive turn, is attacked by the
device in the Human Sphere only can be explained through Shàng Jí Ren Zhou from a direction where its Nanoscreen
reverse-engineering of captured equipment. doesn’t provide Cover. The Gwailo can react by shooting,
This device creates a thick screen of nanobots that are but this ARO will not allow it to move the Nanoscreen to
capable of stopping any ranged attack (such as standard provide cover because it is not a Short Movement Skill. But,
projectiles or a Forward Observer’s marker) but not the CC if the Gwailo declares any Short Movement Skill, or Dodge,
or Movement of a figure. The cloud of nanobots required as its ARO, even if it fails any corresponding PH Roll, it can
to be effective is so thick that the Nanoscreen must be move the Nanoscreen and apply the Cover Modifier.
considered a physical obstacle, operating similarly to Neurocinetics: The Neurocinetics are illegal devices in
a form of mobile Partial Cover. The Nanoscreen must most parts of the Human Sphere. It is a technology of
always be in base contact and move simultaneously with military origin with instinctive activation that affects the
its user, with no spending of extra Orders required. When combat reflexes of the user. His reactions occur in time
performing a Short Movement Skill, the Nanoscreen can be units shorter than those of a standard human. In the long
freely positioned around its carrier’s base, to cover various term, the consequences for the nervous system are severe.
directions and different AROs, providing Partial Cover all The Neurocinetics people can be recognized by their
along his path. If the carrier goes Prone, the Nanoscreen obsessively slow and cautious movements, which indicate
will descend with him, continuing to provide Partial Cover those who have to control their reactions constantly.
but never Total Cover. In reactive turn, if the carrier declares ATTENTION: This piece of equipment is forbidden by the
any Short Movement Skill, or Dodge, then the Nanoscreen Concilium Convention. Its use will be penalized by the
will be placed to cover the incoming projectile. Only the international courts.
carrier can benefit from the effect of this device. The
Nanoscreen is automatic-use Special Equipment and does The owner of this Special Equipment has enhanced response
not require the spending of any Orders or the making of implants, giving him a higher capacity for reaction. The
any rolls to activate it. figure, in his reactive turn, can fire the complete B of his
weapon. However, in his active turn, he is limited to firing
The Nanoscreen is ineffective against E/M, Fire and Plasma at B1. This Special Equipment is always in effect and the
Special Ammunitions, deactivating automatically at the player cannot avoid using it. Use of Neurocinetics Special
end of any Order in which it is struck by one of them. It Equipment is automatic and does not require the spending
cannot be reactivated until a figure with the Engineer of any Order. The Neurocinetics are not affected by E/M
Special Skill repairs it. Special Ammunition. This piece of Equipment cannot be
Cover Modifiers cannot be added to the Partial Cover picked up with the Booty Special Skill.
Modifier of BS-3 provided by the Nanoscreen. This device  Optical Disruption Device (ODD): This is a device used
cannot be used in CC Combat. The Nanoscreen is an to disrupt photons, impairing a clear visualization of the
acetate sheet that must be attached to a base to play with figure bearing it and merging it with its surroundings. ODD
it. equipment functions automatically, and does not require
Example 1. The Zhanshi Wen Liu and the Hac Tao Wu the spending of any Order. ODD Modifiers are not applied
Shenru are in their active turn in front of a dangerous in CC. There are two types of devices, small personal
Gwailo with its Nanoscreen activated. Both declare a models and Disruptor Fields, which are bigger and have
Coordinated Order of Move + Shoot against the Gwailo, a higher range.
which can only respond against one of them, targeting Wu Deployment of ODF: This allows deployment with an
Shenru. Wen Liu can make a Normal BS Roll to shoot, but activated Optical Disruptor Field, without having to
his LoF is partially blocked by the Nanoscreen, so he must spend any Order or make any roll. This functions only in
apply the corresponding Partial Cover Modifier of BS-3. If the deployment phase.
he hits the Shasvastii, it can apply the Cover Modifier (+3)
to its ARM. Wu Shenru attacks as well and makes a Face to Defensive ODF: During the battle, any figure aiming at
Face Roll against the Gwailo but his LoF is not blocked by the bearer of an activated ODF will suffer a –6 to his BS
the Nanoscreen, so doesn’t apply any Modifier for Partial Attribute roll. Defensive ODFs do not require any Order
Cover. (See Graphic Example 1) or need any roll. Any miniature placed within an ODF
area receives a –6 Modifier to be shot at that is lost after
Example 2. The Gwailo, equipped with his Nanoscreen and leaving the field.
armed with a Spitfire, is now in his active turn, and declares
the first Short Skill of his Order, Movement. Immediately, ODF in combat: Figures can act normally inside the
all the enemy troops in LoF with him declare their AROs, ODF without losing the –6 effect when shot at. The
Modifier from an ODF is not cumulative with those from
Unofficial Infinity Rulebook Revised+
Camouflage and Hiding (CH). If a figure is in CC within  Traktor Mul Control Device: see Control Device
an ODF, the -6 Modifier is not applied to CC Attribute  X Visor: Technological and evolutionary advances have 67
rolls. given this miniature a vision with a zoom effect. Modifiers
• Level 1-Optical Disruptor: This Special Skill produces for Long Distance are reduced to 0 and those of Maximum
a personal field of photonic perturbation, frustrating Distance drop to –3.
any attempt to aim at its bearer. It allows the possessor,  X-2 Visor: Precision is crucial for any shooter, as in a combat
without spending any Order or making any roll, to deploy situation, each shot counts. The zoom and advanced vision
with an activated OD. During the battle, any figure trying system denominated X-2 Visor has been designed to reach
to aim at the possessor of an OD will suffer a –6 to his BS targets at further distances than its predecessor. The X-2
Attribute rolls Visor possesses a range-boosted laser telemeter, satellite
• Level 2-Optical Disruptor Field: More powerful than link capability, and the ability to make the most subtle
the previous level and with a higher range, it creates an adjustments in lateral correction (To compensate for wind,
Optical Disruptor Field around the miniature the diameter target movement…) and angular correction (In respect of
of a Circular Template. the distance to the target). The X-2 Visor allows a clear,
 Powered Armour and Traditional Armour: Heavy powered precise and defined sight of the target, at distances and
armour is an important addition to the level of protection under conditions that no other scope can match.
of a soldier, as well as a boost to their strength, stamina The second generation of the X-Visor converts the Long
and fire control ability. On one hand, their automedic Distance and Maximum Distance Modifiers to 0, for any
systems, able to prevent certain levels of interior trauma, roll which requires their application, no matter whether
leaves the soldier untouched by Shock Ammunition: on the its owner is trying to Discover, Shoot, mark with Forward
other, powered armour is susceptible to being hacked and Observer, and with no limitations on the weapon used.
suffers Damage from E/M Special Ammunition. The X-2 Visor is an automatic device and does not require
A heavy powered armour taken with the Booty Special Skill the spending of any Orders or making of rolls to use it.
only gives its ARM value and no other Attributes, and it is This piece of Equipment is vulnerable to E/M Special
not affected by E/M Special Ammunition. Ammunition.

Traditional heavy armour, typical of Ariadna, is not  360º Visor: The miniature possesses a natural or artificial
powered and only allows a higher protection level to their capacity of seeing his surroundings in 360º. A 360º Visor
possessor. Use of Teseum in these armours helps provide a functions automatically and does not require the spending
good Protection/Weight/Comfort ratio. Traditional armour of an Order to be activated. It allows a LoF of 360º, so the
cannot be hacked and is not affected by E/M Special figure has no blind points and cannot be surprised from
Ammunition. behind.

 Remote Presence, Manned and Archaic T.A.G.s: T.A.G.s


are closed armoured vehicles, so damage will always
affect the vehicle much more than any of its pilots. For this
reason, instead of Wounds they have Structure values.
• Manned T.A.G.s cannot be repaired once they pass
from Unconscious to Dead, (Taking the fourth point of
Structure damage), while Remote Presence T.A.G.s can
be repaired and recovered from the Dead state. An
additional Wound Marker should be placed to indicate
the Dead state of the T.A.G. If a Remote Presence T.A.G.
suffers two points of Structure more than indicated by
its STR Attribute it is considered destroyed and must be
removed from the battlefield.
• Remote Presence T.A.G.s posses the Valor: Courage
Special Skill, as their pilots, being physically distant from
the battle, do not fear enemy fire. T.A.G.s without the
G: Remote Presence Special Skill are considered to be
manned.
• Archaic T.A.G.s are not susceptible to be hacked as
they are so old that they do not possess the advanced
cybernetic systems required to allow an effective
computerized interference.
In Close Combat, T.A.G.s do not require Close Combat
weapons since they can use their fists, causing Damage of
PH-2. T.A.G.s cannot be picked as Booty by the figures that
possess that Special Skill.
T.A.G.s allow the enrolment of Remotes in the army as
Hackers do. They possess a line of communication with
the Remotes, actualizing their performance protocols to
prevent the enemy decoding their movement, combat or
remote activity programs.
Unofficial Infinity Rulebook Revised+
68 The Battlefield place Suppression Fires and Speculative Shots over a Zero
Visibility Zone, adding in both cases the Modifier of –6 to
BS to Distance Modifiers.
Terrain Types
Different types of terrain on the battlefield are delimited In an active turn, miniatures with a Special Skill or Equipment
by zones that are marked with a different ground colour which ignores the blocking of LoF created by Zero Visibility
or by building pertinent scenery. These zones must be Zones, can perform a BS attack or Forward Observer before
assigned three defining characteristics: Type of Terrain, his target. If his adversary survives the attack (Succeeding
MOV Difficulty and Visibility Conditions. at an ARM roll or corresponding reaction) all enemy figures
with LoF to the attacker can perform their ARO despite the
MOVEMENT DIFFICULTIES Zone, because the attacker has revealed for a moment his
Special Terrain, independent of their characteristics location. If the reply is a BS attack, or Forward Observer,
THE BATTLEFIELD

(Jungle, thick forest, desert, ice, mountain, tundra, swamp, they must apply not only Distance and Cover Modifiers but
etc.) is defined by one of three categories: the –6 Modifier for the Visibility Zone. So in this case, for a
• Difficult Terrain: Restrictions are applied to MOV of MI, BS combat in, or through, a Zero Visibility Zone there is no
HI, T.A.G.s, REM, Motorcycles and vehicles. These are only Face to Face Roll, just Normal Rolls.
able to move half of their MOV values. In a reactive turn, if any figure with a Special Skill or
• Very Difficult Terrain: T.A.G.s, REM, Motorcycles, or Equipment which ignores the blocking of LoF created by
vehicles will not be able to penetrate this terrain, which the Zero Visibility Zone, reacts in ARO with a BS attack
will make impossible any Mechanized Deployment. All or Forward Observer, it can perform a Face to Face Roll
the other troop types, save Skirmishers, will have their two BS attack or Forward Observer skill but does not need
MOV values restricted to half. to apply the Modifier of –6 for the Zero Visibility Zone. If
the opposing figures all have a Special Skill or Equipment
• Impassable Terrain: T.A.G.s, REM, Motorcycles, vehicles,
which ignores the blocking of LoF, then they will perform
or MI and HI are not allowed to enter here, which will
Face to Face Rolls.
make impossible any Deployment by Combat Jump and
Mechanized Deployment. All other troop types, including Example: Active Turn of a figure with Multispectral Visor:
Skirmishers, will have their MOV restricted by half. The Intruder Zakalwe, in his active turn, declares a BS
attack at the Fusilier Angus. There is a Smoke Template
Troops trained in specific terrain will suffer fewer Modifiers
in his LoF, considered a Zero Visibility Zone, but Zakalwe,
in those environments. They will act as if in a lower
thanks to his Multispectral Visor L2, can ignore it. This Zero
category of terrain: if it is Impassable terrain they will act
Visibility Zone prevents Angus, who has no Visor, reacting
as if in Very Difficult, or if it is Difficult, they will act as if in
in ARO. Taking advantage of the Zero Visibility Zone,
Normal terrain. It is considered that all Skirmishers receive
allowing him to shoot first, Zakalwe performs 2 BS rolls
more intense special training which enables them to
with his MULTI Sniper Rifle (B2) but only gets one success.
move without any difficulty in any type of terrain, with the
Surprisingly, Angus succeeds at his ARM Roll, so he can
exception of Impassable terrain. Some Medium Infantry and
perform his ARO. Angus declares a BS attack, shooting
other expert troops are specialized in specific terrain while
with his Combi Rifle. Now, since Zakalwe as an Intruder
others receive instruction courses prior to the missions they
has CH: Camouflage, Angus has to add the Camouflage
undertake, allowing them the Multiterrain Special Skill, so
Modifier (BS-3) to the Zero Visibility Zone (-6) and to any
they can choose one type of Special Terrain in which they
Cover and Distance Modifiers.
have been trained before a battle.
Example: Active Turn of two figures with Multispectral Visor:
VISIBILITY CONDITIONS If Zakalwe attacks a Nisse, and not a Fusilier, the situation
Some terrain such as thick bushy forest, very rocky zones, would be quite different. The Nisse has Multispectral
sand or snow storms present many problems to vision and Visor L2 as well, so can react at the same time as Zakalwe,
shooting besides hampering movement. To reflect this, performing a Face to Face Roll. Both must apply the
some special conditions are applied to the game. These Cover and Distance Modifiers, but not the Modifier for
Zones are divided in two categories: Camouflage and Hiding, because they both have the Visor.
• Low Visibility Zone: With this type of terrain any Skill The Nisse does not have to apply the Modifier of –6 for
which requires LoF passing through any of these zones will the Zero Visibility Zone, because his Visor allows to LoF
have a Modifier of –3 to the roll (BS; Discover, Forward through it.
Observer, etc.). Thus, miniatures already possessing the Example: Reactive turn of troop with Multispectral Visor L2:
Camouflage and TO Camouflage Special Skills, or Optical The Fusilier Angus declares a Movement Short Skill, and
Disruptor Device, will have their Modifier increased when part of his move is seen by the Intruder Zakalwe through
discovered and shot at by an additional –3. A Camouflaged a Zero Visibility Zone. Zakalwe declares a BS ARO. Angus
figure in a Low Visibility Zone will have therefore have a declares the second Short Skill of his Order, which is a BS
Modifier to hit of –6 instead of the usual –3, while a TO attack at Zakalwe. Both have to perform a Face to Face
Camouflaged figure will have a Modifier of –9 instead of Roll, but Angus, not having a Multispectral Visor, must add
the usual –6. Landing with AD: Combat Jump will not be the Zero Visibility Zone Modifier of –6 to the Distance and
possible into these areas. (See Graphic 25). the CH: Camouflage Modifiers.
• Zero Visibility Zone: With this Visibility Zone category, Possessing the Terrain or Multiterrain Special Skill does not
there is no LoF. Only those Skills that don’t require LoF, or eliminate the Visibility Modifiers of any given Zone.
those that need to be in base contact can be used inside
a Zero Visibility Zone. Moreover, AD: Combat Jump will
be impossible in these Zones. However, it is allowed to
GENERAL TYPES OF SPECIAL TERRAIN
Aquatic Terrain: This is an environment where water is 69
the dominant medium. Submarine scenarios, seas, lakes,
rivers, marshes, mangrove swamps (jungles covered by
water), etc.
Desert Terrain: A terrain where heat and sand prevail.
Game Zones with Desert Terrain could be dune deserts,
stony areas, desolate savannas, etc.
Mountain Terrain: This encompasses zones at great
height over the sea level, with rocky formations and little
vegetation, and those territories typical of artic and sub
artic regions. Mountain Terrains are the high, medium
and low peaks, defiles, fjords, rocky slopes, ice and snow
plains, tundra, etc.
Jungle Terrain: These characterize very solid woods. Rain
forests, jungles, thick forests, groves, etc.
Zero-G Terrain: This is where gravity force is very weak
or nonexistent, requiring a different sense of direction and
movement. Zero-G Terrain includes zones with atmosphere
and pressure and also exterior vacuum. Possible Zero-G
scenarios would be freight zones of great spacecrafts, the
exterior rings of space or orbital bases, the corridors of
spaceships or bases with disabled artificial gravity, etc.

SPECIFIC EXAMPLES OF TERRAIN


Terrain Type MOV penalty Visibility
Beach Aquatic Difficult ---
Sea Aquatic Impassable ---
Swamp Aquatic Very Difficult ---
Stony Area Desert Difficult ---
Dunes Desert Desert Very Difficult ---
Low Mountain orHills Mountain Difficult ---
Artic Plains Mountain Difficult ---
Middle Mountain Mountain Very Difficult ---
High Mountain Mountain Impassable Low Visibility
Wood Jungle Difficult Low Visibility
Jungle Jungle Very Difficult Low Visibility
Thick Jungle Jungle Impassable Zero Visibility
Zero-G Zero-G Impassable ---
Storm any Any Adds a level to Visibility Conditions

DAMAGING SCENERY
A piece of scenery can be targeted if its profile of ARM
and STR has been determined and if there is a previous
consensus between players. If no agreement is reached,
that scenery piece cannot be eligible as a target.
If when performing an attack against a piece of scenery
with a template weapon, a missile launcher for example,
any enemy figure has been affected by the area effect of
the weapon, the Speculative Shot Modifier (BS-6) must be
applied.
It is not allowed to shoot at a scenery piece if the Template
affects allied troops, neither can this be done if the
Template affects camouflaged enemy troops unless there
are any other enemy figures inside the area of effect.
Remember that structures can only be harmed by DA and
Explosive (EXP) Special Ammunition.
Civilians subtracted from those Victory Points gained by causing
70 Civvies are non-combatant figures that, during the game, casualties to the enemy. If, at the end of the battle, that
can be moved by one or more players. They lack Orders or player has 180 Victory Points from causing casualties to
an Order Reserve of their own. They are miniatures that do his adversary, he must subtract those 60 points for killing
not have an active turn, and are always reactive in the turns Civilians. Therefore, his final Victory Point total will be only
of all players. Civvies only react in base to base contact 120.
(See below) unless the scenario states otherwise. Civvies If a player has a 100 point army, and kills 1 Civilian, then he
can be Neutrals or Hostiles. The Hostile civvies will have would suffer a penalty of 20 Victory Points from any gained
a Hostile Marker (HOSTILE). Those civvies marked this through causing casualties.
way will be considered Hostiles for all players, unless the Civvies can activate Deployable Weapons and Equipment
scenario states otherwise. Civvies can be synchronized with (Mines, E/ Maulers, CrazyKoalas...) but the player must
THE BATTLEFIELD

a player’s troops to move them through the battlefield. To remember that if he allows them to activate and they die,
do this, it is required that a trooper be in base contact with he will suffer a penalty. The use of Civvies as human shields
the Civilian, and, after spending 1 Short Skill, succeed at will be punished as well, applying the same penalty even if
a Modified Normal WIP-3 Roll. If this is successful, the they are not killed.
Civilian is synchronized with the trooper, applying the rules
of G: Synchronized to move with him (Replacing the word
“Remote” by “Civilian”).
The exceptions applied to Civvies regarding the G:
Synchronized rule are that, once synchronized, they never
perform attacks, and they do not have G: Remote Presence.
However, if the trooper fails the roll, the Civilian will flee
in panic,
disengaging automatically from CC and moving 2 inches.
To determine in which direction the Civilian moves it is
necessary to apply the Dispersion rule. The centre of the
Circular Template will be placed over where the Civilian is,
with the number 1 pointing at the centre of the game table
and the second digit of the failed roll indicating where the
figure will move to. Civvies cannot be synchronized with
Remotes and Impetuous figures.
A figure only can synchronize with those Civvies not
already synchronized and those Immobilized because
their synchronization has been broken (Because their
Controllers are Unconscious, dead, hacked, affected by
E/M Ammunition or have turned Impetuous by Frenzy,
Inspiring Leadership…).
The maximum number of civvies a figure can have
synchronized at the same time is 2.
If the Civilian is Hostile (HOSTILE), it is necessary to succeed
at a Normal WIP-6 Roll to synchronize it. If the roll is failed,
then the Civilian will attack automatically, performing a
Normal CC Roll, applying Damage PH- 2, if he is successful.
This roll can be made by an opposing player. In some
scenarios, Hostile civvies can be mixed with Neutral ones,
being indistinguishable from them. In such cases, when in
base contact with a Civilian, it is necessary to roll 1d20 on
the following table, to know which category he belongs
to. Once the roll is made, the Modifier to synchronize the
Civilian will be known, and the Hostile Marker (HOSTILE)
will be placed if necessary. The chart can vary depending
on the scenario.

CIVVIES ENCOUNTER CHART


d20 Type of Civil
1-10 Neutral
11-20 Hostile
To kill a Civilian means a Victory Points loss for a player.
Each Civilian killed applies a VP penalty equal to 20% of
the total Army Points of the army who killed him.
Example: A player with a 300 point army who kills 1 Civilian
will suffer a penalty of 60 Victory Points, which will be
Playing the game Mercenary Troop (Such as the Yuan Yuan, for example).
71
SUPPORT WEAPONS COST (SWC)
How to organize an army Support Weapons are special weapons not included in
The first step in organizing an army is deciding how big it the basic or standard equipment of a trooper. Every 50
is going to be. A number of points are assigned to build an points used to build an army provides 1 point to spend
army: the higher the number of points, the larger the army. on Support Weapons for the troops chosen. The SWC is
There is no limit concerning the number of points assigned indicated on every unit containing a figure equipped with
for an army, but certain values are recommended. a Support Weapon. Figures with basic equipment have a
Playing with armies of 150 points per side will give a short SWC: 0.
battle, while armies of 300 points will provide a longer Example: A battle of 300 points gives 6 SWC points to
duration. Armies of 600 points will see a large battle, spend on miniatures equipped with Support Weapons.
although even battles of this size are unlikely to take more
Example: A Fusilier with a Combi Rifle has a SWC: 0, while
than a few hours.
a Fusilier with a HMG has a SWC: 1.
Once an army size is chosen, the points must be invested
in figures from a given army list (Ariadna, PanOceania, Yu LIEUTENANT
Jing, etc.). Each figure has a listed Points Cost that reflects Once miniatures for the army are chosen, a figure must
its efficiency in game terms. All figures have specific skills be designated as the leader, or Lieutenant, of the army.
and equipment included in their Cost. As figures are chosen Only models having the Lieutenant option in their army list
for an army, their Cost is subtracted from the army total. description can be designated, with a SWC equal to that
indicated in the army list. If a Lieutenant is chosen who has
AVAILABILTY a (+) before his SWC in the army list, the value after the
There are two types of Availability: (+) is added to the points available for Support Weapons
General Availability: This value is printed in the troop’s rather than subtracted. For example, SWC: +1 adds 1
description and is used when fighting a battle using a bonus point to spend on Support Weapons.
regular and non-mercenary army (Such as Pan Oceania, Yu The Lieutenant should be deployed on the battlefield from
Jing or Ariadna). Total Availability indicates as many figures the beginning of the game. If no Lieutenant is deployed,
can be chosen from that unit as desired. the army will be in a Loss of Lieutenant situation, detailed
Mercenary Availability: Mercenary forces allow a player to in the ‘Morale and Leadership’ section.
build a unique Mercenary Company rather than a regular
COMBAT GROUPS
army from a single faction (such as PanOceania or Ariadna).
When the number of figures in an army is greater than
Troop Availability is significantly reduced in mercenary
10, it must be divided into Combat Groups. The player
armies:
chooses the number of figures comprising each Group,
 Mercenary Companies allow the enrolment of troops with no more than 10 per group.
from up to three different factions to build a customized
A Group cannot be reorganized during a battle, and
force.
neither the miniatures nor the Orders of a Group can be
 Mercenary Availability is always half of the value passed on to another Group. Each Group is counted as if it
(Rounded down) of a units’ General Availability. has its own non-transferable Orders Reserve.
 Troops with Total Availability have a Mercenary
Availability of 4. Sectorial Army Lists
 Troops with General Availability 1 have a Mercenary The Sectorial Armies are specific army corps, or small
Availability of 0. territorial armies, from a given area, region or planet of
the faction they belong to. The Sectorial Armies possess
When building a mercenary company, a mercenary of
their own Army Lists, with troop Availabilities differing
General Availability 1 may be enrolled for every 200 points
from the General Army of the faction they belong to.
of an army.
Sometimes they have a higher number of certain troops
Personalities (Uxia McNeill, Ko Dali, etc.) who do not have and lack access to other units, which may often be found
the Troop Classification: Mercenary cannot be enrolled as in another Sectorial Army from the same faction. The Army
mercenaries under any circumstances Lists of the Sectorial Armies are completely official and
Mercenary troops cannot be chosen from the Combined valid for play in any tournament. They can be used in the
Army of the EI. Likewise, the Combined Army cannot enrol ITS, Infinity Tournament System, even if the Sectorial Army
mercenary soldiers from any human army. has Mercenary Troops or units from other factions. In a
Example: In a 400 points army you can choose one Hac tournament, a player using a Sectorial Army must make
Tao (General Ava. 1) and one Swiss Guard (General Ava. 1) sure he informs the organizers and his adversary that he is
and no more troops with General Availability 1. Of course, playing a Sectorial List.
you never can choose two Hac Taos or two Swiss Guards, A player who is using a Sectorial Army List can only
for example. use the troops and the Availabilities indicated by the
Only armies constructed expressly by the player as Sectorial Army, and cannot use the troops and the
Mercenary Companies may take troops from different Availabilities of the General Army List. In the same
factions and they do not require the units to have the way, if he uses a General Army List, then he cannot use
Troop Classification: Mercenary. Regular armies (Like those troops who are not included in the General Army,
PanOceania, Yu Jing or Ariadna) can only take models nor can he use the Availabilities of the Sectorial Army.
outside their faction who have the Troop Classification:
Example 1: In the Sectorial Army of the Qapu Khalqi of the
72 Haqqislamite Sultan, the player can take 5 Odalisques and
1 Mobile Brigada as mercenary troops. However, he cannot
take any Hassassin troops or Tuaregs. In the same way, in
the general Haqqislamite Army, the player must use the
General Availability of the Odalisques, but still has access
to all troops of the Haqqislamite Army List. He cannot take
any Mercenary Troops (if he is playing a tournament) or
troops from factions outside of Haqqislam.
Example 2: The Sectorial Armies of a Military Order are
themed armies, focused on a specific Military Order of the
PLAYING the GAME

player’s choice. The entry “Military Order Knights”, with


AVA 4, allows enlisting of up to 4 Knights from the same
Military Order (For example 4 Hospitallers). The entry
“Confrère Knights” refers to Knights from other Orders that
collaborate with the Order chosen by the player. “Confrère
Knights”, with AVA 2, means it is possible to enlist up to 2
Knights belonging to other different Order (For example
a Montesa Knight and a Teuton Knight in a Hospitallers’
Sectorial Army, or maybe two Knights of Santiago).
The Sectorial Armies are characterized by a lower range of
unit choices, which makes them less versatile compared with
General Armies, but, in return, they allow different gaming
styles. Moreover, Sectorial Armies are tougher and more
resistant, because they are allowed to concentrate certain
specialist troops, and have exclusive use of the Link Troops
rule. Each Sectorial Army possesses its own identity, some
with an aggressive focus while others are more defensive,
with Sectorial Armies specialized in close quarter combat
while others prefer long range engagements… but all are
different from each other. Discover this by playing them!
Setting up the Game There are certain skills or equipment that allows miniatures
to avoid being placed during the deployment phase 73
[Camouflage and Hiding (CH), Airborne Deployment (AD),
How to organize a battlefield etc.]
Players must distribute the available scenery elements on
the battlefield, taking care to do so in an equitable way Officers and non-commissioned officers are essential to
except when representing a specific scenario or a battle the chain of command. Accordingly, the Lieutenant must
in a campaign. It is advisable that a distance of no more be deployed on the game table, even if he possesses
than 10 inches is kept between obstacles. The battlefield Camouflage and Hiding (CH) or Airborne Deployment
must be organized before performing the Initiative Roll, as (AD), or the army will be in “Loss of Lieutenant” status, as
detailed later. described in the “Morale and Leadership” section. If he
possesses CH: Camouflage or CH: TO Camouflage, he can
The tactical capacity of a player is defined by his ability to
start in the game with a Camouflage or TO Marker, but will
adapt the advance of his troops to the movements of the
be always deployed on the battlefield.
enemy and to the conditions of the battlefield: realistic and
well-distributed terrain will considerably enhance the INITIATIVE
realism and enjoyment of a battle. If a player takes the Initiative, then he decides, according
Deployment Zones to his best interest, who is the first active player.
This playing order will be kept for the entire battle.
Example: The PanOceanian Player, with 12 miniatures, has
a WIP 12 Lieutenant, the Fusilier Angus. The Yu Jing Player,
with 7 figures, has a WIP 13 Lieutenant, the Zhanshi Wen
Liu. They roll the dice and the PanOceanian Player gets
a 7 while the Yu Jing Player rolls an 11. Both succeed at
the roll, but the Yu Jing Player wins the Face to Face Roll
because he has the highest roll. Now, he must choose if he
Deployment 12” Centre Line Deployment 12” prefers to decide the Deployment or to take the Initiative.
Infiltrate without roll
To choose the Deployment would be interesting, because
the right side of the game table has more Cover, and
that is an advantage. Nevertheless, the Yu Jing Player is
loyal to the “Who strikes first, strikes twice” philosophy
and chooses to take the Initiative and prefers to be the
first active player. This means the PanOceanian Player can
choose on which side of the game table to deploy his
troops, and who will deploy first. The PanOceanian Player
chooses the right side, with more Cover, and decides the
Yu Jing Player will be the first to deploy the troops onto
the battlefield.
Following these choices, the Yu Jing Player places 4 of
DEPLOYMENT ZONES his figures on the left side of the game table, keeping
The Deployment Zone is the area where the troops of each aside one for reserve placement and two that have the
participating army start the battle. It consists of a strip of Special Skill: Airborne Deployment (AD). The PanOceanian
12 inches deep into the table along a player’s chosen table Player places 10 miniatures on the table, takes note of the
edge, with each player’s Deployment Zone normally facing position of his Croc Man (Who would be the 11th but he
that of their opponent. The position of each Deployment has the Special Skill CH: TO Camouflage) and puts a figure
Zone can vary if a specific scenario or campaign mission is aside to deploy later. The Yu Jing Player places his reserve
being played (See Graphic 2). miniature (Keeping the Airborne Deployment troops aside
DEPLOYMENT AND INITIATIVE for placement during the battle) and then the PanOceanian
The Deployment and Initiative are determined by a dice roll Player places his reserve figure. They are now ready to start!
and a “Field or Ball” system. Before starting the game, the
players must make a Face to Face Roll with the WIP of their
Lieutenants. The winner has the option to choose between
winning the Initiative or choosing the Deployment order.
Choosing one of the two options means transferring the
advantage in the other one to his adversary.

DEPLOYMENT
If the player takes the Deployment option, then he chooses
which side of the battlefield he will deploy his troops to
and then chooses which player deploys first.
Each player can place a single figure in reserve while
deploying. This miniature is placed after his opponent’s
initial deployment (If placing first) or after the opponent
has placed their reserve miniature (If placing second).
Victory Conditions
74 A battle is fought at as many points of army as previously
decided. For instance, between 150 and 300 army points,
battles at 150 points are going to be more or less short
and battles over 300 points are going to be longer. Army
points are important to calculate the Availability of Support
Weapons and the percentage of figures required to cause
Retreat!
The battle will be over when one of the two armies disbands
(After losing more than 60% of their army points) and runs
away. It can also finish when the targets of a mission are
PLAYING the GAME

achieved or when one of the armies has been completely


wiped out.
The Victory Points obtained by both sides can also be
compared to see who the winner is. Victory Points are the
points that your army has eliminated of your opponent’s
force. The army that obtains more Victory Points, or the
one who achieves the biggest number of computable
casualties at the end of the battle, will be the winner. Or to
look at it another way, the winner is the one who has the
greater percentage of living troops.
Skills and Equipment Ghost Level X: Mnemonica: 38
Ghost: Servant: 39 75
Airborne Deployment (AD): 33
Level 1 Parachutist: 33 Ghost: Synchronized: 39

Level 2 Airborne Infiltration: 33 Hyper-Dynamics: 40

Level 3 Combat Jump: 34 Level 1: 40

 Coordinated Order 34 Level 2: 41

 Dispersion: 34 Level 3: 41

 Impetuous Figures with Combat Jump 34 i-Kohl: 41

 Remotes with Combat Jump 34 Level 1: 41

Level X Tactical Jump: 34 Level 2: 41

Alert: 32 Level 3: 41

Antipode: 34 Immunity: 41

Berserk: 35 Level 1 Shock Immunity: 41

Booty: 35 Level 2 Total Immunity: 41

Camouflage and Hiding (CH): 35 Impersonation: 41

CH: Limited Camouflage: 35 Level 1-Basic Impersonation: 41

Level 1 Mimetism: 35  State 1 Unnoticed: 41

Level 2 Camouflage: 35  State 2 Characterized: 41

 Camouflaged Deployment: 35  State 3 Discovered: 41

 Camouflage in Movement: 35 Level 2- Impersonation Plus: 42

 Camouflaging Again: 36 Infiltration: 42

 Combat Camouflage: 36 Level 0-Inferior Infiltration: 42

 Defensive Camouflage: 35 Level 1-Infiltration: 42

Level 3 TO Camouflage: 36  Option A: 42

 Camouflage in Movement: 36  Option B: 42

 Hidden Deployment: 36 Level 2-Superior Infiltration: 42

 TO Combat Camouflage: 36 Inspiring Leadership: 42

 TO Defensive Camouflage: 36 Intuitive Attack: 32

Cautious Movement: 32 Jump: 33

CC with 2 Weapons: 36 Martial Arts: 42

Chain Of Command: 36 Level 1 Attack to Vital Points: 42

Change Facing: 32 Level 2 Courage: 42

Climbing: 32 Level 3 First Attack: 42

Climbing Plus: 36 Level 4 Empty Mind: 42

Close Combat Attack: 32 Level 5 Personal Defence: 42

Coma: 36 Mechanical Transmutation: 42

Coordinated Order: 32 Mechanized Deployment: 43

Discover: 32 Meta-Agility: 43

Doctor: 37 MetaChemistry: 43

Dodge: 32 Minelayer: 43

Engineer: 37 Morat: 43

Explode: 37 Mount/Dismount: 33

Exrah: 37 Move: 33

Forward Observer: 37 Multiterrain: 43

Guided: 37 Natural Born Warrior: 43

Speculative: 37 Open/Close: 33

Get Up: 32 Paramedic: 43

Ghost (G): 37 Pilot: 43

Ghost: Jumper Level 1: 38 Poison: 43

Ghost Level 1: 37 Prone: 33


Regeneration: 44  Icebreaker: 62
76 Religious Troop: 44  Support Hacking: 62
Repeater: 44  Trajectory Assistant: 63
Sapper: 44  Hacking Device: 63
Seed-Embryo: 44  Hacking Device Plus 63
Sensor: 45  Holoprojector: 63
Shasvastii: 45  Deployment with Holoechoes: 64
Sixth Sense: 45  Holoechoes in Movement: 64
Level 1: 45  Holoprojector L1: 64
INDEX

Level 2: 45  Holoprojector L1 Deployment: 64


Skills 4  Holoprojector L1 Movement: 64
Strategos: 45  Holoprojector L2: 64
Strategos Level 1: 45  Re-Activate a Holoprojector L2: 65
Strategos Level 2: 45  Re-Activating the Holoprojector L1: 64
Strategos Level 3: 45  Kuang shi Control Device: 65
Striga: 45  Manned T.A.G. 67
Level 1-Protheion: 45  MediKit: 65
Level 2-Morpho-Scan: 46  Minesweeper: 65
Superior Movement: 46  Motorcycle: 65
Super-Jump: 46  Multispectral Visor (MSV): 65
Suppression Fire: 33  Level 1: 65
Swim: 33  Level 2: 65
Terrain: 46  Level 3: 65
Total Reaction: 46  Nanoscreen: 66
Transmutation: 46  Neurocinetics: 66
Valor (V): 47  Optical Disruption Device (ODD): 66
Level 1 Courage: 47  Defensive ODF: 66
Level 2 Dogged: 47  Deployment of ODF: 66
Level 3 No Wound Incapacitation: 47  Level 1-Optical Disruptor: 67
Veteran: 47  Level 2-Optical Disruptor Field: 67
Weapons and Equipment 48  ODF in combat: 66
Equipment 60  Powered Armour 67
 360º Visor: 67  Remote Presence T.A.G. 67
 Antipode Control Device: 60  Traditional Armour 67
 Archaic T.A.G. 67  Traktor Mul Control Device: 67
 AutoMediKit: 60  X-2 Visor: 67
 Baggage: 60  X Visor: 67
 Biolocator: 60 Limited or Disposable Weapons And Equipment 48
 Braces: 60 Types Of Ammunition. 48
 Control Device: 61  Adhesive Special Ammunition (ADH): 48
 Antipode Control Device: 61  Armour Piercing Special Ammunition (AP): 48
 Kuang Shi Control Device: 61  Double Action Special Ammunition (DA): 48
 Traktor Mul Control Device: 61  Electromagnetic Special Ammunition (E/M): 48
 Deployable Repeater: 61  E/M2 Special Ammunition (EM/2): 49
 Dropships: 61  Explosive Special Ammunition (EXP): 49
 ECM: 61  Fire Special Ammunition (FIRE): 50
 Ejection System: 62  Flash Special Ammunition (FLASH): 50
 EVO Repeater: 62  Guided Special Ammunition (GUI): 50
 Capture: 62  Monofilament Special Ammunition (MF): 50
 Hacking Guided Ammunition: 63  Nanotech Special Ammunition: 50
 Plasma Special Ammunition: 50  Ojótnik: 57
 Shock Special Ammunition (SH): 50  Panzerfaust: 57 77
 Smoke Special Ammunition (SMOKE): 50  Pistol: 58
 Stunning Special Ammunition: 51  Plasma Rifle: 58
 T2 Special Ammunition: 51  Rifle: 58
 Viral Special Ammunition: 51  Sepsitor: 58
 Zero-V Smoke Special Ammunition: 51  Shotgun (Light Shotgun/ Boarding Shotgun/ Heavy
Weaponry 48 Shotgun): 58

 Burst (B): 48  Sniper Rifle: 58

 COMBI AND MULTI WEAPONRY 48  Sniper Rifle, Multi: 59

 COMBI: 48  Spitfire: 59

 Heavy MULTI: 48  Templar CC Weapon: 59

 Integrated Special Ammunition: 48  Uragan MRL: 59

 Light MULTI: 48  Viral Mines: 59

 MULTI: 48
 Normal Ammunition: 48
 Damage: 48
 Distances: 48
Weapon Types 51
 Adhesive-Launcher (ADHL): 51
 Akrylat-Kanone: 51
 Assault Pistol: 51
 Autocannon: 52
 Blitzen: 52
 Chain Rifle: 52
 Contender: 52
 CrazyKoala: 52
 D-Charges: 54
 Placing D-Charges: 54
 D.E.P.: 54
 Electric Pulse: 54
 E/Marat: 54
 E/Mauler: 54
 E/Mitter: 55
 Feuerbach: 55
 Flamethrower (Light FT / Heavy FT): 55
 Flash Grenades: 55
 Flash Pulse: 55
 Grenade Launcher (Light GL/Heavy GL): 55
 Grenades: 55
 Guided MULTI Sniper Rifle: 55
 Heavy Machine Gun (HMG): 56
 Hyper-Rapid Magnetic Cannon (HMC): 56
 Katyusha MRL: 56
 Knife: 56
 Marker: 56
 Mines: 56
 Missile Launcher (ML): 57
 Mk12: 57
 Nanopulser: 57

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