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CREDITS

1

CREDITS

CREDITS

CREATED BY

Alberto Abal Couceiro, Fernando Liste Azpeitia, Gutier Lusquiños Rodríguez, Carlos

Torres Rodríguez

CHIEF EXECUTIVE MANAGER

Fernando Liste Azpeitia

BACKGROUND DIRECTION AND DEVELOPMENT

Gutier Lusquiños Rodríguez, Carlos Torres Rodríguez

RULES AND SCENARIOS MANAGEMENT

Gutier Lusquiños Rodríguez, Carlos Torres Rodríguez

RULES STRUCTURE

David Rosillo Lizana

RULES AND SCENARIOS DEVELOPMENT

Gutier Lusquiños Rodríguez, David Rosillo Lizana, Carlos Torres Rodríguez, Corvus

Belli

EDITING

Jeremy Breckbill, David Satterthwaite

MINIATURE PAINTING

Ángel Giraldez Vidal, David Anta de Frutos (Daf)

SCENERY AND DIORAMAS

Alejandro Quinteiro Gaiteiro, David Anta de Frutos (Daf)

PRODUCTION MANAGEMENT

David Anta de Frutos (Daf), Álex Quinteiro Gaiteiro

PRODUCTION DEPARMENT

Francisco Arjones (Crave), Suso Calo, Ivi Coiro, Arsenio García Gil (Danger Boy ex- Leónidas), Verónica Gil, Cristina González López, Miguel Groba (Commander Frost), Inma Lage Losada (Morgana), Mª Cruz Losada Sanchez, Juan Meis Casalderrey, Jorge Moral Garabatos (jmgdixcontrol), Vanessa Onorato Díaz (Zoe), Belén Paz, Esteban Pedrosa Pena (Trasgor), Jose Pedrosa Pena (Morty), Diego Rivero (Párito), Pilar Rivero Iglesias, Bárbara Santos (Barby), Jose Luis Santos Martínez (Gatxan), Soco Vidal, Andrés Villar Vázquez

ART DIRECTION

Carlos Torres Rodríguez

CONCEPT DESIGN

Alberto Abal Couceiro, Carlos Llauger Lorenzo, Carlos Torres Rodríguez

COVER ART

Aleksi Briclot

ILLUSTRATION

Admira Wijaya, Adolfo Navarro Ors, Aleksi Briclot, Alex Pascenko, Antone “Chuck” Pires, Bagus Hutomo, Ben Huen, Bengal, Carlos Torres Rodríguez, Chester Ocampo, David Nakayama, David Rosillo Lizana, Eniqma, Eric Vedder, Francisco Valle, Geoff Trebs, Grégoire Veauléger, Ho Seng Hui, Ignacio Bazán Lazcano, Igor Heras Fernández, Isuardi Therianto, Kenny Ruiz, Louis Stéphane, Noiry, Reynan Sanchez, Reza Ilyasa, Réjean DuBois, Stanislav Poltavski, Virak, Yukiko Otsu

GRAPHIC DESIGN DIRECTION

Alberto Abal Couceiro

GRAPHICS

Alberto Abal Couceiro, Andrea Espiña Comesaña, Carlos Llauger Lorenzo, Hugo Rodríguez García

LAYOUT

David Rosillo Lizana, Hugo Rodríguez García

SCULPT DIRECTION

Carlos Torres Rodríguez

SCULPT

Antonio Moreira Recamán, Carlos Torres Rodríguez, Fausto Gutiérrez López, Fernando Liste Azpeitia, Gael Goumon, Javier Ureña, Jose Luis Roig Ayuso, Juan Navarro Pérez, Michael Bigaud, Pedro Fernández, Vladd Jünger, Yannick Hennebo

TRANSLATION

Isabel Abal Couceiro, Feliciano Bethencourt Herrera, Jaime Bolaños Fernández, Gutier

Lusquiños Rodríguez

ADMINISTRATIVE MANAGEMENT

Begoña Liste Azpeitia, Carlos Morales Pinto

MARKETING

Andrea Espiña Comesaña

IT AND ARMY MANAGEMENT

Jesús Fuster Fernández

COMMUNITY MANAGEMENT

Jesús Fuster Fernández, Carlos Morales Pinto

PLAYTESTING AND PROOFREADING

Alberto Alfonsín Gutiérrez (Pavel McManus), David Anta de Frutos (Daf), Francisco

Arjones Gil (Crave), Iago Aubourg Ferreira, Jeremy “Dutch” Breckbill, Jordi Colomer (Daixomaku), Richard “REND” Deane, Jose Luis Fernández Falque, Jesús Fernández Novo

(Novo), Antonio Ferreiro (T4zz), Miguel Groba (Commander_Frost), Sergio González Panadero (Sethelan), Paul mightymuffin” Haines, Guillermo “Magno” Hernandez, Charles “TenNoBushi” Hornoy, Enrique Jalón (Glaurung), Randolph “A Mão Esquerda” Johnson, Konstantinos “Psychotic Storm” Karayiannis, Inma Lage Losada (Morgana), Juan Lois Rey (HellLois), Victor Manuel Martos, Ignacio Medina (Raising), Jorge Moral

Garabatos (jmgdixcontrol), Javier Vicente Morilla (Semy), David Muñoz Poza (Erebus 2.0), Álvaro Pantoja García, Diego Real Martínez, David Rosillo Lizana (Palanka), David Satterthwaite, David “Cervantes3773” Seley, Iván “Yasbir” Solla Lengvenis, Dom “Domo” Woods, Ian “IJW Wartrader” Wood, Duncan “Dude” Wright, Josep Xarau.

Infinity is a trademark of Corvus Belli S.L.L. Rúa Seixo, 13. 36940 Cangas. Pontevedra. Spain. www.corvusbelli.com

All rights reserved: Copyright 2014 Corvus Belli S.L.L. Any unauthorized reproduction, copying, transmission or stocking of this book or any part thereof is an infringement of the relevant copyright and will subject the infringer to civil and criminal penalties.

Printed by: Agencia Gráfica Gallega

Legal Depot: C 1848-2014

Complete Work ISBN-13: 978-84-617-2074-3

Volume ISBN-13: 978-84-617-2264-8

Impreso en España

Printed in Spain

infinitythegame.com | corvusbelli.com

2

CONTENTS

CONTENTS

INTRODUCTION.. . . . . . . . . . . . . . . . . . 6

INFINITY, A MINIATURES COMBAT GAME. . . . . . . . . . . . . . . . . .

7

INFINITY: GAME SUMMARY .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

7

GAME ELEMENTS: TERMINOLOGY AND ALIGNMENT. . . . . . .

8

OPEN AND PRIVATE INFORMATION.. . . . . . . . . . . . . . . . . . . . . . .

9

INTRODUCTORY GAME.. . . . . . . . . . . . . . . . . .10

CHARACTERISTICS

 

AND SKILLS. . . . . . . . . . . . . . . . . . .

46

CHARACTERISTICS. . . . . . . . . . . . . . . . . . . . .

47

BACK-UP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 TRAINING .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 FURY.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 HACKABLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

BASIC RULES.. . . . . . . . . . . . . . . . . . 17

VOLUME AND SILHOUETTE TEMPLATES .. . . . . . . . . . . .

. . . . . 17

LINE OF FIRE (LOF) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 18

DISTANCES AND MEASUREMENTS.. . . . . . . . . . . . . . . . . .

. . . . . 20

ZONE OF CONTROL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 20

ROLLS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

20

DISPERSION.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

22

UNIT PROFILE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 23

ARMY LIST. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

25

INITIATIVE AND DEPLOYMENT. . . . . . . . . . . . . . . . . . . . . . . . . . .

26

GAME SEQUENCE .. . . . . . . . . . . . . . . . . . . .

. . 27

GAME ROUND............................................

27

PLAYER TURN .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 27

ORDERS AND ORDER POOL............

28

ORDERS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . 28

TYPES OF ORDERS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

28

ORDER POOL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 29

ARO: AUTOMATIC REACTION ORDER .. . . . . . . . . . . . . . . .

. . . . . 30

ORDER EXPENDITURE SEQUENCE .. . . . . . . . . . . . . . . . . .

. . . . . 31

LOSS OF LIEUTENANT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 31

COMBAT .. . . . . . . . . . . . . . . . . . . . .

. 32

BALLISTIC SKILLS (BS).................

33

BS ATTACK DECLARATION .. . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 33

BS ATTACK RESOLUTION .. . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 33

BS ATTACK RESULTS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

34

COVER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

34

BS ATTACKS INTO CLOSE COMBAT.. . . . . . . . . . . . . . . . . .

. . . . . 34

TWIN WEAPONS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 35

TEMPLATE WEAPONS AND EQUIPMENT.. . . . . . . . . . . . . .

. . . . 35

CLOSE COMBAT.. . . . . . . . . . . . . . . . . . . . . . .

. 40

CC ATTACK DECLARATION .. . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . . 40

CC ATTACK RESOLUTION.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

.. .. .. .. .. 40

CC ATTACK RESULTS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 41

INTERACTING WITH

 

A CLOSE COMBAT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

41

DAMAGE.................................

42

ARM ROLL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . 42

BTS ROLL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

42

WOUNDS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . 42

UNCONSCIOUSNESS AND DEATH .. . . . . . . . . . . . . . . . . . . .

. . . . 42

FALLING DAMAGE .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . 43

GUTS ROLL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . . 43

WARNING!.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

45

COMMON SKILLS.. . . . . . . . . . . . . . . . . . . . . . . 50

ACTIVATE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

50

ALERT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 51

BS ATTACK...............................................

51

CAUTIOUS MOVEMENT .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 52

CC ATTACK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

52

CHANGE FACING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

52

CLIMB.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

53

COUP DE GRÂCE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 54

DISCOVER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 54

DODGE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 55

ENGAGE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 56

IDLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

57

INTUITIVE ATTACK.......................................

58

JUMP.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 59

LEAN OUT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 60

MOVE....................................................

60

RESET.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

62

SPECULATIVE FIRE .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 62

SUPPRESSIVE FIRE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 63

SPECIAL SKILLS........................

65

ADVANCED COMMAND. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

65

AIRBORNE DEPLOYMENT (AD). . . . . . . . . . . . . . . . . . . . . . . . . . . .

65

ANTIPODE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

68

BIOIMMUNITY.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

69

BOOTY .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 69

CAMOUFLAGE AND HIDING (CH). . . . . . . . . . . . . . . . . . . . . . . . . .

70

CAMOUFLAGED (STATE). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

70

HIDDEN DEPLOYMENT (STATE).. . . . . . . . . . . . . . . . . . . . . . . . . .

72

TO CAMOUFLAGED (STATE) .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 72

CLIMBING PLUS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 74

DOCTOR.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

75

ENGINEER .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 76

EXECUTIVE ORDER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 77

EXPLODE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

77

FORWARD DEPLOYMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

78

FORWARD OBSERVER. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

78

GHOST (G).. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 78

HACKER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 79

HEAVYWEIGHT...........................................

80

IMPERSONATION.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

80

IMPERSONATION-1 (STATE).. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 81

IMPERSONATION-2 (STATE).. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 81

INFILTRATE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

83

IMMUNITY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

84

INSPIRING LEADERSHIP.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 84

KINEMATIKA. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

84

LIEUTENANT .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 85

3

CONTENTS

 

MANNED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 85

MARKSMANSHIP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

85

MECHANIZED DEPLOYMENT.. . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 86

METACHEMISTRY .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 86

MORAT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 87

MULTITERRAIN.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. 87

NON-HACKABLE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 87

PARAMEDIC..............................................

88

PILOT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

88

REGENERATION .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 88

RELIGIOUS TROOP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

89

SAT-LOCK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

89

SENSOR.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 90

SHASVASTII .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 91

SPAWN-EMBRYO (STATE).. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

91

SIXTH SENSE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

92

STRATEGOS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 93

SUPER-JUMP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

93

TRANSMUTATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

96

SURPRISE SHOT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 96

TERRAIN .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 96

TOTAL REACTION.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

96

VALOR (V). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

97

DOGGED (STATE). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

97

NO WOUND INCAPACITATION (STATE).. . . . . . . . . . . . . . . . . . . .

98

VETERAN.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

98

CC SPECIAL SKILLS .. . . . . . . . . . . . . . . . . .

. 99

HOW TO READ CC CHARTS .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 99

ASSAULT .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 99

BERSERK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

100

DUAL WIELD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

100

MARTIAL ARTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

100

POISON .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 101

SCAVENGER .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 102

STEALTH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

102

SURPRISE ATTACK.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

103

WEAPONRY AND EQUIPMENT. 104

WEAPONRY. . . . . . . . . . . . . . . . . . . . . . . . . . . .

105

WEAPON PROFILE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 105

NORMAL (N) AMMUNITION.. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

107

TYPES OF SPECIAL AMMUNITION.. . . . . . . . . . . . . . . . . . . . . . .

107

ADHESIVE (ADH) SPECIAL AMMUNITION.. . . . . . . . . . . . . .

. . 107

ARMOR-PIERCING (AP) SPECIAL AMMUNITION .. . . . . . . .

. . 108

BREAKER SPECIAL AMMUNITION .. . . . . . . . . . . . . . . . . . . . .

. . 108

DOUBLE ACTION (DA) AMMUNITION .. . . . . . . . . . . . . . . . . .

. . 108

DOUBLE TROUBLE (DT) SPECIAL AMMUNITION. . . . . . . . . .

109

ELECTROMAGNETIC (E/M) SPECIAL AMMUNITION.. . . . .

. . 109

EXPLOSIVE (EXP) SPECIAL AMMUNITION. . . . . . . . . . . . . . . .

110

FLASH SPECIAL AMMUNITION.. . . . . . . . . . . . . . . . . . . . . . . .

. . 110

FIRE SPECIAL AMMUNITION.. . . . . . . . . . . . . . . . . . . . . . . . . .

. . 110

SMOKE SPECIAL AMMUNITION .. . . . . . . . . . . . . . . . . . . . . . .

. . 111

K1 SPECIAL AMMUNITION .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 112

MONOFILAMENT SPECIAL AMMUNITION.. . . . . . . . . . . . . . .

112

NANOTECH SPECIAL AMMUNITION .. . . . . . . . . . . . . . . . . . . .

112

NIMBUS SPECIAL AMMUNITION.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 113

NIMBUS PLUS SPECIAL AMMUNITION. . . . . . . . . . . . . . . . . . .

113

PLASMA SPECIAL AMMUNITION .. . . . . . . . . . . . . . . . . . . . . .

. . 114

SHOCK SPECIAL AMMUNITION. . . . . . . . . . . . . . . . . . . . . . . . . .

114

TYPES OF WEAPONS .. . . . . . . . . . . . . . . . . . 116

ADHESIVE LAUNCHER (ADHL). . . . . . . . . . . . . . . . . . . . . . . . . . .

116

BARE-HANDED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . . 116

CC WEAPON .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 116

CHAIN RIFLE .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 116

D-CHARGES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

117

DROP BEARS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

117

ELECTRIC PULSE .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 119

FLAMETHROWER (FT) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 119

FLASH PULSE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

120

GRENADES .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 120

GRENADE LAUNCHER (GL) .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 121

HEAVY MACHINE GUN (HMG).. . . . . . . . . . . . . . . . . . . . . . . . . . . .

122

HYPER-RAPID MAGNETIC CANNON (HMC).. . . . . . . . . . . . .

. . 122

KNIFE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 123

MINES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

123

MISSILE LAUNCHER (ML) .. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 124

NANOPULSER .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 125

OJOTNIK. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

125

PANZERFAUST.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

125

PLASMA CARBINE.......................................

126

PISTOL.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 126

PORTABLE AUTOCANNON.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

127

RIFLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

127

SEPSITOR .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 129

SHOTGUN .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 129

SPITFIRE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 132

SUPPRESSIVE FIRE MODE .. . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 132

TACTICAL BOW .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 132

EQUIPMENT.. . . . . . . . . . . . . . . . . . . . . . . . . . . .

133

360O VISOR .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 133

ANTIPODE CONTROL DEVICE .. . . . . . . . . . . . . . . . . . . . . . . . .

. . 133

AUTOMEDIKIT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

134

DEACTIVATOR .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 134

DEFLECTOR .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 135

DEPLOYABLE REPEATER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 135

ECM.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 136

EVACUATION DEVICE (ED). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

136

FASTPANDA .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 137

MEDIKIT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

138

MOTORCYCLE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

138

MULTISPECTRAL VISOR. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

139

ODD: OPTICAL DISRUPTION DEVICE .. . . . . . . . . . . . . . . . . .

. . 140

REPEATER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

140

SNIFFER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

141

TINBOT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

141

X VISOR .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 141

END-GAME.. . . . . . . . . . . . . . . . . . .

142

END-GAME CONDITIONS...............

143

STANDARD END-GAME CONDITION: RETREAT!.. . . . . . . .

. . 143

ALTERNATIVE END-GAME CONDITION:

 

SUDDEN DEATH MODE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

144

END-GAME: SCENARIO MODE.. . . . . . . . . . . . . . . . . . . . . . . . .

. . 144

END-GAME: LIMITED TIME FRAME MODE. . . . . . . . . . . . . . . .

144

4

TRIUMPH AND DEFEAT..

 

VICTORY CONDITIONS IN INFINITY.. . . .

145

STANDARD GAME. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

145

MISSION OR SCENARIO.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

145

TOURNAMENT GAME .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 145

ADVANCED RULES............

147

COMMAND TOKENS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

147

COORDINATED ORDERS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 148

ADVANCED COMBAT: HACKING.. . . . . .

150

HACKING RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

150

HACKING PROGRAMS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

152

HACKING PROGRAMS (CLAW-1). . . . . . . . . . . . . . . . . . . . . . . . . .

152

HACKING PROGRAMS (CLAW-2). . . . . . . . . . . . . . . . . . . . . . . . . .

154

HACKING PROGRAMS (CLAW-3). . . . . . . . . . . . . . . . . . . . . . . . . .

154

HACKING PROGRAMS (SWORD-1). . . . . . . . . . . . . . . . . . . . . . . .

155

HACKING PROGRAMS (SHIELD-1). . . . . . . . . . . . . . . . . . . . . . . .

155

HACKING PROGRAMS (SHIELD-2). . . . . . . . . . . . . . . . . . . . . . . .

156

HACKING PROGRAMS (SHIELD-3). . . . . . . . . . . . . . . . . . . . . . . .

156

HACKING PROGRAMS (GADGET-1).. . . . . . . . . . . . . . . . . . . . .

. . 157

HACKING PROGRAMS (GADGET-2).. . . . . . . . . . . . . . . . . . . . .

. . 158

HACKING PROGRAMS (UPGRADE).. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

.. .. 159

HACKING: EQUIPMENT.. . . . . . . . . . . . . . . . .

161

HACKING DEVICE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

161

HACKING DEVICE PLUS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. 161

DEFENSIVE HACKING DEVICE. . . . . . . . . . . . . . . . . . . . . . . . . . .

161

ASSAULT HACKING DEVICE .. . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 161

SPECIAL TERRAIN RULES.. . . . . . . . . . . .

162

MOV DIFFICULTY .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 162

SATURATION .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 164

VISIBILITY CONDITIONS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

164

TYPES OF TERRAIN.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 166

HOSTILE ENVIRONMENT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

166

SCENERY STRUCTURES.. . . . . . . . . . . . .

168

SCENERY ITEM PROFILE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 SCENERY BUILDING PROFILE.. . . . . . . . . . . . . . . . . . . . . . . . . . . 171 DAMAGE AND DESTRUCTION .. . . . . . . . . . . . . . . . . . . . . . . . . . . 172 SCENERY STRUCTURES: LIFTS.. . . . . . . . . . . . . . . . . . . . . . . . . . 172 SCENERY STRUCTURES: LANDING CRAFTS.. . . . . . . . . . . . . . 173

APPENDICES.. . . . . . . . . . . . . . . . . .

174

GAME STATES. . . . . . . . . . . . . . . . . . . . . . . . .

175

BLINDED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 175

BURNT .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 175

CAMOUFLAGED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

175

DAMAGED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 176

DEAD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

176

DISABLED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 176

DESTROYED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 177

DOGGED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

177

ENGAGED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

178

HIDDEN DEPLOYMENT .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 178

IMMOBILIZED-1 .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 178

IMMOBILIZED-2 .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 179

IMPERSONATION-1.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 179

IMPERSONATION-2.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 180

CONTENTS

ISOLATED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 181

NO WOUND INCAPACITATION.. . . . . . . . . . . . . . . . . . . . . . . . . . .

181

NORMAL. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

181

POSSESSED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 181

PRONE .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 182

RETREAT!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

182

SEPSITORIZED.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 183

SUPPRESSIVE FIRE.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 183

SPAWN-EMBRYO.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

183

TO CAMOUFLAGED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

184

TARGETED. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

185

TRANSMUTED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 185

UNCONSCIOUS.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 185

UNLOADED.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 185

SETTING UP THE GAMING TABLE.....

186

TERRAIN AND COVER.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 186

TERRAIN LAYOUT. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

186

SCENARIOS.. . . . . . . . . . . . . . . . . . . . . . . . . . . .

188

VICTORY IN A SCENARIO.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

188

CLASSIFIED OBJECTIVES................................

188

HIGH VALUE TARGET (HVT) MODEL. . . . . . . . . . . . . . . . . . . . . .

188

OBJECTIVES.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 189

CLASSIFIED CHART MODELS. . . . . . . . . . . . . . . . . . . . . . . . . . . .

190

SCENARIO 1: ANNIHILATION.. . . . . . . . . . . . . . . . . . . . . . . . . . . .

191

SCENARIO 2: THE ARMORY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

192

SCENARIO 3: SUPREMACY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

194

SCENARIO 4: NIMBUS ZONE. . . . . . . . . . . . . . . . . . . . . . . . . . . . .

196

ARMY LISTS .. . . . . . . . . . . . . . . . . . . . . . . . . . .

198

PANOCEANIA.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 199

YU JING. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

205

ARIADNA.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 212

HAQQISLAM.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

218

NOMADS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

. . 225

COMBINED ARMY.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

232

MERCENARIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

238

INDEX...................................

241

QUICK REFERENCE CHARTS.. .. .. .. .. .. .. .. .. 245

5

INTRODUCTORY GAME

INTRODUCTORY GAME

WHAT IS THIS?

Consider this chapter to be your Quick Access to the basic game mechanics of Infinity. Simply put, this is an abridged, simplified version of the Infinity rulebook,designed to ease you into your first Infinity game as a learning experience.

After playing your first Introductory Game,you will be ready to tackle the full rulebook with a firm grasp on the basics.

YOU WILL NEED

»»Measuring tape.

»»3 twenty-sided dice (d20) per player.

»»3 Infinity miniatures per player.

»»Model terrain.

»»A gaming table.

MEASURING TAPE:

HOW TO MEASURE

All game distances are given in inches.When measuring the distancebetweentwotroopers,playersmustmeasurebetween the closest base edges. When moving troopers around the battlefield, make sure to always use the same part of the base for your measurements.

GAME TABLE AND TERRAIN

Werecommendusinga48”by48”tableforInfinitygames,but for the IntroductoryGame a 32”by24”surface should suffice.

We strongly suggest you make sure the game area includes plenty of model terrain and scenery to simulate cover and blind angles.

HOW TO MEASURE

DISTANCES

4’’

6

INTRODUCTORY GAME

 

 

 

 

 

 

 

 

 

 

 

 

LI

 

FUSILIERS

 

 

 

 

 

 

 

 

 

MOV

CC

BS

PH

WIP

ARM BTS

W

S

 

 

 

 

 

4 - 4

13

12

10

12

1 0

1

2

 

 

 

Combi Rifle

 

 

 

 

 

 

 

 

 

 

 

 

Knife

 

 

 

 

 

 

 

 

 

 

TROOP PROFILE

 

 

 

 

 

 

LINE OF FIRE (LOF)

 

 

 

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

»»MOV: Movement.

»»ARM: Armor.

»»BS: Ballistic Skills.

»»BTS: Bio-Technological Shield.

»»CC: Close Combat.

»»W: Wounds.

»»PH: Physique.

»»S: Silhouette.

»»WIP: Willpower.

 

Additionally, Troop Profiles list the trooper’s Special Skills, Equipment and weapons.

VOLUME AND LINE OF FIRE

VOLUME OF A MODEL

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

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

»»The target must be within the trooper’s front 180º arc.

»»Thetroopermustbeabletoseeapartofhistargetatleast the size of its head.

»»LoF must not be obstructed by other troopers or by pieces of scenery.

VOLUME

AND SILHOUETTE TEMPLATES

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

SilhouetteTemplatesareagameaiddesignedtohelpplayers determine the in-game volume and height of a trooper.

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

USING A SILHOUETTE

TEMPLATE TO CHECK LOF

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INTRODUCTORY GAME

ROLLS

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

NORMAL ROLL

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

DEPLOYMENT

Before the game begins,players must deploy their troopers on the battlefield. The winner of the Initiative Roll will be the first to perform the Deployment. Each player has his own 12-inch-deep Deployment Zone on opposite sides of the game table.

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

You may only deploy troopers where their base fits.

FACE TO FACE ROLL

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

If the players can roll more than one d20,when comparing, successes cancel enemy successes with a lower die result— eveniftheyareCancelled,inturn,byhigherenemysuccesses.

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

MODIFIERS (MOD)

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

Maximum Modifier

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

IMPORTANT

Whenever a rule mentions the value of anAttribute,consider it to mean the final value,obtained after applying all MODs.

CRITICALS

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

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

INITIATIVE ROLL

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

GAME SEQUENCE

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

GAME SEQUENCE

GAME ROUND

PLAYER TURN 1

PLAYER TURN 2

The player who won the Initiative Roll goes first,that is,has thefirstPlayerTurn.WhenthatTurnends,theopponent’sTurn begins.AlternateTurns until one player loses all his troopers. Then,the game ends.

ACTIVE PLAYER, REACTIVE PLAYER

TheActivePlayeristheplayercurrentlyplayinghisTurn.During theopponent’sTurn,thatplayerbecomestheReactivePlayer.

ORDER POOL

As the Active Player, the first thing you must do when your Active Turn begins is count how many of your troopers are still alive on the table.That is the number of Ordersyou may spend during that ActiveTurn.ThesemakeupyourOrderPool.

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

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

MARKERS

Markershelptorememberrelevantinformation during the game. In this Introductory Game only3 Regular Order Markers are necessaryfor each player.

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ORDERS

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

»»Move + BS Attack (Ballistic Skill)

»»Move + CCAttack (Close Combat)

»»Move + Dodge

»»Move + Move

SPENDING AN ORDER

STEP 1

ActivePlayerdeclares1st ShortSkilloftheOrder:Move

STEP 3

Active Player declares 2nd Short Skill of the Order:

BS Attack

INTRODUCTORY GAME

AROS

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

All of the Reactive Player’s troopers that have Line of Fire to

(that is,theycan‘see’) the trooper that is using the Order,may declare one of these AROs:

»»BS Attack

»»Close Combat Attack »»Dodge

STEP 2

Reactive Player declares ARO: BS Attack

STEP 4

Measure BS Attack distance and make Rolls

2”

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