Combat Module

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Combat Module Intro

In Infinity, combat allows Troopers to perform Attacks. There are three kinds of Attacks: Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks.

BS, CC, or Hacking combat takes place within the normal Order Expenditure Sequence and it is based on the different Rolls in Infinity. [read more...]


Damage

In Infinity, Damage is the capacity of a weapon, Attack, Special Skill, piece of Equipment, Hacking Program, etc. to harm or impair its target. The Damage value, represented by a number, is indicated on the weapon's profile or in the rules for the specific Special Skill, Equipment, etc. [read more...]


Saving Rolls

Saving Rolls work like any other Roll in the Infinity game mechanics.

Impacts generally cause the target to lose one Wound/STR Attribute point when the result of the Saving Roll is equal or less than the Attack Damage. In these cases, the Trooper suffers Damage, and their Attribute profile and States may be affected. [read more...]


Wounds and Structure

Unless otherwise specified, each successful hit reduces the Wounds/STR Attribute of the target of the Attack by 1 point. When this happens, place a Wound Token (WOUND) next to the Trooper. Use the numbers on the Tokens to indicate the number of Wounds/STR points the Trooper has lost so far. If the Trooper has lost enough Wounds/STR points to fall Unconscious, use an Unconscious State Token (UNCONSCIOUS) instead. [read more...]


Unconsciousness and Death

If the value of the Wounds/STR Attribute of a Trooper reaches 0, then that Trooper enters the Unconscious state.

However, if the Wounds/STR Attribute falls below 0, the Trooper enters the Dead state.


Guts Rolls

When Troopers survive a successful Attack, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The Troopers' survival instincts can force them to recoil from danger and dive for cover. [read more...]


Ballistic Skills (BS)

Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. [read more...]


BS Attack

Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment. [read more...]


Template Weapons and Equipment

BS Weapons and Equipment that use a Template have an Area of Effect that affects not only the main target, but also an area of the game table determined by the size of the Template. [read more...]


Speculative Attack

This Common Skill allows the user to execute a BS Attack against a target outside LoF or, if he has a suitable weapon, to choose a location other than the target as the center of the attack. [read more...]


Intuitive Attack

Intuitive Attack represents those times when a soldier perceives movement through the corner of his eye and instinctively sprays the area with his weapon in the hopes of unearthing a hidden enemy. {{Intuitive Attack | [read more...] ]]


Ranged Weapon Profile (BS Weapons and Template Weapons)

In Infinity, every Weapon has its own game profile and some of them even have special usage rules. This chapter describes how to read such a profile, and each Weapon is detailed individually in the Weapons Chart. The MULTI Rifle will be used as an example to explain how to read a BS Weapon profile. [read more...]


Close Combat (CC)

Urban combat, attempting to take a building, or ship to ship space-boarding often occur in reduced spaces, which favors close combat with bladed weapons (knives, machetes, sabers, swords, claws, etc.) which we generically call Melee Weapons. [read more...]


CC Attack

Skill that allows Close Combat fighting, striking an adversary in Silhouette contact. [read more...]


Engaged State

The Trooper is in Silhouette contact with an Enemy Trooper, and neither are in a Null or Immobilized State. [read more...]


Melee Weapon Profile

In Infinity, every Weapon has its own game profile and some of them even have special usage rules. This chapter describes how to read such a profile and details each Weapon individually. The CC Weapon will be used as an example to explain how to read a Melee Weapon profile. [read more...]


Quantronic Combat (Hacking)

In Infinity, infowar and cyberwarfare tasks, defined as Hacking, falls upon the Hackers’ shoulders, those Troopers equipped with Hacking Devices. [read more...]


Hacker

Hackers are equipped with a Hacking Device that allows them to use Hacking Programs, according to the type of Hacking Device they carry. [read more...]


Carbonite

The target may only be an enemy Trooper with the Hackable Characteristic (HI, TAG, REM... or an enemy Hacker). In the Active Turn, this Program's Burst of 2 allows the user to perform two WIP Rolls, which can be distributed among one or more targets as usual. [read more...]


Immobilized-B State

The Trooper suffered a successful Attack or Effect using an Ammunition, Hacking Program or a game condition or Scenario Special Rule, capable of causing this state. Troopers in Immobilized-B State cannot declare any Skill, Attack or ARO, except Reset applying a -3 WIP MOD. [read more...]


Spotlight

The target of this Hacking Program does not need to have the Hackable Characteristic. This Program has a Burst of 1, allowing the user to perform one WIP Roll against the target, in the Active and Reactive Turns. [read more...]


Targeted State

The Trooper suffered a successful Attack or Effect using an Ammunition, or a game condition or Scenario Special Rule, capable of causing this state. Any Trooper declaring a BS Attack, Hacking Program or Comms Attack against a Trooper in the Targeted State gains a +3 MOD to the Attribute used to perform that Attack. [read more...]

See the Quantronic Combat (Hacking) subsection for full details.