Traits

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Traits are the special features of certain weapons and pieces of Equipment.

Traits are commonly given to Common and Special Skills, or to specific effects that make these rules more unique. Some are pretty obvious, and their names describe what their effects are, nevertheless, a list of the different Traits is provided to make them easier to identify:


Wiki Note

Click on the Trait name to see a list of all items with that Trait.

SEE ALSO

Most Traits are found in the Weapon Chart.


Anti-materiel

This weapon's Special Ammunition can affect structures and pieces of scenery.

ARM = 0

This weapon or piece of Equipment reduces the ARM Attribute of the Target to 0 when a Saving Roll is required.

ARO

This weapon or piece of Equipment is only usable in ARO.

BioWeapon

This weapon applies the combination of DA+Shock Special Ammunition to targets with the Vitality (VITA) Attribute.

Boost

A weapon possessing this Trait applies the Boost rule, activating when an enemy Model declares or executes an Order or ARO in its ZoC.

BS Weapon (PH)

This weapon can make BS Attacks, but uses the PH Attribute in place of BS. When using this weapon, all rules and MODs that affect the Trooper's BS affect their PH Attribute instead.

BS Weapon (WIP)

This weapon can make BS Attacks, but uses the WIP Attribute in place of BS. When using this weapon, all rules and MODs that affect the Trooper's BS affect their WIP Attribute instead. The BS Attack (Shock) Skill cannot be used with weapons with this Trait.

BTS = 0

This weapon or piece of Equipment reduces the BTS Attribute of the Target to 0 when a Saving Roll is required.

Burst (B)

This indicates the number of dice the player must roll when using the weapon or piece of Equipment.

Burst: Single Target

This weapon can only choose a single target for all shots of the Burst.

CC

This weapon can be used when making CC Attacks.

Concealed

This weapon or piece of Equipment uses the effects of Camouflaged State. Refer to the description of the weapon or Equipment for more details. Camouflage Markers concealing a weapon, or a piece of Equipment have a Silhouette (S) value of 2.

Continuous Damage

After failing a Saving Roll, the target receives a Wound and will have to keep making Saving Rolls until it passes a Saving Roll or until it enters Dead State. A Critical hit with a weapon with this Trait forces the target to make an additional Saving Roll. This extra Saving Roll doesn't apply the Continuous Damage Trait.

Deployable

This weapon or piece of Equipment may be deployed on the battlefield, thus becoming an element independent of its carrier. Deployable weapons and pieces of Equipment have their own profiles and their own Attributes, and they may be chosen as a target during the game. If a Deployable item enters Unconscious State, it automatically passes directly to Dead State, without receiving an extra Wound, and must be removed from the game table. Weapons and pieces of Equipment with this Trait do not activate other Deployable Weapons or Equipment.

Direct Template

This weapon or piece of Equipment uses the Direct Template rules, firing the Template indicated in brackets.

Disposable (X)

This weapon or Equipment has a limited amount of ammunition or uses, and one is expended every time you declare its use, regardless of the success or failure of the Roll involved, or if a Skill has been declared illegally. The profile indicates, through a figure in brackets after the Disposable trait, the number of uses for that weapon or Equipment. Once all the available uses are expended, the Trooper, or the item if the Trooper has several Disposable weapons or Equipment, will be in Unloaded State.

Each increment in the Burst (B) value applied to weapons with this Trait due to any MOD uses up a Disposable use. For example, a Trooper with a Panzerfaust (a two-use weapon with B 1) and BS Attack (+1B) must make a BS Attack with B 2, consuming in a single Order the two available uses in the Panzerfaust, so the weapon is unloaded, and the player must place an Unloaded Token next to the Trooper.

Burst (B) MODs cannot raise the B value higher than the remaining available uses.

In addition, those weapons possessing the Disposable Trait and different Modes (such as Mixed Weapons, D-Charges...) share the number of uses provided by Disposable between all Modes.

SEE ALSO

Idle

  • In the Resolution Step of the Order, if a Trooper is found to have not met the Requirements of a declared Skill, they instead perform an Idle. In this situation:
    • The ammunition of Disposable weapons or pieces of Equipment is spent.


Double Shot

In the Active Turn, this weapon or piece of Equipment can apply a +1 MOD to its Burst value. If it also possesses the Disposable (2) Trait, this Burst MOD can only be applied if both uses remain unspent. Applying this MOD will expend both uses, putting the Trooper in Unloaded State.

Impact Template

This weapon or piece of Equipment places a Template on the point of impact, firing the Template indicated in brackets.

Improvised

This weapon or piece of Equipment is being used in a manner it was not designed for, making it difficult to use. Therefore, the Improvised Trait imposes a MOD of -6 to the corresponding Attribute of the user.

Indiscriminate

This weapon or piece of Equipment is usable or deployable even if there is a Camouflage and Hiding Marker in its Area of Effect, and even if there is no valid target nearby.

Intuitive Attack

This weapon can be used to make Intuitive Attacks.

Non-Lethal

No matter the ammunition type, this weapon, piece of Equipment or Hacking Program uses, it doesn't inflict Wounds on the target, or doesn't require the target to make a Saving Roll when hit.

Even if a Skill, rule or MOD adds or combines other ammunition types, the Non-Lethal Trait always take precedence, so this weapon, piece of Equipment or Hacking Program never inflicts Wounds on the target.

Non-Reloadable

Unloaded State cannot be cancelled for Disposable weapons or pieces of Equipment with this Trait, and their expended uses cannot be regained.

Perimeter

When declaring Place Deployable, the player applies the Deployable and Perimeter rule, placing the weapon or piece of Equipment completely inside the ZoC of the Trooper, instead of in Silhouette contact.

Prior Deployment

You must place this weapon or piece of Equipment on the game table during the Deployment Phase.

Reflective

The effects of this weapon or piece of Equipment are also applied to Troopers who have the Marksmanship Special Skill or are equipped with a Multispectral Visor of any Level, or with any other piece of Equipment that specifies the same.

Silent (X)

If you use this weapon or piece of Equipment to make an Attack while inside the target's ZoC and outside their LoF, the target must apply the MOD between brackets to any Face to Face Dodge Roll they make against the Attack. This MOD is cumulative with other Dodge MODs.

Speculative Attack

This weapon can be used to make Speculative Attacks.

State

This weapon or piece of Equipment causes its target to enter a specific Game State. The Game State it causes will be indicated in the profile of the weapon, Program, or piece of Equipment.

Suppressive Fire (SF)

This weapon allows the user to enter Suppressive Fire State, substituting its usual profile with the SF Mode profile.

Target (Attribute)

This weapon or piece of Equipment is only effective against targets with the Attribute indicated between brackets, either VITA or STR. If the target does not have the indicated Attribute, they do not need to make the Saving Roll, as this weapon or piece of Equipment has no effect on them.

Targetless

This weapon utilizes a Special Ammunition capable of firing without designating an enemy as a target. In the Reactive Turn, LoF to the Active Trooper is required when using a Targetless weapon.

Zone of Control (ZoC)

The range of this weapon or piece of Equipment is equivalent to the user's Zone of Control (8 inches).