NOTICE: Infinity N5.2 and N5 FAQ 0.0.0
The wiki has been updated to include the N5.2 changes and the v0.0.0 FAQ.
List of wiki pages updated in N5.2.
States
States | Terminology | Alignment | Labels | Traits
Camouflaged State | Dead State | Decoy State | Disconnected State | Engaged State | Foxhole State | Hidden Deployment State | Holoecho State | HoloMask State | Immobilized-A State | Immobilized-B State | Impersonation State | Isolated State | Normal State | Prone State | Possessed State | Retreat! State | Sepsitorized State | Stunned State | Suppressive Fire State | Targeted State | Unconscious State | Unloaded State
A State is a game rule that represents the different conditions, positive or negative, in which a Trooper or Game Element can be in, in Infinity.
All the different States are cumulative, and all of them have Activation and Cancellation procedures. States are represented in the form of State Tokens.
States that are considered Null are marked in red, so they are more easily identified.
States can modify various Attributes. If a Trooper is in several States that affect the same Attribute, their effects are cumulative.
Update PDF 5.2, October 2025
If a Trooper receives and removes Wounds or States in the same Order, the positive effect is always applied first, followed by the negative effect.
For example, if an Engineer cancels a Trooper’s IMM-A State at the same time that the same Trooper is hit by a Riotstopper, the Engineer’s WIP Roll to cancel the Trooper’s IMM-A State is made first, then the Trooper makes their PH-6 Saving Roll against the Riotstopper’s PARA Special Ammunition. In this way, the original IMM-A Status could be canceled and a new one inflicted in the same Order.