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	<updated>2026-09-21T14:28:35Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Category:N5_FAQ_0.1&amp;diff=4125</id>
		<title>Category:N5 FAQ 0.1</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Category:N5_FAQ_0.1&amp;diff=4125"/>
		<updated>2026-09-04T14:01:06Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;List of wiki pages updated in FAQ 0.1.&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Minelayer&amp;diff=4124</id>
		<title>Minelayer</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Minelayer&amp;diff=4124"/>
		<updated>2026-09-04T14:00:28Z</updated>

		<summary type="html">&lt;p&gt;Ian: N5.3 corrected text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The user of this Special Skill can secure his point of deployment by placing a Mine, or other Deployable Weapon or piece of Equipment he carries, nearby to prevent enemy Troopers from approaching.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |purple| MINELAYER | DEPLOYMENT SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* There can be no [[enemy]] Troopers or [[Camouflaged | Camouflage Markers]] inside the [[Trigger Area]] of the [[Deployable Weapon]] or piece of Equipment when it is deployed, or inside the [[Zone of Control]] for [[Perimeter Weapon]]s {{erratahighlight}}or pieces of Equipment with the [[Perimeter]] Trait{{erratahighlight-end}}.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* The deployment of the Deployable Weapon or piece of Equipment must follow the [[Initiative_and_Deployment#Deployment_Rules | Deployment general conditions]] and must always be within the area in which the Minelayer Trooper is allowed to Deploy.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* '''When the user of this Special Skill is deployed''', they may place the Deployable Weapon or piece of Equipment inside his Zone of Control.&lt;br /&gt;
* If the Deployable Weapon or piece of Equipment has the [[Disposable]] Trait, then it will be subtracted from the total of available uses.&lt;br /&gt;
* If the user deploys using a Special Skill with the [[Superior Deployment]] Label, and fails a Roll to deploy, then in addition to the effects shown in the Special Skill, the Minelayer will lose the Deployable Weapon or piece of Equipment, subtracting it from the total of available uses if it has the Disposable Trait.&lt;br /&gt;
* If a value greater than one is listed in brackets after this Special Skill in the Trooper's [[Unit Profile]], this value is the number of weapons or pieces of Equipment the user can place in their ZoC when deployed. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Allowed and Prohibited Areas}}&lt;br /&gt;
{{image | name=n5/eng-minelayer-1.jpg | style=full }}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Minelayer and Infiltration }} &lt;br /&gt;
During the [[Deployment Phase]], a Trooper with Minelayer uses his [[Infiltration]] and [[Hidden Deployment]] Special Skills to place himself in the enemy half of the table. The player, though not placing a Model or Marker representing the Trooper on the table, may still lay a Mine within the [[Zone of Control]] of the Trooper, but always outside of the enemy [[Deployment Zone]].&lt;br /&gt;
&lt;br /&gt;
If the Infiltration Roll is failed, besides losing the ability to deploy in Marker and Hidden Deployment States, the Mine that was laid next to the Trooper is removed from the gaming table.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: During your main part of the Deployment Phase, can you reposition Troopers, Deployables, etc? |&lt;br /&gt;
a = A: In their main Deployment Phase step, players can reposition Troopers, Deployables, etc. As soon as a Roll or measurement is made for those game elements, their position is fixed, and they cannot be repositioned during the Deployment Phase.&lt;br /&gt;
&lt;br /&gt;
For example, you can reposition a Trooper as many times as you want, but after you create a Fireteam and adjust the placement of the Fireteam members during the Coherency Check, you can no longer reposition any member of that Fireteam. |&lt;br /&gt;
related = [[Booty]], [[Coherency]], [[Decoy State]], [[Deployment Phase]], [[Fireteams: Basic Rules]], [[Holoecho State]], [[MetaChemistry]], [[Minelayer]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: In the Deployment Phase do you have to check ZoC when a Trooper uses Minelayer, or Coherency when deploying Decoys or Holoechoes? |&lt;br /&gt;
a = A: Yes, but your opponent must look away so that you can check the ZoC/Coherency without revealing Private Information. |&lt;br /&gt;
related = [[Decoy State]], [[Deployment Phase]], [[Holoecho State]], [[Minelayer]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=4123</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=4123"/>
		<updated>2026-09-04T13:59:47Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTICE: Infinity N5.3'''&lt;br /&gt;
&lt;br /&gt;
The wiki has been updated to include the N5.3 changes and the v0.1 FAQ.&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Category:N5.3_Update | Updated Pages]] | [https://infinityuniverse.com/blog/infinity-rules-update-5-3 Changelog Article]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Guts_Roll&amp;diff=4122</id>
		<title>Guts Roll</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Guts_Roll&amp;diff=4122"/>
		<updated>2026-09-04T13:59:00Z</updated>

		<summary type="html">&lt;p&gt;Ian: Added See Also &amp;gt; General Movement Rules for Prone and Guts.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| GUTS ROLL}}&lt;br /&gt;
{{Requirements}}&lt;br /&gt;
* The Trooper is not in an [[Engaged]], [[Null]] or [[IMM]] State.&lt;br /&gt;
* The Trooper had suffered one or more successful Attacks that cause the Trooper to enter any [[State]]s or to perform any [[Saving Rolls]].&lt;br /&gt;
* The Guts Roll is performed even if all the attackers are in a [[Null]] State at the end of the Order.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* A Guts Roll consists in a single [[Normal Roll | Normal]] [[WIP]] Roll, always performed at the very end of the Order, after performing any [[Saving Roll]]s.&lt;br /&gt;
* If the Guts Roll is successful, the Trooper must stand its ground and must do nothing else.&lt;br /&gt;
* If a Trooper would have to make a Guts Roll, its owner can instead choose to fail it automatically.&lt;br /&gt;
* '''If the WIP Roll is failed''', it is compulsory to perform the first of these options that the Trooper can complete:&lt;br /&gt;
** The Trooper must move up to 2 inches to '''completely leave''':&lt;br /&gt;
*** The [[LoF]] of the Enemy or Enemies (for example, in the case of a [[Coordinated Order]], or multiple [[ARO]]s) that have performed Attacks against the Trooper.&lt;br /&gt;
*** The danger zone or Area of Effect of Attacks that did not require LoF.&lt;br /&gt;
** If this is not possible, the Trooper must move up to 2 inches to gain [[Cover | Total or Partial Cover]] from all attackers.&lt;br /&gt;
** If the two previous options are not possible, the Trooper must go [[Prone]], facing in any direction its player chooses&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* {{erratahighlight}}When checking the enemy LoF or Area of Effect, the enemy LoF is only checked from the positions that the Enemy or Enemies attacked from, and no other positions.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* {{originalhighlight}}Check the enemy LoF or Area of Effect from the Trooper's final position at the end of the Order, when the Guts Roll is made.{{originalhighlight-end}}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* When checking the enemy's LoF or Area of Effect, if the Trooper is already outside them and the Guts Roll is failed, the Trooper enters Prone State, facing in a direction of the player's choice.&lt;br /&gt;
* This movement of a failed Guts Roll:&lt;br /&gt;
** Does '''not''' generate [[ARO]]s or activate [[Deployable]] Weapons or Equipment.&lt;br /&gt;
** Must follow the [[General Movement Rules]] as well as the [[Moving and Measuring]] rules.&lt;br /&gt;
** Does '''not''' allow the Trooper to enter [[Silhouette contact]] with enemy Troopers, or with Scenario Objectives.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
Attacks that have no PS value and do not cause any State do not require a Guts Roll. &lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
Troopers in [[Engaged State]] do not make Guts Rolls.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[General Movement Rules]]'''&lt;br /&gt;
* When [...] moving after failing a [[Guts Roll]], a Trooper may enter or leave [[Prone State]] at '''either''' the start of their Movement '''or''' the end of their Movement, at no cost. &amp;lt;br&amp;gt;However, if they move in Prone State, this will reduce the distance they can move.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Stun Ammunition]]'''&lt;br /&gt;
* Additionally, failing the [[Saving Roll]] causes the target to automatically fail the subsequent [[Guts Roll]] for having survived an Attack, unless he has the [[Courage]] Special Skill or an equivalent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Climbing Plus]]'''&lt;br /&gt;
* Climbing Plus also allows the user to move on vertical surfaces as if performing normal Movement on a horizontal surface when declaring [[Move]] or [[Dodge]], or during movement due to a failed [[Guts Roll]]. The [[General Movement Rules]] and [[Moving and Measuring]] chapter must be applied. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Courage]]'''&lt;br /&gt;
* Courage allows its user to choose to automatically pass any [[Guts Roll]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Religious Troop]]'''&lt;br /&gt;
* The user automatically passes all their [[Guts Roll]]s without requiring a Roll. This means that the user is forced to hold their position and cannot withdraw or seek cover after surviving an Attack.&lt;br /&gt;
* However, if the player wants the user to withdraw or gain [[Cover]] after surviving an Attack, then they may make a [[WIP]] Roll. If the Roll is a success, the user can apply the Effects of failing the Guts Roll.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Module]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Prone_State&amp;diff=4121</id>
		<title>Prone State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Prone_State&amp;diff=4121"/>
		<updated>2026-09-04T13:58:04Z</updated>

		<summary type="html">&lt;p&gt;Ian: N5.3 See Also General Movement Rules update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-prone.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| PRONE STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* During the '''[[Deployment Phase]]''', players may deploy one or more of their Troopers Prone by placing a Prone Token beside them.&lt;br /&gt;
* A Trooper may change its status from Normal to Prone, and vice versa, at '''either''' the start of their Movement '''or''' at the end of their Movement, by performing any [[Short Skill]] or [[ARO]] with the [[Movement Label]] (except for [[Jump]]) {{seefaq}} or as a result of a failed [[Guts Roll]]. However, this will affect their [[Silhouette]] and the distance they can move around the game table.&lt;br /&gt;
* If a Trooper enters '''[[Unconscious State]]''', it automatically enters Prone State unless it has the [[Motorcycle]] piece of Equipment, or it is a [[VH]] or [[TAG]], Troop Types that cannot enter Prone State.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Prone Troopers have a [[Silhouette]] (S) value of X, that is, equivalent to their base's height and width.&lt;br /&gt;
* While in this state, Troopers halve the distance they can move when performing any Skill with [[Movement Label]] ([[Move]], [[Dodge]]...), or when moving as the result of a failed [[Guts Roll]].&lt;br /&gt;
* This state does not affect Automatic Special Skills or Automatic Equipment, except when explicitly stated in their description.&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* A Trooper may change its status from Normal to Prone, and vice versa, at '''either''' the start of their Movement '''or''' at the end of their Movement, by performing any [[Short Skill]] or [[ARO]] with the [[Movement Label]] (except for [[Jump]]) {{seefaq}} or as a result of a failed [[Guts Roll]]. However, this will affect their [[Silhouette]] and the distance they can move around the game table.&lt;br /&gt;
* This state is automatically canceled when the [[Jump]] Common Skill is declared.&lt;br /&gt;
* Canceling a Trooper's '''[[Unconscious State]]''' automatically cancels their Prone State as well.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[General Movement Rules]]'''&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* When performing a {{erratahighlight}}Skill{{erratahighlight-end}} or ARO '''with the Movement Label''' (except for [[Jump]] {{erratahighlight}}and [[Berserk]]{{erratahighlight-end}}), or when moving after failing a [[Guts Roll]], a Trooper may enter or leave [[Prone State]] at '''either''' the start of their Movement '''or''' the end of their Movement, at no cost. &amp;lt;br&amp;gt;However, if they move in Prone State, this will reduce the distance they can move.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* When performing a {{originalhighlight}}Short Skill{{originalhighlight-end}} or ARO '''with the [[Movement Label]]''' (except for [[Jump]]) {{seefaq}}, or when moving after failing a [[Guts Roll]], a Trooper may enter or leave [[Prone State]] at '''either''' the start of their Movement '''or''' the end of their Movement, at no cost.&amp;lt;br&amp;gt;However, if they move in Prone State, this will reduce the distance they can move.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Restrictions Chart]]'''&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Restrictions Chart&lt;br /&gt;
|-&lt;br /&gt;
| [[TAG]]s cannot go [[Prone]] or declare [[Cautious Movement]]. &lt;br /&gt;
|- &lt;br /&gt;
| Troopers mounted on [[Motorcycle]]s cannot go [[Prone]], declare [[Cautious Movement]], [[Climb]], use [[ladders]], or perform an upwards [[Jump]].&lt;br /&gt;
|- &lt;br /&gt;
| Troopers with the [[Aerial]] Special Skill cannot go [[Prone]] or declare [[Cautious Movement]].&lt;br /&gt;
|- &lt;br /&gt;
| Vehicles ([[VH]]) cannot go [[Prone]] or declare [[Cautious Movement]].&lt;br /&gt;
|}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Which Skills and AROs allow a Trooper to enter or cancel Prone State? |&lt;br /&gt;
a = A: A Trooper can enter or cancel Prone State when performing any Skill or ARO with the Movement Label (except Jump and Berserk). |&lt;br /&gt;
related = [[General Movement Rules]], [[Labels]], [[Prone State]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If a Trooper enters Prone State at the end of their move, how does this affect the distance they can move? |&lt;br /&gt;
a = A: It doesn’t. They move normally and then finish the end of the move prone. |&lt;br /&gt;
related = [[General Movement Rules]], [[Moving and Measuring]], [[Prone State]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Infinity_Spec-Ops&amp;diff=4120</id>
		<title>Infinity Spec-Ops</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Infinity_Spec-Ops&amp;diff=4120"/>
		<updated>2026-09-04T13:57:03Z</updated>

		<summary type="html">&lt;p&gt;Ian: ITS restriction added as a See Also.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.3, September 2026}}&lt;br /&gt;
&lt;br /&gt;
In Infinity, Spec-Ops are highly versatile elite operatives with advanced training and specialized gear, essential for high-risk missions, covert operations, and reconnaissance. Their unique skills make them a vital asset to any power in the Human Sphere.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| INFINITY SPEC-OPS | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Special Skill allows the player to '''customize the [[Unit Profile]]''' when creating the [[Army List]]. &lt;br /&gt;
* When creating the Army List, the player can configure their Spec-Ops Trooper by following these steps:&lt;br /&gt;
** Select a Skill, Weapon or Equipment option, as with any other Troop.&lt;br /&gt;
** Choose two different options from those available in the Spec-Ops Chart.&lt;br /&gt;
* In addition, Troopers with this Special Skill have two different Unit Profiles, always deploying with their Initial Profile. The player can replace the Trooper's Initial Profile with their Enhanced Profile by picking up a SpecBall, deployed with the '''Request SpecBall''' Skill. &lt;br /&gt;
* '''Restriction:''' The player's Army List cannot include more than one Trooper with this Special Skill.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
The options selected from the Spec-Ops Chart apply to both the Initial Profile and the Enhanced Profile. &lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
=Request SpecBall=&lt;br /&gt;
&lt;br /&gt;
This Special Skill allows Spec-Ops Troopers to call for tactical support on the ground and send airborne supplies to the Troopers on the battlefield by means of the SpecBall drop capsules.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| REQUEST A SPECBALL | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Have a Trooper in a '''non-[[Null]] state''' with the Spec-Ops Special Skill. &lt;br /&gt;
* It is the '''second or third [[Game Round]]''', and the player's [[Active Turn]].&lt;br /&gt;
{{effects}}&lt;br /&gt;
* When Requesting a Speedball during their Active Turn, players must place one 55 mm SpecBall Token on the game table applying the [[Combat Jump]] Skill rules, and then make a PH Roll for it with a '''PH''' value of '''15'''. This cannot be done partway through the [[Order Expenditure Sequence]].&lt;br /&gt;
* Before making the Combat Jump Roll, the player needs to choose what support equipment this suborbital drop contains, '''choosing two different items''' from the SpecBall Chart.&lt;br /&gt;
** '''Restriction:''' SpecBall items are unique and non-transferable. &lt;br /&gt;
* '''Restriction:''' SpecBall Tokens cannot be placed in [[Silhouette contact]] with Models, Markers, Tokens, or scenario objectives.&lt;br /&gt;
* An allied Spec-Ops Trooper in a non-Null state who enters Silhouette contact with their SpecBall Token automatically picks up the items it contains. This action automatically cancels any [[Marker State]] the Spec-Ops Trooper is in. The Trooper and their Initial Profile must be replaced by their Enhanced Profile–and the Model representing it–at the end of the Order, applying the SpecBall items. Remove the SpecBall Token from the game table.&lt;br /&gt;
* Any [[Wounds]] received by the Trooper's Initial Profile also apply to the Enhanced Profile.&lt;br /&gt;
* Similarly, States are also shared by both Unit Profiles, if applicable.&lt;br /&gt;
* If a SpecBot was chosen, place its Model in Silhouette contact with the Trooper at the end of the Order. &lt;br /&gt;
* SpecBall Tokens are State Tokens. They do not block enemy movement and cannot be targeted by [[Deactivator]]s.&lt;br /&gt;
* '''Restriction:''' Each player can only use this Skill '''once per game'''.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
[https://experience.corvusbelli.com/en/infinity/resources Infinity Tournament System, season 18]&lt;br /&gt;
&lt;br /&gt;
During official tournaments, the use of Spec-Ops rules is not allowed.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=ITS_FAQ&amp;diff=4119</id>
		<title>ITS FAQ</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=ITS_FAQ&amp;diff=4119"/>
		<updated>2026-09-04T13:56:05Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-main-sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FAQs for the [https://experience.corvusbelli.com/en/infinity/resources Infinity Tournament System, season 18].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== General ITS ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Do [[Neutral]] Troopers like HVTs block movement?  |&lt;br /&gt;
a = A: No. They don’t block movement.  |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If a Trooper is carrying a scenario element such as a Supply Box, what happens if the Trooper enters a [[Marker]] State?  |&lt;br /&gt;
a = A: A Trooper carrying a scenario element cannot enter Marker State.  |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Peripheral (Ancillary) hasn't been deployed at the end of the game, does it count as Killed for scenario objectives? |&lt;br /&gt;
a = A: No. The Peripheral (Ancillary) will only count as Killed if it has been deployed during the game, and either enters Dead State, or is in a Null State at the end of the game. |&lt;br /&gt;
related = [[ITS FAQ]], [[Peripheral]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Classified Objectives ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: How does [[Spotlight]] work for the Telemetry and HVT: Designation Classified Objectives? |&lt;br /&gt;
a = A: These Classified Objectives are accomplished if the appropriate number of successful Rolls are made with Spotlight. It is not necessary for the target to enter [[Targeted State]]. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Akial Interference ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Akial Interference - When one of your cards is chosen for Emit Akial Interference, and the Roll fails, can it be chosen again when declaring the Skill? |&lt;br /&gt;
a = A: Yes. The card is not considered used until you succeed in the Roll. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Akial Interference - A Common Classified Objective can only be accomplished after it has been drawn. How does this interact with the Predator Objective card? |&lt;br /&gt;
a = A: If Predator is drawn, any Kills from before it was drawn do not count towards accomplishing it. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Akial Interference - How do players keep track of which cards they have used to Emit Akial Interference? |&lt;br /&gt;
a = A: Each player can use whichever method they prefer. Some players use coins from ITS packs, dice, or even IMM-A or IMM-B markers as analogues for Player A/B tokens. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Area of Interest ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Area of Interest - How do AROs interact with Activate Communication Antenna?  |&lt;br /&gt;
a = A: After the Specialist Troop's first Basic Short Skill of the Order, '''one''' enemy Hacker who is in an Area of Interest and has been granted an ARO (for example via LoF or Hacking Area) can declare an 'Oppose Activation' ARO. &lt;br /&gt;
&lt;br /&gt;
If 'Oppose Activation' '''isn't''' declared, after the Specialist Troop declares Activate Communication Antenna as their second Short Skill, '''one''' enemy Hacker in an Area of Interest is granted an ARO, which can '''only''' be used to declare 'Oppose Activation'. &lt;br /&gt;
&lt;br /&gt;
'Oppose Activation' is the only ARO that results in a FtF WIP Roll against Activate Communication Antenna. Any other ARO will be a Normal Roll. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crossing Lines ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Crossing Lines - Does the [[Superior Deployment]] rule affect the deployment of Netrods or Imetrons? |&lt;br /&gt;
a = A: No. They can be deployed as an exception. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Crossing Lines - During [[Impetuous]] Activations, which enemy [[Deployment Zone]] do Troopers move towards? |&lt;br /&gt;
a = A: To the nearest one. If both players are unsure, you can measure which Deployment Zone is closest. |&lt;br /&gt;
related =  }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-main-sections}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ITS]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Peripheral&amp;diff=4118</id>
		<title>Peripheral</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Peripheral&amp;diff=4118"/>
		<updated>2026-09-04T13:54:14Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game elements with this Special Skill are Models or Tokens representing pieces of Equipment or Weapons operated by telepresence or given certain autonomy by a control AI.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| PERIPHERAL | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* When creating an [[Army List]] or determining how many Troopers each Combat Group can contain, a Controller and all its Peripherals are counted as a single Trooper.&lt;br /&gt;
* Peripherals are deployed on the game table at the same time as their Controller, unless a rule for that type of Peripheral says otherwise.&lt;br /&gt;
* If the Controller has a Deployment Skill that allows them to deploy after the [[Deployment Phase]], but their Peripherals do not, these Peripherals are deployed during the Deployment Phase and remain in [[Disconnected State]] until their Controller is deployed on the game table and moves within the operating distance for that type of Peripheral.  &lt;br /&gt;
* Peripherals are always activated with the '''same Order''' as their Controller, executing the same [[Short Skill]]s of the Order, or [[Long Skill]], although they are '''not required to have the same target'''.&lt;br /&gt;
* If any of the game elements (Controller or Peripheral) does not meet the Requirements of a Skill of the Order declared by the Controller and Peripherals, then they perform an [[Idle]] instead of such Skill, while the other may act normally.&lt;br /&gt;
* Each reactive Trooper must choose only one of the Troopers (be it the Controller or one of their Peripherals) activated by the Order as their target, but they are not obliged to choose the same target.&lt;br /&gt;
* '''During the Reactive Turn''', both the Controller and the Peripherals gain their own separate [[ARO]]s. However, unless a specific rule says otherwise, any declared AROs must be the same for both the Controller and the Peripherals.&lt;br /&gt;
* '''In Close Combat''', the rules described in [[Close Combat with Multiple Troopers]] must be applied.&lt;br /&gt;
* If the Controller enters any [[Null]] State or [[Isolated State]], the Peripheral will enter '''[[Disconnected]]''' State at the end of that Order.&lt;br /&gt;
* If the Peripheral enters '''[[Isolated]]''' State, it will also enter Disconnected State at the end of that Order.&lt;br /&gt;
* Peripherals with a point cost in their profile count towards [[Victory Points]], Zone of Operations control, etc. Remember that the total cost of the Unit includes Peripherals and, therefore, the value of the Peripherals must be deducted to determine the itemized points of the Units.&lt;br /&gt;
* If the Controller has or gains—due any scenario condition or Skill—the [[Impetuous]] Special Skill, the Controller's Peripherals are also affected.&lt;br /&gt;
* '''Restriction''': Peripherals and their Controller cannot be part of a [[Coordinated Order]] nor be a member of any type of [[Fireteam]].&lt;br /&gt;
* A Controller and their Peripherals always belong to the same [[Combat Group]]. If the player moves the Controller into a different Combat Group, all their Peripherals are moved as well.&lt;br /&gt;
* If the player activates a [[Hacking Program]] that grants a MOD or [[State]] to the Controller (e.g. [[Cybermask]]), that MOD or State will also be applied to their Peripherals.&lt;br /&gt;
* The Peripheral Special Skill remains active even when its owner is in a [[Null]] State.&lt;br /&gt;
* There are different types of Peripherals, each with their own features:&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Servant) ===&lt;br /&gt;
* Only Troopers with the [[Doctor]] or [[Engineer]] Special Skills may have Peripherals (Servant).&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Servant) and their Controller.&lt;br /&gt;
* '''Restriction''': The Controller may have a maximum of two Peripherals (Servant) under their control. In this case, they may only activate them '''one at a time''', applying the previous conditions. Meanwhile, the other Peripheral (Servant) will be inactive.&lt;br /&gt;
* Peripheral (Servant) and Doctor/Engineer:&lt;br /&gt;
** This Special Skill allows the Controllers, if they are Doctors or Engineers, to use their Special Skill even if they are not in [[Silhouette contact]] with the target.&lt;br /&gt;
** If a Peripheral is in Silhouette contact with an allied Model, their Controller can perform the Doctor/Engineer Skill, targeting that Model.&lt;br /&gt;
** In this case, by using the Doctor/Engineer Skill, the Doctor/Engineer will be the one performing the Roll, even if the Trooper in Silhouette contact with the target is the Peripheral (Servant).&lt;br /&gt;
** The Doctor/Engineer Skill can only be performed on one target per Order.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Synchronized) ===&lt;br /&gt;
* Each Peripheral (Synchronized) must observe the [[Coherency]] rule in regard to its Controller. The player must perform a Coherency Check at the start and end of each [[Trooper Activation | Order]] or [[ARO]].&lt;br /&gt;
* If a Peripheral (Synchronized) Trooper fails a Coherency Check, breaking Coherency with its Controller, it will enter [[Disconnected State]] immediately, before measuring any declared movement.&lt;br /&gt;
* If the Disconnected Trooper passes a Coherency Check with its Controller, its Disconnected State is immediately cancelled.&lt;br /&gt;
* If the Controller has more than one Peripheral (Synchronized) this Special Skill works the same way. In this situation, with a single Order, '''both''' '''the Controller and all their Peripherals (Synchronized) are activated'''.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Control) ===&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Control) and their Controller.&lt;br /&gt;
* '''Restriction''': The Controller may have a maximum of three Peripherals (Control) under their control. These Peripherals form a Control Unit.&lt;br /&gt;
* The player must designate one member of the Control Unit as the Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.&lt;br /&gt;
* Each Peripheral (Control) must observe the [[Coherency]] rule in regard to the Spearhead of their Control Unit. The player must perform a Coherency Check at the start and end of each [[Trooper Activation | Order]] or [[ARO]].&lt;br /&gt;
* If a Peripheral (Control) Trooper fails a Coherency Check, breaking Coherency with the Spearhead of its Control Unit, it will enter [[Disconnected State]] immediately, before measuring any declared movement.&lt;br /&gt;
* If the Disconnected Trooper passes a Coherency Check with the Spearhead of its Control Unit at the end of an Order or ARO, its Disconnected State is immediately cancelled.&lt;br /&gt;
* Each time the Controller and Peripherals are activated with an Order, the player must designate one member of the Control Unit as that Order's Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.&lt;br /&gt;
* If the Spearhead enters any [[Null]] State, the player must designate a new Spearhead immediately.&lt;br /&gt;
* In the Active Turn, if a Skill is declared that requires a target, only the Controller and the Spearhead perform the Skill, and the other members of the Control Unit perform an [[Idle]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Ancillary) ===&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Ancillary) and their Controller.&lt;br /&gt;
* A Peripheral (Ancillary) does '''not''' deploy on the game table with their Controller. Instead, the Controller may deploy their Peripheral (Ancillary) by performing the [[Place Deployable]] Common Skill.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}The Controller can be part of [[Coordinated Order]]s or [[Fireteam]]s if they have not deployed their Peripheral (Ancillary), or if it is in [[Disconnected]] or [[Null]] State. If the Controller deploys its Peripheral (Ancillary), or if the Peripheral’s Disconnected or Null State is canceled, the Controller automatically stops being part of a Fireteam.{{erratahighlight-end}} &lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* {{originalhighlight}}If a Peripheral (Ancillary) is on the game table and is not in [[Disconnected State]] or any [[Null]] State, their Controller '''cannot''' be part of [[Coordinated Order]]s or [[Fireteam]]s. If the Controller deploys their Peripheral (Ancillary), or its Disconnected or Null States are canceled, the Controller automatically stops being part of the Fireteam.{{originalhighlight-end}}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Cyberplug) ===&lt;br /&gt;
* Only Troopers with the [[Cyberplug]] Special Skill may have Peripherals (Cyberplug). &lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Cyberplug) and their Controller. &lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* Peripherals (Cyberplug) have two Unit Profiles, a '''Connected Profile''' and an '''Autonomous Profile'''{{erratahighlight}}, determined by the player at the start of the Order/ARO{{erratahighlight-end}}.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* While using their '''Connected Profile''', a Peripheral (Cyberplug) is always activated with the '''same Order''' as its Controller, declaring the same Short Skills of the Order, or Long Skill. However, the Controller performs an '''[[Idle]]''' instead of the declared Skill.While using their '''Autonomous Profile''', a Peripheral (Cyberplug) can be activated with Orders from the Order Pool and can declare its own AROs, independently from the Controller. Place an Autonomous Token by the Peripheral. &lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* '''Restriction:''' The Controller may have a maximum of two Peripherals (Cyberplug) under their control. In this case, they may only activate {{erratahighlight}}a maximum of '''one of them''' using the '''Connected Profile''', and applying the previous conditions. Any Peripherals not using their Connected Profile switch to their Autonomous Profile.{{erratahighlight-end}}&lt;br /&gt;
* When {{erratahighlight}}deploying{{erratahighlight-end}}, '''one''' of the Controller's Peripherals (Cyberplug) uses their '''Connected Profile''', while the other uses their '''Autonomous Profile'''.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* '''Restriction:''' The Controller may have a maximum of two Peripherals (Cyberplug) under their control. In this case, they may only activate {{originalhighlight}}them '''one at a time''' using the '''Connected Profile''', and applying the previous conditions. Meanwhile, the other Peripheral switches to its '''Autonomous Profile'''{{originalhighlight-end}}.&lt;br /&gt;
* When {{originalhighlight}}deployed{{originalhighlight-end}}, '''one''' of the Controller's Peripherals (Cyberplug) uses their '''Connected Profile''', while the other uses their '''Autonomous Profile'''.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* '''In the Reactive Turn''', both the Controller and the Peripherals gain their own separate AROs. The Controller must choose '''one''' of the Peripherals to use its '''Connected Profile'''. However, in this case the Controller performs an '''Idle''' instead of any ARO they declare. The other Peripheral uses its '''Autonomous Profile''' and can declare its own ARO. &lt;br /&gt;
* Alternatively, the Controller can declare and perform an ARO normally, while the Peripherals switch to their '''Autonomous Profiles''' and each declare their own AROs independently of the Controller. If the Controller enters [[Isolated]] State or any [[Null]] State, its Peripherals switch to their '''Autonomous Profiles''' at the end of that Order, instead of entering [[Disconnected]] State. &lt;br /&gt;
* If the Isolated or Null State of the Controller is cancelled, one of their Peripherals (Cyberplug) switches to its '''Connected Profile''' at the end of the Order in which that happened. &lt;br /&gt;
* Peripheral (Cyberplug) and '''[[Doctor]]/[[Engineer]]:'''&lt;br /&gt;
** If the Doctor or Engineer Special Skill is declared, the Controller does '''not''' perform an Idle instead of Doctor/Engineer. &lt;br /&gt;
** This Special Skill allows the Controllers, if they are Doctors or Engineers, to use their Special Skill even if they are not in [[Silhouette contact]] with the target. &lt;br /&gt;
** If a Peripheral is in Silhouette contact with an allied [[Model]], their Controller can perform the Doctor/Engineer Skill, targeting that Model. &lt;br /&gt;
** In this case, by using the Doctor/Engineer Skill, the Doctor/Engineer will be the one performing the Roll, even if the Trooper in Silhouette contact with the target is the Peripheral (Cyberplug). &lt;br /&gt;
** The Doctor/Engineer Skill can only be performed on one target per Order. &lt;br /&gt;
* '''Restriction:''' A Controller with any Peripherals (Cyberplug) cannot have any Peripherals (Servant).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
{{erratahighlight}}When playing missions or scenarios, any restriction applied to Peripheral (Servant)—such as those referring to Specialist Troops—also apply to Peripheral (Cyberplug).{{erratahighlight-end}}&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
* When included in an [[Army List]], Peripherals must always be associated with a Controller.&lt;br /&gt;
* Both the Controller and the Peripherals must respect the selected Army’s general availability limit ([[AVA]]).&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Normally, for a Peripheral (Servant) to move towards their target, the [[Doctor]]/[[Engineer]] will usually remain still in a safe spot on the battlefield. Meanwhile, the Peripheral performs the Order, moving until it reaches contact with the target.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Peripheral (Synchronized) Example }}&lt;br /&gt;
{{image | name=n5/eng-peripheral-example-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
In the Active Turn, a Trooper and their Peripheral (Synchronized) are hidden behind a wall, and are planning to move to different ends of it. The player activates them both with the same single Order and declares [[Move]] as the first Basic Short Skill of the Order. Before making any measurements or moving the Models, a [[Coherency]] Check is made, and is passed. The Controller sends their Peripheral (Synchronized) to one end of the wall while he moves to the other end.&lt;br /&gt;
&lt;br /&gt;
An enemy can see the Controller and declares a [[BS Attack]] [[ARO]] against him. Meanwhile, a second enemy can see the Peripheral, so he reacts with a BS Attack ARO. With the second Short Skill of the Order, the Controller and their Peripheral declare BS Attacks. The Controller fires the entire [[Burst]] (B) of his weapon at the first enemy, while the Peripheral (Synchronized) uses its Heavy Flamethrower, placing the Large Teardrop Template over the second enemy. Then, another Coherency Check is made to verify that the Peripheral (Synchronized) is still inside the Controller's [[ZoC]].&lt;br /&gt;
&lt;br /&gt;
Thanks to Peripheral (Synchronized), the Controller and their Peripheral have attacked two different enemies, using a single Order from the Order Pool.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Peripheral (Ancillary) Example }}&lt;br /&gt;
In the Active Turn, a Trooper with an undeployed Peripheral (Ancillary), declares his first Basic Short Skill and is not targeted by any enemy [[ARO]]s. He decides to use the [[Place Deployable]] Common Skill to deploy his Peripheral (Ancillary) on the game table. The Trooper places their Peripheral (Ancillary) in Silhouette contact. &lt;br /&gt;
&lt;br /&gt;
From this moment on, each time the Trooper activates, his Peripheral (Ancillary) activates as well following the Peripheral rules, with no limit to the operating distance between the Controller and the Peripheral (Ancillary).&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{greybox-start | Peripheral (Cyberplug) Examples }}&lt;br /&gt;
'''EXAMPLE 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
During the Active Turn, the player activates a Cyberplug Trooper that has two Peripherals (Cyberplug). They select one of the Peripherals as the active Peripheral (Cyberplug), placing an Autonomous Token next to the other. &lt;br /&gt;
&lt;br /&gt;
The activated Peripheral (Cyberplug) and an enemy Trooper declare [[BS Attack]]s against each other, and a [[Face to Face]] Roll occurs between the two. The Controller, on the other hand, does nothing, as they perform an [[Idle]]. &lt;br /&gt;
&lt;br /&gt;
Let’s suppose another enemy Trooper has [[LoF]] to the Controller. The Controller has been activated by the Order, and the enemy Trooper can declare an [[ARO]] against them. If the ARO is an Attack, it is a [[Normal Roll]] as the Controller is performing an Idle. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EXAMPLE 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
During the Reactive Turn, an enemy Trooper activates within LoF of the two Peripherals (Cyberplug), granting AROs to both of them. The Controller decides to switch control of the Peripherals, swapping their Connected and Autonomous Profiles and moving the Autonomous Token to the other Peripheral. The Connected Peripheral declares a BS Attack ARO, while the Autonomous Peripheral declares a [[Dodge]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EXAMPLE 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
In a subsequent Order, the Controller also has LoF to the Active Trooper and can declare an ARO. The Controller chooses to declare and perform a Dodge ARO, so the two Peripherals (Cyberplug) switch to their Autonomous Profiles and can each declare their AROs independently. &lt;br /&gt;
&lt;br /&gt;
If the Controller enters [[Unconscious]] State, both Peripherals (Cyberplug) remain active using their Autonomous Profiles and are able to declare AROs and to receive Orders from the [[Order Pool]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EXAMPLE 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the Controller enters [[Isolated]] State, their two Peripherals (Cyberplug) remain in play using their Autonomous Profiles, and can be activated with Orders from the Order Pool. If the Controller’s Isolated State is cancelled then, at the end of that Order, the Controller decides which of the two Peripherals (Cyberplug) returns to its Connected Profile, placing the Autonomous Token besides the other. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''EXAMPLE 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Controller of two Peripherals (Cyberplug) has the [[Doctor]] Special Skill. With the first Skill of an Order, they declare [[Move]], and their Peripheral (Cyberplug) reaches Silhouette contact with an allied Trooper in Unconscious State. The Controller does nothing, as they perform an Idle. &lt;br /&gt;
&lt;br /&gt;
With the second Skill of the Order, the Controller declares and performs the Doctor Special Skill, using it on the Unconscious Trooper in Silhouette contact with the Peripheral (Cyberplug), as this Special Skill is not turned into an Idle.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Super-Jump]]'''&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Super-Jump and Multiple Troopers Example}}&lt;br /&gt;
In the Active Turn, several Troopers have been activated with the same Order ([[Fireteams in the Active Turn | Fireteams]], [[Peripheral]]s, [[Coordinated Orders]]) and need to clear an obstacle. They declare [[Jump]] as the first Skill of the Order. Any of the Troopers who have the Super-Jump Special Skill can declare Jump as a [[Basic Short Skill]], while the other Troopers each have a choice of declaring Jump as a [[Long Skill]], or declaring an [[Idle]].&lt;br /&gt;
&lt;br /&gt;
For the second Skill of the Order, any of the Troopers who declared an Idle, or Jump as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill as normal. While the Troopers who declared Jump as a Long Skill have already declared their entire Order and cannot declare a second Skill.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If multiple Troopers use Surprise Attack against the same target, for example via a Coordinated Order, or a Controller and Peripheral, do the Surprise Attack MODs stack with each other? |&lt;br /&gt;
a = A: No. Each Trooper's Surprise Attack MOD will be applied separately. |&lt;br /&gt;
related = [[Coordinated Order]], [[Peripheral]], [[Surprise Attack]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If several Troopers are activated at once (for example a Coordinated Order or a Fireteam) and generate AROs, can any of the AROs target Active Troopers that are using Stealth? |&lt;br /&gt;
a = A: Yes, but the ARO will become an Idle if the Stealth user does not declare a Skill that allows AROs. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Fireteams in the Active Turn]], [[Peripheral]], [[Stealth]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: In the Active Turn, if a Peripheral's Controller is unable to declare a Skill (due to being Stunned, Immobilized etc.), can the Peripheral still declare the Skill? |&lt;br /&gt;
a = A: Yes. The Controller and all their Peripherals declare the same Skill, and any of them that can't declare the Skill instead Idle. |&lt;br /&gt;
related = [[Engaged State]], [[Immobilized-A State]], [[Immobilized-B State]], [[Peripheral]], [[Stunned State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Peripheral (Ancillary) hasn't been deployed at the end of the game, does it count as Killed for scenario objectives? |&lt;br /&gt;
a = A: No. The Peripheral (Ancillary) will only count as Killed if it has been deployed during the game, and either enters Dead State, or is in a Null State at the end of the game. |&lt;br /&gt;
related = [[ITS FAQ]], [[Peripheral]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Fireteam_Integrity&amp;diff=4117</id>
		<title>Fireteam Integrity</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Fireteam_Integrity&amp;diff=4117"/>
		<updated>2026-09-04T13:53:39Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the '''Active and Reactive Turns''', a Fireteam is automatically cancelled in the following situations:&lt;br /&gt;
* The Fireteam Leader enters [[Isolated State]] or any [[Null]] State.&lt;br /&gt;
* If the Fireteam Leader is activated during the [[Impetuous Phase]] of their [[Player Turn]].&lt;br /&gt;
* If the Fireteam Leader leaves the Fireteam. &lt;br /&gt;
* The Fireteam Leader declares an [[ARO]] different from the [[Fireteam's ARO]].&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{erratahighblock}}&lt;br /&gt;
* If the Fireteam Leader becomes the Controller of a [[Peripheral]].&lt;br /&gt;
{{erratahighblock-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* The Fireteam is reduced to one member.&lt;br /&gt;
* A [[Retreat Situation | Retreat! situation]] occurs.&lt;br /&gt;
* The player uses a [[Command Token]] to create another Fireteam, and exceeds the maximum number of Fireteams of that Type allowed in their Army or Sectorial. In this case, the player must decide which of the Fireteams is cancelled.&lt;br /&gt;
* In the Active or Reactive Turn, the player voluntarily chooses to cancel the Fireteam. This requires no additional expenditure of Orders or Command Tokens. The player must indicate so before the Order is spent by any of the players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the Active Turn and Reactive Turn, '''a Trooper automatically stops being part of a Fireteam''' in the following cases:&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{erratahighblock}}&lt;br /&gt;
* The Trooper becomes the Controller of a [[Peripheral]].&lt;br /&gt;
{{erratahighblock-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* The Trooper enters or is in [[Isolated State]] or any [[Null]] State.&lt;br /&gt;
* The Trooper breaks [[Coherency]] with the Fireteam Leader.&lt;br /&gt;
* The Trooper is [[Irregular]] and uses their [[Irregular Order]].&lt;br /&gt;
* The Trooper is the [[Lieutenant]] and spends their [[Lieutenant Special Order]].&lt;br /&gt;
* The Trooper is [[Impetuous]] and is activated during the [[Impetuous Phase]] of their [[Player Turn]].&lt;br /&gt;
* The Trooper enters or is in a State that allows it to be substituted by a [[Marker]] ([[Camouflaged]], [[Impersonation State | Impersonation]], [[Holoecho]]...), unless a Special Skill, piece of Equipment or Scenario Special Rule indicates otherwise.&lt;br /&gt;
* The Trooper enters [[Suppressive Fire State]].&lt;br /&gt;
* The Trooper is moved to a different [[Combat Group]].&lt;br /&gt;
* In the Reactive Turn, if the Trooper declares an [[ARO]] that is different from the [[Fireteam's ARO]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In any of the above cases, the Trooper stops being part of the Fireteam the moment the Order or ARO is declared. '''Consequently:'''&lt;br /&gt;
* In the Active Turn, the Trooper is not activated by the Fireteam's Order, so he is considered inactive for [[ARO]] purposes.&lt;br /&gt;
* In the Reactive Turn, the Trooper is not able to benefit from the advantages of being in a Fireteam.&lt;br /&gt;
* When one or more members leave the Fireteam, the player must recalculate the number of members to check if a Fireteam Cancellation occurs, or to determine the bonuses available to the members during that Order if there are still enough members for there to be a Fireteam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Number 2]]'''&lt;br /&gt;
* The Fireteam Leader of that Fireteam enters [[Isolated State]] or any [[Null]] State&lt;br /&gt;
[...]&lt;br /&gt;
* The user may automatically become the new Fireteam Leader of his Fireteam, placing the Fireteam Leader Token beside him.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Greybox | Example }}&lt;br /&gt;
In a five member Fireteam where only three of them declare an [[ARO]], if two members declare the same Skill in ARO, and the third member declares a different Skill, the Skill declared by the two members has been declared by more than half of the reacting members and is the [[Fireteam’s ARO]]. The third member will automatically leave the Fireteam.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if two members declare the same Skill in ARO, but two others declare different Skills, then no Skill has been declared by more than half of the reacting members. The player can choose which Skill is the Fireteam’s ARO, and the members that declared a different Skill will automatically leave the Fireteam.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember}}&lt;br /&gt;
'''[[Fireteams:_Basic_Rules#Rejoining_the_Fireteam_in_the_States_Phase | Rejoining the Fireteam in the States Phase]]'''&lt;br /&gt;
&lt;br /&gt;
Troopers who left a Fireteam can automatically rejoin it if they are in [[Coherency]] with the Fireteam Leader once again at the end of the next [[States Phase]].&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Fireteam loses a Trooper required to form the Fireteam, is the Fireteam cancelled? |&lt;br /&gt;
a = A: No. The minimum column in the Fireteams Charts only applies when creating the Fireteam. Note that the FT Master Special Skill has it's own rules that can override this. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[FT Master]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Does the 'type' of a Fireteam change as it loses members? |&lt;br /&gt;
a = A: No. For example if a Fireteam Haris with 3 members loses a Trooper, it is a Fireteam Haris with 2 members. It does not change type to become a Fireteam Duo. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[Fireteams: Basic Rules]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n4end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fireteams]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Fireteams_Chart&amp;diff=4116</id>
		<title>Fireteams Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Fireteams_Chart&amp;diff=4116"/>
		<updated>2026-09-04T13:53:17Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This section explains how to read the information provided in the Fireteams Chart. To do so, we will use the following Chart as an example, but it is important to remember that the official and current Charts are those shown in the Infinity Army app. &lt;br /&gt;
&lt;br /&gt;
# Name of the Army or Sectorial.&lt;br /&gt;
# The maximum number of each [[Fireteams:_Basic_Rules#Fireteam_Types | Type of Fireteam]] that may be on the game table at the same time. This is checked every time a Fireteam is created. In this case, the Morat Aggression Force may have no more than one Fireteam Core, and no more than two Fireteam Haris, but has no limit on the number of Fireteam Duos.&lt;br /&gt;
# When Creating a Rodoks Fireteam, the player may choose to create a Fireteam Duo and/or a Fireteam Haris. Once created, the Fireteams follow the [[Fireteam Integrity]] rules. If the [[Availability]] of the Troopers and the rules for creating Fireteams allow it, the player may have a Fireteam Haris and a Fireteam Duo of Rodoks on the game table at the same time.&lt;br /&gt;
# '''When Creating a Fireteam''', you must observe the minimum and maximum number of Troopers that can be part of that Fireteam. In this case, a Hungries Fireteam must include at least one Oznat FTO. '''[[Fireteam Bonuses]]''' apply based on the number of Troopers in the Fireteam who are from the same Unit, or list the name of the Unit or Fireteam in a note or in brackets.&lt;br /&gt;
# Different Units that can form the Morat Fireteams. The asterisk (*) in the Min column indicates that, '''when you create''' any Morat Fireteam, you must choose '''at least 1 Trooper''' with an asterisk (*) in the Chart.&lt;br /&gt;
#* [5N] Note: The Fireteam Bonus level of a Morat Fireteam depends on how many Troopers in the Fireteam have &amp;quot;(Morat)&amp;quot; or are from the same Unit.&lt;br /&gt;
# In some cases, there may be additional conditions for the creation or operation of Fireteams. These notes take priority over the General Rules of Fireteams.&lt;br /&gt;
# The 'FTO' term in the chart indicates that, in a Unit, only those options with 'FTO' in their option name can be part of a Fireteam. This includes options such as the FTO Lieutenant, the FTO Hacker, or the FTO-2. However, if a specific FTO is mentioned, for example, the FTO-2, only that option can be part of the Fireteam.&lt;br /&gt;
# Wildcards can be part of any Fireteam. The maximum column shows the maximum number of Troopers of that Unit that can be included per Fireteam. &lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-fireteams-chart-morat-numbered.jpg | style=full }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
The following Troopers cannot be part of a Fireteam:&lt;br /&gt;
* [[Peripheral]]s and their Controllers.&lt;br /&gt;
* Troopers in [[Marker]] form.&lt;br /&gt;
* Troopers with the [[Infiltration]] Special Skill.&lt;br /&gt;
* Troopers possessing Skills with the [[Airborne Deployment]] Label.&lt;br /&gt;
* Troopers that activate or are in the [[Suppressive Fire State]].&lt;br /&gt;
* Troopers who deploy in [[Decoy State]].&lt;br /&gt;
* Troopers in [[Isolated State]] or any [[Null]] State.&lt;br /&gt;
&lt;br /&gt;
Additionally, members of a Fireteam cannot be part of a [[Coordinated Order]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Fireteam loses a Trooper required to form the Fireteam, is the Fireteam cancelled? |&lt;br /&gt;
a = A: No. The minimum column in the Fireteams Charts only applies when creating the Fireteam. Note that the FT Master Special Skill has it's own rules that can override this. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[FT Master]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Does the 'type' of a Fireteam change as it loses members? |&lt;br /&gt;
a = A: No. For example if a Fireteam Haris with 3 members loses a Trooper, it is a Fireteam Haris with 2 members. It does not change type to become a Fireteam Duo. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[Fireteams: Basic Rules]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fireteams]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Fireteams:_Basic_Rules&amp;diff=4115</id>
		<title>Fireteams: Basic Rules</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Fireteams:_Basic_Rules&amp;diff=4115"/>
		<updated>2026-09-04T13:52:12Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fireteam Creation ==&lt;br /&gt;
Each Army has a Fireteams Chart that indicates the quantity and type of Fireteams that the player may create during the game.&lt;br /&gt;
* '''During the [[Deployment Phase]]''', place a Fireteam Leader Token (FIRETEAM LEADER), or equivalent, beside one of the Troopers that meet the Requirements of this rule. In that moment, the player must make a [[Coherency]] Check relative to the chosen Fireteam Leader.&lt;br /&gt;
* '''During the game''', spend a [[Command Token]] and place a Fireteam Leader Token (FIRETEAM LEADER) beside one of the Troopers that meet the instructions of the [[Fireteams Chart]] of their Army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
Creating a Fireteam during the game requires the '''[[Command_Tokens#Command_Tokens:_Operational_Use | Operational Use of a Command Token]]'''.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
When a Fireteam is created, the player must declare which Troopers are part of it, and must follow all the rules and instructions in the [[Fireteams Chart]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
The following Troopers cannot be part of a Fireteam:&lt;br /&gt;
* [[Peripheral]]s and their Controllers.&lt;br /&gt;
* Troopers in [[Marker]] form.&lt;br /&gt;
* Troopers with the [[Infiltration]] Special Skill.&lt;br /&gt;
* Troopers possessing Skills with the [[Airborne Deployment]] Label.&lt;br /&gt;
* Troopers that activate or are in the [[Suppressive Fire State]].&lt;br /&gt;
* Troopers who deploy in [[Decoy State]].&lt;br /&gt;
* Troopers in [[Isolated State]] or any [[Null]] State.&lt;br /&gt;
&lt;br /&gt;
Additionally, members of a Fireteam cannot be part of a [[Coordinated Order]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rejoining the Fireteam in the States Phase ==&lt;br /&gt;
At the end of the next [[States Phase]], any Troopers who left a Fireteam may automatically rejoin it if they are in [[Coherency]] with the Fireteam Leader. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fireteam Types ==&lt;br /&gt;
The types of Fireteams that the player may use during a match are:&lt;br /&gt;
&lt;br /&gt;
===Fireteam Duo===&lt;br /&gt;
{{image | name=n4-fireteam-type-duo-450.png | style=128 }}&lt;br /&gt;
When created, a Fireteam Duo '''must''' contain two Troopers.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Haris===&lt;br /&gt;
{{image | name=n4-fireteam-type-haris-450.png | style=128 }}&lt;br /&gt;
When created, a Fireteam Haris '''must''' contain three Troopers.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Core===&lt;br /&gt;
{{image | name=n4-fireteam-type-core-450.png | style=128 }}&lt;br /&gt;
When created, a Fireteam Core '''must''' contain a minimum of three and a maximum of five Troopers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
Some [[Army_List#Sectorial_Army_Lists | Sectorials]] can modify the conditions for creating a Fireteam, which will be listed in the Sectorial’s [[Fireteams Chart]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==General Rules for Fireteams==&lt;br /&gt;
* The members of a Fireteam must observe the '''[[Coherency]]''' rule in regard to the '''Fireteam Leader'''.&lt;br /&gt;
* A Trooper '''cannot''' simultaneously be part of more than one Fireteam.&lt;br /&gt;
* All members of a Fireteam must belong to the same [[Combat Group]].&lt;br /&gt;
* When a [[Regular Order]] is spent on a member of a Fireteam, they automatically become the Fireteam Leader. Additionally, they activate the other members of the Fireteam (see [[Fireteam Order]]).&lt;br /&gt;
* Fireteams must contain a minimum of two Troopers and a maximum of five Troopers (always observing the Army's [[Fireteams Chart]]).&lt;br /&gt;
* Fireteams allow the use of the '''[[Fireteam Bonuses]]''' for two, three, four, or five members, depending on the [[Fireteam_Bonuses#Fireteam_Level_Chart | Fireteam Level]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fireteams and CC Combat ==&lt;br /&gt;
* In [[Close Combat]], whether in the Active or Reactive Turn, when several members are engaged in the same CC, '''only''' the Fireteam Leader can be chosen to perform the [[CC Attack | CC Roll]], applying the [[Close Combat with Multiple Troopers]] rule.&lt;br /&gt;
* In the Reactive Turn, if the Fireteam Leader is not engaged in that CC, the player must choose one of the Fireteam members who are engaged in that CC to perform the CC Roll, applying the Close Combat with Multiple Troopers rule.&lt;br /&gt;
* In [[ARO]], the enemy will be able to target any Fireteam member engaged in the CC, but only one of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fireteams and Suppressive Fire ==&lt;br /&gt;
* A Trooper stops being part of a Fireteam if he declares the [[Suppressive Fire]] Common Skill. In addition, a Trooper’s [[Suppressive Fire State]] is automatically cancelled if they join a Fireteam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fireteams and Comms Attack==&lt;br /&gt;
* In the [[Reactive Turn]], if the Fireteam has more than one [[Hacker]] and the player declares a Hacking [[ARO]], every reactive Hacker may use a different [[Hacking Program]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: During your main part of the Deployment Phase, can you reposition Troopers, Deployables, etc? |&lt;br /&gt;
a = A: In their main Deployment Phase step, players can reposition Troopers, Deployables, etc. As soon as a Roll or measurement is made for those game elements, their position is fixed, and they cannot be repositioned during the Deployment Phase.&lt;br /&gt;
&lt;br /&gt;
For example, you can reposition a Trooper as many times as you want, but after you create a Fireteam and adjust the placement of the Fireteam members during the Coherency Check, you can no longer reposition any member of that Fireteam. |&lt;br /&gt;
related = [[Booty]], [[Coherency]], [[Decoy State]], [[Deployment Phase]], [[Fireteams: Basic Rules]], [[Holoecho State]], [[MetaChemistry]], [[Minelayer]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Does the 'type' of a Fireteam change as it loses members? |&lt;br /&gt;
a = A: No. For example if a Fireteam Haris with 3 members loses a Trooper, it is a Fireteam Haris with 2 members. It does not change type to become a Fireteam Duo. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[Fireteams: Basic Rules]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-fireteams}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Fireteams]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=FT_Master&amp;diff=4114</id>
		<title>FT Master</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=FT_Master&amp;diff=4114"/>
		<updated>2026-09-04T13:51:35Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Fireteam Master is capable of turning a handful of undisciplined troopers into a well-oiled war machine.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| FT MASTER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Trooper with this Special Skill must be part of a [[Fireteam]]. &lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* In the [[Order Count]] step of the Tactical Phase, if this Trooper is part of a Fireteam, all the members of that Fireteam are [[Regular]]. &lt;br /&gt;
* If all members of the Fireteam already have the Regular Characteristic on their [[Unit Profile]], apply a +2 inch bonus to the Team Leader's [[Zone of Control]] when making [[Coherency]] Checks for the Fireteam.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}'''Restriction:''' This bonus is not cumulative with any bonus to the Team Leader’s Zone of Control. &lt;br /&gt;
{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* If a Unit name is listed in brackets after this Special Skill in the Trooper's Unit Profile, and the Trooper's Fireteam contains any members belonging to that Unit, the Fireteam is automatically canceled if the FT Master Trooper is no longer in the Fireteam.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Having an FT Master in a Fireteam does not prevent its members from suffering the effects of [[Loss of Lieutenant]].&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Fireteam loses a Trooper required to form the Fireteam, is the Fireteam cancelled? |&lt;br /&gt;
a = A: No. The minimum column in the Fireteams Charts only applies when creating the Fireteam. Note that the FT Master Special Skill has it's own rules that can override this. |&lt;br /&gt;
related = [[Fireteam Integrity]], [[Fireteams Chart]], [[FT Master]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Camouflaged_State&amp;diff=4113</id>
		<title>Camouflaged State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Camouflaged_State&amp;diff=4113"/>
		<updated>2026-09-04T13:50:55Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=camo_amarillo_40mm-530.jpg | style=128inline }}&lt;br /&gt;
{{image | name=camo_verde_40mm-560.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=camo_azul_40mm-620.jpg | style= 128inline }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| CAMOUFLAGED }}&lt;br /&gt;
{{skill-label | Marker }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* Automatic during the [[Deployment Phase]] {{erratahighlight}}for Troopers with the [[Camouflage]] Skill{{erratahighlight-end}}. &lt;br /&gt;
* During the Active Turn, Troopers {{erratahighlight}}with the Camouflage Skill{{erratahighlight-end}} may only return to this state by spending a [[Long Skill]], while outside the [[LoF]] of [[enemy]] Markers or Troopers. &lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* In Camouflaged State, the Player does not place the Model on the table, but instead places a Camouflaged Marker.&lt;br /&gt;
* Camouflaged Markers can possess the [[Mimetism]] Skill, so Camouflaged Markers indicate the MOD level that Mimetism applies, if they have it.&lt;br /&gt;
* '''Restriction:''' You cannot enter [[Silhouette contact]] with an Enemy Camouflaged Marker.&lt;br /&gt;
* '''Restriction:''' You cannot declare Attacks against Camouflaged Markers, it is necessary to [[Discover]] that Marker first (Discover + Attack maneuver), unless otherwise specified by a rule or Skill.&lt;br /&gt;
* To reveal a Camouflaged Marker, a Discover Roll must be passed, applying MODs listed for Discover, including the Marker's Mimetism, if they have it.&lt;br /&gt;
* If the Discover Roll is successful, the Camouflaged Marker is replaced with the corresponding Model, facing in any direction its player chooses.&lt;br /&gt;
* A Trooper that fails a [[WIP]] Roll to Discover a Marker cannot attempt to Discover the same Marker until the next [[Player Turn]]. Note that a Trooper that has been revealed, and re-entered Camouflaged State again, does not count as the same Marker.&lt;br /&gt;
* A Camouflaged Marker has a [[LoF]] of 360˚.&lt;br /&gt;
* A Camouflaged Marker has the same [[Silhouette]] (S) value as the Trooper it represents. However, the Camouflaged Marker of a Weapon or piece of Equipment in Camouflaged State has a Silhouette (S) value of 2. {{seefaq}}&lt;br /&gt;
* This state does not interfere with Automatic Special Skills or Automatic Equipment, which will remain functioning normally.&lt;br /&gt;
* '''Restriction:''' A Trooper in Camouflaged State cannot be part of a [[Fireteam]]. If a member of a Fireteam enters Camouflaged State they automatically stop being part of the Fireteam.&lt;br /&gt;
* '''Restriction:''' The only [[ARO]]s that can be declared against a Camouflaged Marker are: [[Discover]], [[Dodge]], [[Look Out]]! or [[Reset]].&lt;br /&gt;
* When a Trooper in Camouflaged State is activated, each Reactive Trooper can delay the declaration of their ARO until the second half of the Active Trooper's Order has been declared. In this case:&lt;br /&gt;
** If the Trooper in Camouflaged state reveals themselves with the second half of their Order (by declaring a [[BS Attack]], moving into Silhouette contact with an enemy...), the delaying Trooper can declare their ARO.&lt;br /&gt;
** If the Trooper in Camouflaged state does not reveal themselves, the delaying Trooper loses their right to declare an ARO.&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
Camouflaged State is canceled whenever:&lt;br /&gt;
** The Camouflaged Marker declares an [[Attack]], [[Look Out]]!, or any Skill that requires a [[Roll]].&lt;br /&gt;
** The Camouflaged Marker declares a [[Long Skill]] of any kind, other than [[Cautious Movement]].&lt;br /&gt;
** The Camouflaged Marker enters [[Silhouette contact]] with an [[enemy]] Model.&lt;br /&gt;
** The Camouflaged Marker is [[Discover]]ed.&lt;br /&gt;
** The Camouflaged Marker is forced to make a [[Saving Roll]].&lt;br /&gt;
** The Trooper is or becomes [[Impetuous]] (due to having the [[Frenzy]] Special Skill or any other effect), or enters the [[Retreat State | Retreat! State]].&lt;br /&gt;
* When Camouflaged State is canceled, the player must replace the Marker with the corresponding Model, facing in any direction the player chooses.&lt;br /&gt;
* When replacing the Marker with the Model, the player must provide their adversary with the Trooper's complete [[Public Information]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Camouflage]]'''&lt;br /&gt;
* During the [[Deployment Phase]], it allows the user to deploy in [[Camouflaged State]].&lt;br /&gt;
* In game, it allows the user to enter Camouflaged State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Concealed]] Trait'''&amp;lt;br&amp;gt;&lt;br /&gt;
Camouflage Markers concealing a weapon, or a piece of Equipment have a [[Silhouette]] (S) value of 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Transmutation#Transmutation_.28Hatching.29 | Transmutation (Hatching)]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Camouflage Marker of a Troop with Transmutation (Hatching) has a Silhouette (S) value of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Multispectral Visor | Multispectral Visor Level 3]]'''&amp;lt;br&amp;gt; &lt;br /&gt;
In the [[Active Turn]] the user may perform a [[BS Attack]] on a Camouflage Marker (CAMO) in [[LoF]] without making a previous [[Discover]] Roll, but they must apply the [[Mimetism]] MOD indicated on the Marker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Sensor]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
By declaring Sensor, the user may make a [[Normal]] [[WIP]]+6 Roll (without applying [[Range]] or [[Mimetism]] MODs) to simultaneously [[Discover]] all enemy Troopers, Weapons or pieces of Equipment in the [[Hidden Deployment State | Hidden Deployment]] or [[Camouflaged]] States, who are inside the user's Zone of Control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[ARO | ARO &amp;gt; All At Once]]'''&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
All AROs are also simultaneous. This means that, if a [[Camouflaged State | Camouflage Marker]] declares a [[Move]], the opponent can declare [[Discover]] with Troopers that have [[LoF]] to it, but they cannot declare Discover with one of the Troopers and [[BS Attack]] with the rest, waiting for the Discover Roll to be successful (see: [[Camouflaged State]]).&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
Cancellation of Camouflaged State is applied to the entirety of the declared [[Order Expenditure Sequence | Order]], even if the Skill revealing the Camouflaged Trooper is performed at the end of the Order.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember}}&lt;br /&gt;
[[ARO]] against a Marker:&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* The only AROs that can be {{erratahighlight}}declared{{erratahighlight-end}} against a Camouflaged (CAMO) Marker are [[Discover]], [[Dodge]], [[Look Out]]!, or [[Reset]].&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* The only AROs that can be {{originalhighlight}}performed{{originalhighlight-end}} against a Camouflaged (CAMO) Marker are [[Discover]], [[Dodge]], [[Look Out]]!, or [[Reset]].&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* Against a Marker, the enemy can delay declaring their ARO until the Marker declares the second Short Skill of its Order.&lt;br /&gt;
* In this case, they may declare an ARO only if the Camouflaged Marker reveals themselves with the second Short Skill of their Order. If the second Short Skill of the Order does not reveal the Marker, the Reactive Trooper loses their right to declare an ARO.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember}}&lt;br /&gt;
Camouflaged Markers (CAMO) may be indirectly affected by [[Template Weapon]]s if another non-Camouflaged Enemy Trooper is designated as the Main Target.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Examples ==&lt;br /&gt;
{{greybox-start | Camouflage and Surprise Attack}}&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A Camouflaged Caliban declares [[Move]] as their first Skill, moving until they reach [[Cover]].&lt;br /&gt;
&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The {{erratahighlight}}Fennec{{erratahighlight-end}} decides to delay declaring his [[ARO]] against the Marker.&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-camouflaged-state-examples-1-2.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Caliban declares [[BS Attack]] as the second Skill of their Order: He indicates that he will use his Boarding Shotgun in Burst Mode to shoot at the {{erratahighlight}}Fennec{{erratahighlight-end}} from Cover, which is the closest point.&lt;br /&gt;
&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The {{erratahighlight}}Fennec{{erratahighlight-end}} declares BS Attack with his Combi Rifle, before the Caliban reaches the Cover.&lt;br /&gt;
Remember that the cancellation of the Camouflaged State applies to the entirety of the Order.&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-camouflaged-state-examples-2-2.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
'''Resolution:'''&amp;lt;br&amp;gt;&lt;br /&gt;
By declaring BS Attack as the second Skill of their Order, the Caliban has revealed himself for the entire Order, which includes his movement towards the point in Cover.&lt;br /&gt;
&lt;br /&gt;
The distance between the points where the Skills were declared is measured, and the Face to Face MODs are calculated.&lt;br /&gt;
&lt;br /&gt;
{{minorchange|October 2025|N5.2}}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Which Automatic Skills or Equipment have to be declared when in a Marker State? |&lt;br /&gt;
a = A: Automatic Skills and Equipment that alter how an Order activates a Trooper, or restrict AROs, must be declared when used in Marker State. For example using Stealth. |&lt;br /&gt;
related = [[Camouflaged State]], [[Impersonation State]], [[Open and Private Information]], [[Stealth]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If a Trooper with Camouflage (1 Use) deploys as a Model, can the Trooper enter Camouflaged State during the game? Does this change if the Trooper fails an Infiltration Roll? |&lt;br /&gt;
a = A: Yes, the Trooper can enter Camouflaged State later in the game. If the Trooper attempted to deploy as a Marker and failed the Infiltration Roll, they have used the Camouflaged State and cannot enter it later in the game. |&lt;br /&gt;
related = [[Camouflaged State]], [[Infiltration]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Does a Trooper in Disconnected State or Unconscious State prevent an enemy from re-entering Marker State, or cancel their Cautious Movement? |&lt;br /&gt;
a = A: No. |&lt;br /&gt;
related = [[Camouflaged State]], [[Cautious Movement]], [[Disconnected State]], [[Impersonation State]], [[Labels]], [[Unconscious State]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: What happens if a BS Attack hits a Camouflaged Marker, but the game element represented by the Marker is in Total Cover from the Attack? For example a Mine with the Concealed Trait or a Trooper with Transmutation (Hatching) is behind a low wall. |&lt;br /&gt;
a = A: If the Attack forces a Saving Roll, the Camouflaged Marker is revealed. The game element is not hit because it is in Total Cover.  |&lt;br /&gt;
related = [[Camouflaged State]], [[Mines]], [[Multispectral Visor]], [[Traits]], [[Transmutation]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Marker ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Mines&amp;diff=4112</id>
		<title>Mines</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Mines&amp;diff=4112"/>
		<updated>2026-09-04T13:50:23Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=a-p_mine0.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=e-m_mine0.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=monofilament_mine0.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=n5/para-mine.png | style= 128inline }}&lt;br /&gt;
{{image | name=shock_mine0.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=viral_mine0.jpg | style= 128inline }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mines==&lt;br /&gt;
Mines are a type of Deployable Weapon used to control small areas of the battlefield and influence the movement of enemy troops. There are various types of Mines available, all of them work following the same mechanics, but they feature different types of Special Ammunition with their corresponding specific properties.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| MINES }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* When the player declares the [[Place Deployable]] Common Skill, instead of placing a Token to represent the Mine, he will place a [[Camouflaged]] Marker CAMO(-3).&lt;br /&gt;
* Replace the Camouflage Marker [CAMO (-3)] with a Mine Token [MINE (-3)] when it is [[discover]]ed by an enemy.&lt;br /&gt;
* The Camouflage Marker and the Mine Token both benefit from the MODs provided by the [[Mimetism]] (-3) Special Skill.&lt;br /&gt;
* Mines have a 360˚ [[LoF]] arc.&lt;br /&gt;
* As a [[Direct Template Weapon]], when any type of Mine is triggered, a Small Teardrop Template must be placed and the PS and Ammunition specified in the Weapons Chart must be applied.&lt;br /&gt;
* The Small Teardrop Template must be placed so that it affects the enemy Model or Marker that triggered the Mine.&lt;br /&gt;
* '''Restriction''': A Mine never triggers if the Small Teardrop Template would affect an [[allied | ally]], even if that ally is [[Unconscious]].&lt;br /&gt;
* Once on the game table, Mines must trigger when an enemy Model or Marker declares or executes a Skill or [[ARO]] inside their Trigger Area, checking it at that moment by placing the Small Teardrop Template. If it is determined that the Model or Marker is not within the Trigger Area, the Mine will neither '''detonate nor be revealed'''.&lt;br /&gt;
* Once a Mine triggers, it is removed from play.&lt;br /&gt;
* A Mine is a Template Weapon and a [[Deployable Weapon]], so it imposes a -3 PH MOD to any attempt to [[Dodge]] its effects.&lt;br /&gt;
* The Trigger Area of a Mine (whether it is a Camouflage Marker or a Mine Token) is the area within the radius of the Small Teardrop Template, extended out from the edge of the base of the Mine.&lt;br /&gt;
* The Trigger Area excludes any areas in [[Total Cover]] from the Blast Focus of the Small Teardrop Template (see graphic).&lt;br /&gt;
* '''Restriction''': A Mine cannot be placed if there is an enemy Camouflage Marker inside its Trigger Area. This restriction does not apply if there is a valid, non-camouflaged enemy inside the Trigger Area, or if an Intuitive Attack was declared.&lt;br /&gt;
&lt;br /&gt;
== Cybermines ==&lt;br /&gt;
{{image | name=cybermine0.jpg | style= 128inline }}&lt;br /&gt;
* '''CYBERMINES:'''&lt;br /&gt;
** As Cybermines are Deployable Template Weapons that make [[Comms Attack]]s, they can only be evaded with a [[Reset]], rather than a Dodge, applying a -3 WIP MOD.&lt;br /&gt;
** Troopers who are hit by a Cybermine must make '''two''' Saving Rolls against [[BTS]], with PS 5. If the target fails either [[Saving Roll]], it enters '''[[Stunned]]''' State. &lt;br /&gt;
** However, any Troopers with the '''[[Hackable]] Characteristic ([[HI]], [[REM]], [[TAG]], [[VH]]...)''' and '''[[Hackers]]''' who fail either Saving Roll enter '''[[Immobilized-B]]''' State instead of Stunned State.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
[[Dodge]] movement and movement from failed [[Guts Rolls]] does not generate [[ARO]]s or trigger [[Deployable Weapon | Deployable Weapons or Equipment]].&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
You may consult the types of Mine listed in the '''[[Weapon Chart]]'''.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trigger Area ==&lt;br /&gt;
{{greybox-start | Mines Example }}&lt;br /&gt;
{{image | name=n5/eng-mines-trigger-area.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Shock [[Mines]]| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! NAME !! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
The following weapons use the Mine rules:&lt;br /&gt;
* '''[[Drop Bears]]'''&lt;br /&gt;
* '''[[Mine Dispenser]]'''&lt;br /&gt;
* '''[[WildParrot]]s'''&lt;br /&gt;
&lt;br /&gt;
The following weapons do '''not''' use the Mine rules:&lt;br /&gt;
* '''[[Chest Mines]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: What happens if a BS Attack hits a Camouflaged Marker, but the game element represented by the Marker is in Total Cover from the Attack? For example a Mine with the Concealed Trait or a Trooper with Transmutation (Hatching) is behind a low wall. |&lt;br /&gt;
a = A: If the Attack forces a Saving Roll, the Camouflaged Marker is revealed. The game element is not hit because it is in Total Cover.  |&lt;br /&gt;
related = [[Camouflaged State]], [[Mines]], [[Multispectral Visor]], [[Traits]], [[Transmutation]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Intuitive Attack]]&lt;br /&gt;
[[Category: Concealed]]&lt;br /&gt;
[[Category: Disposable]]&lt;br /&gt;
[[Category: Direct Template (Small Teardrop)]]&lt;br /&gt;
[[Category: Direct Template ]]&lt;br /&gt;
[[Category: Deployable]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Multispectral_Visor&amp;diff=4111</id>
		<title>Multispectral Visor</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Multispectral_Visor&amp;diff=4111"/>
		<updated>2026-09-04T13:49:55Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This piece of Equipment was designed to combat the effects of different military concealment and camouflage technologies.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| MULTISPECTRAL VISOR LEVEL 1 | AUTOMATIC EQUIPMENT }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Visor reduces the MODs of [[Mimetism]] (-3), and of [[Low Visibility Zone]]s, to 0.&lt;br /&gt;
* This Visor reduces the MODs of Mimetism (-6), and of [[Poor Visibility Zone]]s, to -3.&lt;br /&gt;
* Additionally, it allows the user to draw LoF through [[Zero Visibility Zone]]s, applying a -6 MOD to any Skill that requires [[LoF]]. {{seefaq}}&lt;br /&gt;
* Troopers equipped with this piece of Equipment do not make [[Face to Face Roll]]s against weapons using [[Smoke Ammunition]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| MULTISPECTRAL VISOR LEVEL 2 | AUTOMATIC EQUIPMENT }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Visor reduces MODs from [[Mimetism]] and from [[Visibility Zone]]s to 0.&lt;br /&gt;
* In addition, it allows its user to draw [[LoF]] through Visibility Zones without having to apply that Zone's MODs '''to any Skill that requires [[LoF]]'''.&lt;br /&gt;
* Troopers equipped with this piece of Equipment do not make [[Face to Face Roll]]s against weapons that use [[Smoke Ammunition]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| MULTISPECTRAL VISOR LEVEL 3 | AUTOMATIC EQUIPMENT }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Visor reduces MODs from [[Mimetism]], and from [[Visibility Zone]]s, to 0.&lt;br /&gt;
* In addition, it allows its user to draw [[LoF]] through Visibility Zones without having to apply that Zone's MODs '''to any Skill that requires [[LoF]]'''.&lt;br /&gt;
* Troopers equipped with this piece of Equipment do not make [[Face to Face Roll]]s against weapons that use [[Smoke Ammunition]].&lt;br /&gt;
* When performing [[Discover]] against a target in [[Camouflaged State]], the user's [[WIP]] Roll is automatically a success.&lt;br /&gt;
* Users of a Multispectral Visor L3 ignore [[Surprise Attack]] MODs if they have [[LoF]] to the attacker. In addition, they also ignore Surprise Attack MODs from [[CC Attack]]s even if they don't have LoF to the attacker.&lt;br /&gt;
* Additionally, in the [[Active Turn]] the user may perform a [[BS Attack]] on a Camouflage Marker (CAMO) in LoF without making a previous Discover Roll, but they must apply the Mimetism MOD indicated on the Marker. However, the Cancellation clauses for Camouflaged State are applied as usual. {{seefaq}}&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{important}}&lt;br /&gt;
{{erratahighlight}}Troopers with the [[Multispectral Visor]] piece of Equipment or with the [[Marksmanship]] Special Skill{{erratahighlight-end}} are affected by: &lt;br /&gt;
* [[White Noise Zone]]s.&lt;br /&gt;
* The [[Reflective]] Trait. &lt;br /&gt;
* The [[Albedo]] piece of Equipment.&lt;br /&gt;
{{boxend}} &lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
Troopers with Multispectral Visors are affected by:&lt;br /&gt;
* '''[[Albedo]]'''.&lt;br /&gt;
* Any item with the '''[[Reflective]]''' Trait.&lt;br /&gt;
* '''[[White Noise Zone]]s'''.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: How do Sixth Sense, Zero Visibility Zones and Multipectral Visor Level 1 interact? |&lt;br /&gt;
a = A: If the Trooper with Multispectral Visor Level 1 and Sixth Sense is the target of a BS Attack through a Zero Visibility Zone, they ignore the -6 MOD for drawing LoF through the Zero Visibility Zone. |&lt;br /&gt;
related = [[Multispectral Visor]], [[Sixth Sense]], [[Visibility Conditions]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: What happens if a BS Attack hits a Camouflaged Marker, but the game element represented by the Marker is in Total Cover from the Attack? For example a Mine with the Concealed Trait or a Trooper with Transmutation (Hatching) is behind a low wall. |&lt;br /&gt;
a = A: If the Attack forces a Saving Roll, the Camouflaged Marker is revealed. The game element is not hit because it is in Total Cover.  |&lt;br /&gt;
related = [[Camouflaged State]], [[Mines]], [[Multispectral Visor]], [[Traits]], [[Transmutation]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Equipment]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Traits&amp;diff=4110</id>
		<title>Traits</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Traits&amp;diff=4110"/>
		<updated>2026-09-04T13:48:38Z</updated>

		<summary type="html">&lt;p&gt;Ian: F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-glossary}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits are the special features of certain weapons and pieces of Equipment.&lt;br /&gt;
&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox | Wiki Note}}&lt;br /&gt;
Click on the Trait name to see a list of all items with that Trait.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
Most Traits are found in the '''[[Weapon Chart]]'''.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Anti-materiel | Anti-materiel ]] ===&lt;br /&gt;
This weapon's Special [[Ammunition]] can affect structures and pieces of scenery.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:ARM = 0 | ARM = 0 ]] ===&lt;br /&gt;
This weapon or piece of Equipment reduces the [[ARM]] Attribute of the Target to 0 when a [[Saving Roll]] is required.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:ARO | ARO ]] ===&lt;br /&gt;
This weapon or piece of Equipment is only usable in [[ARO]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:BioWeapon | BioWeapon ]] ===&lt;br /&gt;
This weapon applies the combination of [[DA]]+[[Shock]] Special Ammunition to targets with the [[Vitality]] (VITA) Attribute. &lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Boost | Boost ]] ===&lt;br /&gt;
A weapon possessing this Trait applies the [[Boost]] rule, activating when an enemy Model declares or executes an [[Trooper Activation | Order]] or [[ARO]] in its [[ZoC]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:BS Weapon (PH) | BS Weapon (PH) ]] ===&lt;br /&gt;
This weapon can make [[BS Attack]]s, 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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:BS Weapon (WIP) | BS Weapon (WIP) ]] ===&lt;br /&gt;
This weapon can make [[BS Attack]]s, 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 [[Skills_and_Equipment_Module#Modifiers_Explained_.28MODs.29 | BS Attack (Shock)]] Skill cannot be used with weapons with this Trait.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:BTS = 0 | BTS = 0 ]] ===&lt;br /&gt;
This weapon or piece of Equipment reduces the [[BTS]] Attribute of the Target to 0 when a [[Saving Roll]] is required.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Burst (B) | Burst (B) ]] ===&lt;br /&gt;
This indicates the number of dice the player must roll when using the weapon or piece of Equipment.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Burst: Single Target | Burst: Single Target ]] ===&lt;br /&gt;
This weapon can only choose a single target for all shots of the [[Burst]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:CC | CC ]] ===&lt;br /&gt;
This weapon can be used when making [[CC Attack]]s.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Concealed | Concealed ]] ===&lt;br /&gt;
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. {{seefaq}}&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Continuous Damage | Continuous Damage ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Deployable | Deployable ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Direct Template | Direct Template ]] ===&lt;br /&gt;
This weapon or piece of Equipment uses the [[Direct Template Weapons | Direct Template]] rules, firing the Template indicated in brackets.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Disposable | Disposable (X) ]] ===&lt;br /&gt;
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]]. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Burst (B) MODs cannot raise the B value higher than the remaining available uses. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Idle]]'''&lt;br /&gt;
* 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:&lt;br /&gt;
** The ammunition of [[Disposable]] weapons or pieces of Equipment is spent.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Double Shot | Double Shot ]] ===&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Impact Template | Impact Template ]] ===&lt;br /&gt;
This weapon or piece of Equipment places a [[Impact Template Weapons | Template]] on the point of impact, firing the Template indicated in brackets.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Improvised | Improvised ]] ===&lt;br /&gt;
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'''.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Indiscriminate | Indiscriminate ]] ===&lt;br /&gt;
This weapon or piece of Equipment is usable or deployable even if there is a [[Camouflaged State | Camouflage and Hiding Marker]] in its [[Area of Effect]], and even if there is no valid target nearby.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Intuitive Attack | Intuitive Attack ]] ===&lt;br /&gt;
This weapon can be used to make [[Intuitive Attack]]s.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Non-Lethal | Non-Lethal ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Non-Reloadable | Non-Reloadable ]] ===&lt;br /&gt;
[[Unloaded State]] cannot be cancelled for [[Disposable]] weapons or pieces of Equipment with this Trait, and their expended uses cannot be regained.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Perimeter | Perimeter ]] ===&lt;br /&gt;
When declaring [[Place Deployable]], the player applies the [[Place_Deployable#Deployable and Perimeter | Deployable and Perimeter]] rule, placing the weapon or piece of Equipment completely inside the [[ZoC]] of the Trooper, instead of in [[Silhouette contact]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Prior Deployment | Prior Deployment ]] ===&lt;br /&gt;
You must place this weapon or piece of Equipment on the game table during the [[Deployment Phase]].&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Reflective | Reflective ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Silent | Silent (X) ]] ===&lt;br /&gt;
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 Roll | Face to Face]] [[Dodge]] Roll they make against the Attack. This MOD is cumulative with other Dodge MODs.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Speculative Attack | Speculative Attack ]] ===&lt;br /&gt;
This weapon can be used to make [[Speculative Attack]]s.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:State | State ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Suppressive Fire | Suppressive Fire (SF) ]] ===&lt;br /&gt;
This weapon allows the user to enter [[Suppressive Fire State]], substituting its usual profile with the SF Mode profile.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Target (Attribute) | Target (Attribute) ]] ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Targetless | Targetless ]] ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== [[:Category:Zone of Control | Zone of Control (ZoC) ]] ===&lt;br /&gt;
The range of this weapon or piece of Equipment is equivalent to the user's [[Zone of Control]] (8 inches).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: What happens if a BS Attack hits a Camouflaged Marker, but the game element represented by the Marker is in Total Cover from the Attack? For example a Mine with the Concealed Trait or a Trooper with Transmutation (Hatching) is behind a low wall. |&lt;br /&gt;
a = A: If the Attack forces a Saving Roll, the Camouflaged Marker is revealed. The game element is not hit because it is in Total Cover.  |&lt;br /&gt;
related = [[Camouflaged State]], [[Mines]], [[Multispectral Visor]], [[Traits]], [[Transmutation]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-glossary}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Glossary]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Transmutation&amp;diff=4109</id>
		<title>Transmutation</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Transmutation&amp;diff=4109"/>
		<updated>2026-09-04T13:48:12Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This Special Skill represents the user's ability to transform into a different type of Trooper with its own Attributes and Skills.&lt;br /&gt;
&lt;br /&gt;
{{image | name=transmuted0.jpg | style= 128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| TRANSMUTATION  | AUTOMATIC SKILL }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The user must meet the condition indicated between brackets next to the Skill.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Different types of Transmutation are characterized by the cause that triggers the Trooper's transformation, which forces or allows them to use their second [[Unit Profile]].&lt;br /&gt;
* When the Trooper transforms, the Model corresponding to the first Unit Profile is replaced with the Model corresponding to the second Unit Profile. If there is no alternative Model, place a Transmuted (TRANSMUTED) Token (or the corresponding Token if there is a specific one) beside the user, indicating their new profile.&lt;br /&gt;
* The [[VITA]]/[[STR]] Attribute points of a Trooper possessing this Special Skill are shared among all of their Unit Profiles. So, any [[Wounds]] received by one of the Unit Profiles also apply to the other Unit Profiles.&lt;br /&gt;
* Similarly, [[States]] are also shared by the different Unit Profiles, if applicable.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation (X) ===&lt;br /&gt;
* A Trooper with this Skill is deployed with their first Unit Profile.&lt;br /&gt;
* The value listed between brackets in the Unit Profile after the name of this Skill specifies how many Wounds the Trooper must receive before changing to their second Unit Profile.&lt;br /&gt;
* The Trooper and their initial Unit Profile '''must''' be replaced by the second Unit Profile—and the Model representing it—at the end of the Order in which the initial Unit Profile has received at least as many Wounds as the value between brackets after the name of this Skill.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation (Escape System-X) ===&lt;br /&gt;
* This works the same way as Transmutation (X), but when the Unit Profile and Model are replaced, an [[Eclipse]] Special Ammo Circular Template must be placed, centered on the Model.&lt;br /&gt;
* The number of Wounds required to change Unit Profiles is listed in the name of the Skill in brackets after &amp;quot;Escape System&amp;quot;.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}If the Trooper is in [[Possessed]] State when they change to their second Unit Profile, their Possessed State is canceled.{{erratahighlight-end}}&lt;br /&gt;
&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
=== Transmutation (Hatching) ===&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* The Trooper with this Skill is deployed with its first Unit Profile, but using a Seed-Embryo {{erratahighlight}}Marker{{erratahighlight-end}} instead of a Model.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* The Trooper with this Skill is deployed with its first Unit Profile, but using a Seed-Embryo {{originalhighlight}}Token{{originalhighlight-end}} instead of a Model.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* If the Trooper has any Skill that allows it to deploy in Marker form, it uses that Marker instead of the Seed-Embryo Token. The [[Camouflaged | Camouflage Marker]] of a Troop with Transmutation (Hatching) has a [[Silhouette]] (S) value of 2 {{seefaq}}. If the Trooper is [[Discover]]ed or it reveals itself, the Marker is replaced with the Seed-Embryo Token.&lt;br /&gt;
* Similarly, if the Trooper has any Deployment Skill with the [[Airborne Deployment]] Label, then it will deploy as a Seed-Embryo Token, and it will apply the rules of its Airborne Deployment Skill as usual.&lt;br /&gt;
* The Trooper will change to its second Unit Profile and replace the Marker or the Seed-Embryo Token with the Model that corresponds to its Developed Form whenever:&lt;br /&gt;
** It declares a Skill with the [[Movement Label]] as the first Short Skill of its Order. When this happens, its second &amp;quot;Developed Form&amp;quot; Unit Profile is used for the entire [[Order Expenditure Sequence | Order Sequence]].&lt;br /&gt;
** It performs a successful [[Dodge]] [[ARO]]. The Developed Form profile is applied before the Dodge move is performed.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation (Auto) ===&lt;br /&gt;
* The Trooper may deploy using any of their Unit Profiles.&lt;br /&gt;
* '''By performing any Skill with the [[Movement Label]]''', a Trooper with Transmutation (Auto) may switch between the different Unit Profiles listed in their Unit Profile. This change always happens at the beginning of their Movement, applying the new Unit Profile for the entire sequence of that Movement.&lt;br /&gt;
* This will affect the distance the Trooper can move across the game table, depending on the [[MOV]] Attribute of the chosen Unit Profile.&lt;br /&gt;
&lt;br /&gt;
=== Transmutation (WIP) ===&lt;br /&gt;
* The Trooper with this Skill is deployed with its first Unit Profile.&lt;br /&gt;
* When a Trooper activates, before declaring its [[Trooper Activation | Order]] or [[ARO]] the Trooper may immediately change to its second Unit Profile by passing a [[Normal]] [[WIP]] Roll. When this happens, its second Unit Profile is applied for the rest of the current [[Player Turn]]. At the start of the [[States Phase]] the Trooper changes back to their first Unit Profile.&lt;br /&gt;
* If the WIP Roll is failed, the Trooper continues to use its first Unit Profile, but may try again before each of their Orders or AROs.&lt;br /&gt;
* If a MOD is listed after the Skill in the [[Unit Profile]], that MOD applies to these WIP Rolls.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
'''Game Sequence and Transmutation (X)/(Escape System-X):'''&lt;br /&gt;
&lt;br /&gt;
If the number of [[Wounds]] received is equal to or higher than the value between brackets after the name of this Skill, the Unit Profiles must be changed after making the [[Guts Roll]].&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Replacing Game Elements]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Transmutation (X) }}&lt;br /&gt;
A Trooper with Transmutation (2) receives three simultaneous hits. He makes his three [[Saving Roll]]s and fails two of them, so he receives 2 [[Wounds]]. The Trooper changes to his second [[Unit Profile]] and replaces his current Model with the alternative one, placing his Wounds next to it. Thus, the Trooper will remain active on the table, but he still has 2 Wounds. If there is no alternative Model, the Transmuted Token is used to indicate the change of Unit Profile.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Transmutation (Escape System-X) }}&lt;br /&gt;
A Trooper takes multiple hits and receives 2 [[Wounds]]. Since this is the number indicated in his Transmutation (Escape System-2) Skill, the player replaces the Model of the TAG with that of its Operator and places the [[Eclipse]] Special Ammo Circular Template centered on the Operator.&lt;br /&gt;
&lt;br /&gt;
If the Trooper is in [[Stunned]] and [[Immobilized-B]] States when the Unit Profile and the Model are changed, the Trooper retains both State Tokens.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Transmutation (WIP) }}&lt;br /&gt;
A Trooper with Transmutation (WIP-3) is activated in an [[ARO]]. Before declaring the Skill it will perform, its player makes a [[WIP]]-3 Roll, and it is successful. Having passed the Roll, he may use the Trooper’s second [[Unit Profile]] for this ARO and for the rest of the [[Player Turn]]. &lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: What happens if a BS Attack hits a Camouflaged Marker, but the game element represented by the Marker is in Total Cover from the Attack? For example a Mine with the Concealed Trait or a Trooper with Transmutation (Hatching) is behind a low wall. |&lt;br /&gt;
a = A: If the Attack forces a Saving Roll, the Camouflaged Marker is revealed. The game element is not hit because it is in Total Cover.  |&lt;br /&gt;
related = [[Camouflaged]], [[Mines]], [[Multispectral Visor]], [[Traits]], [[Transmutation]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Coordinated_Orders&amp;diff=4108</id>
		<title>Coordinated Orders</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Coordinated_Orders&amp;diff=4108"/>
		<updated>2026-09-04T13:47:44Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-command-section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coordinated Order is an organized combat action or maneuver carried out by several Troopers at once. By acting in unison, they can minimize the enemy's capacity for hostile reaction and use their superior numbers to safely neutralize a target.&lt;br /&gt;
&lt;br /&gt;
{{image | name=spearhead0.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| COORDINATED ORDER | ATTACK / MOVEMENT }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* To declare a Coordinated Order, players must spend 1 [[Command Token]], and 1 [[Regular Order]] from the [[Order Pool]] of the participating Troopers' [[Combat Group]].&lt;br /&gt;
* Up to 4 Troopers can participate in a Coordinated Order.&lt;br /&gt;
* When players declare a Coordinated Order, they must name one of the participating Troopers as that Order's Spearhead and place a Spearhead Token (SPEARHEAD) beside them.&lt;br /&gt;
* All participating Troopers must declare and execute the exact same sequence of Skills.&lt;br /&gt;
* If one of the Skills of the Coordinated Order demands a Trooper, a Marker, or a mission objective as a target, all Troopers must act against the same single target.&lt;br /&gt;
* Only Troopers with the same Training ([[Regular]]/[[Irregular]]) and in the same Combat Group can participate in a Coordinated Order.&lt;br /&gt;
* You can only declare a Coordinated Order during the [[Orders Phase]] of your [[Active Turn]].&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* In a Coordinated Order, the Spearhead Trooper uses half the indicated [[Burst]] (B) of their weapon, Equipment or Special Skill, including any bonuses, rounded up.&lt;br /&gt;
* All other Troopers participating in the Coordinated Order have their B reduced to 1, regardless of their weapon, Equipment or Special Skill.&lt;br /&gt;
* Each [[ARO | reactive Trooper]] must choose only one of the Troopers activated by the Coordinated Order as their target, but they are not obliged to choose the same target.&lt;br /&gt;
* If any of the Troopers does not meet the Requirements of a Skill declared during the Coordinated Order, they perform an [[Idle]] instead, while the others may act normally.&lt;br /&gt;
* When declaring a [[CC Attack]], only the Spearhead Trooper will perform the CC Attack. They apply a MOD of +1 to their [[B]] for each allied Trooper that is in [[Silhouette contact]] with the target.&lt;br /&gt;
* When the Coordinated Order is finished, the player must remove the Spearhead Token (SPEARHEAD) from the table.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
[[Peripheral]]s and their Controllers cannot be part of Coordinated Orders. &lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Fireteams Module]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, members of a Fireteam cannot be part of a [[Coordinated Order]].&lt;br /&gt;
{{boxend}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinating Skills===&lt;br /&gt;
In a Coordinated Order, all participants must declare the same sequence of Skills, but can perform the same Skills differently. Consequently, in a coordinated [[BS Attack]] each participant would be able to choose his own weapon and apply its effects. For example, one of the Troopers could use his Combi Rifle, another throw a Grenade, a third one shoot with her Flash Pulse, and the fourth employ his Chain Rifle, since all these use the BS Attack Common Skill.&lt;br /&gt;
&lt;br /&gt;
However, in a BS Attack part of a Coordinated Order, none of the participants could declare [[Speculative Attack]] or [[Intuitive Attack]], since these Skills are different than a BS Attack.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order: Dodge and Reset===&lt;br /&gt;
If the target of a Coordinated Order chooses to [[Dodge]] or [[Reset]] as his [[ARO]], then his Roll is [[Face to Face Roll | Face to Face]] against attacking Rolls as appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order: States===&lt;br /&gt;
If the player declares a Coordinated Order to activate Game States, each participating Trooper must activate the same Game State. For example, if activating the [[Camouflaged]] Game State, all participating Troopers will activate the Camouflaged State, and no other State.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order and Hacking Programs===&lt;br /&gt;
If the player declares a Coordinated Order to use [[Hacking Program]]s, the usual restrictions apply - each participating Trooper must use the same Hacking Program and choose the same single target, if a target is required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order: Success + Failure===&lt;br /&gt;
If the participants of a Coordinated Order declare the use of a Skill or Equipment such as [[Doctor]], [[MediKit]] or [[Engineer]] on a common target, any successful Roll means that the Skill was successful.&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[GizmoKit]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order: Targetless or Deployable Traits===&lt;br /&gt;
Weapons or pieces of Equipment with the [[Targetless]] or [[Deployable]] Traits do not have to target the same point on the gaming table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Coordinated Order: Hidden Deployment, and Airborne Deployment ===&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
Troopers in [[Hidden Deployment State]] can be selected to be part of a Coordinated Order. However, in this situation they will lose their own Order for this Turn.&lt;br /&gt;
&lt;br /&gt;
While off-table, Troopers with [[Airborne Deployment]]-labelled Skills can be selected to deploy as part of a Coordinated Order. However, in this situation they will lose their own Order for this Turn.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Coordinated Order Example: Movement + BS Attack}}&lt;br /&gt;
In their Active Turn, a PanOceanian player coordinates a group of 3 Fennec Fusiliers and 1 Griffin Trooper to mount an attack against a Mechazoid, a TAG of the JSA. The PanOceanian player spends a [[Command Token]] and a [[Regular Order]] and assigns the Spearhead role to the Griffin by placing a Spearhead Token beside him. Then, they declare the first Basic Short Skill of their Coordinated Order: [[Move]].&lt;br /&gt;
&lt;br /&gt;
The JSA TAG can only declare an [[ARO]] against one of the four PanOceanian Troopers in its [[LoF]], so it declares a [[BS Attack]] against the Spearheading Griffin. The Griffin’s BS is higher and his [[B]], even halved, is better than that of the coordinated Fennecs, so he is more likely to inflict serious damage.&lt;br /&gt;
&lt;br /&gt;
The PanOceanian player declares the second Short Skill of their Coordinated Order: [[BS Attack]] against the JSA TAG.&lt;br /&gt;
The exchange is resolved with a [[Face to Face Roll | Face to Face BS Roll]] between the Griffin, whose HMG has its [[Burst]] reduced to 2, and the Mechazoid. The three Fennecs, meanwhile, make one [[Normal]] BS Roll each, as their B is 1.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Coordinated Order Example: Movement + CC Attack}}&lt;br /&gt;
During his Active Turn, a PanOceanian player decides to coordinate a group of 4 Fennecs and sic them into Close Combat against a Mechazoid. They spend a [[Command Token]] and a [[Regular Order]], place a Spearhead Token beside one of the PanOceanians, and declare the first Basic Short Skill of their Coordinated Order: [[Move]].&lt;br /&gt;
&lt;br /&gt;
The Mechazoid can only react against one of the oncoming Fennecs, so it declares [[BS Attack]] against the Spearhead Fennec.&lt;br /&gt;
&lt;br /&gt;
The PanOceanian player declares the second Short Skill of their Coordinated Order: [[CC Attack]] against the JSA TAG.&lt;br /&gt;
&lt;br /&gt;
There is a [[Face to Face Roll]] between the Spearhead Fennec’s [[CC]] and the Mechazoid’s [[BS]]. The Fennec has the +1 MOD to their [[Burst]] provided by each one of their comrades engaged in that CC, so the Fennec has a Burst value of 4 (1+3).&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Coordinated Order Example: Failed Activation}}&lt;br /&gt;
To see what happens when one of the coordinated Troopers is unable to fulfill the Requirements of one of the declared Skills, we will go back to the previous example of 3 Fennecs and 1 Griffin Trooper against a Mechazoid.&lt;br /&gt;
&lt;br /&gt;
After selecting the Griffin as Spearhead and declaring the first Basic Short Skill of the Order, [[Move]], the player measures and moves her four Troopers. The Mechazoid declares its [[ARO]], and it becomes apparent that there is no [[LoF]] between the TAG and one of the Fennecs. Despite this, the PanOceanian player declares a [[BS Attack]] against the Mechazoid with the second Short Skill of the Coordinated Order. The Fusilier without LoF will simply be unable to open fire. Specifically, the Fennec will not perform the BS Attack, and performs an [[Idle]] instead.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Coordinated Order Example: Coordinating Troopers in Marker States }}&lt;br /&gt;
In her Active Turn, the PanOceanian player wants to coordinate 2 [[Camouflaged | Camouflage Markers]] and 1 Griffin against the fearsome Mechazoid. The PanOceanian player spends a [[Command Token]] and a [[Regular Order]], selects the Griffin as Spearhead, and declares the first Basic Short Skill of their Coordinated Order: [[Move]].&lt;br /&gt;
&lt;br /&gt;
The JSA TAG can only declare its [[ARO]] against one of the three looming PanOceanian Troopers and chooses to react to one of the Camouflage Markers. Since he is reacting to a Camouflage Marker, the Mechazoid may delay its ARO, so it waits until the PanOceanian player declares the second Short Skill of their Order to see if the chosen Camouflage Marker reveals itself before declaring an ARO.&lt;br /&gt;
&lt;br /&gt;
If the PanOceanian player declares a second Short Skill that will reveal the Camouflage Markers ([[BS Attack]], for example), the Mechazoid will be able to declare an ARO against the revealed Trooper.&lt;br /&gt;
&lt;br /&gt;
If the PanOceanian player declares a second Short Skill that doesn’t reveal the Camouflage Markers (another [[Move]], for example), the Mechazoid will lose their right to declare an ARO.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Super-Jump]]'''&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Super-Jump and Multiple Troopers Example}}&lt;br /&gt;
In the Active Turn, several Troopers have been activated with the same Order ([[Fireteams in the Active Turn | Fireteams]], [[Peripheral]]s, [[Coordinated Orders]]) and need to clear an obstacle. They declare [[Jump]] as the first Skill of the Order. Any of the Troopers who have the Super-Jump Special Skill can declare Jump as a [[Basic Short Skill]], while the other Troopers each have a choice of declaring Jump as a [[Long Skill]], or declaring an [[Idle]].&lt;br /&gt;
&lt;br /&gt;
For the second Skill of the Order, any of the Troopers who declared an Idle, or Jump as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill as normal. While the Troopers who declared Jump as a Long Skill have already declared their entire Order and cannot declare a second Skill.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If multiple Troopers use Surprise Attack against the same target, for example via a Coordinated Order, or a Controller and Peripheral, do the Surprise Attack MODs stack with each other? |&lt;br /&gt;
a = A: No. Each Trooper's Surprise Attack MOD will be applied separately. |&lt;br /&gt;
related = [[Coordinated Order]], [[Peripheral]], [[Surprise Attack]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If several Troopers are activated at once (for example a Coordinated Order or a Fireteam) and generate AROs, can any of the AROs target Active Troopers that are using Stealth? |&lt;br /&gt;
a = A: Yes, but the ARO will become an Idle if the Stealth user does not declare a Skill that allows AROs. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Fireteams in the Active Turn]], [[Peripheral]], [[Stealth]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: How do Special Dice (+1 SD etc.) MODs work during Coordinated Orders? |&lt;br /&gt;
a = A: As SD MODs do not change Burst values, they apply during a Coordinated Order. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Saturation]], [[Skills and Equipment Module]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-command-section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Command Module]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Saturation&amp;diff=4107</id>
		<title>Saturation</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Saturation&amp;diff=4107"/>
		<updated>2026-09-04T13:47:15Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-terrain-and-scenery-section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| SATURATION | }}&lt;br /&gt;
This characteristic describes the existence of solid obstacles that can limit the effectiveness of projectiles that traverse the area.&lt;br /&gt;
&lt;br /&gt;
{{Effects}}&lt;br /&gt;
* Any [[BS Attack]] from, into, or through a Saturation Zone suffers a -1 [[Burst]] MOD.&lt;br /&gt;
** This MOD is applied after dividing the Burst between one or more targets, and is applied to the Burst value assigned to each target.&lt;br /&gt;
** The Burst value assigned to a target cannot be reduced below 1.&lt;br /&gt;
* The Burst MODs for Saturation Zones never stack with MODs for other Saturation Zones. For example, if the [[LoF]] of a BS Attack is draw through several Saturation Zones, the player will apply only a -1 Burst MOD.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: How do Special Dice (+1 SD etc.) MODs work during Coordinated Orders? |&lt;br /&gt;
a = A: As SD MODs do not change Burst values, they apply during a Coordinated Order. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Saturation]], [[Skills and Equipment Module]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain and Scenery Structures]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Skills_and_Equipment_Module&amp;diff=4106</id>
		<title>Skills and Equipment Module</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Skills_and_Equipment_Module&amp;diff=4106"/>
		<updated>2026-09-04T13:46:47Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-main-sections}}&lt;br /&gt;
{{n5-section-skills-and-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infinity possesses a series of Skills and pieces of Equipment which allows a Trooper to act during the game. Moreover, in this section we will explain how [[Unit Profiles]] are notated, for a simpler and quicker understanding of the information about Skills and pieces of Equipment. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Modifiers Explained (MODs) ==&lt;br /&gt;
First and foremost is identifying the Modifiers or MODs, (+) bonus or (-) penalties that appear in Unit Profiles:&lt;br /&gt;
&lt;br /&gt;
{{modifiers-explained}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Levels, Labels and Traits ==&lt;br /&gt;
If a Special Skill or piece of Equipment has different Levels and only one of them is listed, it means the Trooper may only use the listed Level.&lt;br /&gt;
&lt;br /&gt;
If “Total” is used, the player may choose which Level to use in each [[Order]] or [[ARO]] they declare.&lt;br /&gt;
&lt;br /&gt;
The [[Labels]], [[Traits]] and Effects of Skills and pieces of Equipment a Trooper has can be combined with each other, as long as the [[NFB]] Label is respected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
'''Negative Feedback (NFB)'''&lt;br /&gt;
&lt;br /&gt;
The use of a Special Skill, Equipment, Hacking Program, etc., with the NFB Label is incompatible with any other Special Skill, Equipment, Hacking Program, etc., with the same Label or Trait (see [[Labels]] and [[Traits]]).&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
A good player lets their adversary know when they don’t use one of the Special Skills with the Optional Label. To expedite the match, both players may consider that these Optional Special Skills are always applied, unless otherwise stated.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common and Special Skills in Infinity ==&lt;br /&gt;
Different actions a Trooper may declare are called Skills. There are two types of Skills: Common Skills, that any Trooper can declare, and Special Skills, that can only be declared by those units which list the Special Skill in their [[Unit Profile]].&lt;br /&gt;
&lt;br /&gt;
Both Common and Special Skills have labels that indicate defining characteristics, for quick reference. You can check all [[Labels and Traits]].&lt;br /&gt;
&lt;br /&gt;
Both Common and Special Skills can also be divided into:&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| AUTOMATIC SKILLS | }}&lt;br /&gt;
Automatic Skills are those that can be employed without expending an Order or ARO. Consequently, these Skills do not require a Roll.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |purple| DEPLOYMENT SKILLS | }}&lt;br /&gt;
Deployment Skills are those used during the [[Deployment Phase]] or during the game, when the Troopers are deployed. These Skills must observe the usual Deployment rules except when otherwise stated.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |blue| BASIC SHORT SKILLS | }}&lt;br /&gt;
To declare one of these Skills, the user must expend one Basic Short Skill.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| SHORT SKILLS | }}&lt;br /&gt;
To declare one of these Skills, the user must expend one Short Skill.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |red| LONG SKILLS | }}&lt;br /&gt;
To declare one of these Skills, the user must expend their entire Order. These Skills can only be declared in the [[Active Turn]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |yellow| ARO SKILLS | }}&lt;br /&gt;
ARO Skills are those that Troopers may perform as an [[ARO]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
&lt;br /&gt;
{{Advice-start}}&lt;br /&gt;
Some Skills, States, and rules have Restrictions. These Restrictions emphasize aspects of the game that cannot be done when Troopers declare or perform their actions.&lt;br /&gt;
{{Advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
When applying multiple Skills, the most restrictive option always takes precedence.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
Skills can only be declared from a position that the Trooper has already been in or moved through during the current Order. Therefore, the Active Trooper cannot declare a Skill from a position they have not reached yet.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Advice-start}}&lt;br /&gt;
Want to know more? You may find all the additional info to further explore the Infinity Universe in background books, articles, and appendices.&lt;br /&gt;
{{Advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: How do Special Dice (+1 SD etc.) MODs work during Coordinated Orders? |&lt;br /&gt;
a = A: As SD MODs do not change Burst values, they apply during a Coordinated Order. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Saturation]], [[Skills and Equipment Module]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-main-sections}}&lt;br /&gt;
{{n5-section-skills-and-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Main Sections]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Engaged_State&amp;diff=4105</id>
		<title>Engaged State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Engaged_State&amp;diff=4105"/>
		<updated>2026-09-04T13:46:08Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| ENGAGED STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* The Trooper is in [[Silhouette contact]] with an [[Enemy]] Trooper, and neither are in an [[Immobilized]] or [[Null]] State (except for [[Sepsitorized]] or [[Possessed]]).&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers in Engaged State are considered to be in [[Close Combat]].&lt;br /&gt;
* Troopers in this state can only declare '''[[Berserk]], [[CC Attack]], [[Dodge]], [[Idle]], [[Reset]]''', and Skills that specify that they can be used in Close Combat or in Engaged State.&lt;br /&gt;
* Troopers that are in Engaged State may not trace [[LoF]] outside their Close Combat.&lt;br /&gt;
* By declaring [[BS Attack]] on a Trooper in Engaged State, the [[BS Attack Into a Close Combat]] rule must be applied.&lt;br /&gt;
* [[Template Weapon]]s placed on a group of Troopers in Engaged state will always affect '''all participating Troopers''', even if the placement of the Template would only affect one of them.&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* This state is canceled when the Trooper is no longer in [[Silhouette contact]] with any [[Enemy]] Troopers.&lt;br /&gt;
* A Trooper's Engaged State is automatically canceled if, in the 5.1 [[Effects step]] of any Order, all enemies in Silhouette contact are in an [[Immobilized]] or [[Null]] State (except for [[Sepsitorized]] or [[Possessed]]).&lt;br /&gt;
* A Trooper may also cancel the Engaged State if they pass a '''[[Dodge]] Roll''', either [[Normal]] or [[Face to Face Roll | Face to Face]]. In this case, the Trooper must leave Silhouette contact, moving up to 2 inches to separate themselves from the enemy.&lt;br /&gt;
* If they cannot move to a valid position that is outside Silhouette contact, the Trooper will remain in Engaged State without moving.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Line of Fire]]'''&lt;br /&gt;
* Troopers who are in Engaged State '''cannot''' draw LoF to Troopers or game elements that are not in Engaged State with them. In addition, Troopers who are in Engaged State are not affected by [[Visibility Conditions]] or by other rules affecting LoF.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Guts Roll]] Requirements'''&lt;br /&gt;
* The Trooper is not in an [[Engaged State|Engaged]], [[Null]] or [[IMM]] State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: In the Active Turn, if a Peripheral's Controller is unable to declare a Skill (due to being Stunned, Immobilized etc.), can the Peripheral still declare the Skill? |&lt;br /&gt;
a = A: Yes. The Controller and all their Peripherals declare the same Skill, and any of them that can't declare the Skill instead Idle. |&lt;br /&gt;
related = [[Engaged State]], [[Immobilized-A State]], [[Immobilized-B State]], [[Peripheral]], [[Stunned State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Immobilized-A_State&amp;diff=4104</id>
		<title>Immobilized-A State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Immobilized-A_State&amp;diff=4104"/>
		<updated>2026-09-04T13:45:32Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-imm-a.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| IMMOBILIZED-A STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* The Trooper or game element (&amp;quot;Trooper&amp;quot; from now on) suffers a successful [[Attack]] or Effect using an [[Ammunition]], [[Hacking Program]] or a game condition or Scenario Special Rule, capable of causing this state.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers in Immobilized-A State cannot declare any Skill or [[ARO]], except '''[[Dodge]]''', applying a -6 [[PH]] MOD.&lt;br /&gt;
* Automatic Special Skills and Equipment continue to work, but the Trooper must still respect all declaration restrictions.&lt;br /&gt;
* Troopers in the Immobilized-A state State continue to provide [[Orders]] for their [[Order Pool]].&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* The affected Trooper may cancel this state via a successful [[Normal]] or [[Face to Face Roll | Face to Face]] [[Dodge]] Roll, applying the -6 [[PH]] MOD provided by this state.&lt;br /&gt;
* A Trooper with the [[Engineer]] Special Skill (or an equivalent Skill) may cancel the Immobilized-A state by spending one [[Short Skill]] of an [[Trooper Activation | Order]] while in [[Silhouette contact]] with the affected Trooper, and passing a [[Normal]] [[WIP]] Roll (or the Roll specified by the Special Skill or Scenario).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Paralysis (PARA) Ammunition]]'''&lt;br /&gt;
* If the target fails the [[PH]]-6 Roll, it enters [[Immobilized-A State]]. Place an Immobilized-A Marker (IMM A) next to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Replacing Game Elements]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
: If the space available is less than the volume determined by the [[silhouette]] template, the replacement Trooper will enter the [[Immobilized-A State]]. This State can only be cancelled by the conditions of the space containing the Trooper changing, and may not be cancelled in the usual manner defined by the State itself. Pieces of Equipment will be removed from the gaming table instead of entering the Immobilized-A State.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Guts Roll]] Requirements'''&lt;br /&gt;
* The Trooper is not in an [[Engaged State|Engaged]], [[Null]] or [[IMM]] State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
&lt;br /&gt;
{{greybox| BS Attack Against a Trooper in Immobilized-A State}}&lt;br /&gt;
Let's suppose a Trooper is in Immobilized-A state.&lt;br /&gt;
&lt;br /&gt;
Then, the Active Trooper spends an [[Order]], declares [[Move]] + [[BS Attack]], and uses their Spitfire against the Immobilized-A Trooper.&lt;br /&gt;
&lt;br /&gt;
In this state, the Immobilized-A Trooper may only declare [[Dodge]] as their [[ARO]], with a -6 MOD.&lt;br /&gt;
&lt;br /&gt;
Therefore, a [[Face to Face Roll]] of 4 Spitfire shots is made against 1 Dodge Roll.&lt;br /&gt;
&lt;br /&gt;
The Immobilized-A Trooper will apply the following MODs to the Dodge Roll:&lt;br /&gt;
* -6 for Immobilized-A.&lt;br /&gt;
With a PH Attribute of 10, the Success Value (SV) will be 10 - 6 = 4. &lt;br /&gt;
&lt;br /&gt;
The Active Trooper will apply the following MODs to the BS Attack Roll:&lt;br /&gt;
* +3 for Range.&lt;br /&gt;
* -3 for Cover.&lt;br /&gt;
With a BS Attribute of 13, the Success Value (SV) will be 13 + 3 - 3 = 13. &lt;br /&gt;
&lt;br /&gt;
Resolution:&amp;lt;br&amp;gt;&lt;br /&gt;
The Immobilized-A Trooper loses the Face to Face Roll, so he suffers 3 Spitfire hits, since the 4th (with a result of 14) is a miss for the Active Trooper.&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{erratahighlight}}However, if the Immobilized-A Trooper wins the Dodge Roll, then they not only would dodge the incoming hits, but also cancel their Immobilized-A State.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: In the Active Turn, if a Peripheral's Controller is unable to declare a Skill (due to being Stunned, Immobilized etc.), can the Peripheral still declare the Skill? |&lt;br /&gt;
a = A: Yes. The Controller and all their Peripherals declare the same Skill, and any of them that can't declare the Skill instead Idle. |&lt;br /&gt;
related = [[Engaged State]], [[Immobilized-A State]], [[Immobilized-B State]], [[Peripheral]], [[Stunned State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Immobilized-B_State&amp;diff=4103</id>
		<title>Immobilized-B State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Immobilized-B_State&amp;diff=4103"/>
		<updated>2026-09-04T13:45:06Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-imm-b.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| IMMOBILIZED-B }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* The Trooper or game element (&amp;quot;Trooper&amp;quot; from now on) suffers a successful [[Attack]] or Effect using an [[Ammunition]], [[Hacking Program]] or a game condition or Scenario Special Rule, capable of causing this state.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers in Immobilized-B State cannot declare any Skill, [[Attack]] or [[ARO]], except [[Reset]] applying a -3 [[WIP]] MOD.&lt;br /&gt;
* Automatic Special Skills and Equipment continue to work, but the Trooper must still respect all declaration restrictions.&lt;br /&gt;
* Troopers in the Immobilized-B state continue to provide [[Orders]] for their [[Order Pool]].&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* The affected Trooper may cancel this state via a successful [[Normal]] or [[Face to Face Roll | Face to Face]] [[Reset]] Roll, applying the -3 [[WIP]] MOD provided by this state.&lt;br /&gt;
* A Trooper with the '''[[Engineer]]''' Special Skill (or an equivalent Skill) may cancel the Immobilized-B state by spending one [[Short Skill]] of an [[Trooper Activation | Order]] while in [[Silhouette contact]] with the affected Trooper, and passing a [[Normal]] [[WIP]] Roll (or the Roll specified by the Special Skill or Scenario).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Examples ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{erratahighblock}}&lt;br /&gt;
{{greybox-start | Hacking Program vs. Trooper in Immobilized-B State}}&lt;br /&gt;
Let’s suppose a Reactive Trooper is in Immobilized-B State. With an Order, the Active Trooper declares Move + Trinity against the Immobilized Trooper. &lt;br /&gt;
&lt;br /&gt;
In this state, the Immobilized Trooper can only declare Reset as their ARO, with a MOD of -3.&lt;br /&gt;
&lt;br /&gt;
Therefore, a Face to Face Roll occurs: three Trinity WIP Rolls against one Reset WIP Roll.&lt;br /&gt;
&lt;br /&gt;
For the Reset Roll, the Trooper in Immobilized-B State applies the following MODs:&amp;lt;br&amp;gt;&lt;br /&gt;
-3 for Immobilized-B State.&lt;br /&gt;
&lt;br /&gt;
Let’s suppose the Immobilized Trooper has a WIP Attribute = 13, so the Success Value (SV) is 13 – 3 = 10.&lt;br /&gt;
&lt;br /&gt;
For the Hacking Roll, the Active Trooper applies the following MODs:&amp;lt;br&amp;gt;&lt;br /&gt;
+3 for the Attack Modifier provided by Trinity.&lt;br /&gt;
&lt;br /&gt;
If they have a WIP Attribute of 13, the Success Value (SV) is 13 + 3 = 16.&lt;br /&gt;
&lt;br /&gt;
'''Resolution:'''&lt;br /&gt;
&lt;br /&gt;
The Active Trooper achieves three successes with their Rolls.&lt;br /&gt;
&lt;br /&gt;
The Immobilized-B Trooper fails their Reset Roll, so they suffer all three hits from the Trinity Hacking Program. Therefore, they must make three Saving Rolls.&lt;br /&gt;
&lt;br /&gt;
However, if the Immobilized-B Trooper wins the Face to Face Roll, they not only avoid all the hits but also cancel their Immobilized-B status.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{erratahighblock-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Carbonite]]'''&lt;br /&gt;
* Any failed Saving Roll causes the target to enter '''[[Immobilized-B State]]''', placing an Immobilized-B State Token (IMM-B) by them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Electromagnetic (E/M) Ammunition]]'''&lt;br /&gt;
* If the target fails a [[Saving Roll]] and is Heavy Infantry ([[HI]]), a [[TAG]], a Remote ([[REM]]), or a Vehicle ([[VH]]), then it also enters [[Immobilized-B State]]. Place an Immobilized-B Token (IMM-B) next to it in addition to the [[Isolated]] Token.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mines#Cybermines | Cybermines]]'''&lt;br /&gt;
* However, any Troopers with the '''[[Hackable]] Characteristic ([[HI]], [[REM]], [[TAG]], [[VH]]...)''' and '''[[Hackers]]''' who fail either [[Saving Roll]] enter '''[[Immobilized-B State]]''' instead of [[Stunned State]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Guts Roll]] Requirements'''&lt;br /&gt;
* The Trooper is not in an [[Engaged State|Engaged]], [[Null]] or [[IMM]] State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: In the Active Turn, if a Peripheral's Controller is unable to declare a Skill (due to being Stunned, Immobilized etc.), can the Peripheral still declare the Skill? |&lt;br /&gt;
a = A: Yes. The Controller and all their Peripherals declare the same Skill, and any of them that can't declare the Skill instead Idle. |&lt;br /&gt;
related = [[Engaged State]], [[Immobilized-A State]], [[Immobilized-B State]], [[Peripheral]], [[Stunned State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Stunned_State&amp;diff=4102</id>
		<title>Stunned State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Stunned_State&amp;diff=4102"/>
		<updated>2026-09-04T13:44:42Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=stunned0.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| STUNNED STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* The Trooper or game element (&amp;quot;Trooper&amp;quot; from now on) suffers a successful [[Attack]] or Effect using an [[Ammunition]], [[Hacking Program]], or a game condition or Scenario Special Rule, capable of causing this state.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* '''Restriction:''' Troopers in this state cannot declare [[Attack]]s.&lt;br /&gt;
* Moreover, Troopers in Stunned State must apply a MOD of -3 to any Roll they perform, except [[Saving Rolls]].&lt;br /&gt;
* Automatic Special Skills and Equipment continue to work, but the Trooper must still respect all declaration restrictions.&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* To cancel this state, Troopers with the '''[[Vitality]] (VITA)''' Attribute require a [[Doctor]] while Troopers with the '''[[Structure]] (STR)''' Attribute require an [[Engineer]].&lt;br /&gt;
* A Trooper with the '''Doctor/Engineer''' Special Skill (or an equivalent Skill) may cancel this state by spending one [[Short Skill]] of an [[Trooper Activation | Order]] while in [[Silhouette contact]] with the affected Trooper and passing a [[Normal]] [[WIP]] Roll (or the Roll specified by the Special Skill or Scenario). &lt;br /&gt;
* The Stunned State is automatically canceled at the start of the [[States Phase]] of the [[Player Turn]] in which it was caused.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Stun Ammunition]]'''&lt;br /&gt;
* A failed Saving Roll against Stun Ammunition causes the target to enter [[Stunned State]]. Place a Stunned State Token (STUNNED) next to it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Mines#Cybermines | Cybermines]]'''&lt;br /&gt;
* Troopers who are hit by a Cybermine must make '''two''' [[Saving Rolls]] against [[BTS]], with PS 5. If the target fails either [[Saving Roll]], it enters '''[[Stunned]]''' State. &lt;br /&gt;
* However, any Troopers with the '''[[Hackable]] Characteristic ([[HI]], [[REM]], [[TAG]], [[VH]]...)''' and '''[[Hackers]]''' who fail either Saving Roll enter '''[[Immobilized-B]]''' State instead of Stunned State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: In the Active Turn, if a Peripheral's Controller is unable to declare a Skill (due to being Stunned, Immobilized etc.), can the Peripheral still declare the Skill? |&lt;br /&gt;
a = A: Yes. The Controller and all their Peripherals declare the same Skill, and any of them that can't declare the Skill instead Idle. |&lt;br /&gt;
related = [[Engaged State]], [[Immobilized-A State]], [[Immobilized-B State]], [[Peripheral]], [[Stunned State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Disco_Baller&amp;diff=4101</id>
		<title>Disco Baller</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Disco_Baller&amp;diff=4101"/>
		<updated>2026-09-04T13:43:59Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A two-use Disposable BS support weapon that allows Speculative Attacks, uses the BS Attribute, and fires Disco Balls, light-emitting jamming devices.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| DISCO BALL }}&lt;br /&gt;
{{weapon-label | BS Attack, Disposable (2), Targetless. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* You do not need a target for the Disco Baller, simply choose the desired location and make the corresponding {{erratahighlight}}non Face to Face Normal BS{{erratahighlight-end}} Roll. If you pass the Roll, a Disco Ball is successfully deployed in the location, placing a Disco Ball Miniature or Token in the [[Conclusion]] step of the Order.&lt;br /&gt;
* After placing the Disco Ball, place an '''[[Eclipse]]''' Special Ammo Circular Template, centered on the Disco Ball. &lt;br /&gt;
* At the start of the [[States Phase]], the Disco Ball deactivates. Remove the Circular Template.&lt;br /&gt;
* Deactivated Disco Balls can be reactivated using the Activate Disco Ball Skill. &lt;br /&gt;
* A deployed Disco Ball remains on the table until the end of the game, or until it is destroyed.&lt;br /&gt;
{{minorchange|October 2025|N5.2}}&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Disco Baller]]|0|+3|-3|-6|--|--|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Double Shot]], [[Targetless]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! Name !! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| Disco Ball || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Activate Disco Ball ==&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| ACTIVATE DISCO BALL | SHORT SKILL }}&lt;br /&gt;
{{skill-label | Attack }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Trooper must have the [[Deactivator]] piece of Equipment. &lt;br /&gt;
* The Disco Ball must be in the [[LoF]] or [[Zone of Control]] of the Trooper.&lt;br /&gt;
* Only [[allied]] Disco Balls can be Activated this way, never enemy Disco Balls. &lt;br /&gt;
{{effects}}&lt;br /&gt;
* By making a successful [[WIP]] +3 [[Normal Roll]], this Skill allows for the remote activation of an allied Disco Ball.&lt;br /&gt;
* The [[Range]] MODs of the Deactivator are applied to the Roll.&lt;br /&gt;
* If the Roll is successful, in the [[Conclusion]] Step of the Order place the [[Eclipse]] Special Ammo Circular Template, centered on the Disco Ball Model or Token. &lt;br /&gt;
* At the start of the [[States Phase]], the Disco Ball deactivates. Remove the Circular Template. &lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}If the Disco Ball is destroyed remove the Circular Template from the game table.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FAQs==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: When using Place Deployable and declaring where the Deployable will be placed, what happens if a Trooper moves into that space before the Conclusion of the Order? |&lt;br /&gt;
a = A: The Trooper that declared Place Deployable may place the Deployable in a different position (still following the Place Deployable rule), and if this is not possible, the Deployable will be lost.&lt;br /&gt;
&lt;br /&gt;
This also applies to weapons that place a Deployable Weapon or Equipment on a successful Roll, such as Disco Ballers, Pitchers, and Drop Bears (BS Mode). |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]], [[Place Deployable]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Can you fire a Deployable at a vertical surface? |&lt;br /&gt;
a = A: The Token must be fully supported by the surface it will be placed on and it cannot be placed on a vertical surface. |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Speculative Attack ]]&lt;br /&gt;
[[Category: BS Attack ]]&lt;br /&gt;
[[Category: Disposable ]]&lt;br /&gt;
[[Category: Targetless ]]&lt;br /&gt;
[[Category: Double Shot ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Drop_Bears&amp;diff=4100</id>
		<title>Drop Bears</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Drop_Bears&amp;diff=4100"/>
		<updated>2026-09-04T13:43:28Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Drop Bear&amp;quot; is the colloquial name used in the military for a thrown version of the Mine. The operator of this weapon can throw it, even over an obstacle, or alternatively can deploy it within arm's reach like an old-fashioned mine.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| DROP BEAR }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
This weapon has two modes of use, Deployable Mode and BS Mode:&lt;br /&gt;
* '''Drop Bear (Deployable Mode):'''&lt;br /&gt;
** In this Mode, Drop Bears work just like a [[Mines | Mine]], so are placed with the [[Place Deployable]] or [[Intuitive Attack]] Common Skills, except that a Mine Token [Mine (-3)] is placed instead of a Camouflage Marker.&lt;br /&gt;
* '''Drop Bear (BS Mode):'''&lt;br /&gt;
** You do not need a target to throw a Drop Bear as a [[BS Weapon]], simply choose the desired location and make the corresponding Roll. If you pass the Roll, the Drop Bear is successfully deployed and becomes a Mine, placing a Mine Token [MINE (-3)] in the [[Conclusion]] step of the Order.&lt;br /&gt;
** A Drop Bear cannot detonate during the Order it is used in BS Mode.&lt;br /&gt;
** In BS Weapon Mode, Drop Bears cannot be placed where there is an enemy [[Camouflaged | Camouflage Marker]] inside its [[Trigger Area]]. This restriction does not apply if there is a valid, non-camouflaged enemy inside the Trigger Area&lt;br /&gt;
* The [[Disposable]] (3) Trait is shared between all Modes. The bearer of this weapon has only three uses available, no matter which Modes are used.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
Once deployed, Drop Bears work just like '''[[Mines]]'''.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Drop Bears (BS Mode)|+3|-3|--|--|--|--|--|--|1|--|--|--|[[BS Weapon (PH)]], [[Speculative Attack]], [[Disposable (3)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Drop Bears (Deployable Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: When using Place Deployable and declaring where the Deployable will be placed, what happens if a Trooper moves into that space before the Conclusion of the Order? |&lt;br /&gt;
a = A: The Trooper that declared Place Deployable may place the Deployable in a different position (still following the Place Deployable rule), and if this is not possible, the Deployable will be lost.&lt;br /&gt;
&lt;br /&gt;
This also applies to weapons that place a Deployable Weapon or Equipment on a successful Roll, such as Disco Ballers, Pitchers, and Drop Bears (BS Mode). |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]], [[Place Deployable]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Can you fire a Deployable at a vertical surface? |&lt;br /&gt;
a = A: The Token must be fully supported by the surface it will be placed on and it cannot be placed on a vertical surface. |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: BS Weapon (PH) ]]&lt;br /&gt;
[[Category: Speculative Attack ]]&lt;br /&gt;
[[Category: Disposable ]]&lt;br /&gt;
[[Category: Targetless ]]&lt;br /&gt;
[[Category: Intuitive Attack ]]&lt;br /&gt;
[[Category: Direct Template (Small Teardrop) ]]&lt;br /&gt;
[[Category: Direct Template ]]&lt;br /&gt;
[[Category: Deployable ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Mine_Dispenser&amp;diff=4099</id>
		<title>Mine Dispenser</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Mine_Dispenser&amp;diff=4099"/>
		<updated>2026-09-04T13:42:57Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Disposable BS Weapon that shoots Mines and allows its user to perform Speculative Attacks using their BS Attribute.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| MINE DISPENSER }}&lt;br /&gt;
{{weapon-label | BS Attack, Targetless }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* In game terms, this weapon uses the same rules as [[Drop Bears]] in BS Mode, and the same Effects are applied when placing the Mine Token.&lt;br /&gt;
* The type of Mines in the Mine Dispenser are listed in brackets after the weapon's name in the Trooper's [[Unit Profile]].  &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Drop Bears]]'''&lt;br /&gt;
* '''[[Mines]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Mine Dispenser]]|0|+3|-3|-6|-6|-6|--| |1|--|--|--|[[Speculative Attack]], [[Double Shot]], [[Disposable (2)]], [[Targetless]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| 0 || 0 || 1 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: When using Place Deployable and declaring where the Deployable will be placed, what happens if a Trooper moves into that space before the Conclusion of the Order? |&lt;br /&gt;
a = A: The Trooper that declared Place Deployable may place the Deployable in a different position (still following the Place Deployable rule), and if this is not possible, the Deployable will be lost.&lt;br /&gt;
&lt;br /&gt;
This also applies to weapons that place a Deployable Weapon or Equipment on a successful Roll, such as Disco Ballers, Pitchers, and Drop Bears (BS Mode). |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]], [[Place Deployable]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Can you fire a Deployable at a vertical surface? |&lt;br /&gt;
a = A: The Token must be fully supported by the surface it will be placed on and it cannot be placed on a vertical surface. |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: BS Attack ]]&lt;br /&gt;
[[Category: Targetless ]]&lt;br /&gt;
[[Category: Disposable ]]&lt;br /&gt;
[[Category: Speculative Attack ]]&lt;br /&gt;
[[Category: Double Shot ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Pitcher&amp;diff=4098</id>
		<title>Pitcher</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Pitcher&amp;diff=4098"/>
		<updated>2026-09-04T13:42:26Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A support BS Weapon that shoots [[Deployable Repeater]]s, a range amplifier for [[Hacker]]s.&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/repeater-nomod.png | style= 128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| PITCHER }}&lt;br /&gt;
{{weapon-label | BS Attack, Targetless. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* A successful BS Roll allows players to place a [[Deployable Repeater]] Token (REPEATER) at the point of impact.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|-3|-6|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*] {{erratahighlight}}(Note updated range bands in N5.2.){{erratahighlight-end}}}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|0|-3|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! Name !! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| Deployable Repeater || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Deployable Repeater]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: When using Place Deployable and declaring where the Deployable will be placed, what happens if a Trooper moves into that space before the Conclusion of the Order? |&lt;br /&gt;
a = A: The Trooper that declared Place Deployable may place the Deployable in a different position (still following the Place Deployable rule), and if this is not possible, the Deployable will be lost.&lt;br /&gt;
&lt;br /&gt;
This also applies to weapons that place a Deployable Weapon or Equipment on a successful Roll, such as Disco Ballers, Pitchers, and Drop Bears (BS Mode). |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]], [[Place Deployable]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Can you fire a Deployable at a vertical surface? |&lt;br /&gt;
a = A: The Token must be fully supported by the surface it will be placed on and it cannot be placed on a vertical surface. |&lt;br /&gt;
related = [[Disco Baller]], [[Drop Bears]], [[Mine Dispenser]], [[Pitcher]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Speculative Attack]]&lt;br /&gt;
[[Category: Disposable]]&lt;br /&gt;
[[Category: Indiscriminate]]&lt;br /&gt;
[[Category: Non-Lethal]]&lt;br /&gt;
[[Category: Targetless]]&lt;br /&gt;
[[Category: BS Attack]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Firewall&amp;diff=4097</id>
		<title>Firewall</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Firewall&amp;diff=4097"/>
		<updated>2026-09-04T13:40:52Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-hacking}}&lt;br /&gt;
{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some Troopers or Hacking Devices have pieces of Equipment which provide extra protection against Comms Attacks. These defenses are codified in the Firewall rule, which applies a series of MODs to hinder the Attack and enhance the target's protection.&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{css_skillbox |black| FIREWALL | {{erratahighlightdark}}AUTOMATIC{{erratahighlight-end}} EQUIPMENT }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Any enemy that declares a [[Comms Attack]] against a Trooper benefitting from a Firewall must apply a negative MOD to his [[WIP]] Attribute, as indicated between brackets: Firewall (-3), Firewall (-6)...&lt;br /&gt;
* A Trooper benefiting from a Firewall also applies a MOD of +3 to their [[Saving Roll]]s (SR) against Comms Attacks.&lt;br /&gt;
* Troopers can only benefit from one Firewall at a time. If a Trooper can benefit from more than one Firewall, their player will decide which one to apply.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
The Firewall in a Comms Attack is the equivalent of [[Cover]] in a [[BS Attack]], it hinders the Attack and aids the target’s Saving Roll.&lt;br /&gt;
&lt;br /&gt;
Although the MOD to the Attack varies (-3, -6…), the MOD to the Saving Roll is always fixed (+3), unless a specific rule indicates otherwise.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''Examples of [[Tinbot]] Types'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''TinBot: [[Firewall]] (-3)''' &amp;lt;br&amp;gt;&lt;br /&gt;
Indicates that, when the owner of the TinBot is targeted by a [[Comms Attack]], the Enemy applies a -3 Firewall MOD.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Trooper's Hacking Device has a Firewall, when do the Firewall MODs apply? |&lt;br /&gt;
a = A: The Firewall MODs apply to any Comms Attack made against the Trooper, unless their Hacking Device has been disabled, for example by being in Isolated State or any Null State. |&lt;br /&gt;
related = [[Firewall]], [[Hacking Device]], [[Isolated State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Hacking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Hacking_Device&amp;diff=4096</id>
		<title>Hacking Device</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Hacking_Device&amp;diff=4096"/>
		<updated>2026-09-04T13:30:29Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-hacking}}&lt;br /&gt;
{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hacking Devices are the tools used during cybercombat. Multipurpose and versatile, these devices can be useful as support elements or to perform powerful cyberattacks, depending on the Device.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
From [[Quantronic_Combat_(Hacking)#Hacking_Devices_and_Hacking_Programs:_Characteristics | Quantronic Combat (Hacking)]].&lt;br /&gt;
&lt;br /&gt;
[[Hacking Device]]s and Hacking Programs have the following characteristics:&lt;br /&gt;
*They act in the user's [[Hacking Area]].&lt;br /&gt;
*They do not require [[LoF]] to act, unless the Hacking Program's own description states otherwise. &lt;br /&gt;
* Only Troopers in Model form may be targeted by [[Hacking Program]]s.&lt;br /&gt;
* They benefit, if applicable, from the target's [[Targeted]] State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Device !! Program 1 !! Program 2 !! Program 3 !! Program 4 !! Program 5 !! Program 6 &lt;br /&gt;
|-&lt;br /&gt;
| Hacking Device || [[Carbonite]] || [[Spotlight]] || [[Total Control]] || [[Oblivion]] || -- || --&lt;br /&gt;
|-&lt;br /&gt;
| Hacking Device Plus || [[Carbonite]] || [[Spotlight]] || [[Total Control]] || [[Oblivion]] || [[White Noise]] || [[Cybermask]]&lt;br /&gt;
|-&lt;br /&gt;
| Killer Hacking Device || [[Trinity]] || [[Cybermask]] || -- || -- || -- || --&lt;br /&gt;
|-&lt;br /&gt;
| EVO Hacking Device || [[Assisted Fire]] || [[Enhanced Reaction]] || [[Fairy Dust]] || [[Controlled Jump]] || -- || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
== Hacking Device ==&lt;br /&gt;
{{css_skillbox |black|  HACKING DEVICE | {{erratahighlightdark}}AUTOMATIC{{erratahighlight-end}} EQUIPMENT }}&lt;br /&gt;
{{skill-label | Comms Equipment }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Allows the use of the [[Carbonite]], [[Oblivion]], [[Spotlight]], and [[Total Control]] [[Hacking Program]]s.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Hacking Device Plus ==&lt;br /&gt;
{{css_skillbox |black| HACKING DEVICE PLUS | {{erratahighlightdark}}AUTOMATIC{{erratahighlight-end}} EQUIPMENT }}&lt;br /&gt;
{{skill-label | Comms Equipment }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Allows the use of the [[Carbonite]], [[Cybermask]], [[Oblivion]], [[Spotlight]], [[Total Control]], and [[White Noise]] [[Hacking Program]]s.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Killer Hacking Device ==&lt;br /&gt;
{{css_skillbox |black| KILLER HACKING DEVICE | {{erratahighlightdark}}AUTOMATIC{{erratahighlight-end}} EQUIPMENT }}&lt;br /&gt;
{{skill-label | Comms Equipment }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Allows the use of the [[Cybermask]] and [[Trinity]] [[Hacking Program]]s.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EVO Hacking Device ==&lt;br /&gt;
{{css_skillbox |black| EVO HACKING DEVICE | {{erratahighlightdark}}AUTOMATIC{{erratahighlight-end}} EQUIPMENT }}&lt;br /&gt;
{{skill-label | Comms Equipment }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Allows the use of the [[Assisted Fire]], [[Controlled Jump]], [[Enhanced Reaction]], and [[Fairy Dust]] [[Hacking Program]]s.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
Both Hackers and Hacking Devices may benefit from [[Quantronic_Combat_(Hacking)#Upgrade_Programs_.28UPGRADE.29 | Upgrades]]. Check all the rules on [[Hacking]].&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Trooper's Hacking Device has a Firewall, when do the Firewall MODs apply? |&lt;br /&gt;
a = A: The Firewall MODs apply to any Comms Attack made against the Trooper, unless their Hacking Device has been disabled, for example by being in Isolated State or any Null State. |&lt;br /&gt;
related = [[Firewall]], [[Hacking Device]], [[Isolated State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-hacking}}&lt;br /&gt;
{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Comms Equipment ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Isolated_State&amp;diff=4095</id>
		<title>Isolated State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Isolated_State&amp;diff=4095"/>
		<updated>2026-09-04T13:29:51Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=isolated0.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| ISOLATED STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* The Trooper or game element (&amp;quot;Trooper&amp;quot; from now on) suffers a successful [[Attack]] or Effect using an [[Ammunition]], or a game condition or Scenario Special Rule, capable of causing this state.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* '''Restriction:''' Troopers in Isolated State cannot receive [[Orders]] from their [[Order Pool]].&lt;br /&gt;
* '''Restriction:''' If, at the start of their following [[Active Turn]]s, the Trooper is still Isolated, then during that Turn they are [[Irregular]] and do not add his Order to their Order Pool.&lt;br /&gt;
* '''Restriction:''' The [[Irregular Order]] of an Isolated Trooper cannot be transformed in a [[Regular Order]].&lt;br /&gt;
* '''Restriction:''' While in Isolated State all the Trooper's Skills and pieces of Equipment with the [[Comms Attack]] or [[Comms Equipment]] Labels or Traits ([[Hacking Device]], [[Repeater]]...) are disabled. In addition, all their [[Hacking Program]]s are disabled. Other Automatic Special Skills and Equipment continue to work in this state.&lt;br /&gt;
* If the Isolated Trooper is the army's [[Lieutenant]], then at the beginning of the player's next Active Turn the army enters a [[Loss of Lieutenant]] situation unless the state is canceled before then.&lt;br /&gt;
* '''Restriction ''' If a Trooper with the [[NCO]] Special Skill is in Isolated State, they cannot replace [[Lieutenant Special Order | Special Lieutenant Orders]] with [[Tactical Order]]s or use them either.&lt;br /&gt;
* If a [[Peripheral]] or a Peripheral's Controller enters Isolated State, the Peripheral automatically enters [[Disconnected State]].&lt;br /&gt;
* Troopers in this state must apply a -9 [[WIP]] MOD to their [[Reset]] rolls.&lt;br /&gt;
* '''Restriction:''' A Trooper in Isolated State cannot be part of a [[Fireteam]]. If a member of a Fireteam enters Isolated State they automatically stop being part of the Fireteam. &amp;lt;br&amp;gt;In addition, remember that if the Isolated Trooper is the Team Leader the Fireteam will break.&lt;br /&gt;
* '''Restriction:''' Troopers in Isolated State cannot take part in a [[Coordinated Order]].&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* A Trooper with the [[Engineer]] Special Skill (or an equivalent Skill) may cancel the state by spending one [[Short Skill]] of an [[Trooper Activation | Order]] while in [[Silhouette contact]] with the affected Trooper and succeeding at a [[Normal]] [[WIP]] Roll (or the Roll specified by the Special Skill or Scenario that caused the state).&lt;br /&gt;
* The affected Trooper may cancel this state via a successful [[Normal]] or [[Face to Face Roll | Face to Face]] [[Reset]] Roll, applying the -9 WIP MOD provided by this state.&lt;br /&gt;
* If the army is in a [[Loss of Lieutenant]] situation as a result of the Lieutenant being in Isolated State, Canceling the Lieutenant's Isolated State does not cancel the Loss of Lieutenant situation.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Oblivion]]'''&lt;br /&gt;
* Any failed Saving Roll causes the target to enter [[Isolated State]], placing an Isolated State Token (ISOLATED) by them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Electromagnetic (E/M) Ammunition]]'''&lt;br /&gt;
* A failed Saving Roll against E/M Ammunition causes the target to enter [[Isolated State]], placing an Isolated Token next to it, preventing it from receiving Orders from the [[Order Pool]].&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: If a Trooper's Hacking Device has a Firewall, when do the Firewall MODs apply? |&lt;br /&gt;
a = A: The Firewall MODs apply to any Comms Attack made against the Trooper, unless their Hacking Device has been disabled, for example by being in Isolated State or any Null State. |&lt;br /&gt;
related = [[Firewall]], [[Hacking Device]], [[Isolated State]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Game States]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=4094</id>
		<title>Ballistic Skills</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=4094"/>
		<updated>2026-09-04T13:27:54Z</updated>

		<summary type="html">&lt;p&gt;Ian: Updated See Also for Climb.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BS Attack Into a Close Combat ==&lt;br /&gt;
If a [[BS Attack]] is declared against an enemy Trooper that is engaged in [[Close Combat | CC Combat]] a -6 MOD must be applied for each [[Allied]] Trooper engaged in the CC (in addition to any MODs for [[Range]], [[Cover]], [[Mimetism]]... for the target). &lt;br /&gt;
&lt;br /&gt;
Every failed BS Attack Roll will hit the Allied Trooper, forcing them to perform a [[Saving Roll]]. If there are several Allied Troopers locked in that Close Combat, then the Trooper’s player chooses which one of them receives each hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BS Attack Modifiers (MOD) ==&lt;br /&gt;
&lt;br /&gt;
Before performing the [[BS Attack]] Roll (or Rolls), the player must check every [[MOD]] they must apply. There are MODs that will affect the numerical value of the roll, the Attribute and others may affect the BS Attack Roll's [[Burst]] (B). Existing MODs are:&lt;br /&gt;
&lt;br /&gt;
*Cover&lt;br /&gt;
*Range&lt;br /&gt;
*[[Special Skill]]s, [[Weaponry | Weapons]], pieces of [[Equipment]], or [[States]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Modifiers Explained]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
The term Cover refers to all pieces of scenery that partially or completely obstruct [[LoF]], thus preventing the attacker from making a clean [[BS Attack]].&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* If the target is in '''Total Cover''', the attacker may not perform a BS Attack with Weapons, Special Skills, or Equipment, that requires [[LoF]].&lt;br /&gt;
* If the target is in '''Partial Cover''', the attacker will apply a -3 MOD to their BS Attack Roll, and the target of the BS Attack applies a +3 MOD to its [[Saving Roll (SR)]], if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types of Cover ===&lt;br /&gt;
&lt;br /&gt;
==== Total Cover ====&lt;br /&gt;
Total Cover completely blocks the attacker’s vision of his target, obstructing any [[LoF]] to their [[Silhouette]].&lt;br /&gt;
&lt;br /&gt;
The target is in Total Cover when one or more scenery items completely blocks LoF to its Silhouette.&lt;br /&gt;
&lt;br /&gt;
==== Partial Cover ====&lt;br /&gt;
Partial Cover does not allow the attacker to see the whole [[Silhouette]] of their [[BS Attack]]’s target.&lt;br /&gt;
&lt;br /&gt;
The target is in Partial Cover when they are in contact with a piece of scenery that partially obscures their Silhouette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Climb]]''', restrictions for Troopers and vertical surfaces:&lt;br /&gt;
{{important-start}}&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* A Trooper who is {{erratahighlight}}performing a [[Climb]] Skill or holding onto{{erratahighlight-end}} a vertical surface cannot benefit from [[Partial Cover]] MODs.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
N5.2:&lt;br /&gt;
* A Trooper who is {{originalhighlight}}on{{originalhighlight-end}} a vertical surface cannot benefit from [[Partial Cover]] MODs.&lt;br /&gt;
N5.0:&lt;br /&gt;
* A Trooper who is {{originalhighlight}}Climbing or holding onto{{originalhighlight-end}} a vertical surface cannot benefit from [[Partial Cover]] MODs.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
{{important-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Line of Fire and Cover ====&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Line of Fire and Cover}}&lt;br /&gt;
'''NO COVER'''&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PARTIAL COVER'''&lt;br /&gt;
&lt;br /&gt;
Partial Cover due to being in contact with a scenery element that covers part of the target’s [[Silhouette]].&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-2.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-52a.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-52b.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{erratahighlight}}Different situations where the Trooper has No Cover or Partial Cover.&lt;br /&gt;
{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TOTAL COVER'''&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-3.jpg | style=fullborder }}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Cover and Game Situations}}&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-4v2.jpg | style=fullborder }}&lt;br /&gt;
In both situations the Blue Trooper has Cover from the Orange Trooper.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
All [[BS Weapon]]s, pieces of [[Equipment]], and [[Special Skill]]s that can make [[BS Attack]]s apply a Range MOD that depends on the distance between the attacker and the target.&lt;br /&gt;
&lt;br /&gt;
If the target is beyond the maximum Range of the BS Weapon, piece of Equipment or Special Skill, then the BS Attack automatically fails (the Order is spent, [[Disposable]] weapons lose a use, etc.).&lt;br /&gt;
&lt;br /&gt;
For example, for the Combi Rifle we have the following values:&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/combi-rifle-1024.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If the distance between the Trooper and the Target is from 0 to 16 inches, the Trooper has a +3 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* If the distance is greater than 16 inches and equal to or less than 32 inches, the Trooper has a -3 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* If the distance is greater than 32 inches and equal to or less than 48 inches, the Trooper has a -6 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* The BS Attack automatically fails if the Range is more than 48 inches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Skills, Weapons, Equipment, or States ===&lt;br /&gt;
&lt;br /&gt;
Certain [[Special Skill]]s, [[Weapons]], [[Equipment]] or [[States]] can apply a MOD to [[BS Attack]] Rolls. These Special Skills, Weapons, pieces of Equipment, or States are explained in the respective sections of this rulebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Do you need to specify all details of a Skill when declaring it? For example, where the target is for a BS Attack, or where the template is being placed for White Noise? |&lt;br /&gt;
a = A: Yes, with the exception of the target’s position, which is chosen in the Resolution step, before measuring Ranges. If the order of declaration is important, the active player chooses who declares first. |&lt;br /&gt;
related = [[Ballistic Skills]], [[Order Expenditure Sequence]], [[White Noise]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Module]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=4093</id>
		<title>Ballistic Skills</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=4093"/>
		<updated>2026-09-04T13:25:53Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BS Attack Into a Close Combat ==&lt;br /&gt;
If a [[BS Attack]] is declared against an enemy Trooper that is engaged in [[Close Combat | CC Combat]] a -6 MOD must be applied for each [[Allied]] Trooper engaged in the CC (in addition to any MODs for [[Range]], [[Cover]], [[Mimetism]]... for the target). &lt;br /&gt;
&lt;br /&gt;
Every failed BS Attack Roll will hit the Allied Trooper, forcing them to perform a [[Saving Roll]]. If there are several Allied Troopers locked in that Close Combat, then the Trooper’s player chooses which one of them receives each hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BS Attack Modifiers (MOD) ==&lt;br /&gt;
&lt;br /&gt;
Before performing the [[BS Attack]] Roll (or Rolls), the player must check every [[MOD]] they must apply. There are MODs that will affect the numerical value of the roll, the Attribute and others may affect the BS Attack Roll's [[Burst]] (B). Existing MODs are:&lt;br /&gt;
&lt;br /&gt;
*Cover&lt;br /&gt;
*Range&lt;br /&gt;
*[[Special Skill]]s, [[Weaponry | Weapons]], pieces of [[Equipment]], or [[States]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Modifiers Explained]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Cover ===&lt;br /&gt;
&lt;br /&gt;
The term Cover refers to all pieces of scenery that partially or completely obstruct [[LoF]], thus preventing the attacker from making a clean [[BS Attack]].&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* If the target is in '''Total Cover''', the attacker may not perform a BS Attack with Weapons, Special Skills, or Equipment, that requires [[LoF]].&lt;br /&gt;
* If the target is in '''Partial Cover''', the attacker will apply a -3 MOD to their BS Attack Roll, and the target of the BS Attack applies a +3 MOD to its [[Saving Roll (SR)]], if necessary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Types of Cover ===&lt;br /&gt;
&lt;br /&gt;
==== Total Cover ====&lt;br /&gt;
Total Cover completely blocks the attacker’s vision of his target, obstructing any [[LoF]] to their [[Silhouette]].&lt;br /&gt;
&lt;br /&gt;
The target is in Total Cover when one or more scenery items completely blocks LoF to its Silhouette.&lt;br /&gt;
&lt;br /&gt;
==== Partial Cover ====&lt;br /&gt;
Partial Cover does not allow the attacker to see the whole [[Silhouette]] of their [[BS Attack]]’s target.&lt;br /&gt;
&lt;br /&gt;
The target is in Partial Cover when they are in contact with a piece of scenery that partially obscures their Silhouette.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Climb]]''', restrictions for Troopers and vertical surfaces:&lt;br /&gt;
{{important-start}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* A Trooper who is {{erratahighlight}}on{{erratahighlight-end}} a vertical surface cannot benefit from [[Partial Cover]] MODs.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* A Trooper who is {{originalhighlight}}Climbing or holding onto{{originalhighlight-end}} a vertical surface cannot benefit from [[Partial Cover]] MODs.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
{{important-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Line of Fire and Cover ====&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Line of Fire and Cover}}&lt;br /&gt;
'''NO COVER'''&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''PARTIAL COVER'''&lt;br /&gt;
&lt;br /&gt;
Partial Cover due to being in contact with a scenery element that covers part of the target’s [[Silhouette]].&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-2.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-52a.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-52b.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{erratahighlight}}Different situations where the Trooper has No Cover or Partial Cover.&lt;br /&gt;
{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''TOTAL COVER'''&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-3.jpg | style=fullborder }}&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Cover and Game Situations}}&lt;br /&gt;
{{image | name=n5/eng-lof-and-cover-example-4v2.jpg | style=fullborder }}&lt;br /&gt;
In both situations the Blue Trooper has Cover from the Orange Trooper.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Range ===&lt;br /&gt;
&lt;br /&gt;
All [[BS Weapon]]s, pieces of [[Equipment]], and [[Special Skill]]s that can make [[BS Attack]]s apply a Range MOD that depends on the distance between the attacker and the target.&lt;br /&gt;
&lt;br /&gt;
If the target is beyond the maximum Range of the BS Weapon, piece of Equipment or Special Skill, then the BS Attack automatically fails (the Order is spent, [[Disposable]] weapons lose a use, etc.).&lt;br /&gt;
&lt;br /&gt;
For example, for the Combi Rifle we have the following values:&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/combi-rifle-1024.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* If the distance between the Trooper and the Target is from 0 to 16 inches, the Trooper has a +3 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* If the distance is greater than 16 inches and equal to or less than 32 inches, the Trooper has a -3 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* If the distance is greater than 32 inches and equal to or less than 48 inches, the Trooper has a -6 MOD to their BS Attack Roll due to Range.&lt;br /&gt;
* The BS Attack automatically fails if the Range is more than 48 inches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Skills, Weapons, Equipment, or States ===&lt;br /&gt;
&lt;br /&gt;
Certain [[Special Skill]]s, [[Weapons]], [[Equipment]] or [[States]] can apply a MOD to [[BS Attack]] Rolls. These Special Skills, Weapons, pieces of Equipment, or States are explained in the respective sections of this rulebook.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Do you need to specify all details of a Skill when declaring it? For example, where the target is for a BS Attack, or where the template is being placed for White Noise? |&lt;br /&gt;
a = A: Yes, with the exception of the target’s position, which is chosen in the Resolution step, before measuring Ranges. If the order of declaration is important, the active player chooses who declares first. |&lt;br /&gt;
related = [[Ballistic Skills]], [[Order Expenditure Sequence]], [[White Noise]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Module]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Order_Expenditure_Sequence&amp;diff=4092</id>
		<title>Order Expenditure Sequence</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Order_Expenditure_Sequence&amp;diff=4092"/>
		<updated>2026-09-04T13:25:14Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-basic-rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each time the [[Active Player]] decides to spend an [[Order]] (of whatever type) to activate a Trooper, follow these steps:&lt;br /&gt;
&lt;br /&gt;
1. '''Activation''': The Active Player declares which Trooper will activate.&lt;br /&gt;
: 1.1. '''Order expenditure''': The Active Player removes from the table, or otherwise marks as spent, the [[Order]] he uses to activate the Trooper.&lt;br /&gt;
: 1.2 '''Declaration of the First Skill''': The Active Player declares the first [[Basic Short Skill]], or the [[Long Skill]], they want to use.  If movements are declared, the player [[Moving and Measuring | measures]] where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.&lt;br /&gt;
&lt;br /&gt;
2. '''Reactive Player's AROs'''&lt;br /&gt;
: 2.1. '''ARO Check'''. The [[Reactive Player]] checks if they are allowed to declare [[ARO]]s with their Troopers. Players may check from the Active Trooper if any Trooper or Game Element is inside the [[Zone of Control]] (ZoC) of the Active Trooper.&lt;br /&gt;
: 2.2 '''ARO Declaration'''. The Reactive Player declares the AROs of those Troopers that '''are allowed''' to declare one. Troopers are not forced to declare AROs, but if a Trooper can declare an ARO and fails to do so, they forfeit their right to declare an ARO against this Order.&lt;br /&gt;
&lt;br /&gt;
3. '''Declaration of the Second Skill''': The Active Player declares the second [[Short Skill]] of the Order, if applicable. If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.&lt;br /&gt;
&lt;br /&gt;
4. '''Reactive Player's AROs'''&lt;br /&gt;
: 4.1. '''ARO Check'''. The Reactive Player checks if they are allowed to declare [[ARO]]s with those Troopers that couldn't declare an ARO in the previous ARO Check step. Players may check from the Active Trooper if any Trooper or Game Element falls inside the [[Zone of Control]] (ZoC) of the Active Trooper.&lt;br /&gt;
: 4.2 '''ARO Declaration'''. The Reactive Player declares the AROs of those Troopers that are allowed to declare one. Troopers are not forced to declare AROs, but if a Trooper can declare an ARO and fails to do so, they forfeit their right to declare an ARO against this Order.&lt;br /&gt;
5. '''Resolution''': Check that the Skills and pieces of Equipment whose use has been declared '''meet''' their respective Requirements, make all necessary [[range]] measurements, determine which MODs apply, and then both players make their Rolls. If any Skill or piece of Equipment '''doesn't meet''' its Requirements, the Trooper instead performs an [[Idle]].&lt;br /&gt;
: 5.1. '''Effects''': Players apply all effects of successful Skills and Equipment including [[Saving Rolls]] and [[Dodge]] movement.&lt;br /&gt;
: 5.2. '''Conclusion''': [[Guts Rolls]] are made if necessary, and their effects are applied, as well as those of [[Alert]]!. End of the Order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
All details and choices related to the execution of a [[Skills_and_Equipment_Module#Common_and_Special_Skills_in_Infinity | Basic Short Skill, Short Skill, or Long Skill]] must be specified when it is declared.&lt;br /&gt;
&lt;br /&gt;
For instance, if you declare a movement, you must specify the entire route.&lt;br /&gt;
&lt;br /&gt;
If you declare an Attack, you must specify which [[Weapon]], piece of [[Equipment]], [[Special Skill]], [[Ammunition]], or other option will be used, who the targets are, the specific point where the shots are taken from, how the [[Burst]] is divided between targets, etc.&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
When declaring [[Alert]]!, any [[Basic Short Skill]], or the [[Long Skill]]s [[Jump]] or [[Climb]], their Requirements must be checked when the Skill is declared. For all other Skills that are declared as part of an [[Trooper Activation | Order]] or [[ARO]], their Requirements must be checked during step 5 of the Order Expenditure Sequence: Resolution.&lt;br /&gt;
&lt;br /&gt;
If the use of a Skill, weapon, or a piece of Equipment is declared and when the Requirements are checked they are not met, the action is cancelled and the Trooper instead performs an [[Idle]]. Additionally, any declared uses of [[Disposable]] items are expended and lost.&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
The type, status, and expenditure of any Order ([[Orders_and_the_Order_Pool#Types_of_Orders | Regular, Irregular, Tactical, the Lieutenant Order]], which [[Combat Group]] it belongs to, whether it has been spent or not...) is [[Open Information]]. Players must place the Tokens for each and every one of their Orders in a visible place on the gaming table, and they must inform their opponent every time they spend an Order to activate a Trooper, even if it is the Lieutenant Order.&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
{{erratahighblock}}&lt;br /&gt;
If a Trooper receives and removes [[Wound]]s or [[States]] in the same Order, the positive effect is always applied first, followed by the negative effect. &lt;br /&gt;
&lt;br /&gt;
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.{{erratahighblock-end}}&lt;br /&gt;
{{Important-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
'''Infinity. Fair Play'''&lt;br /&gt;
&lt;br /&gt;
To streamline the game, the opponent may assist the Active Player with measurements, checking [[LoF]], etc. This will make the game more exciting and dynamic. Fair play is a win-win for both players and is essential for a good game atmosphere. If mistakes are made, ideally both players should come to an agreement to fix the problem.&lt;br /&gt;
&lt;br /&gt;
The tagline “in Infinity it's always your turn” isn't just about using AROs to react during your opponent's turns, but that it is also a tool to interact continuously with your opponent, creating a constant dialogue that makes the games more engaging and enjoyable. This makes it easier to keep learning and improving your game skills, and has helped create a tight community of players, whose friendship reaches across borders and oceans.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Do you need to specify all details of a Skill when declaring it? For example, where the target is for a BS Attack, or where the template is being placed for White Noise? |&lt;br /&gt;
a = A: Yes, with the exception of the target’s position, which is chosen in the Resolution step, before measuring Ranges. If the order of declaration is important, the active player chooses who declares first. |&lt;br /&gt;
related = [[Ballistic Skills]], [[Order Expenditure Sequence]], [[White Noise]] }}&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-basic-rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Rules]]&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=White_Noise&amp;diff=4091</id>
		<title>White Noise</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=White_Noise&amp;diff=4091"/>
		<updated>2026-09-04T13:24:15Z</updated>

		<summary type="html">&lt;p&gt;Ian: FAQ 0.1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-hacking}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| WHITE NOISE | SHORT SKILL }}&lt;br /&gt;
{{skill-label | NFB }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* To use this this Hacking Program, the [[Hacker]] must be the Active Trooper.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The White Noise Hacking Program generates a [[White Noise Zone]] the size of a Circular Template and with infinite height.&lt;br /&gt;
* On a successful Normal [[WIP]] Roll, the [[Hacker]] may place the Circular Template representing the '''White Noise Zone''' inside their [[Hacking Area]] at the end of the Order.&lt;br /&gt;
* The Circular Template must be [[totally inside]] the Hacking Area.&lt;br /&gt;
* The effects of this Program persist until the start of the [[States Phase]], at which point you must remove the Circular Template.&lt;br /&gt;
* While the Circular Template is on the game table, the Program's [[NFB]] Label applies to the Hacker, so they cannot use or apply any other Skill, piece of Equipment, or Hacking Program that has the NFB Label, for example [[Mimetism]], [[Albedo]], [[Holoprojector]] etc.&lt;br /&gt;
* The range of this Program is the Hacker's Hacking Area.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
Troopers possessing a [[Multispectral Visor]] or [[Marksmanship]] cannot draw [[LoF]] through a [[White Noise Zone]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Attack MOD !! Opp. MOD !! PS !! Burst !! Target !! Skill Type !! Special&lt;br /&gt;
|- &lt;br /&gt;
| [[White Noise]] || -- || -- || -- || 1 || -- || Short Skill || [[NFB]], [[Reflective]], [[Circular Template]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Terrain and Scenery Structures#Special Terrain | Area of Effect of Special Terrain Zones]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
: In Infinity, the [[Area of Effect]] of a Special Terrain zone is the area in where its special effects are applied. Any Trooper in [[Silhouette contact]] with a Special Terrain zone, or whose base or [[Silhouette Template]] is covered at least partially by a Special Terrain zone, is equally affected by the Effects of the zone.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FAQs ==&lt;br /&gt;
&lt;br /&gt;
{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.1, Sep 2026 |&lt;br /&gt;
q = Q: Do you need to specify all details of a Skill when declaring it? For example, where the target is for a BS Attack, or where the template is being placed for White Noise? |&lt;br /&gt;
a = A: Yes, with the exception of the target’s position, which is chosen in the Resolution step, before measuring Ranges. If the order of declaration is important, the active player chooses who declares first. |&lt;br /&gt;
related = [[Ballistic Skills]], [[Order Expenditure Sequence]], [[White Noise]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-hacking}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Hacking]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: NFB ]]&lt;br /&gt;
[[Category: Reflective ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: N5 FAQ 0.1 ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Tech-Recovery&amp;diff=4090</id>
		<title>Tech-Recovery</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Tech-Recovery&amp;diff=4090"/>
		<updated>2026-08-27T14:34:06Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.2, October 2025}}&lt;br /&gt;
&lt;br /&gt;
This Special Skill indicates the capacity to cancel States when an allied GizmoKit is applied to its user. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| TECH-RECOVERY  | AUTOMATIC SKILL  }}&lt;br /&gt;
{{skill-label | Optional  }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The user must be in a State that can be canceled by the [[Engineer]] Special Skill.&lt;br /&gt;
* The user has received a successful hit from an allied [[GizmoKit]], or it has been applied to them through [[Silhouette contact]]. &lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* By passing a Normal [[PH]] Roll, the user cancels all their States that can be canceled by the Engineer Special Skill ([[Immobilized-A]], [[Immobilized-B]], [[Isolated]], [[Targeted]]...), removing the corresponding State Tokens. &lt;br /&gt;
* '''Restriction'''. This Special Skill does '''not''' apply to [[Unconscious]] State, which must be canceled by applying the usual rules. &lt;br /&gt;
* Failing the Normal PH Roll has no negative consequences, and the Roll can be performed again in future Orders. &lt;br /&gt;
* If the user lists GizmoKit in their [[Unit Profile]] with a PH value between brackets, they will apply this PH value when a GizmoKit is used on them. &lt;br /&gt;
* This Special Skill remains active even when its owner is in a [[Null]] State. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
Engineer can be used to cancel these States:&lt;br /&gt;
* '''[[Disconnected State]]'''&lt;br /&gt;
* '''[[Immobilized-A State]]'''&lt;br /&gt;
* '''[[Immobilized-B State]]'''&lt;br /&gt;
* '''[[Isolated State]]'''&lt;br /&gt;
* '''[[Stunned State]]'''&lt;br /&gt;
* '''[[Targeted State]]'''&lt;br /&gt;
* '''[[Unconscious State]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox | Example }} &lt;br /&gt;
A Trooper with the [[Aerial]] and Tech-Recovery Special Skills is in [[Unconscious]], [[Immobilized-A]], and [[Isolated]] States. An ally makes a successful [[BS Attack]] with its [[GizmoKit]] against them, so they can make a Normal PH Roll to cancel its Unconscious State. Upon passing the Roll, the [[Unconscious]] State is cancelled and the State Token is removed. &lt;br /&gt;
&lt;br /&gt;
Now, the ally with a GizmoKit spends a new Order and makes another successful BS Attack against the same target, with the intention of canceling the two remaining States, as that Trooper has the Tech-Recovery Special Skill. The Trooper makes a Normal PH Roll and, after passing it, cancels the Immobilized-A and Isolated States, removing the corresponding State Tokens.&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Technorganic&amp;diff=4089</id>
		<title>Technorganic</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Technorganic&amp;diff=4089"/>
		<updated>2026-08-27T14:33:53Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.2, October 2025}}&lt;br /&gt;
&lt;br /&gt;
This Special Skill indicates the possession of hybrid self-repairing equipment that can be treated by both combat medics and field engineers. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| TECHNORGANIC  | AUTOMATIC SKILL  }}&lt;br /&gt;
{{skill-label | Optional  }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Trooper is in [[Unconscious]] State. &lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The Unconscious State of the Trooper can be cancelled by using either the [[Doctor]] or [[Engineer]] Skill, or the [[MediKit]] or [[GizmoKit]] pieces of Equipment, regardless of whether they have the [[VITA]] or [[STR]] Attribute. &lt;br /&gt;
* This Special Skill remains active even when its owner is in a [[Null]] State. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox|Example}}&lt;br /&gt;
A Trooper with a [[STR]] Attribute of 2 and the Technorganic Skill has received two [[Wound]]s and is in [[Unconscious]] State. &lt;br /&gt;
&lt;br /&gt;
If a Trooper with the [[Doctor]] Special Skill reaches [[Silhouette contact]], they could use Doctor to cancel the target's Unconscious State and remove one of the target's Wounds, even though their target lacks the [[VITA]] Attribute. &lt;br /&gt;
&lt;br /&gt;
If the Trooper reaching Silhouette contact has the [[Engineer]] Special Skill instead of Doctor, they could use Engineer to remove one of the target's Wounds and cancel their Unconscious State, and in a subsequent Order remove the remaining Wound, as is usual for targets with the STR Attribute. &lt;br /&gt;
&lt;br /&gt;
If the Trooper in Unconscious State has a VITA Attribute of 2 instead of the STR Attribute, receives a successful hit from a [[GizmoKit]] and passes the corresponding roll, they remove a Wound and therefore cancel their Unconscious State. However, a new successful hit from a GizmoKit&amp;amp;#8213;succeeding the corresponding roll&amp;amp;#8213;would have no effect, as the Trooper lacks the STR Attribute, and Technorganic requires the Trooper to be in Unconscious State.&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Tech-Recovery&amp;diff=4088</id>
		<title>Tech-Recovery</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Tech-Recovery&amp;diff=4088"/>
		<updated>2026-08-27T14:33:19Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.3, September 2026}}&lt;br /&gt;
&lt;br /&gt;
This Special Skill indicates the capacity to cancel States when an allied GizmoKit is applied to its user. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| TECH-RECOVERY  | AUTOMATIC SKILL  }}&lt;br /&gt;
{{skill-label | Optional  }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The user must be in a State that can be canceled by the [[Engineer]] Special Skill.&lt;br /&gt;
* The user has received a successful hit from an allied [[GizmoKit]], or it has been applied to them through [[Silhouette contact]]. &lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* By passing a Normal [[PH]] Roll, the user cancels all their States that can be canceled by the Engineer Special Skill ([[Immobilized-A]], [[Immobilized-B]], [[Isolated]], [[Targeted]]...), removing the corresponding State Tokens. &lt;br /&gt;
* '''Restriction'''. This Special Skill does '''not''' apply to [[Unconscious]] State, which must be canceled by applying the usual rules. &lt;br /&gt;
* Failing the Normal PH Roll has no negative consequences, and the Roll can be performed again in future Orders. &lt;br /&gt;
* If the user lists GizmoKit in their [[Unit Profile]] with a PH value between brackets, they will apply this PH value when a GizmoKit is used on them. &lt;br /&gt;
* This Special Skill remains active even when its owner is in a [[Null]] State. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
Engineer can be used to cancel these States:&lt;br /&gt;
* '''[[Disconnected State]]'''&lt;br /&gt;
* '''[[Immobilized-A State]]'''&lt;br /&gt;
* '''[[Immobilized-B State]]'''&lt;br /&gt;
* '''[[Isolated State]]'''&lt;br /&gt;
* '''[[Stunned State]]'''&lt;br /&gt;
* '''[[Targeted State]]'''&lt;br /&gt;
* '''[[Unconscious State]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox | Example }} &lt;br /&gt;
A Trooper with the [[Aerial]] and Tech-Recovery Special Skills is in [[Unconscious]], [[Immobilized-A]], and [[Isolated]] States. An ally makes a successful [[BS Attack]] with its [[GizmoKit]] against them, so they can make a Normal PH Roll to cancel its Unconscious State. Upon passing the Roll, the [[Unconscious]] State is cancelled and the State Token is removed. &lt;br /&gt;
&lt;br /&gt;
Now, the ally with a GizmoKit spends a new Order and makes another successful BS Attack against the same target, with the intention of canceling the two remaining States, as that Trooper has the Tech-Recovery Special Skill. The Trooper makes a Normal PH Roll and, after passing it, cancels the Immobilized-A and Isolated States, removing the corresponding State Tokens.&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Technorganic&amp;diff=4087</id>
		<title>Technorganic</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Technorganic&amp;diff=4087"/>
		<updated>2026-08-27T14:33:13Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.3, September 2026}}&lt;br /&gt;
&lt;br /&gt;
This Special Skill indicates the possession of hybrid self-repairing equipment that can be treated by both combat medics and field engineers. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| TECHNORGANIC  | AUTOMATIC SKILL  }}&lt;br /&gt;
{{skill-label | Optional  }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Trooper is in [[Unconscious]] State. &lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The Unconscious State of the Trooper can be cancelled by using either the [[Doctor]] or [[Engineer]] Skill, or the [[MediKit]] or [[GizmoKit]] pieces of Equipment, regardless of whether they have the [[VITA]] or [[STR]] Attribute. &lt;br /&gt;
* This Special Skill remains active even when its owner is in a [[Null]] State. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox|Example}}&lt;br /&gt;
A Trooper with a [[STR]] Attribute of 2 and the Technorganic Skill has received two [[Wound]]s and is in [[Unconscious]] State. &lt;br /&gt;
&lt;br /&gt;
If a Trooper with the [[Doctor]] Special Skill reaches [[Silhouette contact]], they could use Doctor to cancel the target's Unconscious State and remove one of the target's Wounds, even though their target lacks the [[VITA]] Attribute. &lt;br /&gt;
&lt;br /&gt;
If the Trooper reaching Silhouette contact has the [[Engineer]] Special Skill instead of Doctor, they could use Engineer to remove one of the target's Wounds and cancel their Unconscious State, and in a subsequent Order remove the remaining Wound, as is usual for targets with the STR Attribute. &lt;br /&gt;
&lt;br /&gt;
If the Trooper in Unconscious State has a VITA Attribute of 2 instead of the STR Attribute, receives a successful hit from a [[GizmoKit]] and passes the corresponding roll, they remove a Wound and therefore cancel their Unconscious State. However, a new successful hit from a GizmoKit&amp;amp;#8213;succeeding the corresponding roll&amp;amp;#8213;would have no effect, as the Trooper lacks the STR Attribute, and Technorganic requires the Trooper to be in Unconscious State.&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Journalist&amp;diff=4086</id>
		<title>Journalist</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Journalist&amp;diff=4086"/>
		<updated>2026-08-27T14:31:59Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.2, October 2025}}&lt;br /&gt;
&lt;br /&gt;
The presence of a Journalist on the battlefield, transmitting only information authorized by Intelligence, always praises the work of the troops, catapulting some of them into the spotlight as heroes of the mass media, or just enhancing their reputation amongst their commanding officers. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| JOURNALIST  | AUTOMATIC SKILL  }}&lt;br /&gt;
{{skill-label | Optional  }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers within the [[Zone of Control]] of any '''[[allied]]''' Troopers with the Journalist Special Skill apply a +3 MOD to their [[Guts Roll]]. &lt;br /&gt;
* Similarly, Troopers within the Zone of Control of any [[enemy]] Troopers with the Journalist Special Skill apply a -3 MOD to their Guts Roll. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''JOURNALIST AND CAMPAIGN RULES: '''&lt;br /&gt;
* If playing a campaign (rules available in the Infinity Daedalus Fall book), at the end of a scenario the player may: &lt;br /&gt;
** Apply a +3 MOD to their CUBEVAC Rolls. &lt;br /&gt;
** Apply a +3 MOD to their Promotion Roll. &lt;br /&gt;
* '''Restriction:''' In order to be able to apply these Campaign Effects, at the end of the scenario the Trooper possessing this Special Skill must be on the game table in a non-[[Null]] State. &lt;br /&gt;
* '''Restriction:''' If a player has multiple Journalists on the game table, their MODs to Guts Rolls and also to Campaign Rules are not cumulative. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Cyberplug&amp;diff=4085</id>
		<title>Cyberplug</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Cyberplug&amp;diff=4085"/>
		<updated>2026-08-27T14:30:58Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.2, October 2025}}&lt;br /&gt;
&lt;br /&gt;
This Special Skill indicates a remote link that allows to control Peripherals (Cyberplug). &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| CYBERPLUG | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers with this Special Skill may have [[Peripheral#Peripheral_.28Cyberplug.29 | Peripherals (Cyberplug)]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Alternative_Weapon_Chart&amp;diff=4084</id>
		<title>Alternative Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Alternative_Weapon_Chart&amp;diff=4084"/>
		<updated>2026-08-27T14:27:37Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BOWS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Tactical Bow|+3|0|-6|--|--|--|--|8|1|DA|ARM|2|[[Anti-materiel]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Tactical Bow|+3|0|-6|--|--|--|--|8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CARBINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|E/M Carbine|+3|+3|-3|-3|-6|--|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Blast Mode)|+3|+3|-3|-3|-6|--|--|7|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Hit Mode)|+3|+3|-3|-3|-6|--|--|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CC WEAPONS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|{{erratahighlight}}[[Anti-materiel]],{{erratahighlight-end}} [[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC Trait | CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DIRECT TEMPLATE WEAPONS ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Chain-Colt| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Chain Rifle| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/Marat| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Large Teardrop)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Flamethrower| | | | | | | |6|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Flamethrower| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Nanopulser| | | | | | | |7|1|N|BTS|1|[[Direct Template (Small Teardrop)]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Pulzar| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}, [[Non-Lethal]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}, [[Non-Lethal]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]]| | | | | | | |4|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]] Plus| | | | | | | |3|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Zapper| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DISPOSABLE SUPPORT WEAPONS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Akrylat-Kanone|-3|0|+3|+3|-3|-3|--|--|1|PARA|PH-6|1|[[Disposable (2)]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Blitzen|-3|0|+3|+3|-3|-3|--|6|1|E/M|BTS/2|2|[[Disposable (2)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|1|N|ARM|1|[[Continuous Damage]], [[Disposable (2)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Hit Mode)|-3|0|+3|+3|-3|-3|--|6|1|AP|ARM/2|1|[[Continuous Damage]], [[Disposable (2)]]}}&lt;br /&gt;
{{n5_weaponrow|Panzerfaust|-3|0|+3|+3|-3|-3|--|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (2)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenades|0|-3|--|--|--|--|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenades|+3|-3|--|--|--|--|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenades|+3|-3|--|--|--|--|--|7|1|N|ARM|1|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenades|0|-3|--|--|--|--|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADE LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|N|ARM|1|[[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HEAVY MACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Anti-materiel Mode)|-3|0|+3|+3|-3|-3|--|5|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (AP Mode)|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Shock Mode)|-3|0|+3|+3|-3|-3|--|5|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MARKSMAN RIFLES ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}Breaker Marksman Rifle{{erratahighlight-end}}|-3|+3|+3|-3|-3|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Anti-materiel Mode)|-3|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (AP Mode)|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Shock Mode)|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Shock Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MINES &amp;amp; OTHER DEPLOYABLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP [[Mines]]| | | | | | | |7|1|AP|ARM/2|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|CrazyKoalas| | | | | | | |5|1|SHOCK|ARM|1|[[Disposable (2)]], [[Boost]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Cybermines]]| | | | | | | |5|1|--|BTS|2|[[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[State Trait | State:]] [[Stunned]]/[[Immobilized-B]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Dazer]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|[[Deployable Repeater]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]]}}&lt;br /&gt;
{{n5_weaponrow|[[Disco Baller]]|0|+3|-3|-6|--|--|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Double Shot]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (BS Mode)|+3|-3|--|--|--|--|--|--|1|--|--|--|[[BS Weapon (PH)]], [[Speculative Attack]], [[Disposable (3)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (Deployable Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/M [[Mines]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[FastPanda]]| | | | | | | |--|1|--|--|--|[[Disposable (1)]], [[Indiscriminate]], [[Perimeter]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Madtraps| | | | | | | |--|1|PARA|PH-6|1|[[Disposable (2)]], [[Boost]], [[Non-Lethal]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mine Dispenser]]|0|+3|-3|-6|-6|-6|--| |1|--|--|--|[[Speculative Attack]], [[Double Shot]], [[Disposable (2)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament [[Mines]]| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|PARA [[Mines]]| | | | | | | |--|1|PARA|PH-6|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|-3|-6|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*] {{erratahighlight}}(Note updated range bands in N5.2.){{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Shock [[Mines]]| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral [[Mines]]| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[BioWeapon | BioWeapon (DA+Shock)]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[WildParrot]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (1)]], [[Non-Lethal]], [[Perimeter]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| AP MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| CRAZYKOALA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| CYBERMINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| DAZER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DEPLOYABLE REPEATER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DISCO BALL || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DROP BEAR || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| E/M MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| FASTPANDA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MADTRAP || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MONOFILAMENT MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| PARA MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SHOCK MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| VIRAL MINE  || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| WILDPARROT || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PHEROWARE TACTICS (PT) ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow| PT: Endgame| | | | | | | |7|1|AP|BTS/2|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Disposable (2)]], [[Double Shot]], [[Target (VITA)]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Eraser| | | | | | | |6|2|DA|BTS|2|[[BS Weapon (WIP)]], [[Comms Attack]], [[Target (VITA)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Mirrorball| | | | | | | |--|1|ECLIPSE|--|--|[[BS Weapon (WIP)]], [[Comms Attack]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[No LoF]], [[Targetless]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PISTOLS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|{{erratahighlight}}[[Anti-materiel]],{{erratahighlight-end}} [[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{update | Mazebreaker, May 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}AP Red Fury{{erratahighlight-end}}|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Anti-materiel Mode)|0|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (AP Mode)|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Shock Mode)|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Red Fury|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RIFLES==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Adhesive Launcher Rifle|0|+3|-3|-3|-6|-6|--|--|2|PARA|PH-6|1|[[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Anti-materiel Mode)|+3|+3|-3|-3|-6|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (AP Mode)|+3|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Shock Mode)|+3|+3|-3|-3|-6|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Blast Mode)|+3|+3|-3|-3|-6|-6|--|7|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Suppressive Fire Trait | Suppressive Fire]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Hit Mode)|+3|+3|-3|-3|-6|-6|--|6|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Rifle|0|+3|-3|-3|-6|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROCKET LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Hit Mode)|-3|0|+3|+3|-3|-3|--|5|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Blast Mode)|0|+3|+3|-3|-6|-6|--|7|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Hit Mode)|0|+3|+3|-3|-6|-6|--|6|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOTGUNS==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Shotgun|+6|0|-3|--|--|--|--|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Light Shotgun|+6|0|-3|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Vulkan Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SNIPER RIFLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|K1 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|7|2|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Anti-materiel Mode)|-3|0|+3|+3|+3|+3|-3|5|2|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (AP Mode)|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Shock Mode)|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Blast Mode)|-3|0|+3|+3|+3|+3|-3|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Hit Mode)|-3|0|+3|+3|+3|+3|-3|5|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |}}&lt;br /&gt;
{{n5_weaponrow|Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPITFIRES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Spitfire|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Anti-materiel Mode)|0|+3|+3|-3|-6|-6|--|6|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (AP Mode)|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Shock Mode)|0|+3|+3|-3|-6|-6|--|6|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Spitfire|0|+3|+3|-3|-6|-6|--|6|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUBMACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Submachine Gun|+3|0|-3|-6|--|--|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Submachine Gun|+3|0|-3|-6|--|--|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
== THUNDERBOLTS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UNCATEGORIZED ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Contender|0|+3|+3|0|--|--|--|7|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (Demolition Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (CC Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [[Improvised]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Deactivator]]|+6|+3|-6|--|--|--|--|--|1|--|--|--|[[BS Weapon (WIP)]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[Discover]]|+3|0|0|0|-3|-3|-6|--|--|--|--|--|[***]}}&lt;br /&gt;
{{n5_weaponrow|E/Mitter|-3|0|+3|+3|0|0|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Blast Mode)|-3|0|+3|+3|0|0|--|6|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Burst Mode)|-3|0|+3|+3|0|0|--|6|2|AP+DA|ARM/2|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Flash Pulse|0|+3|+3|-3|-3|-3|-6|7|1|STUN|BTS|1|[[BS Weapon (WIP)]], [[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|[[Forward Observer]]|0|0|0|-3|-3|-3|-6|--|2|--|--|--|[[BS Weapon (WIP)]], [[State Trait | State:]] [[Targeted]], [[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[GizmoKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Anti-materiel Mode)|-3|0|+3|+3|0|0|--|5|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (AP Mode)|-3|0|+3|+3|0|0|--|5|5|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Shock Mode)|-3|0|+3|+3|0|0|--|5|5|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Jammer| | | | | | | |7|1|N|BTS|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No Lof]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|Katyusha MRL|-3|+3|+3|0|0|-6|--|6|1|DA|ARM|2|[[Anti-materiel]], [[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[MediKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Blast Mode)|-3|0|0|+3|+3|-3|-3|6|1|EXP|ARM|3|[[Anti-materiel]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Hit Mode)|-3|0|0|+3|+3|-3|-3|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Mk12|0|+3|+3|-3|-6|-6|--|5|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Ohotnik|0|+3|+3|+3|0|-3|-6|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Portable Autocannon|-3|0|+3|+3|-3|-3|--|5|2|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[Suppressive Fire Trait | Suppressive Fire]] Mode|0|0|-3|--|--|--|--|*|3|*|*|*|[***]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Blast Mode)|-3|+3|+3|0|0|-6|--|6|3|AP+SHOCK|ARM/2|1|[[Speculative Attack]], [[Impact Template (Circular)]], [[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Hit Mode)|-3|+3|+3|0|0|-6|--|5|3|AP+SHOCK|ARM/2|1|[[Burst: Single Target]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Mixed Weapons]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Reference Charts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=4083</id>
		<title>Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=4083"/>
		<updated>2026-08-27T14:26:38Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BOWS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Tactical Bow|+3|0|-6|--|--|--|--|8|1|DA|ARM|2|[[Anti-materiel]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Tactical Bow|+3|0|-6|--|--|--|--|8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CARBINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|E/M Carbine|+3|+3|-3|-3|-6|--|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Blast Mode)|+3|+3|-3|-3|-6|--|--|7|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Hit Mode)|+3|+3|-3|-3|-6|--|--|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CC WEAPONS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC Trait | CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DISPOSABLE SUPPORT WEAPONS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Akrylat-Kanone|-3|0|+3|+3|-3|-3|--|--|1|PARA|PH-6|1|[[Disposable (2)]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Blitzen|-3|0|+3|+3|-3|-3|--|6|1|E/M|BTS/2|2|[[Disposable (2)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|1|N|ARM|1|[[Continuous Damage]], [[Disposable (2)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Hit Mode)|-3|0|+3|+3|-3|-3|--|6|1|AP|ARM/2|1|[[Continuous Damage]], [[Disposable (2)]]}}&lt;br /&gt;
{{n5_weaponrow|Panzerfaust|-3|0|+3|+3|-3|-3|--|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (2)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FLAMETHROWERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Flamethrower| | | | | | | |6|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Flamethrower| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenades|0|-3|--|--|--|--|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenades|+3|-3|--|--|--|--|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenades|+3|-3|--|--|--|--|--|7|1|N|ARM|1|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenades|0|-3|--|--|--|--|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADE LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|N|ARM|1|[[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HEAVY MACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Anti-materiel Mode)|-3|0|+3|+3|-3|-3|--|5|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (AP Mode)|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Shock Mode)|-3|0|+3|+3|-3|-3|--|5|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MARKSMAN RIFLES ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}Breaker Marksman Rifle{{erratahighlight-end}}|-3|+3|+3|-3|-3|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Anti-materiel Mode)|-3|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (AP Mode)|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Shock Mode)|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Shock Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP [[Mines]]| | | | | | | |7|1|AP|ARM/2|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Cybermines]]| | | | | | | |5|1|--|BTS|2|[[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[State Trait | State:]] [[Stunned]]/[[Immobilized-B]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (BS Mode)|+3|-3|--|--|--|--|--|--|1|--|--|--|[[BS Weapon (PH)]], [[Speculative Attack]], [[Disposable (3)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (Deployable Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/M [[Mines]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Mine Dispenser]]|0|+3|-3|-6|-6|-6|--| |1|--|--|--|[[Speculative Attack]], [[Double Shot]], [[Disposable (2)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament [[Mines]]| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|PARA [[Mines]]| | | | | | | |--|1|PARA|PH-6|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Shock [[Mines]]| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral [[Mines]]| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[BioWeapon | BioWeapon (DA+Shock)]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[WildParrot]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (1)]], [[Non-Lethal]], [[Perimeter]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| AP MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| CYBERMINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| DROP BEAR || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| E/M MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| MONOFILAMENT MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| PARA MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SHOCK MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| VIRAL MINE  || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| WILDPARROT || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PHEROWARE TACTICS (PT) ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow| PT: Endgame| | | | | | | |7|1|AP|BTS/2|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Disposable (2)]], [[Double Shot]], [[Target (VITA)]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Eraser| | | | | | | |6|2|DA|BTS|2|[[BS Weapon (WIP)]], [[Comms Attack]], [[Target (VITA)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Mirrorball| | | | | | | |--|1|ECLIPSE|--|--|[[BS Weapon (WIP)]], [[Comms Attack]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[No LoF]], [[Targetless]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PISTOLS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|{{erratahighlight}}[[Anti-materiel]],{{erratahighlight-end}} [[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{update | Mazebreaker, May 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}AP Red Fury{{erratahighlight-end}}|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Anti-materiel Mode)|0|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (AP Mode)|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Shock Mode)|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Red Fury|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RIFLES==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Adhesive Launcher Rifle|0|+3|-3|-3|-6|-6|--|--|2|PARA|PH-6|1|[[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Anti-materiel Mode)|+3|+3|-3|-3|-6|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (AP Mode)|+3|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Shock Mode)|+3|+3|-3|-3|-6|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Blast Mode)|+3|+3|-3|-3|-6|-6|--|7|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Suppressive Fire Trait | Suppressive Fire]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Hit Mode)|+3|+3|-3|-3|-6|-6|--|6|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Rifle|0|+3|-3|-3|-6|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RIOTSTOPPERS ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]], {{erratahighlight}}[[Intuitive Attack Trait | Intuitive Attack]],{{erratahighlight-end}} [[Non-Lethal]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]], {{erratahighlight}}[[Intuitive Attack Trait | Intuitive Attack]],{{erratahighlight-end}} [[Non-Lethal]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROCKET LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Hit Mode)|-3|0|+3|+3|-3|-3|--|5|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Blast Mode)|0|+3|+3|-3|-6|-6|--|7|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Hit Mode)|0|+3|+3|-3|-6|-6|--|6|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOTGUNS==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Shotgun|+6|0|-3|--|--|--|--|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Light Shotgun|+6|0|-3|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Vulkan Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SNIPER RIFLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|K1 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|7|2|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Anti-materiel Mode)|-3|0|+3|+3|+3|+3|-3|5|2|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (AP Mode)|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Shock Mode)|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Blast Mode)|-3|0|+3|+3|+3|+3|-3|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Hit Mode)|-3|0|+3|+3|+3|+3|-3|5|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |}}&lt;br /&gt;
{{n5_weaponrow|Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPITFIRES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Spitfire|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Anti-materiel Mode)|0|+3|+3|-3|-6|-6|--|6|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (AP Mode)|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Shock Mode)|0|+3|+3|-3|-6|-6|--|6|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Spitfire|0|+3|+3|-3|-6|-6|--|6|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUBMACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Submachine Gun|+3|0|-3|-6|--|--|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Submachine Gun|+3|0|-3|-6|--|--|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
== THUNDERBOLTS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UNCATEGORIZED ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Chain-Colt| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Chain Rifle| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Contender|0|+3|+3|0|--|--|--|7|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|CrazyKoalas| | | | | | | |5|1|SHOCK|ARM|1|[[Disposable (2)]], [[Boost]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (Demolition Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (CC Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [[Improvised]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Dazer]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|[[Deactivator]]|+6|+3|-6|--|--|--|--|--|1|--|--|--|[[BS Weapon (WIP)]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[Deployable Repeater]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]]}}&lt;br /&gt;
{{n5_weaponrow|[[Disco Baller]]|0|+3|-3|-6|--|--|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Double Shot]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Discover]]|+3|0|0|0|-3|-3|-6|--|--|--|--|--|[***]}}&lt;br /&gt;
{{n5_weaponrow|E/Marat| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Large Teardrop)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/Mitter|-3|0|+3|+3|0|0|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[FastPanda]]| | | | | | | |--|1|--|--|--|[[Disposable (1)]], [[Indiscriminate]], [[Perimeter]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Blast Mode)|-3|0|+3|+3|0|0|--|6|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Burst Mode)|-3|0|+3|+3|0|0|--|6|2|AP+DA|ARM/2|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Flash Pulse|0|+3|+3|-3|-3|-3|-6|7|1|STUN|BTS|1|[[BS Weapon (WIP)]], [[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|[[Forward Observer]]|0|0|0|-3|-3|-3|-6|--|2|--|--|--|[[BS Weapon (WIP)]], [[State Trait | State:]] [[Targeted]], [[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[GizmoKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Anti-materiel Mode)|-3|0|+3|+3|0|0|--|5|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (AP Mode)|-3|0|+3|+3|0|0|--|5|5|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Shock Mode)|-3|0|+3|+3|0|0|--|5|5|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Jammer| | | | | | | |7|1|N|BTS|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No Lof]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|Katyusha MRL|-3|+3|+3|0|0|-6|--|6|1|DA|ARM|2|[[Anti-materiel]], [[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Madtraps| | | | | | | |--|1|PARA|PH-6|1|[[Disposable (2)]], [[Boost]], [[Non-Lethal]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[MediKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Blast Mode)|-3|0|0|+3|+3|-3|-3|6|1|EXP|ARM|3|[[Anti-materiel]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Hit Mode)|-3|0|0|+3|+3|-3|-3|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Mk12|0|+3|+3|-3|-6|-6|--|5|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Nanopulser| | | | | | | |7|1|N|BTS|1|[[Direct Template (Small Teardrop)]], [[Intuitive Attack Trait | Intuitive Attack]]}}&lt;br /&gt;
{{n5_weaponrow|Ohotnik|0|+3|+3|+3|0|-3|-6|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|-3|-6|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*] (Note updated range bands in N5.2.)}}&lt;br /&gt;
{{n5_weaponrow|Portable Autocannon|-3|0|+3|+3|-3|-3|--|5|2|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Pulzar| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]]| | | | | | | |4|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]] Plus| | | | | | | |3|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Suppressive Fire Trait | Suppressive Fire]] Mode|0|0|-3|--|--|--|--|*|3|*|*|*|[***]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Blast Mode)|-3|+3|+3|0|0|-6|--|6|3|AP+SHOCK|ARM/2|1|[[Speculative Attack]], [[Impact Template (Circular)]], [[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Hit Mode)|-3|+3|+3|0|0|-6|--|5|3|AP+SHOCK|ARM/2|1|[[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Zapper| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| CRAZYKOALA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DAZER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DEPLOYABLE REPEATER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DISCO BALL || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| FASTPANDA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MADTRAP || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Mixed Weapons]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Reference Charts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Mixed_Weapons&amp;diff=4082</id>
		<title>Mixed Weapons</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Mixed_Weapons&amp;diff=4082"/>
		<updated>2026-08-27T14:25:59Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These weapons can be used as both BS Weapons and CC Weapons, so they have two different Modes.&lt;br /&gt;
&lt;br /&gt;
* In CC Weapon Mode it:&lt;br /&gt;
** Uses the Trooper's CC Attribute. &lt;br /&gt;
** Has the [[CC Trait]]. &lt;br /&gt;
** Is a CC Weapon for all purposes.&lt;br /&gt;
* In BS Weapon Mode it:&lt;br /&gt;
** Uses the Trooper's BS Attribute. &lt;br /&gt;
** Has Range MODs.&lt;br /&gt;
** Is a BS Weapon for all purposes. If the weapon uses an Attribute other than BS to make BS Attacks, this will be listed in its Traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|{{erratahighlight}}[[Anti-materiel]],{{erratahighlight-end}} [[CC Trait | CC]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manually added categories. --&amp;gt;&lt;br /&gt;
[[Category:Anti-materiel]]&lt;br /&gt;
[[Category:BS Weapon (PH)]]&lt;br /&gt;
[[Category:CC]]&lt;br /&gt;
[[Category:Disposable]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Infinity_Spec-Ops&amp;diff=4081</id>
		<title>Infinity Spec-Ops</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Infinity_Spec-Ops&amp;diff=4081"/>
		<updated>2026-08-27T14:23:58Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{newrule | PDF 5.3, September 2026}}&lt;br /&gt;
&lt;br /&gt;
In Infinity, Spec-Ops are highly versatile elite operatives with advanced training and specialized gear, essential for high-risk missions, covert operations, and reconnaissance. Their unique skills make them a vital asset to any power in the Human Sphere.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| INFINITY SPEC-OPS | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Special Skill allows the player to '''customize the [[Unit Profile]]''' when creating the [[Army List]]. &lt;br /&gt;
* When creating the Army List, the player can configure their Spec-Ops Trooper by following these steps:&lt;br /&gt;
** Select a Skill, Weapon or Equipment option, as with any other Troop.&lt;br /&gt;
** Choose two different options from those available in the Spec-Ops Chart.&lt;br /&gt;
* In addition, Troopers with this Special Skill have two different Unit Profiles, always deploying with their Initial Profile. The player can replace the Trooper's Initial Profile with their Enhanced Profile by picking up a SpecBall, deployed with the '''Request SpecBall''' Skill. &lt;br /&gt;
* '''Restriction:''' The player's Army List cannot include more than one Trooper with this Special Skill.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
The options selected from the Spec-Ops Chart apply to both the Initial Profile and the Enhanced Profile. &lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
=Request SpecBall=&lt;br /&gt;
&lt;br /&gt;
This Special Skill allows Spec-Ops Troopers to call for tactical support on the ground and send airborne supplies to the Troopers on the battlefield by means of the SpecBall drop capsules.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| REQUEST A SPECBALL | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Have a Trooper in a '''non-[[Null]] state''' with the Spec-Ops Special Skill. &lt;br /&gt;
* It is the '''second or third [[Game Round]]''', and the player's [[Active Turn]].&lt;br /&gt;
{{effects}}&lt;br /&gt;
* When Requesting a Speedball during their Active Turn, players must place one 55 mm SpecBall Token on the game table applying the [[Combat Jump]] Skill rules, and then make a PH Roll for it with a '''PH''' value of '''15'''. This cannot be done partway through the [[Order Expenditure Sequence]].&lt;br /&gt;
* Before making the Combat Jump Roll, the player needs to choose what support equipment this suborbital drop contains, '''choosing two different items''' from the SpecBall Chart.&lt;br /&gt;
** '''Restriction:''' SpecBall items are unique and non-transferable. &lt;br /&gt;
* '''Restriction:''' SpecBall Tokens cannot be placed in [[Silhouette contact]] with Models, Markers, Tokens, or scenario objectives.&lt;br /&gt;
* An allied Spec-Ops Trooper in a non-Null state who enters Silhouette contact with their SpecBall Token automatically picks up the items it contains. This action automatically cancels any [[Marker State]] the Spec-Ops Trooper is in. The Trooper and their Initial Profile must be replaced by their Enhanced Profile–and the Model representing it–at the end of the Order, applying the SpecBall items. Remove the SpecBall Token from the game table.&lt;br /&gt;
* Any [[Wounds]] received by the Trooper's Initial Profile also apply to the Enhanced Profile.&lt;br /&gt;
* Similarly, States are also shared by both Unit Profiles, if applicable.&lt;br /&gt;
* If a SpecBot was chosen, place its Model in Silhouette contact with the Trooper at the end of the Order. &lt;br /&gt;
* SpecBall Tokens are State Tokens. They do not block enemy movement and cannot be targeted by [[Deactivator]]s.&lt;br /&gt;
* '''Restriction:''' Each player can only use this Skill '''once per game'''.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Optional ]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Template:Newrule&amp;diff=4080</id>
		<title>Template:Newrule</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Template:Newrule&amp;diff=4080"/>
		<updated>2026-08-27T14:23:03Z</updated>

		<summary type="html">&lt;p&gt;Ian: Created page with &amp;quot;&amp;lt;div class=&amp;quot;errata_border&amp;quot;&amp;gt; &amp;lt;span class=&amp;quot;errata_title&amp;quot;&amp;gt;'''New rule added''' ''{{{1}}}''&amp;lt;/span&amp;gt; &amp;lt;br&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;errata_border&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span class=&amp;quot;errata_title&amp;quot;&amp;gt;'''New rule added''' ''{{{1}}}''&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=4079</id>
		<title>Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=4079"/>
		<updated>2026-08-24T10:49:49Z</updated>

		<summary type="html">&lt;p&gt;Ian: Kobra DA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BOWS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Tactical Bow|+3|0|-6|--|--|--|--|8|1|DA|ARM|2|[[Anti-materiel]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Tactical Bow|+3|0|-6|--|--|--|--|8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CARBINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|E/M Carbine|+3|+3|-3|-3|-6|--|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Blast Mode)|+3|+3|-3|-3|-6|--|--|7|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Hit Mode)|+3|+3|-3|-3|-6|--|--|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CC WEAPONS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC Trait | CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DISPOSABLE SUPPORT WEAPONS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Akrylat-Kanone|-3|0|+3|+3|-3|-3|--|--|1|PARA|PH-6|1|[[Disposable (2)]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Blitzen|-3|0|+3|+3|-3|-3|--|6|1|E/M|BTS/2|2|[[Disposable (2)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|1|N|ARM|1|[[Continuous Damage]], [[Disposable (2)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Hit Mode)|-3|0|+3|+3|-3|-3|--|6|1|AP|ARM/2|1|[[Continuous Damage]], [[Disposable (2)]]}}&lt;br /&gt;
{{n5_weaponrow|Panzerfaust|-3|0|+3|+3|-3|-3|--|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (2)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== FLAMETHROWERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Flamethrower| | | | | | | |6|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Flamethrower| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenades|0|-3|--|--|--|--|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenades|+3|-3|--|--|--|--|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenades|+3|-3|--|--|--|--|--|7|1|N|ARM|1|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenades|0|-3|--|--|--|--|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADE LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|N|ARM|1|[[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HEAVY MACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Anti-materiel Mode)|-3|0|+3|+3|-3|-3|--|5|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (AP Mode)|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Shock Mode)|-3|0|+3|+3|-3|-3|--|5|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MARKSMAN RIFLES ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}Breaker Marksman Rifle{{erratahighlight-end}}|-3|+3|+3|-3|-3|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Anti-materiel Mode)|-3|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (AP Mode)|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Shock Mode)|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Shock Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP [[Mines]]| | | | | | | |7|1|AP|ARM/2|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Cybermines]]| | | | | | | |5|1|--|BTS|2|[[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[State Trait | State:]] [[Stunned]]/[[Immobilized-B]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (BS Mode)|+3|-3|--|--|--|--|--|--|1|--|--|--|[[BS Weapon (PH)]], [[Speculative Attack]], [[Disposable (3)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (Deployable Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/M [[Mines]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Mine Dispenser]]|0|+3|-3|-6|-6|-6|--| |1|--|--|--|[[Speculative Attack]], [[Double Shot]], [[Disposable (2)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament [[Mines]]| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|PARA [[Mines]]| | | | | | | |--|1|PARA|PH-6|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Shock [[Mines]]| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral [[Mines]]| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[BioWeapon | BioWeapon (DA+Shock)]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[WildParrot]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (1)]], [[Non-Lethal]], [[Perimeter]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| AP MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| CYBERMINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| DROP BEAR || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| E/M MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| MONOFILAMENT MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| PARA MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SHOCK MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| VIRAL MINE  || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| WILDPARROT || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PHEROWARE TACTICS (PT) ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow| PT: Endgame| | | | | | | |7|1|AP|BTS/2|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Disposable (2)]], [[Double Shot]], [[Target (VITA)]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Eraser| | | | | | | |6|2|DA|BTS|2|[[BS Weapon (WIP)]], [[Comms Attack]], [[Target (VITA)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Mirrorball| | | | | | | |--|1|ECLIPSE|--|--|[[BS Weapon (WIP)]], [[Comms Attack]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[No LoF]], [[Targetless]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PISTOLS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{update | Mazebreaker, May 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}AP Red Fury{{erratahighlight-end}}|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Anti-materiel Mode)|0|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (AP Mode)|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Shock Mode)|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Red Fury|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RIFLES==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Adhesive Launcher Rifle|0|+3|-3|-3|-6|-6|--|--|2|PARA|PH-6|1|[[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Anti-materiel Mode)|+3|+3|-3|-3|-6|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (AP Mode)|+3|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Shock Mode)|+3|+3|-3|-3|-6|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Blast Mode)|+3|+3|-3|-3|-6|-6|--|7|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Suppressive Fire Trait | Suppressive Fire]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Hit Mode)|+3|+3|-3|-3|-6|-6|--|6|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Rifle|0|+3|-3|-3|-6|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RIOTSTOPPERS ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]], {{erratahighlight}}[[Intuitive Attack Trait | Intuitive Attack]],{{erratahighlight-end}} [[Non-Lethal]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]], {{erratahighlight}}[[Intuitive Attack Trait | Intuitive Attack]],{{erratahighlight-end}} [[Non-Lethal]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROCKET LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Hit Mode)|-3|0|+3|+3|-3|-3|--|5|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Blast Mode)|0|+3|+3|-3|-6|-6|--|7|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Hit Mode)|0|+3|+3|-3|-6|-6|--|6|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOTGUNS==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Shotgun|+6|0|-3|--|--|--|--|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Light Shotgun|+6|0|-3|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Vulkan Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SNIPER RIFLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|K1 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|7|2|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Anti-materiel Mode)|-3|0|+3|+3|+3|+3|-3|5|2|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (AP Mode)|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Shock Mode)|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Blast Mode)|-3|0|+3|+3|+3|+3|-3|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Hit Mode)|-3|0|+3|+3|+3|+3|-3|5|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |}}&lt;br /&gt;
{{n5_weaponrow|Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPITFIRES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Spitfire|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Anti-materiel Mode)|0|+3|+3|-3|-6|-6|--|6|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (AP Mode)|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Shock Mode)|0|+3|+3|-3|-6|-6|--|6|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Spitfire|0|+3|+3|-3|-6|-6|--|6|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUBMACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Submachine Gun|+3|0|-3|-6|--|--|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Submachine Gun|+3|0|-3|-6|--|--|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
== THUNDERBOLTS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UNCATEGORIZED ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Chain-Colt| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Chain Rifle| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Contender|0|+3|+3|0|--|--|--|7|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|CrazyKoalas| | | | | | | |5|1|SHOCK|ARM|1|[[Disposable (2)]], [[Boost]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (Demolition Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (CC Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [[Improvised]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Dazer]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|[[Deactivator]]|+6|+3|-6|--|--|--|--|--|1|--|--|--|[[BS Weapon (WIP)]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[Deployable Repeater]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]]}}&lt;br /&gt;
{{n5_weaponrow|[[Disco Baller]]|0|+3|-3|-6|--|--|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Double Shot]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Discover]]|+3|0|0|0|-3|-3|-6|--|--|--|--|--|[***]}}&lt;br /&gt;
{{n5_weaponrow|E/Marat| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Large Teardrop)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/Mitter|-3|0|+3|+3|0|0|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[FastPanda]]| | | | | | | |--|1|--|--|--|[[Disposable (1)]], [[Indiscriminate]], [[Perimeter]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Blast Mode)|-3|0|+3|+3|0|0|--|6|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Burst Mode)|-3|0|+3|+3|0|0|--|6|2|AP+DA|ARM/2|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Flash Pulse|0|+3|+3|-3|-3|-3|-6|7|1|STUN|BTS|1|[[BS Weapon (WIP)]], [[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|[[Forward Observer]]|0|0|0|-3|-3|-3|-6|--|2|--|--|--|[[BS Weapon (WIP)]], [[State Trait | State:]] [[Targeted]], [[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[GizmoKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Anti-materiel Mode)|-3|0|+3|+3|0|0|--|5|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (AP Mode)|-3|0|+3|+3|0|0|--|5|5|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Shock Mode)|-3|0|+3|+3|0|0|--|5|5|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Jammer| | | | | | | |7|1|N|BTS|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No Lof]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|Katyusha MRL|-3|+3|+3|0|0|-6|--|6|1|DA|ARM|2|[[Anti-materiel]], [[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Madtraps| | | | | | | |--|1|PARA|PH-6|1|[[Disposable (2)]], [[Boost]], [[Non-Lethal]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[MediKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Blast Mode)|-3|0|0|+3|+3|-3|-3|6|1|EXP|ARM|3|[[Anti-materiel]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Hit Mode)|-3|0|0|+3|+3|-3|-3|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Mk12|0|+3|+3|-3|-6|-6|--|5|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Nanopulser| | | | | | | |7|1|N|BTS|1|[[Direct Template (Small Teardrop)]], [[Intuitive Attack Trait | Intuitive Attack]]}}&lt;br /&gt;
{{n5_weaponrow|Ohotnik|0|+3|+3|+3|0|-3|-6|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|-3|-6|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*] (Note updated range bands in N5.2.)}}&lt;br /&gt;
{{n5_weaponrow|Portable Autocannon|-3|0|+3|+3|-3|-3|--|5|2|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Pulzar| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]]| | | | | | | |4|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]] Plus| | | | | | | |3|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Suppressive Fire Trait | Suppressive Fire]] Mode|0|0|-3|--|--|--|--|*|3|*|*|*|[***]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Blast Mode)|-3|+3|+3|0|0|-6|--|6|3|AP+SHOCK|ARM/2|1|[[Speculative Attack]], [[Impact Template (Circular)]], [[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Hit Mode)|-3|+3|+3|0|0|-6|--|5|3|AP+SHOCK|ARM/2|1|[[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Zapper| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| CRAZYKOALA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DAZER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DEPLOYABLE REPEATER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DISCO BALL || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| FASTPANDA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MADTRAP || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Mixed Weapons]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Reference Charts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Alternative_Weapon_Chart&amp;diff=4078</id>
		<title>Alternative Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Alternative_Weapon_Chart&amp;diff=4078"/>
		<updated>2026-08-24T10:49:28Z</updated>

		<summary type="html">&lt;p&gt;Ian: Kobra DA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== BOWS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Tactical Bow|+3|0|-6|--|--|--|--|8|1|DA|ARM|2|[[Anti-materiel]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Tactical Bow|+3|0|-6|--|--|--|--|8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Silent|Silent (-6)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CARBINES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|E/M Carbine|+3|+3|-3|-3|-6|--|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Blast Mode)|+3|+3|-3|-3|-6|--|--|7|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Carbine (Hit Mode)|+3|+3|-3|-3|-6|--|--|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CC WEAPONS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC Trait | CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP CC Weapon| | | | | | | |8|1|AP|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+DA CC Weapon| | | | | | | |8|1|AP+DA|ARM/2|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+EXP CC Weapon| | | | | | | |8|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+Shock CC Weapon| | | | | | | |8|1|AP+SHOCK|ARM/2|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|AP+T2 CC Weapon| | | | | | | |8|1|AP+T2|ARM/2|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|CC Weapon| | | | | | | |8|1|N|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|DA CC Weapon| | | | | | | |8|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|E/M CC Weapon| | | | | | | |8|1|N+E/M|BTS/2|2|[[CC Trait | CC]], [**]}}&lt;br /&gt;
{{n5_weaponrow|EXP CC Weapon| | | | | | | |8|1|EXP|ARM|3|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament CC Weapon| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]]}}&lt;br /&gt;
{{n5_weaponrow|PARA CC Weapon| | | | | | | |--|1|PARA|PH-6|1|[[CC Trait | CC]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Shock CC Weapon| | | | | | | |8|1|SHOCK|ARM|1|[[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|T2 CC Weapon| | | | | | | |8|1|T2|ARM|1|[[Anti-materiel]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral CC Weapon| | | | | | | |8|1|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[CC Trait | CC]]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (BS Mode)|+3|--|--|--|--|--|--|8|1|N|ARM&amp;amp;#61;0|1|[[BS Weapon (PH)]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Vorpal CC Weapon]] (CC Mode)| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[CC Trait | CC]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DIRECT TEMPLATE WEAPONS ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Chain-Colt| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Chain Rifle| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (BS Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Double Shot]], [[Direct Template (Small Teardrop)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Chest Mines]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[CC Attack (+3)]], [[Disposable (2)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/Marat| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Large Teardrop)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Flamethrower| | | | | | | |6|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Flamethrower| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Continuous Damage]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Nanopulser| | | | | | | |7|1|N|BTS|1|[[Direct Template (Small Teardrop)]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Pulzar| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}, [[Non-Lethal]], [[Direct Template (Large Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Riotstopper| | | | | | | |--|1|PARA|PH-6|1|[[State Trait | State:]] [[Immobilized-A]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}, [[Non-Lethal]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]]| | | | | | | |4|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Sepsitor]] Plus| | | | | | | |3|1|--|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Large Teardrop)]], [[State Trait | State:]] [[Sepsitorized]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Zapper| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== DISPOSABLE SUPPORT WEAPONS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Akrylat-Kanone|-3|0|+3|+3|-3|-3|--|--|1|PARA|PH-6|1|[[Disposable (2)]], [[State Trait | State:]] [[Immobilized-A]], [[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|Blitzen|-3|0|+3|+3|-3|-3|--|6|1|E/M|BTS/2|2|[[Disposable (2)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|1|N|ARM|1|[[Continuous Damage]], [[Disposable (2)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Flammenspeer (Hit Mode)|-3|0|+3|+3|-3|-3|--|6|1|AP|ARM/2|1|[[Continuous Damage]], [[Disposable (2)]]}}&lt;br /&gt;
{{n5_weaponrow|Panzerfaust|-3|0|+3|+3|-3|-3|--|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (2)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenades|0|-3|--|--|--|--|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenades|+3|-3|--|--|--|--|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenades|+3|-3|--|--|--|--|--|7|1|N|ARM|1|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenades|0|-3|--|--|--|--|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[BS Weapon (PH)]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== GRENADE LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Eclipse Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|ECLIPSE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Reflective]], [[Targetless]], [**]}}&lt;br /&gt;
{{n5_weaponrow|E/M Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|E/M|BTS/2|2|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Grenade Launcher|0|0|0|-3|-6|-6|--|7|1|N|ARM|1|[[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Smoke Grenade Launcher|0|0|0|-3|-6|-6|--|--|1|SMOKE|--|--|[[Speculative Attack]], [[Non-Lethal]], [[Impact Template (Circular)]], [[Targetless]], [**]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== HEAVY MACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Machine Gun|-3|0|+3|+3|-3|-3|--|5|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Anti-materiel Mode)|-3|0|+3|+3|-3|-3|--|5|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (AP Mode)|-3|0|+3|+3|-3|-3|--|5|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Heavy Machine Gun (Shock Mode)|-3|0|+3|+3|-3|-3|--|5|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MARKSMAN RIFLES ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}Breaker Marksman Rifle{{erratahighlight-end}}|-3|+3|+3|-3|-3|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Anti-materiel Mode)|-3|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (AP Mode)|-3|+3|+3|-3|-3|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Marksman Rifle (Shock Mode)|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Shock Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Marksman Rifle|-3|+3|+3|-3|-3|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MINES &amp;amp; OTHER DEPLOYABLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP [[Mines]]| | | | | | | |7|1|AP|ARM/2|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|CrazyKoalas| | | | | | | |5|1|SHOCK|ARM|1|[[Disposable (2)]], [[Boost]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Cybermines]]| | | | | | | |5|1|--|BTS|2|[[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[State Trait | State:]] [[Stunned]]/[[Immobilized-B]], [[Non-Lethal]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Dazer]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|[[Deployable Repeater]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]]}}&lt;br /&gt;
{{n5_weaponrow|[[Disco Baller]]|0|+3|-3|-6|--|--|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Double Shot]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (BS Mode)|+3|-3|--|--|--|--|--|--|1|--|--|--|[[BS Weapon (PH)]], [[Speculative Attack]], [[Disposable (3)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Drop Bears]] (Deployable Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|E/M [[Mines]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [**]}}&lt;br /&gt;
{{n5_weaponrow|[[FastPanda]]| | | | | | | |--|1|--|--|--|[[Disposable (1)]], [[Indiscriminate]], [[Perimeter]], [[Deployable]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Madtraps| | | | | | | |--|1|PARA|PH-6|1|[[Disposable (2)]], [[Boost]], [[Non-Lethal]], [[Perimeter]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mine Dispenser]]|0|+3|-3|-6|-6|-6|--| |1|--|--|--|[[Speculative Attack]], [[Double Shot]], [[Disposable (2)]], [[Targetless]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Monofilament [[Mines]]| | | | | | | |8|1|N|ARM&amp;amp;#61;0|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [[State Trait | State:]] [[Dead]], [*]}}&lt;br /&gt;
{{n5_weaponrow|PARA [[Mines]]| | | | | | | |--|1|PARA|PH-6|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Non-Lethal]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Pitcher]]|0|0|-3|-6|-6|-6|--|--|1|--|--|--|[[Speculative Attack]], [[Disposable (2)]], [[Indiscriminate]], [[Non-Lethal]], [[Targetless]], [*] {{erratahighlight}}(Note updated range bands in N5.2.){{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|Shock [[Mines]]| | | | | | | |7|1|SHOCK|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|Viral [[Mines]]| | | | | | | |7|1|N|BTS|1|[[Intuitive Attack Trait | Intuitive Attack]], [[BioWeapon | BioWeapon (DA+Shock)]], [[Concealed]], [[Disposable (3)]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[WildParrot]]| | | | | | | |7|1|E/M|BTS/2|2|[[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (1)]], [[Non-Lethal]], [[Perimeter]], [[Direct Template (Small Teardrop)]], [[Deployable]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Deployable !! ARM !! BTS !! STR !! S&lt;br /&gt;
|-&lt;br /&gt;
| AP MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| CRAZYKOALA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| CYBERMINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| DAZER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DEPLOYABLE REPEATER || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DISCO BALL || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| DROP BEAR || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| E/M MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| FASTPANDA || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MADTRAP || 0 || 0 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
| MONOFILAMENT MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| PARA MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| SHOCK MINE || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| VIRAL MINE  || 0 || 0 || 1 || 0&lt;br /&gt;
|-&lt;br /&gt;
| WILDPARROT || 0 || 0 || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PHEROWARE TACTICS (PT) ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow| PT: Endgame| | | | | | | |7|1|AP|BTS/2|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Disposable (2)]], [[Double Shot]], [[Target (VITA)]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Eraser| | | | | | | |6|2|DA|BTS|2|[[BS Weapon (WIP)]], [[Comms Attack]], [[Target (VITA)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No LoF]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow| PT: Mirrorball| | | | | | | |--|1|ECLIPSE|--|--|[[BS Weapon (WIP)]], [[Comms Attack]], [[Impact Template (Circular)]], [[Non-Lethal]], [[Reflective]], [[No LoF]], [[Targetless]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== PISTOLS ==&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Heavy Pistol|+3|0|-6|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Assault Pistol|+3|0|-6|--|--|--|--|7|4|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Blast Mode)| | | | | | | |7|1|N|ARM|1|[[Intuitive Attack Trait | Intuitive Attack]], [[Direct Template (Small Teardrop)]]}}&lt;br /&gt;
{{n5_weaponrow|Boarding Pistol (Hit Mode)|+3|0|-6|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Breaker Pistol|+3|0|-6|--|--|--|--|8|2|AP|BTS/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Pistol|+3|0|-6|--|--|--|--|6|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Anti-materiel Mode)|+3|0|-6|--|--|--|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (AP Mode)|+3|0|-6|--|--|--|--|7|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Pistol (Shock Mode)|+3|0|-6|--|--|--|--|7|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Pistol|+3|0|-6|--|--|--|--|9|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|Silenced Pistol|+3|0|-6|--|--|--|--|8|2|AP+SHOCK|BTS/2|1|[[Silent|Silent (-6)]]}}&lt;br /&gt;
{{n5_weaponrow|Stun Pistol|+3|0|-6|--|--|--|--|8|2|STUN|BTS|1|[[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Pistol|+3|0|-6|--|--|--|--|8|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{update | Mazebreaker, May 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|{{erratahighlight}}AP Red Fury{{erratahighlight-end}}|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Anti-materiel Mode)|0|+3|+3|-3|-3|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (AP Mode)|0|+3|+3|-3|-3|-6|--|7|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Red Fury (Shock Mode)|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Red Fury|0|+3|+3|-3|-3|-6|--|7|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==RIFLES==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Adhesive Launcher Rifle|0|+3|-3|-3|-6|-6|--|--|2|PARA|PH-6|1|[[Non-Lethal]]}}&lt;br /&gt;
{{n5_weaponrow|AP Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Breaker Rifle|0|+3|-3|-3|-6|-6|--|7|3|AP|BTS/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|K1 Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Anti-materiel Mode)|+3|+3|-3|-3|-6|-6|--|7|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (AP Mode)|+3|+3|-3|-3|-6|-6|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Rifle (Shock Mode)|+3|+3|-3|-3|-6|-6|--|7|3|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Blast Mode)|+3|+3|-3|-3|-6|-6|--|7|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Suppressive Fire Trait | Suppressive Fire]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Rifle (Hit Mode)|+3|+3|-3|-3|-6|-6|--|6|3|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|T2 Rifle|0|+3|-3|-3|-6|-6|--|7|3|T2|ARM|1|[[Anti-materiel]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Rifle|0|+3|-3|-3|-6|-6|--|7|3|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]], [[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ROCKET LAUNCHERS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Blast Mode)|-3|0|+3|+3|-3|-3|--|6|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Heavy Rocket Launcher (Hit Mode)|-3|0|+3|+3|-3|-3|--|5|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Blast Mode)|0|+3|+3|-3|-6|-6|--|7|2|N|ARM|1|[[Continuous Damage]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Light Rocket Launcher (Hit Mode)|0|+3|+3|-3|-6|-6|--|6|2|N|ARM|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SHOTGUNS==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Heavy Shotgun|+6|0|-3|--|--|--|--|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Light Shotgun|+6|0|-3|--|--|--|--|7|2|N|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Boarding Shotgun|+6|0|-3|--|--|--|--|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Vulkan Shotgun|+6|0|-3|--|--|--|--|6|2|AP|ARM/2|1|[[Continuous Damage]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SNIPER RIFLES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|K1 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|7|2|N|ARM&amp;amp;#61;0|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Anti-materiel Mode)|-3|0|+3|+3|+3|+3|-3|5|2|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (AP Mode)|-3|0|+3|+3|+3|+3|-3|5|2|AP|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|MULTI Sniper Rifle (Shock Mode)|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Blast Mode)|-3|0|+3|+3|+3|+3|-3|6|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |[[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[Combined Saving Roll | Plasma]] Sniper Rifle (Hit Mode)|-3|0|+3|+3|+3|+3|-3|5|2|N|[[Combined Saving Roll | ARM and BTS]]|1 and 1 |}}&lt;br /&gt;
{{n5_weaponrow|Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|SHOCK|ARM|1|}}&lt;br /&gt;
{{n5_weaponrow|T2 Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Viral Sniper Rifle|-3|0|+3|+3|+3|+3|-3|5|2|N|BTS|1|[[BioWeapon | BioWeapon (DA+Shock)]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SPITFIRES ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Spitfire|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Anti-materiel Mode)|0|+3|+3|-3|-6|-6|--|6|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (AP Mode)|0|+3|+3|-3|-6|-6|--|6|4|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|MULTI Spitfire (Shock Mode)|0|+3|+3|-3|-6|-6|--|6|4|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Spitfire|0|+3|+3|-3|-6|-6|--|6|4|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== SUBMACHINE GUNS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Submachine Gun|+3|0|-3|-6|--|--|--|7|3|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Submachine Gun|+3|0|-3|-6|--|--|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
== THUNDERBOLTS ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|AP Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM/2|1|}}&lt;br /&gt;
{{n5_weaponrow|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== UNCATEGORIZED ==&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|Contender|0|+3|+3|0|--|--|--|7|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (Demolition Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[D-Charges]] (CC Mode)| | | | | | | |6|1|AP+EXP|ARM/2|3|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [[Improvised]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Deactivator]]|+6|+3|-6|--|--|--|--|--|1|--|--|--|[[BS Weapon (WIP)]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[Discover]]|+3|0|0|0|-3|-3|-6|--|--|--|--|--|[***]}}&lt;br /&gt;
{{n5_weaponrow|E/Mitter|-3|0|+3|+3|0|0|--|7|2|E/M|BTS/2|2|[[Non-Lethal]], [**]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Blast Mode)|-3|0|+3|+3|0|0|--|6|1|EXP|ARM|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Feuerbach (Burst Mode)|-3|0|+3|+3|0|0|--|6|2|AP+DA|ARM/2|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Flash Pulse|0|+3|+3|-3|-3|-3|-6|7|1|STUN|BTS|1|[[BS Weapon (WIP)]], [[Non-Lethal]], [[State Trait | State:]] [[Stunned]]}}&lt;br /&gt;
{{n5_weaponrow|[[Forward Observer]]|0|0|0|-3|-3|-3|-6|--|2|--|--|--|[[BS Weapon (WIP)]], [[State Trait | State:]] [[Targeted]], [[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|[[GizmoKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Anti-materiel Mode)|-3|0|+3|+3|0|0|--|5|1|DA|ARM|2|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (AP Mode)|-3|0|+3|+3|0|0|--|5|5|AP|ARM/2|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Hyper-Rapid Magnetic Cannon (Shock Mode)|-3|0|+3|+3|0|0|--|5|5|SHOCK|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Jammer| | | | | | | |7|1|N|BTS|1|[[BS Weapon (WIP)]], [[Comms Attack]], [[Intuitive Attack Trait | Intuitive Attack]], [[Disposable (2)]], [[State Trait | State:]] [[Isolated]], [[Non-Lethal]], [[No Lof]], [[Traits#Zone_of_Control_.28ZoC.29 | Zone of Control]]}}&lt;br /&gt;
{{n5_weaponrow|Katyusha MRL|-3|+3|+3|0|0|-6|--|6|1|DA|ARM|2|[[Anti-materiel]], [[Speculative Attack]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|[[MediKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Blast Mode)|-3|0|0|+3|+3|-3|-3|6|1|EXP|ARM|3|[[Anti-materiel]], [[Impact Template (Circular)]]}}&lt;br /&gt;
{{n5_weaponrow|Missile Launcher (Hit Mode)|-3|0|0|+3|+3|-3|-3|6|1|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Mk12|0|+3|+3|-3|-6|-6|--|5|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}&lt;br /&gt;
{{n5_weaponrow|Ohotnik|0|+3|+3|+3|0|-3|-6|6|2|T2|ARM|1|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|Portable Autocannon|-3|0|+3|+3|-3|-3|--|5|2|AP+EXP|ARM/2|3|[[Anti-materiel]]}}&lt;br /&gt;
{{n5_weaponrow|[[Suppressive Fire Trait | Suppressive Fire]] Mode|0|0|-3|--|--|--|--|*|3|*|*|*|[***]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Blast Mode)|-3|+3|+3|0|0|-6|--|6|3|AP+SHOCK|ARM/2|1|[[Speculative Attack]], [[Impact Template (Circular)]], [[Burst: Single Target]]}}&lt;br /&gt;
{{n5_weaponrow|Uragan MRL (Hit Mode)|-3|+3|+3|0|0|-6|--|5|3|AP+SHOCK|ARM/2|1|[[Burst: Single Target]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NOTE: [*]''' Additional explanation in the [[Weaponry]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [**]''' Additional explanation in the [[Ammunition]] section.&amp;lt;br&amp;gt;&lt;br /&gt;
'''NOTE: [***]''' Additional explanation in the [[Skills and Equipment]] section.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Mixed Weapons]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-reference-charts}}&lt;br /&gt;
{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Reference Charts]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Mixed_Weapons&amp;diff=4077</id>
		<title>Mixed Weapons</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Mixed_Weapons&amp;diff=4077"/>
		<updated>2026-08-24T10:49:10Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These weapons can be used as both BS Weapons and CC Weapons, so they have two different Modes.&lt;br /&gt;
&lt;br /&gt;
* In CC Weapon Mode it:&lt;br /&gt;
** Uses the Trooper's CC Attribute. &lt;br /&gt;
** Has the [[CC Trait]]. &lt;br /&gt;
** Is a CC Weapon for all purposes.&lt;br /&gt;
* In BS Weapon Mode it:&lt;br /&gt;
** Uses the Trooper's BS Attribute. &lt;br /&gt;
** Has Range MODs.&lt;br /&gt;
** Is a BS Weapon for all purposes. If the weapon uses an Attribute other than BS to make BS Attacks, this will be listed in its Traits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[BS Weapon (PH)]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|{{erratahighlight}}[[Anti-materiel]], [[CC]], [*]{{erratahighlight-end}}}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{erratahighlight}}SHOCK{{erratahighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{erratahighlight}}DA{{erratahighlight-end}}|ARM|{{erratahighlight}}2{{erratahighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (BS Mode)|0|--|--|--|--|--|--|6|1|DA|ARM|2|[[Anti-materiel]], [[BS Weapon (PH)]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC]], {{originalhighlight}}[[Disposable (3)]],{{originalhighlight-end}} [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (BS Mode)|+3|0|-6|--|--|--|--|7|2|{{originalhighlight}}N{{originalhighlight-end}}|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|{{originalhighlight}}SHOCK{{originalhighlight-end}}|ARM|{{originalhighlight}}1{{originalhighlight-end}}|[[CC Trait | CC]], [*]}}&lt;br /&gt;
|}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Ranged Weapon Profile]]'''&lt;br /&gt;
* '''[[Melee Weapon Profile]]'''&lt;br /&gt;
* '''[[Weapon Chart]]'''&lt;br /&gt;
* '''[[Alternative Weapon Chart]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Ammunition and Weaponry]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manually added categories. --&amp;gt;&lt;br /&gt;
[[Category:Anti-materiel]]&lt;br /&gt;
[[Category:BS Weapon (PH)]]&lt;br /&gt;
[[Category:CC]]&lt;br /&gt;
[[Category:Disposable]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Peripheral&amp;diff=4076</id>
		<title>Peripheral</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Peripheral&amp;diff=4076"/>
		<updated>2026-08-20T13:52:09Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Game elements with this Special Skill are Models or Tokens representing pieces of Equipment or Weapons operated by telepresence or given certain autonomy by a control AI.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| PERIPHERAL | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* When creating an [[Army List]] or determining how many Troopers each Combat Group can contain, a Controller and all its Peripherals are counted as a single Trooper.&lt;br /&gt;
* Peripherals are deployed on the game table at the same time as their Controller, unless a rule for that type of Peripheral says otherwise.&lt;br /&gt;
* If the Controller has a Deployment Skill that allows them to deploy after the [[Deployment Phase]], but their Peripherals do not, these Peripherals are deployed during the Deployment Phase and remain in [[Disconnected State]] until their Controller is deployed on the game table and moves within the operating distance for that type of Peripheral.  &lt;br /&gt;
* Peripherals are always activated with the '''same Order''' as their Controller, executing the same [[Short Skill]]s of the Order, or [[Long Skill]], although they are '''not required to have the same target'''.&lt;br /&gt;
* If any of the game elements (Controller or Peripheral) does not meet the Requirements of a Skill of the Order declared by the Controller and Peripherals, then they perform an [[Idle]] instead of such Skill, while the other may act normally.&lt;br /&gt;
* Each reactive Trooper must choose only one of the Troopers (be it the Controller or one of their Peripherals) activated by the Order as their target, but they are not obliged to choose the same target.&lt;br /&gt;
* '''During the Reactive Turn''', both the Controller and the Peripherals gain their own separate [[ARO]]s. However, unless a specific rule says otherwise, any declared AROs must be the same for both the Controller and the Peripherals.&lt;br /&gt;
* '''In Close Combat''', the rules described in [[Close Combat with Multiple Troopers]] must be applied.&lt;br /&gt;
* If the Controller enters any [[Null]] State or [[Isolated State]], the Peripheral will enter '''[[Disconnected]]''' State at the end of that Order.&lt;br /&gt;
* If the Peripheral enters '''[[Isolated]]''' State, it will also enter Disconnected State at the end of that Order.&lt;br /&gt;
* Peripherals with a point cost in their profile count towards [[Victory Points]], Zone of Operations control, etc. Remember that the total cost of the Unit includes Peripherals and, therefore, the value of the Peripherals must be deducted to determine the itemized points of the Units.&lt;br /&gt;
* If the Controller has or gains—due any scenario condition or Skill—the [[Impetuous]] Special Skill, the Controller's Peripherals are also affected.&lt;br /&gt;
* '''Restriction''': Peripherals and their Controller cannot be part of a [[Coordinated Order]] nor be a member of any type of [[Fireteam]].&lt;br /&gt;
* A Controller and their Peripherals always belong to the same [[Combat Group]]. If the player moves the Controller into a different Combat Group, all their Peripherals are moved as well.&lt;br /&gt;
* If the player activates a [[Hacking Program]] that grants a MOD or [[State]] to the Controller (e.g. [[Cybermask]]), that MOD or State will also be applied to their Peripherals.&lt;br /&gt;
* The Peripheral Special Skill remains active even when its owner is in a [[Null]] State.&lt;br /&gt;
* There are different types of Peripherals, each with their own features:&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Servant) ===&lt;br /&gt;
* Only Troopers with the [[Doctor]] or [[Engineer]] Special Skills may have Peripherals (Servant).&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Servant) and their Controller.&lt;br /&gt;
* '''Restriction''': The Controller may have a maximum of two Peripherals (Servant) under their control. In this case, they may only activate them '''one at a time''', applying the previous conditions. Meanwhile, the other Peripheral (Servant) will be inactive.&lt;br /&gt;
* Peripheral (Servant) and Doctor/Engineer:&lt;br /&gt;
** This Special Skill allows the Controllers, if they are Doctors or Engineers, to use their Special Skill even if they are not in [[Silhouette contact]] with the target.&lt;br /&gt;
** If a Peripheral is in Silhouette contact with an allied Model, their Controller can perform the Doctor/Engineer Skill, targeting that Model.&lt;br /&gt;
** In this case, by using the Doctor/Engineer Skill, the Doctor/Engineer will be the one performing the Roll, even if the Trooper in Silhouette contact with the target is the Peripheral (Servant).&lt;br /&gt;
** The Doctor/Engineer Skill can only be performed on one target per Order.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Synchronized) ===&lt;br /&gt;
* Each Peripheral (Synchronized) must observe the [[Coherency]] rule in regard to its Controller. The player must perform a Coherency Check at the start and end of each [[Trooper Activation | Order]] or [[ARO]].&lt;br /&gt;
* If a Peripheral (Synchronized) Trooper fails a Coherency Check, breaking Coherency with its Controller, it will enter [[Disconnected State]] immediately, before measuring any declared movement.&lt;br /&gt;
* If the Disconnected Trooper passes a Coherency Check with its Controller, its Disconnected State is immediately cancelled.&lt;br /&gt;
* If the Controller has more than one Peripheral (Synchronized) this Special Skill works the same way. In this situation, with a single Order, '''both''' '''the Controller and all their Peripherals (Synchronized) are activated'''.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Control) ===&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Control) and their Controller.&lt;br /&gt;
* '''Restriction''': The Controller may have a maximum of three Peripherals (Control) under their control. These Peripherals form a Control Unit.&lt;br /&gt;
* The player must designate one member of the Control Unit as the Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.&lt;br /&gt;
* Each Peripheral (Control) must observe the [[Coherency]] rule in regard to the Spearhead of their Control Unit. The player must perform a Coherency Check at the start and end of each [[Trooper Activation | Order]] or [[ARO]].&lt;br /&gt;
* If a Peripheral (Control) Trooper fails a Coherency Check, breaking Coherency with the Spearhead of its Control Unit, it will enter [[Disconnected State]] immediately, before measuring any declared movement.&lt;br /&gt;
* If the Disconnected Trooper passes a Coherency Check with the Spearhead of its Control Unit at the end of an Order or ARO, its Disconnected State is immediately cancelled.&lt;br /&gt;
* Each time the Controller and Peripherals are activated with an Order, the player must designate one member of the Control Unit as that Order's Spearhead, placing a Spearhead Token (SPEARHEAD) beside it.&lt;br /&gt;
* If the Spearhead enters any [[Null]] State, the player must designate a new Spearhead immediately.&lt;br /&gt;
* In the Active Turn, if a Skill is declared that requires a target, only the Controller and the Spearhead perform the Skill, and the other members of the Control Unit perform an [[Idle]] instead.&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Ancillary) ===&lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Ancillary) and their Controller.&lt;br /&gt;
* A Peripheral (Ancillary) does '''not''' deploy on the game table with their Controller. Instead, the Controller may deploy their Peripheral (Ancillary) by performing the [[Place Deployable]] Common Skill.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}The Controller can be part of [[Coordinated Order]]s or [[Fireteam]]s if they have not deployed their Peripheral (Ancillary), or if it is in [[Disconnected]] or [[Null]] State. If the Controller deploys its Peripheral (Ancillary), or if the Peripheral’s Disconnected or Null State is canceled, the Controller automatically stops being part of a Fireteam.{{erratahighlight-end}} &lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* {{originalhighlight}}If a Peripheral (Ancillary) is on the game table and is not in [[Disconnected State]] or any [[Null]] State, their Controller '''cannot''' be part of [[Coordinated Order]]s or [[Fireteam]]s. If the Controller deploys their Peripheral (Ancillary), or its Disconnected or Null States are canceled, the Controller automatically stops being part of the Fireteam.{{originalhighlight-end}}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
=== Peripheral (Cyberplug) ===&lt;br /&gt;
* Only Troopers with the [[Cyberplug]] Special Skill may have Peripherals (Cyberplug). &lt;br /&gt;
* There is no limit to the operating distance between the Trooper with Peripheral (Cyberplug) and their Controller. &lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* Peripherals (Cyberplug) have two Unit Profiles, a '''Connected Profile''' and an '''Autonomous Profile'''{{erratahighlight}}, determined by the player at the start of the Order/ARO{{erratahighlight-end}}.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* While using their '''Connected Profile''', a Peripheral (Cyberplug) is always activated with the '''same Order''' as its Controller, declaring the same Short Skills of the Order, or Long Skill. However, the Controller performs an '''[[Idle]]''' instead of the declared Skill.While using their '''Autonomous Profile''', a Peripheral (Cyberplug) can be activated with Orders from the Order Pool and can declare its own AROs, independently from the Controller. Place an Autonomous Token by the Peripheral. &lt;br /&gt;
{{update | PDF 5.3, September 2026}}&lt;br /&gt;
* '''Restriction:''' The Controller may have a maximum of two Peripherals (Cyberplug) under their control. In this case, they may only activate {{erratahighlight}}a maximum of '''one of them''' using the '''Connected Profile''', and applying the previous conditions. Any Peripherals not using their Connected Profile switch to their Autonomous Profile.{{erratahighlight-end}}&lt;br /&gt;
* When {{erratahighlight}}deploying{{erratahighlight-end}}, '''one''' of the Controller's Peripherals (Cyberplug) uses their '''Connected Profile''', while the other uses their '''Autonomous Profile'''.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* '''Restriction:''' The Controller may have a maximum of two Peripherals (Cyberplug) under their control. In this case, they may only activate {{originalhighlight}}them '''one at a time''' using the '''Connected Profile''', and applying the previous conditions. Meanwhile, the other Peripheral switches to its '''Autonomous Profile'''{{originalhighlight-end}}.&lt;br /&gt;
* When {{originalhighlight}}deployed{{originalhighlight-end}}, '''one''' of the Controller's Peripherals (Cyberplug) uses their '''Connected Profile''', while the other uses their '''Autonomous Profile'''.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* '''In the Reactive Turn''', both the Controller and the Peripherals gain their own separate AROs. The Controller must choose '''one''' of the Peripherals to use its '''Connected Profile'''. However, in this case the Controller performs an '''Idle''' instead of any ARO they declare. The other Peripheral uses its '''Autonomous Profile''' and can declare its own ARO. &lt;br /&gt;
* Alternatively, the Controller can declare and perform an ARO normally, while the Peripherals switch to their '''Autonomous Profiles''' and each declare their own AROs independently of the Controller. If the Controller enters [[Isolated]] State or any [[Null]] State, its Peripherals switch to their '''Autonomous Profiles''' at the end of that Order, instead of entering [[Disconnected]] State. &lt;br /&gt;
* If the Isolated or Null State of the Controller is cancelled, one of their Peripherals (Cyberplug) switches to its '''Connected Profile''' at the end of the Order in which that happened. &lt;br /&gt;
* Peripheral (Cyberplug) and '''[[Doctor]]/[[Engineer]]:'''&lt;br /&gt;
** If the Doctor or Engineer Special Skill is declared, the Controller does '''not''' perform an Idle instead of Doctor/Engineer. &lt;br /&gt;
** This Special Skill allows the Controllers, if they are Doctors or Engineers, to use their Special Skill even if they are not in [[Silhouette contact]] with the target. &lt;br /&gt;
** If a Peripheral is in Silhouette contact with an allied [[Model]], their Controller can perform the Doctor/Engineer Skill, targeting that Model. &lt;br /&gt;
** In this case, by using the Doctor/Engineer Skill, the Doctor/Engineer will be the one performing the Roll, even if the Trooper in Silhouette contact with the target is the Peripheral (Cyberplug). &lt;br /&gt;
** The Doctor/Engineer Skill can only be performed on one target per Order. &lt;br /&gt;
* '''Restriction:''' A Controller with any Peripherals (Cyberplug) cannot have any Peripherals (Servant).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{advice}}&lt;br /&gt;
{{erratahighlight}}When playing missions or scenarios, any restriction applied to Peripheral (Servant)—such as those referring to Specialist Troops—also apply to Peripheral (Cyberplug).{{erratahighlight-end}}&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
* When included in an [[Army List]], Peripherals must always be associated with a Controller.&lt;br /&gt;
* Both the Controller and the Peripherals must respect the selected Army’s general availability limit ([[AVA]]).&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Normally, for a Peripheral (Servant) to move towards their target, the [[Doctor]]/[[Engineer]] will usually remain still in a safe spot on the battlefield. Meanwhile, the Peripheral performs the Order, moving until it reaches contact with the target.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Peripheral (Synchronized) Example }}&lt;br /&gt;
{{image | name=n5/eng-peripheral-example-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
In the Active Turn, a Trooper and their Peripheral (Synchronized) are hidden behind a wall, and are planning to move to different ends of it. The player activates them both with the same single Order and declares [[Move]] as the first Basic Short Skill of the Order. Before making any measurements or moving the Models, a [[Coherency]] Check is made, and is passed. The Controller sends their Peripheral (Synchronized) to one end of the wall while he moves to the other end.&lt;br /&gt;
&lt;br /&gt;
An enemy can see the Controller and declares a [[BS Attack]] [[ARO]] against him. Meanwhile, a second enemy can see the Peripheral, so he reacts with a BS Attack ARO. With the second Short Skill of the Order, the Controller and their Peripheral declare BS Attacks. The Controller fires the entire [[Burst]] (B) of his weapon at the first enemy, while the Peripheral (Synchronized) uses its Heavy Flamethrower, placing the Large Teardrop Template over the second enemy. Then, another Coherency Check is made to verify that the Peripheral (Synchronized) is still inside the Controller's [[ZoC]].&lt;br /&gt;
&lt;br /&gt;
Thanks to Peripheral (Synchronized), the Controller and their Peripheral have attacked two different enemies, using a single Order from the Order Pool.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Peripheral (Ancillary) Example }}&lt;br /&gt;
In the Active Turn, a Trooper with an undeployed Peripheral (Ancillary), declares his first Basic Short Skill and is not targeted by any enemy [[ARO]]s. He decides to use the [[Place Deployable]] Common Skill to deploy his Peripheral (Ancillary) on the game table. The Trooper places their Peripheral (Ancillary) in Silhouette contact. &lt;br /&gt;
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From this moment on, each time the Trooper activates, his Peripheral (Ancillary) activates as well following the Peripheral rules, with no limit to the operating distance between the Controller and the Peripheral (Ancillary).&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
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{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{greybox-start | Peripheral (Cyberplug) Examples }}&lt;br /&gt;
'''EXAMPLE 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
During the Active Turn, the player activates a Cyberplug Trooper that has two Peripherals (Cyberplug). They select one of the Peripherals as the active Peripheral (Cyberplug), placing an Autonomous Token next to the other. &lt;br /&gt;
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The activated Peripheral (Cyberplug) and an enemy Trooper declare [[BS Attack]]s against each other, and a [[Face to Face]] Roll occurs between the two. The Controller, on the other hand, does nothing, as they perform an [[Idle]]. &lt;br /&gt;
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Let’s suppose another enemy Trooper has [[LoF]] to the Controller. The Controller has been activated by the Order, and the enemy Trooper can declare an [[ARO]] against them. If the ARO is an Attack, it is a [[Normal Roll]] as the Controller is performing an Idle. &lt;br /&gt;
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'''EXAMPLE 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
During the Reactive Turn, an enemy Trooper activates within LoF of the two Peripherals (Cyberplug), granting AROs to both of them. The Controller decides to switch control of the Peripherals, swapping their Connected and Autonomous Profiles and moving the Autonomous Token to the other Peripheral. The Connected Peripheral declares a BS Attack ARO, while the Autonomous Peripheral declares a [[Dodge]]. &lt;br /&gt;
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'''EXAMPLE 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
In a subsequent Order, the Controller also has LoF to the Active Trooper and can declare an ARO. The Controller chooses to declare and perform a Dodge ARO, so the two Peripherals (Cyberplug) switch to their Autonomous Profiles and can each declare their AROs independently. &lt;br /&gt;
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If the Controller enters [[Unconscious]] State, both Peripherals (Cyberplug) remain active using their Autonomous Profiles and are able to declare AROs and to receive Orders from the [[Order Pool]]. &lt;br /&gt;
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'''EXAMPLE 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
If the Controller enters [[Isolated]] State, their two Peripherals (Cyberplug) remain in play using their Autonomous Profiles, and can be activated with Orders from the Order Pool. If the Controller’s Isolated State is cancelled then, at the end of that Order, the Controller decides which of the two Peripherals (Cyberplug) returns to its Connected Profile, placing the Autonomous Token besides the other. &lt;br /&gt;
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'''EXAMPLE 5:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Controller of two Peripherals (Cyberplug) has the [[Doctor]] Special Skill. With the first Skill of an Order, they declare [[Move]], and their Peripheral (Cyberplug) reaches Silhouette contact with an allied Trooper in Unconscious State. The Controller does nothing, as they perform an Idle. &lt;br /&gt;
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With the second Skill of the Order, the Controller declares and performs the Doctor Special Skill, using it on the Unconscious Trooper in Silhouette contact with the Peripheral (Cyberplug), as this Special Skill is not turned into an Idle.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
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{{see-also}}&lt;br /&gt;
'''[[Super-Jump]]'''&lt;br /&gt;
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{{greybox-start | Super-Jump and Multiple Troopers Example}}&lt;br /&gt;
In the Active Turn, several Troopers have been activated with the same Order ([[Fireteams in the Active Turn | Fireteams]], [[Peripheral]]s, [[Coordinated Orders]]) and need to clear an obstacle. They declare [[Jump]] as the first Skill of the Order. Any of the Troopers who have the Super-Jump Special Skill can declare Jump as a [[Basic Short Skill]], while the other Troopers each have a choice of declaring Jump as a [[Long Skill]], or declaring an [[Idle]].&lt;br /&gt;
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For the second Skill of the Order, any of the Troopers who declared an Idle, or Jump as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill as normal. While the Troopers who declared Jump as a Long Skill have already declared their entire Order and cannot declare a second Skill.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
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== FAQs ==&lt;br /&gt;
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{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If multiple Troopers use Surprise Attack against the same target, for example via a Coordinated Order, or a Controller and Peripheral, do the Surprise Attack MODs stack with each other? |&lt;br /&gt;
a = A: No. Each Trooper's Surprise Attack MOD will be applied separately. |&lt;br /&gt;
related = [[Coordinated Order]], [[Peripheral]], [[Surprise Attack]] }}&lt;br /&gt;
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{{faqbox |&lt;br /&gt;
type = faq |&lt;br /&gt;
title = N5 FAQ |&lt;br /&gt;
version = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: If several Troopers are activated at once (for example a Coordinated Order or a Fireteam) and generate AROs, can any of the AROs target Active Troopers that are using Stealth? |&lt;br /&gt;
a = A: Yes, but the ARO will become an Idle if the Stealth user does not declare a Skill that allows AROs. |&lt;br /&gt;
related = [[Coordinated Orders]], [[Fireteams in the Active Turn]], [[Peripheral]], [[Stealth]] }}&lt;br /&gt;
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{{n5-section-special-skills}}&lt;br /&gt;
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[[Category:Special Skills]]&lt;br /&gt;
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&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Obligatory ]]&lt;br /&gt;
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[[Category: N5.2 Update]]&lt;br /&gt;
[[Category: N5.3 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
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