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	<title>Infinity - User contributions [en]</title>
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	<updated>2026-05-25T13:19:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.0</generator>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Fairy_Dust&amp;diff=4005</id>
		<title>Fairy Dust</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Fairy_Dust&amp;diff=4005"/>
		<updated>2025-12-09T10:15:36Z</updated>

		<summary type="html">&lt;p&gt;Ian: Updated images.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-hacking}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/n5-fairy-dust-hi.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=n5/n5-fairy-dust-rem.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=n5/n5-fairy-dust-tag.jpg | style= 128inline }}&lt;br /&gt;
{{image | name=n5/n5-fairy-dust-vh.jpg | style= 128inline }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |red| FAIRY DUST | LONG SKILL }}&lt;br /&gt;
{{skill-label | Supportware, No Roll. }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Only [[HI]]s, [[REM]]s, [[TAG]]s, or [[VH]]s from the same [[Army List]] as the user may be chosen as targets.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Fairy Dust allows the Player to choose a single [[Troop Type]] (HI, REM, TAG, or VH) that will benefit from '''[[Firewall]] (-3)'''. Every Trooper of the [[Hacker]]'s Army List that belongs to the chosen Troop Type applies the corresponding MODs every time they suffer a [[Comms Attack]].&lt;br /&gt;
* When the user activates this Program, which does not require a Roll, place a Fairy Dust Token (SUP: FAIRYDUST) beside them.&lt;br /&gt;
* This Program's range covers the entire game table.&lt;br /&gt;
{{css_skillbox-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;
| [[Fairy Dust]] || -- || -- || -- || -- || TAG, REM, HI, VH || Long Skill || The targets gain [[Firewall]] MODs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{supportware}}&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: Supportware ]]&lt;br /&gt;
[[Category: No Roll ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Close_Combat&amp;diff=4004</id>
		<title>Close Combat</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Close_Combat&amp;diff=4004"/>
		<updated>2025-12-01T15:57:40Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also BS into CC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Close Combat (CC) ==&lt;br /&gt;
&lt;br /&gt;
Urban combat, attempting to take a building, or ship to ship space-boarding often occur in reduced spaces, which favors close combat with bladed weapons (knives, machetes, sabers, swords, claws, etc.) which we generically call Melee Weapons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Interacting with a Close Combat ==&lt;br /&gt;
&lt;br /&gt;
Any Trooper in [[Silhouette]] contact with an [[Allied]] Model that is in the [[Engaged State]] may only declare [[CC Attack]], [[Dodge]] or other related Skills that may be used in CC. For example, in these circumstances declaring Skills such as [[Doctor]] or [[Engineer]] on a Trooper in Engaged State is not allowed.&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''Ballistic Skills &amp;gt; [[BS Attack Into a Close Combat]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
If a [[BS Attack]] is declared against an enemy Trooper that is engaged in CC Combat a -6 MOD must be applied for each Allied Trooper engaged in the [[Close Combat|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;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement Sequence and CC ==&lt;br /&gt;
{{greybox-start | Movement Sequence and CC}}&lt;br /&gt;
{{image | name=n5/eng-cc-movement.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
Close Combat is often associated with a Movement, the most common game sequence in this case is the following:&lt;br /&gt;
&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Active Player (Trooper A) consumes an [[Order]] and declares [[Move]].&lt;br /&gt;
&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Reactive Player (Trooper B) declares [[CC Attack]] as their [[ARO]].&lt;br /&gt;
&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Active Player (Trooper A) declares CC Attack as the second Short Skill of the Order.&lt;br /&gt;
&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The corresponding [[Face to Face Roll]] is performed. Face to Face Roll:&lt;br /&gt;
* Active Player: 1 Die in CC.&lt;br /&gt;
* Reactive Player: 1 Die in CC.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== CC Attack Modifiers (MOD) ==&lt;br /&gt;
Before performing the [[CC Attack]] Roll (or Rolls), the player must check every MOD they must apply. The MODs are:&lt;br /&gt;
* Close Combat against several enemies.&lt;br /&gt;
* Special Skills, Weapons and Equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Close Combat With Multiple Troopers ===&lt;br /&gt;
This rule is applied when more than 2 Troopers are in [[Silhouette contact]] with the target and any of them is activated.&lt;br /&gt;
&lt;br /&gt;
==== During the Active Turn ====&lt;br /&gt;
&lt;br /&gt;
When declaring a [[CC Attack]], the Player must select '''one''' [[Trooper]] or [[Peripheral]] activated by the Order. '''That Trooper or Peripheral performs''' the [[CC Attack]] and has a +1 MOD to [[Burst]] (B) for each [[Allied]] Trooper or Peripheral that is '''not''' in a [[Null]] or [[Immobilized]] State and is in [[Silhouette contact]] with their target.&lt;br /&gt;
&lt;br /&gt;
==== During the Reactive Turn ====&lt;br /&gt;
&lt;br /&gt;
When declaring [[ARO]]s, if the Reactive player decides to declare [[CC Attack]] they must select '''only one''' Trooper or Peripheral in [[Silhouette contact]] with the target. The selected Trooper performs a CC Attack and has a +1 MOD to [[B]] '''for each [[Allied]] Trooper or Peripheral''' in Silhouette contact with the target. The MOD is only applied for those allies that are not in a [[Null]] or [[Immobilized]] State, and have not declared [[Dodge]], [[Idle]] or [[Reset]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other CC Restrictions ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* When in Close Combat{{erratahighlight}}, Troopers can only declare:{{erratahighlight-end}}&lt;br /&gt;
** [[Berserk]]&lt;br /&gt;
** [[CC Attack]]&lt;br /&gt;
** [[Dodge]]&lt;br /&gt;
** [[Idle]]&lt;br /&gt;
** [[Reset]]&lt;br /&gt;
** {{erratahighlight}}Those{{erratahighlight-end}} Skills that specify that they can be used in Close Combat or in [[Engaged State]].&lt;br /&gt;
* The maximum number of Models that may be in [[Silhouette contact]] with a Model on a 25 mm base is 4.&lt;br /&gt;
* The maximum number of Models that may be in Silhouette contact with a Model on a 40 mm or larger base is 6.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* When in Close Combat{{originalhighlight}} it is only possible to declare{{originalhighlight-end}} [[Berserk]], [[CC Attack]], [[Dodge]], [[Idle]], [[Reset]], {{originalhighlight}}and{{originalhighlight-end}} Skills that specify that they can be used in Close Combat or in [[Engaged State]].&lt;br /&gt;
* The maximum number of Models that may be in [[Silhouette contact]] with a Model on a 25 mm base is 4.&lt;br /&gt;
* The maximum number of Models that may be in Silhouette contact with a Model on a 40 mm or larger base is 6.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{greybox-start | Close Combat Against Several Enemies, Active Turn}}&lt;br /&gt;
{{image | name=n5/eng-cc-example-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-cc-example-2.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
In the image we have a Fennec and a Lambda [[Doctor]] with his [[Peripheral]] (Servant) Yudbot.&lt;br /&gt;
&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Active Trooper (the Lambda) consumes an [[Order]] and declares [[Move]].&lt;br /&gt;
&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Reactive Trooper (the Fennec) declares a [[BS Attack]] against the Doctor as their [[ARO]].&lt;br /&gt;
&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Active Trooper declares [[CC Attack]]. The player chooses the Doctor to perform the CC Attack.&lt;br /&gt;
&lt;br /&gt;
The Doctor obtains a +1[[B]] MOD for having his Peripheral (Servant) in [[Silhouette contact]] with his target.&lt;br /&gt;
&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Measurements for the BS Attack are made and the dice are rolled. &lt;br /&gt;
&lt;br /&gt;
Face to Face Roll:&lt;br /&gt;
* Active Player: CC Attack with 2 Dice.&lt;br /&gt;
* Reactive Player: BS Attack with 1 Die.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Close Combat Against Several Enemies, Reactive Turn}}&lt;br /&gt;
In the Blue player's Active Turn, a [[Move]] + [[CC Attack]] Order is added to the previous example's melee:&lt;br /&gt;
&lt;br /&gt;
'''Step 1:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The Active Trooper (the Fennec) consumes an [[Order]] and declares [[Move]] to reach [[Silhouette contact]] with the [[Peripheral]] (Servant).&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-cc-example-3.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
'''Step 2:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Troopers involved in a Close Combat do not have [[LoF]] outside Close Combat, they cannot declare [[BS Attack]]. Therefore, the Reactive Player's Troopers (Purple) can only declare [[CC Attack]], [[Reset]], [[Idle]], or [[Dodge]] with their Lambda or Peripheral (Servant).&lt;br /&gt;
&lt;br /&gt;
They decide to declare [[CC Attack]] as an [[ARO]] with their Peripheral (Servant).&lt;br /&gt;
&lt;br /&gt;
'''Step 3:'''&amp;lt;br&amp;gt;&lt;br /&gt;
As the second half of the Order, the Active Trooper declares [[CC Attack]].&lt;br /&gt;
&lt;br /&gt;
The Fennec gets a +1[[B]] MOD thanks to his partner being in [[Silhouette contact]] with the [[Peripheral]] (Servant).&lt;br /&gt;
&lt;br /&gt;
The Peripheral does not get a +1B MOD because its Controller is not in Silhouette contact with the Active Trooper.&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/eng-cc-example-4.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
'''Step 4:'''&amp;lt;br&amp;gt;&lt;br /&gt;
The corresponding Rolls are performed. &lt;br /&gt;
&lt;br /&gt;
Face to Face Roll:&lt;br /&gt;
* Active Player. CC Attack with 2 Dice.&lt;br /&gt;
* Reactive Player: CC Attack with 1 Die.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
== Special Skills and Equipment ==&lt;br /&gt;
&lt;br /&gt;
Certain [[Special Skill]]s, [[Weapons]], and [[Equipment]] impose [[MODs]] to [[CC Attack]] Rolls, as seen in the rulebook (see [[Special Skills]], Weaponry, and [[Equipment]], although it is recommended that these concepts be applied as they appear in the game).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
* '''[[Rolls#Success_Values_Above_20 | Success Values Above 20 ]]'''&lt;br /&gt;
* '''[[Engaged State]]'''&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;
&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=BS_Attack&amp;diff=4003</id>
		<title>BS Attack</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=BS_Attack&amp;diff=4003"/>
		<updated>2025-12-01T15:55:03Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also BS into CC.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
{{n5-section-common-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |greenyellow| BS ATTACK | SHORT SKILL /ARO }}&lt;br /&gt;
{{skill-label | Attack. }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Be using a [[BS Weapon]], or a [[Skill]] or piece of [[Equipment]] capable of making a BS Attack.&lt;br /&gt;
* Be able to draw [[Line of Fire]] ([[LoF]]) from the position of your Attack to the position of the target, unless the BS Weapon, Skill or piece of Equipment used doesn't require LoF.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The user employs his [[BS]] [[Attribute]] (or Attribute specified by the weapon) to fire upon one or more enemies.&lt;br /&gt;
* When declaring a BS Attack, the user must choose which of his BS Weapons, Special Skills or pieces of Equipment to use, from those available in his [[Unit Profile]].&lt;br /&gt;
* If the attacker has more than one target and a BS Weapon, Special Skill or piece of Equipment with a [[Burst]] value higher than 1, they must distribute their attacks as part of the BS Attack declaration.&lt;br /&gt;
* All shots must be declared '''from the same point'''.&lt;br /&gt;
* If the chosen weapon has more than one Type of [[Ammunition]] available, you must choose one for the entire Burst, as part of the BS Attack declaration.&lt;br /&gt;
&lt;br /&gt;
=== BS Attack (Guided) ===&lt;br /&gt;
* Troopers with the '''BS Attack (Guided)''' Skill listed on their [[Unit Profile]]:&lt;br /&gt;
** During the Active Turn, they may perform a BS Attack against a target in [[Targeted State]], without requiring [[LoF]].&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes {{erratahighlight}}but they will always apply the Circular Template Trait, placing a Circular Template centered on the target{{erratahighlight-end}}.&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes and apply the Trait to that Mode.&lt;br /&gt;
** A Trooper can avoid a BS Attack (Guided) with a successful [[Dodge]] or [[Reset]] [[Face to Face Roll]]. If a Reset Roll is successful, in addition to avoiding the Attack, the Trooper's Targeted State is cancelled.  &lt;br /&gt;
** '''Restriction:''' Unless the Skill itself indicates otherwise, the B will always be 1 regardless of the actual B value of the Weapon or any MODs applied to the B.&lt;br /&gt;
** '''Restriction:''' The distance to the target cannot exceed the weapon's maximum [[Range]]{{erratahighlight}}, applying MODs as usual{{erratahighlight-end}}.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes {{originalhighlight}}and apply the Trait to that Mode{{originalhighlight-end}}.&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes and apply the Trait to that Mode.&lt;br /&gt;
** A Trooper can avoid a BS Attack (Guided) with a successful [[Dodge]] or [[Reset]] [[Face to Face Roll]]. If a Reset Roll is successful, in addition to avoiding the Attack, the Trooper's Targeted State is cancelled.  &lt;br /&gt;
** '''Restriction:''' Unless the Skill itself indicates otherwise, the B will always be 1 regardless of the actual B value of the Weapon or any MODs applied to the B.&lt;br /&gt;
** '''Restriction:''' The distance to the target cannot exceed the weapon's maximum [[Range]].&lt;br /&gt;
{{original-end}}&lt;br /&gt;
** '''Restriction:''' The target cannot be in an enclosed room; a possible trajectory for the Attack must always exist.&lt;br /&gt;
** '''Restriction:''' BS Attack (Guided) has a limit of 5 Attacks per Turn for the Active Player.&lt;br /&gt;
** '''Restriction:''' Weapons with the [[BS Weapon (PH)]] or [[BS Weapon (WIP)]] Traits cannot be used with the BS Attack (Guided) Skill.&lt;br /&gt;
** The user must apply any [[Range]] MODs. Other negative MODs (for example [[Mimetism]], [[Partial Cover]], [[Visibility Zone]]s...) are not applied unless they specify that they work against BS Attack (Guided).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Modifiers Explained]] Examples'''&lt;br /&gt;
&lt;br /&gt;
* '''BS Attack (-3)''' means that, when the user declares BS Attack, {{erratahighlight}}a -3 MOD applies to the opponent in any [[Face to Face Rolls]]{{erratahighlight-end}}. BS Attack (-X) has no effect against Troopers with the [[Warhorse]] Special Skill. &lt;br /&gt;
* '''BS Attack (SR-1)''' means that, when the user declares BS Attack, their targets apply a -1 MOD to their [[Saving Rolls]] against the user's hits.&lt;br /&gt;
* '''BS Attack (Shock)''' means that the user adds [[Shock Ammunition]] to all their BS Attacks.&lt;br /&gt;
* '''BS Attack (Continuous Damage)''' means that the user applies the [[Continuous Damage]] Trait to all their BS Attacks.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Guts Roll]]'''&amp;lt;br&amp;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;
&lt;br /&gt;
'''[[Alert]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Troopers are aware of what is happening around them and are also connected to their comrades, so attacks do not go unnoticed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Ballistic Skills &amp;gt; [[BS Attack Into a Close Combat]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
If a [[BS Attack]] is declared against an enemy Trooper that is engaged in CC Combat a -6 MOD must be applied for each Allied Trooper engaged in the [[Close Combat|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;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
The target must apply a -3 MOD to [[Dodge]] if they have no [[LoF]] towards the Attacker. &lt;br /&gt;
&lt;br /&gt;
The [[Targeted State]] gives the target a -3 MOD to [[Reset]] Rolls, also any BS Attack against them gets a +3 MOD.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Move + BS Attack}}&lt;br /&gt;
Since the Skills used in an Order are simultaneous, a BS Attack can be declared at any point during the route followed by the [[Move]] Skill. If the [[Burst]] is divided among several targets, all shots must be made from a single point. Usually, the attack is made from the position that offers the biggest advantage: a clear [[LoF]], targets out of [[Cover]], optimal range, etc.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
To determine the Range MOD when performing a BS Attack (Guided), measure the distance from the Attacker to the target in a straight line. Any other possible trajectories of this attack are not taken into account. &lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of BS Attack (Guided)}}&lt;br /&gt;
{{image | name=n5/eng-guided-example-v1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&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;
|}&lt;br /&gt;
&lt;br /&gt;
The Missile Launcher Remote declares a BS Attack (Guided) against a Trooper with the [[Mimetism]] (-6) Special Skill, who is in [[Targeted State]]. &lt;br /&gt;
&lt;br /&gt;
The following MODs apply to the Remote's BS Attack (Guided) Roll:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* +3 for the target's Targeted State. &lt;br /&gt;
&lt;br /&gt;
As the Remote is using BS Attack (Guided), they do not have to apply the target's Mimetism (-6) MOD, nor any MODs for [[Cover]]. In addition, of the two firing modes available to the Missile Launcher, the Attack must be made with Blast Mode (EXP ammunition).&lt;br /&gt;
&lt;br /&gt;
The target of the Attack has two ARO options:&lt;br /&gt;
* [[Dodge]] with a -3 MOD due to Dodging a Template Weapon without [[LoF]] to the Attacker. &lt;br /&gt;
* [[Reset]] with a -3 MOD due to being in Targeted State. &lt;br /&gt;
 &lt;br /&gt;
Therefore, the REM makes a Face-to-Face BS Attack Roll (BS +6) against the target's Dodge Roll (PH -3) or Reset Roll (WIP -3) Roll.&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 = 0.0.0, Oct 2025 |&lt;br /&gt;
q = Q: Do Skills that let you perform a 'BS Attack Roll' (for example Intuitive Attack and Speculative Attack), or have the BS Attack Label, count as a BS Attack for MODs? For example, if the Trooper has 'BS Attack (SR-1)', 'BS Attack (+1 SD), or 'BS Attack (AP)'. |&lt;br /&gt;
a = A: Yes. Note that +1 SD MODs don't apply to Long Skills. |&lt;br /&gt;
related = [[BS Attack]], [[Forward Observer]], [[Intuitive Attack]], [[Labels]], [[Triangulated Fire]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;br /&gt;
{{n5-section-common-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Module]]&lt;br /&gt;
[[Category: Common Skills]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: 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=Open_and_Private_Information&amp;diff=4002</id>
		<title>Open and Private Information</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Open_and_Private_Information&amp;diff=4002"/>
		<updated>2025-12-01T11:47:44Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-basic-rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Information about [[Army List]]s in an Infinity game can be either Open or Private.&lt;br /&gt;
&lt;br /&gt;
'''Consider any piece of information on a player's Army List that is not explicitly Private as Open and knowable to all.''' You must share Open Information about your Army List while you deploy your [[Models]], [[Markers]] and [[Tokens]] during the [[Deployment Phase]], and also any time your opponent asks during the game.&lt;br /&gt;
&lt;br /&gt;
Private Information is information you can keep to yourself that your opponent cannot ask about. Your Private Information remains secret until a specific game event forces you to disclose it.&lt;br /&gt;
&lt;br /&gt;
You are required to write down {{erratahighlight}}or record{{erratahighlight-end}} all Private Information before the game starts to show your opponent if necessary.&lt;br /&gt;
&lt;br /&gt;
These pieces of information are Private in Infinity:&lt;br /&gt;
&lt;br /&gt;
* Your Troopers' [[Cost]] and [[SWC]].&lt;br /&gt;
* The presence of Troopers possessing the [[Combat Jump]] or [[Parachutist]] Special Skill.&lt;br /&gt;
* The presence of [[Hidden Deployment]] Troopers.&lt;br /&gt;
* The presence of troopers disguised by [[HoloMask]].&lt;br /&gt;
* The identity of Troops with [[Chain of Command]] or [[Counterintelligence]].&lt;br /&gt;
* The contents of your [[Markers]].&lt;br /&gt;
* The identity of your [[Lieutenant]].  &lt;br /&gt;
When the game ends, an [[Army List]]'s Private Information becomes Open Information.&lt;br /&gt;
&lt;br /&gt;
{{minorchange|October 2025|N5.2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
Items with the '''[[:Category:Private Information | Private Information Label]]'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Fireteam Bonuses]]'''&lt;br /&gt;
{{important}}&lt;br /&gt;
A Fireteam's Bonuses are [[Private Information]] until the player declares a [[BS Attack]] or [[Discover]], or some other Skill that benefits from these Bonuses.&lt;br /&gt;
{{important-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: 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;
&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=MediaWiki:Common.css&amp;diff=4001</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediaWiki:Common.css&amp;diff=4001"/>
		<updated>2025-12-01T11:26:19Z</updated>

		<summary type="html">&lt;p&gt;Ian: Darker Important box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Site Notice (red)&lt;br /&gt;
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#siteNotice {&lt;br /&gt;
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/* Site Notice (green) */&lt;br /&gt;
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.n4 {&lt;br /&gt;
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/* text stuff */&lt;br /&gt;
&lt;br /&gt;
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    margin-bottom: 1em;&lt;br /&gt;
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#bodyContent ul li {&lt;br /&gt;
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&lt;br /&gt;
#bodyContent ul li {&lt;br /&gt;
    display: block;&lt;br /&gt;
    margin-left: -1.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#bodyContent ul li:before {&lt;br /&gt;
    /*Using a Bootstrap glyphicon as the bullet point*/&lt;br /&gt;
    content: &amp;quot;\e072&amp;quot;;&lt;br /&gt;
    font-family: 'Glyphicons Halflings';&lt;br /&gt;
    float: left;&lt;br /&gt;
    margin-left: -1.5em;&lt;br /&gt;
    color: #626262;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#bodyContent ul ul li:before {&lt;br /&gt;
    /*Using a Bootstrap glyphicon as the bullet point*/&lt;br /&gt;
    content: &amp;quot;\e072&amp;quot;;&lt;br /&gt;
    font-family: 'Glyphicons Halflings';&lt;br /&gt;
    float: left;&lt;br /&gt;
    margin-left: -1.5em;&lt;br /&gt;
    color: #a6a6a6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
/* setting scaling for external images */&lt;br /&gt;
&lt;br /&gt;
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/* N5 caption in a block */&lt;br /&gt;
&lt;br /&gt;
.ext-img-block-128inline, .ext-img-block-128inlineleft {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
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}&lt;br /&gt;
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.ext-img-block-128inlineleft {&lt;br /&gt;
  float: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ext-img-caption-128inline, .ext-img-caption-128inlineleft {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
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&lt;br /&gt;
.ext-img-block-128inline img, .ext-img-block-128inlineleft img {&lt;br /&gt;
  max-width: 128px;&lt;br /&gt;
  max-height: 128px;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  height: auto;&lt;br /&gt;
  margin: 16px;&lt;br /&gt;
}&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
/* N4 Weapon Profile */&lt;br /&gt;
&lt;br /&gt;
table.n4-weapontable-dark {&lt;br /&gt;
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	border-collapse: collapse;&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
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}&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
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	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the EVEN background rows  */&lt;br /&gt;
.n4-weapontable-dark tr:nth-child(2n+3){&lt;br /&gt;
	background: #f5f3f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the ODD background rows  */&lt;br /&gt;
.n4-weapontable-dark tr:nth-child(2n+4){&lt;br /&gt;
	background: #d4cec6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.n4-weapontable {&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	border: 1px #7b7b7b solid;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	color: black;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-yellowheader{&lt;br /&gt;
	background: #FFBF00 !important;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the EVEN background rows  */&lt;br /&gt;
.n4-weapontable tr:nth-child(2n+3){&lt;br /&gt;
	background: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the ODD background rows  */&lt;br /&gt;
.n4-weapontable tr:nth-child(2n+4){&lt;br /&gt;
	background: #CCF2FF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable td {&lt;br /&gt;
	padding: 0.3em;&lt;br /&gt;
	border-bottom: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable td:first-child {&lt;br /&gt;
	border-right: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
.n4-weapontable td:last-child {&lt;br /&gt;
	border-left: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable td:nth-child(8) {&lt;br /&gt;
	border-right: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable-rightborder {&lt;br /&gt;
	border-right: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable-firstrange {&lt;br /&gt;
	border-right: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-weapontable-lastrange {&lt;br /&gt;
	border-left: none !important;&lt;br /&gt;
	border-right: 1px #7b7b7b solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*  Formatting for the weapon table cells.  */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n3w-weapon-name {&lt;br /&gt;
	text-align:left;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-weapon-traits {&lt;br /&gt;
	text-align:left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-range\+6 {&lt;br /&gt;
	background:greenyellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range\+3 {&lt;br /&gt;
	background:limegreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range0 {&lt;br /&gt;
	background:dodgerblue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-3 {&lt;br /&gt;
	background:gold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-6 {&lt;br /&gt;
	background: #B20000;&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-- {&lt;br /&gt;
	/*background: black;*/&lt;br /&gt;
	color: #b1b1b1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range--- {&lt;br /&gt;
	background: white;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range\+6, .n4-range\+3, .n4-range0, .n4-range-3, .n4-range-6 {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*  Formatting for the weapon table cells, dark mode.  */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark\+6 {&lt;br /&gt;
	background: #94e64d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark\+3 {&lt;br /&gt;
	background: #97bd75;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark0 {&lt;br /&gt;
	background: #66d9ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark-3 {&lt;br /&gt;
	background: #ffc34d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark-6 {&lt;br /&gt;
	background: #f36859;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark-- {&lt;br /&gt;
	background: #737373;&lt;br /&gt;
	color: #737373;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-range-dark\+6, .n4-range-dark\+3, .n4-range-dark0, .n4-range-dark-3, .n4-range-dark-6 {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N5 Skill Boxes */&lt;br /&gt;
&lt;br /&gt;
table.n5-skillboxgrad {&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
	border-spacing: 4px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skillboxgrad td {&lt;br /&gt;
	padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-skillgrad-green {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(24,139,34,1) 0%, rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-greenyellow, .n5-skill-greenyellow {&lt;br /&gt;
	background: linear-gradient(90deg,rgba(24,139,34,1) 0%,rgba(24,139,34,1) 20%,rgba(255,191,0,1) 80%,rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-blueyellow, .n5-skill-blueyellow {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(30,144,255,1) 0%, rgba(30,144,255,1) 20%, rgba(255,191,0,1) 80%, rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-purplered, .n5-skill-purplered {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(75,0,130,1) 0%, rgba(75,0,130,1) 20%, rgba(178,0,0,1) 80%, rgba(178,0,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skillbox td {&lt;br /&gt;
	padding: 0.1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skillbox {&lt;br /&gt;
	padding: 2px;&lt;br /&gt;
	border-spacing: 2px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-green, .n5-skill-green {&lt;br /&gt;
	background: forestgreen; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-black, .n5-skill-black {&lt;br /&gt;
	background: black; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-yellow, .n5-skill-yellow {&lt;br /&gt;
	background: #FFBF00; &lt;br /&gt;
	color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-blue, .n5-skill-blue  {&lt;br /&gt;
	background: #3278bd; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-bluegrey, .n5-skill-bluegrey  {&lt;br /&gt;
	background: #315779; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-purple, .n5-skill-purple {&lt;br /&gt;
	background: #4B0082; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n5-skill-red, .n5-skill-red {&lt;br /&gt;
	background: #B20000; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5-skill-title {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size:200%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-skill-type {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	text-align:right; &lt;br /&gt;
	font-size:125%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-skill-labels {&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	font-size: 100%;&lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N5 Skillbox just CSS, code from https://css-generators.com/custom-corners/ */&lt;br /&gt;
&lt;br /&gt;
.cssbox {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  padding: 1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-purplered: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
    background: linear-gradient(90deg, rgba(75,0,130,1) 0%, rgba(75,0,130,1) 20%, rgba(178,0,0,1) 80%, rgba(178,0,0,1) 100%);&lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-greenyellow: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: linear-gradient(90deg,rgba(24,139,34,1) 0%,rgba(24,139,34,1) 20%,rgba(255,191,0,1) 80%,rgba(255,191,0,1) 100%);&lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-blueyellow: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
    background: linear-gradient(90deg, rgba(30,144,255,1) 0%, rgba(30,144,255,1) 20%, rgba(255,191,0,1) 80%, rgba(255,191,0,1) 100%);&lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-green: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: forestgreen; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-red: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: #B20000; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-black: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: black; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-yellow: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: #FFBF00; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-blue: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: #3278bd; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-purple: before {&lt;br /&gt;
    content: &amp;quot;&amp;quot;;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    inset: 0;&lt;br /&gt;
	background: #4B0082; &lt;br /&gt;
    clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.cssbox:before {&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  inset: 0;&lt;br /&gt;
  clip-path: polygon(0 0,100% 0,100% calc(100% - 40px),calc(100% - 40px) 100%,0 100%,0 0,5px  5px ,5px calc(100% - 5px),calc(100% - 40px - 2.07px) calc(100% - 5px),calc(100% - 5px) calc(100% - 40px - 2.07px),calc(100% - 5px) 5px,5px 5px);&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.cssbox-title {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size:200%;&lt;br /&gt;
	padding-left: 0.3em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cssbox-type {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	text-align:right; &lt;br /&gt;
	font-size:125%;&lt;br /&gt;
	padding-right: 0.3em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N4 Skill Boxes DELETE */&lt;br /&gt;
&lt;br /&gt;
table.n4-skillboxgrad {&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
	border-spacing: 4px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skillboxgrad td {&lt;br /&gt;
	padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-skillgrad-green {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(24,139,34,1) 0%, rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-greenyellow {&lt;br /&gt;
	background: linear-gradient(90deg,rgba(24,139,34,1) 0%,rgba(24,139,34,1) 20%,rgba(255,191,0,1) 80%,rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-blueyellow {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(30,144,255,1) 0%, rgba(30,144,255,1) 20%, rgba(255,191,0,1) 80%, rgba(255,191,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-purplered {&lt;br /&gt;
	background: linear-gradient(90deg, rgba(75,0,130,1) 0%, rgba(75,0,130,1) 20%, rgba(178,0,0,1) 80%, rgba(178,0,0,1) 100%);&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skillbox td {&lt;br /&gt;
	padding: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skillbox {&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
	border-spacing: 4px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-green {&lt;br /&gt;
	background: forestgreen; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-black {&lt;br /&gt;
	background: black; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-yellow {&lt;br /&gt;
	background: #FFBF00; &lt;br /&gt;
	color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-blue  {&lt;br /&gt;
	background: #1E90FF; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-bluegrey  {&lt;br /&gt;
	background: #315779; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-purple {&lt;br /&gt;
	background: #4B0082; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-red {&lt;br /&gt;
	background: #B20000; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-skill-title {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size:200%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-skill-type {&lt;br /&gt;
	text-align:right; &lt;br /&gt;
	font-size:150%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.n4-skill-labels {&lt;br /&gt;
	border: 4px #c6c6c6 solid;&lt;br /&gt;
	background: #c6c6c6; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	font-style: italic;&lt;br /&gt;
	font-size:100%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* n5 Boxouts */&lt;br /&gt;
&lt;br /&gt;
.n5-req-eff {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	font-size: 150%;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	color: white;&lt;br /&gt;
	margin-bottom: 0.2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-requirements {&lt;br /&gt;
	background: #3d3d3d; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-requirements-inner {&lt;br /&gt;
	border: 4px #3d3d3d solid;&lt;br /&gt;
	padding-left: 0.2em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-effects {&lt;br /&gt;
	background: #989898; &lt;br /&gt;
	margin-top: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-effects-inner {&lt;br /&gt;
	border: 4px #989898 solid;&lt;br /&gt;
	padding-left: 0.2em; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-remember {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border: 0.2em #ea620c solid;&lt;br /&gt;
	background: #ea620c; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-remember-inner {&lt;br /&gt;
	border: 0.5em #ea620c solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #ea620c; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-remember-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-remember-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border: 0.2em #B20000 solid;&lt;br /&gt;
	background: #B20000; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important-inner {&lt;br /&gt;
	border: 0.5em #B20000 solid;&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	background: #B20000; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important-inner a.new {&lt;br /&gt;
	color: #ffa9a9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-important-inner a {&lt;br /&gt;
	color: #0732ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-greybox {&lt;br /&gt;
	border: 0.2em #8f8f8f solid;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	background: #8f8f8f; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-greybox-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-greybox-inner {&lt;br /&gt;
	border: 0.5em #8f8f8f solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #8f8f8f; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-greybox-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-advice {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border-top: 0.2em #8f8f8f solid; &lt;br /&gt;
	border-bottom: 0.2em #8f8f8f solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-advice-inner {&lt;br /&gt;
	border: 0.5em white solid;&lt;br /&gt;
	color: #3d3d3d;&lt;br /&gt;
	background: #dceca3; &lt;br /&gt;
/*	font-style: italic; */&lt;br /&gt;
	padding-left: 0.5em;&lt;br /&gt;
        font-family: Courier New;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-advice-title {&lt;br /&gt;
	font-size: 150%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-advice-img {&lt;br /&gt;
	float: right; &lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5-seealso {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border: 0.2em #b60299 solid;&lt;br /&gt;
	background: #b60299; &lt;br /&gt;
/*	margin-bottom: 0.5em;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-seealso-inner {&lt;br /&gt;
	border-left: 0.5em #b60299 solid;&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	background: #b60299; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-seealso-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-seealso-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-seealso-inner a.new {&lt;br /&gt;
	color: #ffa9a9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-seealso-inner a {&lt;br /&gt;
	color: #0732ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N4 Boxouts DELETE */&lt;br /&gt;
&lt;br /&gt;
.n4-requirements {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-requirements-inner {&lt;br /&gt;
	border: 4px #e4e4e4 solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
	font-size:150%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-remember {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border: 0.2em #ea620c solid;&lt;br /&gt;
	background: #ea620c; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-remember-inner {&lt;br /&gt;
	border: 0.5em #ea620c solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #ea620c; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-remember-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-remember-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-important {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	border: 0.2em #650000 solid;&lt;br /&gt;
	background: #650000; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-important-inner {&lt;br /&gt;
	border: 0.5em #650000 solid;&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	background: #650000; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-important-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-important-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-important-inner a.new {&lt;br /&gt;
	color: #ffa9a9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-important-inner a {&lt;br /&gt;
	color: #0732ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-greybox {&lt;br /&gt;
	border: 0.2em #8f8f8f solid;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	background: #8f8f8f; &lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-greybox-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-greybox-inner {&lt;br /&gt;
	border: 0.5em #8f8f8f solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #8f8f8f; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-greybox-innerwhite {&lt;br /&gt;
	border: 0.5em #FFFFFF solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #FFFFFF; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-advice {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	background: black; &lt;br /&gt;
	border: 0.2em #8f8f8f solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-advice-inner {&lt;br /&gt;
	border: 0.5em white solid;&lt;br /&gt;
	color: #8f8f8f;&lt;br /&gt;
	background: white; &lt;br /&gt;
	font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-advice-title {&lt;br /&gt;
	font-size: 150%; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-advice-img {&lt;br /&gt;
	float: right; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*FAQ and errata boxes*/&lt;br /&gt;
&lt;br /&gt;
.n4-faqbox {&lt;br /&gt;
	border: 0.2em grey solid;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	margin-bottom: 0.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-faqbox-innerbg {&lt;br /&gt;
	border: 0.5em grey solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-faqbox-inner {&lt;br /&gt;
	border: 0.5em grey solid;&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	overflow: hidden; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-faqbox-title {&lt;br /&gt;
	font-size: 120%; &lt;br /&gt;
	font-weight: bold; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
    float:left; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-faqbox-version {&lt;br /&gt;
	font-size: 80%; &lt;br /&gt;
	font-style: italic;&lt;br /&gt;
	text-align: right;&lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
    float:right; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-faq  {&lt;br /&gt;
	border-color: #5C9900;&lt;br /&gt;
	background: #5C9900; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-faq-inner {&lt;br /&gt;
	border-color: #EBFFCC;&lt;br /&gt;
	background: #EBFFCC; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-errata {&lt;br /&gt;
	border-color: #aa6800;&lt;br /&gt;
	background: #aa6800; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n4-errata-inner {&lt;br /&gt;
	border-color: #ffebab;&lt;br /&gt;
	background: #ffebab; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Make the breadcrumbs bold. */&lt;br /&gt;
&lt;br /&gt;
#breadcrumbs2 {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* The !important tag is used here so that the theme doesn't need to be tweaked! */&lt;br /&gt;
#contentSub {&lt;br /&gt;
	margin: 0 0 1.4em 0 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N4 section subnavigation DELETE */&lt;br /&gt;
&lt;br /&gt;
.n4-chapternav {&lt;br /&gt;
	width: auto;&lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
	margin: 0 0 0.5em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n4-chapternav-inner {&lt;br /&gt;
	border: 4px #e4e4e4 solid;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
	color: #545454;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N5 section subnavigation */&lt;br /&gt;
&lt;br /&gt;
.n5-chapternav {&lt;br /&gt;
	width: auto;&lt;br /&gt;
	background: #e1e4e4; &lt;br /&gt;
	margin: 0 0 0.5em 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-chapternav-inner {&lt;br /&gt;
	border: 4px #e1e4e4 solid;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	background: #e1e4e4; &lt;br /&gt;
	color: #545454;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.mw-selflink {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	color: #545454;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-selflink:hover {&lt;br /&gt;
	color: #545454;&lt;br /&gt;
    text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#contentsub {&lt;br /&gt;
	width: 100%;&lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
	margin: 0 0 0.5em 0;&lt;br /&gt;
	width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#breadcrumbs2 {&lt;br /&gt;
	border: 4px #e4e4e4 solid;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	background: #e4e4e4; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* CSS for the game selector switch */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#n4gametoggle {&lt;br /&gt;
  width: 90%; &lt;br /&gt;
  margin: auto; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.switch {&lt;br /&gt;
  position: relative;&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  width: 60px;&lt;br /&gt;
  height: 34px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.switch input { &lt;br /&gt;
  opacity: 0;&lt;br /&gt;
  width: 0;&lt;br /&gt;
  height: 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.slider {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  top: 0;&lt;br /&gt;
  left: 0;&lt;br /&gt;
  right: 0;&lt;br /&gt;
  bottom: 0;&lt;br /&gt;
  background-color: #116200;&lt;br /&gt;
  -webkit-transition: .4s;&lt;br /&gt;
  transition: .4s;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.slider:before {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  content: &amp;quot;&amp;quot;;&lt;br /&gt;
  height: 26px;&lt;br /&gt;
  width: 26px;&lt;br /&gt;
  left: 4px;&lt;br /&gt;
  bottom: 4px;&lt;br /&gt;
  background-color: white;&lt;br /&gt;
  -webkit-transition: .4s;&lt;br /&gt;
  transition: .4s;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input:checked + .slider {&lt;br /&gt;
  background-color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input:focus + .slider {&lt;br /&gt;
  box-shadow: 0 0 1px orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
input:checked + .slider:before {&lt;br /&gt;
  -webkit-transform: translateX(26px);&lt;br /&gt;
  -ms-transform: translateX(26px);&lt;br /&gt;
  transform: translateX(26px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Rounded sliders */&lt;br /&gt;
.slider.round {&lt;br /&gt;
  border-radius: 34px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.slider.round:before {&lt;br /&gt;
  border-radius: 50%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gamesliderlabel {&lt;br /&gt;
  font-size: 30px;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* make the categories show up in Tweeki! */&lt;br /&gt;
/* &lt;br /&gt;
#catlinks {display:block;}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* tables */&lt;br /&gt;
&lt;br /&gt;
table.wikitable-dark {&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	color: black;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-dark th {&lt;br /&gt;
	padding: 0.3em;&lt;br /&gt;
	border: 2px white solid;&lt;br /&gt;
	background: #4c4c4c !important;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	color: white;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-dark td {&lt;br /&gt;
	padding: 0.3em;&lt;br /&gt;
	border-bottom: 2px white solid;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.wikitable-dark-firstbold tr td:first-child {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-dark-lastbold tr td:last-child {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the EVEN background rows  */&lt;br /&gt;
.wikitable-dark tr:nth-child(2n+2){&lt;br /&gt;
	background: #f5f3f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the ODD background rows  */&lt;br /&gt;
.wikitable-dark tr:nth-child(2n+3){&lt;br /&gt;
	background: #d4cec6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.wikitable-gamesize {&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	color: black;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-gamesize th {&lt;br /&gt;
	padding: 0.3em;&lt;br /&gt;
	border: 2px white solid;&lt;br /&gt;
	background: #4c4c4c !important;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	color: white;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-gamesize td {&lt;br /&gt;
	padding: 0.3em;&lt;br /&gt;
	border: 2px white solid;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable-gamesize tr td:first-child {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the lighter background rows  */&lt;br /&gt;
.wikitable-gamesize tr:nth-child(2), tr:nth-child(3), tr:nth-child(6), tr:nth-child(7) {&lt;br /&gt;
	background: #f5f3f0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the darker background rows  */&lt;br /&gt;
.wikitable-gamesize  tr:nth-child(4), tr:nth-child(5) {&lt;br /&gt;
	background: #d4cec6;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.n3w-tablewithcolumns {&lt;br /&gt;
margin: 1em 0;&lt;br /&gt;
border: 1px #AAA solid;&lt;br /&gt;
border-collapse: separate;&lt;br /&gt;
color: black;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the EVEN background rows  */&lt;br /&gt;
.n3w-tablewithcolumns tr:nth-child(2n+3){&lt;br /&gt;
	background: #CCF2FF;&lt;br /&gt;
	border-style: solid; &lt;br /&gt;
	border-width: 0px 1px 1px 0px;&lt;br /&gt;
	border-color:gray;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the ODD background rows  */&lt;br /&gt;
.n3w-tablewithcolumns tr:nth-child(2n+4){&lt;br /&gt;
	background: white;&lt;br /&gt;
	border-style: solid; &lt;br /&gt;
	border-width: 0px 1px 1px 0px;&lt;br /&gt;
	border-gray;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define stuff for individual cells.  */&lt;br /&gt;
.n3w-tablewithcolumns td{&lt;br /&gt;
	padding: 4px;&lt;br /&gt;
border: 1px #AAA solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*N5 Tables */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5table-dark tbody &amp;gt; tr &amp;gt; th, .n5-floatheader tbody &amp;gt; tr &amp;gt; th {&lt;br /&gt;
/* this works for Chrome but not Safari */&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 50px;&lt;br /&gt;
    z-index: 10;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5table-dark th, .n5-floatheader th {&lt;br /&gt;
/* this works for Safari but not Chrome */&lt;br /&gt;
    position: -webkit-sticky; // this is for all Safari (Desktop &amp;amp; iOS), not for Chrome&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 50px;&lt;br /&gt;
    background-color: #3d3d3d; // any bg-color to overlap&lt;br /&gt;
    z-index: 10; // any positive value, layer order is global&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.n5table-dark, table.n5-weapontable-dark {&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	color: black;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	width:100%;&lt;br /&gt;
        line-height: 1.1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5table-dark th {&lt;br /&gt;
	padding: 0.25em;&lt;br /&gt;
	border: 2px white solid;&lt;br /&gt;
	background: #4f4f4f;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	text-align:center; &lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-dark th {&lt;br /&gt;
	text-align:center; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5table-dark td, .n5-weapontable-dark td, .n5-weapontable-dark th {&lt;br /&gt;
	padding: 0.25em;&lt;br /&gt;
	border-bottom: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5table-dark td {&lt;br /&gt;
	padding: 0.25em;&lt;br /&gt;
	border-left: 2px white solid;&lt;br /&gt;
	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5table-dark-firstbold tr td:first-child {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5table-dark-lastbold tr td:last-child {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the PALE EVEN background rows, regular table and weapon table  */&lt;br /&gt;
.n5table-dark tr:nth-child(2n+2), .n5-weapontable-dark tr:nth-child(2n+2) {&lt;br /&gt;
	background: #f1f2f3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
	/*  Define the background color for all the DARK ODD background rows, regular table and weapon table  */&lt;br /&gt;
.n5table-dark tr:nth-child(2n+3), .n5-weapontable-dark tr:nth-child(2n+3) {&lt;br /&gt;
	background: #c5cccb;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* N5 Weapon Profile */&lt;br /&gt;
&lt;br /&gt;
.n5-darkheader {&lt;br /&gt;
	background: #3d3d3d;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	color: white;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-darkheader a.new {&lt;br /&gt;
	color: #ffa9a9;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-darkheader a {&lt;br /&gt;
	color: #9dd1ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-dark td:first-child, .n5-weapontable-dark th:first-child {&lt;br /&gt;
	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
.n5-weapontable-dark td:last-child, .n5-weapontable-dark th:last-child {&lt;br /&gt;
	border-left: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-firstrange {&lt;br /&gt;
	border-right: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-lastrange {&lt;br /&gt;
	border-left: none !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-greyleft {&lt;br /&gt;
	border-left: 1px grey solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-dark td:nth-child(8) {&lt;br /&gt;
	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapontable-dark-rightborder {&lt;br /&gt;
	border-right: 2px white solid;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/*  Formatting for the weapon table cells, dark mode.  */&lt;br /&gt;
&lt;br /&gt;
.n5-weapon-name {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-weapon-traits {&lt;br /&gt;
	text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark\+6 {&lt;br /&gt;
	background: #94e64d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark\+3 {&lt;br /&gt;
	background: #97bd75;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark0 {&lt;br /&gt;
	background: #66d9ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark-3 {&lt;br /&gt;
	background: #ffc34d;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark-6 {&lt;br /&gt;
	background: #f36859;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark-- {&lt;br /&gt;
	background: #737373;&lt;br /&gt;
	color: #737373;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n5-range-dark\+6, .n5-range-dark\+3 {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.n5-range-dark\+6, .n5-range-dark\+3, .n5-range-dark0, .n5-range-dark-3, .n5-range-dark-6 {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}*/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	/*     Full FAQ Boxout     */&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
table.n3w-faqtable {&lt;br /&gt;
	margin: 1em 0;&lt;br /&gt;
	border: 2px #5C9900 solid;&lt;br /&gt;
	background: #5C9900; &lt;br /&gt;
	color: #FFFFFF;&lt;br /&gt;
	cellpadding: 4px;&lt;br /&gt;
	border-collapse: collapse;&lt;br /&gt;
	width:70%;&lt;br /&gt;
	border-spacing: 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-faq-boxtitle {&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
/*&lt;br /&gt;
	font-size:150%&lt;br /&gt;
*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-faq-issue {&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #EBFFCC; &lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
	font-size:120%&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-faq-answer {&lt;br /&gt;
	color: #000000;&lt;br /&gt;
	background: #EBFFCC; &lt;br /&gt;
	font-size:120%&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-faq-linked-pages {&lt;br /&gt;
	background: #EBFFCC; &lt;br /&gt;
	color: #000000;&lt;br /&gt;
	font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.n3w-faq-id {&lt;br /&gt;
	text-align:right;&lt;br /&gt;
	font-style: italic;&lt;br /&gt;
	font-size:80%&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=ITS_FAQ&amp;diff=4000</id>
		<title>ITS FAQ</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=ITS_FAQ&amp;diff=4000"/>
		<updated>2025-11-28T16:43:17Z</updated>

		<summary type="html">&lt;p&gt;Ian: Added sections.&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://infinityuniverse.com/resources/infinity Infinity Tournament System, season 17].&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;
== 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=Immobilized-B_State&amp;diff=3999</id>
		<title>Immobilized-B State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Immobilized-B_State&amp;diff=3999"/>
		<updated>2025-11-27T15:41:17Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Guts Roll.&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;
{{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;
{{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=3998</id>
		<title>Immobilized-A State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Immobilized-A_State&amp;diff=3998"/>
		<updated>2025-11-27T15:40:58Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Guts Roll.&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;
{{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=Engaged_State&amp;diff=3997</id>
		<title>Engaged State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Engaged_State&amp;diff=3997"/>
		<updated>2025-11-27T15:37:55Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Guts Roll.&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;
{{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=IMM&amp;diff=3996</id>
		<title>IMM</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=IMM&amp;diff=3996"/>
		<updated>2025-11-27T15:30:19Z</updated>

		<summary type="html">&lt;p&gt;Ian: Changed redirect target from Game States List to States&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[States]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Pitcher&amp;diff=3995</id>
		<title>Pitcher</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Pitcher&amp;diff=3995"/>
		<updated>2025-11-26T15:11:51Z</updated>

		<summary type="html">&lt;p&gt;Ian: Nomods Repeater image.&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;
&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=Deployable_Repeater&amp;diff=3994</id>
		<title>Deployable Repeater</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Deployable_Repeater&amp;diff=3994"/>
		<updated>2025-11-26T10:47:15Z</updated>

		<summary type="html">&lt;p&gt;Ian: Re-added image with no MOD.&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;
This is a hacking range amplifier designed for deployment onto the battlefield.&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/repeater-nomod.png | style= 128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| DEPLOYABLE REPEATER | EQUIPMENT }}&lt;br /&gt;
{{skill-label | Comms Equipment, Deployable, Disposable (3), Indiscriminate, Zone of Control. }}&lt;br /&gt;
{{effects}} &lt;br /&gt;
* When the player declares the [[Place Deployable]] Common Skill, the Trooper places a Deployable Repeater Token (REPEATER) on the game table.&lt;br /&gt;
* The Deployable Repeater is a piece of Equipment that contains a [[Repeater]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[Deployable Repeater]]| | | | | | | | | | | | |[[Disposable (3)]], [[Deployable]]}}&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;n5table-dark&amp;quot;&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;
{{remember-start}}&lt;br /&gt;
[[Firewall]] imposes an additional MOD (-3, -6...) to the WIP Roll of the Trooper declaring a [[Comms Attack]] against a Trooper benefitting from a Firewall, for example if attacking through an enemy [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
The Trooper benefiting from the Firewall also applies a MOD of +3 to their [[Saving Roll]]s (SR) against the Comms Attack.&lt;br /&gt;
&lt;br /&gt;
Only the MODs of a single Firewall can be applied, even if the Trooper benefits from more than one. In the case of the Trooper benefitting from more than one Firewall, their player will decide which one to apply.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Comms Equipment ]]&lt;br /&gt;
[[Category: Deployable ]]&lt;br /&gt;
[[Category: Disposable ]]&lt;br /&gt;
[[Category: Indiscriminate ]]&lt;br /&gt;
[[Category: Zone of Control ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Climbing_Plus&amp;diff=3993</id>
		<title>Climbing Plus</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Climbing_Plus&amp;diff=3993"/>
		<updated>2025-11-25T11:20:26Z</updated>

		<summary type="html">&lt;p&gt;Ian: PDF N5.2 update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Troopers with Climbing Plus are particularly gifted in or equipped for climbing and vertical relocation.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| CLIMBING PLUS | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Movement, Optional. }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* At the end of the movement, Troopers must be able to place themselves on a surface that is equal or larger than their base.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* With this Special Skill, the [[Climb]] Long Skill is turned into a Basic Short Skill, if declared as the first Basic Short Skill of the Order.&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;
* The Climbing Plus Special Skill allows its user to perform other Basic Short Skills or Short Skills (e.g. Move + [[BS Attack]]) while moving on a vertical surface, or if hanging from a height (see [[Trooper Activation]]).&lt;br /&gt;
* '''Restriction''': The Trooper can only declare Climb as a Basic Short Skill '''once per Order'''. If the Trooper then declares Move as their second Basic Short Skill, this uses the second value of their [[MOV]] Attribute.&lt;br /&gt;
* '''Restriction''': As with the Climb Skill, Troopers using Climbing Plus do not benefit from [[Partial Cover]] MODs while they are on a vertical surface.&lt;br /&gt;
* For visualization purposes, Troopers using this Skill move with at least half of their base's underside in contact with the vertical surface, as indicated in the Requirements of the Move and Climb Skills.&lt;br /&gt;
* During the Reactive Turn, Climbing Plus allows its owner to react in [[ARO]], if applicable, while being on a vertical surface.&lt;br /&gt;
* If the Trooper is or becomes [[Impetuous]] (due to having the [[Frenzy]] Skill or due to any other rule), they will be able to use Climbing Plus in the [[Impetuous Phase]]. &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Important-start}}&lt;br /&gt;
Troopers cannot be deployed on vertical surfaces during the [[Deployment Phase]] or during the game.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Remember-start}}&lt;br /&gt;
* When declaring the use of Climbing Plus, the complete and exact trajectory that Trooper will perform must be specified so the rival player may declare all their AROs.&lt;br /&gt;
* Troopers have a 360° [[LoF]] during their entire trajectory.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
{{greybox-start | Example of Climbing Plus}}&lt;br /&gt;
{{image | name=n5/eng-climbing-plus-1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
Spending an Order, the Trooper declares [[Move]] as the first Skill of their Order. Thanks to their Climbing Plus Special Skill, as the Trooper moves their first two inches and reaches the obstacle, they may continue their movement on the vertical surface, as if it was a horizontal surface.&lt;br /&gt;
&lt;br /&gt;
Likewise, with the second Skill of their Order, they can choose to keep moving, or can declare any other Short Skill or Basic Short Skill such as [[BS Attack]], [[Discover]], etc.&lt;br /&gt;
&lt;br /&gt;
Since there are no enemies in sight, the Trooper keeps moving.&lt;br /&gt;
&lt;br /&gt;
With a second Order, they declare Move + Move, so they climb down the obstacle and advance until they have used all their movement.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, oct 2025}}&lt;br /&gt;
{{greybox | Ejemplo Trepar Plus y Varias Tropas }}&lt;br /&gt;
{{erratahighblock}}&lt;br /&gt;
In the Active Turn, several Troopers have been activated with the same Order ([[Fireteam]]s, [[Peripheral]]s, [[Coordinated Order]]s) and need to clear an obstacle. They declare Climb as the first Skill of the Order. Any of the Troopers who have the Climbing Plus Special Skill can declare Climb as a [[Basic Short Skill]], while the other Troopers each have a choice of declaring Climb 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 Climb as a Basic Short Skill, can declare a second Basic Short Skill or Short Skill as normal. While the Troopers who declared Climb as a Long Skill have already declared their entire Order and cannot declare a second Skill.{{erratahighblock-end}}&lt;br /&gt;
{{boxend}}&lt;br /&gt;
{{update-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: Can you vault while Climbing or Jumping? |&lt;br /&gt;
a = A: Yes. Climb and Jump follow the General Movement Rules, including vaulting. |&lt;br /&gt;
related = [[Climb]], [[Climbing Plus]], [[General Movement Rules]], [[Jump]], [[Super-Jump]] }}&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;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Movement ]]&lt;br /&gt;
[[Category: Optional ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Inspiring_Leadership&amp;diff=3992</id>
		<title>Inspiring Leadership</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Inspiring_Leadership&amp;diff=3992"/>
		<updated>2025-11-21T11:37:16Z</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;
This Special Skill ties the behavior of entire armies to the user's discipline and state of mind.&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{css_skillbox |black| INSPIRING LEADERSHIP | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* If the user belongs to a [[Fireteam]] where all members have the [[Regular]] Training Characteristic listed in their '''[[Unit Profile]]s''', apply a +2 inch bonus to the Team Leader’s [[Zone of Control]] when making [[Coherency]] Checks for the Fireteam.&lt;br /&gt;
* {{erratahighlight}}'''Restriction:''' This bonus is not cumulative with any bonus to the Team Leader’s Zone of Control. {{erratahighlight-end}}&lt;br /&gt;
* {{erratahighlight}}If the user is the '''[[Lieutenant]]''' of the Army, is on the game table, and not in a [[Null]] State ([[Unconscious]], [[Dead]], [[Sepsitorized]]…), the following effects are applied:{{erratahighlight-end}}&lt;br /&gt;
** All Troopers in the [[Army List]] that provide Orders: &lt;br /&gt;
*** Possess the [[Regular]] Training Characteristic. &lt;br /&gt;
*** Have the [[Courage]] Special Skill. Troopers with the [[Religious Troop]] Special Skill don’t apply this Effect. &lt;br /&gt;
** You may declare a [[Coordinated Order]] that includes the user by spending only the [[Lieutenant Special Order | Special Lieutenant Order]], without expenditure of [[Command Token]]s or extra Orders.&lt;br /&gt;
** The army is not affected by the Retreat! rule, and never enters a [[Retreat Situation | Retreat! situation]].&lt;br /&gt;
* {{erratahighlight}}If the user '''becomes the [[Lieutenant]]''' of the Army (for example via the [[Chain of Command]] Special Skill or after a [[Loss of Lieutenant]] situation), the previous Effects of Inspiring Leadership apply immediately after the user has been appointed as Lieutenant.{{erratahighlight-end}} &lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{css_skillbox |black| INSPIRING LEADERSHIP | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{originalhighblock}}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* In order to apply the effects of Inspiring Leadership, the user must be the [[Lieutenant]] of the Army, be on the game table, and not be in a [[Null]] State ([[Unconscious]], [[Dead]], [[Sepsitorized]]...).{{originalhighblock-end}}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* All Troopers in the [[Army List]] that provide Orders:&lt;br /&gt;
** Possess the [[Regular]] Training Characteristic.&lt;br /&gt;
** Have the [[Courage]] Special Skill. Troopers with the [[Religious Troop]] Special Skill don't apply this Effect.&lt;br /&gt;
* You may declare a [[Coordinated Order]] that includes the user by spending only the [[Lieutenant Special Order | Special Lieutenant Order]], without expenditure of [[Command Token]]s or extra Orders.&lt;br /&gt;
* If the user belongs to a [[Fireteam]] where all members already have the Regular Training Characteristic in their '''[[Unit Profiles]]''', apply a +2 inch bonus to the Team Leader's [[Zone of Control]] when making [[Coherency]] Checks for the Fireteam.&lt;br /&gt;
* The army is not affected by the Retreat! rule, and never enters a [[Retreat Situation | Retreat! situation]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
{{original-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: 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=Counterintelligence&amp;diff=3991</id>
		<title>Counterintelligence</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Counterintelligence&amp;diff=3991"/>
		<updated>2025-11-20T11:23:29Z</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;
This Special Skill allows its owner to partially counteract the effects of the Command Token Strategic Use&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| COUNTERINTELLIGENCE | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Optional, Private Information. }}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Special Skill counteract the effects of the [[Command Tokens#Command Tokens: Strategic Use | Strategic Use of a Command Token]] by '''reducing to one the number of Orders''' the adversary can nullify.&lt;br /&gt;
* Alternatively, this Special Skill counteracts the limit on Command Token use imposed by the adversary due to the Strategic Use of a Command Token, '''increasing it to two'''.{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{originalhighblock}}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Effects of this Special Skill are only applied if its owner has been deployed on the game table, either as a Model or as a Marker.{{originalhighblock-end}}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* This Special Skill counteract the effects of the [[Command Tokens#Command Tokens: Strategic Use | Strategic Use of a Command Token]] by '''reducing to one the number of Orders''' the adversary can nullify.&lt;br /&gt;
* Alternatively, this Special Skill counteracts the limit on Command Token use imposed by the adversary due to the Strategic Use of a Command Token, '''increasing it to two'''.{{original-end}}&lt;br /&gt;
{{css_skillbox-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: Optional ]]&lt;br /&gt;
[[Category: Private Information ]]&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=Terrain_and_Scenery_Structures&amp;diff=3990</id>
		<title>Terrain and Scenery Structures</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Terrain_and_Scenery_Structures&amp;diff=3990"/>
		<updated>2025-11-18T15:22:48Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-main-sections}}&lt;br /&gt;
&lt;br /&gt;
{{n5-section-terrain-and-scenery-section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This chapter makes reference to additional rules that players may use to make their matches more realistic and complete, thus increasing and improving the game experience of Infinity. These rules are optional and must be agreed by players beforehand. &lt;br /&gt;
&lt;br /&gt;
== Special Terrain ==&lt;br /&gt;
Special Terrain zones are areas of the battlefield with special game rules. Players can situate them freely and mark their perimeter in a number of different ways, up to and including building their own thematic scenery.&lt;br /&gt;
&lt;br /&gt;
Special Terrain rules are an easy way to spice up your Infinity games with new tactical challenges, and create interesting, asymmetrical battlegrounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black|  SPECIAL TERRAIN }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Mark Special Terrain areas when you set up the game table, before the game starts.&lt;br /&gt;
* These areas must have well-defined, recognizable limits whether they are represented by templates, pieces of scenery, or any other means.&lt;br /&gt;
* In game terms, Special Terrain areas have infinite height unless otherwise specified.&lt;br /&gt;
* Players must discuss and agree on the specific characteristics of each Special Terrain area.&lt;br /&gt;
* When preparing the game table, the players must assign the characteristics that define each Special Terrain area: [[Difficult Movement]], [[Saturation]], [[Visibility Conditions]] and [[Types of Terrain | Type of Terrain]].&lt;br /&gt;
* Each Special Terrain must have the Type of Terrain characteristic and at least one other characteristic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;n5-req-eff n5-effects&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;n5-effects-inner&amp;quot;&amp;gt;AREA OF EFFECT OF SPECIAL TERRAIN ZONES&amp;lt;/div&amp;gt;&amp;lt;/div&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;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Characteristics of the Terrain ==&lt;br /&gt;
Terrain can be used to improve the game experience and has a series of combined characteristics that allow for multiple gaming options.&lt;br /&gt;
&lt;br /&gt;
See [[Types of Terrain]], [[Difficult Terrain]], [[Saturation]] , and [[Visibility Conditions]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Special Terrain Suggestions and Examples ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot;| Special Terrain Suggestions and Examples&lt;br /&gt;
|-&lt;br /&gt;
! EXAMPLE !! TYPE OF TERRAIN !! DIFFICULT TERRAIN !! VISIBILITY CONDITIONS !! SATURATION ZONE&lt;br /&gt;
|- &lt;br /&gt;
| Beach || Aquatic || Yes || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Open Sea || Aquatic || Yes || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Swamp || Aquatic || Yes || -- || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Rocky Ground || Desert || Optional || -- || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Sand Dunes || Desert || Yes || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Low Mountain or Steep Hills || Mountain || -- || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Arctic Plains || Mountain || Optional || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Mid-Mountain || Mountain || Yes || Low Visibility || No&lt;br /&gt;
|- &lt;br /&gt;
| High Mountain || Mountain || Yes || Low Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Woods || Jungle || Optional || Low Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Jungle || Jungle || Yes || Poor Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Dense Jungle || Jungle || Yes || Poor Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Primeval Forest || Jungle || Yes || Zero Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Zero-G || Zero-G || Yes || -- || No&lt;br /&gt;
|- &lt;br /&gt;
| Storm || Aquatic/ Desert/ Mountain/ Jungle || -- || Increases Visibility Conditions by one level || --&lt;br /&gt;
|- &lt;br /&gt;
| Engine Room || Optional Zero-G || Yes if Zero-G || Low Visibility || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Generator Room || Optional Zero-G || Yes if Zero-G || White Noise || Yes&lt;br /&gt;
|- &lt;br /&gt;
| Energy Core Room || Optional Zero-G || Yes if Zero-G  || Low Visibility + White Noise || --&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{section-main-sections}}&lt;br /&gt;
&lt;br /&gt;
{{n5-section-terrain-and-scenery-section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Terrain &amp;amp; Scenery Structures]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Wounds&amp;diff=3989</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Wounds&amp;diff=3989"/>
		<updated>2025-11-18T11:30:37Z</updated>

		<summary type="html">&lt;p&gt;Ian: Remember box corrected to Important box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-wound.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
As a rule, the target of an Attack receives one Wound for each successful hit. This is represented by a Wound Token (WOUND) next to the target, with a numerical value to indicate how many Wounds the Trooper has received. If the target has received as many Wounds as the value of its [[VITA]]/[[STR]] Attribute, place an [[Unconscious]] State Token (UNCONSCIOUS) as well.&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
Certain types of Ammunition, Attacks, Equipment, Hacking Programs, etc. force the target to make more than one [[Saving Roll]] for each success in the Attack Roll (For example, [[DA]] ammunition forces the target to perform 2 Saving Rolls for each successful Attack). Others inflict more than one Wound with each failed Saving Roll or cause a change in the state of the target.&lt;br /&gt;
&lt;br /&gt;
In these cases, the special effects are explained in the rule or the [[Weapon Chart]].&lt;br /&gt;
{{boxend}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unconsciousness and Death ==&lt;br /&gt;
If a target receives '''as many Wounds''' as the value of its [[VITA]]/[[STR]] Attribute, it enters [[Unconscious State]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the target receives '''more Wounds''' than the value of its VITA/STR Attribute, it enters [[Dead State]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Request Speedball]]'''&lt;br /&gt;
* The Speedball items available are the following: &lt;br /&gt;
** '''VitaPack''': Allows cancellation of the [[Unconscious State]] of an [[Allied]] Trooper with the [[Vitality]] Attribute, by removing one single [[Wounds | Wound]] from those they have received.&amp;lt;br&amp;gt;VitaPack is applied by spending a Short Skill of an Order while in [[Silhouette contact]] with the Unconscious Allied Trooper.&lt;br /&gt;
** '''AutoRepairS(uite)''': Allows cancellation of the Unconscious State of an Allied Trooper with the [[STR]] Attribute, by removing one or two (if applicable) Wounds from those they have received.&amp;lt;br&amp;gt;AutoRepairS(uite) is applied by spending a Short Skill of an Order while in Silhouette contact with the Unconscious Allied Trooper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Doctor]]'''&lt;br /&gt;
* The target must have the [[Vitality]] Attribute and be in [[Unconscious State]].&lt;br /&gt;
[...]&lt;br /&gt;
* By passing a [[Normal]] [[WIP]] Roll, the target's Unconscious State is cancelled, by removing 1 single [[Wounds | Wound]] from those it has received, unless a rule or Skill specified otherwise. If the WIP Roll fails, the target automatically enters the [[Dead State]] and is removed from the game table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Engineer]]'''&lt;br /&gt;
* Engineer allows, by passing a [[Normal]] [[WIP]] Roll, removing a [[Wounds | Wound]] from a target with the [[Structure]] Attribute (STR). This cancels [[Unconscious State]] if applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Regeneration]]'''&lt;br /&gt;
* During the States Phase, the user makes a [[Normal]] [[PH]] Roll:&lt;br /&gt;
** If the Roll is a success, the Trooper removes 1 [[Wounds | Wound]], cancelling the [[Unconscious State]] if applicable.&lt;br /&gt;
** If the Roll fails, the Trooper receives 1 additional [[Wounds | Wound]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Protheion]]'''&lt;br /&gt;
* The target must have the [[VITA]] Attribute.&lt;br /&gt;
[...]&lt;br /&gt;
* For each [[Wounds | Wound]] they inflict on the target of the [[CC Attack]], or [[CC Attack#Coup de Gr&amp;amp;acirc;ce | Coup de Gr&amp;amp;acirc;ce]] they perform, the user removes 1 Wound they have received. If the user hasn't received any Wounds, they increase their [[VITA]] Attribute value by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[GizmoKit]]'''&lt;br /&gt;
* The target of a GizmoKit must be an [[Allied]] Model with the [[STR]] Attribute. &lt;br /&gt;
[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target removes a [[Wounds | Wound]]. This cancels [[Unconscious State]] if applicable. If the PH Roll is failed, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[MediKit]]'''&lt;br /&gt;
* A MediKit's target must be an [[Allied]] Model with the [[VITA]] Attribute and in [[Unconscious State]], unless certain scenario rules say otherwise.&lt;br /&gt;
[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target may remove one [[Wounds | Wound]] and cancel their [[Unconscious State]]. If the PH Roll is failed, the target automatically enters [[Dead State]] and is removed from the game table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Order Expenditure Sequence]]'''&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;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=BS_Attack&amp;diff=3988</id>
		<title>BS Attack</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=BS_Attack&amp;diff=3988"/>
		<updated>2025-11-17T10:14:58Z</updated>

		<summary type="html">&lt;p&gt;Ian: Fixed incorrect Cover link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
{{n5-section-common-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |greenyellow| BS ATTACK | SHORT SKILL /ARO }}&lt;br /&gt;
{{skill-label | Attack. }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Be using a [[BS Weapon]], or a [[Skill]] or piece of [[Equipment]] capable of making a BS Attack.&lt;br /&gt;
* Be able to draw [[Line of Fire]] ([[LoF]]) from the position of your Attack to the position of the target, unless the BS Weapon, Skill or piece of Equipment used doesn't require LoF.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The user employs his [[BS]] [[Attribute]] (or Attribute specified by the weapon) to fire upon one or more enemies.&lt;br /&gt;
* When declaring a BS Attack, the user must choose which of his BS Weapons, Special Skills or pieces of Equipment to use, from those available in his [[Unit Profile]].&lt;br /&gt;
* If the attacker has more than one target and a BS Weapon, Special Skill or piece of Equipment with a [[Burst]] value higher than 1, they must distribute their attacks as part of the BS Attack declaration.&lt;br /&gt;
* All shots must be declared '''from the same point'''.&lt;br /&gt;
* If the chosen weapon has more than one Type of [[Ammunition]] available, you must choose one for the entire Burst, as part of the BS Attack declaration.&lt;br /&gt;
&lt;br /&gt;
=== BS Attack (Guided) ===&lt;br /&gt;
* Troopers with the '''BS Attack (Guided)''' Skill listed on their [[Unit Profile]]:&lt;br /&gt;
** During the Active Turn, they may perform a BS Attack against a target in [[Targeted State]], without requiring [[LoF]].&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes {{erratahighlight}}but they will always apply the Circular Template Trait, placing a Circular Template centered on the target{{erratahighlight-end}}.&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes and apply the Trait to that Mode.&lt;br /&gt;
** A Trooper can avoid a BS Attack (Guided) with a successful [[Dodge]] or [[Reset]] [[Face to Face Roll]]. If a Reset Roll is successful, in addition to avoiding the Attack, the Trooper's Targeted State is cancelled.  &lt;br /&gt;
** '''Restriction:''' Unless the Skill itself indicates otherwise, the B will always be 1 regardless of the actual B value of the Weapon or any MODs applied to the B.&lt;br /&gt;
** '''Restriction:''' The distance to the target cannot exceed the weapon's maximum [[Range]]{{erratahighlight}}, applying MODs as usual{{erratahighlight-end}}.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes {{originalhighlight}}and apply the Trait to that Mode{{originalhighlight-end}}.&lt;br /&gt;
** BS Attacks (Guided) must be carried out with the weapon's Blast Mode if it has one, or a Mode with the [[Traits#Impact_Template | Impact Template (Circular) Trait]]. If the weapon does not have a Mode with the Impact Template (Circular) Trait, the player may choose any of the weapon's Modes and apply the Trait to that Mode.&lt;br /&gt;
** A Trooper can avoid a BS Attack (Guided) with a successful [[Dodge]] or [[Reset]] [[Face to Face Roll]]. If a Reset Roll is successful, in addition to avoiding the Attack, the Trooper's Targeted State is cancelled.  &lt;br /&gt;
** '''Restriction:''' Unless the Skill itself indicates otherwise, the B will always be 1 regardless of the actual B value of the Weapon or any MODs applied to the B.&lt;br /&gt;
** '''Restriction:''' The distance to the target cannot exceed the weapon's maximum [[Range]].&lt;br /&gt;
{{original-end}}&lt;br /&gt;
** '''Restriction:''' The target cannot be in an enclosed room; a possible trajectory for the Attack must always exist.&lt;br /&gt;
** '''Restriction:''' BS Attack (Guided) has a limit of 5 Attacks per Turn for the Active Player.&lt;br /&gt;
** '''Restriction:''' Weapons with the [[BS Weapon (PH)]] or [[BS Weapon (WIP)]] Traits cannot be used with the BS Attack (Guided) Skill.&lt;br /&gt;
** The user must apply any [[Range]] MODs. Other negative MODs (for example [[Mimetism]], [[Partial Cover]], [[Visibility Zone]]s...) are not applied unless they specify that they work against BS Attack (Guided).&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Modifiers Explained]] Examples'''&lt;br /&gt;
&lt;br /&gt;
* '''BS Attack (-3)''' means that, when the user declares BS Attack, {{erratahighlight}}a -3 MOD applies to the opponent in any [[Face to Face Rolls]]{{erratahighlight-end}}. BS Attack (-X) has no effect against Troopers with the [[Warhorse]] Special Skill. &lt;br /&gt;
* '''BS Attack (SR-1)''' means that, when the user declares BS Attack, their targets apply a -1 MOD to their [[Saving Rolls]] against the user's hits.&lt;br /&gt;
* '''BS Attack (Shock)''' means that the user adds [[Shock Ammunition]] to all their BS Attacks.&lt;br /&gt;
* '''BS Attack (Continuous Damage)''' means that the user applies the [[Continuous Damage]] Trait to all their BS Attacks.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Guts Roll]]'''&amp;lt;br&amp;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;
&lt;br /&gt;
'''[[Alert]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Troopers are aware of what is happening around them and are also connected to their comrades, so attacks do not go unnoticed.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
The target must apply a -3 MOD to [[Dodge]] if they have no [[LoF]] towards the Attacker. &lt;br /&gt;
&lt;br /&gt;
The [[Targeted State]] gives the target a -3 MOD to [[Reset]] Rolls, also any BS Attack against them gets a +3 MOD.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Move + BS Attack}}&lt;br /&gt;
Since the Skills used in an Order are simultaneous, a BS Attack can be declared at any point during the route followed by the [[Move]] Skill. If the [[Burst]] is divided among several targets, all shots must be made from a single point. Usually, the attack is made from the position that offers the biggest advantage: a clear [[LoF]], targets out of [[Cover]], optimal range, etc.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
To determine the Range MOD when performing a BS Attack (Guided), measure the distance from the Attacker to the target in a straight line. Any other possible trajectories of this attack are not taken into account. &lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of BS Attack (Guided)}}&lt;br /&gt;
{{image | name=n5/eng-guided-example-v1.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&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;
|}&lt;br /&gt;
&lt;br /&gt;
The Missile Launcher Remote declares a BS Attack (Guided) against a Trooper with the [[Mimetism]] (-6) Special Skill, who is in [[Targeted State]]. &lt;br /&gt;
&lt;br /&gt;
The following MODs apply to the Remote's BS Attack (Guided) Roll:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* +3 for the target's Targeted State. &lt;br /&gt;
&lt;br /&gt;
As the Remote is using BS Attack (Guided), they do not have to apply the target's Mimetism (-6) MOD, nor any MODs for [[Cover]]. In addition, of the two firing modes available to the Missile Launcher, the Attack must be made with Blast Mode (EXP ammunition).&lt;br /&gt;
&lt;br /&gt;
The target of the Attack has two ARO options:&lt;br /&gt;
* [[Dodge]] with a -3 MOD due to Dodging a Template Weapon without [[LoF]] to the Attacker. &lt;br /&gt;
* [[Reset]] with a -3 MOD due to being in Targeted State. &lt;br /&gt;
 &lt;br /&gt;
Therefore, the REM makes a Face-to-Face BS Attack Roll (BS +6) against the target's Dodge Roll (PH -3) or Reset Roll (WIP -3) Roll.&lt;br /&gt;
{{greybox-end}}&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 CC Combat a -6 MOD must be applied for each Allied Trooper engaged in the [[Close Combat|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;
== 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: Do Skills that let you perform a 'BS Attack Roll' (for example Intuitive Attack and Speculative Attack), or have the BS Attack Label, count as a BS Attack for MODs? For example, if the Trooper has 'BS Attack (SR-1)', 'BS Attack (+1 SD), or 'BS Attack (AP)'. |&lt;br /&gt;
a = A: Yes. Note that +1 SD MODs don't apply to Long Skills. |&lt;br /&gt;
related = [[BS Attack]], [[Forward Observer]], [[Intuitive Attack]], [[Labels]], [[Triangulated Fire]] }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;br /&gt;
{{n5-section-common-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Combat Module]]&lt;br /&gt;
[[Category: Common Skills]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: 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=Face_to_Face_Rolls&amp;diff=3987</id>
		<title>Face to Face Rolls</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Face_to_Face_Rolls&amp;diff=3987"/>
		<updated>2025-11-13T11:26:49Z</updated>

		<summary type="html">&lt;p&gt;Ian: PDF N5.2 new images, added missing minus signs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-basic-rules}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When '''two or more Troopers''' act at the same time to try to thwart each other's progress, Face to Face Rolls are used to determine which side acts faster and more effectively.&lt;br /&gt;
&lt;br /&gt;
To do so, both players roll for their Troopers involved in the face-off and '''compare each result to the relevant [[Success Value]]''', as they would in a [[Normal Roll]]. Failures are simply discarded but, unlike in a Normal Roll, each side's successes are compared to the opponent's.&lt;br /&gt;
&lt;br /&gt;
When comparing, '''successes cancel enemy successes with a lower result''' even if they are canceled, in turn, by higher enemy successes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
For actions to be resolved with a Face to Face Roll, '''both Troopers' actions must affect each other directly'''. If either action does not affect the outcome of the other, use [[Normal Roll]]s instead.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
'''Breaking Ties'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Face to Face Rolls can result in a tie. In the event of a tie ([[Critical]]s or not), both rolls cancel each other, no effects are applied and the Order is spent.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Here is a rundown of possible outcomes}}&lt;br /&gt;
* '''Both fail'''. No one achieved their goal.&lt;br /&gt;
* '''One fails and the other passes'''. The Trooper that succeeded wins the Face to Face Roll and achieves its goal.&lt;br /&gt;
* '''Both pass'''. The Trooper with the higher successful roll cancels the enemy successes, wins the Face to Face Roll and achieves its goal.&lt;br /&gt;
* '''Both pass, but one rolls a [[Critical]]'''. The Trooper who got a Critical wins the Face to Face Roll, even if the Critical Roll was equal to or lower than the enemy success.&lt;br /&gt;
* '''Both roll Criticals'''. Neither Trooper wins the Face to Face Roll as the Criticals cancel each other and no effects are applied. Non-critical successes are discarded.&lt;br /&gt;
* '''One rolls a Critical and the other rolls two (or more) Criticals'''. As in the previous case, all Criticals are cancelled and no effects are applied.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Face to Face Roll: Dodge and Reset ===&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
In a Face to Face Roll, {{erratahighlight}}a successful Roll{{erratahighlight-end}} with the Common Skills [[Dodge]] and [[Reset]] does not affect the ability of the attacker to execute their action {{erratahighlight}}against other targets{{erratahighlight-end}}, only their ability to affect the {{erratahighlight}}Trooper performing the Dodge/Reset{{erratahighlight-end}}. &lt;br /&gt;
For example,{{erratahighlight}} if a Trooper Dodges when it is one of several targets of{{erratahighlight-end}} an Attack{{erratahighlight}}, its Dodge can only cancel{{erratahighlight-end}} the Attack against {{erratahighlight}}itself and cannot cancel the Attack or effects of{{erratahighlight-end}} the Attack against the {{erratahighlight}}other targets{{erratahighlight-end}}. &lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
In a Face to Face Roll, {{originalhighlight}}success in{{originalhighlight-end}} the Common Skills [[Dodge]] and [[Reset]] does not affect the ability of the attacker to execute their action, only their ability to affect the {{originalhighlight}}dodging/resetting Trooper{{originalhighlight-end}}. &lt;br /&gt;
For example, {{originalhighlight}}dodging{{originalhighlight-end}} an Attack {{originalhighlight}}with several targets{{originalhighlight-end}} only cancels the attack against the Trooper who dodged, and does not cancel the attack against the {{originalhighlight}}rest of the targets{{originalhighlight-end}}.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Examples ===&lt;br /&gt;
{{greybox-start | Example of Face to Face 1 vs 1 Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/n5-eng-facetoface-1v1.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]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In his Active Turn, the Fennec Fusilier (Trooper A) declares a [[BS Attack]] with his Combi Rifle against the Senku (Trooper B).&lt;br /&gt;
&lt;br /&gt;
[[Range]] 15 inches&lt;br /&gt;
&lt;br /&gt;
He will apply the following MODs to his BS Attack:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
His Success Value (SV) will be 12 + 3 - 3 = 12.&lt;br /&gt;
&lt;br /&gt;
In her Reactive Turn, the Senku declares as an [[ARO]] a [[BS Attack]] with her Combi Rifle against the Fusilier.&amp;lt;br&amp;gt;&lt;br /&gt;
She will apply the following MODs to her BS Attack:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
Her Success Value (SV) will be 11 + 3 - 3 = 11.&lt;br /&gt;
&lt;br /&gt;
All the Rolls are successful, but the Senku's 7 wins the Face to Face Roll because it cancels out all the other successful results below 7.&lt;br /&gt;
&lt;br /&gt;
The Fennec Fusilier is hit, and he must make a [[Saving Roll]].&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Face to Face Roll and Normal Roll}}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/n5-eng-facetoface-and-normal-v52.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]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Fennec declares a [[BS Attack]] with his full [[Burst]] against Senku A, who declares once again an [[ARO]] of BS Attack. Senku B declares an ARO of BS Attack against the Fennec.&lt;br /&gt;
&lt;br /&gt;
Since the declared Attacks affect each other, the Fennec and Senku A must make a Face to Face Roll. Senku B will make a [[Normal Roll]] because the Fennec's shots do not affect him.&lt;br /&gt;
* Range {{erratahighlight}}to Senku A{{erratahighlight-end}} 15 inches&lt;br /&gt;
* Range {{erratahighlight}}to Senku B{{erratahighlight-end}} 9 inches&lt;br /&gt;
&lt;br /&gt;
The Fennec will apply the following MODs to his BS Attack&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
&lt;br /&gt;
His Success Value (SV) will be 12 + 3 - 3 = 12.&lt;br /&gt;
&lt;br /&gt;
Both Senku will apply the following MODs to their BS Attacks:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
&lt;br /&gt;
Their Success Value (SV) will be 11 + 3 - 3 = 11.&lt;br /&gt;
&lt;br /&gt;
In the Face to Face Roll {{erratahighlight}}between the Fennec and Senku A{{erratahighlight-end}} both get a [[Critical]], and as a result, their successes cancel each other and none of them hits their target.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Senku B gets a 14 in his {{erratahighlight}}Normal{{erratahighlight-end}} Roll, and, since his Success Value (SV) was 11, he misses his shot against the Fennec.&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;
{{greybox-start | Example of Two Face to Face Rolls}}&lt;br /&gt;
&lt;br /&gt;
{{image | name=n5/n5-eng-facetoface-v52.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]]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the Fennec divided his Combi Rifle's [[Burst]] (B) 3, making 2 shots against Senku A and 1 against Senku B, we would have to make two Face to Face Rolls.&lt;br /&gt;
&lt;br /&gt;
The Fennec will apply the following MODs to his BS Attack:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
&lt;br /&gt;
His Success Value (SV) will be 12 + 3 - 3 = 12&lt;br /&gt;
&lt;br /&gt;
Both Senku will apply the following MODs to their BS Attacks:&lt;br /&gt;
* +3 for [[Range]].&lt;br /&gt;
* -3 for [[Cover]].&lt;br /&gt;
&lt;br /&gt;
Their Success Value (SV) will be 11 + 3 - 3 = 11.&lt;br /&gt;
&lt;br /&gt;
In the first Face to Face Roll, Fennec VS Senku A, the 5 cancels out the Fusilier's 4 and the 9 wins the Face to Face Roll since it is the highest success. Therefore, Senku A is successfully hit, and she will have to make a [[Saving Roll | Save Roll]].&lt;br /&gt;
&lt;br /&gt;
In the second Face to Face Roll, Fennec VS Senku B, both get an 11, which is a success for both. However, for Senku B this is a [[Critical]] and, as a result, he wins the Face to Face Roll. Now it is the Fennec who has been successfully hit, and it is a Critical Hit!&lt;br /&gt;
{{greybox-end}}&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;
&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=Pitcher&amp;diff=3986</id>
		<title>Pitcher</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Pitcher&amp;diff=3986"/>
		<updated>2025-10-31T16:21:59Z</updated>

		<summary type="html">&lt;p&gt;Ian: Updated Pitcher range bands.&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=repeater_position0.jpg | 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;
&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=Alternative_Weapon_Chart&amp;diff=3985</id>
		<title>Alternative Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Alternative_Weapon_Chart&amp;diff=3985"/>
		<updated>2025-10-31T16:19:41Z</updated>

		<summary type="html">&lt;p&gt;Ian: Updated Pitcher range bands.&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;
{{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)]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [*]}}&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;
&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;
{{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|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;
&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;
{{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|N|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[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;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{n5_weapon_single}}&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;
&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;
== 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|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&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;
* '''[[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;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=3984</id>
		<title>Weapon Chart</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Weapon_Chart&amp;diff=3984"/>
		<updated>2025-10-31T16:18:39Z</updated>

		<summary type="html">&lt;p&gt;Ian: Pitcher range bands.&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;
{{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)]], [[Disposable (3)]], [*]}}&lt;br /&gt;
{{n5_weaponrow|[[Trench-Hammer]] (CC Mode)| | | | | | | |6|1|DA|ARM|2|[[Anti-materiel]], [[CC Trait | CC]], [[Disposable (3)]], [*]}}&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;
&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;
{{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|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;
&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;
{{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|N|ARM|1|[*]}}&lt;br /&gt;
{{n5_weaponrow|[[Mixed Weapons | Kobra Pistol]] (CC Mode)| | | | | | | |7|1|SHOCK|ARM|1|[[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;
&lt;br /&gt;
&lt;br /&gt;
== RED FURIES ==&lt;br /&gt;
{{n5_weapon_single}}&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;
&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;
== UNCATEGORIZED ==&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&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)]]{{erratahighlight}}, [[Intuitive Attack Trait | Intuitive Attack]]{{erratahighlight-end}}}}&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]], [*] {{erratahighlight}}(Note updated range bands in N5.2.){{erratahighlight-end}}}}&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|Thunderbolt|-3|0|+3|+3|0|0|--|6|2|N|ARM|1|}}&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;
{{update-end}}&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;
* '''[[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;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3983</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3983"/>
		<updated>2025-10-31T14:27:19Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTICE: Infinity N5.2 and N5 FAQ 0.0.0'''&lt;br /&gt;
&lt;br /&gt;
The wiki has been updated to include the N5.2 changes and the v0.0.0 FAQ.&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Category:N5.2_Update | List of wiki pages updated in N5.2]].&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Unconscious_State&amp;diff=3982</id>
		<title>Unconscious State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Unconscious_State&amp;diff=3982"/>
		<updated>2025-10-31T14:24:57Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a target receives '''as many [[Wounds]]''' as the value of its [[VITA]]/[[STR]] Attribute, it enters [[Unconscious State]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the target receives '''more Wounds''' than the value of its VITA/STR Attribute, it enters [[Dead State]].&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-unconscious.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |red| UNCONSCIOUS STATE }}&lt;br /&gt;
{{skill-label | Null }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* A Trooper or game element (&amp;quot;Trooper&amp;quot; from now on) receives as many [[Wounds]] as their [[VITA]]/[[STR]] Attribute value.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* '''Restriction:''' Troopers in this state cannot declare [[Trooper Activation | Orders]] or [[ARO]]s.&lt;br /&gt;
* Unconscious Troopers automatically enter '''[[Prone State]]''' unless they are a Troop Type unable to do so.&lt;br /&gt;
* Troopers in this state do not contribute [[Orders]] during the [[Tactical Phase]].&lt;br /&gt;
* Automatic Special Skills and Automatic Equipment have no effect while in this state.&lt;br /&gt;
* The Trooper does not count towards the Player's [[Victory Points]].&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}Troopers in Unconscious State still belong to their [[Combat Group]].{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* A [[Wound]] is removed from the Trooper, leaving them with less Wounds than their [[VITA]]/[[STR]] Attribute value.&lt;br /&gt;
* [[Doctors]] can remove Wounds from Troopers with the VITA Attribute, while [[Engineers]] can remove Wounds from Troopers with the STR Attribute. In both cases, the Wound is removed by performing the Doctor/Engineer Special Skill 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;
* Other Special Skills and pieces of Equipment allow the removal of Wounds as indicated in their rules.&lt;br /&gt;
* Canceling '''Unconscious''' State automatically cancels '''[[Prone]]''' State as well.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Dogged]]'''&lt;br /&gt;
* The Unconscious State of Troopers using the Dogged Special Skill has the following special rules: &amp;lt;br&amp;gt;[...]&lt;br /&gt;
* Allows the Trooper to ignore the effects and [[Null]] Label of Unconscious State, treating it as [[Normal State]] instead, but only for the rest of that Player Turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[No Wound Incapacitation]]'''&lt;br /&gt;
* The Unconscious State of Troopers using the No Wound Incapacitation Special Skill has the following special rules: &amp;lt;br&amp;gt;[...]&lt;br /&gt;
* Allows the Trooper to ignore the effects and [[Null]] Label of Unconscious State, treating it as [[Normal State]] instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Shasvastii]]'''&lt;br /&gt;
* The Unconscious State of Troopers using the Shasvastii Special Skill (usually referred to as 'Shasvastii-Embryo') has the following special rules: &amp;lt;br&amp;gt;[...]&lt;br /&gt;
* '''During the game''', the Trooper is counted when calculating [[Victory Points]] for the [[Retreat Situation | Retreat! situation]], and for any other rules or conditions required by the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Remote Presence]]'''&lt;br /&gt;
* Troopers with Remote Presence and the [[STR]] Attribute have two distinct levels of [[Unconscious State]].&lt;br /&gt;
* When the Trooper receives as many [[Wounds]] as their STR Attribute value, they enter Unconscious State like any other Trooper. However, if the Trooper receives one Wound more than its STR value, they do not enter [[Dead State]] as usual, but instead enter a second level of Unconscious State, signified by a second Unconscious Token (UNCONSCIOUS)...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[MediKit]]'''&lt;br /&gt;
* A MediKit's target must be an [[Allied]] Model with the [[VITA]] Attribute and in [[Unconscious State]], unless certain scenario rules say otherwise. &amp;lt;br&amp;gt;[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target may remove one [[Wound]] and cancel their [[Unconscious State]]. If the PH Roll is failed, the target automatically enters [[Dead State]] and is removed from the game table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[GizmoKit]]'''&lt;br /&gt;
* The target of a GizmoKit must be an [[Allied]] Model with the [[STR]] Attribute. &amp;lt;br&amp;gt;[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target removes a [[Wound]]. This cancels [[Unconscious State]] if applicable. If the PH Roll is failed, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Regeneration]]'''&lt;br /&gt;
* During the States Phase, the user makes a [[Normal]] [[PH]] Roll:&lt;br /&gt;
** If the Roll is a success, the Trooper removes 1 [[Wound]], cancelling the [[Unconscious State]] if applicable.&lt;br /&gt;
** If the Roll fails, the Trooper receives 1 additional [[Wound]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Shock Ammunition]]'''&lt;br /&gt;
* If the target has the '''[[VITA]] Attribute, with a value of 1''', any failed Saving Rolls against Shock Ammunition will also cancel any type of [[Unconscious State]] the target is in, or has entered during this Order, and the target passes directly to [[Dead State]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[CC Attack]] &amp;gt; [[Coup de Gr&amp;amp;acirc;ce]]'''&lt;br /&gt;
* '''Coup de Gr&amp;amp;acirc;ce''': When declaring the CC Attack, if the [[Enemy]] [[Target]] is in [[Unconscious State]] (including if it is represented by a Shasvastii-Embryo Token), then, without needing to perform a roll, the target automatically goes from Unconscious to [[Dead State]] without the possibility of making a [[Saving Roll]].&amp;lt;br&amp;gt;Coup de Gr&amp;amp;acirc;ce cannot be used against a Trooper who has activated the '''[[Dogged]]''' or '''[[No Wound Incapacitation]]''' Special Skill. Therefore, the CC Attack is resolved normally.&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: 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;
&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: Null ]]&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=Possessed_State&amp;diff=3981</id>
		<title>Possessed State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Possessed_State&amp;diff=3981"/>
		<updated>2025-10-31T14:22:30Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Transmutation (Escape System-X).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=poss0.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |red| POSSESSED STATE }}&lt;br /&gt;
{{skill-label | Null }}&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 be activated or receive [[Orders]] from their player's [[Order Pool]].''' While they are Possessed, Troopers are considered to be [[enemy | enemies]] by the rest of their owner's Troopers and are considered to be [[allied | allies]] by the Troopers of the player that caused this game state.&lt;br /&gt;
* Troopers in this state do '''not''' contribute [[Orders]] during the [[Tactical Phase]]s of either player.&lt;br /&gt;
* Troopers in this state may be activated and receive Orders from the [[Order Pool]] of the [[Combat Group]] of the Trooper who caused them to enter the Possessed state. A Possessed Trooper does not count towards the maximum number of members the Combat Group may contain.&lt;br /&gt;
* Possessed Troopers must use the Possessed Trooper profile instead of their own.&lt;br /&gt;
{| class=&amp;quot;n5table-dark&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; | Possessed Trooper&lt;br /&gt;
|-&lt;br /&gt;
! MOV !! CC !! BS !! PH !! WIP !! ARM !! BTS !! STR !! S&lt;br /&gt;
|- &lt;br /&gt;
| 4--4 || 13 || 12 || * || 11 || * || * || * || *&lt;br /&gt;
|}&lt;br /&gt;
Note* Use the Trooper's original [[Attribute]] values.&lt;br /&gt;
* This state does not interfere with Automatic Special Skills or Automatic Equipment, which will remain functioning normally.&lt;br /&gt;
* A Possessed Trooper does '''not''' count towards either Players' [[Victory Points]].&lt;br /&gt;
* '''Restriction:''' A Trooper in Possessed State cannot be part of a [[Fireteam]]. If a member of a Fireteam enters Possessed State they automatically stop being part of the Fireteam. &lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
* In the owning player's [[Tactical Phase]], during the [[Executive Use of Command Tokens]] step, the player can automatically cancel this state by spending 1 [[Command Token]].&lt;br /&gt;
* The Possessed State is automatically canceled if the owning player successfully affects the Possessed Trooper with the [[Total Control]] Hacking Program.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Total Control]]'''&lt;br /&gt;
* Any failed [[Saving Roll]] causes the target to enter [[Possessed State]], placing a Possessed State Token (POS) by them. If this Program is used against a [[TAG]] in Possessed State, any failed Saving Roll cancels the target's Possessed State, causing them to enter [[Normal State]], and the Possessed State Token (POS) is removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Transmutation#Transmutation_.28Escape_System-X.29 | Transmutation (Escape System-X)]]'''&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;
{{update-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&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: Null ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Engineer&amp;diff=3980</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Engineer&amp;diff=3980"/>
		<updated>2025-10-31T11:38:24Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also OES receive and remove box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Engineers have the means and the skill to repair damaged Equipment on the field.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| ENGINEER | SHORT SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Troopers using this Special Skill must be in [[Silhouette contact]] with their target.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Engineer allows, by passing a [[Normal]] [[WIP]] Roll, removing a [[Wound]] from a target with the [[Structure]] Attribute (STR). This cancels [[Unconscious State]] if applicable.&lt;br /&gt;
* This Special Skill can be declared as many times as necessary to remove all the Wounds that the target has.&lt;br /&gt;
* If the Engineer fails the Normal WIP Roll, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
* Alternatively, by passing a Normal WIP Roll, a Trooper with Engineer may cancel all of their target's [[States]] that can be canceled by this Special Skill except Unconscious ([[Immobilized]]-A and B, [[Targeted]], etc.), removing the corresponding State Tokens.&lt;br /&gt;
* Failing the Normal WIP Roll when trying to cancel other states has no negative consequence, and the Roll can be performed again in future Orders.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}A Trooper with the Engineer Special Skill can use it on themselves, to remove any Wounds they have received, or cancel any states that can be canceled by Engineer. However, this cannot be done if the Trooper is in a [[Null]] State.{{erratahighlight-end}}&lt;br /&gt;
* '''Engineer (ReRoll {{erratahighlight}}WIP=X{{erratahighlight-end}}):'''&amp;lt;br&amp;gt;Once per Order, any failed Roll with this Skill may be rerolled, but {{erratahighlight}}applying the WIP Attribute indicated between brackets{{erratahighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* '''Engineer (ReRoll {{originalhighlight}}-X{{originalhighlight-end}}):'''&amp;lt;br&amp;gt;Once per Order, any failed Roll with this Skill may be rerolled, but {{originalhighlight}}with a negative MOD (-X) to the WIP Attribute{{originalhighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* '''Engineer and [[Remote Presence]]:'''&amp;lt;br&amp;gt;Regardless of which level of Unconscious State the target is in, with a single successful WIP Roll, they remove all the Wounds necessary to cancel the target's Unconscious State.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
Even if the player failed the roll granted by {{erratahighlight}}Engineer (ReRoll WIP=X){{erratahighlight-end}}, they could still apply the Operational Use of the [[Command Token]]s to repeat {{erratahighlight}}an{{erratahighlight-end}} Engineer’s WIP Roll.&lt;br /&gt;
&lt;br /&gt;
However, the {{erratahighlight}}Attribute value provided by the Engineer (ReRoll WIP=X){{erratahighlight-end}} Skill does not apply when repeating this Roll.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
Even if the player failed the roll granted by {{originalhighlight}}(ReRoll -X){{originalhighlight-end}}, they could still apply the Operational Use of the [[Command Tokens]] to repeat {{originalhighlight}}a{{originalhighlight-end}} Engineer’s WIP Roll.&lt;br /&gt;
&lt;br /&gt;
However, the {{originalhighlight}}negative MOD of the Engineer (ReRoll -X){{originalhighlight-end}} Skill does not apply when repeating this Roll.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
{{important-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]]''' (See above for restrictions.)&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Command Tokens#Command Tokens: Operational Use | Command Tokens: Operational Use]]''' and '''[[Remote Presence]]'''&lt;br /&gt;
&lt;br /&gt;
If the target has Remote Presence, Command Tokens can be expended to reroll failed Engineer Rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Technorganic]]'''&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;
&lt;br /&gt;
&lt;br /&gt;
'''[[Order Expenditure Sequence]]'''&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;
{{see-also-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=Doctor&amp;diff=3979</id>
		<title>Doctor</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Doctor&amp;diff=3979"/>
		<updated>2025-10-31T11:38:00Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also OES receive and remove box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Troopers with this Special Skill have the medical know-how to stabilize their unconscious comrades while in the field, saving their lives and returning them to active duty.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| DOCTOR | SHORT SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Troopers using this Special Skill must be in [[Silhouette contact]] with their target.&lt;br /&gt;
* The target must have the [[Vitality]] Attribute and be in [[Unconscious State]].&lt;br /&gt;
{{effects}}&lt;br /&gt;
* By passing a [[Normal]] [[WIP]] Roll, the target's Unconscious State is cancelled, by removing 1 single [[Wound]] from those it has received, unless a rule or Skill specified otherwise. If the WIP Roll fails, the target automatically enters the [[Dead State]] and is removed from the game table.&lt;br /&gt;
* Troopers may be recovered from the Unconscious State as many times as necessary, as long as the Doctor passes the '''WIP''' Roll.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}A Trooper with the Doctor Special Skill can use it on themselves, to cancel any states that can be canceled by Doctor. However, this cannot be done if the Trooper is in a [[Null]] State.{{erratahighlight-end}} &lt;br /&gt;
* This Skill may present the following variations in the Unit Profile:&lt;br /&gt;
** '''Doctor (2W):''' Allows the target to remove 2 Wounds when their Unconscious State is cancelled. &lt;br /&gt;
** '''Doctor (ReRoll {{erratahighlight}}WIP=X{{erratahighlight-end}}):''' Once per Order, any failed Roll with this Skill may be rerolled, but {{erratahighlight}}applying the WIP Attribute indicated between brackets{{erratahighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* This Skill may present the following variations in the Unit Profile:&lt;br /&gt;
** '''Doctor (2W):''' Allows the target to remove 2 Wounds when their Unconscious State is cancelled. &lt;br /&gt;
** '''Doctor (ReRoll {{originalhighlight}}-X{{originalhighlight-end}}):''' Once per Order, any failed Roll with this Skill may be rerolled, but {{originalhighlight}}with a negative MOD (-X) to the WIP Attribute{{originalhighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new [[ARO]] to the enemy.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
Even if the player failed the roll granted by {{erratahighlight}}Doctor (ReRoll WIP=X){{erratahighlight-end}}, they could still apply the Operational Use of the [[Command Tokens]] to repeat a Doctor’s WIP Roll. &lt;br /&gt;
&lt;br /&gt;
However, the {{erratahighlight}}WIP Attribute value provided by{{erratahighlight-end}} the Doctor (ReRoll {{erratahighlight}}WIP=X{{erratahighlight-end}}) Skill does not apply when repeating this Roll.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
Even if the player failed the roll granted by {{originalhighlight}}(ReRoll -X){{originalhighlight-end}}, they could still apply the Operational Use of the [[Command Tokens]] to repeat a Doctor’s WIP Roll. &lt;br /&gt;
&lt;br /&gt;
However, the {{originalhighlight}}negative MOD of{{originalhighlight-end}} the Doctor (ReRoll {{originalhighlight}}-X{{originalhighlight-end}}) Skill does not apply when repeating this Roll.&lt;br /&gt;
{{original-end}} &lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
Doctor can be used to cancel these States:&lt;br /&gt;
&lt;br /&gt;
'''[[Unconscious]] State'''&lt;br /&gt;
* A [[Wound]] is removed from the Trooper, leaving them with less Wounds than their [[VITA]]/[[STR]] Attribute value.&lt;br /&gt;
* [[Doctors]] can remove Wounds from Troopers with the VITA Attribute, while [[Engineers]] can remove Wounds from Troopers with the STR Attribute. In both cases, the Wound is removed by performing the Doctor/Engineer Special Skill 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;
&lt;br /&gt;
&lt;br /&gt;
'''[[Stunned]] State''' (target does not need to be Unconscious)&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;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Command Tokens#Command Tokens: Operational Use | Command Tokens: Operational Use]]''' and '''[[Cube]]s'''&lt;br /&gt;
&lt;br /&gt;
If the target has a Cube, Command Tokens can be expended to reroll failed Doctor Rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Technorganic]]'''&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;
&lt;br /&gt;
&lt;br /&gt;
'''[[Order Expenditure Sequence]]'''&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;
{{see-also-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=States&amp;diff=3978</id>
		<title>States</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=States&amp;diff=3978"/>
		<updated>2025-10-31T11:36:39Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also OES receive and remove box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-game-states}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A State is a game rule that represents the different conditions, positive or negative, in which a Trooper or Game Element can be in, in Infinity.&lt;br /&gt;
&lt;br /&gt;
All the different States are cumulative, and all of them have Activation and Cancellation procedures. States are represented in the form of State Tokens.&lt;br /&gt;
&lt;br /&gt;
States that are considered [[Null]] are marked in red, so they are more easily identified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember}}&lt;br /&gt;
States can modify various [[Attributes]]. If a Trooper is in several States that affect the same Attribute, their effects are cumulative.&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Order Expenditure Sequence]]'''&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;
{{see-also-end}}&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=Wounds&amp;diff=3977</id>
		<title>Wounds</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Wounds&amp;diff=3977"/>
		<updated>2025-10-31T11:34:52Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also OES receive and remove box.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-wound.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
As a rule, the target of an Attack receives one Wound for each successful hit. This is represented by a Wound Token (WOUND) next to the target, with a numerical value to indicate how many Wounds the Trooper has received. If the target has received as many Wounds as the value of its [[VITA]]/[[STR]] Attribute, place an [[Unconscious]] State Token (UNCONSCIOUS) as well.&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
Certain types of Ammunition, Attacks, Equipment, Hacking Programs, etc. force the target to make more than one [[Saving Roll]] for each success in the Attack Roll (For example, [[DA]] ammunition forces the target to perform 2 Saving Rolls for each successful Attack). Others inflict more than one Wound with each failed Saving Roll or cause a change in the state of the target.&lt;br /&gt;
&lt;br /&gt;
In these cases, the special effects are explained in the rule or the [[Weapon Chart]].&lt;br /&gt;
{{remember-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unconsciousness and Death ==&lt;br /&gt;
If a target receives '''as many Wounds''' as the value of its [[VITA]]/[[STR]] Attribute, it enters [[Unconscious State]].&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the target receives '''more Wounds''' than the value of its VITA/STR Attribute, it enters [[Dead State]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[Request Speedball]]'''&lt;br /&gt;
* The Speedball items available are the following: &lt;br /&gt;
** '''VitaPack''': Allows cancellation of the [[Unconscious State]] of an [[Allied]] Trooper with the [[Vitality]] Attribute, by removing one single [[Wounds | Wound]] from those they have received.&amp;lt;br&amp;gt;VitaPack is applied by spending a Short Skill of an Order while in [[Silhouette contact]] with the Unconscious Allied Trooper.&lt;br /&gt;
** '''AutoRepairS(uite)''': Allows cancellation of the Unconscious State of an Allied Trooper with the [[STR]] Attribute, by removing one or two (if applicable) Wounds from those they have received.&amp;lt;br&amp;gt;AutoRepairS(uite) is applied by spending a Short Skill of an Order while in Silhouette contact with the Unconscious Allied Trooper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Doctor]]'''&lt;br /&gt;
* The target must have the [[Vitality]] Attribute and be in [[Unconscious State]].&lt;br /&gt;
[...]&lt;br /&gt;
* By passing a [[Normal]] [[WIP]] Roll, the target's Unconscious State is cancelled, by removing 1 single [[Wounds | Wound]] from those it has received, unless a rule or Skill specified otherwise. If the WIP Roll fails, the target automatically enters the [[Dead State]] and is removed from the game table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Engineer]]'''&lt;br /&gt;
* Engineer allows, by passing a [[Normal]] [[WIP]] Roll, removing a [[Wounds | Wound]] from a target with the [[Structure]] Attribute (STR). This cancels [[Unconscious State]] if applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Regeneration]]'''&lt;br /&gt;
* During the States Phase, the user makes a [[Normal]] [[PH]] Roll:&lt;br /&gt;
** If the Roll is a success, the Trooper removes 1 [[Wounds | Wound]], cancelling the [[Unconscious State]] if applicable.&lt;br /&gt;
** If the Roll fails, the Trooper receives 1 additional [[Wounds | Wound]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Protheion]]'''&lt;br /&gt;
* The target must have the [[VITA]] Attribute.&lt;br /&gt;
[...]&lt;br /&gt;
* For each [[Wounds | Wound]] they inflict on the target of the [[CC Attack]], or [[CC Attack#Coup de Gr&amp;amp;acirc;ce | Coup de Gr&amp;amp;acirc;ce]] they perform, the user removes 1 Wound they have received. If the user hasn't received any Wounds, they increase their [[VITA]] Attribute value by 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[GizmoKit]]'''&lt;br /&gt;
* The target of a GizmoKit must be an [[Allied]] Model with the [[STR]] Attribute. &lt;br /&gt;
[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target removes a [[Wounds | Wound]]. This cancels [[Unconscious State]] if applicable. If the PH Roll is failed, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[MediKit]]'''&lt;br /&gt;
* A MediKit's target must be an [[Allied]] Model with the [[VITA]] Attribute and in [[Unconscious State]], unless certain scenario rules say otherwise.&lt;br /&gt;
[...]&lt;br /&gt;
* In both cases, by passing the PH Roll, the target may remove one [[Wounds | Wound]] and cancel their [[Unconscious State]]. If the PH Roll is failed, the target automatically enters [[Dead State]] and is removed from the game table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Order Expenditure Sequence]]'''&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;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-combat-module}}&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Shasvastii&amp;diff=3976</id>
		<title>Shasvastii</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Shasvastii&amp;diff=3976"/>
		<updated>2025-10-31T11:31:58Z</updated>

		<summary type="html">&lt;p&gt;Ian: Added Remember box from Dogged and NWI.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Racial Special Skill that represents the characteristic behavior of Shasvastii combatants when they fall Unconscious.&lt;br /&gt;
&lt;br /&gt;
{{image | name=eng-shasvastii-embryo.jpg | style=128 }}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| SHASVASTII | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The Trooper enters [[Unconscious State]], and his player declares that he is activating the Shasvastii Special Skill, whether in the Active or Reactive Turn.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* The Unconscious State of Troopers using the Shasvastii Special Skill (usually referred to as 'Shasvastii-Embryo') has the following special rules:&lt;br /&gt;
** Instead of placing an Unconscious Token next to the Trooper, place a Shasvstii-Embryo Token.&lt;br /&gt;
** To activate Shasvastii, the player must announce its use when the Trooper enters Unconscious State.&lt;br /&gt;
** '''During the game''', the Trooper is counted when calculating [[Victory Points]] for the [[Retreat Situation | Retreat! situation]], and for any other rules or conditions required by the scenario.&lt;br /&gt;
** '''At the end of the game''', the Trooper's Unconscious State loses these special rules, so they are not counted when calculating Victory Points.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{remember-start}}&lt;br /&gt;
[[Shock Ammunition]] cancels the [[Unconscious State]] of Troopers using this Special Skill, and they pass directly to [[Dead State]].&lt;br /&gt;
{{remember-end}}&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;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Journalist&amp;diff=3975</id>
		<title>Journalist</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Journalist&amp;diff=3975"/>
		<updated>2025-10-31T11:26:46Z</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;
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;
&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=Hacking_Area&amp;diff=3974</id>
		<title>Hacking Area</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Hacking_Area&amp;diff=3974"/>
		<updated>2025-10-31T11:23:40Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also HoloMask State and Hacker/Hackable status, Cautious Movement, fixed HoloMask links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-hacking}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This term refers to the Area of Effect of [[Hacking Program]]s. In Infinity a [[Hacker]]’s Hacking Area matches their [[Zone of Control]], and the Zone of Control of [[Repeater]]s and [[Deployable Repeater]]s of either the Player or their Allies.&lt;br /&gt;
&lt;br /&gt;
In addition, if a Hacker is within the Zone of Control of an [[Enemy]] Repeater or Deployable Repeater, their Hacking Area includes all Enemy Troopers on the game table. However, if the Enemy Trooper is not a Hacker, any [[ARO]] or [[Hacking Program]] using the Enemy Repeater will fail its Requirements, and instead an [[Idle]] will be performed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hacking Area in [[ARO]]==&lt;br /&gt;
Enemies entering or acting inside the Hacking Area of a [[Hacker]] while remaining outside that Hacker’s [[LoF]] and [[ZoC]] can be reacted to.&lt;br /&gt;
&lt;br /&gt;
In the ARO Check steps of the [[Order Expenditure Sequence]], players can check if the Active Trooper is inside any Reactive Troopers’ Hacking Areas. Measurements must always be made from the Active Trooper, checking a maximum of 8 inches from any point along their path, and from the Active Trooper’s [[Repeater]]s. If the measurements show that the Active Trooper is within the Hacking Area of the Reactive Trooper, they can declare an ARO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[HoloMask State | HoloMask]] and Hacking Area==&lt;br /&gt;
When using an [[Enemy]] [[Repeater]] to include an Enemy Trooper in the Hacking Area, any [[ARO]] or [[Hacking Program]] against a Trooper who does not have the [[Hacker]] Special Skill on their real [[Unit Profile]] will fail its Requirements in the [[Resolution]] step of the Order, and instead an [[Idle]] will be performed. This will reveal that the Enemy Trooper is not a Hacker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[HoloMask State | HoloMask]] and Repeater==&lt;br /&gt;
Similarly, when using an [[Enemy]] Trooper’s [[Repeater]], if that Trooper is in [[HoloMask State]] and does not have a Repeater on their real [[Unit Profile]] then any [[ARO]] or [[Hacking Program]] using their fake Repeater will fail its Requirements in the [[Resolution]] step of the Order, and instead an [[Idle]] will be performed. This will reveal that the Enemy Trooper does not have a Repeater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
'''[[HoloMask State]]'''&lt;br /&gt;
* {{erratahighlight}}'''Restriction''': Troopers in HoloMask State cannot replicate the [[Hacker]]/[[Hackable]] status of the imitated Trooper. For example, even if they are imitating a Hacker or a Hackable Trooper, if they enter or are in the enemy's [[Hacking Area]], the player must declare their lack of Hacker/Hackable status.&lt;br /&gt;
{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Cautious Movement]]'''&lt;br /&gt;
* '''Restriction. '''For the Cautious Movement of a '''[[Hackable]] Trooper in [[Model]] form''' to generate no AROs, it must also begin and end at two points on the game table that lie outside the [[Hacking Area]] of any [[enemy]] [[Hacker]]s.&lt;br /&gt;
* If a '''Hackable Trooper is in Model form''' and its Cautious Movement begins or ends inside the Hacking Area of any enemy Hackers, the Trooper generates AROs as usual. &amp;lt;br&amp;gt;If a '''non'''-Hackable Trooper is in Model form and its Cautious Movement begins or ends inside the Hacking Area of any enemy Hackers, this does '''not''' cause the Trooper to generate AROs.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
{{greybox-start | Example of Hacking Area }}&lt;br /&gt;
{{image | name=n5/eng-hacking-area-example.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
The [[Hacker]] may use their [[Hacking Program]]s in the area that includes the [[Zone of Control]] of the [[Repeater]], the [[Deployable Repeater]] and their own [[Zone of Control]].&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Hacking Area and AROs Through Repeaters }}&lt;br /&gt;
{{image | name=n5/eng-hacking-area-example-aros.jpg | style=fullborder }}&lt;br /&gt;
&lt;br /&gt;
For the sake of simplicity, in this example, the Stealth Special Skill is not being used.&lt;br /&gt;
&lt;br /&gt;
During his Active Turn, a Hacker decides to declare Idle as the first Basic Short Skill of the Order. As shown in the picture, he is outside his enemies' LoF and ZoC, but since he is a Hacker, he can use the Deployable Repeater and a Trooper with the Repeater piece of Equipment to increase his Hacking Area, allowing him to act from his current position.&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
Therefore, since the {{erratahighlight}}Active{{erratahighlight-end}} Hacker is within the Hacking Area of the Enemy Hacker, {{erratahighlight}}this one{{erratahighlight-end}} declares his ARO: Oblivion. &lt;br /&gt;
&lt;br /&gt;
{{erratahighlight}}The Enemy Heavy Infantry (HI) cannot declare an ARO as the Active Hacker is outside their LoF and ZoC.{{erratahighlight-end}} &lt;br /&gt;
&lt;br /&gt;
The second Skill of the {{erratahighlight}}Active{{erratahighlight-end}} Hacker is Carbonite, dividing his B2 between the Enemy Heavy Infantry and the enemy Hacker.&lt;br /&gt;
&lt;br /&gt;
{{erratahighlight}}As the Enemy Heavy Infantry has been targeted by a Hacking Program (a Comms Attack), they can declare an ARO, choosing to declare a Reset.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
Therefore, since the Hacker is within the Hacking Area of the Enemy Hacker, {{originalhighlight}}the enemy{{originalhighlight-end}} declares his ARO: Oblivion.&lt;br /&gt;
&lt;br /&gt;
{{originalhighlight}}As the Enemy Heavy Infantry is in the Active Trooper's Hacking Area, they can declare an ARO, choosing to declare a Reset.{{originalhighlight-end}}&lt;br /&gt;
&lt;br /&gt;
The second Skill of the Hacker is Carbonite, dividing his B2 between the Enemy Heavy Infantry and the enemy Hacker.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
The following Face to Face Rolls occur:&lt;br /&gt;
&lt;br /&gt;
Reset by the Enemy Heavy Infantry vs Carbonite from the Hacker.&lt;br /&gt;
&lt;br /&gt;
* No Modifiers (MOD).&lt;br /&gt;
&lt;br /&gt;
Oblivion from the Enemy Hacker vs Carbonite from the Hacker.&lt;br /&gt;
&lt;br /&gt;
* Enemy Hacker MODs:&lt;br /&gt;
** -3 Firewall MOD for using an Enemy Repeater.&lt;br /&gt;
* Hacker MODs:&lt;br /&gt;
** No Modifiers (MOD).&lt;br /&gt;
&lt;br /&gt;
If a Saving Roll is required, the Possibility of Survival (PS) of Oblivion will suffer a +3 MOD from the Firewall.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Camouflaged State and ARO Through a Repeater }}&lt;br /&gt;
This time, the [[Hacker]] is in [[Camouflaged State]] and declares [[Idle]].&lt;br /&gt;
&lt;br /&gt;
As the Camouflaged Marker is inside the [[Enemy]] Hacker's [[Hacking Area]], the Enemy Hacker can delay their [[ARO]] in case the Camouflaged Marker is a Hacker.&lt;br /&gt;
&lt;br /&gt;
The Enemy Hacker may declare an ARO only if the Camouflaged Marker reveals themselves with the second Short Skill of the Order.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-hacking}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Hacking]]&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=HoloMask_State&amp;diff=3973</id>
		<title>HoloMask State</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=HoloMask_State&amp;diff=3973"/>
		<updated>2025-10-31T11:20:15Z</updated>

		<summary type="html">&lt;p&gt;Ian: &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| HOLOMASK STATE }}&lt;br /&gt;
{{activation}}&lt;br /&gt;
* Automatic when deployed.&lt;br /&gt;
* During the [[Active Turn]], Troopers may only return to this state by spending a [[Long Skill]], while outside the [[LoF]] of [[enemy]] Markers or Troopers.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* While in HoloMask State, players don't place the HoloMask bearer's Model but the Model of any other Trooper (known as the imitated Model), declaring which weapon option it is duplicating from the imitated Model's [[Unit Profile]].&lt;br /&gt;
* '''Restriction:''' The imitated Model must be a Trooper from the bearer's faction or Sectorial Army and must have the same [[Silhouette]] value as the bearer. &amp;lt;br&amp;gt;However, the player will use the real Unit Profile of the HoloMask bearer, just as it appears on their [[Army List]].&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}'''Restriction''': Troopers in HoloMask State cannot replicate the [[Hacker]]/[[Hackable]] status of the imitated Trooper. For example, even if they are imitating a Hacker or a Hackable Trooper, if they enter or are in the enemy's [[Hacking Area]], the player must declare their lack of Hacker/Hackable status.&lt;br /&gt;
{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* '''Restriction:''' A Trooper in HoloMask State cannot replicate those [[Deployable]] weapons or pieces of Equipment represented by Tokens or Models ([[TinBot]]s, [[FastPanda]]s, [[SymbioMate]]s, [[Mines]] deployed with the [[Minelayer]] Special Skill...) that the imitated Model has.&lt;br /&gt;
* In order to [[Discover]] a Trooper in the HoloMask State, the Enemy must pass a Discover Roll.&lt;br /&gt;
* If the Discover is successful, replace the imitated Model with the real Trooper's Model, facing the same direction as the imitated Model.&lt;br /&gt;
* This state does not interfere with Automatic Special Skills or Automatic Equipment, which will remain functioning normally.&lt;br /&gt;
&lt;br /&gt;
{{cancellation}}&lt;br /&gt;
A Trooper's HoloMask State is canceled, replacing the imitated Model with the real Model, whenever:&lt;br /&gt;
* The Trooper in HoloMask State declares an [[Attack]], [[Look Out]]!, or any Skill that requires a Roll.&lt;br /&gt;
* The Trooper in HoloMask State declares a [[Long Skill]] of any kind, other than [[Cautious Movement]].&lt;br /&gt;
* The Trooper in HoloMask State enters [[Silhouette contact]] with an enemy Model.&lt;br /&gt;
* The Trooper in HoloMask State is forced to make a [[Saving Roll]].&lt;br /&gt;
* The Trooper in HoloMask State is '''[[Discover]]ed'''.&lt;br /&gt;
* A Trooper in HoloMask State is or becomes [[Impetuous]] (due to the [[Frenzy]] Special Skill or any other effect) or enters Retreat! State.&lt;br /&gt;
In addition:&lt;br /&gt;
* Whenever HoloMask State is canceled, replace the imitated Model with the real Model, facing the same direction as the imitated Model, at the end of the Order in which the state was cancelled.&lt;br /&gt;
* When replacing the imitated Model with the real one, the player must provide their adversary with the Trooper's complete [[Open Information]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also}}&lt;br /&gt;
'''[[HoloMask]]'''&lt;br /&gt;
* During the [[Deployment Phase]], it allows the user to deploy in [[HoloMask State]].&lt;br /&gt;
* In game, it allows the user to enter HoloMask State.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
Cancellation of HoloMask State is applied to the entirety of the declared [[Order Expenditure Sequence | Order]], even if the Skill revealing the Trooper is performed at the end of the Order.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
The presence of Troopers in HoloMask or Holoecho State is [[Private Information]]. This includes any Special Skills, weapons, and pieces of Equipment they have.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Holomask and Private Information Example }}&lt;br /&gt;
A Trooper in HoloMask State who is imitating a different Trooper with [[Mimetism]] (-3) is the target of an [[Enemy]] [[BS Attack]]. Even though their Special Skills, weapons and pieces of Equipment are considered [[Private Information]], the HoloMasked Trooper cannot apply the Mimetism (-3) Special Skill of the other Trooper. This means that during the [[Resolution]] step of the Order, when MODs are applied, the HoloMasked Trooper's player must inform his opponent that there is no Mimetism MOD to apply.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{greybox-start | Example of Holomask and a Fireteam }}&lt;br /&gt;
A [[Fireteam]] Core includes a Trooper in HoloMask State who is imitating another Fireteam member. The Fireteam declares a [[Move]] + [[BS Attack]] Order. The HoloMasked Trooper, who is not the Team Leader, moves and provides support to the Team Leader. As they perform an [[Idle]], the HoloMasked Trooper is not revealed, and so remains in HoloMask State.&lt;br /&gt;
&lt;br /&gt;
However, in the following Order, the Team Leader declares [[Dodge]], so all the Fireteam members make a [[PH]] Roll. In this situation, the HoloMasked Trooper is revealed automatically.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-game-states}}&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=MediKit&amp;diff=3972</id>
		<title>MediKit</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediKit&amp;diff=3972"/>
		<updated>2025-10-31T11:18:17Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
{{erratahighlight}}Special Equipment that allows recovery of Models with the [[VITA]] Attribute from the [[Unconscious]] state.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
{{originalhighlight}}Special piece of Equipment that allows other Models to regain consciousness.{{originalhighlight-end}}&lt;br /&gt;
{{original-end}}&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| MEDIKIT | SHORT SKILL }}&lt;br /&gt;
{{weapon-label | Non-Lethal }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* A MediKit's target must be an [[Allied]] Model with the [[VITA]] Attribute and in [[Unconscious State]], unless certain scenario rules say otherwise.&lt;br /&gt;
* A MediKit can be used in one of two ways, each one with their own Requirements:&lt;br /&gt;
** To use it remotely, the user must have [[LoF]] to the target.&lt;br /&gt;
** To use it as a piece of contact equipment, the user must be in [[Silhouette contact]] with the target.&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Used remotely, a MediKit is a Non-Lethal BS Weapon. If the user passes a [[BS Attack]] Roll, applying the corresponding MODs (for [[Range]], [[Cover]], etc.), the target performs a single [[PH]] Roll.&lt;br /&gt;
* A MediKit can also be used in [[Silhouette contact]]. To do so, the user must spend one Short Skill without needing a Roll, and their target performs a PH Roll.&lt;br /&gt;
* In both cases, by passing the PH Roll, the target may remove one [[Wound]] and cancel their [[Unconscious State]]. If the PH Roll is failed, the target automatically enters [[Dead State]] and is removed from the game table.&lt;br /&gt;
* The target of a MediKit does not perform a [[Saving Roll]].&lt;br /&gt;
* A MediKit can be used as many times as necessary to cancel a Trooper's Unconscious State, as long as they pass the corresponding PH Roll.&lt;br /&gt;
* If, due to a Special Skill or rule, a Trooper receives more than one successful hit or use of MediKit during the same Order, if any of the corresponding PH Rolls is successful, the Trooper removes a Wound and cancels their Unconscious State. In this case, even if the Trooper passes every PH Roll, they only remove one single Wound.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}The user can apply the MediKit on themselves, to cancel any states that can be canceled by this piece of Equipment. However, this '''cannot''' be done if the user is in a '''[[Null]]''' State.{{erratahighlight-end}}&lt;br /&gt;
* {{erratahighlight}}If a Trooper lists MediKit in their [[Unit Profile]] with a [[PH]] value between brackets, the Trooper will use this PH value when a MediKit is used on them.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|MediKit|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[GizmoKit]]s''' work on Models with the [[STR]] Attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
'''[[Technorganic]]'''&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;
{{update-end}}&lt;br /&gt;
{{see-also-end}}&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: Non-Lethal ]]&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=GizmoKit&amp;diff=3971</id>
		<title>GizmoKit</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=GizmoKit&amp;diff=3971"/>
		<updated>2025-10-31T11:17:56Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-equipment}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Special piece of Equipment that allows other Models with the Structure Attribute to remove Wounds.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| GIZMOKIT | SHORT SKILL }}&lt;br /&gt;
{{weapon-label | Non-Lethal }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The target of a GizmoKit must be an [[Allied]] Model with the [[STR]] Attribute. &lt;br /&gt;
* A GizmoKit can be used in one of two ways, each one with their own Requirements:&lt;br /&gt;
** To use it remotely, the user must have LoF to the target.&lt;br /&gt;
** To use it as a piece of contact equipment, the user must be in Silhouette contact with the target.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Used remotely, a GizmoKit is a Non-Lethal BS Weapon. If the user passes a [[BS Attack]] Roll, applying the corresponding MODs (for [[Range]], [[Cover]], etc.), the target performs a single [[PH]] Roll.&lt;br /&gt;
* A GizmoKit can also be used in [[Silhouette contact]]. To do so, the user must spend one Short Skill, without the need for a Roll, and their target performs a PH Roll.&lt;br /&gt;
* In both cases, by passing the PH Roll, the target removes a [[Wound]]. This cancels [[Unconscious State]] if applicable. If the PH Roll is failed, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
* The target of a GizmoKit does not perform a [[Saving Roll]].&lt;br /&gt;
* A GizmoKit can be used as many times as necessary to remove all the Wounds that the target has.&lt;br /&gt;
* If, due to a Special Skill or rule, a Trooper receives more than one successful hit or use of GizmoKit during the same Order, if any of the corresponding PH Rolls is successful, the Trooper removes a Wound. Even if the Trooper passes every PH Roll, they only remove one single Wound.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}The user can apply this piece of Equipment on themselves, to remove any Wounds they have received, or cancel any states that can be canceled by a GizmoKit. However, this '''cannot''' be done if the user is in a '''Null''' State.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
* If a Trooper lists GizmoKit in their [[Unit Profile]] with a PH value between brackets, the Trooper will use this PH value when a GizmoKit is used on them.&lt;br /&gt;
&lt;br /&gt;
=== GizmoKit and Remote Presence ===&lt;br /&gt;
* '''GizmoKit and Remote Presence:'''&lt;br /&gt;
** Regardless of which level of Unconscious State the target is in, with a single successful PH Roll, they remove all the Wounds necessary to cancel their Unconscious State.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5_weapon_single}}&lt;br /&gt;
{{n5_weaponrow|[[GizmoKit]]|+3|0|-6|--|--|--|--|--|1|--|--|--|[[Non-Lethal]], [***]}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[MediKit]]s''' work on Models with the [[VITA]] Attribute.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
'''[[Tech-Recovery]]'''&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;
&lt;br /&gt;
'''[[Technorganic]]'''&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;
{{update-end}}&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{n5-section-equipment}}&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: Non-Lethal ]]&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=Limited_Cover&amp;diff=3970</id>
		<title>Limited Cover</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Limited_Cover&amp;diff=3970"/>
		<updated>2025-10-31T11:15:13Z</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;
For a variety of reasons, the Trooper cannot benefit from the BS MODs for being in Partial Cover. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| LIMITED COVER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Attacks against this Trooper do '''not''' apply the''' -3 [[BS]] MOD for [[Partial Cover]]'''.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Keep in mind that the most severe restriction always applies. If a '''[[No Cover]]''' Trooper also has '''[[Limited Cover]]''' due to another rule or Skill, the No Cover Skill will still apply.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Frenzy]]'''&lt;br /&gt;
* {{erratahighlight}}In the States Phase of the Player Turn where the Requirements have been met{{erratahighlight-end}}, the Trooper gains the following Special Skills and retains them for the remainder of the game: &lt;br /&gt;
** [[Impetuous]]&lt;br /&gt;
** [[Limited Cover]]&lt;br /&gt;
{{see-also-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: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3969</id>
		<title>No Cover</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3969"/>
		<updated>2025-10-31T11:14:55Z</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;
For a variety of reasons (agility, size, training...), the Trooper cannot benefit from any of the MODs granted by Partial Cover. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| NO COVER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers with this Special Skill do '''not''' benefit from '''[[Partial Cover]]''' MODs.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Keep in mind that the most severe restriction always applies. If a '''[[No Cover]]''' Trooper also has '''[[Limited Cover]]''' due to another rule or Skill, the No Cover Skill will still apply.&lt;br /&gt;
{{advice-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: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3968</id>
		<title>No Cover</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3968"/>
		<updated>2025-10-31T11:14:17Z</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;
For a variety of reasons (agility, size, training...), the Trooper cannot benefit from any of the MODs granted by Partial Cover. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| NO COVER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers with this Special Skill do '''not''' benefit from '''[[Partial Cover]]''' MODs.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Keep in mind that the most severe restriction always applies. If a [[No Cover]] Trooper also has [[Limited Cover]] due to another rule or Skill, the No Cover Skill will still apply.&lt;br /&gt;
{{advice-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: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3967</id>
		<title>No Cover</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=No_Cover&amp;diff=3967"/>
		<updated>2025-10-31T11:13:48Z</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;
For a variety of reasons (agility, size, training...), the Trooper cannot benefit from any of the MODs granted by Partial Cover. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| NO COVER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Troopers with this Special Skill do '''not''' benefit from '''[[Partial Cover]]''' MODs.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Keep in mind that the most severe restriction always applies. If a [[No Cover]] Trooper also has [[Limited Cover]] due to another rule or Skill, the No Cover Skill will still apply.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Limited Cover]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
Denies the BS penalty for [[Partial Cover]].&lt;br /&gt;
{{see-also-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: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Limited_Cover&amp;diff=3966</id>
		<title>Limited Cover</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Limited_Cover&amp;diff=3966"/>
		<updated>2025-10-31T11:13:08Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Frenzy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a variety of reasons, the Trooper cannot benefit from the BS MODs for being in Partial Cover. &lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black| LIMITED COVER | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Obligatory. }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Attacks against this Trooper do '''not''' apply the''' -3 [[BS]] MOD for [[Partial Cover]]'''.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{advice-start}}&lt;br /&gt;
Keep in mind that the most severe restriction always applies. If a [[No Cover]] Trooper also has [[Limited Cover]] due to another rule or Skill, the No Cover Skill will still apply.&lt;br /&gt;
{{advice-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Frenzy]]'''&lt;br /&gt;
* {{erratahighlight}}In the States Phase of the Player Turn where the Requirements have been met{{erratahighlight-end}}, the Trooper gains the following Special Skills and retains them for the remainder of the game: &lt;br /&gt;
** [[Impetuous]]&lt;br /&gt;
** [[Limited Cover]]&lt;br /&gt;
{{see-also-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: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Impetuous&amp;diff=3965</id>
		<title>Impetuous</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Impetuous&amp;diff=3965"/>
		<updated>2025-10-31T11:11:10Z</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;
{{image | name=dual-impetuous-512.png | style=128 }}&lt;br /&gt;
&lt;br /&gt;
Impetuous Troopers are always eager to engage in combat: the closer and the nastier, the better.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black|  IMPETUOUS  | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Impetuous Phase, Obligatory. }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* During the Turn's [[Tactical Phase]], the player will place an Impetuous Token next to every Trooper with this Special Skill. This Token will be removed when the Trooper is activated, or at the end of the [[Impetuous Phase]] for any Trooper that has not been activated.&lt;br /&gt;
* During the Turn's Impetuous Phase, the player '''may activate''' each Impetuous Trooper once, '''without spending an [[Order]]'''. However, removing the Impetuous Token to activate the Trooper counts as spending an Order on them, applying the [[Order Expenditure Sequence]] normally.&lt;br /&gt;
* '''Restriction''': Impetuous activations only allow a fixed set of Skill combinations:&lt;br /&gt;
** [[Move]] + [[CC Attack]].&lt;br /&gt;
** Move + [[BS Attack]].&lt;br /&gt;
** Move + [[Dodge]].&lt;br /&gt;
** Move + [[Idle]].&lt;br /&gt;
** Move + Move.&lt;br /&gt;
** [[Jump]].&lt;br /&gt;
** [[Climb]].&lt;br /&gt;
** [[Berserk]].&lt;br /&gt;
** Skills with the [[Airborne Deployment]] Label.&lt;br /&gt;
** Those Skills that specify they can be used during the Impetuous Phase.&lt;br /&gt;
* '''Restriction''': In the Impetuous Phase, when declaring a Skill with the [[Movement Label]], the Trooper must always move '''the full corresponding [[MOV]] value''', attempting to perform the first of these options that the Trooper can complete:&lt;br /&gt;
** Enter [[Silhouette contact]] with an [[Enemy]] Trooper during this move.&lt;br /&gt;
** Go towards the Enemy [[Deployment Zone]] '''without doubling back''' from the movement's starting position, applying the following priorities:&lt;br /&gt;
*** 1. Use their complete MOV value.&lt;br /&gt;
*** 2. End their movement as close to the Enemy Deployment Zone as possible.&lt;br /&gt;
*** 3. If they cannot end their movement closer to the enemy Deployment Zone, the Trooper performs an [[Idle]].&lt;br /&gt;
** Once inside the enemy Deployment Zone, the Trooper can move normally as long as they stay inside it.&lt;br /&gt;
* Troopers may only move a shorter distance if they reach Silhouette contact with an Enemy or a [[Special Terrain]] area hinders their Movement or forces them to declare Jump or Climb.&lt;br /&gt;
* In the Impetuous Phase, when declaring Move, Jump, or Climb, the Trooper must cancel [[Prone State]], move the full corresponding MOV value, and cannot enter Prone State at the end of the movement.&lt;br /&gt;
* '''Restriction''': Impetuous Troopers cannot enter Marker States ([[Camouflaged]], [[Impersonation State | Impersonation]]...), or any other States that say so.&lt;br /&gt;
* Players in [[Retreat Situation | Retreat! situation]] do not carry out the Impetuous Phase during their Turn.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Frenzy]]'''&lt;br /&gt;
* {{erratahighlight}}In the States Phase of the Player Turn where the Requirements have been met{{erratahighlight-end}}, the Trooper gains the following Special Skills and retains them for the remainder of the game: &lt;br /&gt;
** [[Impetuous]]&lt;br /&gt;
** [[Limited Cover]]&lt;br /&gt;
{{see-also-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;
&lt;br /&gt;
[[Category:Special Skills]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Label and Trait categories. --&amp;gt;&lt;br /&gt;
[[Category: Impetuous Phase ]]&lt;br /&gt;
[[Category: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Impetuous&amp;diff=3964</id>
		<title>Impetuous</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Impetuous&amp;diff=3964"/>
		<updated>2025-10-31T11:10:55Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Frenzy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-special-skills}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{image | name=dual-impetuous-512.png | style=128 }}&lt;br /&gt;
&lt;br /&gt;
Impetuous Troopers are always eager to engage in combat: the closer and the nastier, the better.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black|  IMPETUOUS  | AUTOMATIC SKILL }}&lt;br /&gt;
{{skill-label | Impetuous Phase, Obligatory. }}&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* During the Turn's [[Tactical Phase]], the player will place an Impetuous Token next to every Trooper with this Special Skill. This Token will be removed when the Trooper is activated, or at the end of the [[Impetuous Phase]] for any Trooper that has not been activated.&lt;br /&gt;
* During the Turn's Impetuous Phase, the player '''may activate''' each Impetuous Trooper once, '''without spending an [[Order]]'''. However, removing the Impetuous Token to activate the Trooper counts as spending an Order on them, applying the [[Order Expenditure Sequence]] normally.&lt;br /&gt;
* '''Restriction''': Impetuous activations only allow a fixed set of Skill combinations:&lt;br /&gt;
** [[Move]] + [[CC Attack]].&lt;br /&gt;
** Move + [[BS Attack]].&lt;br /&gt;
** Move + [[Dodge]].&lt;br /&gt;
** Move + [[Idle]].&lt;br /&gt;
** Move + Move.&lt;br /&gt;
** [[Jump]].&lt;br /&gt;
** [[Climb]].&lt;br /&gt;
** [[Berserk]].&lt;br /&gt;
** Skills with the [[Airborne Deployment]] Label.&lt;br /&gt;
** Those Skills that specify they can be used during the Impetuous Phase.&lt;br /&gt;
* '''Restriction''': In the Impetuous Phase, when declaring a Skill with the [[Movement Label]], the Trooper must always move '''the full corresponding [[MOV]] value''', attempting to perform the first of these options that the Trooper can complete:&lt;br /&gt;
** Enter [[Silhouette contact]] with an [[Enemy]] Trooper during this move.&lt;br /&gt;
** Go towards the Enemy [[Deployment Zone]] '''without doubling back''' from the movement's starting position, applying the following priorities:&lt;br /&gt;
*** 1. Use their complete MOV value.&lt;br /&gt;
*** 2. End their movement as close to the Enemy Deployment Zone as possible.&lt;br /&gt;
*** 3. If they cannot end their movement closer to the enemy Deployment Zone, the Trooper performs an [[Idle]].&lt;br /&gt;
** Once inside the enemy Deployment Zone, the Trooper can move normally as long as they stay inside it.&lt;br /&gt;
* Troopers may only move a shorter distance if they reach Silhouette contact with an Enemy or a [[Special Terrain]] area hinders their Movement or forces them to declare Jump or Climb.&lt;br /&gt;
* In the Impetuous Phase, when declaring Move, Jump, or Climb, the Trooper must cancel [[Prone State]], move the full corresponding MOV value, and cannot enter Prone State at the end of the movement.&lt;br /&gt;
* '''Restriction''': Impetuous Troopers cannot enter Marker States ([[Camouflaged]], [[Impersonation State | Impersonation]]...), or any other States that say so.&lt;br /&gt;
* Players in [[Retreat Situation | Retreat! situation]] do not carry out the Impetuous Phase during their Turn.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Frenzy]]'''&lt;br /&gt;
* {{erratahighlight}}In the States Phase of the Player Turn where the Requirements have been met{{erratahighlight-end}}, the Trooper gains the following Special Skills and retains them for the remainder of the game: &lt;br /&gt;
** [[Impetuous]]&lt;br /&gt;
** [[Limited Cover]]&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;
&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: Impetuous Phase ]]&lt;br /&gt;
[[Category: Obligatory ]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Visibility_Conditions&amp;diff=3963</id>
		<title>Visibility Conditions</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Visibility_Conditions&amp;diff=3963"/>
		<updated>2025-10-31T11:06:43Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Smoke and Eclipse Ammunition, White Noise Program.&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| VISIBILITY CONDITIONS | }}&lt;br /&gt;
Due to thick vegetation, jagged rocks, snow, sandstorms and any number of other reasons, some areas obscure a soldier’s vision and his ability to aim accurately. This is represented by the following game rules. Vision-obscuring areas are divided into four categories:&lt;br /&gt;
* Low Visibility Zone&lt;br /&gt;
* Poor Visibility Zone&lt;br /&gt;
* Zero Visibility Zone&lt;br /&gt;
* White Noise Zone&lt;br /&gt;
&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Any Skill, Special Skill or piece of Equipment that requires [[LoF]], except [[Dodge]], and is performed from, into, or through a Visibility Zone suffers a MOD to the relevant Attribute in the required Roll.&lt;br /&gt;
* This MOD for Visibility stacks with other MODs for Special Skills, Equipment, [[Partial Cover]], [[Range]]... but never with other Zone of Visibility MODs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Low Visibility Zone ===&lt;br /&gt;
* Low Visibility Zones apply a MOD of -3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Poor Visibility Zone ===&lt;br /&gt;
* Poor Visibility Zones apply a MOD of -6.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Zero Visibility Zone ===&lt;br /&gt;
* [[LoF]] cannot be drawn into, through, or out of a Zero Visibility Zone.&lt;br /&gt;
* Any Trooper who is the target of a [[BS Attack]] into, through, or out of a Zero Visibility Zone treats the Zero Visibility Zone as a Poor Visibility Zone when drawing LoF to the attacker. {{seefaq}}&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Smoke Ammunition]]'''&lt;br /&gt;
* Smoke Ammunition generates a [[Zero Visibility Zone]] (see: Special Terrain, [[Visibility Conditions]]) the size of a Circular Template and with infinite height.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Eclipse Ammunition]]'''&lt;br /&gt;
* Eclipse Ammunition works in exactly the same way as [[Smoke Ammunition]], but the [[Zero Visibility Zone]] it generates also affects [[Multispectral Visor]]s, preventing them from drawing [[LoF]] {{erratahighlight}}through the Zone{{erratahighlight-end}}, regardless of their Level.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== White Noise Zone ===&lt;br /&gt;
* A White Noise Zone acts as a Zero Visibility Zone, but only for Troopers with the [[Marksmanship]] Special Skill or equipped with a [[Multispectral Visor]] of any Level, or any other piece of Equipment that specifies the same.&lt;br /&gt;
* If a Trooper with a Multispectral Visor is the target of a [[BS Attack]] into, through, or out of a White Noise Zone, their Multispectral Visor cannot reduce the MODs of the resulting Poor Visibility Zone.&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[White Noise]] Hacking Program'''&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;
{{see-also-end}}&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important}}&lt;br /&gt;
Visibility Zone MODs never stack with other Visibility Zone MODs. If any Roll would be affected by two or more Visibility Zones of whatever type, players will apply only one MOD, that must be always the most restrictive one.&lt;br /&gt;
&lt;br /&gt;
For example, if a [[BS Attack]]’s [[LoF]] passes through a Low Visibility Zone (-3 MOD) and a Poor Visibility Zone (-6 MOD), apply only one single -6 MOD.&lt;br /&gt;
{{important-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Visibility Zones and Speculative Attack ==&lt;br /&gt;
[[Speculative Attack]]s do not require [[LoF]], so do not apply any negative MODs for Visibility Zones, only the -6 MOD for Speculative Attack.&lt;br /&gt;
&lt;br /&gt;
== Visibility Conditions and Combat Jump ==&lt;br /&gt;
You cannot use [[Combat Jump]] inside of, or in contact with, an area with Low, Poor, or Zero Visibility Conditions.&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;
&lt;br /&gt;
{{n5-section-terrain-and-scenery-section}}&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=Engineer&amp;diff=3962</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Engineer&amp;diff=3962"/>
		<updated>2025-10-31T11:01:35Z</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;
Engineers have the means and the skill to repair damaged Equipment on the field.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |green| ENGINEER | SHORT SKILL }}&lt;br /&gt;
{{skill-label | Optional }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* Troopers using this Special Skill must be in [[Silhouette contact]] with their target.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* Engineer allows, by passing a [[Normal]] [[WIP]] Roll, removing a [[Wound]] from a target with the [[Structure]] Attribute (STR). This cancels [[Unconscious State]] if applicable.&lt;br /&gt;
* This Special Skill can be declared as many times as necessary to remove all the Wounds that the target has.&lt;br /&gt;
* If the Engineer fails the Normal WIP Roll, the target receives a Wound instead of removing it, entering Unconscious or [[Dead State]] if applicable.&lt;br /&gt;
* Alternatively, by passing a Normal WIP Roll, a Trooper with Engineer may cancel all of their target's [[States]] that can be canceled by this Special Skill except Unconscious ([[Immobilized]]-A and B, [[Targeted]], etc.), removing the corresponding State Tokens.&lt;br /&gt;
* Failing the Normal WIP Roll when trying to cancel other states has no negative consequence, and the Roll can be performed again in future Orders.&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}A Trooper with the Engineer Special Skill can use it on themselves, to remove any Wounds they have received, or cancel any states that can be canceled by Engineer. However, this cannot be done if the Trooper is in a [[Null]] State.{{erratahighlight-end}}&lt;br /&gt;
* '''Engineer (ReRoll {{erratahighlight}}WIP=X{{erratahighlight-end}}):'''&amp;lt;br&amp;gt;Once per Order, any failed Roll with this Skill may be rerolled, but {{erratahighlight}}applying the WIP Attribute indicated between brackets{{erratahighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
* '''Engineer (ReRoll {{originalhighlight}}-X{{originalhighlight-end}}):'''&amp;lt;br&amp;gt;Once per Order, any failed Roll with this Skill may be rerolled, but {{originalhighlight}}with a negative MOD (-X) to the WIP Attribute{{originalhighlight-end}}. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
* '''Engineer and [[Remote Presence]]:'''&amp;lt;br&amp;gt;Regardless of which level of Unconscious State the target is in, with a single successful WIP Roll, they remove all the Wounds necessary to cancel the target's Unconscious State.&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{important-start}}&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
Even if the player failed the roll granted by {{erratahighlight}}Engineer (ReRoll WIP=X){{erratahighlight-end}}, they could still apply the Operational Use of the [[Command Token]]s to repeat {{erratahighlight}}an{{erratahighlight-end}} Engineer’s WIP Roll.&lt;br /&gt;
&lt;br /&gt;
However, the {{erratahighlight}}Attribute value provided by the Engineer (ReRoll WIP=X){{erratahighlight-end}} Skill does not apply when repeating this Roll.&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{original}}&lt;br /&gt;
Even if the player failed the roll granted by {{originalhighlight}}(ReRoll -X){{originalhighlight-end}}, they could still apply the Operational Use of the [[Command Tokens]] to repeat {{originalhighlight}}a{{originalhighlight-end}} Engineer’s WIP Roll.&lt;br /&gt;
&lt;br /&gt;
However, the {{originalhighlight}}negative MOD of the Engineer (ReRoll -X){{originalhighlight-end}} Skill does not apply when repeating this Roll.&lt;br /&gt;
{{original-end}}&lt;br /&gt;
{{important-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]]''' (See above for restrictions.)&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Command Tokens#Command Tokens: Operational Use | Command Tokens: Operational Use]]''' and '''[[Remote Presence]]'''&lt;br /&gt;
&lt;br /&gt;
If the target has Remote Presence, Command Tokens can be expended to reroll failed Engineer Rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Technorganic]]'''&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;
{{see-also-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=Cyberplug&amp;diff=3961</id>
		<title>Cyberplug</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Cyberplug&amp;diff=3961"/>
		<updated>2025-10-31T10:54:43Z</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;
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;
&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=Sepsitor&amp;diff=3960</id>
		<title>Sepsitor</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Sepsitor&amp;diff=3960"/>
		<updated>2025-10-31T10:52:37Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Cube 2.0.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{n5-section-ammo-and-weaponry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Direct Template BS Weapon that uses VoodooTech to induce Sepsitorized State in Troopers with a Cube or similar system. There are different versions of this technology, depending on their power.&lt;br /&gt;
&lt;br /&gt;
{{css_skillbox |black|  SEPSITOR }}&lt;br /&gt;
{{skill-label | Attack }}&lt;br /&gt;
{{requirements}}&lt;br /&gt;
* The target must be a Trooper with a [[Cube]], or a piece of Equipment that performs a similar function.&lt;br /&gt;
{{effects}}&lt;br /&gt;
* It works as a [[Direct Template Weapon]], and it applies all the rules for this type of weapon with the following special features:&lt;br /&gt;
** A successful hit with a Sepsitor forces the target to make a [[Saving Roll]], using the PS value listed in the weapon's profile.&lt;br /&gt;
** [[Critical]] hits with a Sepsitor force the target to make an additional Saving Roll.&lt;br /&gt;
** If the target fails the Saving Roll, it enters [[Sepsitorized State]].&lt;br /&gt;
{{css_skillbox-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
'''[[Cube | Cube 2.0]]'''&lt;br /&gt;
{{update | PDF 5.2, October 2025}}&lt;br /&gt;
* {{erratahighlight}}The user applies a +2 MOD to their [[Saving Roll]] when making a Saving Roll against an Attack with [[Sepsitor]] or [[Sepsitor]] Plus.{{erratahighlight-end}}&lt;br /&gt;
{{update-end}}&lt;br /&gt;
{{see-also-end}}&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: Attack ]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Manually added categories. --&amp;gt;&lt;br /&gt;
[[Category:State]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Command_Tokens&amp;diff=3959</id>
		<title>Command Tokens</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Command_Tokens&amp;diff=3959"/>
		<updated>2025-10-31T10:49:21Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Counterintelligence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{section-command-section}}&lt;br /&gt;
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Command Tokens represent the command and control resources at your disposal to support your combat force. &lt;br /&gt;
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{{image | name=command_token0.jpg | style=128 }}&lt;br /&gt;
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Each player has four Command Tokens per game.&lt;br /&gt;
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{{see-also}}&lt;br /&gt;
'''[[Lieutenant]]'''&lt;br /&gt;
* In the Unit Profile, this Special Skill may have additional abilities listed. Some examples are:&lt;br /&gt;
** '''+1 Command Token'''. The player that takes this Trooper as their Lieutenant will have one extra [[Command Tokens | Command Token]] for the match.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Command Tokens have three different gaming use modes:&lt;br /&gt;
* [[#Command Tokens: Strategic Use|Strategic Use]].&lt;br /&gt;
* [[#Command Tokens: Executive Use|Executive Use]].&lt;br /&gt;
* [[#Command Tokens: Operational Use|Operational Use]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Tokens: Strategic Use ==&lt;br /&gt;
The Strategic Use of Command Tokens has a special and unique nature, reflecting defensive intel actions deployed by Mission Control. Those actions are divided into Procedural and Logistical: &lt;br /&gt;
* '''Procedural:''' The player who has the '''first [[Player Turn]]''' may spend 1 single Command Token during their Deployment in order to set aside one extra Trooper and their Peripherals, which they will be able to deploy after their opponent, in step 3 of the [[Deployment Phase]].&lt;br /&gt;
* '''Procedural: '''The player who has '''the second Player Turn''' may make Strategic Use of their Command Tokens during the Tactical Phase of their opponent's first Turn to perform one of the following actions:&lt;br /&gt;
** Remove '''two''' [[Regular Order]]s for this Turn from their opponent's [[Order Pool]]. The player may choose which [[Combat Group]]s these Orders correspond to. This option '''may only be performed''' during the opponent's [[Tactical Phase]], '''right after the [[Order Count]]''', but only if the number of Orders ([[Regular Order | Regular]] + [[Irregular Order | Irregular]] + [[Tactical Order | Tactical]]) '''is higher than ten'''. The Orders of Troopers in [[Hidden Deployment State]], or off table via [[Airborne Deployment]] Skills, are not counted for this limit.&lt;br /&gt;
** Prevent the adversary from using more than one single Command Token during that first Turn.&lt;br /&gt;
** One Trooper from that player's [[Army List]] can activate the [[Suppressive Fire State]] (along with their [[Peripheral]]s, if they are a Controller), following the Activation rules of the Skill.&lt;br /&gt;
* '''Logistical: '''After both players have completed their Deployment, and following the established Initiative order, each player may spend 1 Command Token to gain 2 Speedball Tokens (see [[Request Speedball]]).&lt;br /&gt;
&lt;br /&gt;
Each player may spend '''a maximum of two''' Command Tokens for Strategic Use, one on a Procedural option and one on a Logistical option.&lt;br /&gt;
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&lt;br /&gt;
== Command Tokens: Executive Use ==&lt;br /&gt;
Executive Use of Command Tokens is made during the player's Executive Use of Command Tokens step of their [[Tactical Phase]], which represents executive actions performed by Mission Control.&lt;br /&gt;
&lt;br /&gt;
For each Command Token expended, the player may do one of the following:&lt;br /&gt;
* Permanently move an [[Allied]] Trooper and all their [[Peripheral]]s to a different [[Combat Group]], keeping in mind the 10-member limit.&lt;br /&gt;
* Cancel the [[Possessed State]] of an Allied Trooper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{see-also-start}}&lt;br /&gt;
When a player moves a '''[[G: Jumper]]''' Trooper into a different [[Combat Group]], he will move all the Proxies, as they are considered to be a single Trooper in each Combat Group.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Command Tokens: Operational Use ==&lt;br /&gt;
Players may make Operational Use of their Command Tokens in their Active Turn. This represents the tactical use of intel resources by Mission Control. For each Command Token expended, the player may perform one of the following actions:&lt;br /&gt;
* Declare a [[Coordinated Order]], spending a [[Regular Order]] from the [[Order Pool]] of the participating Troopers' [[Combat Group]].&lt;br /&gt;
* Have an [[Allied]] Trooper automatically pass or fail a [[Guts Roll]], as desired, ignoring the result on the die and any Special Skills the Trooper might have.&lt;br /&gt;
* Transforms the [[Irregular Order]] provided by an [[Irregular]] Trooper into a single [[Regular Order]], substituting the corresponding Order Token for that Player Turn and adding it to the Order Pool of the Trooper's Combat Group.&lt;br /&gt;
* Have one Trooper be unaffected by Retreat! This Trooper ignores the effects of the [[Retreat Situation | Retreat! situation]] until the end of the game.&lt;br /&gt;
* Reroll a failed [[WIP]] Roll when trying to use the Special Skill [[Doctor]] on a Trooper with a [[Cube]]. This reroll does not provide a new [[ARO]] to the enemy.&lt;br /&gt;
* Reroll a failed WIP Roll when trying to use the Special Skill [[Engineer]] on a Trooper with the [[Remote Presence]] Special Skill. This reroll does not provide a new ARO to the enemy.&lt;br /&gt;
* Create a new [[Fireteam]] by placing a Fireteam Leader Token (FIRETEAM LEADER) next to a Trooper that meets the army's Fireteam Chart Requirements.&lt;br /&gt;
&lt;br /&gt;
Players may expend as many Command Tokens during a single [[Active Turn]] as they desire, assuming they have enough. Players may also use more than one Command Token for the same effect.&lt;br /&gt;
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{{important-start}}&lt;br /&gt;
Players cannot expend Command Tokens during their [[Reactive Turn]].&lt;br /&gt;
{{important-end}}&lt;br /&gt;
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{{see-also}}&lt;br /&gt;
'''[[Isolated State]]'''&lt;br /&gt;
* '''Restriction:''' The [[Irregular Order]] of an [[Isolated]] Trooper cannot be transformed in a [[Regular Order]].&lt;br /&gt;
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'''[[Counterintelligence]]'''&lt;br /&gt;
* This Special Skill counteract the effects of the [[Command Tokens#Command Tokens: Strategic Use | Strategic Use of a Command Token]] by '''reducing to one the number of Orders''' the adversary can nullify.&lt;br /&gt;
* Alternatively, this Special Skill counteracts the limit on Command Token use imposed by the adversary due to the Strategic Use of a Command Token, '''increasing it to two'''.&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
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== Example ==&lt;br /&gt;
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{{greybox-start | Example of use of Command Tokens: Rerolling }}&lt;br /&gt;
During her Active Turn, a [[Doctor]] tries to use her Special Skill Doctor to heal an [[Allied]] Trooper, who is currently [[Unconscious]]. She expends one Short Skill of her Order, but fails her [[WIP]] Roll. However, her player uses a Command Token to reroll the WIP Roll. Without expending or declaring a new Order, the Doctor rolls her WIP again. Sadly, luck is not on her side, and she fails again. Still her player wants to spend a new Command Token and give the Doctor one further opportunity to pass her WIP Roll and heal the Allied Trooper. This will be her last chance, but only because her player has no more Command Tokens left to spend.&lt;br /&gt;
{{greybox-end}}&lt;br /&gt;
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{{section-command-section}}&lt;br /&gt;
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[[Category: Command Module]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3958</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3958"/>
		<updated>2025-10-31T10:46:41Z</updated>

		<summary type="html">&lt;p&gt;Ian: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTICE: Infinity N5.2 and N5 FAQ 0.0.0'''&lt;br /&gt;
&lt;br /&gt;
The wiki has been updated to include the N5.2 changes and the v0.0.0 FAQ.&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Category:N5.2_Update | Wiki pages updated in N5.2]].&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3957</id>
		<title>MediaWiki:Sitenotice</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=MediaWiki:Sitenotice&amp;diff=3957"/>
		<updated>2025-10-31T10:46:13Z</updated>

		<summary type="html">&lt;p&gt;Ian: Added category link to pages updated in N5.2.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''NOTICE: Infinity N5.2 and N5 FAQ 0.0.0'''&lt;br /&gt;
&lt;br /&gt;
The wiki has been updated to include the N5.2 changes and the v0.0.0 FAQ.&amp;lt;br&amp;gt;&lt;br /&gt;
[[:Category:N5.2_Update | Pages updated in N5.2]].&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
	<entry>
		<id>http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=3956</id>
		<title>Ballistic Skills</title>
		<link rel="alternate" type="text/html" href="http://infinitythewiki.com/index.php?title=Ballistic_Skills&amp;diff=3956"/>
		<updated>2025-10-31T10:38:13Z</updated>

		<summary type="html">&lt;p&gt;Ian: See Also Climb restrictions.&lt;/p&gt;
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&lt;div&gt;{{n5-section-combat-module}}&lt;br /&gt;
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Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. &lt;br /&gt;
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== 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;
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== BS Attack Modifiers (MOD) ==&lt;br /&gt;
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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;
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{{see-also}}&lt;br /&gt;
'''[[Modifiers Explained]]'''&lt;br /&gt;
{{see-also-end}}&lt;br /&gt;
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=== Cover ===&lt;br /&gt;
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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;
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{{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;
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=== Types of Cover ===&lt;br /&gt;
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==== 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;
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The target is in Total Cover when one or more scenery items completely blocks LoF to its Silhouette.&lt;br /&gt;
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==== 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;
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The target is in Partial Cover when they are in contact with a piece of scenery that partially obscures their Silhouette.&lt;br /&gt;
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{{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;
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==== Line of Fire and Cover ====&lt;br /&gt;
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{{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;
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'''PARTIAL COVER'''&lt;br /&gt;
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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;
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{{image | name=n5/eng-lof-and-cover-example-52b.jpg | style=fullborder }}&lt;br /&gt;
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{{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;
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'''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;
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{{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;
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=== 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;
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{{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;
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{{n5-section-combat-module}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category: Combat Module]]&lt;br /&gt;
&lt;br /&gt;
[[Category: N5.2 Update]]&lt;/div&gt;</summary>
		<author><name>Ian</name></author>
	</entry>
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