Difference between pages "Main Sections" and "Super-Jump"

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==[[Introduction]] ==
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{{section-special-skills}}
Infinity is a 28 mm metal miniatures game simulating special operations and skirmishes in a high technology sci-fi universe. [[Introduction|[read more...]]]
 
  
  
==[[Basic Rules]] ==
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Troopers with Super-Jump have the ability to perform super-human jumping feats thanks to special gear, augmentations, or evolutionary advantages.  
The basic rules are one of the pillars of the general game mechanics; these are the rules all players must know in order to play. This chapter creates the game engine that establishes Infinity as an excellent modern tactical combat simulator. [[Basic Rules|[read more...]]]
 
 
 
 
 
==[[Movement Module]] ==
 
In Infinity , movement allows troopers to get around the game board. This section details all necessary rules to perform such movements. [[Movement Module|[read more...]]]
 
 
 
 
 
==[[Combat Module]] ==
 
In Infinity , combat allows Troopers to perform Attacks. There are three kinds of Attacks: Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks. [[Combat Module|[read more...]]]
 
 
 
 
 
==[[Ammunition and Weaponry]] ==
 
In the trade of war, weapons are a soldier's tools. The world of Infinity has an enormous variety of fighting implements, from the futuristic and sophisticated to the basic and rudimentary. In the right hands, any of them can be absolutely lethal. [[Ammunition and Weaponry|[read more...]]]
 
  
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{{skillbox |black| SUPER-JUMP | AUTOMATIC SKILL }}
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{{skill-label | Movement, Optional }}
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{{effects}}
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* This Special Skill alters the user's [[Jump]] Skill from an Entire Order Skill to a Short Movement Skill.
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* It also allows Troopers to jump vertically, diagonally or horizontally, up to his first MOV Attribute value in inches if declaring [[Jump]] as a Short Movement Skill, and up to his second MOV Attribute value if declaring a second [[Jump]] as a Short Movement Skill. {{seefaq}}
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* By transforming [[Jump]] into a Short Movement Skill, the Super-Jump Special Skill allows its user to perform other Short Movement Skills or Short Skills while performing a jump (for example: [[Jump]] + [[BS Attack]]). (See [[Trooper Activation]].)
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* The user of this Special Skill may declare [[Jump]] as an Entire Order by adding both values of their MOV Attribute into a single jump.
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* As with the [[Jump]] Skill, by declaring [[Jump]] Troopers with Super-Jump cannot benefit from [[Partial Cover]] MODs during their trajectory of their jump.
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{{n4list}}
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* If the Trooper is or becomes [[Impetuous]] (due to having the [[Frenzy]] Characteristic or any other effect), when they activate in the [[Impetuous Phase]] they can use Jump whenever the list of allowed Skills says ‘Move’.
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{{n4end}}
  
==[[Skills and Equipment]] ==
 
Infinity possesses a series of Skills and pieces of Equipment which allows a Trooper to act during the game. [[Skills and Equipment|[read more...]]]
 
  
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{{remember-start}}
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* When declaring the use of Super-Jump, the complete and exact trajectory that Trooper will perform must be specified so the rival player may declare all their AROs.
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* During their entire trajectory, Troopers have a 360˚ [[LoF]].
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{{remember-end}}
  
{{n4}}
 
==[[Command Module]]==
 
This section contains advanced rules that bring a new level of interest to Infinity. This chapter gathers all those rules that, even though they are not entirely required in order to play Infinity, complement the game by providing a more strategic, futuristic, and simulative component. [[Command Module | [read more...]]]
 
  
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{{update | PDF 2.1, jul. 2023}}
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{{image | name=eng-super-jump-pdf2.jpg | style=512border }}
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{{update-end}}
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{{original}}
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{{image | name=eng-super-jump.jpg | style=512border }}
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{{original-end}}
  
==[[Infinity Fireteams]]==
 
The Infinity Fireteams rule allows players to activate a team of Troopers who support a single Team Leader, with less Order expenditure. There are several types of Fireteams.[[Infinity Fireteams | [read more...]]]
 
  
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== FAQs & Errata ==
  
{{n4end}}
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{{faqbox |
==[[Terrain & Scenery Structures]] ==
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type = faq |
In Infinity , the scenery used on the table to simulate the game and mission settings is usually made up of buildings with different kinds of access points, such as a doorway, a window, etc. [[Terrain & Scenery Structures|[read more...]]]
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title = N4 FAQ |
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version = 1.2, Jan 2022 |
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q = Q: Using Super-jump, if Move plus Jump is declared (or vice versa) could the Trooper use the first value of their MOV Attribute for both Skills? |
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a = A: No. |
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related = [[Super-Jump]] }}
  
  
==[[Victory Conditions]] ==
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{{faqbox |
Once the game is over, it is time to determine the victor. The player who fulfills all victory conditions wins the game, but the conditions that govern victory—or defeat—depend on the type of game played. [[Victory Conditions|[read more...]]]
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type = faq |
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title = N4 FAQ |
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version = 1.2, Jan 2022 |
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q = Q: How does Super-Jump work when activating multiple Troopers and not all of them have the Super-Jump Special Skill? |
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a = A: If the Troopers declare Jump as a Short Skill, then any of the Troopers that don't have Super-Jump will perform an Idle instead. If the Troopers declare Super-Jump as an Entire Order, they can all Jump but the Troopers with Super-Jump will be able to add both their MOV values together. |
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related = [[Super-Jump]] }}
  
  
==[[Setting up the Gaming Table]] ==
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{{faqbox |
As in a real combat scenario, in Infinity the terrain, the combat environment, has a special relevance determining both the strategy and the tactical options available to the players. [[Setting up the Gaming Table|[read more...]]]
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type = faq |
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title = N4 FAQ |
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version = 1.3, Nov 2022 |
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q = Q: How are Jump and Climb movement measured? |
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a = A: When measuring Jump or Climb movement, you can measure from any point of the Trooper's Silhouette at the start of the movement, but you must measure to the base's outer edge and underside at the end of the movement. The Trooper can vault over obstacles (parapets etc.) that are equal to or lower than the height of their Silhouette as normal.
  
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{{image | name=faq_jump_climb_measurement_v01.png | style=512border }}
  
==[[Scenarios]] ==
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''Development team note: By gaining distance from the Silhouette and allowing the Trooper to ignore parapets (as long as they are equal to or lower than the Silhouette height), movement while Jumping or Climbing is facilitated. This makes these movements easier and gives extra value to Troopers with Super-Jump and Climbing Plus. As we can see in the image, the Jump path is the same even without the parapet.'' |
The tactical flexibility inherent in Infinity allows games to be much more interesting than a typical exterminate the enemy scenario. This section includes a small set of missions that serve as an introduction to this new level of gaming. [[Scenarios|[read more...]]]
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related = [[Climb]], [[Climbing Plus]], [[Jump]], [[Super-Jump]] }}
  
  
==[[Glossary]] ==
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{{section-special-skills}}
This rulebook uses a series of terms that describe and refer to certain concepts that are important for understanding the game mechanics and the way specific rules, skills, weapons, and pieces of Equipment work. [[Glossary|[read more...]]]
 
  
  
==[[Reference Charts]]==
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[[Category:Special Skills]]

Revision as of 15:24, 14 September 2023


Troopers with Super-Jump have the ability to perform super-human jumping feats thanks to special gear, augmentations, or evolutionary advantages.

SUPER-JUMP AUTOMATIC SKILL
EFFECTS
  • This Special Skill alters the user's Jump Skill from an Entire Order Skill to a Short Movement Skill.
  • It also allows Troopers to jump vertically, diagonally or horizontally, up to his first MOV Attribute value in inches if declaring Jump as a Short Movement Skill, and up to his second MOV Attribute value if declaring a second Jump as a Short Movement Skill. (See FAQs & Errata.)
  • By transforming Jump into a Short Movement Skill, the Super-Jump Special Skill allows its user to perform other Short Movement Skills or Short Skills while performing a jump (for example: Jump + BS Attack). (See Trooper Activation.)
  • The user of this Special Skill may declare Jump as an Entire Order by adding both values of their MOV Attribute into a single jump.
  • As with the Jump Skill, by declaring Jump Troopers with Super-Jump cannot benefit from Partial Cover MODs during their trajectory of their jump.
  • If the Trooper is or becomes Impetuous (due to having the Frenzy Characteristic or any other effect), when they activate in the Impetuous Phase they can use Jump whenever the list of allowed Skills says ‘Move’.


REMEMBER
  • When declaring the use of Super-Jump, the complete and exact trajectory that Trooper will perform must be specified so the rival player may declare all their AROs.
  • During their entire trajectory, Troopers have a 360˚ LoF.


Update PDF 2.1, jul. 2023
eng-super-jump-pdf2.jpg


FAQs & Errata

N4 FAQ
Version: 1.2, Jan 2022

Q: Using Super-jump, if Move plus Jump is declared (or vice versa) could the Trooper use the first value of their MOV Attribute for both Skills?

A: No.

Related Pages: Super-Jump


N4 FAQ
Version: 1.2, Jan 2022

Q: How does Super-Jump work when activating multiple Troopers and not all of them have the Super-Jump Special Skill?

A: If the Troopers declare Jump as a Short Skill, then any of the Troopers that don't have Super-Jump will perform an Idle instead. If the Troopers declare Super-Jump as an Entire Order, they can all Jump but the Troopers with Super-Jump will be able to add both their MOV values together.

Related Pages: Super-Jump


N4 FAQ
Version: 1.3, Nov 2022

Q: How are Jump and Climb movement measured?

A: When measuring Jump or Climb movement, you can measure from any point of the Trooper's Silhouette at the start of the movement, but you must measure to the base's outer edge and underside at the end of the movement. The Trooper can vault over obstacles (parapets etc.) that are equal to or lower than the height of their Silhouette as normal.

faq_jump_climb_measurement_v01.png

Development team note: By gaining distance from the Silhouette and allowing the Trooper to ignore parapets (as long as they are equal to or lower than the Silhouette height), movement while Jumping or Climbing is facilitated. This makes these movements easier and gives extra value to Troopers with Super-Jump and Climbing Plus. As we can see in the image, the Jump path is the same even without the parapet.

Related Pages: Climb, Climbing Plus, Jump, Super-Jump