Difference between revisions of "Orders and the Order Pool"

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{{Section-basic-rules}}
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{{n5-section-basic-rules}}
  
  
In Infinity CodeOne, the capacity of an army to maneuver and take actions is measured in '''Orders'''. An Order is a game concept, a sort of currency spent '''to activate a Trooper''' so that it can take part in the battle. The higher the number of Orders at its disposal, the more an army can do.
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In Infinity, the capacity of an army to maneuver and take actions is measured in Orders. An Order is a game concept, a sort of currency spent to activate a [[Trooper]] so that it can take part in the battle. The higher the number of Orders at its disposal, the more an army can do.
  
  
 
== Types of Orders ==
 
== Types of Orders ==
 
=== Regular Order ===
 
=== Regular Order ===
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{{image | name=eng-regular-order-512.jpg | style=128 }}
 
Regular Orders are those contributed by Troopers who have received regular military training, and can be expected to follow instructions, maintain discipline under enemy fire, work in a team and coordinate with his comrades.
 
Regular Orders are those contributed by Troopers who have received regular military training, and can be expected to follow instructions, maintain discipline under enemy fire, work in a team and coordinate with his comrades.
  
Regular Troopers add their Orders to the ''Order Pool'', where they can be used by any Troopers in the same ''[[Combat Group]]'' to take actions.
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Regular Troopers add their Orders to the [[Order Pool]], where they can be spent by any Trooper in the same [[Combat Group]] to take actions.
  
=== Special Lieutenant Order ===
 
This Order is not included in the Order Pool, but is kept separate for the Lieutenant to use. The status and expenditure of the Lieutenant Special Order is ''[[Open Information]]''.
 
 
{{Important-start}}
 
The status and expenditure of every Order is Open Information. Players must place the Tokens for each Order, including the Lieutenant’s one, where all players can see them. Moreover, they must warn their opponent when they are going to using it to activate their Troopers, including the Lieutenant too.
 
{{Important-end}}
 
  
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=== Irregular Order ===
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{{image | name=eng-irregular-512.jpg | style= 128 }}
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Irregular Orders are those contributed by Troopers who have learned to fight in an undisciplined, disorganized way, who can be expected to worry first and foremost about themselves.
  
== Order Pool ==
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The Order contributed by an Irregular Trooper is not added to the [[Order Pool]] of their [[Combat Group]] but is instead kept by them for their own use. However, the player must clearly state which Combat Group the Trooper, and their Irregular Order belong to. These Irregular Troopers can still spend Regular Orders from the Order Pool of their Combat Group.
The ''Order Pool'' is the number of ''Regular Orders'' available to an ''[[Army List]]'' in its Active Turn. The more Regular Troopers in an ''[[Army List]]'', the bigger its Order Pool.
 
  
* Only ''Regular Orders'' go into the ''Order Pool''. The Lieutenant Special Order is not part of any ''Order Pool''.
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{{see-also}}
* Players recalculate ''Order Pools'' at the beginning of each of their ''[[Active Turns]]'', during the ''[[Tactical Phase]]''. (further detailed in the [[Game Sequence]] section).
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'''[[Restrictions Chart]]'''
* Each Regular Trooper on the battlefield, not in any Null State, and whether in the form of a Model or represented by a Marker, contributes an Order to their Order Pool.
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{| class="n5table-dark"
* Regular Troopers that are not on the battlefield in the form of a Model or Marker, due to Special Skills, do not add their Order to their Order Pool until they start their Active Turn on the battlefield as a Model or Marker. The status and existence of Orders provided by these Troopers is ''[[Private Information]]''. Regular Orders provided by these Troopers can be kept secret and out of sight of the opponent.
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|-
* There is no limit to the number of times Regular Orders can activate the same Trooper during its Active Turn; the only limit is the size of the Order Pool.
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! Restrictions Chart
* You can spend ''Regular Orders'' from your ''Order Pools'' in any order. When you activate a Trooper, you do not need to spend all Orders you plan to use on that Trooper consecutively, but can alternate between Troopers.
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|-
* Players are not required to spend all the ''Regular Orders'' in their ''Order Pools''.
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| [[Irregular]] Troops may not be chosen as [[Lieutenant]].  
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|}
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{{see-also-end}}
  
  
{{Greybox-start}}
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=== Special Lieutenant Order ===
Order Pool Example
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{{image| name=eng-lieutenant-order-512.jpg | style= 128 }}
 
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Lieutenant Special Orders are not added to the Order Pool, but are kept separate for the [[Lieutenant]]'s own use. The status and expenditure of the Lieutenant Special Order is [[Open Information]].
https://assets.infinitythegame.net/wiki/eng-order-pool-example.jpg
 
 
 
Army List Example
 
 
 
List composed of:
 
10 Troopers which provide a Pool of 10 Orders.
 
 
 
12 Models (10 Troopers and 2 Peripherals).
 
 
 
Peripherals do not provide an Order for the player’s Order Pool and they are disregarded for the 10-member limit for the player’s list.
 
  
Players have several ways to consume said Orders:
 
  
The 10 Regular Orders may be consumed as seen fit. Whether to activate up to 10 Troopers once each, to activate a single Trooper up to 10 times, or to activate different Troopers alternatively. 4 Regular Orders to one Trooper, 4 Regular Orders to another Trooper, and 2 Regular Orders to a different one, for example.
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=== Tactical Order ===
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{{image| name=tactical-order-512.png | style= 128 }}
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Tactical Orders are only available to Troopers who have undergone special training and possess greater operational versatility.  
  
Bear in mind that in order to activate a Peripheral, it must consume its Controller’s Order, in this case, the Doctor or Engineer, respectively.
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Tactical Orders are special Orders that are not added to the [[Order Pool]], but are instead kept by the Trooper which generates them for their own use, though they may also be spent for advanced rules and for [[Fireteam]]s.  
{{Greybox-end}}
 
  
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{{see-also}}
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'''[[NCO]]'''
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* Allows the user to replace any [[Lieutenant Special Order | Special Lieutenant Order]]s with [[Tactical Order]]s and to use them.
  
{{Remember-start}}
 
In Infinity CodeOne, an ''[[Army List]]'' is a closed Combat Group of Troopers that may not exceed the 10-member limit.
 
{{Remember-end}}
 
  
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'''[[Tactical Awareness]]'''
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* This Special Skill grants its user a [[Tactical Order]] in addition to the one provided by their [[Training]] Characteristic (Regular or Irregular).
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{{see-also-end}}
  
== Trooper Activation ==
 
=== Structure of an Order ===
 
Players use Orders to activate Troopers and have them perform actions in the form of Skills (Move, Jump, CC Attack…). Depending on their complexity and the in-game time taken, Skills are divided into:
 
  
'''Short Movement Skills:''' Can be declared twice, or be combined with a different Short Movement Skill in the same Order. For instance, you could use an Order to Move and Discover. They can also be combined with a Short Skill.
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{{remember-start}}
 
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A player is not obliged to spend all the Orders available to him, regardless of their category.
'''Short Skills:''' Can only be combined within the same Order with a Short Movement Skill.  Cannot be declared twice or be combined with other Short Skills.
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{{remember-end}}
 
 
'''Entire Order Skills''' (or just Entire Order for short): These Skills employ one whole Order and cannot be combined in any way.
 
 
 
https://assets.infinitythegame.net/wiki/eng-composition-of-order.jpg
 
 
 
In other words, the expenditure of an Order allows the activated Trooper to declare one of the following combinations of Skills:
 
* Any one Entire Order Skill.
 
* Any one Short Movement Skill plus any one Short Movement Skill.
 
* Any one Short Movement Skill plus any one Short Skill (and vice versa).
 
  
  
 
{{Important-start}}
 
{{Important-start}}
Even if declared one after the other, both Skills in a single Order are performed simultaneously. For example, if you declare ''[[Move]]'' plus ''[[BS Attack]]'', (the Short Skill that Troopers use to fire their weapons), you can make the ''[[BS Attack]]'' at any point during the declared movement route, and not necessarily at the end of that route.
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The status and expenditure of every Order is [[Open Information]]. Players must place the Tokens for each Order, including the [[Lieutenant]]’s, where all players can see them. Moreover, they must warn their opponent when they are going to using it to activate their Troopers, including the Lieutenant.
 
{{Important-end}}
 
{{Important-end}}
  
  
=== ARO: Automatic Reaction Order ===
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== Order Pool ==
In Infinity CodeOne games, thanks to the Automatic Reaction Order (ARO) mechanic, the action and decision-making never stops. Even during their opponent's Active Turn, a player’s Models and Markers can react each time the opponent activates one of his Troopers with an Order.  
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The Order Pool is the number of Regular Orders available to an Army List in its Active Turn. The more Regular Troopers in an Army List, the bigger its Order Pool.
  
The ARO declarations of the Reactive Player’s Troopers are considered valid in the following situations:
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* Each [[Combat Group]] has its own Order Pool, that cannot be transferred from one Combat Group to another.
* An enemy Trooper activates within its ''[[Line of Fire (LoF)]]''.
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* Only Regular Orders go into the Order Pool. Irregular Orders, the Lieutenant Special Order, and Tactical Orders are not part of any Order Pool.
* An enemy Trooper activates within its ''[[Zone of Control (ZoC)]]''.  
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* Players recalculate Order Pools at the beginning of each of their Active Turns, during the [[Tactical Phase]]. (further detailed in the [[Game Sequence]] section).
* It has a Special Skill, weapon, or piece of Equipment allowing it to react to enemy actions without ''[[LoF]]''.
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* Each Regular Trooper deployed on the battlefield, in the form of a [[Model]] or [[Marker]] and not in any [[Null]] State, contributes an Order to the Order Pool of their Combat Group.
* It is affected by a Template Weapon, or is the target of a ''[[Hacking Program]]'' or other ''[[Comms Attack]]''.
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* Regular Troopers that are not on the battlefield in the form of a Model or Marker, due to [[Special Skills]], do not add their Order to their Order Pool until they start their Active Turn on the battlefield as a Model or Marker. The status and existence of Orders provided by these Troopers is [[Private Information]]. Regular Orders provided by these Troopers can be kept secret and out of sight of the opponent.
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* There is no limit to the number of Regular Orders may be spent to activate the same Trooper during their Active Turn; the only limit is the size of the Order Pool of their Combat Group.
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* You can spend Regular Orders from your Order Pools in any order. When you activate a Trooper, you do not need to spend all Orders you plan to use on that Trooper consecutively, but can alternate between Troopers.
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* Players are not required to spend all the Regular Orders in their Order Pools.
  
The ''[[Game Sequence|Reactive Player]]'' must declare AROs for all eligible Models or Markers '''immediately after''' the ''[[Game Sequence|Active Player]]'' declares his Entire Order or the first Short Skill of his Order (see: ''[[Orders and the Order Pool#Order Expenditure Sequence|Order Expenditure Sequence]]''). Troopers that fail to do so lose their ARO against that Order. If, by declaring the second Short Skill of its Order, the active Trooper gives an ARO to enemy Troopers that did not have ARO against the first Short Skill, then those enemy Troopers can declare their AROs.
 
  
Each time the Active Player activates a Trooper by spending an Order, each eligible enemy gets '''one single ARO''', regardless of the number of Skills the Active Player declares during that Order.  
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== Examples ==
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{{Greybox-start | Order Pool Example 1 }}
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{{image | name=n5/dual-order-pool-example-1-2048.jpg | style=fullborder }}
  
AROs must '''choose ''one'' of the Troopers activated by the Order as their target'''.  
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List composed of:
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* 10 Troopers which provide a Pool of 10 Orders.
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* 12 Models (10 Troopers and 2 Peripherals).
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* [[Peripheral]]s do not provide an Order for the player’s Order Pool and they are disregarded for the 10-member limit for the player’s list.
  
Troopers cannot react to AROs, since only the ''[[Game Sequence|Active Player]]'s'' Orders give AROs and only the ''[[Game Sequence|Reactive Player]]'' can declare AROs.
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Players have several ways to consume said Orders:
  
There is no limit to the number of Troopers that can react to the activation of a single enemy Trooper.
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The 10 Regular Orders may be consumed as seen fit. Whether to activate up to 10 Troopers once each, to activate a single Trooper up to 10 times, or to activate different Troopers alternatively. 4 Regular Orders to one Trooper, 4 Regular Orders to another Trooper, and 2 Regular Orders to a different one, for example.
  
{{Important-start}}
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Keep in mind that a Peripheral is activated by the same Order that activates their Controller, the Trooper who is actually spending the Order. So that single Order activates both of them at the same time.
Using an ARO, the Reactive Player can only declare Skills that specifically state they are usable in ARO. (check the Summary Chart on page XXX).
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{{Greybox-end}}
  
Unless a Special Skill, Equipment or scenario rule states otherwise, AROs always have ''[[Burst]] B1''. In such a situation, if the Reactive Trooper has a ''[[Burst]]'' value higher than one in ARO, they cannot split it amongst different targets.
 
{{Important-end}}
 
  
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{{Greybox-start | Order Pool Example 2 }}
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The player has an Army List made up of 12 Troopers, all of them Regular, distributed in two Combat Groups. One containing 8 Troopers and the other containing 4 Troopers. Therefore, the player has 2 different Order Pools, one with 8 Regular Orders and the other one with 4 Regular Orders. The first Combat Group, with its 8 Regular Orders, could spend 1 Order on each of the Troopers in the Group, activating all of them, once. Alternatively, the player could spend all the Orders on a single Trooper, activating it 8 times. Or he could spend 4 Orders on one Trooper, 3 Orders on another, and 1 Order on a different one…
  
=== All at Once ===
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In the same way, with the second Combat Group, which has a Pool of 4 Regular Orders, the player would also be free to choose how the Orders are spent. What you cannot do is activate Troopers from the second Combat Group by spending Orders from the first Combat Group.
In Infinity CodeOne, Orders and AROs are simultaneous regardless of the Skills declared.  
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{{Greybox-end}}
  
For example, if an activated Trooper declares [[Move]] + [[BS Attack]] and chooses to shoot from its starting position (to take advantage of a favorable Range), and its target reacts with a BS Attack, choosing to shoot at the end of the Movement (again, for Range purposes), then both actions are still considered to be simultaneous for all game purposes.
 
  
{{Important-start}}
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{{Remember-start}}
All AROs are also simultaneous. This means that, if a Camouflage Marker declares a Move, the opponent can declare Discover with Troopers that have LoF to it, but they cannot declare Discover with one of the Troopers and BS Attack with the rest, waiting for the Discover Roll to be successful (see: ''[[Camouflaged State]]'').
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In an Infinity [[Army List]], players must assign each Trooper to a [[Combat Group]]; they can create extra Combat Groups as needed, as long as the total number of Troopers in each one is no greater than 10, each with its own Order Pool.
{{Important-end}}
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{{Remember-end}}
 
 
 
 
=== Order Expenditure Sequence ===
 
Each time the ''[[Game Sequence|Active Player]]'' decides to use an Order (of whatever type) to activate a Trooper, follow these steps:
 
 
 
1. '''Activation:''' The ''[[Game Sequence|Active Player]]'' declares which Trooper will activate.
 
:1.1 '''Order expenditure:''' The ''[[Game Sequence|Active Player]]'' removes from the table, or otherwise marks as spent, the Order he uses to activate the Trooper. 
 
:1.2 '''Declaration of the First Skill:''' The ''[[Game Sequence|Active Player]]'' declares the first Short Skill of the Order, or the Entire Order he wants to use.
 
:If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
 
2. '''Declaration of AROs:''' The ''[[Game Sequence|Reactive Player]]'' checks ''[[Lines of Fire]]'' to the Active Trooper, and declares AROs. Troopers are not forced to declare the AROs, but if a Trooper can declare an ARO and fails to do so, the chance to declare an ARO is lost.
 
 
 
3. '''Declaration of the Second Skill:''' The ''[[Game Sequence|Active Player]]''  declares the second Short Skill of the Order, if applicable.
 
If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
 
  
4. '''Declaration of AROs:''' The ''[[Game Sequence|Reactive Player]]'' checks ''[[Lines of Fire]]'' to the Active Trooper from those Troopers who didn’t declare an ARO before, and can declare any new AROs that are available.
 
  
5. '''Resolution:''' Check that the declared Skills, Special Skills, and pieces of Equipment meet their respective Requirements, measure all distances and ''[[Zones of Control]]'', determine MODs, and make Rolls. If any Skill, Special Skill, or piece of Equipment does not meet its Requirements, the Trooper is considered to have declared an ''[[Idle]]''.
 
:5.1. '''Effects:''' Players apply all effects of successful Skills, Special Skills, and pieces of Equipment, and make ''[[Saving Rolls]]'', any ''[[Dodge]]'' movement or ''[[Alert]]''.
 
:5.2. '''Conclusion:''' End of the Order.
 
  
{{Important-start}}
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{{n5-section-basic-rules}}
All details and choices related to the execution of a Short Skill, Short Movement Skill, Entire Order Skill or ARO must be specified when it is declared.
 
  
For instance, if you declare a movement, specify the entire route; if you declare a BS Attack, specify which Weapon will be used, who the targets are, where the Trooper shoots from, how the ''[[Burst]]'' is divided, etc.
 
 
If the Player declares a Skill and, during the Resolution step, he realizes the Requirements are not met, then the Skill is cancelled and the Trooper is considered to have performed an ''[[Idle]]'', so they still generate AROs, and lose the ammunition or equipment used, if they declared the use of a Disposable weapon or piece of Equipment.
 
{{Important-end}}
 
 
 
{{Greybox-start}}
 
Infinity CodeOne. Fair Play:
 
 
Checking all the Requirements may sometimes seem like a long and difficult process. To accelerate the game, the opposing player can help the Active Player with measurements, LoF checks and the like, thus making the game more dynamic and fun. Since it is the base of a good gaming environment, both players stand to win with a clean game.
 
{{Greybox-end}}
 
  
  

Latest revision as of 15:20, 25 April 2025


In Infinity, the capacity of an army to maneuver and take actions is measured in Orders. An Order is a game concept, a sort of currency spent to activate a Trooper so that it can take part in the battle. The higher the number of Orders at its disposal, the more an army can do.


Types of Orders

Regular Order

eng-regular-order-512.jpg Regular Orders are those contributed by Troopers who have received regular military training, and can be expected to follow instructions, maintain discipline under enemy fire, work in a team and coordinate with his comrades.

Regular Troopers add their Orders to the Order Pool, where they can be spent by any Trooper in the same Combat Group to take actions.


Irregular Order

eng-irregular-512.jpg Irregular Orders are those contributed by Troopers who have learned to fight in an undisciplined, disorganized way, who can be expected to worry first and foremost about themselves.

The Order contributed by an Irregular Trooper is not added to the Order Pool of their Combat Group but is instead kept by them for their own use. However, the player must clearly state which Combat Group the Trooper, and their Irregular Order belong to. These Irregular Troopers can still spend Regular Orders from the Order Pool of their Combat Group.

SEE ALSO

Restrictions Chart

Restrictions Chart
Irregular Troops may not be chosen as Lieutenant.


Special Lieutenant Order

eng-lieutenant-order-512.jpg Lieutenant Special Orders are not added to the Order Pool, but are kept separate for the Lieutenant's own use. The status and expenditure of the Lieutenant Special Order is Open Information.


Tactical Order

tactical-order-512.png Tactical Orders are only available to Troopers who have undergone special training and possess greater operational versatility.

Tactical Orders are special Orders that are not added to the Order Pool, but are instead kept by the Trooper which generates them for their own use, though they may also be spent for advanced rules and for Fireteams.

SEE ALSO

NCO


Tactical Awareness

  • This Special Skill grants its user a Tactical Order in addition to the one provided by their Training Characteristic (Regular or Irregular).


REMEMBER

A player is not obliged to spend all the Orders available to him, regardless of their category.


IMPORTANT

The status and expenditure of every Order is Open Information. Players must place the Tokens for each Order, including the Lieutenant’s, where all players can see them. Moreover, they must warn their opponent when they are going to using it to activate their Troopers, including the Lieutenant.


Order Pool

The Order Pool is the number of Regular Orders available to an Army List in its Active Turn. The more Regular Troopers in an Army List, the bigger its Order Pool.

  • Each Combat Group has its own Order Pool, that cannot be transferred from one Combat Group to another.
  • Only Regular Orders go into the Order Pool. Irregular Orders, the Lieutenant Special Order, and Tactical Orders are not part of any Order Pool.
  • Players recalculate Order Pools at the beginning of each of their Active Turns, during the Tactical Phase. (further detailed in the Game Sequence section).
  • Each Regular Trooper deployed on the battlefield, in the form of a Model or Marker and not in any Null State, contributes an Order to the Order Pool of their Combat Group.
  • Regular Troopers that are not on the battlefield in the form of a Model or Marker, due to Special Skills, do not add their Order to their Order Pool until they start their Active Turn on the battlefield as a Model or Marker. The status and existence of Orders provided by these Troopers is Private Information. Regular Orders provided by these Troopers can be kept secret and out of sight of the opponent.
  • There is no limit to the number of Regular Orders may be spent to activate the same Trooper during their Active Turn; the only limit is the size of the Order Pool of their Combat Group.
  • You can spend Regular Orders from your Order Pools in any order. When you activate a Trooper, you do not need to spend all Orders you plan to use on that Trooper consecutively, but can alternate between Troopers.
  • Players are not required to spend all the Regular Orders in their Order Pools.


Examples

Order Pool Example 1

dual-order-pool-example-1-2048.jpg

List composed of:

  • 10 Troopers which provide a Pool of 10 Orders.
  • 12 Models (10 Troopers and 2 Peripherals).
  • Peripherals do not provide an Order for the player’s Order Pool and they are disregarded for the 10-member limit for the player’s list.

Players have several ways to consume said Orders:

The 10 Regular Orders may be consumed as seen fit. Whether to activate up to 10 Troopers once each, to activate a single Trooper up to 10 times, or to activate different Troopers alternatively. 4 Regular Orders to one Trooper, 4 Regular Orders to another Trooper, and 2 Regular Orders to a different one, for example.

Keep in mind that a Peripheral is activated by the same Order that activates their Controller, the Trooper who is actually spending the Order. So that single Order activates both of them at the same time.


Order Pool Example 2

The player has an Army List made up of 12 Troopers, all of them Regular, distributed in two Combat Groups. One containing 8 Troopers and the other containing 4 Troopers. Therefore, the player has 2 different Order Pools, one with 8 Regular Orders and the other one with 4 Regular Orders. The first Combat Group, with its 8 Regular Orders, could spend 1 Order on each of the Troopers in the Group, activating all of them, once. Alternatively, the player could spend all the Orders on a single Trooper, activating it 8 times. Or he could spend 4 Orders on one Trooper, 3 Orders on another, and 1 Order on a different one…

In the same way, with the second Combat Group, which has a Pool of 4 Regular Orders, the player would also be free to choose how the Orders are spent. What you cannot do is activate Troopers from the second Combat Group by spending Orders from the first Combat Group.


REMEMBER

In an Infinity Army List, players must assign each Trooper to a Combat Group; they can create extra Combat Groups as needed, as long as the total number of Troopers in each one is no greater than 10, each with its own Order Pool.