NOTICE: Infinity N5.2 and N5 FAQ 0.0.0

The wiki has been updated to include the N5.2 changes and the v0.0.0 FAQ.
List of wiki pages updated in N5.2.

Difference between pages "Trooper Activation" and "Rolls"

From Infinity
(Difference between pages)
Jump to: navigation, search
(Errata 1.3, position box)
 
m (Fixed some spacing and link issues.)
 
Line 1: Line 1:
{{Section-basic-rules}}
+
{{n5-section-basic-rules}}
  
  
== Structure of an Order ==
+
Infinity uses 20-sided dice (commonly known as '''d20''') to determine whether specific actions are successful. For example, players roll dice to find out whether their Troopers succeed in hitting their target in ranged combat, hacking into enemy systems, discovering a hidden enemy, etc.
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.
+
Infinity's game mechanics revolve around two types of d20 rolls: '''[[#Normal Rolls | Normal Rolls]]''' and '''[[Face to Face Rolls]].
  
'''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.  
+
=== Successful Roll ===
 +
Troopers and game Elements have a series of [[Attributes]] that define their capabilities to perform different game actions. Rolls are made against the '''Success Value (SV)''', the numeric value resulting from applying the relevant Modifiers (both negative and positive) to the Attribute used for the Skill.
  
'''Entire Order Skills''' (or just '''Entire Order''' for short): These Skills employ one whole Order and cannot be combined in any way.
+
To find out if a Skill has succeeded, a d20 is rolled and the result is compared to the Success Value. '''Any result that is equal to or lower than''' the Success Value means that the Skill was successful.
  
 +
== Modifiers (MOD) ==
 +
In most cases, the circumstances of an action apply [[Modifiers Explained | Modifiers ('''MODs''')]] to the relevant Attribute before a roll is made. MODs, by increasing or decreasing the numeric value of an [[Attribute]], denote the difficulty of the Skill at hand. A positive MOD applies when the Skill performed is easier than usual, and a negative MOD makes the Skill harder than usual.
  
{{c1}}
+
{{important-start}}
{{image | name=eng-composition-of-order-1024.jpg | style=512 }}
+
Whenever a rule mentions the value of an [[Attribute]], consider it to mean the Success Value, obtained after applying all MODs.{{important-end}}
{{c1end}}{{n4}}
 
{{image | name=eng-composition-of-order-n4-1024.jpg | style=512 }}
 
{{n4end}}
 
  
 +
{{greybox-start | Maximum Modifier}}
 +
The sum total of the Modifiers applied to a Roll can never exceed +12 or -12. Any Modifier that adds up to more than +12 or less than -12 is ignored and replaced by the maximum MOD of +12 or -12, as appropriate.
 +
{{greybox-end}}
  
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).
 
  
 +
The most commonly used MODs are:
 +
* '''[[Range]]:''' can modify the [[BS]], [[PH]], and [[WIP]] Attributes.
 +
* '''[[Cover]]:''' can modify [[BS]], [[PH]], [[WIP]], and [[Saving Rolls]].
 +
* '''[[Skills]], [[Weapons]] and [[Equipment]]:''' can modify several different [[Attributes]].
  
{{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.
 
{{Important-end}}
 
  
 +
Different Modifiers (MOD) may appear in the '''[[Unit Profiles]]'''.
  
{{Important-start}}
+
{{modifiers-explained}}
{{update | 1.3, Nov 2022}}
 
{{erratahighblock}}
 
Skills can only be declared from a position that the Trooper has already been in or moved through during the current Order. Therefore the Active Trooper cannot declare a Skill from a position they have not reached yet.
 
  
''Development team note: By adding this important box, our intention is to end all the annoying situations that have been generated with the modification of the Order Sequence, but keeping the flexibility when declaring skills. So, you will still be able to declare "Shoot" as the first half of the Order. However, if you really want to shoot a Trooper behind a wall, you must move first and then shoot.''
 
{{erratahighblock-end}}
 
{{update-end}}
 
{{Important-end}}
 
  
 +
{{remember-start}}
 +
Rounding:
  
== ARO: Automatic Reaction Order ==
+
In Infinity, any time a number (a result on a die, an [[Attribute]], a MOD...) is divided and rounded to an integer, it is always rounded up. For example, half of 5 (5 / 2 = 2.5) would be 3.
{{update | 1.1.1, Dec 2021}}
+
{{remember-end}}
  
In Infinity 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 {{erratahighlight}}[[Troopers]],{{erratahighlight-end}} [[Models]] and [[Markers]] can react each time the opponent activates one of his [[Troopers]] with an [[Order]].
 
  
{{erratahighlight}}A Reactive Trooper is allowed to declare ARO in the following situations:{{erratahighlight-end}}
+
=== Maximum Modifier Example ===
 +
{{greybox-start | Maximum Modifier Example}}
 +
{{image | name=n5/n5-eng-maximum-modifier.jpg | style=fullborder }}
  
* An enemy Trooper activates within its [[Line of Fire]] (LoF).
+
{{n5_weapon_single}}
* An enemy Trooper activates within its [[Zone of Control]] (ZoC) {{erratahighlight}}or [[Hacking Area]]{{erratahighlight-end}}.
+
{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}
* It has a [[Special Skill]], weapon, or piece of [[Equipment]] that specifies that the Trooper can react to enemy actions without LoF {{erratahighlight}}or ZoC{{erratahighlight-end}}.
+
|}
* It is affected by a [[Template Weapon]], or is the target of a [[Hacking Program]] or other [[Comms Attack]].
 
  
The [[Game Sequence|Reactive Player]] must declare AROs for all eligible {{erratahighlight}}Troopers,{{erratahighlight-end}} Models or Markers '''immediately after''' the [[Game Sequence|Active Player]] declares his Entire Order or the first Short Skill of his Order.
+
Trooper A declares: [[Move]] + [[BS Attack]] with his Combi Rifle. His BS Attack will apply the following MODs:
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.
+
* -6 for Trooper B's [[Mimetism]].
{{update-end}}
+
* -3 for [[Cover]].
{{original}}
+
* -6 for [[Range]].
  
In Infinity 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]].  
+
The total sum of Modifiers is -15.
  
{{originalhighlight}}The ARO declarations of the Reactive Player’s Troopers are considered valid in the following situations:{{originalhighlight-end}}
+
Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1.
* An enemy Trooper activates within its [[Line of Fire (LoF)]].
+
{{greybox-end}}
* An enemy Trooper activates within its [[Zone of Control (ZoC)]].
 
* It has a [[Special Skill]], weapon, or piece of [[Equipment]] allowing it to react to enemy actions without LoF.
 
* It is affected by a [[Template Weapon]], or is the target of a [[Hacking Program]] or other [[Comms Attack]].
 
  
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.
 
{{original-end}}
 
  
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.  
+
== Criticals ==
 +
'''Criticals''' represent the improved outcomes of actions that resulted in an exceptional success. When the result on the die matches the Success Value (remember: the value of the Attribute with all MODs applied), the action is a Critical success. The goal of the action was achieved in the best possible way. A perfect success, congratulations!
  
AROs must '''choose ''one'' of the Troopers activated by the Order as their target'''.  
+
In [[Face to Face Rolls]], '''Criticals''' always win, regardless of the rival's results. If both players get one or more Criticals, the Face to Face Roll is a tie and both Troopers are considered to have failed
  
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.
 
  
There is no limit to the number of Troopers that can react to the activation of a single enemy Trooper.
+
{{see-also-start}}
 +
'''[[Combat_Module_Intro#Criticals|Criticals and Attacks]]'''
 +
{{see-also-end}}
  
{{Important-start}}
 
Using an ARO, the Reactive Player can only declare Skills that specifically state they are usable in ARO (check the [[Orders and AROs Reference Chart|Summary Chart]]).
 
  
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.
+
== Success Value Below 1 ==
{{Important-end}}
+
Negative MODs can sometimes cause the Success Value to drop below 1 for an action. In these cases, the player does not roll the dice, and the Roll '''fails automatically'''.
  
== All at Once ==
 
In Infinity, Orders and AROs are simultaneous regardless of the Skills declared.
 
  
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.
+
== Attributes and Success Value Above 20 ==
 +
IIn other cases, an [[Attribute]] can be higher than 20, or the total positive MOD added to the Attribute can make the Success Value exceed 20.  
  
{{Important-start}}
+
A Success Value over 20 increase the chances of rolling a Critical success. The amount over 20 indicates the possible results on the die roll that, in addition to a 20, will give a Critical success. For instance, with a Success Value of 23, a Critical success is achieved when rolling a 20, but also when rolling a 1, 2, or 3 on the die.
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]]).
 
{{Important-end}}
 
  
  
== Order Expenditure Sequence ==
+
=== Example of an Attribute and Success Value Over 20 ===
Each time the [[Game Sequence|Active Player]] decides to use an Order (of whatever type) to activate a Trooper, follow these steps:
+
{{greybox-start | Example of an Attribute and Success Value Over 20}}
 +
A Trooper has a Close Combat ([[CC]]) Attribute value of 24. Therefore, as their Success Value is 24, any result in a Normal Roll is a success. In addition, any roll of 20, 1, 2, 3, or 4 on the die is a Critical success.
 +
{{greybox-end}}
  
{{update | 1.1.1, Dec 2021}}
 
  
1. '''Activation.''' The [[Game Sequence|Active Player]] declares which Trooper will activate.
+
== Normal Roll ==
: 1.1. '''Order Expenditure.''' The Active Player removes from the table, or otherwise marks as spent, the Order he uses to activate the Trooper.
+
Normal Rolls are the most common, basic dice rolls in Infinity. This roll is used when a Trooper is not facing off against an enemy, but instead must check if they successfully use an uncontested or passively contested Skill (such as trying to [[Discover]] a [[camouflaged]] [[enemy]] or healing an [[allied | ally]] by means of the [[Doctor]] Special Skill).
: 1.2. '''Declaration of the First Skill.''' The 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 and places the Trooper at the final point of its movement.
 
  
{{erratahighblock}}
+
To make a '''Normal Roll''' and find out if '''a Trooper is successful''' when performing a Skill, simply roll one d20 and compare the result against the Success Value of the relevant [[Attribute]] of the Trooper performing the action. If the '''result''' on the die is '''equal to or lower than the Success Value''', the Skill is successful, and the Trooper achieves its goal.
2. '''Reactive Player’s AROs'''
 
: 2.1. '''ARO Check'''. The [[Game Sequence|Reactive Player]] checks if they are allowed to declare AROs with their Troopers. Players can check from the Active Trooper if any Trooper or Game Element is inside the [[Zone of Control]] (ZoC) of the Active Trooper.
 
: 2.2. '''ARO Declaration.''' The Reactive Player '''declares the AROs''' of those Troopers that are allowed to declare one. Troopers are not forced to declare AROs, but if a Trooper can declare an ARO and fails to do so, the chance to declare an ARO is lost.
 
  
3. '''Declaration of the Second Skill.''' The Active Player declares the second Short Skill of the Order, if applicable. If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
 
  
4. '''Reactive Player’s AROs'''
+
=== Normal Roll Example ===
:4.1. '''ARO Check.''' The Reactive Player checks if they are allowed to declare AROs with those Troopers that couldn’t declare an ARO in the previous ARO Check step. Players can check from the Active Trooper if any Trooper or Game Element is inside the Zone of Control (ZoC) of the Active Trooper.
+
{{greybox-start | Normal Roll Example}}
:4.2 '''ARO Declaration.''' The Reactive Player '''declares the AROs''' of those Troopers that are allowed to declare one.
+
The Fennec Fusilier’s [[BS]] Attribute is 12 and he has to make a Normal BS Roll with a -3 MOD, with a BS Success Value of 9, so he rolls a d20 and gets an 8. Since the Fennec’s Success Value is 9, the roll is a success. Later on, this Fusilier tries another Normal BS Roll, but this time he gets a 12. As the Success Value is 9, the Fennec fails the roll.
 +
{{greybox-end}}
  
5. '''Resolution:''' Check that the declared Skills and pieces of Equipment meet their respective Requirements, measure all distances, determine MODs, '''and both players make Rolls'''. If any Skill or piece of Equipment doesn’t meet its Requirements, the Trooper performs an [[Idle]].
 
:5.1 '''Effects:''' Players '''apply all effects''' of successful Skills and Equipment including [[Saving Rolls]] and [[Dodge]] movement.
 
:5.2 '''Conclusion:''' [[Guts Rolls]] are made. The effects of Guts Rolls and [[Alert]] are applied. End of the Order.
 
{{erratahighblock-end}}
 
{{update-end}}
 
{{original}}
 
  
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.
 
{{originalhighblock}}
 
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.
+
{{n5-section-basic-rules}}
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.
 
 
{{c1}}
 
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.
 
{{c1end}}
 
{{n4}}
 
5. '''ARO Check:''' Check that each Trooper that declared an ARO has been in one of the situations that makes their ARO declaration valid. If they have not, they are considered to have declared an Idle.
 
 
6. '''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]]. {{seefaq | LoF Requirements are checked when declaring the Skill.}}
 
:6.1. '''Effects:''' Players apply all effects of successful Skills, Special Skills, and pieces of Equipment, and make [[Saving Rolls]], any [[Dodge]] movement or [[Alert]].
 
:6.2. '''Conclusion:''' If necessary, players make Guts Rolls and apply their effects. End of the Order.
 
{{n4end}}
 
{{originalhighblock-end}}
 
{{original-end}}
 
 
 
{{Important-start}}
 
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. {{seefaq}}
 
 
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. {{seefaq | LoF Requirements are checked when declaring the Skill.}}
 
{{Important-end}}
 
 
 
{{Greybox-start | Infinity. 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}}
 
 
 
== FAQs & Errata ==
 
 
{{faqbox |
 
type = faq |
 
title = <s>N4 FAQ</s> |
 
version = Removed in 1.1.1, Dec 2021 <s>1.0, Jan 2021</s> |
 
q = <s>Q: How do LoF and ZoC Skill Requirements work?</s> |
 
a = <s>A: LoF Requirements must be fulfilled when declaring Skills. ZoC Requirements must be fulfilled during the Resolution step.</s> |
 
related = [[Trooper Activation]], [[Zone of Control]] }}
 
 
 
{{faqbox |
 
type = faq |
 
title = N4 FAQ |
 
version = 1.0, Jan 2021 |
 
q = Q: Do you need to specify all details of a Skill when declaring it? For example where the target is for a BS Attack, or where the template is being placed for White Noise? |
 
a = A: Yes, with the exception of the target’s position, which is chosen in the Resolution step, before measuring Ranges. If the order of declaration is important, the active player chooses who declares first. |
 
related = [[BS Attack]], [[Trooper Activation]], [[White Noise]] }}
 
 
 
{{faqbox |
 
type = faq |
 
title = N4 FAQ |
 
version = 1.2, Jan 2022 |
 
q = Q: How are Direct Template Weapons placed during the Order Expenditure Sequence? |
 
a = A: All the placement rules must be fulfilled when declaring the Attack. For example, a Direct Teardrop Template must be placed so that it is in contact along the Trooper's movement path, and not from a point they haven't reached yet. |
 
related = [[Direct Template Weapon]], [[Trooper Activation]] }}
 
 
 
{{faqbox |
 
type = faq |
 
title = N4 FAQ |
 
version = 1.2, Jan 2022 |
 
q = Q: How are Impact Template Weapons placed during the Order Expenditure Sequence? |
 
a = A: The Main Target must be in LoF when declaring the Attack. |
 
related = [[Impact Template Weapons]], [[Trooper Activation]] }}
 
 
 
{{Section-basic-rules}}
 
  
  
  
 
[[Category:Basic Rules]]
 
[[Category:Basic Rules]]

Revision as of 15:08, 19 May 2025


Infinity uses 20-sided dice (commonly known as d20) to determine whether specific actions are successful. For example, players roll dice to find out whether their Troopers succeed in hitting their target in ranged combat, hacking into enemy systems, discovering a hidden enemy, etc.

Infinity's game mechanics revolve around two types of d20 rolls: Normal Rolls and Face to Face Rolls.

Successful Roll

Troopers and game Elements have a series of Attributes that define their capabilities to perform different game actions. Rolls are made against the Success Value (SV), the numeric value resulting from applying the relevant Modifiers (both negative and positive) to the Attribute used for the Skill.

To find out if a Skill has succeeded, a d20 is rolled and the result is compared to the Success Value. Any result that is equal to or lower than the Success Value means that the Skill was successful.

Modifiers (MOD)

In most cases, the circumstances of an action apply Modifiers (MODs) to the relevant Attribute before a roll is made. MODs, by increasing or decreasing the numeric value of an Attribute, denote the difficulty of the Skill at hand. A positive MOD applies when the Skill performed is easier than usual, and a negative MOD makes the Skill harder than usual.

IMPORTANT
Whenever a rule mentions the value of an Attribute, consider it to mean the Success Value, obtained after applying all MODs.
Maximum Modifier

The sum total of the Modifiers applied to a Roll can never exceed +12 or -12. Any Modifier that adds up to more than +12 or less than -12 is ignored and replaced by the maximum MOD of +12 or -12, as appropriate.


The most commonly used MODs are:


Different Modifiers (MOD) may appear in the Unit Profiles.

Any MOD or value in round brackets next to a Special Skill,Weapon, or Equipment—such as CC Attack (+3), Combat Jump (PH=10), BS Attack (+3), CC Weapon (PS=6), Combi Rifle (+1B), etc.—only applies when using the Skill, Weapon, or Equipment.

  • Positive MODs only apply to the user.
  • Negative MODs only apply to enemies.
    • Negative MODs for Automatic Skills and Equipment such as Mimetism (-6), or Surprise Attack (-3) always apply the MOD as specified in their rules.
    • Negative MODs for other Skills, Weapons, and Equipment such as Dodge (-3), or CC Attack (-3) only apply during Face to Face Rolls.
  • "ReRoll" in round brackets next to a Skill, Weapon, or Equipment will allow the user to reroll one die from the Roll, only when using that Skill, Weapon, or Equipment.
  • "+1 SD" or "+1 Special Die" in round brackets next to a Skill, Weapon, or Equipment allows the player to roll one extra die, and then select and discard one die from the Roll. This extra die does not increase the Burst value of the Special Skill, Weapon, or Equipment, and does not expend additional Disposable uses. If distributing Burst between several targets, the extra die must be allocated to one of those targets, and a die discarded from the Roll against that target.
    • If used in a Face to Face Roll, a die is selected and discarded after both players have rolled. If both players have to select and discard a die, the Active Player selects first.
    • This MOD applies in both Active and Reactive Turns.
    • This MOD cannot be applied to Long Skills. Also, it cannot be applied to Skills, Weapons, or Equipment that do not require a Roll, for example, Direct Template Weapons.


IMPORTANT

As a general rule, if these Modifiers (MODs) affect Burst (B), they are only applied during the Active Turn.

The maximum Burst (B) value of any Attack is 6, no matter how many MODs to B are applied. The extra dice for "+1SD" do not count towards this maximum, as they do not increase the Burst value.


Modifier Examples

MODs imposed by Skills, Special Skills, or pieces of Equipment may be applied to their users, or to those enemy Troopers acting against them, in several different ways. For example:

BS Attack (+1B) means that, when its user declares a BS Attack in their Active Turn, they must apply a +1 MOD to their BS Weapon's Burst. They may not, however, apply this MOD during their Reactive Turn if they declare a BS Attack ARO.

BS Attack (Shock) means that the user adds Shock Ammunition to all their BS Attacks.

Mimetism (-3) means that a Trooper declaring BS Attack or Discover against the user must apply an additional -3 MOD to their Roll.

Combat Jump (PH=10) means that, when performing the PH Roll required by this Skill, a PH value of 10 must be applied instead of the user's PH Attribute.

ECM (Hacking -3) means that a Trooper declaring a Hacking Program against the user must apply an additional -3 MOD to their Roll.

Immunity (POS) means that the user cannot enter the Possessed State.

Heavy Rocket Launcher (PS=5) means that the PS of this Weapon is 5 in all usage Modes, regardless of the different PS values listed in the Weapons Chart for its Modes.

Update PDF 5.2, October 2025

Dodge (-3) means that, when the user declares Dodge, the opponents in any Face to Face Rolls suffer a -3 MOD.

BS Attack (Continuous Damage) means that the user applies the Continuous Damage Trait to all their BS Attacks.

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.


REMEMBER

Rounding:

In Infinity, any time a number (a result on a die, an Attribute, a MOD...) is divided and rounded to an integer, it is always rounded up. For example, half of 5 (5 / 2 = 2.5) would be 3.


Maximum Modifier Example

Maximum Modifier Example

n5-eng-maximum-modifier.jpg

Name 8" 16" 24" 32" 40" 48" 96" PS B Ammo Save Attr. Save Rolls Traits
Combi Rifle +3 +3 -3 -3 -6 -6 -- 7 3 N ARM 1 Suppressive Fire

Trooper A declares: Move + BS Attack with his Combi Rifle. His BS Attack will apply the following MODs:

The total sum of Modifiers is -15.

Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1.


Criticals

Criticals represent the improved outcomes of actions that resulted in an exceptional success. When the result on the die matches the Success Value (remember: the value of the Attribute with all MODs applied), the action is a Critical success. The goal of the action was achieved in the best possible way. A perfect success, congratulations!

In Face to Face Rolls, Criticals always win, regardless of the rival's results. If both players get one or more Criticals, the Face to Face Roll is a tie and both Troopers are considered to have failed


SEE ALSO


Success Value Below 1

Negative MODs can sometimes cause the Success Value to drop below 1 for an action. In these cases, the player does not roll the dice, and the Roll fails automatically.


Attributes and Success Value Above 20

IIn other cases, an Attribute can be higher than 20, or the total positive MOD added to the Attribute can make the Success Value exceed 20.

A Success Value over 20 increase the chances of rolling a Critical success. The amount over 20 indicates the possible results on the die roll that, in addition to a 20, will give a Critical success. For instance, with a Success Value of 23, a Critical success is achieved when rolling a 20, but also when rolling a 1, 2, or 3 on the die.


Example of an Attribute and Success Value Over 20

Example of an Attribute and Success Value Over 20

A Trooper has a Close Combat (CC) Attribute value of 24. Therefore, as their Success Value is 24, any result in a Normal Roll is a success. In addition, any roll of 20, 1, 2, 3, or 4 on the die is a Critical success.


Normal Roll

Normal Rolls are the most common, basic dice rolls in Infinity. This roll is used when a Trooper is not facing off against an enemy, but instead must check if they successfully use an uncontested or passively contested Skill (such as trying to Discover a camouflaged enemy or healing an ally by means of the Doctor Special Skill).

To make a Normal Roll and find out if a Trooper is successful when performing a Skill, simply roll one d20 and compare the result against the Success Value of the relevant Attribute of the Trooper performing the action. If the result on the die is equal to or lower than the Success Value, the Skill is successful, and the Trooper achieves its goal.


Normal Roll Example

Normal Roll Example

The Fennec Fusilier’s BS Attribute is 12 and he has to make a Normal BS Roll with a -3 MOD, with a BS Success Value of 9, so he rolls a d20 and gets an 8. Since the Fennec’s Success Value is 9, the roll is a success. Later on, this Fusilier tries another Normal BS Roll, but this time he gets a 12. As the Success Value is 9, the Fennec fails the roll.