Difference between revisions of "Skills and Equipment Module"

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== [[Skills and Equipment in Infinity]] ==
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Infinity possesses a series of Skills and pieces of Equipment which allows a Trooper to act during the game. Moreover, in this section we will explain how [[Unit Profiles]] are notated, for a simpler and quicker understanding of the information about Skills and pieces of Equipment.
  
Infinity CodeOne possesses a series of Skills and pieces of Equipment which allows a Trooper to act during the game. Moreover, in this section we will explain how [[Unit Profiles]] are notated, for a simpler and quicker understanding of the information about Skills and pieces of Equipment. [[Skills and Equipment in Infinity|[continued...]]]
 
  
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== Modifiers Explained (MODs) ==
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First and foremost is identifying the Modifiers or MODs, (+) bonus or (-) penalties that appear in Unit Profiles:
  
== [[Common Skills]] in Infinity ==
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{{modifiers-explained}}
Common Skills can be employed by any Trooper, without needing to be listed in the [[Unit Profile]]. [[Common Skills|[continued...]]]
 
  
  
== [[Special Skills]] in Infinity ==
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== Levels, Labels and Traits ==
This type of Skills cannot be performed by every Trooper, only by those with it listed in their [[Unit Profile]]. Troopers belonging to that Unit have received special training or have pieces of Equipment or natural skills that allows them to perform the Special Skill. [[Special Skills|[continued...]]]
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If a Special Skill or piece of Equipment has different Levels and only one of them is listed, it means the Trooper may only use the listed Level.
  
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If “Total” is used, the player may choose which Level to use in each [[Order]] or [[ARO]] they declare.
  
== Infinity [[Equipment]] ==
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The [[Labels]], [[Traits]] and Effects of Skills and pieces of Equipment a Trooper has can be combined with each other, as long as the [[NFB]] Label is respected.
All the special Effects provided by pieces of Equipment are detailed next. [[Equipment|[continued...]]]
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{{Important-start}}
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'''Negative Feedback (NFB)'''
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The use of a Special Skill, Equipment, Hacking Program, etc., with the NFB Label is incompatible with any other Special Skill, Equipment, Hacking Program, etc., with the same Label or Trait (see [[Labels]] and [[Traits]]).
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{{Important-end}}
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{{advice-start}}
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A good player lets their adversary know when they don’t use one of the Special Skills with the Optional Label. To expedite the match, both players may consider that these Optional Special Skills are always applied, unless otherwise stated.
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{{advice-end}}
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== Common and Special Skills in Infinity ==
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Different actions a Trooper may declare are called Skills. There are two types of Skills: Common Skills, that any Trooper can declare, and Special Skills, that can only be declared by those units which list the Special Skill in their [[Unit Profile]].
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Both Common and Special Skills have labels that indicate defining characteristics, for quick reference. You can check all [[Labels and Traits]].
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Both Common and Special Skills can also be divided into:
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{{css_skillbox |black| AUTOMATIC SKILLS | }}
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Automatic Skills are those that can be employed without expending an Order or ARO. Consequently, these Skills do not require a Roll.
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{{css_skillbox-end}}
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{{css_skillbox |purple| DEPLOYMENT SKILLS | }}
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Deployment Skills are those used during the [[Deployment Phase]] or during the game, when the Troopers are deployed. These Skills must observe the usual Deployment rules except when otherwise stated.
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{{css_skillbox-end}}
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{{css_skillbox |blue| BASIC SHORT SKILLS | }}
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To declare one of these Skills, the user must expend one Basic Short Skill.
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{{css_skillbox-end}}
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{{css_skillbox |green| SHORT SKILLS | }}
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To declare one of these Skills, the user must expend one Short Skill.
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{{css_skillbox-end}}
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{{css_skillbox |red| LONG SKILLS | }}
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To declare one of these Skills, the user must expend their entire Order. These Skills can only be declared in the [[Active Turn]].
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{{css_skillbox-end}}
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{{css_skillbox |yellow| ARO SKILLS | }}
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ARO Skills are those that Troopers may perform as an [[ARO]].
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{{css_skillbox-end}}
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== Miscellaneous ==
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{{Advice-start}}
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Some Skills, States, and rules have Restrictions. These Restrictions emphasize aspects of the game that cannot be done when Troopers declare or perform their actions.
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{{Advice-end}}
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{{important-start}}
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When applying multiple Skills, the most restrictive option always takes precedence.
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{{important-end}}
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{{important-start}}
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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.
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{{important-end}}
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{{Advice-start}}
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Want to know more? You may find all the additional info to further explore the Infinity Universe in background books, articles, and appendices.
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{{Advice-end}}
  
{{Important_Start}}
 
Each Level a piece of Equipment can have is separate, and not cumulative with other levels. Therefore, only MODs and special rules indicated by the Level of the Trooper’s Equipment may be used.
 
{{Important_End}}
 
  
  
 
{{section-main-sections}}
 
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{{n5-section-skills-and-equipment}}
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Latest revision as of 14:19, 25 April 2025


Infinity possesses a series of Skills and pieces of Equipment which allows a Trooper to act during the game. Moreover, in this section we will explain how Unit Profiles are notated, for a simpler and quicker understanding of the information about Skills and pieces of Equipment.


Modifiers Explained (MODs)

First and foremost is identifying the Modifiers or MODs, (+) bonus or (-) penalties that appear in 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.


Levels, Labels and Traits

If a Special Skill or piece of Equipment has different Levels and only one of them is listed, it means the Trooper may only use the listed Level.

If “Total” is used, the player may choose which Level to use in each Order or ARO they declare.

The Labels, Traits and Effects of Skills and pieces of Equipment a Trooper has can be combined with each other, as long as the NFB Label is respected.


IMPORTANT

Negative Feedback (NFB)

The use of a Special Skill, Equipment, Hacking Program, etc., with the NFB Label is incompatible with any other Special Skill, Equipment, Hacking Program, etc., with the same Label or Trait (see Labels and Traits).


sibylla-n5.png
Sibylla's Advice

A good player lets their adversary know when they don’t use one of the Special Skills with the Optional Label. To expedite the match, both players may consider that these Optional Special Skills are always applied, unless otherwise stated.


Common and Special Skills in Infinity

Different actions a Trooper may declare are called Skills. There are two types of Skills: Common Skills, that any Trooper can declare, and Special Skills, that can only be declared by those units which list the Special Skill in their Unit Profile.

Both Common and Special Skills have labels that indicate defining characteristics, for quick reference. You can check all Labels and Traits.

Both Common and Special Skills can also be divided into:

AUTOMATIC SKILLS

Automatic Skills are those that can be employed without expending an Order or ARO. Consequently, these Skills do not require a Roll.


DEPLOYMENT SKILLS

Deployment Skills are those used during the Deployment Phase or during the game, when the Troopers are deployed. These Skills must observe the usual Deployment rules except when otherwise stated.


BASIC SHORT SKILLS

To declare one of these Skills, the user must expend one Basic Short Skill.


SHORT SKILLS

To declare one of these Skills, the user must expend one Short Skill.


LONG SKILLS

To declare one of these Skills, the user must expend their entire Order. These Skills can only be declared in the Active Turn.


ARO SKILLS

ARO Skills are those that Troopers may perform as an ARO.


Miscellaneous

sibylla-n5.png
Sibylla's Advice

Some Skills, States, and rules have Restrictions. These Restrictions emphasize aspects of the game that cannot be done when Troopers declare or perform their actions.


IMPORTANT

When applying multiple Skills, the most restrictive option always takes precedence.


IMPORTANT

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.


sibylla-n5.png
Sibylla's Advice

Want to know more? You may find all the additional info to further explore the Infinity Universe in background books, articles, and appendices.