Difference between revisions of "Rolls"

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{{Section-basic-rules}}
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{{n5-section-basic-rules}}
  
  
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 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.
+
Infinity's game mechanics revolve around two types of d20 rolls: '''[[#Normal Rolls | Normal Rolls]]''' and '''[[Face to Face Rolls]].
  
 
=== Successful Roll ===
 
=== 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.
+
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 less than''' the Success Value means that the Skill was successful.  
 
  
 +
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) ==
 
== 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.
+
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.
  
 
{{important-start}}
 
{{important-start}}
Whenever a rule mentions the value of an Attribute, consider it to mean the Success Value, obtained after applying all MODs.
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Whenever a rule mentions the value of an [[Attribute]], consider it to mean the Success Value, obtained after applying all MODs.{{important-end}}
{{important-end}}
 
 
 
=== See Also ===
 
'''[[Skills_and_Equipment_in_Infinity#MODIFIERS_.28MODS.29 | Skill and Equipment MODs]]'''
 
 
 
=== Maximum Modifier ===
 
  
 
{{greybox-start | Maximum Modifier}}
 
{{greybox-start | Maximum Modifier}}
The sum total of the Modifiers applied to a Roll can never exceed +12 or -12.  
+
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}}
  
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}}
 
  
 
The most commonly used MODs are:
 
The most commonly used MODs are:
* '''[[Range]]:''' can modify the [[BS]], [[PH]] and [[WIP]] Attributes.
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* '''[[Range]]:''' can modify the [[BS]], [[PH]], and [[WIP]] Attributes.
 
* '''[[Cover]]:''' can modify [[BS]], [[PH]], [[WIP]], and [[Saving Rolls]].  
 
* '''[[Cover]]:''' can modify [[BS]], [[PH]], [[WIP]], and [[Saving Rolls]].  
* '''[[Skills]], [[Weapons]] and [[Equipment]]:''' can modify several different Attributes.
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* '''[[Skills]], [[Weapons]] and [[Equipment]]:''' can modify several different [[Attributes]].
 +
 
 +
 
 +
Different Modifiers (MOD) may appear in the '''[[Unit Profiles]]'''.
 +
 
 +
{{modifiers-explained}}
  
Positive [+] or negative [-] Modifiers (MOD) may appear in the Unit Profiles:
 
* A '''positive MOD [+]''' in round brackets next to a Special Skill, Weapon, or Equipment will be applied only to the '''user''' of that Special Skill, Weapon, or Equipment. 
 
* A '''negative MOD [-]''' in round brackets next to a Special Skill, Weapon, or Equipment will be applied only to '''enemies'''. 
 
{{c1}}
 
* The value of an [[Attribute]], [[Burst]], [[Damage]], etc. in round brackets next to a Special Skill, Weapon, or Equipment will be applied only when using that Special Skill, Weapon or Equipment.
 
{{c1end}}
 
{{n4list}}
 
* The value of an [[Attribute]], [[Burst]], [[Damage]], [[Ammunition]], number of uses... in round brackets next to a Special Skill, Weapon, or Equipment will be applied only when using that Special Skill, Weapon or Equipment.
 
* “ReRoll” in round brackets next to a Special Skill, Weapon, or Equipment will allow the user to reroll one die from the Roll, only when using that Special Skill, Weapon, or Equipment.
 
{{n4end}}
 
  
 
{{remember-start}}
 
{{remember-start}}
 
Rounding:
 
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.
+
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.
 
{{remember-end}}
 
{{remember-end}}
 +
  
 
=== Maximum Modifier Example ===
 
=== Maximum Modifier Example ===
 
{{greybox-start | Maximum Modifier Example}}
 
{{greybox-start | Maximum Modifier Example}}
{{image | name=eng-maximum-modifier-1024.jpg | style=512border }}
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{{image | name=n5/n5-eng-maximum-modifier.jpg | style=fullborder }}
{{c1}}
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{{weapon}}
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{{n5_weapon_single}}
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM|}}
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{{n5_weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|7|3|N|ARM|1|[[Suppressive Fire Trait | Suppressive Fire]]}}
 
|}
 
|}
{{c1end}}
 
{{n4}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM| [[Suppressive Fire Trait | Suppressive Fire]]}}
 
|}
 
{{n4end}}
 
  
The Akal Commando declares: Move + BS Attack with his Combi Rifle.
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Trooper A declares: [[Move]] + [[BS Attack]] with his Combi Rifle. His BS Attack will apply the following MODs:  
His BS Attack will apply the following MODs:
+
* -6 for Trooper B's [[Mimetism]].
* -6 for the Hac Tao’s Mimetism.
+
* -3 for [[Cover]].  
* -3 for Cover.  
+
* -6 for [[Range]].  
* -6 for Range.  
+
 
 
The total sum of Modifiers is -15.
 
The total sum of Modifiers is -15.
 +
 
Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1.
 
Given that the maximum MOD is -12, the Success Value (SV) will be 13 - 12 = 1.
 
{{greybox-end}}
 
{{greybox-end}}
 +
  
 
== Criticals ==
 
== 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!
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'''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
  
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====
+
{{see-also-start}}
 
'''[[Combat_Module_Intro#Criticals|Criticals and Attacks]]'''
 
'''[[Combat_Module_Intro#Criticals|Criticals and Attacks]]'''
 +
{{see-also-end}}
  
== Success Values 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 is an '''automatic failure'''.
 
  
== Success Values Above 20 ==
+
== Success Value Below 1 ==
In other cases, a high [[Attribute]] or positive MODs to an [[Attribute]] can cause the Success Value to be higher than 20. In this case, consider the ''Success Value'' to be 20, but with the peculiarity that the player adds the amount by which the Success Value exceeded 20 to his result on the die (a Success Value of 23 would add 3 to the result).
+
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'''.
  
In these cases, any result of 20 or more on the roll is a Critical, if applicable. Success Values above 20 (either from positive ''MODs'' or plainly stated in the Unit Profile) increase the chance of obtaining a Critical result.
 
  
=== Example ===
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== Attributes and Success Value Above 20 ==
{{greybox-start | Example of a Success Value/Attribute Over 20}}
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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.  
The Knight of Justice has a ''Close Combat (CC)'' Attribute value of 23. Therefore, any result in a Normal Roll will be a success. Every time he performs a ''CC'' roll, he also adds 3 to the die’s result (for example: 4 + 3 = 7). For that reason, he will obtain a ''Critical'' if the result is 17 or higher: 17 (17 + 3 = 20), 18 (18 + 3 = 21), 19 (19 + 3 = 22), etc.
 
{{greybox-end}}
 
  
== Normal Roll ==
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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.
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 ===
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=== Example of an Attribute and Success Value Over 20 ===
{{greybox-start | Normal Roll Example}}
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{{greybox-start | Example of an Attribute and Success Value Over 20}}
The 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 ''Success Value'' is 9, the roll is a success. Later on, the Fusilier tries another Normal BS Roll, but this time he gets a 12. As the ''Success Value'' is 9, he fails the roll.
+
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}}
 
{{greybox-end}}
  
  
== Face to Face Rolls ==
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== Normal Roll ==
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.
+
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).
  
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.
+
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.
  
When comparing, successes cancel enemy successes with a lower result—even if they are canceled, in turn, by higher enemy successes.
 
  
{{important-start}}
+
=== Normal Roll Example ===
For actions to be resolved with a Face to Face Roll, '''both Troopers must affect each other directly.''' If either action does not affect the outcome of the other, use Normal Rolls instead.
+
{{greybox-start | Normal Roll Example}}
 
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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.
'''Breaking Ties'''
 
<br>
 
Face to Face Rolls can result in a tie. In the event of a tie (Criticals or not), both rolls cancel each other, no effects are applied and the Order is spent.
 
{{important-end}}
 
 
 
 
 
{{greybox-start | Here is a rundown of possible outcomes}}
 
* '''Both fail.''' No one achieved their goal.
 
* '''One fails and the other passes.''' The Trooper that succeeded wins the Face to Face Roll and achieves its goal.
 
* '''Both pass.''' The Trooper with the higher successful roll cancels the enemy successes, wins the Face to Face Roll and achieves its goal.
 
* '''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.
 
* '''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.
 
* '''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.
 
 
{{greybox-end}}
 
{{greybox-end}}
  
 
=== Face to Face Roll: Dodge and Reset ===
 
In a Face to Face Roll, success in the Common Skills [[Dodge]] and [[Reset]] does not affect the ability of the attacker to execute their action, only their ability to affect the dodging/resetting Trooper. For example, dodging an Attack with several targets only cancels the attack against the Trooper who dodged, and does not cancel the attack against the rest of the targets.
 
 
 
=== Examples ===
 
{{greybox-start | Example of Face to Face 1 vs 1 Rolls}}
 
 
{{image | name=eng-ftf-1v1-1024.jpg | style=512border }}
 
 
{{c1}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM|}}
 
|}
 
{{c1end}}
 
{{n4}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM| [[Suppressive Fire Trait | Suppressive Fire]]}}
 
|}
 
{{n4end}}
 
 
In his Active Turn, the Fusilier declares a BS Attack with his Combi Rifle against the Zhanshi.
 
 
Range 15 inches
 
 
He will apply the following MODs to his BS Attack:
 
* +3 for Range.
 
* -3 for Cover.
 
His Success Value (SV) will be 12 + 3 – 3 = 12.
 
 
In her Reactive Turn, the Zhanshi declares as an ARO a BS Attack with her Combi Rifle against the Fusilier.
 
 
She will apply the following MODs to her BS Attack:
 
* +3 for Range.
 
* -3 for Cover.
 
Her Success Value (SV) will be 11 + 3 – 3 = 11.
 
 
All the Rolls are successful, but the Zhanshi’s 7 wins the Face to Face Roll because it cancels out all the other successful results below 7.
 
 
The Fusilier is hit, and he must make a Saving Roll.
 
{{greybox-end}}
 
 
 
{{greybox-start | Example of Face to Face Roll and Normal Roll}}
 
 
{{image | name=eng-ftf-and-normal-1024.jpg | style=512border }}
 
 
{{c1}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM|}}
 
|}
 
{{c1end}}
 
{{n4}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM| [[Suppressive Fire Trait | Suppressive Fire]]}}
 
|}
 
{{n4end}}
 
 
The Fusilier declares a BS Attack with his full Burst against Zhanshi A, who declares once again an ARO of BS Attack. Zhanshi B declares an ARO of BS Attack against the Fusilier.
 
 
Since the declared Attacks affect each other, the Fusilier and Zhanshi A must make a Face to Face Roll. Zhanshi B will make a Normal Roll because the Fusilier’s shots do not affect him.
 
 
Range: 15 inches
 
<br>
 
Range: 9 inches
 
 
He will apply the following MODs to his BS Attack:
 
* +3 for Range.
 
* -3 for Cover.
 
His Success Value (SV) will be 12 + 3 – 3 = 12.
 
 
Both Zhanshi will apply the following MODs to their BS Attacks:
 
* +3 for Range.
 
* -3 for Cover.
 
Their Success Value (SV) will be 11 + 3 – 3 = 11.
 
 
In the Face to Face Roll both get a Critical, and as a result, their successes cancel each other and none of them hits their target.
 
 
Meanwhile, Zhanshi B gets a 14 in his Roll, and, since his Success Value (SV) was 11, he misses his shot against the Fusilier.
 
{{greybox-end}}
 
 
 
{{greybox-start | Example of Two Face to Face Rolls}}
 
 
{{image | name=eng-2-ftf-rolls-1024.jpg | style=512border }}
 
 
{{c1}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM|}}
 
|}
 
{{c1end}}
 
{{n4}}
 
{{weapon}}
 
{{weaponrow|Combi Rifle|+3|+3|-3|-3|-6|-6|--|13|3|N|ARM| [[Suppressive Fire Trait | Suppressive Fire]]}}
 
|}
 
{{n4end}}
 
 
If the Fusilier divided his Combi Rifle’s Burst (B) 3, making 2 shots against Zhanshi A and 1 against Zhanshi B, we would have to make two Face to Face Rolls.
 
 
He will apply the following MODs to his BS Attack:
 
* +3 for Range.
 
* -3 for Cover.
 
His Success Value (SV) will be 12 + 3 – 3 = 12.
 
 
Both Zhanshi will apply the following MODs to their BS Attacks:
 
* +3 for Range.
 
* -3 for Cover.
 
Their Success Value (SV) will be 11 + 3 – 3 = 11.
 
 
In the first Face to Face Roll, Fusilier VS Zhanshi 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, Zhanshi A is successfully hit, and she will have to make a Save Roll.
 
 
In the second Face to Face Roll, Fusilier VS Zhanshi B, both get an 11, which is a success for both. However, for Zhanshi B this is a Critical and, as a result, he wins the Face to Face Roll. Now it is the Fusilier who has been successfully hit, and it is a Critical Hit!
 
{{greybox-end}}
 
  
  
{{Section-basic-rules}}
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{{n5-section-basic-rules}}
  
  

Latest 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.


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.