Difference between revisions of "Combat Module"

From Infinity
Jump to: navigation, search
(N5 first version.)
Line 1: Line 1:
 
{{section-main-sections}}
 
{{section-main-sections}}
{{section-combat-module}}
+
{{n5-section-combat-module}}
  
 
== [[Combat Module Intro]] ==
 
  
 
In Infinity, combat allows Troopers to perform Attacks. There are three kinds of [[Attacks]]: Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks.
 
In Infinity, combat allows Troopers to perform Attacks. There are three kinds of [[Attacks]]: Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks.
  
[[Ballistic Skills|BS]], [[Close Combat|CC]], or [[Hacking]] combat takes place within the normal [[Order Expenditure Sequence]] and it is based on the different Rolls in Infinity. [[Combat Module Intro| [read more...] ]]
+
[[Ballistic Skills|BS]], [[Close Combat|CC]], or [[Hacking]] combat takes place within the normal [[Order Expenditure Sequence]] and it is based on the different Rolls in Infinity.
 
 
 
 
== [[Damage]] ==
 
In Infinity, Damage is the capacity of a weapon, Attack, Special Skill, piece of Equipment, Hacking Program, etc. to harm or impair its target. The Damage value, represented by a number, is indicated on the weapon's profile or in the rules for the specific Special Skill, Equipment, etc. [[Damage| [read more...] ]]
 
 
 
 
 
=== [[Saving Rolls]] ===
 
Saving Rolls work like any other Roll in the Infinity game mechanics.
 
 
 
Impacts generally cause the target to lose one [[Wound]]/[[STR]] Attribute point when the '''result of the Saving Roll is equal or less than the Attack Damage'''. In these cases, the Trooper suffers Damage, and their Attribute profile and States may be affected. [[Saving Rolls| [read more...] ]]
 
 
 
 
 
=== [[Wounds and Structure]] ===
 
 
 
Unless otherwise specified, each successful hit reduces the [[Wounds]]/[[STR]] Attribute of the target of the [[Attack]] by 1 point. When this happens, place a Wound Token (WOUND) next to the Trooper. Use the numbers on the Tokens to indicate the number of [[Wounds]]/[[STR]] points the Trooper has lost so far. If the Trooper has lost enough [[Wounds]]/[[STR]] points to fall [[Unconscious]], use an [[Unconscious]] State Token (UNCONSCIOUS) instead. [[Wounds and Structure| [read more...] ]]
 
 
 
 
 
=== [[Unconscious]]ness and [[Dead|Death]] ===
 
 
 
If the value of the [[Wounds]]/[[STR]] Attribute of a Trooper reaches 0, then that Trooper enters the [[Unconscious]] state.
 
 
 
However, if the [[Wounds]]/[[STR]] Attribute falls below 0, the Trooper enters the [[Dead]] state.
 
 
 
 
 
{{n4}}
 
=== [[Guts Rolls]] ===
 
When Troopers survive a successful Attack, it means their body armor took the brunt of the impact, keeping them from serious injury. This triggers a primal fear of death, and survival instincts kick in. The Troopers' survival instincts can force them to recoil from danger and dive for cover.  [[Guts Rolls | [read more...]]]
 
{{n4end}}
 
 
 
 
 
== [[Ballistic Skills]] (BS) ==
 
Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. [[Ballistic Skills| [read more...] ]]
 
 
 
  
=== [[BS Attack]] ===
 
Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment. [[BS Attack| [read more...] ]]
 
  
 +
== Types of Weapon ==
 +
Each weapon in Infinity has its own game profile, and some of them have special rules that are explained in the [[Ammunition and Weaponry]] chapter. This rulebook also contains a [[Weapons Chart]] for you to refer to during games.
  
=== [[Template Weapons and Equipment]] ===
+
Weapons in Infinity are divided as follows:
  
[[BS Weapons]] and Equipment that use a Template have an [[Area of Effect]] that affects not only the main target, but also an area of the game table determined by the size of the Template. [[Template Weapons and Equipment| [read more...] ]]
+
* '''BS Weapons''': Those weapons having Ranges and Range MODs or using a Template to affect an area of the game table.
 +
* '''Melee Weapons''': Close-quarters weapons that can only be used in CC and possess the [[CC Trait].
 +
* '''Mixed Weapons''': Those weapons having Ranges and Range MODs but also the CC Trait. So, they have a Use Mode as a Melee Weapons and another Use Mode as a BS Weapon
 +
* '''Deployable Weapons''': Those weapons that can be placed on the game table whereupon they become an independent element. They possess the [[Deployable]] Weapon Trait.
 +
* '''BS Weapons (PH)''': These weapons are BS Weapons but are used with the PH [[Attribute]] instead of BS. When using these weapons, any rules or MODs that apply to BS Attacks or to the BS Attribute are applied to the PH Attribute instead. These weapons have the BS Weapons (PH) Trait.
 +
* '''BS Weapons (WIP)''': These weapons are BS Weapons but are used with the WIP Attribute instead of BS. When using these weapons, any rules or MODs that apply to BS Attacks or to the BS Attribute are applied to the WIP Attribute instead. These weapons have the BS Weapons (WIP) Trait. The BS Attack ([[Shock]]) Skill cannot be combined with these weapons.
  
  
{{n4}}
+
== Burst (B) ==
=== [[Speculative Attack]] ===
+
In Infinity, when a Trooper performs an Attack during their Active Turn they must roll as many dice as indicated by their Weapon, Skill or piece of Equipment.
This Common Skill allows the user to execute a BS Attack against a target outside LoF or, if he has a suitable weapon, to choose a location other than the target as the center of the attack. [[Speculative Attack | [read more...] ]]
 
  
 +
During their Active Turn, Troopers must use their '''full Burst (B) value''' including all Modifiers (MODs). However, MODs from Skills and Equipment with the Optional Label, such as the Fireteam Burst Bonus, do not have to be applied during the Active or Reactive Turn.
  
=== [[Intuitive Attack]] ===
+
When declaring the Attack, the player must specify:
Intuitive Attack represents those times when a soldier perceives movement through the corner of his eye and instinctively sprays the area with his weapon in the hopes of unearthing a hidden enemy. {{Intuitive Attack | [read more...] ]]
+
* The [[Weapon]], [[Equipment]], or [[Special Skill]] that they will use.
{{n4end}}
+
* The way they will divide the Burst (B) of the Weapon, Equipment, or Special Skill between one or more targets. In this situation, all the Attacks must be declared from the same point.
 +
* Additionally, if the Weapon, Equipment, or Special Skill has different types of ammunition or options, the player must then declare which one they will use.
  
 +
If, during the [[Resolution]] of the Order, it is verified that some of the dice of the Burst (B) assigned to a target do not meet the necessary Requirements, then those dice will be lost. The rest of the dice of the B that do meet the Requirements will be resolved normally.
  
=== [[Ranged Weapon Profile]] (BS Weapons and Template Weapons) ===
 
In Infinity, every Weapon has its own game profile and some of them even have special usage rules. This chapter describes how to read such a profile, and each Weapon is detailed individually in the [[Weapons Chart]]. The MULTI Rifle will be used as an example to explain how to read a BS Weapon profile. [[Ranged Weapon Profile| [read more...] ]]
 
  
 +
== Burst During the Reactive Turn (ARO) ==
 +
In ARO, the B value is always reduced to 1; however, some rules or Special Skills can modify this value. If the target declared [[Move]] plus any Short Skill or Basic Short Skill, the Reactive Player may declare the ARO at any point along the Active Trooper’s movement.
  
== [[Close Combat]] (CC) ==
 
Urban combat, attempting to take a building, or ship to ship space-boarding often occur in reduced spaces, which favors close combat with bladed weapons (knives, machetes, sabers, swords, claws, etc.) which we generically call Melee Weapons. [[Close Combat| [read more...] ]]
 
  
 +
== Modifiers (MOD) ==
 +
Both during the Active and Reactive Turns, there may be Modifiers ([[MODs]]) that affect the Burst (B). They are applied when declaring the Attack. There are also MODs to the Attack Rolls, which are applied in the Resolution step of the Order. These MODs are explained in the sections for their respective Types of Combat ([[Ballistic Skills|BS]], [[Close Combat|CC]], or [[Hacking]]).
  
=== [[CC Attack]] ===
 
Skill that allows [[Close Combat]] fighting, striking an adversary in [[Silhouette]] contact. [[CC Attack| [read more...] ]]
 
  
 +
== Attack Roll ==
 +
Once all MODs have been established, players perform the BS Attack, CC Attack, or Hacking Rolls using the corresponding Attribute which, as a general—but not exclusive—rule, is BS, CC, PH, or WIP. The order in which the Attack Rolls are performed is irrelevant.
  
=== [[Engaged State]] ===
 
The Trooper is in [[Silhouette]] contact with an Enemy Trooper, and neither are in a [[Null]] or [[Immobilized]] State. [[Engaged State| [read more...] ]]
 
  
 +
== Normal Roll ==
 +
If the Skill declared by the target does not affect the outcome of the Attack, the attacker can make a Normal Roll (see [[Rolls]]).
  
=== [[Melee Weapon Profile]] ===
+
The player performs as many Rolls as indicated by the Burst (B) value assigned to each target.
In Infinity, every Weapon has its own game profile and some of them even have special usage rules. This chapter describes how to read such a profile and details each Weapon individually. The CC Weapon will be used as an example to explain how to read a Melee Weapon profile. [[Melee Weapon Profile| [read more...] ]]
 
  
  
== [[Quantronic Combat (Hacking)]] ==
+
== Face to Face Roll ==
In Infinity, infowar and cyberwarfare tasks, defined as Hacking, falls upon the Hackers’ shoulders, those Troopers equipped with Hacking Devices. [[Quantronic Combat (Hacking)| [read more...] ]]
+
If the Skill declared by the target does affect the outcome of the Attack (for example declaring a BS Attack), then a Face to Face Roll is made (see [[Face to Face Rolls]]).
  
 +
Both players make one Roll for each point of Burst they assigned to that target.
  
{{c1}}
 
=== [[Hacker]] ===
 
Hackers are equipped with a Hacking Device that allows them to use Hacking Programs, according to the type of Hacking Device they carry. [[Hacker| [read more...] ]]
 
  
 +
== Criticals ==
 +
A [[Critical]] is an automatic success. Unless otherwise specified, each Critical rolled in an Attack causes the target to make an additional [[Saving Roll]].
  
=== [[Carbonite]] ===
+
If the Attack does not cause the target to make Saving Rolls, the effect of the Critical will be specified in the rules for that Attack, Ammunition etc.
The target may only be an enemy Trooper with the [[Hackable]] Characteristic (HI, TAG, REM... or an enemy [[Hacker]]).
 
In the [[Active Turn]], this Program's [[Burst]] of 2 allows the user to perform two WIP Rolls, which can be distributed among one or more targets as usual. [[Carbonite| [read more...] ]]
 
  
  
=== [[Immobilized-B State]] ===
+
{{greybox-start}}
The Trooper suffered a successful Attack or Effect using an [[Ammunition]], [[Hacking Program]] or a game condition or Scenario Special Rule, capable of causing this state.
+
Some weapons use certain Types of Ammunition capable of altering the effects of an Attack, causing more than one Saving Roll for each success, reducing the [[ARM]] or [[BTS]] of the target, etc. This can also alter the way Criticals work.
Troopers in Immobilized-B State cannot declare any Skill, Attack or ARO, except [[Reset]] applying a -3 [[WIP]] [[MOD]]. [[Immobilized-B State| [read more...] ]]
 
  
 +
The additional roll gained by scoring a Critical Hit will retain both the Attribute used to make the Saving Roll and the [[Traits]] of the weapon used in the attack.
 +
{{greybox-end}}
  
=== [[Spotlight]] ===
 
The target of this Hacking Program does not need to have the [[Hackable]] Characteristic.
 
This Program has a Burst of 1, allowing the user to perform one [[WIP]] Roll against the target, in the Active and Reactive Turns. [[Spotlight| [read more...] ]]
 
  
 +
{{remember-start}}
 +
In a Face to Face Roll, Criticals always win, trumping any non-critical result rolled by the opponent. If both players roll one or more Criticals, the Face to Face Roll is a tie and both Troopers fail.
 +
{{remember-end}}
  
=== [[Targeted State]] ===
 
The Trooper suffered a successful Attack or Effect using an [[Ammunition]], or a game condition or Scenario Special Rule, capable of causing this state.
 
Any Trooper declaring a [[BS Attack]], [[Hacking Program]] or [[Comms Attack]] against a Trooper in the Targeted State gains a '''+3 [[MOD]]''' to the Attribute used to perform that [[Attack]].  [[Targeted State| [read more...] ]]
 
{{c1end}}{{n4}}
 
See the [[Quantronic Combat (Hacking)]] subsection for full details.
 
{{n4end}}
 
  
  
 
{{section-main-sections}}
 
{{section-main-sections}}
{{section-combat-module}}
+
{{n5-section-combat-module}}
  
  

Revision as of 11:19, 25 March 2025


In Infinity, combat allows Troopers to perform Attacks. There are three kinds of Attacks: Ballistic Skills (BS), Close Combat (CC) and Quantronic Combat (Hacking). This section details every rule necessary to resolve Attacks.

BS, CC, or Hacking combat takes place within the normal Order Expenditure Sequence and it is based on the different Rolls in Infinity.


Types of Weapon

Each weapon in Infinity has its own game profile, and some of them have special rules that are explained in the Ammunition and Weaponry chapter. This rulebook also contains a Weapons Chart for you to refer to during games.

Weapons in Infinity are divided as follows:

  • BS Weapons: Those weapons having Ranges and Range MODs or using a Template to affect an area of the game table.
  • Melee Weapons: Close-quarters weapons that can only be used in CC and possess the [[CC Trait].
  • Mixed Weapons: Those weapons having Ranges and Range MODs but also the CC Trait. So, they have a Use Mode as a Melee Weapons and another Use Mode as a BS Weapon
  • Deployable Weapons: Those weapons that can be placed on the game table whereupon they become an independent element. They possess the Deployable Weapon Trait.
  • BS Weapons (PH): These weapons are BS Weapons but are used with the PH Attribute instead of BS. When using these weapons, any rules or MODs that apply to BS Attacks or to the BS Attribute are applied to the PH Attribute instead. These weapons have the BS Weapons (PH) Trait.
  • BS Weapons (WIP): These weapons are BS Weapons but are used with the WIP Attribute instead of BS. When using these weapons, any rules or MODs that apply to BS Attacks or to the BS Attribute are applied to the WIP Attribute instead. These weapons have the BS Weapons (WIP) Trait. The BS Attack (Shock) Skill cannot be combined with these weapons.


Burst (B)

In Infinity, when a Trooper performs an Attack during their Active Turn they must roll as many dice as indicated by their Weapon, Skill or piece of Equipment.

During their Active Turn, Troopers must use their full Burst (B) value including all Modifiers (MODs). However, MODs from Skills and Equipment with the Optional Label, such as the Fireteam Burst Bonus, do not have to be applied during the Active or Reactive Turn.

When declaring the Attack, the player must specify:

  • The Weapon, Equipment, or Special Skill that they will use.
  • The way they will divide the Burst (B) of the Weapon, Equipment, or Special Skill between one or more targets. In this situation, all the Attacks must be declared from the same point.
  • Additionally, if the Weapon, Equipment, or Special Skill has different types of ammunition or options, the player must then declare which one they will use.

If, during the Resolution of the Order, it is verified that some of the dice of the Burst (B) assigned to a target do not meet the necessary Requirements, then those dice will be lost. The rest of the dice of the B that do meet the Requirements will be resolved normally.


Burst During the Reactive Turn (ARO)

In ARO, the B value is always reduced to 1; however, some rules or Special Skills can modify this value. If the target declared Move plus any Short Skill or Basic Short Skill, the Reactive Player may declare the ARO at any point along the Active Trooper’s movement.


Modifiers (MOD)

Both during the Active and Reactive Turns, there may be Modifiers (MODs) that affect the Burst (B). They are applied when declaring the Attack. There are also MODs to the Attack Rolls, which are applied in the Resolution step of the Order. These MODs are explained in the sections for their respective Types of Combat (BS, CC, or Hacking).


Attack Roll

Once all MODs have been established, players perform the BS Attack, CC Attack, or Hacking Rolls using the corresponding Attribute which, as a general—but not exclusive—rule, is BS, CC, PH, or WIP. The order in which the Attack Rolls are performed is irrelevant.


Normal Roll

If the Skill declared by the target does not affect the outcome of the Attack, the attacker can make a Normal Roll (see Rolls).

The player performs as many Rolls as indicated by the Burst (B) value assigned to each target.


Face to Face Roll

If the Skill declared by the target does affect the outcome of the Attack (for example declaring a BS Attack), then a Face to Face Roll is made (see Face to Face Rolls).

Both players make one Roll for each point of Burst they assigned to that target.


Criticals

A Critical is an automatic success. Unless otherwise specified, each Critical rolled in an Attack causes the target to make an additional Saving Roll.

If the Attack does not cause the target to make Saving Rolls, the effect of the Critical will be specified in the rules for that Attack, Ammunition etc.


NOTE

Some weapons use certain Types of Ammunition capable of altering the effects of an Attack, causing more than one Saving Roll for each success, reducing the ARM or BTS of the target, etc. This can also alter the way Criticals work.

The additional roll gained by scoring a Critical Hit will retain both the Attribute used to make the Saving Roll and the Traits of the weapon used in the attack.


REMEMBER

In a Face to Face Roll, Criticals always win, trumping any non-critical result rolled by the opponent. If both players roll one or more Criticals, the Face to Face Roll is a tie and both Troopers fail.