Difference between revisions of "Combat Module"

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== [[Combat Module Intro]] ==
 
== [[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.
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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|[continued...]]]
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[[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|[continued...]]]
  
  
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Saving Rolls work like any other Roll in the Infinity game mechanics.  
 
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|[continued...]]]
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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|[continued...]]]
  
  
 
== [[Wounds and Structure]] ==
 
== [[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|[continued...]]]
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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|[continued...]]]
  
  
 
== [[Unconscious]]ness and [[Dead|Death]] ==
 
== [[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.
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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.
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However, if the [[Wounds]]/[[STR]] Attribute falls below 0, the Trooper enters the [[Dead]] state.
  
  
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== [[Template Weapons and Equipment]] ==
 
== [[Template Weapons and Equipment]] ==
  
''[[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|[continued...]]]
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[[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|[continued...]]]
  
  
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== [[CC Attack]] ==
 
== [[CC Attack]] ==
Skill that allows ''[[Close Combat]]'' fighting, striking an adversary in ''[[Silhouette]]'' contact. [[CC Attack|[continued...]]]
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Skill that allows [[Close Combat]] fighting, striking an adversary in [[Silhouette]] contact. [[CC Attack|[continued...]]]
  
  
 
== [[Engaged State]] ==
 
== [[Engaged State]] ==
The Trooper is in ''[[Silhouette]]'' contact with an Enemy Trooper, and neither are in a ''[[Null]]'' or ''[[Immobilized]]'' State. [[Engaged State|[continued...]]]
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The Trooper is in [[Silhouette]] contact with an Enemy Trooper, and neither are in a [[Null]] or [[Immobilized]] State. [[Engaged State|[continued...]]]
  
  
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== [[Carbonite]] ==
 
== [[Carbonite]] ==
The target may only be an enemy Trooper with the ''[[Hackable]]'' Characteristic (HI, TAG, REM... or an enemy ''[[Hacker]]'').
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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|[continued...]]]
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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|[continued...]]]
  
  
 
== [[Immobilized-B State]] ==
 
== [[Immobilized-B State]] ==
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.  
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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.  
Troopers in Immobilized-B State cannot declare any Skill, Attack or ARO, except ''[[Reset]]'' applying a -3 ''[[WIP]] [[MOD]]''. [[Immobilized-B State|[continued...]]]
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Troopers in Immobilized-B State cannot declare any Skill, Attack or ARO, except [[Reset]] applying a -3 [[WIP]] [[MOD]]. [[Immobilized-B State|[continued...]]]
  
  
 
== [[Spotlight]] ==
 
== [[Spotlight]] ==
The target of this Hacking Program does not need to have the ''[[Hackable]]'' Characteristic.
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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|[continued...]]]
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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|[continued...]]]
  
  
 
== [[Targeted State]] ==
 
== [[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.
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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|[continued...]]]
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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|[continued...]]]
  
  

Revision as of 14:13, 10 September 2020


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.

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


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. [continued...]


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. [continued...]


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. [continued...]


Unconsciousness and 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.


Ballistic Skills (BS)

Ranged combat and firefights are the foundation of modern warfare and play an equally pivotal role in Infinity. [continued...]


BS Attack

Common Skill employed to attack in ranged combat using a BS Weapon or another suitable weapon or piece of Equipment. [continued...]


Template Weapons and Equipment

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. [continued...]


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. [continued...]


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. [continued...]


CC Attack

Skill that allows Close Combat fighting, striking an adversary in Silhouette contact. [continued...]


Engaged State

The Trooper is in Silhouette contact with an Enemy Trooper, and neither are in a Null or Immobilized State. [continued...]


Melee Weapon Profile

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. [continued...]


Quantronic Combat (Hacking)

In Infinity, infowar and cyberwarfare tasks, defined as Hacking, falls upon the Hackers’ shoulders, those Troopers equipped with Hacking Devices. [continued...]


Hacker

Hackers are equipped with a Hacking Device that allows them to use Hacking Programs, according to the type of Hacking Device they carry. [continued...]


Carbonite

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. [continued...]


Immobilized-B State

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. Troopers in Immobilized-B State cannot declare any Skill, Attack or ARO, except Reset applying a -3 WIP MOD. [continued...]


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. [continued...]


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. [continued...]