Combat Module Intro

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In Infinity CodeOne, 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 CodeOne.


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 CodeOne 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: Those 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 Melee Weapon and another use Mode as 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.


Burst (B)

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

When declaring the Attack, the player must specify:

  • The Weapon, Equipment, or Special Skill that they will use.
  • How will they 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 declare at that moment which one will they 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 Short Movement 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 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 a saving throw and the traits of the weapon used in the attack, (unless otherwise stated).


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.