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).