Orders and the Order Pool

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In Infinity CodeOne, the capacity of an army to maneuver and take actions is measured in Orders. An Order is a game concept, a sort of currency spent to activate a Trooper so that it can take part in the battle. The higher the number of Orders at its disposal, the more an army can do.


Types of Orders

Regular Order

Regular Orders are those contributed by Troopers who have received regular military training, and can be expected to follow instructions, maintain discipline under enemy fire, work in a team and coordinate with his comrades.

Regular Troopers add their Orders to the Order Pool, where they can be used by any Troopers in the same Combat Group to take actions.

Special Lieutenant Order

This Order is not included in the Order Pool, but is kept separate for the Lieutenant to use. The status and expenditure of the Lieutenant Special Order is Open Information.

IMPORTANT

The status and expenditure of every Order is Open Information. Players must place the Tokens for each Order, including the Lieutenant’s one, where all players can see them. Moreover, they must warn their opponent when they are going to using it to activate their Troopers, including the Lieutenant too.


Order Pool

The Order Pool is the number of Regular Orders available to an Army List in its Active Turn. The more Regular Troopers in an Army List, the bigger its Order Pool.

  • Only Regular Orders go into the Order Pool. The Lieutenant Special Order is not part of any Order Pool.
  • Players recalculate Order Pools at the beginning of each of their Active Turns, during the Tactical Phase. (further detailed in the Game Sequence section).
  • Each Regular Trooper on the battlefield, not in any Null State, and whether in the form of a Model or represented by a Marker, contributes an Order to their Order Pool.
  • Regular Troopers that are not on the battlefield in the form of a Model or Marker, due to Special Skills, do not add their Order to their Order Pool until they start their Active Turn on the battlefield as a Model or Marker. The status and existence of Orders provided by these Troopers is Private Information. Regular Orders provided by these Troopers can be kept secret and out of sight of the opponent.
  • There is no limit to the number of times Regular Orders can activate the same Trooper during its Active Turn; the only limit is the size of the Order Pool.
  • You can spend Regular Orders from your Order Pools in any order. When you activate a Trooper, you do not need to spend all Orders you plan to use on that Trooper consecutively, but can alternate between Troopers.
  • Players are not required to spend all the Regular Orders in their Order Pools.


NOTE

Order Pool Example

eng-order-pool-example.jpg

Army List Example

List composed of: 10 Troopers which provide a Pool of 10 Orders.

12 Models (10 Troopers and 2 Peripherals).

Peripherals do not provide an Order for the player’s Order Pool and they are disregarded for the 10-member limit for the player’s list.

Players have several ways to consume said Orders:

The 10 Regular Orders may be consumed as seen fit. Whether to activate up to 10 Troopers once each, to activate a single Trooper up to 10 times, or to activate different Troopers alternatively. 4 Regular Orders to one Trooper, 4 Regular Orders to another Trooper, and 2 Regular Orders to a different one, for example.

Bear in mind that in order to activate a Peripheral, it must consume its Controller’s Order, in this case, the Doctor or Engineer, respectively.


REMEMBER

In Infinity CodeOne, an Army List is a closed Combat Group of Troopers that may not exceed the 10-member limit.


Trooper Activation

Structure of an Order

Players use Orders to activate Troopers and have them perform actions in the form of Skills (Move, Jump, CC Attack…). Depending on their complexity and the in-game time taken, Skills are divided into:

Short Movement Skills: Can be declared twice, or be combined with a different Short Movement Skill in the same Order. For instance, you could use an Order to Move and Discover. They can also be combined with a Short Skill.

Short Skills: Can only be combined within the same Order with a Short Movement Skill. Cannot be declared twice or be combined with other Short Skills.

Entire Order Skills (or just Entire Order for short): These Skills employ one whole Order and cannot be combined in any way.

eng-composition-of-order.jpg

In other words, the expenditure of an Order allows the activated Trooper to declare one of the following combinations of Skills:

  • Any one Entire Order Skill.
  • Any one Short Movement Skill plus any one Short Movement Skill.
  • Any one Short Movement Skill plus any one Short Skill (and vice versa).


IMPORTANT

Even if declared one after the other, both Skills in a single Order are performed simultaneously. For example, if you declare Move plus BS Attack, (the Short Skill that Troopers use to fire their weapons), you can make the BS Attack at any point during the declared movement route, and not necessarily at the end of that route.


ARO: Automatic Reaction Order

In Infinity CodeOne games, thanks to the Automatic Reaction Order (ARO) mechanic, the action and decision-making never stops. Even during their opponent's Active Turn, a player’s Models and Markers can react each time the opponent activates one of his Troopers with an Order.

The ARO declarations of the Reactive Player’s Troopers are considered valid in the following situations:

The Reactive Player must declare AROs for all eligible Models or Markers immediately after the Active Player declares his Entire Order or the first Short Skill of his Order (see: Order Expenditure Sequence). Troopers that fail to do so lose their ARO against that Order. If, by declaring the second Short Skill of its Order, the active Trooper gives an ARO to enemy Troopers that did not have ARO against the first Short Skill, then those enemy Troopers can declare their AROs.

Each time the Active Player activates a Trooper by spending an Order, each eligible enemy gets one single ARO, regardless of the number of Skills the Active Player declares during that Order.

AROs must choose one of the Troopers activated by the Order as their target.

Troopers cannot react to AROs, since only the Active Player's Orders give AROs and only the Reactive Player can declare AROs.

There is no limit to the number of Troopers that can react to the activation of a single enemy Trooper.

IMPORTANT

Using an ARO, the Reactive Player can only declare Skills that specifically state they are usable in ARO. (check the Summary Chart on page XXX).

Unless a Special Skill, Equipment or scenario rule states otherwise, AROs always have Burst B1. In such a situation, if the Reactive Trooper has a Burst value higher than one in ARO, they cannot split it amongst different targets.


All at Once

In Infinity CodeOne, Orders and AROs are simultaneous regardless of the Skills declared.

For example, if an activated Trooper declares Move + BS Attack and chooses to shoot from its starting position (to take advantage of a favorable Range), and its target reacts with a BS Attack, choosing to shoot at the end of the Movement (again, for Range purposes), then both actions are still considered to be simultaneous for all game purposes.

IMPORTANT

All AROs are also simultaneous. This means that, if a Camouflage Marker declares a Move, the opponent can declare Discover with Troopers that have LoF to it, but they cannot declare Discover with one of the Troopers and BS Attack with the rest, waiting for the Discover Roll to be successful (see: Camouflaged State).


Order Expenditure Sequence

Each time the Active Player decides to use an Order (of whatever type) to activate a Trooper, follow these steps:

1. Activation: The Active Player declares which Trooper will activate.
1.1 Order expenditure: The Active Player removes from the table, or otherwise marks as spent, the Order he uses to activate the Trooper.
1.2 Declaration of the First Skill: The Active Player declares the first Short Skill of the Order, or the Entire Order he wants to use.
If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
2. Declaration of AROs: The Reactive Player checks Lines of Fire to the Active Trooper, and declares AROs. Troopers are not forced to declare the AROs, but if a Trooper can declare an ARO and fails to do so, the chance to declare an ARO is lost.
3. Declaration of the Second Skill: The Active Player declares the second Short Skill of the Order, if applicable.
If movements are declared, the player measures where the Trooper can move, chooses the route, and places the Trooper at the final point of its movement.
4. Declaration of AROs: The Reactive Player checks Lines of Fire to the Active Trooper from those Troopers who didn’t declare an ARO before, and can declare any new AROs that are available.
5.