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NEW RULES

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RULES OF ENGAGEMENT

CASEVAC RULE Template Weapons against


figures in Casevac
In military slang, a Casevac (Casualty Evacuation) refers to If, when performing an attack with a Template Weapon
the transport and recovery of casualties from the battlefield against two figures in Casevac, and either one of them is
using non-specialized personnel or vehicles not classified as affected by the Template, then it is compulsory to apply its
medical assistance transports. effects to both figures.
In Infinity, the Casevac rule refers to the transport and
carriage of figures in Unconscious or Immobilized states by Close Combat Attacks
other miniatures. against figures in Casevac
As with a BS Attack, in the active turn, when performing a
In game terms, a miniature can only carry an Unconscious CC Attack against a Casevac, it is compulsory to declare against
or Immobilized model if it has a PH Attribute equal to or higher which miniature the attack is made.
than that of the model it is trying to carry. Only figures, and
not Markers, can perform a Casevac. If the target of the CC Attack is the Unconscious miniature,
then the player must apply the Coup de Grâce rule (Without
To perform a Casevac to carry an Unconscious or Immobilized making any roll to hit, and no ARM Roll is allowed).
model, it is necessary to be in base contact with that figure
and spend one Short Movement Skill. If the attack is performed against the model which is
carrying the Unconscious figure, and it declares any Order or
Both figures will remain in base contact as they move across Skill other than a Short Movement Skill, it will automatically drop
the game table, placing a Casevac Marker on their side. the Unconscious miniature. Under no circumstances will the
Each time the figure carrying the Unconscious or Immobilized Unconscious figure provide the Modifier of +3 to CC for being
model declares any Order or Skill other than a Short Movement an allied model engaged in Close Combat.
Skill, it will automatically drop the carried miniature. This does NOTE: The Casevac rule can be adapted to transport pieces of
not require the spending of an extra order and the declared equipment or scenery items, as indicated by the scenario, or by mutual
Order or Skill will be carried out as normal. agreement of player.
When the miniature is dropped, it remains in base contact
Example of Casevac Rule
with the figure which carried it. If the miniature was dropped
A Prowler, in his active turn, declares a Move + Carry
accidentally, the player can replace the Casevac Marker by a
with an Unconscious miniature Order. He moves the first
PRONE Marker beside the model to remember this.
part of his first MOV Attribute value, until reaching base
Troops possessing the Baggage Special Skill can carry any contact with a Reverend Custodier in the Unconscious
miniature no matter their PH Attribute. Moreover, they can state, where he ends his Movement, and picks up the
perform any Order or Short Skill without automatically dropping miniature. In his next Order, the Prowler declares Move
the carried figure. + Jump, to cross a scenery element, and as Jump is a
Unless scenario conditions specify to the contrary, the Short Movement Skill, both figures are moved across the
maximum number of Unconscious or Immobilized figures a table, remaining in base contact.
model can carry, using the Casevac rule, is 1. With a new Order, the Prowler declares, as the first
A miniature carrying an Unconscious or Immobilized figure Short Skill of the Order, he will Move again. But a Yaogat
provides one single ARO to each enemy model in LOF. Sniper with LOF, declares he will Shoot as an ARO against
the active figure (as he cannot react to the Unconscious
A carried Unconscious or Immobilized model doesn’t spend Custodier). The Prowler declares Shoot as the second
Orders and doesn’t generate AROs by itself, but it can be the Short Skill of his Order - this is a BS Short Skill, which
target of an attack during the active turn of an enemy player. means the figure automatically drops the Unconscious
Impetuous miniatures cannot perform Casevac. A figure figure. The player replaces the Casevac Marker by a
entering an Impetuous state (Due to Frenzy or Retreat! for PRONE Marker besides the Custodier to remember that
example) will automatically drop the miniature it is carrying. Prowler is not carrying it anymore. The Prowler beats
the Yaogat in the dice rolls, who then fails his Guts Roll,
Ballistic Skill Attacks moves to Cover and loses LOF.
against figures in Casevac
Rules

In the active turn, when performing a BS attack against a Spending a new Order, the Prowler declares, as the first
Casevac, it is compulsory to declare against which miniature Short Skill of the Order, to carry the Unconscious miniature
the attack is made. (replacing the PRONE Marker by a Casevac Marker) and, as
not receiving any ARO, to Move. With this, the player’s
When shooting a figure which is carrying an Unconscious or turn ends.
Immobilized model, it is always possible to accidentally hit the
carried miniature, and vice versa. His adversary, now in his active turn, declares he will
move his Yaogat to again get LOF to the Prowler and
As figures in Casevac are in base contact, it is compulsory to the Custodier. The Prowler declares it will Dodge, so it
always apply a Modifier of –6 (In addition to corresponding automatically drops the Custodier again. The Yaogat,
Modifiers for Distance, Cover, Special Skills such as Camouflage declaring it will Shoot as the second Short Skill of the
and Hiding etc.) to all Ballistic Skill attacks or similar rolls Order, splits the B 2 of its Sniper Rifle between both
performed against either figure. If the roll misses, and the figures - One shot against the Prowler, which will be a
Failure Category (FC) is equal or less than the Modifier of –6, Shoot vs Dodge Face to Face Roll, and one shot against

2 then it will be the other miniature which receives the impact,


causing it to perform an ARM Roll.
the Unconscious Custodier, which will be a Normal Roll.
Example of a Ballistic Attack against a Casevac So, the Order ends with the Highlander and the Wu
A Lasiq, in his active turn, declares he will Shoot at Míng engaged in CC, and the figure of the Crane Agent
a Knight of Montesa (Combi Rifle + Light Grenade being removed from the game table.
Launcher) who is carrying an Unconscious Acontecimento
If the Wu Míng had reacted with a successful BS
Regular.
Attack, then the Highlander would still engage with the
The Lasiq unloads the complete B 3 of his Viral Rifle into Unconscious Crane Agent and apply the Coup de Grâce
the Knight of Montesa, who reacts by shooting in ARO. equally. But if the Wu Míng had engaged the Highlander
It is a Face to Face Roll, and dice are rolled. in CC Combat, it would have made a NormalRoll to hit. If
the Highlander survived the CC Attack of the Wu Míng,
The weapons of both figures have a Distance Modifier of
then the Order would end with both models engaged
0, and neither of them has Cover. The Lasiq (BS 12) must
in CC, and the figure of the Crane Agent being removed
then apply a Modifier of –6 for shooting at a Casevac.
from the game table.
The Knight of Montesa (BS 14) must apply a Modifier
of –3 due to the CH: Mimetism Special Skill the Lasiq
possesses. Example of a Casevac and a Fireteam
The Moderator-1, in his active turn, LINK Leader of a
Dice are rolled, and the Lasiq gets 2, 5, and 11. 3 Moderators Fireteam, declares a Move + carry with
Meanwhile, the Knight of Montesa gets a 4. This dice an Unconscious miniature Order. In the next Order, the
roll nullifies the Lasiq’s 2, but there are still two other Moderator-2 becomes the LINK Leader of the Fireteam
shots from the fearsome Hassassin to apply. The 5 is a and declares a Move + shoot Order. The rest of the
success, which obliges the Knight of Montesa to make
Fireteam members declare the same Order, so the
two BTS Rolls (Due the Viral Special Ammunition), and
Moderator-1 drops automatically the model he was
also nullifies his roll dice of 4. But the 11 is a failure
with a Failure Category of 5 (FC 5), less than the Casevac carrying in Casevac
Modifier (-6). Therefore, the Unconscious Acontecimento
Regular must make two BTS Rolls. HOSTILE ENVIRONMENT RULES
In such as massive area as the Human Sphere, with wide
Example 2 of a Ballistic Attack against a Casevac and varied frontier territories ranging from deep space to
The famous Bounty Hunter, Lucien Sforza, has a mission wild planetary surfaces, the conduct of special operations can
to eliminate a PanOceanian Hexa, who is now in an encounter extremely dangerous environmental or biotical
Unconscious state. However, a Swiss Guard performs a conditions.
Casevac to take him out of the danger zone.
The threats Infinity troops may have to face will vary
In his active turn, Sforza declares he will Shoot at the depending on environmental conditions. These could be alien
Unconscious Hexa. Being in Unconscious state, the TO or human-designed micro-organisms hostile to human life, or
Camouflage of the Hexa is disconnected, so Sforza only maybe aggressive fauna such as highly developed predators
needs to consider the Distance Modifiers and also the or swarms of tiny voracious or poisonous creatures - the
Modifier of –6 for the Casevac rule. If he fails due to possibilities are wide and varied.
this Modifier of –6 then, it will be the Swiss Guard who No matter the nature of the environmental threat, these
will be hit. Hostile Environment Rules unify all possibilities into a single
system that simplifies the game mechanics, allowing it to be
Example of a Template Weapon Attack against a automatic and easy.
Casevac
In game terms, when in an area marked as a Hostile
An Asura, in her active turn, declares a BS Attack with
Environment, each time a figure rolls a previously determined
her Nanopulser (Direct Template Weapon) against two
dice result (A 20, for example) due to an Order declaration or
Moderators who are performing a Casevac. The Template
ARO (It is not applied to Guts Rolls or ARM rolls, for example) it
of the Nanopulser only reaches the Unconscious figure,
can suffer Damage, and it must make an ARM Roll.
but as this is a Casevac, both models must make a BTS
Roll. The number the player gets on the dice roll to provoke the
damage is always the natural number rolled on the dice,
ignoring Modifiers applied to that roll. For example, in a Hostile
Example of a Template Weapon Attack against a
Environment where 20 is the number that triggers damage, if
Casevac
A 45th Highlander, in his active turn, declares a Move the player gets a 20 when rolling the dice for Shooting, the
+ CC Order against a two enemy figures performing a rule will be applied even if that player had a Modifier of -3
Casevac: a Wu Míng carrying an Unconscious Imperial to that BS roll.
Agent Crane Rank. The ARM Roll caused by a Hostile Environment ignores Cover
Modifiers.
As the Crane is the more valuable target, the Highlander
declares his CC Attack against him. The Crane Agent is in Depending on the nature of the environmental threat, the
Rules

an Unconscious state, so the Highlander is not required to scenario, or just a mutual accord between players, the ARM
make any roll to hit, as this will be a Coup de Grâce. The Roll can be replaced by a BTS Roll or even a PH Roll.
Wu Míng reacts by shooting, but as he is not the target One of the necessary conditions for applying the Hostile
of the Highlander’s attack, he will make a Normal Roll. Environment Rule is that the Order starts or ends or is performed
However, when declaring Shooting, he automatically inside an area previously designated as a Hostile Environment
drops the Unconscious Crane Agent. (See Game Example-1).
Rolls are made: the Wu Míng fails his shot and the The game conditions under which the ARM Roll is applied
Highlander eliminates the Crane Agent because, being will vary depending on the Hostility Level of the environment,
Unconscious against a Coup de Grâce, he cannot make determined by the scenario, by mutual accord between players
an ARM Roll. or through a d20 roll on the following chart.

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Example of table configuration using the Hostile
HOSTILITY d20 GAME
CONDITIONS
Environment Rule
LEVEL ROLL Players A and B decide to provide more variety for their
Only if roll skirmish battles by adding some areas with Hostile
Insecure 1-5 Environment to the game table.
dice is 20.
First, they decide to create a Hostile Environment area
Only if roll dice
Adverse 6-10 with a Dangerous Hostility Level covering 4 inches on
is 19 or 20.
either side of the central line of the table. So, while inside
Only if roll dice that area, each time a figure gets an 18 or more on its
Dangerous 11-14 dice rolls in Order or ARO, it will suffer the consequences.
is 18 or more.

Only if roll dice Once the conditions under which the Hostile
Aggressive 15-17 Environment rule is applied are determined, both players
is 17 or more.
must decide the intensity of the attack they might suffer
Only if roll dice from the Hostile Environment. By mutual accord, they
Lethal 18-19
is 16 or more. decide it will be Damage 10, the equivalent of a d20 roll
with a result between 7-10 on the Attribute-Damage
Only if roll dice Chart. And they decide that ARM is the Attribute to be
Savage 20
is 14 or more. rolled against. Now they have the Hostile Environment
zone totally configured.
The Attribute required for the ARM, BTS o PH Roll and the
Damage value or the effect can be determined by the scenario, To make the game more intense, they also decide to
by mutual accord between players or through a d20 roll on add two areas equivalent to a Circular Template, one
the following chart. on each side of the table. Both are Aggressive Hostility
Level areas, so figures may suffer consequences for each
roll made inside the Templates in which they get a 17 or
d20 ROLL d20 ROLL DAMAGE
more. To balance things, both players decide to choose
1--3 PH Immobilized * the equivalent of a d20 roll with a result between 1-3
on the Attribute-Damage Chart, so figures must succeed
4--6 PH -3 Immobilized * at a PH roll to avoid being Immobilized.

7--10 ARM/ BTS 10 To finish, both players decide the area between three
scenery items they have placed on the game table will be
11--14 ARM/ BTS 11 a Variable Hostility Level zone. So, when each game turn
starts, they will make the rolls necessary to determine
15 ARM + BTS 11 the changeable conditions of that area of the game table.
16--18 ARM/ BTS 12 And so, in this easy way, these players have created a
game completely different from ones they have played
12 (DA Special before.
19 ARM/ BTS
Ammunition)

20 ARM/ BTS 13 Hostile Environment Game Example-1


An Auxilia unit, composed of an Auxilia and an Auxbot, is
NOTE*: The Immobilized status caused by the Hostile Environment inside an area marked as Aggressive Hostility Level zone
rule can only be removed by a troop possessing the Engineer Special (ARM Roll if 17 or more is rolled on the dice), causing
Skill, it is not removed by the use of Reset. Damage 11 applied against ARM.
The Auxilia and Auxbot declare the same Order, to
Move and Shoot. The Movement ends outside the
IMPORTANT Hostile Environment area, and it is at the end of their
The roll on the Hostility Level-Attribute-Damage Chart Movement where they both decide to shoot. The Auxilia
must be made before Deployment. must perform the corresponding rolls for his shots, but
not the Auxbot, as it has a Flamethrower which is a
Direct Template weapon which doesn’t require a roll.
The Auxilia succeeds on one roll, getting a 9, but the
As determined by the scenario, or by mutual accord
other two rolls of his Burst fail, getting a 17 and a 19.
between players, a dice roll can be made for each of the Hostile
Environments on the game table, or just one roll for all of them. Now the player must apply the Hostile Environment
rule because the figure, even though shooting outside
In the same manner, the areas of effect of the Hostile
the Hostile Environment zone, started his Order inside
Environments will be determined the scenario or by mutual
Rules

the zone. Moreover, he must make 2 ARM Rolls, because


accord between players. They can be the area of a Circular he got 2 rolls that, following the Hostile Environment
Template, zones of the game table delimited by scenery items, rule, cause Damage. However, his Auxbot doesn’t suffer
or even one of the of the two halves of the table or the whole damage because it has not rolled dice thanks to its
table itself! Flamethrower.
Variable Hostility Level. Some scenarios, or a mutual
agreement between players, can see the addition of this rule. Hostile Environment Game Example-2
Due to the variability of the Hostile Environment, rolls on the A Yu Jing Ninja is engaged in CC against an ALEPH
Hostility Level-Attribute-Damage Chart may be made before the Myrmidon inside a Hostile Environment with Lethal
start of each game turn instead of prior to Deployment. So in Hostility Level (ARM Roll if 16 or higher is rolled on the
this way, the game conditions change each turn. dice). When making the CC rolls, the Myrmidon gets an
18, a result that activates the Hostile Environment Rule.
The Ninja gets a 17, a Critical success, but it is also a

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value that activates the Hostile Environment rule. Both
figures must make an ARM Roll due to the environment.
Hostile Environment Game Example-3
A Moderator in his active turn shoots at a Zhanshi
who is behind cover inside an Insecure Level Hostile
Environment (ARM Roll if 20 is rolled). The Zhanshi replies
in ARO by shooting but gets a 20 on his BS Roll. As the
Moderator got two successes on his BS Rolls, the Zhanshi
must make two ARM Rolls, counting the Cover Modifier,
against to the Moderator’s shots and also an ARM Roll
due to the Hostile Environment, but this one is made
without applying the Cover Modifier.

Hostile Environment Game Example-4


A Daktari, a Nomad Doctor, placed in a secure area,
activates her Zondbot, a Ghost: Servant Remote,
declaring a Move and Doctor Order. The Zondbot
Moves towards an Unconscious figure and enters an
area previously designated as Adverse Level Hostile
Environment (ARM Roll if 19 or 20 is rolled). However, the
Daktari gets a 20 on the WIP Roll when using her Doctor
Special Skill. In this situation, the player cannot apply
the Hostile Environment rule because the figure which
declares the Order and rolls the dice is not inside the
Hostile Environment, and the figure which is inside the
Hostile Environment is not declaring or making any roll.

Hostile Environment Game Example-5


A Hassassin Ragik decides to perform an AD: Combat
Jump and land inside a Hostile Environment area.
However, he fails his PH Roll and the Dispersion obliges
him to land outside the Hostile Environment area. The
player does not have to apply the Hostile Environment
Rule as the Hassassin has neither started, ended, nor
performed the Order inside the Hostile Environment
area.

Hostile Environment Game Example-6


An Akal Sikh Commando performs an AD: Combat Jump,
but fails his PH Roll and the Dispersion causes him to land
inside a Hostile Environment area. The player must apply
the Hostile Environment rule, as the Sikh Commando
has ended his Order inside the Hostile Environment area

Hostile Environment Game Example-7


A Kurgat who is inside an Adverse Level Hostile
Environment (ARM Roll if 19 or 20 are rolled) gets a
20 when rolling dice for Shooting. This area has been
declared to act against the BTS Attribute, with Damage
of 12 (DA Special Ammunition). This type of Special
Ammunition would normally force him to make two
ARM Rolls, but in this case, as BTS was chosen as the
resisting Attribute, the figure has to make two BTS Rolls.
Rules

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CHARACTERISTICS
Back-up: Cube 2.0 protection systems, but also has a link connection to the data
sphere. This resource allows the automatic update of back-
This model of Cube facilitates recovery by CUBEVAC. The Cube ups. The Cube 2.0 regularly connects to safe servers, created
2.0 allows to its user to automatically succeed at the CUBEVAC
ad hoc in the data sphere, and it also files an update of the
Roll, without rolling any dice. latest version of the data composing the Sheut in different
The benefits of the Cube 2.0 are only applied when playing a virtual locations, as well as physical hard drives located
campaign, and only to those troops who appear in the Spec-Ops in security vaults. The Cube 2.0’s also have the ability to
chart as possessing the Cube 2.0 in their profiles. find, acquire and install the latest software, security and
service updates for its different operating components. In
The Cube 2.0 is vulnerable to E/M Special Ammunition and
this way, the Cube 2.0 user is constantly connected and is
to the Sepsitor.
fully assured of recording and continuity of his personality
It is considered that all troops belonging to the ALEPH Army and memories. At present, all the advanced Lhost models
List shown in the Infinity Human Sphere book, as well as all (Bodhisattva, Anāgāmī...) carry a series Cube 2.0.
those troops possessing the G: Mnemonica Special Skill, have
Sheut (ancient Egyptian: “Shadow”) name for the data
a Cube 2.0.
stored in a Cube that comprises a personality. The term
The Cube 2.0 is the second generation of the memory, Sheut refers only to the pure data and it doesn’t include the
skill and personality recording device. This is not a mere genetic sample that all Cubes carry.
technological improvement over previous models, but a
[Extracted from the Universal Conciliar Dictionary.
genuine evolutionary leap of the Cube’s own concept. The
Simplified edition. Manaheim, Concilium Prima.
Cube 2.0 not only has the most advanced data storage and

SPECIAL SKILLS
Civvie
A troop possessing this Special Skill will apply the Civvies
Special Rule (See Infinity Human Sphere) for its use.

Fireteam: Enomotarchos
This Special Skill allows composition of Infinity Fireteams,
but with a maximum of 4 figures. These Fireteams must consist ASSAULT SUBSECTION:
of the owner of this Special Skill and a maximum of 3 troops ENOMOTARCHOS FIRETEAMS
of the same unit type. (For example, a Myrmidon Officer and ENOMOTARCHOS UNIT
3 Myrmidons, or Machaon, Myrmidon Doctor-Officer and 3
Myrmidons). The formation, activity and reformation of these Nesaie Alkê, Thorakitai Thorakitai
Fireteams uses the rules for Infinity Fireteams (See the book Warrant Officer
Infinity Human Sphere).
Myrmidon Officers
However, with this Special Skill the restriction of a maximum
of 1 Fireteam in the army is not applied. During the Deployment Myrmidon Officer
Phase, the player of a Sectorial Army possessing troops with Characters
the Enomotarchos Special Skill can compose as many Fireteams (Machaon, Eudoros,
as he has chosen troops possessing this Special Skill for his Myrmidon Officers or Phoenix, Ajax
Army List. Myrmidon Officer or Patroclus)
Sectorial Armies possessing troops with the Enomotarchos Characters Myrmidons
Special Skill can only compose Fireteams following the (Machaon, Eudoros,
Enomotarchos rule, and do not have the possibility of composing
Phoenix, Ajax Myrmidons +
or Patroclus) Myrmidon Officers
Fireteams by applying the usual Fireteam rules.
It is not compulsory that the Enomotarchos be the Linked Myrmidons +
Team Leader of the Fireteam. Myrmidon Officers
The death of the Enomotarchos doesn’t break the Fireteam. + Myrmidon Officer
Characters
Rules

When a Fireteam: Enomotarchos is broken, then it is necessary


to have a figure possessing the Enomotarchos Special Skill on
the game table to be able to compose a new Fireteam around
him, using the Lieutenant Special Order.
Those Sectorial Armies possessing troops with the
Enomotarchos Special Skill can only compose Fireteams
following the Enomotarchos rules and cannot compose
Fireteams following the usual Fireteam rule.
In Ancient Greece, the Enomotia was the minimum unit
by which the phalanx was organized. Each Enomotia was
controlled by a kind of non-commissioned officer called
an Enomotarchos. This formation seemed to have been

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the source of inspiration for the Fireteams of the Assault
Subsection, who are strongly influenced by Greek culture.
Fireteam: Haris Level 1 »»The Tohaa player is not limited by the restriction of only
having 1 Fireteam on the table, and is allowed to compose
This Special Skill allows composition of a Haris Fireteam, as many Tohaa Triads as possible in the Deployment Phase
but with a maximum of 3 figures. This Haris Fireteam must by indicating with the corresponding LINK Leader Markers.
consist of the owner of this Special Skill and a maximum of During the battle, the player must spend the Lieutenant
2 troops belonging to the same unit of the owner (eg. An Special Order if he wants to compose a new Tohaa Triad.
Odalisque possessing Fireteam: Haris L1 and 2 Odalisques).
The formation, activity and reformation of this Fireteam uses »»Only those figures possessing the Fireteam: Tohaa Special
the rules for Infinity Fireteams (See the book Infinity Human Skill in their troop profile are allowed to be part of a Tohaa
Sphere) with the following exceptions: Triad. Those figures, even belonging to a Tohaa army list,
which do not have the Fireteam: Tohaa Special Skill in their
»»The Haris Fireteam is in addition to the single Fireteam troop profile, cannot form or be part of a Tohaa Triad.
allowed for Sectorial Army List.
»»The Availability to consider when creating a Tohaa Triad is
»»Only a single figure with this Level of the Haris Special Skill that shown in the troop profile.
is allowed per Army List. This means there can only be 1
Haris Fireteam created by a troop possessing this Special »»Members of a Fireteam (and also of a Tohaa Triad) are not
Skill Level in the army. affected by the Inspiring Leadership Special Skill. In the
same way, this Special Skill is not applied while a Lieutenant
»»A Haris Fireteam is identified by the Haris L1 Marker which is possessing Inspiring Leadership is part of a Fireteam (or a
the equivalent in this formation to the Linked Team Leader of Tohaa Triad)
a Fireteam. It is not compulsory that the Haris be the Haris
Leader of the Haris Fireteam. Ghost: Autotool Level 1
»»Troops belonging to different units are not allowed to be This Special Skill is an evolution of G: Remote Presence
part of a Haris Fireteam (eg. It is not allowed to create a Haris specially developed for the REM.
Fireteam composed of an Odalisque possessing Fireteam:
Haris L1, plus 1 Odalisque and 1 Hafza). In game terms, it works exactly the same as G: Remote
Presence, but it also allows REMs possessing it to be chosen,
The Haqqislamite army was the first to create and deploy provided in the army list there is at least one troop with the
minimum support and assistance units for their Fireteams. G: Mnemonica Special Skill or a Hacker.
The Haris Fireteams facilitate the manoeuvre of the main
Fireteam, providing covering fire, or acting as a separate Moreover, a miniature possessing the G: Autotool Special
element to distract the enemy. The Haqqislamite Military
Skill can be the recipient of the Aspect of a troop possessing
G: Mnemonica.
Doctrine Command, whose tactical philosophy is based
around the use of light units, promoted the development The Autotool limited AI system was developed during the
of these types of combat units, operating in conjunction height of the Ur Civilization, growing from the behavioral
with traditional Fireteams with exceptional results. In the pattern of the Ruaria. The Autotool was applied to the
Sectorial Armies that comprise the entire Sword of Allah, semiautonomous tools developed en-masse by the Ur to
the NCO in charge of these support groups receives the name perform all kinds of activities. The EI modernized the final
of Haris (guardian, protector). Seeing the evident success of version of the system to adapt it to the needs of its tactical
and operational incarnations.
the Haris Fireteams, the other armies of the Sphere emulated
the Haqqislamite forces, using the same tactical pattern, and Journalist
keeping the term Haris for their respective NCO’s.
The Journalists are professional war correspondents
Fireteam: Tohaa accustomed to risking their lives searching for the most
exclusive news. The presence of a Journalist on the battlefield,
The Tohaa are a very gregarious race, used to teamwork transmitting only information authorized by Intelligence, always
to achieve common targets, and for whom the number 3 praises the work of the troops, catapulting some of them into
has a great sociological relevance. This racial characteristic the spotlight as heroes of the mass media, or just enhancing
is reflected in their combat doctrine, which allows the quick their reputation amongst their commanding officers.
composition of 3 member Fireteams, highly co-operative
although they may have completely different training and In game terms, when playing a campaign, if at the end of
a scenario, the player has a figure possessing the Journalist
skills. However, amongst the Tohaa there are also loners and
Special Skill, in Normal state on the game table, he can apply
troops whose military specialty doesn’t allow participation a Bonus of +3 to the CUBEVAC Roll, and also a Bonus to the
in a Fireteam. Promotion Roll, which varies depending on the Journalist Special
In game terms, the Fireteam: Tohaa Special Skill allows Skill Level the figure possesses.
composition of Fireteams, even if its user is not part of a The Journalist Bonuses are not cumulative with each other.
Sectorial Army. However, the Tohaa only can compose Fireteams No matter how many miniatures possessing the Journalist
with a maximum of 3 members, called Tohaa Triads. The Tohaa Special Skill the player has, only a single Journalist Bonus (the
Triads can be comprised of troops with different unit types, highest) can be applied once at the end of the scenario to the
Rules

but all of them must have the Fireteam: Tohaa Special Skill. CUBEVAC Roll and the Promotion Roll.
To form and manage Tohaa Triads, the Infinity Fireteam rules The Journalists, while considered to be a Mercenary Troop,
must be applied, with the following exception: can be enlisted by any faction belonging to the Human Sphere
(PanOceania, Yu Jing, Ariadna, Haqqislam, Nomads, ALEPH...)
»»The Tohaa Triads can have a maximum of 3 members. and their corresponding Sectorial Armies when playing
»»The Tohaa Triads can be composed of troops of the same campaigns in the Infinity Tournament System (ITS). However,
regiment/ unit, or by troops belonging to different units, unless the troop profile indicates to the contrary, it is not
as the player prefers. The three models of the Tohaa Triad allowed to add them to a Combined Army force, (including
can belong to different regiments or units, or two of them their Sectorial Armies), or Tohaa army lists.
can belong to the same and the third to a different one, as This Special Skill has three different Levels:
the player chooses.
»»Level 1. Applies a Bonus of +3 to the Promotion Roll.
»»Level 2. Applies a Bonus of +6 to the Promotion Roll.
»»Level 3. Applies a Bonus of +9 to the Promotion Roll.
7
The motto of the good war correspondent is: “Everything Specialist Troop
for the audience!” The Journalists are a morale boost
for the troops, because, thanks to them they can become The owner of this Special Skill can be considered to be a
true media stars. Most of the times, the Journalists are Specialist Troop when a mission or a scenario, while playing
civilian professionals assigned to specific units or military a campaign or just playing the mission as an independent
operations. However, sometimes they are military operatives scenario possessing the Specialist Troop Scenario Special Rule.
from the Public Relationships Divisions of the armed The owner of this Special Skill will be considered to be
forces, as happens with the famous Aoidoi of the S.S.S. All a Specialist Troop even if he doesn’t possess any of the
information provided by the Journalists has been approved characteristics that define this type of troop (Not being an
by Intelligence, which controls the activities of these Engineer, Hacker, Forward Observer, etc.) in the scenario rules.
correspondents with an iron hand.
Equally, in those missions or scenarios without the Specialist
»»ATTENTION: Journalists are under the protection of the Troops Scenario Special Rule, but in which Engineers have
Concilium Convention. Any hostile action performed against specific functions (Such as performing some specific actions,
a Journalist will be penalized by the international courts. with corresponding rolls to achieve them) the owner of this
Special Skill can perform the same role as an Engineer, but
Number 2 applies a cumulative Modifier of –3 to the roll. However, in that
situation, a Specialist Troop cannot repair Disabled weapons or
The miniature possessing this Special Skill is the next in the Equipment or perform the usual tasks allowed by the Engineer
chain of command to the Linked Team Leader of a Fireteam. So, Special Skill description.
if the Number 2 is part of a Fireteam, and the Linked Team Leader
is dead or falls Unconscious, then he will take the leadership For example: if in a scenario, without the Specialist
of the Fireteam automatically, without spending any Order or Troops Scenario Special Rule, an Engineer must make a
ARO, becoming the Linked Team Leader –the Link Leader Marker WIP-3 Roll to achieve a scenario objective, the owner
must be placed besides him - and avoiding the breaking of of this Special Skill can substitute for the Engineer but
the Fireteam. must make a WIP-6 Roll. However, in that situation, the
This Special Skill works automatically and its use is not owner of the Specialist Troop Special Skill cannot repair
optional. Disabled weapons or Equipment, or deactivate Mines.

The Number 2 is the Fireteam’s second in command In the Special Operations units it is common to see the
and is accountable to the Combat Force’s lieutenant and presence of a member possessing some technical skills,
the Fireteam Leader for the discipline and safety of the usually focused, but not exclusively, on intrusion and
Fireteam’s soldiers. Number 2’s are designated when counter-security techniques. Sometimes, these operatives
organizing the Fireteams, establishing a clear chain of have undertaken specific training courses, but it is also
command to prevent disorganization when they are engaged often the case that their knowledge comes from their own
with the enemy. Number 2’s are not very common due to the experience after years of service and a long career of being
significant experience required to deal effectively with the part of covert activities teams.
chaotic situation caused by the fall of the Fireteam Leader

WEAPONry
Dual Weaponry For example: a miniature having 2 D.E.P.s (A Weapon
which has a single shot, and with B 1) who applies the
All figures possessing 2 BS weapons that are exactly the Bonus, can perform an attack with Burst (B) 2, consuming
same (Two Rifles, two Combi Rifles, two Boarding Shotguns, then, in one single Order, the projectiles from both D.E.P.
two Light Flamethrowers, etc.) can use the profile of that
weapon, applying a Bonus of +1 to its Burst (B). This rule is The Dual Weaponry rule is not applied if both weapons are not
only applied in the active turn. exactly the same. For example, if a troop possesses a Combi
With MULTI weapons the Bonus is applied to the Rifle and a MULTI Rifle, or a Chain Rifle and a Nanopulser, he
corresponding B of the type of ammunition being used. cannot apply this rule.

Example: a MULTI Sniper Rifle, in an active turn, will Special Ammunition


have B 3 shooting AP or DA Special Ammunition, but
only B 2 shooting Integrated Special Ammunition (AP Shock Special Ammunition
+ DA). A MULTI Rifle shooting Normal Ammunition, in This kind of Special Ammunition is characterized by its higher
an active turn, will have B 4, when shooting Special lethality compared with standard ammunition.
Ammunition B 3, and when shooting Integrated Special In game terms, the Shock Special Ammunition rule has not
Ammunition, B 2. changed in respect of what was published in the 2nd Edition
Thanks to this Bonus, in an active turn, a figure possessing 2 of the Infinity Book. But the appearance of new Special Skills
requires the information about this Special Ammunition be
Rules

Direct Template weapons that are exactly the same (Two Chain
Rifles, two Light Flamethrowers…) can place the Template expanded.
twice, both on the same target or directed against two different Shock Special Ammunition causes those figures having 1
targets if desired. This new version of the 2 Direct Template Wound (W), after failing an ARM roll, to pass directly to the
weapons rule updates and replaces the previous rule present Dead state, ignoring the Unconscious state. This special effect
in the Infinity Basic Book. doesn’t apply to miniatures whose profile has a base Wounds
It is not allowed to use this Bonus to the B value when the (W) value higher than 1 (Such as Heavy Infantry in powered
attack is a Long Skill which consumes a complete Order (Intuitive armour), troops whose W value has been increased from 1
Attack, Speculative Shot…).
(Such those with the Striga Special Skill) or to figures with a
Structure (STR) Attribute instead of Wound (W), such as REMs or
If the Dual Weaponry rule is used with limited ammunition T.A.G.s. In such cases, the damage received must be considered
weapons (Blitzen, D.E.P. Panzerfaust...) then to apply the Bonus as being normal.
to the Burst (B) always implies the consumption of one more
projectile.

8
When the Shock Special Ammunition hits, it ignores Valor other with the normal ARM value, and the last 2 rolls
L2: Dogged and Valor L3: No Wound Incapacitation Special Skills, must be BTS rolls, due to the Stun Special Ammunition.
as well as the Seed-Embryo of the Shasvastii Special Skill. The player succeeds at one of the ARM rolls, but fails
This new version of the Shock Special Ammunition updates the other, and also fails the 2 BTS rolls. The Domaru
and replaces the previous version present in the Infinity Basic loses 2 Wounds, one from the normal ammo and the
Book. other from one of the Stun Special Ammunition hits,
so it passes to the Unconscious state. The effect of the
»»ATTENTION: This type of ammunition is forbidden by the second impact from the Stun Special Ammunition is not
Concilium Convention. Its use will be penalized by the applied, as the figure is in an Unconscious state.
international courts
In a later Order, the Unconscious Domaru receives 2
Stun Special Ammunition impacts from normal ammunition. It fails one of the
This is a kind of non-lethal Special Ammunition, designed to ARM rolls, so it then passes to the Dead state.
incapacitate the target, leaving it unconscious without killing it.
In game terms, the Stun Special Ammunition works exactly Example 2 of Stun Special Ammunition
the same as the normal ammo, but with the following An Asura, in an active turn, receives 3 hits from Stun
exceptions: Special Ammunition. When performing the BTS rolls, it
fails the first two of them, so it loses 2 Wounds, passing
The Attribute to resist the effect of this Special Ammunition to the Unconscious state and its player doesn’t perform
is BTS. the other BTS roll, because it would have no effect.
An Unconscious model which fails its BTS Roll against Stun However, as the miniature possesses the V: No Wound
Special Ammunition doesn’t pass to the Dead state. Any figure Incapacitation Special Skill, which allows it to keep acting
in an Unconscious state receiving a successful impact from this in an Unconscious state, the Asura remains active on
Special Ammunition will ignore its effect. the battlefield. Any further Stun impact it receives will
The Stun Special Ammunition roll will be always the last in not have any effect on it as it is in an Unconscious state.
the ARM/BTS Roll sequence.
This Special Ammunition has no effect on figures possessing Example 3 of Stun Special Ammunition
the Structure (STR) Attribute instead of Wounds (W) like REMs A Dàofěi, in an active turn, shoots its MULTI Rifle against
or T.A.G.s, or those troops having the Total Immunity Special a target, declaring he is going to use Stun Special
Skill, and it is not required that any of these troops perform the Ammunition. Therefore, the B of his weapon is reduced
BTS roll. So, when shooting Stun Special Ammunition against to 2.
these troops, the roll will never be a Face to Face roll.
With those miniatures possessing Special Skills that allow Example 4 of Stun Special Ammunition
them to act in an Unconscious state (Such as V: Dogged, V: No During the Deployment Phase, a player declares his
Wound Incapacitation...), while they are in the Unconscious state Veteran Kazak with a T2 Rifle has loaded it with Stun
with their Special Skill active, Stun Special Ammunition will Special Ammunition. So, during the battle, this will be
have no effect on them. the only type of ammunition his weapon can shoot.

Stun Speci al Ammunition. NOTES The term Stun Special Ammunition embraces different
A figure in an Unconscious state due to Stun Special types of non-lethal ammunition (Electrical, chemical, low
Ammunition and who receives one (or several) Wounds due impact, etc.) designed with the purpose of incapacitating
to any other kind of ammunition will still pass to the Dead state. the target without killing it. This is a type of ammunition
characteristic of police and antiterrorist operations. It is used
Miniatures in an Unconscious state due to Stun Special
Ammunition can be healed by a troop possessing the Doctor in riot control and hostage operations, missions requiring the
Special Skill, or Paramedics, or by Regeneration, AutoMediKit… capturing alive of the targets, and also those undertaken in
as with normal ammunition. sensitive areas, as badly pressurized zones.

Those miniatures in an Unconscious state due to Stun Special Swarm Special Ammunition
Ammunition are counted as casualties when applying the rules Biotechnological ammunition that works via area saturation.
of Retreat!
In game terms, resisting Swarm Special Ammunition requires
If the scenario allows it, or by mutual accord of the players, a BTS Roll instead of an ARM Roll, it has the effect of the Shock
the Stun Special Ammunition can be carried by MULTI weapons. Special Ammunition (Applying its rules) and you always place
In this case, it works as any other Special Ammunition, added a Circular Template at the point of impact.
to those this weapon is loaded with in its weapon profile.
However, its effect cannot be combined with the other The Template of the Swarm Special Ammunition lasts
Special Ammunitions (For example: you cannot shoot AP + throughout the game turn in which it was fired, and it is
Stun Ammunition, or DA + Stun Ammunition). considered to be a Low Visibility Area, of infinite height.
Moreover, the lethal effect of this ammunition remains active
In the same way, if the scenario, allows it, or by mutual while the Template is on the table, so any figure or Marker,
Rules

accord of the players, the Stun Special Ammunition can be


friend or foe, that makes contact with this Template must
fired by those weapons that carry only one type of Special
also make the corresponding BTS Roll. Equally, each figure or
Ammunition (For example: an AP Rifle). In that case, the weapon
Marker, friend or foe, that declares an Order or ARO when it is
could only shoot Stun Special Ammunition, and its player must
inside or in contact with the Template, must make a BTS Roll.
indicate that when deploying the miniature.
Swarm ammunition is vulnerable to FIRE Special Ammunition,
This new version of the Stun Special Ammunition updates
and replaces the previous version present in the Infinity Basic removing the Circular Template if it is affected by this kind of
Book ammunition.
The Swarm Special Ammunition is a type of lethal and
Example 1 of Stun Special Ammunition offensive ammunition, so it always requires a valid target
During a firefight the Domaru Ikeda, receives 4 hits. to be fired at. The player cannot use it as if it were Smoke
One of them is from AP Special Ammunition, one from Special Ammunition, shooting it at locations where there are
normal ammunition, and the other 2 are Stun Special no enemy miniatures.
Ammunition. The player rolls dice to check if his figure
can resist the damage. One of the rolls is made with the
ARM value halved due the AP Special Ammunition, the 9
Game example of Swarm Special Ammunition Swarm Ammunition is very special ammunition that uses
Hoaakan, veteran Sakiel from the Tohaa army, is being diminutive creatures whose measurements are stated in
attacked by Yu Jing troops. He launches a Swarm Grenade micrometers as its basic components. These creatures are
in ARO at his adversaries, a Haramaki and a Keisotsu, who usually insectoid, and of alien origin, or an artificial creation
are attacking him with a Coordinated Order. The veteran through genetic engineering. The Swarm Ammunition used
Sakiel wins the Face to Face Roll and places a Circular by the Tohaa is a flying insect called Gnaasos, from Sareota,
Template over the Haramaki, which he declared as the a Tohaa Colonial planet. The Tohaa have modified the
target, also affecting the Keisotsu, so both figures must Gnaasos for military functions, increasing their aggression
now make the corresponding BTS Roll. The Keisotsu fails levels, enhancing the lethality of the toxins they secrete
his BTS Roll and, being a 1 Wound figure and applying and drastically reducing the longevity of these insects.
the Shock Special Ammunition, he is removed from the The Swarm Ammunition is created by encapsulating these
game table. The Haramaki, possessing a BTS value of –3, miniscule beings in state of lethargy inside a receptacle
succeeds at the roll, but he is still inside the area of effect which, when exploding, launches and and disperses them out
of the Circular Template, so he voluntarily fails his Guts with great violence. The detonation of the container creates
Roll to try to exit the Template area, but his movement a dark cloud of angry creatures that will attack anything that
value is not enough, so he stays inside the area of effect moves, generating a lethal area in which visibility is highly
of the Swarm Special Ammunition Circular Template. reduced. However, the damage produced by the explosion, as
well as the reduced longevity of the insects, makes the cloud
In the next Order, the Haramaki declares to shoot at
disperse by itself, preventing possible biocontamination of
the Sakiel, but being inside the area of effect of the
the area
Circular Template, he must apply a Modifier of –3 to
his BS Attribute (Due to the Low Visibility Area rule). »»ATTENTION: This Special Ammunition has been included
Moreover, at the end of the Order, he must make a BTS in the list of ammunition forbidden by the Concilium
Roll, due to the damage caused by staying in contact Convention. Its use will be penalized by the international
with the Swarm Special Ammunition. courts

weapons
Chain-colt range than the previous Generation-1, and also allows more
accurate target discrimination, reducing collateral damage.
A Direct Template BS weapon that uses the Small Teardrop The new version keeps and improves the basic philosophy of
Template, which cannot be used in CC. The Chain-colt allows the E/Marat as close quarters weapon, quite useful to equal
performance of Intuitive Attacks. The roll to Dodge this kind the imbalance in confrontations between light forces with a
of weapon is PH-6. low technological profile and highly technified units.
The Chain-colt, basically a red-hot shrapnel launcher, is
the light and compact version of the Chain Rifle. Although »»ATTENTION: This weapon affects Cubes, deactivating
both weapons work the same way, the Chain-colt possesses them, and is forbidden by the Concilium Convention. Its
a smaller electric trigger, so it has a shorter range. However, use will be penalized by the international courts.
the cylindrical magazine which contains the inner feeding
Flammenspeer
chain allows a faster reloading speed. Its compact size
(Which allows it to be hidden easily) shorter range and lack An Expendable Ballistic Skill weapon firing projectiles loaded
of specific instruction required to use this weapon, has with FIRE Special Ammunition, placing a Circular Template
made the Chain-colt the ideal weapon for urban guerrilla at the point of impact. The Flammenspeer has B 1 and can
warfare. Produced under license in many countries, it is a only make 2 shots. This weapon is not vulnerable to the E/M
weapon currently in widespread use throughout the Human Special Ammunition, and cannot be used in CC.
Sphere. Those versions implanted into a user’s body are
The Flammenspeer (German term which means “Spear
illegal under international law.
of Fire”), conceived as an expendable antipersonnel support
»»ATTENTION: This weapon is forbidden by the Concilium weapon, is an armament system which has been improved
Convention. Its use will be penalized by the international over the years thanks to technological advances. The
courts development of auto-propelled micro-munitions allowed
the old expendable single projectile models to carry more
E/Marat powerful ammunition and dual magazines without an
increase in weight. Current Flammenspeer models have
Direct Template Weapon (Big Teardrop Template) that shoots multiple-stage auto-propelled projectiles that prevent the
E/M Special Ammunition causing Damage 13. It cannot be risk of suffering damage from gases ejected when the
used in CC. The E/Marat requires LOF to be fired, and it allows propellant charge activates, igniting beyond the point of
performance of Intuitive Attacks. This weapon is vulnerable danger to the gunner. The Flammenspeer has been designed
to E/M Special Ammunition.
Rules

mainly as an antipersonnel weapon, but it has demonstrated


This new version of the E/Marat updates and replaces the its effectiveness against light vehicles. The weapon concept
previous version present in the Infinity Basic Book. of the Flammenspeer has been also developed by the Tohaa
military industry, which has designed a dual firing system to
The E/Marat, whose name signifies “power” in Arabic, is
be mounted on vehicles and heavy tactical units.
a directional short range electromagnetic pulse transmitter
device. The first versions of this weapon, known as
Hedgehog Weapon
Generation-1, consisted of an omni-directional E/M pulse
emitter with radial effect. However, those versions had A Close Combat weapon that activates only when its
defects such as a reduced range and the indiscriminate effect carrier is attacked in base contact. It is a weapon that works
of the pulse on everything that surrounded it, including the automatically, and doesn’t require a CC Roll but imposes a
E/Marat carrier, seeing it achieve scarce success in combat. Modifier of –6 to the CC Attribute of the adversary, who must
This new version has a parabolic deflector, which allows make a Modified Normal Roll to hit, instead of a Face to Face
focusing of the pulse to select more specific targets. Being Roll. If the adversary fails its roll due the Modifier (So if the

10 a directional weapon, the current E/Marat possesses a


more limited range of action, especially when compared to
other area saturation E/M weapons. However, it has more
Failure Category is equal or lesser than 6) then he must make
an ARM Roll against a Damage value equal to the PH Attribute
of the Hedgehog Weapon’s carrier.
The Hedgehog Weapon term is used to refer to personal the final notorious design flaw of the Jammer. This weapon
defense devices and also for those evolutionary developments has a limited action radius that obliges its carrier to move
based on the same defensive concept: a coating covered by very close to his targets, preventing it being popularized as
sharpened spikes to avoid aggressive contact. The spikes of an infantry weapon, due to the risk it means for its carrier.
the Chaksa auxiliary troops are hair covered by thick high However, the effective application of a Jammer on the
density keratin layers that provide the rigidity necessary battlefield, thwarting enemy communications and the chaos
to make it a weapon. The spikes are inserted between the this causes amongst hostile forces is so useful that only
muscles of the subdermal layer, which facilitates defensive one of these devices can completely confound an enemy’s
reactions. As an unconscious and reflexive movement, the strategy.
Chaksa spreads the characteristic poison its dermis exudes
along the spines, making them fearsome weapons. Marksman Rifle
This weapon is considered the intermediate step between
Jammer
the Rifle and the Sniper Rifle. In game terms, the Marksman
A radio-electronic offensive jamming device used to break Rifle is a Long-medium range Ballistic Skill weapon. This
enemy communications. In game terms, the Jammer is a weapon cannot be used in CC.
Ballistic Skill weapon, non-lethal, with a range covering Zone
Although the primacy of the Combi Rifle as the main
of Control (8 inches) radius and it doesn’t require LOF to be
weapon of the Infantry soldier is undisputed, its range,
used against an enemy. limited only to short-medium distance, sometimes is not
The use of the Jammer is considered a BS attack that enough for the job at hand. Conflicts in places like the
requires the spending of a Short Skill of an Order or an ARO, arctic environments of Svalarheima, the mountain areas of
and to succeed at a WIP Roll, either a Normal or a Face to Face Tien Shan, or the Ariadnan steppes, have highlighted the
Roll. The player must designate one figure as a target, which need to increase the range of the engagement capability
will be the only one attacked out of all those affected by the of Infantry formations. In such a way, the Marksman Rifle
range of the weapon. The target figure of a successful Jammer has been specifically designed to engage targets located at
attack must make a BTS Roll against Damage 13. long distance. However, this also means an increase of the
weight and length of the weapon, which is difficult to use in
The effect of the Jammer is twofold: it makes its target
Close Quarters Battle conditions. Placed between the Rifle
an Irregular figure and breaks its Link with a Fireteam or any
and the Sniper Rifle, this weapon provides rate of fire at a
other type of Link it belongs to.
range longer than usual for an infantry soldier, without the
A troop affected by a Jammer who fails its BTS Roll requirement of a sniper’s specific training. Even although
automatically becomes Irregular. This must be marked by it is not supposed to be regular equipment, but a light
placing an Irregular Order Marker beside it. If, at the beginning support weapon, some units have been entirely equipped
of the next active turn, this troop still possesses this Marker, with Marksman Rifles. Usually, these are units dedicated to
then it will not provide its Order to the Order Reserve of its combat support tasks, or units deployed in areas where this
army. weapon would be of optimal use.
Moreover, if when performing an attack with the Jammer,
the target is a member of a Fireteam, or any other type of Link, Molotok
no matter what (Enomotarchos, Fireteam, Haris, Tohaa...) and Long-medium range Ballistic Skill support weapon. This
fails its BTS Roll, then its Link will be broken and the figure weapon has B 4 and cannot be used in CC.
will automatically be out of the Fireteam or Link it belonged
The Molotok (Молоток, Russian for “Hammer”) is
to. While it possesses an Irregular Order Marker that figure
a light machine gun of compact design, with a short barrel,
also cannot be part of any type of Link.
foldable butt and a chamber adapted for lighter ammunition,
However, if the target is the Link Leader of a Fireteam, or created to cover the requirements of airborne and special
any other type of Link, whichever this may be (Enomotarchos, operations units. However, while lacking the range and
Fireteam, Haris, Tohaa...) and fails its BTS Roll, then the the power of the standard Ariadnan Heavy Machine Gun,
whole Link will be broken and the LINK Leader Marker must the famous AKNovy Hishchnik (Хищник, Russian for
be removed. In the same way, this figure cannot be part of “Predator”), the Molotok has been specially useful in urban
any kind of Link. warfare and Close Quarters Battle environments, being
If the target of a Jammer is a Lieutenant and he fails his adopted by several Ariadnan units and not only those units
BTS Roll, then when becoming Irregular, he stops being a types previously mentioned.
Lieutenant, so the army will pass into a Loss of Lieutenant
situation. If the Lieutenant was already an Irregular troop, in
Rocket Launcher
an Army List completely comprised of Irregular troops, then
(Light RL, Heavy RL)
he will remain as Lieutenant. Support weapon, with B 2, which shoots FIRE Special
The effect of the Jammer is permanent until the miniature Ammunition, placing a Circular Template at the point of impact.
Rules

affect by it is repaired by a troop possessing the Engineer There are two versions of this weapon, light and heavy, with
Special Skill, in which case the Irregular Order Marker is different values for Distance and Damage. The Rocket Launcher
removed. is a BS weapon that cannot be used in CC.

This weapon is vulnerable to E/M Special Ammunition. The Guided version of this weapon (Guided Rocket
Launcher) allows firing of guided projectiles loaded with FIRE
The Jammer is an electronic warfare tactical weapon, Special Ammunition, which places a Circular Template at the
which means it is a Short range, compact and specialized point of impact, but reducing its B to 1. This weapon applies
artefact. To adapt to its military function, the Jammer has the usual rules of Guided Special Ammunition: its projectiles
been designed as a hybrid technology device that includes are hackable, with BTS –3, it can only shoot a maximum of 5
a communication frequency tracker, affecting not only shots per game turn, etc. This weapon can also be used as a
radio but also laser, microwave etc… all combined in a normal Rocket Launcher, which can shoot unguided projectiles,
powerful radial jamming transmitter. However, the military which are non-hackable.
requirements that it be portable and as lightweight as a
personal weapon, plus the limitation of its area of effect
to avoid unexpected interference to allied devices, created 11
The Rocket launcher, in both light and heavy versions, is duration, breaking up harmlessly after a short duration.
an Infantry support weapon, possessing a long tradition in This allows use of Swarm Grenades to temporarily block
the military history of the Human Sphere. Designed mainly locations that could later need to be opened. In addition,
as an anti-personnel weapon, with casualty radius of 4-5 these grenades have important psychological value,
metres, Rocket Launchers can be also used against light because the cloud generated by them is easy to identify,
and medium vehicles. Modern Rocket Launchers are based which combines with their reputation as lethal weapons to
on the Hydra-90 projectile series, which uses the universal have a serious effect on enemy troop morale.
Mk 77motor, an evolution of the PFFR (Portable Folding
Fin Rocket) Mk 25, developed in the middle of the 21st »»ATTENTION: This weapon has been included in the list
Century. The venerable Mk 25, similar to the one still in of weaponry forbidden by the Concilium Convention. Its
use by Ariadnan forces, was used in the Caucasus Conflicts use will be penalized by the international courts.
and the Central American Campaign, starting a long career
as close support weapon for Infantry forces. In its record
Vulkan Shotgun
can be found more than 30 different firing platforms, Short-medium range Ballistic Skill weapon that can choose to
both portable and mounted, which have been used by the shoot AP Special Ammunition or just FIRE Special Ammunition
armies of the Human Sphere since its creation. Thanks to with a Small Teardrop Template. This weapon works the same
the reduced recoil system, and the different lightweight way as the Boarding Shotgun, with the sole exception that the
projectiles of the Hydra-90 series, the Rocket Launcher can Teardrop Template is composed of FIRE Special Ammunition.
be used mounted on a vehicle, in an unmanned combat unit, This weapon cannot be used in CC.
and also by a single soldier.
The Vulkan Shotgun is the Infantry adaptation of the
Stun Pistol traditional Navy Boarding Shotgun. While the Boarding
Shotgun was developed according to the requirements of
Short range BS non-lethal weapon, which shoots Stun Special naval assault units as a weapon that can be used in closed
Ammunition. This weapon can be used in CC, but reduce its environments with a scarce atmosphere or even in the
B to 1). void, the Vulkan Shotgun was modified for close combat in
The name of the Stun Pistol is applied to several different urban or jungle warfare. This weapon replaces the standard
weapons which shoot disabling non-lethal ammunition. pellet/ flechette ammunition with a round charged by a
Although the kind of ammunition used varies, from the most rapidly igniting and highly incendiary substance (zirconium,
advanced Nanotech projectiles, to the classic electric darts, phosphorus ...) which generates a large tongue of flame at
through bio-chemical options, or sonic or gas discharge, the the point of impact, with a spectacular effect similar to a
purpose is the same in all of them: to stop an opponent at flamethrower. Similar versions of the Vulkan Shotgun are
short range or engaged in a melée. Stun Pistols are weapons used by the Tohaa military forces and by the Morat, due
designed for police use as an alternative detention system to their lethal consequences against troops equipped with
against dangerous or highly aggressive individuals. These Symbiont Armor.
weapons are under legal supervision in all nations of the
Human Sphere, but are relatively common in frontier
territories, where their sales are barely controlled.

Submachine Gun
Short and medium range BS weapon, which shoots Shock
Special Ammunition. This weapon cannot be used in CC.
The advances in personal ballistic protection and the
appearance of the Combi Rifle eclipsed the Submachine gun
as the main military and police weapon short-ranged weapon
with light ammunition. While long considered obsolete,
progress in stopping power for new light ammunitions in
recent times have favored a rebirth of this kind of weapon.
The characteristics of its light caliber facilitates a high rate
of fire and concentration of hits, causing higher hydrostatic
shock on the target than that of larger bore calibers. Its
enhanced firepower and special qualities for close quarter
battle make the Submachine gun a much appreciated
weapon by tactical police units, anti-terrorist and special
operations teams, as well as paramilitary groups.

Swarm Grenades
Rules

Ballistic Skill Thrown Weapon. This weapon applies the


same rules as Grenades, but it is loaded with Swarm Special
Ammunition (BTS Roll, Shock Damage, Low Visibility Area, game
turn duration...).
The Swarm Grenades are a multipurpose weapon with
both offensive and defensive uses. The micro-insects with
which they are loaded secrete a highly poisonous substance
so powerful that a single sting is enough to incapacitate
an average adult. However, the frenzied and aggressive
behaviour of the swarm delivers so many stings that death
is provoked almost immediately. As a collateral effect, the
Swarm Grenades generate a cloud of micro-insects so thick

12 that aids their use as screen to hide the movement of military


units. The cloud created by a Swarm Grenade has a limited
EQUIPMENT
»»ATTENTION: This weapon is forbidden by the Concilium automatically revealed when declaring its use. The Nullifier
Convention. Its use will be penalized by the international allows performance of Intuitive Attacks, being allowed to be
courts placed in an area that affects a Camouflage and Hiding Maker,
if the WIP Roll is successful. Unlike Mines, Nullifiers cannot
Defensive Hacking Device camouflage. Each of them has the height of a basic troop
A limited Hacking device which only allows performance from the army it belongs to. The Nullifier has ARM 0, BTS 0,
of Defensive Mode Hacking, Controlling a Remote and Hacking STR 1. Each troop possessing this device carries 3 Nullifiers.
Security and Information. Once the Nullifier has been placed on the game table, it
A Defensive Hacking Device works like a Repeater for all works automatically and continuously. The Nullifier only stops
the other Hackers in its own army. This piece of Equipment is working if it loses its STR point, or it is deactivated by a troop
vulnerable to E/M Special Ammunition. possessing the Engineer Special Skill who is in base contact,
spends a Short Skill of an Order and succeeding at a WIP Roll.
Defensive Hacking Devices have been created specifically
In such cases, the Marker is removed from the game table.
to perform security tasks. Lacking the software and
hardware necessary to perform Offensive Mode Hacking, It is permitted to place a Nullifier as an Order or ARO to avoid
these info-war devices are commensurately cheaper and a Hacking attack, Sepsitor, a Forward Observer marking or a
easier to produce. Moreover, the learning curve required Flash Pulse shot, by winning the corresponding Face to Face Roll.
to use them effectively is less pronounced, which allows This piece of Equipment is vulnerable to E/M Special
informatic security specialists to be totally prepared within Ammunition.
shorter time frames.
The Nullifier has no effect over game elements or scenery
Hungries Control Device items provided by scenarios (Access Consoles, Landing Beacons,
Access Gates...) unless the scenario indicates the contrary
This piece of equipment allows creation of a Fireteam
The Nullifier was developed by the Tohaa engineers as
comprised by the owner of the Control Device and a group
last ditch defense against the EI menace. The supremacy in
of Hungries. The Fireteam can contain both Gakis and Pretas. cyber-combat of the Aspects created by the alien Artificial
In game, it is not necessary that the owner of the Control Intelligence and the danger of the Sepsitor forced adoption
Device be the Link Team Leader. of a zero-activity defensive system. The massive jamming
system of the Nullifier means a total communication blockade,
The formation, activity and the reformation of this Fireteam establishing a deadlock for any type of transmission and
uses the rules of Infinity Fireteams (See the book Infinity Human electronic activity within its area of effect.
Sphere). However, the player must not forget the following:
Spotter
It is compulsory that the owner of the Control Device and
the Hungries belong to the same Combat Group. Shooting remote assistance system. Usually, but not only,
built into REMs having Ghost: Synchronized to act along with
Thanks to the Control Device, when the Fireteam is formed,
their Controller, giving him Bonuses to his rolls.
the Gakis and the Pretas become Regular. Moreover, following
the Fireteam rules, all the members of the Fireteam become In game terms, to activate the Spotter requires a Short Skill of
Not Impetuous. an Order. It doesn’t require rolling of dice, and it is considered
an Attack.
This piece of Equipment is vulnerable to E/M Special
Ammunition. If the owner of the Control Device falls The Spotter provides the REM Controller a Bonus of +3 to BS
Unconscious or Dead, or if the Device is Disabled, the Fireteam and Discover Rolls only, while the REM carrying it has LOF with
breaks automatically. the target and it also declares that it will activate the Spotter
The strong role the hunt has in Morat society soon (Declaring a BS attack or Discover with it). While Synchronized
determined the role of The Hungries in its Aggression (See Ghost: Synchronized in Infinity Human Sphere) with the
Forces. Operating in joint actions of the Combined Army, Controller, activating the Spotter doesn’t require the spending
The Hungries are used as a spearhead to locate and harass of an extra Order. When activating the Spotter, the REM doesn’t
the enemy, pushing it towards an open range, exactly the
shoot any weapon, or attempts to Discover, instead it only
same role they have in the hunts of great predators on the
Morat homeworld. provides the Bonus.
The carrier of a Spotter device helps the shooter detect,
Nullifier observe, and assign targets when deployed in the field.
Rules

A deployable and disposable piece of equipment which is The Spotter carrier also watches for the results of the shot,
mainly a portable signal cancellation device. matching successful hits and providing corrections to aiming
if any were missed. The Spotter device reads atmospheric
In game terms, inside the area of effect of a Nullifier it is
and gravity conditions by using both physical indicators
not permitted to perform Hacking, Sepsitor, Forward Observer
and sensor systems. It also provides the shooter accurate
markings or shooting Flash Pulses. Figures placed inside its
calculations for distance, angle shooting and a reticule,
area of effect cannot be targeted by those kind of attacks.
which leads for fast-moving targets.
The area of effect of a Nullifier is a range of 8 inches radius
(Zone of Control). Symbiont Armor
To place and activate a Nullifier is a Short Skill, which Biotechnologial entity artificially created as defensive-
requires success at a WIP Roll, and allows placement of a offensive element. The Symbiont Armor is a living organism
Nullifier Marker (NULLIFIER) in base contact with its owner. This

13
which enhances certain Attributes of the user, facilitates his
action is considered to be an attack, so any troop on the table
as a Marker (Camouflage and Hiding, Impersonation…) will be
healing process, provides armor and suffers Damage instead However, if Soaane loses 3 Wounds, his Symbiont Armor
of him. will die, because it has lost both its 2 Wounds, and the
third Wound is suffered by Soaane himself, taking him
QUICK RESUME IN GAME TERMS
to an Unconscious state (His Inactive Symbiont Armor
»»Symbiont Armors allow a figure to enter play with a troop profile has 1 Wound) placing an Inactive Symbiont Armor
profile (Active Symbiont Armor profile) and, when this has Marker and also a Wound Marker beside the figure.
lost all its Wounds, it can keep playing with another, different Soaane will stay on the game table, in an Unconscious
profile (Inactive Symbiont Armor profile). state, with his Inactive Symbiont Armor profile.
»»Moreover, when a MediKit is applied to a troop possessing However, let’s suppose the fates, envying the bravery
a Symbiont Armor to heal him, the troop makes a PH Roll
of Soaane, turn their faces away, and Soaane fails 4
instead of a PH-3 Roll.
ARM Rolls. Then, like before, the Symbiont Armor will
»»The user of a Symbiont Armor can detach from the Symbiont die (It has lost both its 2 Wounds), but the unfortunate
Armor to be free from the effects of Immobilized and Disabled Soaane will pass to a Dead state (He has lost his 1 Wound
states. and also his Unconscious state), so he must be removed
»»Symbiont Armors are vulnerable to FIRE Special Ammunition, from the game table.
a failure on an ARM Roll against it meaning the automatic But, what happens if Soaane only loses 1 Wound in this
Death of the troop, no matter how many Wounds it has. Order and in another different Order he loses 2 more
»»In the same Order in which a Symbiont Armor troop passes Wounds? Losing 1 Wound, a Wound Marker must be
from the “Active Symbiont Armor” to “Inactive Symbiont Armor” placed besides the figure, which keeps playing with its
state, its carrier cannot make a Guts Roll. Active Symbiont Armor profile. When it loses 2 Wounds
then the Inactive Symbiont Armor Marker is placed,
Symbiont Armor: Troop Profiles and Damage and the Wound Marker is kept, but now, this Wound
A figure possessing a Symbiont Armor has 2 troop profiles. Marker indicates that the Symbiont Armor user is the
The “Active Symbiont Armor” profile is the initial troop profile one who has lost 1 Wound and he is in an Unconscious
the figure is deployed with. When the “Active Symbiont Armor” state (Because his Inactive Symbiont Armor profile has
profile has lost all its Wounds, the player will keep using the 1 Wound).
“Inactive Symbiont Armor” troop profile.
Let’s suppose Soaane should lose 2 Wounds in this Order
The “Active Symbiont Armor” troop profile lacks an Unconscious
and in another different Order he loses 1 more Wound.
state. When it loses all its Wounds, it stops suffering damage,
Having lost 2 Wounds, his Symbiont Armor dies and
and the successive Wounds the figure receives will be applied
the Inactive Symbiont Armor Marker is placed directly
directly to the “Inactive Symbiont Armor” troop profile, which
(No need to place the 2 Wound Markers), because
is its user’s.
this indicates his Symbiont Armor is dead (Without
The “Active Symbiont Armor” profile is replaced by the Wounds) and Soaane must use his Inactive Symbiont
“Inactive Symbiont Armor” profile (But keeping those Wounds Armor profile. In the Order Soaane where loses 1 more
received) at the end of the Order in which the figure with the Wound, he has used his Inactive Symbiont Armor profile
Active Symbiont Armor has lost his Wounds. in the ARM Roll, and the Wound he loses is applied to that
So, a troop with the “Active Symbiont Armor” profile who profile (1 Wound), so he keeps the Inactive Symbiont
receives several hits in the same Order will use the ARM value Armor profile, and the Wound Marker is placed beside
of his “Active Symbiont Armor” profile against all of them. the figure, indicating that Soaane is in an Unconscious
state.
A figure possessing Symbiont Armor who has lost all the
Wounds of its “Active Symbiont Armor” profile must indicate Symbiont Armor: Healing and Repair
this by placing a Symbiont Armor: Inactive Marker. To be able to heal a troop possessing a Symbiont Armor, it
The Wound Markers placed beside an Active Symbiont Armor is required to have not only the Doctor Special Skill, but also
figure mark the Wounds received by the “Active Symbiont Armor” the Engineer Special Skill.
profile. However, Wound Markers placed beside a troop in Unconscious figures possessing an Inactive Symbiont Armor
Inactive Symbiont Armor, indicate the Wounds received by the that are given a MediKit to cure them, make a PH Roll instead
user (Inactive Symbiont Armor profile). of the usual PH-3 Roll the MediKit rule states.

Example: Losing Wounds with Symbiont Armor Troops possessing a Symbiont Armor can only be recovered
Soaane, a brave soldier from the Ectros Heavy Infantry from the Unconscious state to Normal (Recovering 1 single
Wound) so they never recover the Active Symbiont Armor profile.
Rules

Regiment, with his Active Symbiont Armor at full


performance (Wounds: 2), is facing several enemies They cannot recover more Wounds, no matter if their Troop
shooting at him in ARO. The dice rolls determine that Type is a T.A.G. because they have no STR Attribute.
Soaane will receive 5 hits, so he must make 5 ARM Rolls, A failure on the healing roll for a Symbiont Armor carrier
always applying the ARM Attribute of his Active Symbiont who is in an Unconscious state means the automatic Death
Armor. The brave Soaane succeeds at 4 ARM Rolls, so he of the figure, which must be removed from the game table.
keeps playing with his Active Symbiont Armor, but with
Apart from that situation, a failure in the repair of a Symbiont
1 Wound Marker beside him, as he has lost 1 Wound.
Armor with a Disabled Marker (DIS), or an Immobilized Marker
If Soaane loses 2 Wounds –which is the total amount (IMM), means the Symbiont Armor is definitively Disabled or
of Wounds of his Symbiont Armor- he will keep playing Immobilized, without any possibility of repair. In such cases, its
with his Inactive Symbiont Armor profile, placing the wearer can always detach from the Symbiont Armor and keep
corresponding Inactive Symbiont Armor Marker beside playing with its Inactive Symbiont Armor profile (See below).

14 his figure.
Example. Healing a troop possessing a Symbiont Armor Symbiont Armor: Detach from the Armor
Boona, a courageous Kumotail Bioengineer, is in base If a figure possessing a Symbiont Armor is in an Immobilized
contact with a Gorgos, a Tohaa T.A.G., in an Unconscious state (Due to a Hacking attack, Adhesive Special Ammo, etc.)
state, therefore using its Inactive Symbiont Armor profile. it can detach from the Symbiont Armor to get free, using its
If Boona spends 1 Short Skill and succeeds at a WIP Inactive Symbiont Armor troop profile.
Roll, the Gorgos will recover 1 Wound, passing from To voluntarily detach from the Symbiont Armor requires
Unconscious state to Normal, with 1 Wound, and keeping a Short Skill of an Order or an ARO. The Symbiont Armor is
its Inactive Symbiont Armor profile. However, Boona abandoned and cannot be liberated by any figure possessing
cannot make this T.A.G. recover more Wounds. the Engineer Special Skill, so, in game terms, it dies and vanishes
If Boona fails her WIP Roll to cure the T.A.G. it will pass from the battlefield.
directly to the Dead state, and the figure must be
Symbiont Armor: Notes.
removed from the battlefield.
There are several Symbiont Armor models, each possessing
different Attributes and Special Skills. Depending on the model,
Symbiont Armor: Guts Roll
the Symbiont Armors can have 1 Wound or more. For example,
The user of a Symbiont Armor cannot make a Guts Roll
the Tohaa T.A.G.s are just superior armor models, which is the
in an Order in which his Symbiont Armor passes from Active
reason why they have Wound (W) values instead of Structure
to an Inactive state (When the Symbiont Armor loses its last
(STR).
Wound), so the figure must apply the corresponding rule and
leave its current position. Symbiont Armors apply the characteristics of the Troop
Type they belong to. For example, the Heavy Infantry (HI) and
The exception to this rule is applied when the Symbiont
T.A.G.s are vulnerable to E/M Special Ammunition and also to
Armor user has the V: Courage Special Skill or equivalent.
Hacking as with any other HI or T.A.G. while Light Infantry (LI)
and Medium Infantry (MI) cannot be hacked, or Immobilized
Example: Symbiont Armor and Guts Roll
by E/M Special Ammunition, for example.
Our old friend Soaane, soldier of the Ectros Heavy
Infantry Regiment, with his Active Symbiont Armor at Troops possessing a Symbiont Armor, when passing to the
full capacity (Wounds: 2), is facing several enemies, who Inactive Symbiont Armor profile, change the Troop Type they
again shoot him in ARO. The dice rolls determine Soaane are as well, usually becoming Light Infantry (LI)
receives 3 hits, so he must make 3 ARM Rolls, applying Symbiont Armors are personal and not transferable. So,
the ARM value of his Active Symbiont Armor against all they are a piece of equipment that cannot be picked up with
of them. Soaane fails 1 ARM Roll, losing 1 Wound from the Booty Special Skill.
his Symbiont Armor, so he can still keep fighting with
his “Active Symbiont Armor” profile. As Soaane wants
to stay in the position he is in, he makes the Guts Roll
and, after success, remains where he is.
In the next Order, after a new barrage, Soaane fails 1
ARM Roll, losing the last Wound of his Symbiont Armor,
so now he stays in the game with his “Inactive Symbiont
Armor” profile, placing the corresponding Marker
(Symbiont Armor: Inactive). However, as he has lost
his Symbiont Armor, at the end of this Order, Soaane
cannot perform his Guts Roll, and is forced to retreat
towards the nearest Cover.

Symbiont Armor: Vulnerability to Fire


Symbiont Armors are notoriously vulnerable to FIRE Special
Ammunition.
A figure possessing a Symbiont Armor, Active or Inactive,
which fails its ARM Roll when receiving a hit from FIRE Special
Ammunition, will pass automatically to a Dead state, no matter
how many Wounds it has, and is removed from the game table.
Rules

Example: Symbiont Armor and FIRE Special Ammunition


Soaane, our brave soldier of the Ectros Heavy Infantry
Regiment, with his Active Symbiont Armor at full capacity
again (Wounds: 2), is hit by a Light Flamethrower. But
poor Soaane fails his ARM Roll, so, consumed by the
flames, he passes automatically to the Dead state,
instantly losing the 2 Wounds of his Active Symbiont
Armor profile, the 1 Wound of his Inactive Symbiont
Armor profile and also the Unconscious state, so his figure
must be removed from the game table.

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