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This is a streamlined, simplified version of the Infinity rulebook, designed to ease you into your first Infinity game. Once you're familiar with these concepts, learning the unabridged rules will be a breeze:
All game distances are given in inches. When measuring the distance between two troopers, use the borders of their bases nearest to each other. When moving troopers around the battlefield, make sure to always use the same part of the base for your measurements.
We recommend using a 48″ by 48″ table for Infinity games, but the rules included in this rulebook can be played on a 32″ by 24″ surface.
We strongly suggest you make sure the game area includes plenty of model terrain and scenery to simulate cover and blind angles.
Each Infinity trooper has a Trooper Profile that details his Attributes: a series of numeric values that represent how well the trooper can fare against the game’s challenges. The different Attributes of Infinity troopers are:
Additionally, Trooper Profiles list the trooper's Special Skills, Equipment and weapons.
Line of Fire (LoF) is the criterion by which players determine whether a trooper can see his target. LoF is an imaginary straight line between a trooper and his potential target.
In Infinity, troopers have a LoF angle of 180º, that is, they can see with the front half of their base. For a trooper to be able to draw LoF to his target, these conditions must be met:
In game terms, all combatants occupy an unvarying volume on the table. This volume is cylinder-shaped, with its width determined by the base size and its height by the type of trooper.
Silhouette Templates are a game aid designed to help players determine the in-game volume and height of a trooper.
If doubts about the volume of a trooper arise during a game, use the Silhouette Templates to decide exactly what cylinder-shaped space it takes up on the game table.
To figure out whether a trooper is able to successfully complete his action, roll a twenty-sided die (d20). Playing with these rules, each player might need to roll up to three dice simultaneously.
Only one player takes part in a Normal Roll. Roll a d20 and compare the result to the acting trooper’s relevant Attribute. If the result is equal to or lower than the Attribute, the action is successful.
Face to Face Roll
When two or more troopers have opposing intentions, both players participate in a Face to Face Roll. Each player rolls a d20 and compares the result to their trooper's Attribute and to the opponent's result. The trooper with the highest result that did not go over its Attribute value wins the Face to Face Roll and cancels the opponent's attempt.
If the players can roll more than 1 d20, when comparing, successes cancel enemy successes with a lower die result—even if they are canceled, in turn, by higher enemy successes.
In the event of a tie, both rolls cancel each other and no effects are applied.
Modifiers (sometimes called MODs) are penalties or bonuses different game situations can impose on a Roll. Modifiers can be either positive or negative and they are applied to the Attribute before rolling the dice.
The total sum of all Modifiers applied to a Roll can never exceed +12 or -12.
Whenever a rule mentions the value of an Attribute, consider it to mean the final value, obtained after applying all MODs.
If the result on the dice is equal to the final value of the Attribute, the Roll is a Critical success.
In a Face to Face Roll, Criticals always win, trumping any non-critical result rolled by the opponent. If both players roll a Critical, the Face to Face Roll is a tie and both troopers fail.
To decide which player goes first, make a Face to Face Roll using WIP.
Before the game begins, players must deploy their troopers on the battlefield. The winner of the Initiative Roll will be the first to perform the Deployment. Each player has his own Deployment Zone.
Each trooper's base must be inside the Deployment Zone in its entirety. Troopers can be deployed over the buildings and containers placed inside the Deployment Zone.
You may only deploy troopers where their base fits.
The game is played in a series of Rounds, and each Round is divided into two Player Turns.
The player who won the Initiative Roll goes first, that is, has the first Player Turn. When that Turn ends, the opponent's Turn begins. Alternate Turns until one player loses all his troopers. Then, the game ends.
Active Player, Reactive Player
The Active Player is the player currently playing his Turn. During the opponent's Turn, that player becomes the Reactive Player.
As the Active Player, the first thing you must do when your Active Turn begins is count how many of your troopers are still alive on the table. That is the number of Orders you may spend during that Active Turn. These make up your Order Pool.
By spending one Order, you may activate one trooper. You decide which trooper to activate each time you spend an Order. You could activate each trooper once, use all your Orders on one trooper, or anything in between.
Once you have spent all your Orders, your Active Turn ends.
During your Active Turn, you spend your Orders sequentially to activate your troopers. By spending one Order, you may have one of your troopers perform one of the following combinations of Skills:
When the Active Player declares the first Skill of an Order, and before he can declare the second, both players check to see if any of the Reactive Player's troopers can react with an ARO (Automatic Reaction Order).
All of the Reactive Player's troopers that have Line of Fire to (that is, they can 'see') the trooper that is using the Order, may declare one of these AROs:
When a trooper declares Move, he may move up to his first MOV value in inches. While moving, he may freely change the direction he is facing.
Declaring Move includes disclosing the exact route the trooper follows.
The second value of the MOV Attribute is the number of inches a trooper may move if he declares Move for the second time during a single Order.
In order to declare a BS Attack, the trooper must have Line of Fire to his target and must not be in base to base contact with an enemy.
Before rolling the BS Attack, measure the distance between the trooper and his target and apply the appropriate MOD to his BS Attribute.
BS Attack Roll and Burst
When one of your troopers declares a BS Attack, you make a BS Roll to find out whether the attack was successful. If the target declares a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.
When he declares a BS Attack, a trooper in his Active Turn may shoot as many times as the Burst (B) value of his weapon (in this case, a Combi Rifle). The Active Player may distribute those shots among any number of targets, but must do so during the declaration of the attack.
The Active Player rolls as many d20s as the Burst value of his trooper's Combi Rifle, and compares the results to the BS of the trooper, as explained above under Rolls.
If the Active Player splits his Burst between different targets and these react in ARO, each Face to Face Roll is rolled separately following the order the Active Player wishes.
The Burst value of the Reactive Player is always 1.
Cover can obstruct Lines of Fire and offers troopers a modicum of protection. The target of a BS Attack is in Partial Cover when it is in base to base contact with a piece of scenery that partly blocks the Line of Fire of the attacker.
Troopers in Partial Cover impose a -3 Modifier to the BS Attribute of their attacker, and also enjoy a +3 Modifier to their own ARM Rolls.
Troopers may only declare a CC Attack if they are in base to base contact with their target.
CC Attack Roll
When one of your troopers declares a CC Attack, you make a CC Roll to find out whether the attack was successful. If the target declares another CC Attack or a BS Attack against your trooper in response or tries to Dodge your attack, then you both make a Face to Face Roll. Otherwise, resolve the attack with a Normal Roll.
Roll a d20 and compare the result to the CC Attribute of your trooper as explained above under Rolls.
To declare Dodge, a trooper must be in base to base contact with, or have Line of Fire to, an attacking enemy.
A trooper that declared Dodge makes a Physique (PH) Roll to avoid the CC or BS Attack.
Additionally, troopers in their Reactive Turn that Dodge successfully may move up to 2 inches. This movement cannot be used to enter base to base contact with an enemy.
Successful attacks force their target to pass an Armor (ARM) Roll or receive injuries and be removed from play.
To make an ARM Roll, roll a d20 and add the result to the ARM Attribute of your trooper. If the sum is higher than the Damage value of the weapon used in the attack, the trooper passes his ARM Roll. If the sum is equal to or lower than the Damage of the weapon, the trooper loses one point from his Wounds Attribute.
If the trooper loses his last Wounds point, he is removed from play.
If the trooper survives an Attack against him from outside of his 180º LOF, he can turn to face the attacker, at the end of the Order and without any Roll required.
When a Critical success is rolled in any Attack Roll (Being a BS or a CC Attack) the target loses directly one point of his Wounds Attribute value without any ARM Roll required.