Infinity2 3 Opt
Infinity2 3 Opt
Infinity2 3 Opt
Infinity - www.infinitythegame.com
Infinity rule text and images by Corvus Belli
Contents Structures 16
Skills 20
DAMAGE 15
GUTS ROLL 16
UNCONSCIOUSNESS 16
DEATH 16
Preface
3
What is Infinity ?
Infinity is a skirmish scale wargame by Corvus Belli. It has brilliant
miniatures and a fast action-based ruleset set against a science fiction
background that sucessfully blends high-science, anime styling and
gritty alien incursion.
At the time of writing, the Infinity rulebook is the first English revision
(i.e. its second rulebook edition). The Infinity rulebook is a great piece
of art and it's graphics and the background materials it contains are well
worth purchasing as a shelf-piece.
Rules, updates and force lists for Infinity are available on the games'
website (www.infinitythegame.com).
Introduction DISTANCES AND MEASURES
Distances in the game table are measured in inches, using a
4
Infinity, a science fiction miniatures tape measure or ruler. To determine the distance between
two objects, measure the shorter distance between them
combat game using the centre of a miniature’s base as a reference point.
Infinity is a miniatures game that simulates futuristic
combat in a sci-fi environment. Infinity recreates fast, lethal Distances used for movement, shooting, etc. are measured
and high-risk Direct Action operations: missions occurring in the same way every time a miniature acts. When
right in the thick of battle, or behind enemy lines in critical measuring any movement made by a miniature, the entire
hot spots. Players command a small group of elite soldiers, route travelled must be taken into account (For instance,
carefully chosen for their suitability to the battlefield if a miniature has to avoid certain obstacles by taking a
ON
N
INTRODUCTION
conditions. In this way, a force’s composition will vary detour, this must be included in the measure taken). If a
according to the mission, as every assignment will demand figure wants to shoot, a straight line is measured between
a different array of soldiers trained in different skills and the centre of the figure’s base and that of its target to
belonging to different regiments or units. determine the distance that separates them. (See Graphic
1).
Infinity is an innovative, exciting and entertaining game
system that allows simultaneous participation of all players EQUIPMENT REQUIRED TO BEGIN PLAYING
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to unusual situations not covered by the Rulebook. In such
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clarification for any rules you are unsure of. Marker (REPEATER), Disabled (DIS), E/Mauler (E/Mauler),
If no clear situation can be found after considerable Immobilized (IMM), Impersonation (IMP-1 and IMP-2),
searching, we suggest players roll a die each and take the Mines (MINES), Possessed (POS), Prone (PRONE) Spawn-
suggestion of whoever rolls highest. Embryo (SPAWN-EMBRYO), Suppression Fire (SUP FIRE),
Thermo-Optical Camouflage (TO CAMO), and Wound
MINIATURE SCALE AND REPRESENTATION (WOUND).
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to move and act independently. The term ‘miniature’ refers of them. Infinity is a game that benefits from extensive use
to a figure, fixed to a circular base, whose appearance of scenery.
varies according to the type of trooper represented. The
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cost in game points of every miniature changes according
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A miniature’s size is expressed by its height in millimetres. PRACTICAL ADVICE AND CORE CONCEPTS
The most common size is 28 millimetres, representing the Army Lists: Army Lists are hidden. A player has to identify
average height of a man. Figures larger or smaller than this each troop during the Deployment, but he does not have
are scaled up or down accordingly. For a more enjoyable to tell to his adversary which troops are those deployed
game, figures should be properly painted and equipped to as a Marker and not with a figure, neither does he say
faithfully represent the troops involved. who is his Lieutenant or if he has any troops with Hidden
A table or any flat surface is needed to represent the Deployment or Airborne Deployment.
battlefield and different elements are required to function Measuring: It is not allowed to pre-measure before
as scenery and obstacles. declaring an Order/ Short Skill/ ARO except if all the
players, for some specific situation during the game,
decide to the contrary.
Measuring Distances Markers: You can glue round Markers to a miniature base
to facilitate their use.
Game Table: Due to weapon ranges, battles can be more
interesting if the Deployment Zones of both players are
on the short sides of the table (Playing lengthways, not
across).
Range 10cm/4” Orders: A 10 sided die can be used to count the orders left
for each Combat Group in an :army.
Move 10cm/4”
THE TROOPS Troop Classification
This indicates the character and background of the troops 5
Types of Units and their function in the army.
A Unit is a group of soldiers belonging to the same army. Garrison Troops: These troops have lower quality training
These soldiers (Fusiliers, Zhanshi, Hellcats, etc.) have and fulfil support and rear guard tasks.
undergone the same type of training and possess similar Line Troops: The most common troops. These form the
Attributes, Skills, weaponry and basic equipment. main body of most armies.
ISC (INTERNATIONAL STANDARD CODE) Specially Trained Troops: Soldiers that have undergone
All units have their own combat record and reputation special training to accomplish specific battlefield missions.
associated with them. In some cases, their name is an Veteran Troops: These are experienced troops who have
international term known in all the Human Sphere (Line participated in other campaigns. They are experienced
Kazaks or Bagh-Mari, for example), and in other cases and have acquired a good reputation.
a term which is translated in the different languages of
the Sphere (Orc Troops or Invincibles). To avoid mistakes Elite Troops: Special Forces. Committed to special
and confusion, O-12 has laid down an international operations, these troops possess the best training and
nomenclature, known as ISC (International Standard equipment.
Code), used for reports and intelligence analysis. The ISC Headquarters Troops: The finest elite troops, only
will appear in the army lists, in title headlines, in blister deployed in exceptional cases.
Mechanized Troops: These possess mechanical assets that
holocards and in miniatures boxes.
range from T.A.Gs to any other form of armoured vehicle.
Light Infantry (LI): The common backbone of every army.
Support Troops: Generic term referring to troops that
These are fast troops, with limited armour but a good
fulfil certain support purposes in combat, i.e., medics,
number of Support Weapons.
mechanics...
Medium Infantry (MI): Special Forces. Better trained and
Mercenary Troops: Professional soldiers who rent their
equipped, these are experts in special combat tactics and
services to the highest bidder. These can be added to
techniques.
a regular army according to the rules for mercenaries
Heavy Infantry (HI): Outfitted with heavy armour, standard
or powered, and able to resist enemy fire but slower than detailed below.
Light Infantry.
T.A.Gs: A Tactical Armoured Gear is heavy powered armour
and a light combat vehicle combined. A heavily armoured
unit, gifted with superior firepower and movement.
Skirmishers (SK): These are light Special Forces, specifically
trained in stealth and infiltration.
Warbands (WB): Light assault troops specialized in Close
Combat.
Remotes (REM): Semiautonomous support units, fast and
versatile but with limited armour. Remotes require a Hacker
or a T.A.G on the battlefield to be deployed, but they keep
acting normally even if this dies.
Special Units: Any units not falling under the above
categories.
Troop Statistics
Attributes No Cube: The miniature does not have a Cube, so he will
Attributes describe a series of values defining the be immune to Sepsitor attacks. In return, his death will be
6 definitive and he will not be able to be recovered during
basic features common to all figures. These are used
to accomplish different dice rolls and calculations that a campaign.
determine the success or failure of actions taken by the INSTRUCTION
miniatures in the game. The Attributes are as follows: This represents the type of military training that the figure
MOV (Movement): MOV indicates the average distance in has received.
inches that a figure usually covers. Irregular: The miniature learned to fight without any
Inches Example discipline and in a disorganized manner: his only concern
is himself. An Irregular miniature does not add his Order
PS
S
TROOPS
(1stMOV//2nd MOV)
to the Orders Reserve of his army, keeping it for himself.
20-20 Light Vehicle However, he can still receive Orders from his army’s Orders
20-15 Motorcycle Reserve. Irregular figures cannot be enrolled as Lieutenant,
15-15 Antipodes, Heavy Vehicle unless their entire army group is also Irregular. If an Irregular
Lieutenant dies, two of his Irregular troops can spend their
15-10 T.A.G.s and REM Orders to enrol a new Lieutenant.
10-10 LI, SK, WB Regular: The figure has received proper military training
10-5 MI, HI and knows how to follow orders, keep discipline under
5-5 Minimum Movement enemy fire, work in a team and Coordinate his actions with
those of his companions. His Order is added to the general
CC (Close Combat): CC is the aptitude of a miniature for total of Orders, and can be used on himself or another
hand-tohand combat. figure.
BS (Ballistic Skills): BS indicates the skill of a miniature in
fighting with ranged firearms. FURY
This Characteristic defines the psychology of the figure
PH (Physique): Covers all physical skills of a miniature
when in combat, his ability to disdain safety considerations
(For example Strength, Dexterity, Thrown Weapons or
and only focus on destroying the enemy. There are three
Dodging). A miniature possessing a PH superior to that of
levels of Fury: Not Impetuous: The miniature has the cold
another figure will be able to carry him on his shoulders.
blood needed to keep cool in combat, and is not easily
WIP (Will Power): Will Power encompasses all the mental carried away by an irresponsible appetite for destruction.
skills of a miniature (For example, Discover, Doctor or The miniature provides and uses Orders normally and is
Hacking) not Impetuous.
ARM (Armour): ARM reflects the type of armour a figure Impetuous: The impetuous miniature is hungry for combat,
is equipped with. The higher the ARM value, the heavier the closer and dirtier the better. Impetuous miniatures
the armour is and less damage will be taken from enemy get a free impetuous order at the start of every turn (see
weapons. Orders section).
BTS (Biotechnological Shield): Provides a figure with Frenzy: The miniature possesses an almost unmanageable
protection against NBCH (Nuclear, Biological, Chemical) hunger to kill. Once he tastes blood, he will turn into a
damage as well as Nanotechnologic, Electromagnetic, and whirlpool of death.
Hacking attacks.
After having caused a Wound, the miniature automatically
W (Wounds): Wounds indicate the life force of a figure and becomes Impetuous for the rest of the game, losing the
the damage he can receive before dying. advantages from skills like CH: Camouflage and CH:
TO Camouflage, reducing his skill level to that of CH:
Characteristics Mimetism. The free Impetuous Order is obtained at the
Characteristics are distinctive features used to define beginning of the next Active turn.
troops, and they are related to the training, combat style, After having caused a Wound, the miniature automatically
background, or personality of the miniatures. There are becomes Impetuous for the rest of the game, losing the
seven in total, grouped in three blocks: Back-up, Instruction advantages from skills like CH: Camouflage and CH:
and Fury. TO Camouflage, reducing his skill level to that of CH:
Mimetism. The free Impetuous Order is obtained at the
BACK-UP
beginning of the next Active turn.
Indicates whether the figure possesses a memory and
personality recording and backup system, commonly
known as Cube.
Cube: The miniature has a recording Cube, so if he dies
and his Cube is recovered, he can be resurrected to
accomplish future missions. Some game campaigns can
offer this possibility. Cubes are completely Disabled if their
bearer fails their BTS Roll against E/M Special Ammunition.
Figures with Cubes are vulnerable to EI Sepsitor viral
attacks.
Turns and Orders Example: Player A has 12 miniatures, therefore he has 12
Orders at his disposal. Player B, who has only 7 miniatures,
will have 7 Orders available in his Orders Reserve). 7
Player turns and Game turns
Infinity follows a system of alternate player turns. A player Only troops represented by figures or Markers (Such as
turn sees both players act, with one called the “active Camouflage or Impersonation) on the game table add
player” and the other the “reactive player”. The active their Order to the Orders Reserve. Troops in Hidden
player is the one activating and moving his figures, while Deployment or that are off table awaiting deployment do
the reactive player reacts to the movements and actions not contribute to the Orders Reserve.
of the active player. When the active player cannot keep Example: this includes troops with Airborne Deployment
activating his miniatures his turn has finished and his (AD) that have not yet landed on the battlefield, miniatures
opponent becomes the active player. with Thermo-Optical Camouflage in Hidden Deployment,
A game turn is the period of time that covering the active reinforcements not yet arrived on the battlefield or any
turn of each player, always in the same order, determined other reason.
by the Initiative Roll (See below). For instance, a game turn A player can alternate the spending of Orders between
covers the active turn of Player 1 and Player 2 and always different figures, it is not necessary to spent them in a
in that order. continuous way on the same figures. Any Orders not used
are lost and cannot be kept for the next turn.
Orders and the Orders Reserve Example: Player B has an army of 7 miniatures, so he has 7
In Infinity, the ability of an army to manoeuvre and act is Orders in his Orders Reserve. Player B might give an order
measured by its number of Orders. An Order is a game to each of his figures, 7 orders to the same figure, 4 orders
concept that allows a model to be activated and used to one and 3 orders to another, etc.
in combat. The more Orders an army has, the greater its y Each model fielded provides an Order.
tactical capacity.
y Only troops represented by figures or Markers on the
THE ORDERS RESERVE game table add their Order to the Orders Reserve.
The Orders Reserve indicates the army’s capacity to act. y The minimum number of Orders in the Reserve is 1.
The collective number of orders provided by all the figures
in an army is called the Orders Reserve. The Active Player y A figure may only receive orders from its own group.
may spend one or more orders on each figure until no more y A single Long Skill, a single Short Skill, or two Short Skills
orders are left in the Reserve and the turn is passed to the can be accomplished with each Order.
next player. A player can spend as many orders as are in the Lieutenant Special Order: The Lieutenant possesses an
Orders Reserve or may pass the turn to his opponent with extra Order, which can only be spent on him. This order is
orders unspent if desired. There is no limit to the number not part of the Orders Reserve, it is an additional order for
of orders in the Reserve that can be assigned to the same the Lieutenant alone.
figure, excepting that it may only receive orders from its
The Lieutenant can spend the Special Order on himself and
own group. Remember that the Orders from miniatures in
it works the same as any other Order in the game, but its
a Group are not transferable to another.
use can be kept secret so as not to reveal the Lieutenant.
The Orders Reserve is calculated at the beginning of each
The Lieutenant can otherwise spend the Special Order to
Active player’s turn. Each time a player loses a figure, he
automatically resist any Guts Roll, for himself or others.
also loses the Order it contributes to the Orders Reserve
When a figure in the Lieutenant’s army is obliged to make
for the rest of the game.
a Guts Roll, the Lieutenant can sacrifice his Special Order
SHORT MOVEMENT SKILLS SHORT SKILLS LONG SKILLS
Can be used in ARO. Can be used in ARO. Cannot be used in ARO.
Change Facing Alert Airborne Deployment (AD)
Climb Attack: Ballistic Skill (BS) Attack: Intuitive Attack
Discover Attack: Close Combat (CC) Attack: Overrun
Dismount Attack: Sepsitor Attack: Suppression Fire
Get Up Dodge Attack: Speculative Shot
Prone Hacking Camouflage and Hiding (CH)
Jump Sensor Cautious Movement
Move Cannot be used in ARO. Hacking Airborne Deployment
Mount Attack: Forward Observer
Open/Close Coma
Doctor
Engineer
Regenerate
Reset
Use MediKit/ AutoMediKit
to make it an automatic success. Automatic Reaction Order (Aro)
8 He can use this ability on any miniatures in his group or on Figures in the Reactive player’s army may act in the Active
any other figure of his army. player’s turn to answer the use of an Order by the active
player, only against the miniature that is activated by that
TYPES OF SKILLS Order. The reaction is always to the Order, and not to the
There are 3 Types of Skills: Skills that constitute it. In other words, if a miniature moves
Short Skills: These can be used on their own or combined and shoots in the same Order, the enemy’s figure obtains
with a Short Movement Skill in the same Order. A given one ARO, not two.
Short Skill cannot be used twice or combined with any To react to the spending of an Order, a reacting figure must
other Short Skill. fulfil all the ordinary requirements to execute the Skill that
NS
S
TURNS, ORDERS and ACTIONS
Short Movement Skills: A Short Movement Skill can be will be used to react
performed once, twice or combined with another Short For example, if he wants to shoot, he must have a LoF to
Movement Skill as one Order (For example, Move and his target. Ifhe plans to Hack, the target figure must be in
Jump). You can also combine a Short Movement Skill with his ZC.
a Short Skill as a single Order.
Long Skills: Long Skills require an entire Order to perform ORDER SPENDING AND ARO PROCEDURES
and cannot be combined with any other skill. 1. Choose the miniature on which an Order will be spent.
An Order is used to activate a miniature to use different 2. Declare the Order, announcing the first of the two Short
Skills (Move, Shoot, etc.) in combat. Skills describe any Skills it will undertake or the single Long Skill.
and all actions that miniatures can undertake and are 3. Miniatures with Line of Fire (LoF) or that have the acting
categorized as Short, Short Movement and Long to denote miniature in their Zone of Control (ZC) declare their
their complexity. Both Skills in the Order are used at the ARO, specifying which Skill they will use.
same time as part of a single Order. Therefore if a figure 4. The player spending Orders declares the second Short
Moves and then Shoots to answer an Automatic Reaction Skill used by the figure (If one is being used).
Order (ARO) of his enemy, he can Shoot before, during,
or after the Movement. A single Long Skill, a single Short 5. If new figures without ARO obtain a LoF to the acting
Skill, or two Short Skills can be accomplished with each miniature as a result of the second Short Skill, they can
Order, combining Skills according to the following table: declare an ARO.
Example: Using 1 Order a figure can: 6. Rolls are made and their effects applied.
1. Combine two Short Movement Skills = Move + Move, It is compulsory that the Reactive player declares the
Climb +Move, or Move + Prone. ARO of all his figures in LoF with the miniature using an
Order, immediately after the active player declares the
2. Combine a Short Movement Skill with a Short Skill or Long Skill or the first Short or Short Movement Skill that
vice versa = Move + Ballistic Skill (BS), Move + Dodge, will be performed in the Order. A figure can only react to
Discover + Alert, or Ballistic Skill (BS) + Prone this initial Skill use – another ARO is not gained at the end
3. Use a single Long Skill = Camouflage, Intuitive Attack, or of the Large Skill or when the second Short Skill of the
Cautious Movement. Order is announced. If, during the execution of an Order,
4. Use a single Short Skill = Ballistic Skill (BS), Discover, the acting figure enters the LoF or ZC of a new enemy
Dodge miniature lacking LoF or ZC when the Order was declared,
that enemy model receives an ARO immediately and can
react to the Order being undertaken.It is not possible to
react to an ARO. ARO are only executed by the Reactive
player.
An ARO is always simultaneous to the Order it reacts to. A
Face to Face Roll is required every time the actions of two
figures affect each other (For example, one Shoots and the
other tries to Dodge, or one tries Hacking and the other
answers by Shooting). If the execution of a Skill does not
require a roll (For instance, the Alert Skill), a Face to Face
Roll will not be necessary. If a reacting model uses an ARO
but is not itself the target of an action, a Normal Roll is
made (For example, two models gain ARO as they have
LoF to a figure using an Order. The acting figure shoots at
one of the two – that model must make a Face to Face Roll
if he returns fire, while the second model fires on the acting
figure with a Normal Roll).
ARO are carried out simultaneously. Therefore, if a
Camouflage Marker spends one Order to Move, an enemy
may use an ARO to react and try to Discover it but even
if successful, other models with ARO cannot shoot it as a
reaction to the same Order.
There is no limit in the number of miniatures that can react Example: Fusilier Silva uses an Order, declaring only her
to a figure spending an Order, as long as they are eligible first Skill: Movement. When she enters the LoF of Zhanshis
to gain an ARO. Wen Liu and Jang Qi, they declare their ARO to shoot at 9
Only figures can be reacted to. Missiles and grenades her. Silva uses her second Skill to return fire at both of
are not considered figures, so they cannot be reacted to them. Silva divides the B (3) of her Combi Rifle between
(Except Hacking missiles). Instead, the figure firing his the Zhanshis, two shots for Wen Liu and one for Jang Qi.
Missile Launcher or the Grenade Launcher can be reacted Two Face to Face rolls take place, one between Silva and
to, if it is possible, in the normal way. It is permissible to Wen Liu and one between Silva and Jang Qi. In the Face to
react with a Move, by performing a Movement Short Skill, Face Roll against Wen Liu, Silva fails her first shot but
as an ARO to an Order. succeeds in the second, so Wen Liu must make an ARM
roll. Silva loses the roll against Jang Qi, so she must also
Any Movement Short Skill carried out in ARO is considered make an ARM Roll. Both Silva and Wen Liu fail their rolls,
as a Dodge (See Dodging below) and will require a Normal falling to the ground Unconscious with a Wound Marker.
or Face to Face Roll of PH against the corresponding
Attribute. Order of AROs - Multiple
10cm/4”
ARO in CC: When two figures are in base to base contact,
they are considered to be engaged in CC. In that case, the
only two possible skills that can be used in ARO are CC
and Dodge. Wen Liu
ARO against Camouflage and Impersonation Markers: ARO: B1
1 Wound
The only possible ARO against a Camouflage, TO Silva
Camouflage or Impersonation Marker is Discover or 1 Wound Short Skill: B3
Jang Di
Change Facing. However, it is not compulsory that the ARO: B1
ARO be announced immediately after the adversary
declares the Marker’s first Short Skill. It is possible to wait
until the Marker declares its second Short Skill, and if it
reveals its presence, then an ARO may be generated to
react accordingly. This rule does not cancel the advantages
of Combat Camouflage and Impersonation.
Example: Zhanshi Wen Liu uses an Order and declares he
will use a Short Movement Skill to move up to his first MOV
value in inches. When his move takes him into the LoF of
Fusilier Angus, the latter decides to use his ARO to shoot
at him. Wen Liu now declares his second Skill, which must
be a Movement or Short Skill. Wen Liu decides to Shoot,
forcing a Face to Face BS (Shooting) roll between Wen Liu
and Angus. In the resulting fight, Angus beats Wen Liu,
who receives a Wound. Wen Liu’s figure is Unconscious,
lying prone on the game table with a Wound Marker at the
end of the Movement he declared at the beginning, no
matter in where along the movement he was actually shot.
Angus
ARO: B1
1 Wound
Wen Liu
Short Skill ( BS): B3
10
cm
/4
”
Order of AROs
Coordinated Orders. In a Doctor, Use MediKit, or Engineer Coordinated Order,
Coordinated Orders are organized actions or manoeuvres a successful Roll and a failed one will cancel each other, so
10 the target will not suffer any change at all.
performed by several figures that will try to minimize any
possible reaction of the enemy, benefiting from their You can use Impetuous Orders to perform Coordinated
numerical advantage and acting at once against the same Orders.
target. A Coordinated Order requires the spending of 1 Miniatures performing a Coordinated Order provide only
Order for each participant miniature. If composed of two one ARO to each enemy miniature that is in LOF.
Short Skills, the Coordinated Order must be stated fully
You can Coordinate a maximum of 4 miniatures.
before the opponent announces his ARO. Coordinated
Coordinated Orders must be declared in unison. You
Order cannot be performed in ARO.
can only Coordinate figures possessing the same type
NS
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TURNS, ORDERS and ACTIONS
Any Skill can be used in a Coordinated Order. All the of training (Regular/Irregular) and belonging to the same
figures participating in it must perform exactly the same Combat Group. Miniatures participating in a Coordinated
Skills and in the same order so as to reflect coordination in Order do not need to be at any given distance from each
the manoeuvre. Certain Skills call for a common goal for all other.
characters participating in order to execute a Coordinated
Example: Our tireless Fusilier Angus, with sidekicks
Order, hence all the figures sharing the Coordinated Order
Doucher and Bipandra, tries to discover a TO Camouflage
must execute these Skills against the same objective (For
Marker that has ducked behind a corner. They declare a
example, Shooting at a certain miniature).
Coordinated Order of Moving + Discover to discover him.
Skills with a common target The TO Camouflaged soldier can see three enemies are
getting close to him, and is aware of having only one ARO
Attack: Ballistic Skills (BS)
to confront them. He decides not to move or shoot, trusting
Attack: Close Combat (CC) his skill to remain hidden and not being discovered.
Attack: Forward Observer Angus, Doucher, and Bipandra spend 1 Order each and
Attack: Instinctive Shot move 4 inches to get closer from their respective positions
to the TO Camouflage Marker. Angus and Doucher are 6
Attack: Overrun
inches (MOD by Distance: +3), and Bipandra is 18 inches
Attack: Sepsitor from the TO (Distance MOD: 0). As the camouflaged
Attack: Speculative Shot figure has decided not to react, each Fusilier must make a
Attack: Suppression Fire Discover Normal Roll (WIP) Modified by the Distance and
the TO Camouflage. Angus and Doucher will have to roll a
Discover 9 to Discover the TO [WIP: 12 with TO Camouflage MOD
Doctor (-6) and a Distance MOD (+3)]. Angus rolls a 15 (Failure),
Engineer and Doucher rolls an 11 (Failure). Bipandra will have to roll
a 6 to be successful [WIP: 12, TO Camouflage MOD (-6)
Hacker and Distance MOD (0)]. He rolls his d20 and obtains a 2!
Use MediKit Bipandra discovers the TO, so the figure substitutes the
The remaining skills, those not listed in the preceding TO Camouflage Marker on the game table. (See Graphic
table, do not require a common goal to be executed in a 15).
Coordinated manner. For instance, 3 miniatures acting in
co-ordination can move in different directions.
In a Coordinated Order to Shoot, the Burst (B) of each
miniature participating is halved, always rounding up: the
minimum B value being 1.
10cm/4
”
45cm
/18”
” 15
/6 cm
cm /6
15 ”
10cm/4”
10cm/4” Face to Face - Many on 1
LINK TROOPS on how they operate, into these 3 categories: Movement
This rule allows the activation and moving of groups Skills, Support Skills and Dodge.
11
consisting of 3 to 5 miniatures by consuming a single Order. To create a Linked Team Order, a Movement can be
These miniatures must be inside the Zone of Control of a combined with another Movement, or with Support or with
Team Leader, and while they may not shoot or act directly Dodge, but it can also be declared alone. Support can be
against the enemy, they provide a Bonus to the Leader, used alone, or combined with Movement. Dodge can be
who carries out the Order. The leadership of the Team can declared alone, or combined with Movement. In summary:
be alternated between its different members, changing
the Leader between one Order and the next. LINKED TEAM ORDER
Some troops, belonging to the same unit, have received Can be composed of:
the same instruction and have trained together. Therefore, Movement Skill
when teamed up, they have an instinctive economy of Movement Skill + Movement Skill
movement that facilitates any joint action. These troops
are committed to and trust one another so strongly that Movement Skill + Support Skill
any one of them can take leadership of the team at any Movement Skill + Dodge
moment, creating a team with great tactical dynamism. Support Skill
This modus operandi is a characteristic found only in some
Dodge
troops from Sectorial Armies.
To Link troops allows use of a team of figures that belong Movement: This comprises all Short Movement Skills
to the same regiment or unit (For example: figures who are (Except Discover). All the members of the Linked Team and
all Acontecimento Regulars; Father-Officer De Fersen with their Leader make dice rolls if they are required to perform
Hospitaller Knights; a team of Hassassin Lasiqs; “Neko” the Movement. Support. This comprises the Discover Short
Oyama and some Domarus; Cassandra Kusanagi and a Movement Skill, all Short Skills (Except Dodge) and those
team of Reverend Moiras; a team of Suryats...) with lower Long Skills the Team could perform. The members of the
Order consumption and the ability to lend support to one Team act with their Team Leader, lending him support and
of their number, who is the Team Leader. assistance. When providing Support, the Team’s members
don’t make dice rolls, instead the Team Leader is the only
This rule is only applied to some specific troops (See the one who makes rolls.
chart) when a Sectorial Army List is used, and cannot be
applied when General Army Lists are used. The purpose of the Skill performed by the Team’s members
is to help their Leader achieve his objective. This use of
To create a Linked Team, the minimum of troops required is the Skill has no direct effect on the enemy, so instead of
3, and the maximum that can be used is 5. A Linked Team making dice rolls, the Team’s members provide Bonuses
is formed by a Team Leader and from 2 to 4 figures of his (Modifiers and Special Skills) to the Skill the Team Leader
unit who escort him, always remaining inside his Zone of uses against enemy troops.
Control (ZC).
Support Bonuses: The number of miniatures in the Linked
Troops can be Linked in the Deployment Phase by placing Team with the Team Leader determines the Bonus he gets
a Linked Team Leader Marker (LINK Leader) beside the thanks to their presence.
figure who will be the Team Leader for the forthcoming
Order. All other linked figures must be deployed inside Each level of Linked Team includes the previous ones:
the Zone of Control of the Team Leader indicated by the Linked Team of 3 figures (Team Leader + 2 figures): In
Marker Active Turn During the active turn, all the figures an active turn, the Team Leader has a Modifier of +1 to the
that form a Linked Team are activated with a single Order. Burst of his weapons. In a reactive turn, all members of the
However, the Team Leader and the other figures in the Team receive the same Bonus.
Team must perform the same Orders and Short or Long Linked Team of 4 figures (Team Leader + 3 figures):
Skills (See Linked Team Order Description). In an active turn, the Team Leader gets the Sixth Sense
The figures belonging to the Linked Team will move at L2 Special Skill and a Modifier of +3 to WIP, but only for
the same time as the Team Leader (If he moves), always Discover rolls. In a reactive turn, all members of the Team
remaining inside his Zone of Control, without any additional get the same Bonus.
spending of Orders required. Linked Team of 5 figures (Team Leader + 4 figures): In an
If one of the figures cannot perform one or both Short Skills active turn, the Team Leader gets a Modifier of +3 to BS (Or
of the Order declared by the Team Leader, then it will not to PH if he is using Thrown Weapons like Grenades). In a
perform it (But it will still be activated by the Team Order, this is reactive turn, all members of the Team get the same Bonus.
important to remember when AROs are determined). A Linked Example 1 (Support): UA Linked Team of 5 Keisotsus
Team only provides a single ARO to each enemy in LOF. declares the 1st Short Skill of their Order: Move. All
This means any enemy figure can only declare a single members move with the Leader, who is Keisotsu #1.
ARO against a single miniature from the Linked Team that Keisotsu #1 is a Hacker, and as Team Leader he declares
is in its LOF. hacking as the 2nd Short Skill of the Team’s Order. In this
Linked Team Order Description: In the active turn, the case, the other Keisotsus, who are not hackers, cannot give
Order of the Linked Team will be declared by the Team support to their Leader. Even though all of them declare the
Leader and imitated by all the Team members. The Orders Hacking Skill, their action has no effect, as the Team Leader
of the Linked Team, like any normal Order, are composed is the only one who acts. But, even if another Hacker was in
of two Short Skills or one Long Skill. The different Skills that the Team, this figure would not act either, and the Leader
can compose a Linked Team Order are Teamed, depending would not receive any support.
With the next Order, the 1st Short Skill is declared: Move. decide whether he wants to act against the enemy, giving
All members move with the Leader, who still is Keisotsu his Leader a Bonus, or if it would be preferable to Dodge
12 #1. The Leader declares the Second Short Skill as Shoot. with all figures.
The Leader and the members of the Team shoot, but the Example 3 (Support/ Dodge): In the situation shown in the
Leader is the only one who performs a BS roll. As this is Graphic, the Linked Team has declares Move as the 1st
a Linked Team of 5 figures, thanks to the support of the Short Skill of the Order. Its adversary has declared AROs to
members of the Team, the leader gets a Modifier of +1 Shoot with his 2 Moderators, with only one ARO provided
to B, and a Modifier of +3 to BS. The effect of the shots to each by the Linked Team. The Team Leader has no LOF
of the other members, who don’t perform any BS Rolls, is to both Moderators, so he only could shoot in a Face to
translated into the Bonus received by the Leader. Face roll against Moderator #1. Now, the player must
NS
S
TURNS, ORDERS and ACTIONS
If the Leader declared a Discover Short Skill instead of decide if his Team Leader will use Shoot against Moderator
Shoot, then he would be the only one who performed the #1, gaining a Bonus but allowing Moderator #2 to perform
WIP Roll and he would receive a Modifier of +3 to his WIP. a Normal roll to Shoot against Keisotsu #2. Alternatively,
Note about the +1 Bonus to Burst. With MULTI weapons he can declare Dodge, so all members of the Linked Team
the Bonus is applied to the corresponding B of the type of will Dodge, performing two Face to Face rolls (one for
ammunition being used. the Leader and one for Keisotsu #2) against the BS of the
Moderators (See Graphic 1).
Example: a MULTI Sniper Rifle, in an active turn, will have
B 3 shooting AP or DA Special Ammunition, but only B
2 shooting Integrated Special Ammunition (AP + DA). A
MULTI Rifle shooting Normal Ammunition, in an active
turn, will have B 4, when shooting Special Ammunition B
Keisotsu 2
3, and when shooting Integrated Special Ammunition, B Active Model
2. Applying the Bonus in ARO, the MULTI Sniper and the
MULTI Rifle have B 2 to shoot Special Ammunition, but Leader
Keisotsu 2
ARO: B2
Leader
NS
S
TURNS, ORDERS and ACTIONS
Keisotsu 1
Short Skill:
Active Model
Template ARO: B2
Keisotsu 4
ARO: B2
Short Skill: B3
Auxbot Keisotsu 3
ARO: B2
When performing the roll of the 2nd Short Skill of the the figure he wants to be the Leader during that Order. He
Order, the player must take into account that the Team has checks the number of figures that are inside the ZC of the
only 4 figures, in order to determine Bonuses he gains. Leader. Next, he declares the 1st Short Skill of the Order.
Example 11 (Team Coherency in reactive turn): An Alguacil 2- The reactive player declares the AROs of any figures with
Hacker declares Hacking in LOF of 3 figures of the Linked LOF or who are in ZC with any figure in the Linked Team
Team of 5 Keisotsus. This 3 Keisostsus declare their AROs, (Each figure gains only 1 ARO against the whole Team).
two of them declare Shooting (Applying the Support 3- The active player declares the 2nd Short Skill of the Order.
Bonuses), but the other Keisotsu declares Dodge, so he
is automatically out of the Linked Team. Therefore, the Yu 4- The reactive player declares the AROs of any figures
Jing Player only can use the Support Bonuses of a Linked who get LOF or are now in ZC with any figure in the Linked
Team of 4 figures. Team thanks to the 2nd Short Skill of the Order.
Link Broken: In an active turn, the Link is broken when the 5- The active player checks the number of figures inside of
Team Leader falls Unconscious, dead, or he is Sepsitorized. the ZC of the Leader and applies the Bonuses gained if he
This break is effective as of the end of the Order in which has used Support. Both players roll any dice required.
the Leader was taken out. The Link will be automatically Special Conditions. Each player only can have only one
restored if the Leader recovers from Unconsciousness in Linked Team on the game table at any time.
the same turn he was downed. The Lieutenant Special Troops with Frenzy or Impetuous Characteristics who are
Order can alternately be used to Sign Up a new Team members of a Linked Team automatically become Not
Leader, restoring the link automatically. Impetuous. Such troops, when leave the Linked Team, are
The link is cancelled automatically in active and reactive in the same state they are before join it.
turns when a Linked Team is reduced to 2 or less troops. Example: A troop who suffers from Frenzy joins a Linked
If a Retreat! situation is declared, then the link breaks Team before causing any wounds to enemies. Even if he
automatically, even if the Team is composed of figures with causes wounds while a member of the Linked Team, when
the Religious Troop Special Skill. he leaves the Team he will not gain the free Impetuous Order
The link is also broken automatically if the Lieutenant uses as he is returned to the exact same state he was in before
his Lieutenant Special Order to create another Linked he joined it. He will need to cause a wound on his own,
Team. The link can also be cancelled voluntarily by the outside of a Linked Team, to gain the Impetuous Order. If
player at any time, without spending any Orders. he had caused a wound before joining the Team, he would
become Not Impetuous for the duration of his membership
Create a new Linked Team: The Lieutenant Special Order and would return to being Impetuous when leaving.
can also be used to create a Linked Team during the battle,
placing the Team Leader Marker beside the figure declared In the Linkable Troops Chart there is a Special Category
as Leader. This only creates a Linked Team, it does not that indicates some specific troops who, due to their
allow the Team to take an action in the same way as if a background or Special Skills like Inspiring Leadership, can
normal Order was spent. link with other specific troops that do not belong to the
same regiment or unit.
This use of the Lieutenant Special Order doesn’t provide
any AROs nor does it reveal him as the Lieutenant to the Example A: Joan of Arc Lieutenant (Any version, either the
enemy. first one or the 2.0 version…) can form a Linked Team with
Knights Hospitallers, or Knights of Santiago, but all of them
Example of Order Spending and ARO Procedures (Linked must belong to the same Military Order.
Team in active turn):
Example B: William Wallace Lieutenant can form a Linked
1- The active player places the Team Leader Marker besides Team with a unit solely consisting of Volunteers, or solely
of Wulvers, Grey Rifles or 45th Highlanders, but all of them
Leader
belonging to the same regiment.
15
Linked Team Creation: In the Deployment Phase, the Keisotsu 2
Nomad Player places an Alguacil on the game table with ARO: B2
2-
9-
Leader, but the Keisotsu will perform Normal Rolls against Keisotsu 2
Alguacil #2, who can neither shoot nor Dodge as he will be ARO: Dodge
providing Support to his Leader.
8
MODs have been applied. The results of the dice rolls are and 8 is higher than 6 in the second). Silva must now make
compared as below: an Armour Roll against his return fire, but only after
1. Both rolls fail. Neither achieves their goal. resolving her two remaining shots against Jang Qi in
2. One roll fails and the other succeeds. The player that another Face to Face Roll. Silva rolls an 11 (Success) and a
succeeds achieves his goal. 10 (Another success!). Qi rolls a 3, a success, but lower than
both of Silva’s rolls. Silva wins the Face to Face Roll and
3. Both rolls succeed. In this case, the player that rolled
score 2 hits on Qi. Now Silva must make a single Armour
the highest score is the winner of the Face to Face
Roll and Qi must make two.
Roll and his action takes effect. As his Skill is assumed
to have conquered his adversary’s, the success of the Wen Liu
opponent’s roll is not taken into account. ARO: B1
4. Both are successful but one player achieves a Critical. Silva
The player who obtains the Critical wins the Face to Short Skill: B4
Face Roll, even if his enemy obtained a higher number.
5. Both achieve a Critical. The player with the highest
score is the winner. Jang Di
6. Dice rolls result in a draw. In case of a draw, whether the ARO: B1
successes are normal or Critical, the winner is the one
with the highest Attribute (The Attribute used in that
roll, counting MODs). If the values are still the same, Face to Face - 1 vs Many
both dice rolls are cancelled and that Order is lost.
Example: Face to Face Roll, Two against One but with a
Face to Face Rolls are performed when an acting miniature
single Normal Roll. Silva again fires at the Zhanshis,
and a miniature using an Automatic Reaction Order (ARO)
concentrating all her Burst (B 4) on Wen Liu, with both Wen
test their Skills. This means that the effect of their Skills is
Liu and Jang Qi returning fire with ARO. The Roll between
going to influence each other (For example, when models
Silva and Wen Liu is a Face to Face roll, since they are
shoot at each other, or when one Dodges and the other
shooting each other. As Silva is not firing at Jang Qi, her
shoots or attacks him in Close Combat).
ARO shot is a normal roll. Silva rolls 4 d20 (B 4), and Wen
In a Face to Face roll the winner nullifies the action of his Liu a single dice. Jang Qi will roll a single d20, with a target
adversary. number less than or equal to her BS Attribute Modified by
Example, the shots are missing (grenade or missile the Distance. Jang Qi does not need to worry about return
templates are not placed, limited or disposable weapons fire from Silva’s Machine Gun.
or equipment -like Panzerfaust, E/Maulers...- are spent) or Wen Liu
a Dodge move in ARO is not performed. ARO: B1
Face to Face Rolls can be carried out by more than two
miniatures at once. Silva
Short Skill: B4
Example: Face to Face Roll, One against One. Zhanshi Wen
Liu detects his enemy, Fusilier Angus, and decides to shoot
at him. He expends an Order using his Ballistic Skill Attribute
Jang Di
(BS). Fusilier Angus decides to use his Automatic Reaction
ARO: B1
Order (ARO) to Dodge the shot and run for cover nearby. A
Face To Face roll of BS (Shoot) occurs against PH (Dodge).
Both players roll their d20. Wen Liu (BS 11) obtains a 3
(Success), while Angus (PH 10) obtains an 8 (Success). Face to Face / Uncontested
Angus is the winner of the Face to Face Roll (As even
though both succeeded, his roll was higher), so he rolls on
the floor as the bullets of Wen Liu hiss over his head.
Wen Liu Face to Face - 1 on 1 Angus
Short Skill: B3 ARO: Dodge
Combat Section) or weapons with Guided Special Ammunition.
Enemy and allied miniatures in the LoF block it and a
player is not permitted to attack their own troops. If the 19
Line of Fire (LoF) target chosen is bigger than friendly models in the LoF,
The Line of Fire is an imaginary straight line that runs from
then LoF is not blocked.
the centre of a miniature’s base to an enemy miniature. If
there are any obstacles in the way that completely block Figures engaged in Close Combat also block LoF (See the
an enemy miniature from sight, then there is no LoF. Close Combat Section: Shooting miniatures engaged in
Miniatures have a 180-degree field of vision. A target may CC).
only be selected by a figure if the miniature can “see” it, at Example: The miniature of Fusilier Angus sees part of
least partially. An enemy model may not be shot at if any the barrel of a Guija’s HMG poking around a corner. The
object, figure, or scenery element blocks totally the LoF. A enthusiastic Angus wishes to shoot, but when LoF is drawn,
miniature must be able to see the target’s head or a body it doesn’t touch the T.A.G.’s base, so this is not a legal
area of equivalent size to be able to fire at him. target.
In Infinity, the LoF is reciprocal, applying the rule “If I can Frustrated, Angus moves to a point where, through a little
see you, you can see me”. If a figure can draw LoF to its window, can see one of the legs of the Guijia. He draws the
target, then the target can draw LoF to the figure as well LoF, which now reaches the T.A.G.’s base. Enthusiastically,
(if it is inside its field of vision). In some cases, due to the Angus forgets the rule “If I can see you, you can see
positioning of the miniature or the type of scenery used, me” and declares a Shoot Order. When Angus holds his
the LoF may not be easy to obtain. A good solution to weapon, he can see in the crosshairs of his scope how the
this issue is to get in line with the figure at approximately leg has been replaced by the HMG and the head of the
the same height to check if it is possible to see an enemy. Guijia, which, strangely, seems to be smiling… Now, Angus
Another solution is to place a ruler or tape measure must make a Face to Face Shooting Roll against the T.A.G.
between both figures: there will be LoF if nothing obstructs
the line traced by the ruler. Zone of Control (ZC)
Advanced Line of Fire: Sometimes, due to the dynamism The rear sensors of a miniature, or even his auditory
of the miniatures, it is difficult to determine visually if there perception (Amplified or not) will allow him to be aware of
is Line of Fire or not. In those cases, if the player can draw his environment in a radius of 8 inches. This 8-inch radius
a LoF from the centre of his miniature’s base (For example around each model is known as the Zone of Control (ZC)
using a tape measure or a laser pointer) that touches or If any enemy moves into or acts inside the Zone of Control
passes through the diameter of the base of the enemy but out of the LoF of a figure, he is immediately able to
figure, without being blocked, then it is a legal target. react but only against that enemy. If an enemy enters a
But the player must not forget it is necessary to see, at Zone of Control but is behind an obstacle that does not
minimum, the target’s head or a body area of equivalent allow LoF to be drawn (For example a high wall or the
size to be able to fire at him. Additionally, the Line of Fire interior of a house) a miniature is only provided with an
is reciprocal, so if a figure can draw LoF to its target, then Automatic Reaction Order to turn around and face his
the target can draw LoF to the figure as well (If it is inside enemy. The figure is considered to have heard some noise
its field of vision). This rule is called “If I can see you, you and is turning towards its direction. If the model has any
can see me”. Special Skill or Equipment that allows it to act without LoF,
Figures lacking a LoF are unable to attack unless they have it may use that instead of Change Facing.
weapons that permit Speculative Shots (See Ballistic Skills
Line of Fire (LoF) Ranged Combat
Ballistic Skills (BS): Ballistic Skills, the exchange of ranged
fire, is the nucleus of modern combat. It is the ultimate
expression for the soldier: he pulls the trigger and lets
his weapon spit death to remove the enemy from the
battlefield and reach victory. Only the lucky and the brave
survive when bullets hiss by in the midst of battle.
F In order to Shoot, it is necessary to possess a BS Attribute,
Lo
o a weapon that allows ranged firing, and LoF to a target.
N
SUMMARY OF BALLISTIC SKILLS
LoF
1. Choose a target.
ZoC 20cm/8”
2. Determine if there is LOF
3. Spend an Order or an ARO to Shoot.
4. To hit, roll 1d20 for every Burst (B) shot by the figure.
The miniature’s BS value modified by Distance and
Cover will determine the result required on the d20
to hit. If a Face to Face Roll is needed because of an
enemy is reacting to the shooter with an ARO, the
winner of the contest succeeds in his action.
5. For every hit received, the target must make an ARM
roll in order to avoid the Wound. The roll value
required to avoid a wound depends on the Damage Combi Rifle +3), and rolls a 13, also a success. Both
of the weapon, the ARM of the victim and any Cover succeeded, but it is Estévez who hits Wen Liu as 13 is
20 modifiers. A Guts Roll must be made if necessary. higher than 7. In the other Face to Face roll, Angus gets a
6. Wound Markers are placed or the miniature is recorded 4 for his PH roll (PH=10), a success, Wen Liu rolls a 9 and a
as a casualty if he does not have access to a Doctor, 5, passing his BS target of 11 with both shots. As both rolls
Paramedic, AutoMedikit, or Regeneration. are higher than Angus’ score, he receives 2 hits. Now
Angus and Wen Liu must make their respective ARM rolls.
When a player declares that a miniature is going to shoot
at an enemy, he must make a d20 roll to check if he has Wen Liu Angus:
succeeded. In such a case, three possible situations can Short Skill ( BS): B4 ARO: Dodge
arise:
COMBAT
AT
Partially Obscured
Partial Cover
Fully Visible
No Cover
Firer
Partially Obscured
Partial Cover
Not in base contact
No Cover
Cover
battlefield be filled with as many scenery elements as impact on the game. (See Cover Graphic Over)
possible (Purchased, homemade, or even improvised)
to allow troops to have places to find cover and support
their advance. Elevated positions also have great strategic
22
COMBAT
AT
Parabolic Fire
23
Firer Firer
5cm/2”
15cm/6” 5cm/2” 5cm/2” 15cm/6”
Outside Shadow Shadow Zone Shadow Zone Outside Shadow
Can be hit Can’t be hit Can’t fire over Can fire over
Types of Weapons. Direct Template Weapons: (Flamethrower, Chain Rifles,
Nanopulsers, etc.) do not require a BS roll to hit: the
Area of Effect Template Weapons: A weapon that uses Template is situated at the centre of the base of the
a Template affects an area, not just its targeted miniature. miniature that shoots and all the figures under it must
Any miniature whose base is totally or partially under the make ARM rolls. (See Graphic 13). If figures affected by a
Template will be affected by the weapon. The targeted template intend to use the Dodge skill to avoid damage, a
miniature does not need to be at the centre of the template: PH roll with a –6 Modifier must be made.
it is enough for the figure to be placed somewhere inside
the area of effect. Elements of terrain limit the effect of the If the figures intend to Shoot instead of Dodging, the Direct
templates in the same way they limit LoF. If no LoF exists Template weapon will cause Damage in the usual way and
(Such as a wall blocking the template), then the target the figures shooting make Normal Rolls in order to hit the
cannot be hit. If the target is partly obscured, it gets the Template weapon firer, and then must make an ARM roll.
partial cover bonus if its base is in contact with cover. (See If two figures with Direct Template weapons confront each
Graphic 12) other, both will suffer the Damage caused by the weapon
Area of effect templates are the Circular Template, the and make subsequent ARM rolls.
Large Teardrop Template and the Small Teardrop Template. Direct Template Weapons are the ones that allow use of
The height of the templates is equal to their radius or half the Intuitive Attack Skill.
their width (Except in the case of Smoke Grenades, that Figures with 2 Direct Template Weapons (Two Chain Rifles,
have no height limit). To ascertain the Template’s area of for instance), can shoot them successively, one after the
effect in 3d, perform a cut equivalent to the radius in one other. This is same as if the Chain Rifle had a Burst (B) of 2,
of them and insert another template in the cut, in such a allowing the Template to be positioned twice per Shooting
way that they form a cross. Order, aiming at different targets if desired. If both hit the
If a Critical is rolled when shooting a Template weapon, the same target, and he decides to Dodge, the figure must
target figure (And only that figure) will receive a Wound make a PH with a -6 Modifier, avoiding the Damage of
automatically and may not make an ARM roll. If there are both Templates if successful.
Affected
other figures affected by the template, they are able to
Affected Direct Template
make ARM Rolls as usual. e.g. Flamethrower
2-
nominated: so a grenade cannot be thrown through a (Distance MOD)-6(Friendly model in CC MOD) =9]. Angus
window into a room without nominating a figure inside the rolls the die, obtaining a 12! He has failed the roll, and as
room as the target. his FC is equal to or less than the MOD applied for having
Figures with Camouflage or TO Camouflage cannot be a comrade engaged in CC (Roll of 12 – Target of 9 = FC 3),
chosen as targets. A nearby zone also may not be targeted his bullet passes over Wen Liu’s shoulder to hit Silva! Now
in order to cover them with a Template, as it is assumed Silva must make an ARM Roll, and if she succeeds she will
that if they have not been discovered there is no reason to have a word or two with her comrade Angus...
shoot there. Figures not Camouflaged or TO Camouflaged Template weapons that touch a figure in Close Combat will
can be targeted with Speculative Shot, as their position is always affect all figures involved in that combat.
known thanks to Satellites or other Search and Location Suppression Fire (SF): This is a Long Skill that requires
systems. an entire order to be spent to allow a figure to engage in
Speculative Shot allows a weapon to be shot, or a grenade Suppression Fire. A Suppression Fire Marker (SUP FIRE) is
thrown, towards a point in the field rather than an actual placed on the table: the centre of the marker must be in
figure, providing that when placing the centre of the a straight line with the LoF of the firer, with no obstacles
Template on the point of impact, this affects the miniature in between, and no further than the LONG range of the
nominated when firing (And that miniature cannot be wielded weapon. Suppression Fire creates a corridor of fire
Camouflaged or TO Camouflaged). as wide as the Marker, drawn in a straight line from the
When using Speculative Shot, an entire Order is spent and base of the attacker to the extent of the weapon’s extreme
a Modifier of -6 is applied to the BS or PH roll required. range, unless blocked by terrain.
If using grenades, a grenade launcher, or any other Suppression Fire (SF) allows firing the complete Burst (B)
Parabolic Fire weapon, firing at targets behind the smoke of a weapon in ARO. Any miniature, allied or enemy, in
of a grenade or in a Zero or Low Visibility Zone is always LoF, that touches a SF corridor will receive (if the SF figure
considered to be a Speculative Shot. succeeds at its BS rolls) all the shots indicated by the B
of its weapon, in reactive firing. The complete B of the
Dispersion: If a BS or PH roll is failed when using a weapon weapon will be fired at each and every miniature activated
which allows performance of Parabolic Fire, like Grenade in LoF by Order inside a SF corridor; and at any miniature
Launchers (Light or Heavy) or Grenades, the trajectory of that enters a SF corridor in LoF with a Normal Move,
the projectile suffers from Dispersion, diverting to explode Dodge, Coordinated Order, Cautious Movement or any
at another point on the battlefield. In order to discover Short Movement Skill.
where the grenade explodes, place the Circular Template
at the original targeted point, with the number 1 facing Example of Suppression Fire use is placing it in a narrow
in the same direction as the firer’s LoF. The projectile zone or funnel on the battlefield: in that way, enemies
deviates a number of inches equal to the Failure Category pressed to move through it will have to choose another
multiplied by 2.5 (FCx2.5) in a direction indicated by the route or risk receiving a rain of bullets. If a Suppression Fire
second digit of the d20 roll applied to the numbers around area is placed over a figure, he may be shot at as many times
the edge of the Template. as allowed by the Weapon’s B value, when be activated
by an Order in his active turn. Note that Suppression Fire
The Failure Category (FC) is obtained by subtracting the cannot be undertaken with an ARO.
target number required from the result of the die roll.
In active turn, to place a Suppression Fire allows, with the
Example: Angus carries out a Speculative Shot with his same Order, to shoot in a normal way to those miniatures
Grenade Launcher. To hit his target, he must roll a 6 or placed in LoF inside it. Example: Fusilier Angus spends 1
less (BS 12-MOD Speculative 6). He rolls a 9, so his FC is Order to place a SF which he covers 4 enemies, with the
3 (9-6). Placing the Template over his original target point, same Order, he splits the B 3 of his Combi Rifle to fire at
it Disperses 7.5 inches (3x2.5) in the direction marked “9”. 3 of them.
A dispersing projectile may not travel further than its The Suppression Fire area is maintained until the beginning
Maximum Distance characteristic indicated in Table of of the next active turn of the player who declared it. A
Weapons under any circumstance. Beyond that point, the miniature with Suppression Fire will automatically have it
shot has missed and has no effect. cancelled if he tries to use any other Skill but Suppression
Shooting figures engaged in Close Combat: If figures in Fire. This rule applies for active and reactive turns.
Close Combat are shot at, a –6 Mod (Plus corresponding Suppression Fire may be used against Zones of Zero
Distance, Cover, or Camouflage Modifiers) is applied to Visibility (Smoke grenades, thick jungle, etc.). SF allows
the shot for each friendly figure engaged in the Close firing at figures placed inside or behind these zones, but
Combat. If the roll is failed and the Failure Category (FC) is with a BS Mod of –6.
the equal to or less than the Modifier from friendly troops
Close Combat (CC) CLOSE COMBAT SUMMARY
Close quarters combat, whether the urban struggle for the 1. Choose a target
25
possession of a building or craft to craft boarding actions 2. Get close for the Close Combat. All necessary Orders
in the void of space, takes place in a limited environment must be spent to be able to move until the figure’s
where adversaries are always nearby and there is no space bases are in contact.
to use a long ranged firearm with any effectiveness. In such 3. Engage in CC. CC is initiated either by using a CC Skill in
situations troopers resort to CC Weapons, short firearms conjunction with a Short Movement Skill to get close,
(Pistols) and sharp instruments (Knives, machetes, sabres, or by spending another Order to initiate the CC Skill
swords, claws, etc.). Close Combat is gory, grimy, deceitful, alone, or by using an ARO to activate the CC Skill.
and fatal. In CC a soldier may cut an enemy’s throat and
taste his blood, or end up disembowelled at his foe’s 4. Perform a Face to Face Roll of CC figures’ Attributes.
hands. 5. Make as many ARM Rolls as necessary.
For miniatures to engage in Close Combat, it is necessary 6. Place Wound Markers or remove the figure from the
that their bases be in contact. Any figures in base to base table if it has no access to a Doctor, Paramedic,
contact are always considered to be in Close Combat, and AutoMedikit or Regeneration.
they will automatically change to CC Weapons (Pistols, Charge: This term defines a Movement that finishes with
knives, swords, or natural weapons) without using any Skill two figures in base contact and engaging in CC. It does
to do so. T.A.Gs do not need CC weapons since their fists not provide any kind of additional advantage, but it is the
cause Damage equal to PH-2 naturally! When declaring kind of Movement typical of CC specialist units such as
a CC attack with figure against an enemy, a dice roll is Warbands. It consists of moving towards the enemy until
required to discover whether the attack is successful. the bases of figures are in contact, with CC initiated by
When the miniatures to fight are in base contact, then a using a Short Movement Skill to reach the foe and then
Face to Face Roll is required. The results can be: using the CC Skill or by spending another Order to use the
1. Both fail, so neither achieves a hit on their target. CC Skill, or by using the CC Skill with an ARO.
2. One fails and the other succeeds. The figure that fails The figure targeted in the charge, to avoid the attack, can
receives damage, and must make an ARM Roll. choose between one of the next options:
3. Both figures succeed. The miniature obtaining the 1. Shoot (Or whatever Skill which allows performance of
highest score is the winner of the Face to Face Roll an attack before being engaged in CC like Hacking,
and hits his enemy. The figure that obtains the lowest Sepsitor…).. In this case, both figures make a Face to
number must make an ARM Roll with a +3 MOD to Face roll, using the CC Attribute for the charger and
ARM (Defence Bonus) to reflect evasive manoeuvring. BS for the defender (Or the appropriate Attribute).
If there is a draw, the figure with the highest (Modified) If the defender wins the roll, the charger must make
Attribute will succeed. If there is another draw and an ARM Roll. If he succeeds, he will not need to make
the active player wishes to continue the fight, a new a Guts Roll, given that the miniatures are in base
Order must be spent and another Face to Face Roll contact and they are in CC. If the charger wins the roll
is required. the defender misses his shot, no matter how high his
4. Both succeed and one gets a Critical. The latter wins the roll, and must make an ARM Roll.
Face to Face Roll, even if his enemy rolled a higher 2. Countercharge. The defender decides to take the
number, and he causes a direct Wound, with no ARM charge of his enemy, provoking a normal CC Combat
roll allowed. situation.
5. Both succeed with Critical rolls. The highest dice roll 3. Flee. The defender decides to dodge his enemy’s
wins the Face to Face Roll and causes a direct Wound, charge. In this case the Face to Face Roll is made by
with no ARM Roll allowed. If there is a draw, the higher the dodger with his PH Attribute while the charger
Attribute (Modified) will be the winner. If there is yet uses his CC Attribute. If the dodger succeeds, his
another draw, both are mutually cancelled, the active figure moves half the first value in his MOV Attribute,
player must spend an Order and engage in another escaping the attack of his charging opponent
Face to Face roll to continue the combat. completely. Even if the attacker can still move enough
It is compulsory for the player to reserve one Order of inches to be in base to base contact, the miniatures
the Order Reserve for each of his own figures engaged in will not be considered to be in CC and will have to be
Close Combat at the beginning of his turn, to keep the separated a millimetre to indicate this. If the attacker
combat going or to Dodge away from it. The resolution of wins the Face to Face Roll, the figures are in CC and
these combats can be performed at any moment during his opponent must make an ARM Roll.
that player’s turn. Overrun: Overrun is a Long Skill that consists of performing
a Charge with a T.A.G, or a Light or Heavy Vehicle. The CC
Attack is substituted by the MOV Skill, Overrunning the
target, who must make a PH Roll or take damage. Using
this Long Skill, any subsequent MOV that runs over a
figure will be considered an Overrun attack. The Damage
caused by an Overrun is equal to the PH of the vehicle. The
target of the Overrun can choose to Shoot (Face to Face
Roll BS against PH), Countercharge (Normal Roll of CC), or
Flee (PH Face to Face Roll against PH). If the Overrunning
figure wins the roll, the defender takes Overrun damage attacking Wu Shenru in CC. Wu Shenru’s Face to Face Roll
and must make an ARM roll or take a wound. The attacker of CC is compared to the Rolls of the Fusiliers, obtaining a
26 continues on to complete his move. 12 (Wu Shenru, CC 16). Each Fusilier gets a +6 bonus for
If the defender Shoots and wins the Face to Face Roll, the assistance of his two companions (+3 for each of them)
the attacker must make an ARM Roll or take a wound, so their CC of 13 becomes CC 19. Angus rolls and obtains
and passes right by his target without damaging him. He 20 (!), so he fails to hit. Doucher and Bipandra roll an 8
then continues his move in the direction the Overrun was and a 10 respectively, succeeding but not overcoming Wu
initially declared. Shenru, who finally hits Angus. Now, poor Fusilier Angus
must make his ARM Roll.
If the target declares a Countercharge, he makes a CC
Normal Roll but automatically receives the damage of the Notes about Close Combat: Close Combat always
COMBAT
AT
Overrun, making an ARM Roll or taking a wound. If the cancels a figure’s Movement. If the figure moves only part
target survives the impact, both figures are engaged in of his first MOV value to enter base to base contact, then
CC, and the attackers’ MOV action will be cancelled. If the CC is declared and the figure will not be able to move
defender Flees and wins the Face to Face roll, he takes the remaining inches of his MOV. A figure engaged in CC
no damage and moves aside from the Overrunning figure, cannot Shoot in ARO at another figure that is not involved
who continues his move in the direction the Overrun was in that CC.
declared. Close Combat is so direct and fast that no Guts Rolls are
Disengaging from Close Combat. If one of the fighters required. There is simply no time to get scared in Close
in a Close Combat wishes to disengage from combat, Combat! Modifiers due to Optical Disruption Devices
he must make Face to Face Roll, using his PH Attribute (ODD) are not counted in Close Combat, neither are those
instead of CC (Dodging). A successful Dodging roll allows from the Special Skills Camouflage and Hiding (CH).
disengagement, separating the bases a millimetre to After finishing Close Combat the winning figure, which is
indicate this. In an active turn a figure can still declare the the one still on his feet, can be placed facing any direction
second Short Skill of the Order, and in ARO it can move wished by his owner. Remember when attacking an enemy
half of its first MOV value. in Close Combat from behind, the target can turn to face
Example: The Zhanshi Wen Liu (CC 14) in his active turn, his attacker with an ARO as soon as his Zone of Control is
fights in CC with the Fusilier Angus (CC 13). They perform penetrated.
a Face to Face roll, Wen Liu getting a 9 and Angus a 7.
Wen Liu wins the roll because he rolled the higher number, Getting Hit and Damage
hitting Angus. If Wen Liu (PH 10) had declared he wanted DAMAGE
to escape from CC, he would succeed too, separating his When a figure is hit by a successful enemy BS or CC roll, he
base 1 millimetre from Angus. As Wen Liu is in his active must make an ARM Roll. In this roll, the ARM Attribute is
turn, he could still declare the second Short Skill of the a positive number, and indicates the Modifier to be added
Order. to the roll. If the result of the Modified Roll (d20+ARM)
Close Combat with several enemies: Miniatures can fight exceeds the Damage value of the weapon, the Armour
several enemies simultaneously in Close Combat, but only successfully absorbs the impact and the figure takes no
when their bases are all in contact. Each extra allied figure injury.
fighting in CC adds a +3 Mod to a fighter’s CC (Or PH, Example: The Zhanshi Wen Liu shoots at his eternal rival,
if trying to Disengage) Attribute and this applies for both Fusilier Angus. Wen Liu shoots and hits his target. Angus
Active and Reactive players. receives a Combi Rifle shot, Damage 13. His ARM is +1 so
Example: The Hac Tao Wu Shenru is in CC with 3 Fusiliers he will have to roll 13 or more to save his life (d20+ARM: 1).
(Angus, Doucher, and Bipandra). Each of the Fusiliers has a Remember that when in combat, a Critical in BS or CC
+6 MOD to their CC or PH rolls, as they have the support means 1 direct Wound (W), and no ARM Roll is possible.
of 2 friends. In Close Combat, allied figures have the right
to an ARO in CC, but only against the figure that spends Damage and BTS. Some weapons use Special Ammunition
the Order, and with a Modifier of +3 for every extra friendly that ignores ARM and can only be stopped with
figure that is engaged in CC with them. Hence, all figures Biotechnologic Shield (BTS) protection. BTS Rolls are
engaged in CC with a right to ARO can make their roll used to resist the Damage caused by these weapons, and
to hit with a MOD of +3 for each friendly figure engaged function the same as ARM rolls, substituting the ARM value
in combat. A miniature in his active turn must achieve a with that of BTS as a positive modifier.
higher roll than all of his enemies and then will be able to Damage from Falling. If a miniature falls from a scenery
hit one of them: any enemy figure with a superior roll to his element during the game, he must make an ARM Roll
will succeed in hitting him instead. Similarly, to get out of against 2.5 points (rounded up) of Damage per inch of
Close Combat an active figure will have to overcome all his distance fallen.
opponents’ CC Rolls with his PH Roll.
GUTS ROLL
In the active turn it is compulsory to spend one Order for When a character succeeds in an ARM or BTS Roll, it means
each figure engaged in CC, whether to continue combat that a shot (Or several) has hit his armour but not killed
or to disengage. For example: The Hac Tao Wu Shenru is him, provoking an instinctive survival reaction motivated by
surrounded by a group of 3 Fusiliers that have attacked the fear of being on the brink of death. The miniature will
him in CC, because he is not able to use the advantage of look for better protection or cover instinctively (Looking for
CH: TO Camouflage. In his turn, he decides to spend an Total Cover, if it is possible, when he is in Partial Cover,
Order to attack Fusilier Angus in CC. Fusilier Angus and his for example), going Prone or performing any other Short
companions Doucher and Bipandra use their ARO to react, Movement Skill (except Alert) towards the nearest cover
that provides better protection, moving up to a maximum is immobilized and destroyed (An IMM Marker is placed
of half his first MOV value, but never charging towards the and crew members, if any, are able to get out). If the army
enemy who caused the Guts Roll. To avoid this situation, does not have a figure with the Special Skill Engineer, any 27
a miniature can make a Guts Roll to keep his position by miniature or vehicle with a STR value is removed from the
performing a successful WIP Roll. table once destroyed and the crew members have left it.
The Guts Roll is also made when the figure suffers an Immobilization: Some weapons and Special Ammunition
unsuccessful Hacker or Sepsitor Attack. have an ability to immobilize the target. A figure that
y Guts Roll in Close Combat: This kind of roll cannot be has failed his PH Roll is marked as Immobilized with an
made in Close Combat. Immobilized Marker (IMM), and is unable to take any action
that implies movement (Move, Dodge, BS, or CC). It can
y Guts Rolls during Bursts: When an enemy’s weapon is however use Discover, Reset, Sepsitor or Sensor Special
shooting in Bursts, the Guts Roll or the panic Movement is Skills. A miniature in this state loses all Modifiers allowed
only done once, after all ARM Rolls are made. by his Special Skills. Figures in an Immobilized state still
UNCONSCIOUSNESS add their Order to the Orders Reserve of their army.
When a miniature receives a wound after failing an ARM Scenery Structures: STR values can be to certain elements
Roll, a Weapon Marker (WOUND) is placed beside him of scenery in order to represent their destruction, if battle
with the proper number. If he has only suffered a single conditions require such a measure. Remember that
Wound, the Marker will show “1”: if he has accumulated structures can only be harmed by DA and Explosive (EXP)
more Wounds, the Marker must reflect their number. When Special Ammunition
a miniature receives as many Wounds as the value of his
Wounds Attribute, he falls on the ground Unconscious Element Arm Str
at the end of the Order, but never before the Burst (B) is Door 1 1
finished: therefore the number of Wounds can exceed his Security Door 3 2
Wounds Attribute. An unconscious character is assumed to
be lying down on the ground, except those unable to be Armoured Door 10 3
Prone due to issues such as terrain, and can be indicated Wall 10 3
on the table with a PRONE Marker or by lying the figure Reinforced Wall 12 4
down.
Brick Wall / Bulkhead 8 3
A miniature in this state has all its devices disconnected and
cannot use any Skill, save the Special Skill Regeneration, or
an AutoMediKit. He will also lose his Camouflage Marker, Morale And Leadership
TO, and Optical Disruption Modifiers, but not Cover At some point in a battle, troops’ morale can fail. Losing
Modifiers if he is eligible. a leader or large number of companions affects soldiers’
decision to continue fighting.
During the time the figure remains Unconscious he will not
add his Order to the Orders Reserve of his army, and will be During the game, the morale of the troops can be affected
considered a casualty in terms of calculating army points. by two critical situations:
In CC, if the miniature attacking declares that he is attacking 1. Retreat! If, during the count of Orders/figures at
an Unconscious character the latter will die without being the beginning of the player’s turn, the army has
able to roll for either CC or ARM: this is known as the Coup lost figures equal to more than 60% of its original
de Grâce. points composition, its troops will be automatically
considered as demoralized and they will withdraw from
To finish off an Unconscious miniature with BS, he only the battle. They will turn Impetuous automatically, but
needs to be shot at with a Normal Roll. If successful, the every move must be made in the direction of their
Unconscious miniature is hit and must make an ARM Roll. Deployment Zone, aiming to leave the battlefield as
DEATH soon as possible, unless an Order is spent to regain
If a figure in the Unconscious state receives a new Wound, control of them as described below.
he dies and will be removed from the battlefield. Some In a Retreat! situation, troops will ignore their officers
Special Ammunition can bring about this state directly. in such a way that the Lieutenant loses his Special
Figures remain Unconscious until they are healed or killed. Order.
If a player does not possess a Doctor or Paramedic, and 2. Loss of Lieutenant. When the miniature of the Lieutenant
the Unconscious figure does not possess an AutoMediKit falls Unconscious or Dead, the army is without a
or Regeneration, he passes to the Dead state and can be leader. If such a case arises, 2 Orders can be spent
removed from the game table. and another miniature designated as the Lieutenant.
The Unconscious Lieutenant may also be healed, but
Structures if at the end of the turn there is no active Lieutenant,
Some miniatures and vehicles have a STR (Structure) value there will only be 2 Orders available in total for
instead of Wounds. These function similarly to normal the next turn, which can be consumed in enrolling
miniatures, having Normal, Unconscious, and Dead states. another Lieutenant. If the Lieutenant is wounded or
Each time one of these miniatures receives the equivalent killed during an enemy turn, then the player starts the
of a Wound they lose a point of STR (Causing no ill following turn with only 2 Orders that can be used
effect or Modifier) and a Wound Marker is placed beside to elect a new Lieutenant. The Loss of Lieutenant
them. When the number of Wounds received reaches situation does not affect Impetuous Orders that are
the STR Attribute of the figure, the vehicle or miniature carried out normally. In a Loss of Lieutenant situation
the player has got, not only the 2 Orders Reserve, but Advanced Combat (Hacking)
too the Impetuous Orders and those Orders given by In modern combat, computing and electronic systems
28 figures with the Religious Troop Special Skill, which are as important as bombs and rifles, since they ensure
only them can use. that everything works and moves in the correct direction.
RECOVERING LEADERSHIP Long distance communications are possible thanks to
1. In case of losing a Lieutenant, the player can try the electronic devices that have taken the place of RF
recovering Leadership. If the player loses his (radio) which is now relegated to emergency situations
Lieutenant during his turn, he can use 2 Orders to and mainly used for short distances. Without proper
sign up a new Lieutenant, who will not have the use communications, supplies and support would never arrive,
of the Lieutenant‘s Special Order until the next turn. artillery would never be able to cover an advance, missiles
COMBAT
AT
Any figure in the army can be made into a Lieutenant would not be guided towards their targets and troops
(except a REM, Antipodes, The Hungries, or any would not be aware of battlefield conditions. Without
Irregular troop if it is a regular army). If the group or sophisticated communications, soldiers would experience
army does not have any figures on the field (Due to a general situation of confusion similar to battlefields at the
TO Camouflage or Airborne Deployment), it must beginning of the twentieth century. The only troops that
reveal or deploy some in order to enrol a Lieutenant. can provoke or avoid this kind of situation are the Tactical
Hackers: soldiers equipped and trained to use Hacking
2. If an army is in Retreat!, a player may spend an order to Devices. These are specialists in infowar, cyberassault and
control a figure and prevent him moving Impetuously electronic combat and defence.
towards the Deployment Zone. Once an Order is
spent stopping him, the soldier can then behave Hacking Devices are small quantronic computers specially
normally until the end of the turn. At the beginning of designed for infowar and cybercombat, used to penetrate
the next turn, he will have to spend another Order to enemy cybernetic systems as well as protecting against
avoid turning Impetuous and withdrawing. them. Hacking Devices can function in Defensive or
Attack Mode. Each mode uses specific skills and hacking
LAST FIGURE STANDING programmes to fulfil a determined function in combat:
In the types of special operations encountered in Infinity, a Attack Mode: Used to hack T.A.G.s, Remotes (REM),
single figure can make all the difference. Any soldier, with Heavy Infantry (HI), Doors, and Security/Data targets. It is
plenty of guts and well trained, can save the day and avert a also used to perform cyberattacks against other Hackers. It
potentially catastrophic situation For this reason, in Infinity has a radius of action of 8 inches although it can be used
the minimum Order Reserve is 2. When a player only has a through a Repeater. It does not require a LoF to the target,
single figure, this figure will always have 2 Orders. To this which only has to be inside of the 8 inch Zone of Control.
minimum reserve, only an Impetuous Order can be added, Hacking in Attack mode is a Short Skill that allows the use
if the miniature is Impetuous, or the Impetuous Order of hacking equipment to perform some of the following
(used to move towards the Deployment Zone) of Retreat! if activities:
the miniature is in such a state.
y Hacking a T.A.G: To succeed in hacking a T.A.G, the
A figure possessing the Religious Troop Special Skill doesn’t miniature must make one or several hacking rolls, making
receive an extra Order over the minimum Order Reserve of a Normal Roll of WIP modified by the target’s BTS. Hacking
“Last figure standing”. Example: The player has only one a T.A.G. is a Short Skill. If the roll is successful, the enemy
figure alive on the game table, it is the last survivor of his T.A.G. will remain completely paralysed (see Immobilize),
Army List, therefore its Order Reserve is 2. If this figure until the next turn. An Immobilized marker (IMM) is placed
would be the Lieutenant, then its Order Reserve is 2. beside the T.A.G.
This last figure is not the Lieutenant, so it is in a Loss of If, after having effectively paralysed the T.A.G., the same
Lieutenant situation. Its Order Reserve is still 2. Hacker spends a new Order and succeeds in another
If the last miniature standing is in a Loss of Lieutenant consecutive hacking roll, the T.A.G. will be completely
situation and possesses the Religious Troop Special Skill, possessed. A Possessed Marker (POS) must be placed
then its Order Reserve would be 2. Even if the Lieutenant beside it. The Hacker is now in full control of the T.A.G,
possesses the Religious Troop Special Skill, and is the last using all its Attributes and weaponry and controlling it
figure standing, its Order Reserve will still be 2. However if with Orders spent from the Orders Reserve of the Hacker’s
this last figure is Impetuous, the total number of Orders in Combat Group.
its Order Reserve is 3 (1 Impetuous Order + 2 Orders for When a Hacker fails a roll, he loses all the accumulated
“Last figure standing” rule). effects so far: the T.A.G will be completely free of
If the above Impetuous figure is in a Retreat! situation, then his influence and any Markers due to hacking will be
its Order Reserve would still be 3 (1 Impetuous towards its removed. The Hacker must declare when he begins
Deployment Zone + 2 for “Last figure standing” rule). whether he wishes to immobilize or possess a T.A.G. Once
Any last miniature of a player, which is not Impetuous but his decision is declared, he may not perform any extra
is in a Retreat! situation has 3 Orders in its Order Reserve Hacking attempts on that T.A.G during that turn.
(1 Impetuous towards its Deployment Zone + 2 for “Last The T.A.G. can get rid of the Immobilization by Hacking
figure standing” rule). or Possession when its original player takes his next Active
turn. To do so, it must perform a Reset Short Skill.
y Reset: The T.A.G. must make a Normal or Face to Face
Roll (if an enemy Hacker is within hacking range) against
its WIP Attribute. If it is not successful, it may try again
with consecutive Orders. If it is successful, the POS or After succeeding in the hacking roll, the enemy’s Airborne
IMM marker is removed. A possessed (POS) T.A.G. can Deployment craft navigation systems and jump protocols
be controlled by any Hacker of the army which has taken are scrambled. All enemy miniatures with the Special Skill 29
possession of it. Due to the technological abyss that AD: Combat Jump must leave the craft at once, following
separates Humanity from the E.I., Combined Army T.A.G.s the subsequent rules for Emergency Jumping:
can be immobilized (IMM) but never possessed (POS) by Miniatures with AD: Combat Jump will choose, for all of
human Hackers. them, a sole landing point in the game table.
y Hacking Heavy Infantry (HI) or Remotes (REM): To Each figure must make a Normal Modified Roll of PH-9.
effectively hack a Heavy Infantry or a Remote, the Hacker If they fail the roll, they must apply the Combat Jump
must make a Normal WIP Roll modified by the BTS of dispersion rules.
his target. Hacking Heavy Infantry or Remotes is a Short
Skill. If the roll is effective, the Heavy Infantry or Remote If the adversary has not any miniature with AD: Combat
is completely paralysed and an Immobilized (IMM) Marker Jump, or if he has noted they will deploy with AD: Aerial
is placed beside it. Heavy Infantry or Remotes can be Infiltration, the Level 2, then the Order spent is wasted.
liberated from Immobilization by Hacking when their Hacking Airborne Deployment cannot be executed in
player has his next Active turn. This requires a Reset: ARO.
y Reset: This is a Short Skill. The figure must make a Normal y Hacking Defensively: When a player in the Active turn
or Face to Face Roll (if an enemy Hacker is within hacking decides to do some hacking, the defender can (if he has a
range) against its WIP Attribute. If it is not successful, it Hacker in his ranks) perform Defensive Hacking. In order to
may try again with following Orders. If it is successful, the do this, he must state in the ARO of the targeted miniature
IMM Marker is removed. an intention to respond with his Hacker. This will substitute
the BTS Attribute of the miniature, Airborne Deployment
y Anti-Hacker Protocols: Hackers in Attack Mode can or Guided Ammunition on his side with a Face to Face Roll
carry out cyberattacks against Hackers situated in their of the WIP Attributes of both players’ hackers (Modified
Zone of Control. These cyberattacks cause physical by their own BTS).
damage to the victim, provoking neural overload and
brain haemorrhaging. Activating Anti-Hacker Protocols is 1. If the defender prevails, he avoids and cancels the
dangerous, since the target can block the cyberattack and original Hacker’s attack.
turn it against his attacker. This is a Short Skill. 2. If the attacker wins, he will effectively hack his target.
ATTENTION: This weapon is forbidden by the Concilium 3. If one of them achieves a Critical result, he succeeds
Convention. Its use will be penalized by the international in his objective and will disable (DIS) his enemy’s Hacking
courts. Device. It is not necessary for the defending hacker to
A cyberattack is performed normally by a Face to Face have a LoF or to be within 8 inches of the target of the
WIP Roll Modified by the BTS of each Hacker. The Hacker hacking attack.
who loses the roll automatically enters the Unconscious y Hacking Guided Ammunition: To hack a Guided
state. If a target Hacker has already declared his Order and projectile effectively, the miniature must make a hacking
cannot use it to protect himself against the Anti-Hacker roll, a Normal Roll of WIP modified by the target’s BTS.
Protocols, then the attacker makes Normal Roll modified Guided projectiles have a BTS of –3 and only Guided
by the BTS of the target and the victim falls Unconscious Ammunition attacks may be hacked. A defending
if it is successful. If the defender or the attacker achieves hacker does not need LoF or to be within 8 inches of the
a Critical, the adversary and Repeaters used by him are projectile: When a Guided Ammunition attack is made,
automatically destroyed, passing directly to the Dead any hackers on the defending side gain an ARO that can
state and ignoring the Unconscious state. be used to hack it. If the hacking roll is successful, the
In order to apply Anti-Hacker Protocols to an Unconscious enemy’s projectile is completely deactivated. Hacking
Hacker, a figure must be 8 inches or less away and then Guided Ammunition is a Short Skill.
make a successful WIP Roll. The target has no defence and OTHER FUNCTIONS OF HACKING DEVICES
will immediately die. y Controlling a Remote: Hacking Devices allow Remotes
Defensive Mode: This is used to defend allied miniatures to be enrolled in an army. The Hacker will have a line of
from Hacking Attacks, Guided Missiles and the use communication with the Remotes updating performance
of Airborne Deployment: Combat Jump. A Hacker in protocols to prevent enemies decoding their movement,
Defensive Mode operates, hacks, or defends without combat or remote activity programs.
distance limit. He can use his hacking equipment to y Hacking Security and Information: To effectively hack
perform some of the following defensive activities: an element of the scenery, for instance a door with an
y Hacking Airborne Deployment: Gaining access to electronic lock or a computer, the miniature must succeed
the enemy communications net, Hackers can detect and in a hacking roll, a normal WIP Roll modified by the target’s
scramble onboard systems of Airborne Deployment craft. BTS. Here are some examples:
The short-circuiting and scrambling of the craft’s avionics
compels the transported troops to perform an emergency Element BTS
jump. To Hack an Airborne Deployment craft, the Hacker Lock or simple computer equipment 0
must spend an Order and perform a successful WIP Roll Lock or complex computer equipment -3
modified by the BTS of his target (Airborne Deployment
craft have a standard BTS of -9). It is not necessary to have Lock or high security computer equipment -6
a LoF, or to be within any distance of the target. Hacking Security and Information is a Short Skill. If the
roll is successful, the lock or the computer equipment is
hacked; the lock will open and data can be easily
extracted from the computer. In order to do this the
30 target must be inside the Hacker’s ZC (8 inches), with
no LOF needed.
Coordinated Hacking: Up to four Hackers can
Coordinate themselves to attack the same objective.
Hackers are always connected to each other, so
there is no distance limit to a Coordinated Order. It
is compulsory that the nominated target be within
the ZC of one of the Hackers, who is the only one
10cm/4”
COMBAT
AT
Combat Example
Fusilier Angus receives an Order: Move towards a
corner to look for a target. After spending 1 Short
Movement Skill he moves 3 inches (He could move 4 Wen Liu
but he prefers not to leave the cover of the corner). At ”
/12
ARO: B1
m
30c
the corner he can now see Wen Liu, a Zhanshi enemy,
and another miniature hidden by a TO Camouflage
Marker. Wen Liu uses his Automatic Reaction Order
(ARO) to shoot Angus, who just entered his LoF. The
miniature represented by the TO Camouflage Marker
could also use his ARO, but prefers not to do so as
he trusts in the skilfulness of Wen Liu. Angus, who
still has 1 Skill left from the Order, decides to shoot at
Wen Liu. A BS combat arises in which the roll will be
a Face to Face one.
After having declared that they are going to shoot, Angus
5cm/2”
the distance between them is measured (12 inches) Guts Roll Retreat
and rolls are made. Angus must roll 15 or less with
the 3 shots of his weapon’s B (Burst) [12(BS Attribute)
+3 (Distance Modifier of a Combi Rifle for 12 inches] TO
and Wen Liu must roll 11 or less [11(BS Attribute) +3
(Distance Modifier of a Combi Rifle for 12 inches)-3
(Modifier for Cover, since Angus is close to a wall)].
Angus rolls 16, 19, and 7, while Wen Liu rolls 9. Only Angus
Wen Liu scores a hit (Since Wen Liu’s BS is successful ARO: Discover
and scores higher than Angus’ success of 7). To resist fail
damage, Angus will have to roll 10 or more [ +1
(ARM) and +3 as he is behind Cover, against Combi
Rifle Damage of 13]. Angus rolls a 17 and avoids the
Wound, his bulletproof vest absorbing the impact.
TO
Angus recoils instinctively when he receives the
impact, looking for a less dangerous location,
moving 2 inches (half his MOV Attribute). If Angus 10cm/4” 5cm/2”
had desired to, he could have tried to remain in his Wu Shenru
position by passing a Guts Roll, which would have TO: Camouflage
required a successful WIP roll.
This was the last Order of Angus’ player, and now it
is the Active turn of Wen Liu’s player, who spends 1
Angus
Order to activate Wu Shenru, a Hac Tao represented
by the TO Camouflage marker near Wen Liu. Shenru
moves 6 inches (Two Short Movements Skills = MOV:
4 inches + 2 inches) and arrives at a corner, achieving
LoF to Angus. Angus will use his Automatic Reaction
/2”
/2”
Burst (B3) he must roll 17 or less [14(BS Attribute)
5cm
+3 (Distance modifier of MULTI Rifle)]. He rolls 18, 1 Wound
20 and 18. Buddha is not on his side it seems! (See
Graphic 19). After finishing his shooting, Shenru’s
miniature must be placed on the table instead of the Wu Shenru
TO Marker.
Now Angus is entitled to an Automatic Reaction Angus
Order. Angus shoots, with only a single shot in his ARO: B1
Burst (Automatic Reaction Order) and must roll 9
or less [12 (BS Attribute) +3 (Distance Modifier for
Combi Rifle) –6 (TO Camouflage Modifier)]. He rolls
8 (Hit!). Shenru must now make an ARM Roll of 9
5cm/2”
or more [13 (the Damage of a Combi Rifle) with +5
(ARM) to the d20 Roll] and rolls a 17, so his armour
resists the impact and he suffers no wounds. Shenru
wants to keep his position, so he must make a Guts
Wu Shenru
Roll, against his WIP of 14. He gets a 3, enabling
Short Skill: Move
him to avoid recoiling and losing his position. (See
Short Skill: CC
Graphic 20).
Shenru receives a new Order and chooses to engage
in Close Combat. He uses the Order to perform a Angus
Movement that ends in contact with the base of ARO: CC
Angus’s figure and then activates the CC Short Skill.
Dies
Angus, of course, has a right to an ARO and decides
to Shoot (This is a Face to Face roll as Shenru is not in
TO Camouflage anymore). Both make a Face to Face
5cm/2”
Roll. Angus must roll 9 or less, the same number as
before. Shenru needs 16 or less [CC Attribute of 16].
D20 results are 8 for Angus and 10 for Shenru, and as
it is a Face to Face Roll, Shenru is the winner. Angus
must roll and get more than 14 [Target of 14 (Shenru’s Wu Shenru
PH Attribute while using a CC weapon) adding +1 Short Skill: CC
(ARM) to his d20 Roll]. Angus gets 16 with his d20 (He
is burning through his luck!) and avoids a Wound. As
they are engaged in Close Combat, Angus does not
need to make a Guts Roll. (See Graphic 21).
Shenru receives a new Order, the last one available:
he must finish Angus off or die. He spends the Order
to make a CC attack and both make a Face to Face
Roll. Now both use their CC values, as combat is
joined. Angus must roll 13 or less [13(CC Attribute)
with no TO Camouflage Modifier as they are in close
combat] and Shenru must roll 16 or less [CC Attribute
of 16]. Both roll their d20: Angus gets a 12, and
Shenru rolls 14. Shenru will score a hit, but as Angus’
roll has also been successful, he will apply a bonus
+3 to his ARM roll. He therefore needs to roll over 10
[14 (Damage) adding +1 (ARM) +3 (Defence Bonus)].
His luck has disappeared, as he rolls a 2. Shenru’s CC
weapon is of the Shock type, and Angus falls Dead
on the floor (The special effect of the weapon consists
in skipping the Unconscious state to pass directly to
Dead), his miniature removed from the table.
Skills and Equipment Distance 8
inches
32
inches
48
inches
48+
inches
32
Skills Modifier +3 0 -3 -6
COMMON SKILLS If the WIP Roll is successful, the Marker must be removed
Common Skills are those that any miniature can perform and the figure placed in its position. The miniature will
without needing a specific mention in the description of remain visible until it is camouflaged again.
the Troops’ Skills.
If a miniature fails when trying to Discover a Camouflage,
ÂAlert: Spending 1 ARO, the miniature can warn his TO or Impersonation Marker, he will not be able to try
companions that they are going to be attacked from again until the next Turn with an ARO or with an Order
NT
T
SKILLS and EQUIPMENT
behind, provided he has a LoF to the attacker. All in his next Active Turn. It may attempt to Discover other
companion figures can be turned to face the enemy, but Markers after a failed attempt.
do not receive an ARO to act against it immediately. They
ÂDodge: Dodge is a Short Skill that allows a PH Face to Face
will of course gain ARO against subsequent Orders.
Roll to be made against BS, CC, PH or Forward Observer
Ballistic Skills Attack (Shoot): A Short Skill that allows use Skills to avoid an enemy attack in LoF. A Dodging figure
of a ballistic skill weapon: the Attribute is modified by can spend the rest of his Order to carry out or finish his
Distances and Cover. Movement. Dodge also allows to disengage from a CC.
ÂCautious Movement: T.A.G.s, Remotes, Motorcycles, and A figure dodging in ARO can move half of its first MOV
vehicles do not have this Skill. This Long Skill allows the value, or make any other Short Movement Skill that does
miniature to move carefully from one point outside the not require a roll. A Dodge roll in the Active turn can
enemy’s LoF to another point also outside the LoF of all be used to face all the ARO generated by an Order. In
his enemies. The figure moves a maximum equivalent to ARO, a Dodge roll will face all the shots of the Burst (B)
his first value in MOV as long as his start and end points or all actions done by the miniatures under Coordinated
are not in an enemy LoF. He will not generate any ARO Order (Dodge all blows in Close Combat, dodge different
if a LoF is crossed in the movement. Cautious Movement opponents’ shots etc.). T.A.Gs, Remotes and Motorcycles
cannot be used within the radius of the enemy’s Zone of must always apply a -6 MOD in order to Dodge. Vehicles
Control. The use of this Long Skill must be declared before cannot Dodge.
performing the manoeuvre. In case of a draw of Attack and Dodge, the winner is the
ÂChange Facing: This Short Skill allows a miniature to figure that has the Attribute with the highest value.
change the direction of his facing without moving. By Exceptions are Rolls against Direct Template weapons
Spending 1 ARO, a miniature can turn to face any enemy (Chain Rifle, Flamethrower, and Nanopulser) and others
miniature that has entered his Control Zone or otherwise such as the Special Skill Explode. In this case, to be able
alerted him. If the miniature does not have an ARO, it can to Dodge the impact a Roll of PH with a –6 Modifier must
Change Facing if it is hit by an enemy attack or if an allied be made. The Modifier indicates the higher difficulty in
miniature receives a hit inside its Control Zone. It is not Dodging a shot from an area saturation weapon. If the roll
necessary to roll dice to perform this Skill. is successful, the miniature dodges the impact even if he is
ÂClimbing: Motorbikes and Vehicles cannot perform this within the area of effect of the Template.
Skill. A Short Skill that allows vertical movement, climbing ÂGet Up: A Short Skill that allows a miniature’s stance to
a number of inches equivalent to half the figure’s MOV change from Prone to standing, removing the Prone
Attribute for each use of the Skill. To be able to Climb, the position marker.
miniature must make a Normal PH Roll. If a Roll is failed,
ÂIntuitive Attack: With Intuitive Attack, a miniature can
the miniature falls the distance travelled so far: see the
detect movement and shoot to cover a wide area where
Damage section, Damage from Falling. While climbing, a
the enemy could be. Intuitive Attack can only be performed
miniature will not be able to use any other Short Skills. If
with Direct Template weapons (Flamethrower, Nanopulser,
the Climbing Movement does not finish at the top of a
Chain Rifle...) deployable weapons and equipment (Mines,
wall, the figure remains hanging from it and is not able to
E/Mauler, Deployable Repeater, CrazyKoalas …) and the
use any other Skill until the climb is completed.
E/Marat. This Skill allows performing of an attack against
ÂClose Combat Attack: This Short Skill allows use of Close a camouflaged figure that has not been discovered
Combat weapons with the CC Attribute. previously, as well as figures inside Zero Visibility Zone (like
ÂCoordinated Order: By spending 1 Order per miniature, a Smoke template) or shooting from inside a Zero Visibility
up to four figures can be activated to act at the same time Zone. It also allows placement of a deployable weapon
and carry out the same Order. with an enemy inside its area of effect. Intuitive Attack is a
Long Skill that consumes 1 Order.
ÂDiscover: This Short Skill allows discovery of a miniature
in LoF represented by a Camouflage, TO Camouflage To be able to make an Intuitive Attack a figure must
or Impersonation Marker. A Normal WIP Roll must be succeed in a WIP Normal Roll with no Modifiers (MODs
made, applying the relevant Modifier (Camouflage, TO from Distance and Skills CH: Camouflage and Hiding are
Camouflage, etc.). To be able to Discover a figure, distance not applied). If the camouflaged figure starts shooting,
Modifiers must be applied as the farther a figure is, the any shots will be simultaneous with Normal Rolls. If the
more difficult it is to Discover. Distance Modifiers are camouflaged figure receives a hit, he will have to reveal
applied according to the following table: himself, removing the Camouflage Marker and placing the
appropriate figure, even if his ARM Roll is successful.
If the WIP roll is failed, it is not allowed to repeat the this Skill in the same Order allows the figure to move half
Intuitive Attack on the same target until the next Game the second value of the MOV Attribute.
Turn. 33
SPECIAL SKILLS
ÂJump: Jump is a short skill that allows performance of These are Skills that only certain units are able to use,
a horizontal MOV to avoid a hole or a vertical jump to whether from special training, the use of certain equipment
clear an obstacle. To be able to jump, the distance (either or through natural talents. In those Special Skills that have a
vertical, horizontal, or diagonal) betweenthe start point and number of levels, superior levels always include the inferior
the landing point must be measured and be within half the unless stated otherwise. For example, a Level 3 Skill will
figure’s MOV Attribute. A PH Roll with no Modifiers must be include the Level 1 and 2 abilities as well. Alphabetical
successfully made to complete the jump. When this Skill is Levels (Like Level X) will indicate in their description if they
repeated in the same Order, a jump will not cover a longer include any other level.
distance, but two consecutive jumps can be made with two
PH Rolls. In order to do this, it is compulsory that between ÂAirborne Deployment (AD): Units of Airborne Deployed
each jump there is a rest point. In the second jump, the Infantry use aircraft to move to areas of the battlefield where
figure moves half of his second MOV Attribute. Any height they can cause the greatest damage when deployed. There
greater than half the height of the miniature requires a is no need to place miniatures with Airborne Deployment
Normal Roll of PH in order to be cleared. If the roll fails, see on the table during the Deployment Phase. If the miniature
the section Damage: Damage from Falling. If when making is not deployed on the table, he does not add his Order
a jump, MOV does not allow a landing point in which to to the Orders Reserve until positioned on the battlefield.
situate the miniature, it is assumed that he falls vertically To descend to the combat zone, figures possessing this
to the ground from the final point of his Movement. This Special Skill do not use Orders from the Orders Reserve
height is calculated to estimate the Damage From Falling of the army but instead must use their own Order. A figure
(See the Damage section). During a jump, no other Short with Airborne Deployment can also be placed in the normal
Skills may be used until the figure lands. way at the beginning of the battle, inside the player’s
Deployment Zone, if desired. If the Lieutenant possesses
ÂMove: Move is a Short Skill that allows the miniature to this Special Skill, he must be deployed at the beginning of
cover a number of inches equal to the first value of his the battle in the player’s Deployment Zone or his army will
MOV Attribute. Repeating this Skill in the same Order be in a Loss of Lieutenant situation. In a Retreat! situation,
allows the figure to move a number of inches equal to the all troops with AD who still have not been deployed cannot
second value of the MOV Attribute. It is not compulsory be placed on the game table. There are four levels of
to move the total distance indicated by the MOV values. Airborne Deployment.
When declaring Movement the complete and exact route
taken by a figure must be described so that an opponent t -FWFM 1BSBDIVUJTU This miniature has been trained
can announce his ARO. A figure can pass over any obstacle to deploy by using a parachute or rappelling from an
whose height is equal or less than half of his own without aircraft, in the moments prior to combat, arriving from
suffering restrictions to his Movement. outside of the battlefield at the most critical point. In the
deployment phase, AD: Parachutist allows the miniature,
ÂMount/Dismount: This Short Skill allows mounting or without spending Orders or having to make any roll, to
dismounting of a vehicle or mount. avoid being placed on the battlefield. The borders of
ÂOpen/Close: A Short Skill that allows opening or closing of the game table must be divided into imaginary sections
doors or windows and manipulating other mobile elements of equal proportion (Two per side, eight in total) to
of scenery on the game table. determine the parachutists point of entrance. An entry
ÂProne: Prone is a Short Movement Skill that allows the section from the eight is chosen before the battle starts
miniature to assume a Prone position, placing a Prone for each figure, noted in secret so that it can be verified
Marker (PRONE) next to it. Troops in Prone Stance have when the figure is deployed. This section cannot be the
their Movement values halved and can not Jump or Mount/ enemy’s Deployment Zone. When the player decides to
Dismount. Example: a Prone figure that declares Dodge Deploy the figure, 1 Order is spent (The miniature’s own,
will only move 1 inch and not the usual 2 inches. A figure not one from the Orders Reserve) and the figure is placed
in Prone Stance is considered to be the height of his base. on the battlefield, somewhere along the table border of
T.A.G.s, Remotes, Vehicles, and Motorcycles cannot use the section selected before beginning the battle. If using
the Prone position. Except these figures, any miniature can a Coordinated Order, all miniatures participating must
be deployed Prone by placing a Prone Marker besides it. enter through the same section of a table edge, chosen
from those noted before the battle.
Speculative Shot: A Long Skill that requires 1 Order to be
spent to allow a Parabolic Fire to an area or figure outside t Level 2 Airborne Infiltration: Figures possessing the
the LoF of the attacker, applying a Modifier of -6 to BS Special Skill AD: Airborne Infiltration are experienced
or PH, depending on the situation. Only those miniatures parachutists, specialized in raiding and penetrating
equipped with Grenades and Grenade Launchers can use enemy lines. This Special Skill allows the figure, without
Speculative Shot. spending any Orders or making rolls, to perform similarly
to AD: Parachutist but without having to choose a specific
ÂSuppression Fire: Long Skill that consumes 1 Order, and
zone of entry. He must still spend his Order to deploy
allows placing a miniature with a ballistic skill weapon in
but may be placed on any border of the game table.
Suppression Fire mode. A Suppression Fire Marker must
The entry point chosen cannot be inside the enemy’s
be placed on the table as per the Suppression Fire section
Deployment Zone. If a Coordinated Order is used, all
of the rules.
miniatures participating must enter through the same
ÂSwim: A Short Skill that allows half a figure’s MOV Attribute table section.
to be used when traversing a liquid medium. Repeating
tLevel 3 Combat Jump: Figures with this special jump make their PH Roll with a Modifier of –3.
equipment are trained to descend at full speed over the tLevel X Tactical Jump: A miniature that possesses the
34 battlefield surprising enemies with devastating sudden AD: Tactical Jump Special Skill is not only an excellent
attacks. The active player can deploy a miniature with AD: infiltrator parachutist, but is also a natural born leader
Combat Jump at any point during the battle. The figure with a superb tactical sense.
spends 1 Order (His own, not one from the Orders
Reserve) and makes a PH Normal Roll. If successful he Tactical Jump allows performance of only AD: Airborne
deploys to any point on the table nominated by his Infiltration, but without the enemy’s Zone of Deployment
owner, facing in any direction desired. restriction access. Moreover, if the figure possessing this
Special Skill is the leader (Lieutenant) of a group of figures
AD: Combat Jump AD: Combat Jump with AD: Parachutist, these can be deployed in the same
NT
T
SKILLS and EQUIPMENT
Allowed Not Allowed zone of entry and in the same turn as their Lieutenant,
no matter if a different zone of entry was determined for
Building
1 1 them before the battle. If using a Coordinated Order, all
miniatures participating must enter through the same
0
2-
2-
9-
9-
3
3
section of a table edge.
In addition, if the figure possessing Tactical Jump is the
8
4
Lieutenant, as soon as he is positioned on the game
table the situation of Loss of Lieutenant is automatically
cancelled. The player recovers the whole Orders Reserve
7
Combat Jump Orders spent previously (which can only be one or two).
Dispersion: If he fails the PH roll, the miniature suffers ÂAntipode: Miniatures belonging to this alien race have
a detour in his fall, deviating as many inches as the a special and peculiar behaviour in the game. Three
Failure Category multiplied by 2.5 (FC x 2.5). In order Antipodes are necessary to compose an intelligent entity,
to determine in which direction the miniature deviates, creating one personality with each individual contributing
a Circular Template is used. Place the Circular Template diverse characteristics. For this reason, it costs only 1
on the target point where the miniature was supposed Order to activate an Assault Pack of three Antipodes. All
to land, with the number 1 facing towards the centre the Antipodes in the Pack will then perform the same Skills
of the table. The second digit of the dice Roll is used simultaneously, but make separate rolls to resolve actions.
indicate the direction in which the miniature deviates Members of a Pack, in ARO as well as in their own turn,
(See Graphic 22). behave always as if they were only one figure. Although
If deviation prompts the figure to fall outside the they can move in separate ways, they must execute the
battlefield, he will have to spend an extra Order from same Skills in a sole Order and choose the same target,
the Order Reserve to appear on the border of the game providing only one ARO to enemy miniatures, as with
table at the point where he would have left. A figure standard Coordinated Orders.
cannot nominate as jump target the interior of a Smoke When a member of a Pack falls, the Antipode group identity
zone, or in Impassable Terrain or Zones of Low or Zero suffers a mutilation of its reasoning capacity, with the WIP
Visibility. The landing zone is of the same size as a of each Antipode reduced by -3 for every lost member of
Circular Template and must be free of scenery elements. the Pack. The Ariadnians have managed to work with Packs
The figure with Combat Jump can land on any point of 3 and 4 members, to increase their resistance capacity.
in the landing zone but the whole of its base must be If the Assault Pack belongs to an Ariadnian army and they
in the interior of the Circular Template. A figure cannot lose their Controller or his Control Device is Disabled,
land in base to base contact with another miniature. they must make a WIP Roll. If the roll is successful, they
If a Coordinated Order is used to perform a Combat continue with the last orders received by the Controller,
Jump, all the miniatures participating must choose the which usually consists of charging against the enemy. In
same template as their landing point. Those failing their such a situation, the Pack is still considered as part of the
PH Roll will be dispersed individually. Ariadnian army.
Figures possessing Combat Jump can also deploy If they fail the roll, they must make a d20 roll. With a
themselves, if they wish to, as if they possessed the result of 10 or less, the Pack will use its respective Orders
preceding levels in AD. (Impetuous and normal Order) to get off the table through
Remotes with Combat Jump will have to perform a PH the nearest edge, performing no orders except for Move
Roll in order to jump. PH determines the automation or Dodge. If the result is over 10, the Pack will enter Frenzy
and programming level of their jumps. state and go bananas, leaving the control of the Ariadnian
player. In the following game rounds, the Antipodes will
Impetuous Figures with Combat Jump will have to use act before the rest of the players, using their Impetuous
their Impetuous Order to perform their jump. If they do Order and their own Order to attack the nearest figure,
not want to jump immediately, at the beginning of the continuing every turn until either they or all other miniatures
turn they must spend an Order from their army’s Orders on the table are dead. They attack the nearest figure each
Reserve in order to stop each impetuous figure from turn, whether friend or foe.
deploying with their Impetuous Order.
Every time after the Controller’s disappearance the Pack
Inferior Combat Jump functions exactly the same as loses one of its members, a WIP roll must be made with the
normal Combat Jump, but in certain scenarios, owing corresponding Modifier per dead Antipode, with results as
to certain weather or technical conditions, figures will above.
When organizing Groups in an army, the Pack and their CH: Limited Camouflage: The trooper possesses the
Controller will count as two figures and will always be in the CH: Camouflage Special Skill but lacks the possibility
same Group. The Pack gives 1 single Order to the Order of “Camouflaging Again”. So, once Discovered, or if 35
Reserve, different from the Order given by their Controller. he reveals himself, he will lose this Special Skill and he
ÂBerserk: The figure is possessed by a brutal blood thirst cannot camouflage again or use any other advantages
that throws him into combat despising any safety measures. given by CH: Camouflage or CH: Mimetism (Except if
The CC roll, usually a Face to Face one, becomes a Normal he possesses also the CH: Mimetism Special Skill, then
Roll for each combatant. Each makes their Skill Rolls, with it can keep using it).
a successful attack roll compelling the enemy to make tLevel 1 Mimetism: The figure has the special ability to
an ARM Roll, so it is possible that both players receive obscure his appearance to an enemy. Moreover, he has
Damage simultaneously. The Berserker receives a bonus basic mimetic tools and clothes or camouflage gear made
of +9 to his CC Attribute in return, but never gains the +3 with a photosensitive material, a cheaper alternative to
ARM Defence Bonus for making a successful CC Roll. If chameleonic tools, and knows how to use it with the
the opponent decides to Dodge, a success on his PH Roll maximum results in order to avoid discovery. In game
will not avoid the blow, but he will be able to move out terms, any miniature attacking a figure with Mimetism will
of CC. Berserk is an automatic Special Skill that does not have a -3 Modifier to his BS Attribute for ranged attacks.
require Orders to be spent for activation but its use must t Level 2 Camouflage: The miniature has a special
be declared at the same time as the declaration of a CC capacity, be it natural or learned, for hiding and stealth. He
Skill use. The use of this Skill is optional and it can only be will also have chameleonic tools available: photoreactive
applied in CC. cells and variable/ combinable environment patterns.
ÂBooty: The figure devoted himself to pillaging in some These clothing-incorporated systems will merge the
previous battle, and now has some extra item in his miniature with his surroundings. The Special Skill of
equipment that is probably not very common in units like Camouflage allows its owner to perform:
his. This element does not count as a Support Weapon Camouflaged Deployment: This use is exclusive to the
when performing the Support Weapons calculation in army deployment phase and does not require the spending
construction. The Booty does not substitute for the figure’s of any Orders or making of rolls. The miniature is not
basic equipment: it is instead a complement. Before deployed in the usual way: a Camouflage Marker is
starting the battle a roll is made on the following table to placed instead. This type of Deployment also allows 3
ascertain which extra element of equipment the figure has: miniatures (All with the Special Skill of Camouflage) to
Roll Booty be deployed under the same Marker.
1-3 Light Protection (+1ARM) One or more miniatures can be separated from the
group at any point in the game, moving as a separate
4 Explosive CC Weapon 13 E/M CC Weapon Camouflage Marker. All the figures placed under the
5 Light Shotgun Camouflage Marker are revealed if the adversary makes
6 Heavy Protection (+4 ARM) a successful Discover Roll, or if some of the figures
perform an Order that uncovers them. When revealed,
7 Grenades figures must appear no more than ½ inch of distance
8 Adhesive-Launcher from each other, although the player can place them
9 Light Grenade Launcher facing however he likes.
or Normal, depending on the case), Modified by Covers, Special Skill are entities (of artificial origin or not)
Distance, Camouflage and Hiding Special Skill, or an whose conscience resides in data networks and who
Optical Disruptor Device. Distance Modifiers for marking can download themselves into different bodies, called
with Forward Observer are applied as per the following Proxies, to interact with the material world. Figures
table: with Ghost: Jumper L1 have a minimum of two Proxies
Distance 0- 8 8-32 32-48 + 48 deployed on the battlefield into which they can download
inches inches inches inches and participate in the excitement of combat. They can
jump from one to another to always be in the thick of the
Modifier +3 0 -3 -6 action, or they may use it as a way to quickly flee.
There are two types of attacks that can be made as a result This Special Skill allows deployment of a minimum of
of the marking by a Forward Observer: two, and a maximum of three, Proxies on the game table,
Speculative: When the Forward Observer passes applying the special deployment rules for those who have
his WIP Roll, the target remains marked for any other them (ie. Infiltration, Airborne Deployment…).
comrade that wants to shoot at that target, and the In an active turn, a player who possess a Ghost: Jumper
Speculative Fire Modifier is not applied. troop can activate any of its Proxies, without spending
Guided: When the Forward Observer passes his WIP any extra Orders, just by placing the Proxy Active (PROXY
Roll the target will remain marked for any other comrade ACTIVE) Marker beside the Proxy he wants to activate
possessing a weapon with Guided Ammunition. This before spending and declaring an Order. Also in an
figure will be able to use the Short Skill Ballistic Skills to active turn, the Ghost: Jumper can jump from one Proxy
hit the marked miniature without a roll required, as the to another, without spending any extra Orders, just by
WIP Roll of the Observer substitutes. placing the Proxy Active Marker beside the Proxy which
A miniature marked by a Forward Observer will be he is downloading to before spending and declaring an
considered as marked until the end of the turn of the Order.
player possessing the Observer that marked it. If an active Proxy falls Unconscious or Dead, the Ghost:
The special equipment of Forward Observers allows them Jumper will be Unconscious or Dead as well. If the
to use the Flash Pulse. Unconscious Proxy is healed, the Ghost: Jumper will
recover with it. However, if the player has deployed an
ÂGhost (G): A Ghost, an organic or artificial intelligence is AI Beacon and it is still operational, the Ghost: Jumper
inside a machine, controlling it from distance, but what can leave the Unconscious or Dead Proxy, automatically
separates machines from living creatures? placing the Proxy Active Marker beside any of his other
t Ghost Level 1: Remote Presence. This Special Skill is Proxies. When all his Proxies are in an Unconscious or
possessed by Remotes and unmanned T.A.G.s. Remotes Dead state, the Ghost: Jumper will return to the data
have pseudo-AIs and expert programs that rule their network automatically and the army loses his Order, until
behaviour in combat, operating in pure logic where fear at least one of his Proxies be recovered from Unconscious.
has no place. In the case of Remote Presence T.A.G.s, In a reactive turn, to jump from one Proxy to another
the driver is not physically present on the battlefield one requires the spending of 1 ARO. The Ghost: Jumper
and remotely controls it from a safe distance. Remote can see through the sensors and optical devices of his
Presence is considered confers the Valor: Courage Special inactive Proxies so he can react to any Order declared
Skill. Figures with Remote Presence cannot have a Cube. in LoF or ZC of any of his inactive Proxies. The Ghost:
t Ghost Level X: Mnemonica: The Mnemonica Special Jumper can react by jumping to any inactive Proxy (Even
Skill is a typical troop feature of the EI. If the original from an Unconscious Proxy through the aegis of an AI
body chosen to host the Aspect of the EI that controls Beacon) or he can make his active Proxy reacts with Alert,
the army (Charontid, Anathematic or Avatar) is destroyed Change Facing, Dodging or any Skill which does not
in combat, the Aspect will automatically jump to another require LoF to perform.
figure’s Cube in his army. The Aspect can also jump when Moreover, inactive Proxies have pre-programmed
his body is in an Unconscious state, but this will cause reaction routines which allow them to react with Alert,
the body to automatically autodestruct and it must be Change Facing, or Dodge AROs to any Order declared in
removed from the game table. their LoF or ZC. The AROs used by these routines doesn’t
The Mnemonica Special Skill does not require the interfere with any ARO gained by the Ghost: Jumper, who
spending of an Order and functions automatically. can at the same time download into one of these Proxies
Mnemonica allows the EI to continue acting as Lieutenant or react to anything they perceive in their LoF or ZC
in his army with no Loss of Lieutenant situation incurred A model with Ghost: Jumper only provides 1 Order to the
whilst there are figures where it can discharge itself. Order Reserve of his army, no matter how many Proxies
he has. the same Order. If one of the two figures cannot perform
All Proxies must belong to the same Combat Group, the complete Order (the Long Skill or both Short Skills of
the Order), he will be inactive and he will not perform the 39
counting each one as a standard figure towards the size
of the group. Figures with Ghost: Jumper also have the Order. However, if he can only perform one of the two
G: Remote Presence Special Skill. Short Skills of the Order, then he will perform that single
Skill, while the other figure will perform the complete
The Proxies of a figure with Ghost: Jumper give Victory Order. The difference from Ghost: Synchronized is that
Points to the enemy and must be counted as casualties the Doctor/ Engineer makes the WIP roll, and it is the
for the Retreat! Rule. Remote who performs it. The Doctor/ Engineer can heal,
Example: The Posthuman Valentina Nero has deployed repair or act through the Ghost: Servant, but it is necessary
3 Proxies to the battlefield. These are an infiltrated Proxy that the Remote be in base contact with the target. The
armed with a Sniper rifle, a Heavy Infantry Proxy with Remote has not the Doctor neither the Engineer Special
a Spitfire and a Proxy Hacker, hiding in the rearguard. Skills: it cannot heal or repair by itself as it need to be
Valentina decides to start in her infiltrated Proxy, placing controlled by the Doctor/ Engineer. Usually, to allow the
the Active Proxy Marker beside it and declaring her Order: Servant Remote moves until reach its target, the Doctor/
Move and Shoot. The successful shots of her Sniper Proxy Engineer declares the Order but doesn’t perform it,
clear the path for her Heavy Infantry Proxy. So, she places being in a safe place on the battlefield. Meanwhile, it
the Proxy Active Marker beside it and declares her next is the Servant Remote who performs the Order, moving
Order: Move and Move, taking up a good firing position until in base contact with the target.
with the Heavy Infantry. That is the end of the ALEPH The Doctor/ Engineer and the Remote only provide a
player’s active turn, with the Proxy Active Marker remaining single Order to the Orders Reserve and both are activated
beside the Heavy Infantry. with only one Order. It is mandatory both figures belong
His adversary’s active turn begins. A Hellcat lands in the to the same Combat Group where they count as a single
rearguard of the ALEPH player, inside the Line of Fire figure. A Doctor/ Engineer can have more than 1 Servant
of Valentina’s inactive Proxy Hacker. The inactive Proxy Remote, but he can only activate them one by one,
Hacker, using its reaction routines, declares a Dodge ARO, applying the other rules considerations. Meanwhile, the
to try and gain Cover from the threat of the Hellcat. It other Remotes will be inactive. As they are activated by
will be a Normal PH roll, as the Hellcat has not shot at it. one single Order, the Doctor/ Engineer and the Remote
Valentina, even though downloaded to the Heavy Infantry will provide a single ARO to each figure with LoF to either
Proxy, perceives what her Proxy Hacker does, and declares or both of them. If they cross a Suppression Fire (SF) zone,
a Change Facing ARO with her Heavy Infantry Proxy, to both can receive shots from the shooter maintaining the
cover the possible advance of the Hellcat. SF.
The Hellcat declares a Move and Shoot Order against The Doctor/ Engineer and the Remote each get their own
the inactive Proxy Hacker. This again triggers its reaction ARO in reaction to every Order declared in their LoF or
routines, declaring a Dodge ARO. Now the Proxy Hacker inside their Zone of Control. These AROs must be the
must to perform a Face to Face Roll (PH vs BS). Valentina, same for both figures, applying the Ghost: Synchronized
being conscious that dodging alone cannot prevent the rule.
threat of the Hellcat, decides to jump to the Proxy Hacker The Doctor/ Engineer can see through the sensors and
as an ARO to the Hellcat’s Order, and places the Proxy optical devices of his Remote, so he can react to any
Active Marker besides it. However, the Proxy Hacker fails Order declared in LoF or ZC of his Remote with Alert,
the Dodge roll, receiving a Wound. Thanks to its V: No Change Facing, Dodging or with any Skill which does not
Wound Incapacitation Special Skill, it remains standing. require LoF to perform.
The next Order of the Hellcat is to Shoot again and the The Servant Remote always disconnects automatically
Proxy Hacker, now active thanks to the downloaded if the Doctor/ Engineer is out of the game table (Due
presence of Valentina, can react in a normal way. So she to Airborne Deployment, Hidden Deployment…) or if
declares a Shooting ARO. But luck is not with Valentina, he falls Unconscious or Dead. A disconnected Remote
and she loses the Face to Face roll. The Proxy Hacker stands still and cannot receive Orders or perform AROs.
receives another two hits, and falls Dead with Valentina still An Immobilized (IMM) Marker must be placed beside the
in it. But, as the ALEPH player has an AI Beacon in play, as base of a disconnected Remote. The Remote connects
soon as an enemy figure declares an Order in LoF or ZC of automatically, without spending any Order or Short Skill,
either of Valentina’s other two Proxies, the Proxy can use at the end of an Order in which the Doctor/ Engineer
its reaction routines and Valentina can declare an ARO to comes back from Unconscious state or enters the game
jump to the body of that Proxy, placing the Proxy Active table.
Marker besides it
Contrary to Ghost: Synchronized, there is no limit in the
tGhost: Servant: This Special Skill that allows a Doctor or operating distance between the Servant Remote and its
an Engineer to operate or repair by tele-presence through Doctor/ Engineer.
a Remote. Only figures with the Doctor or Engineer
Special Skill can use Remotes with Ghost: Servant. Before Servant Remotes are Not Impetuous figures, so they
the battle starts it is compulsory to determine which cannot be activated with Impetuous Orders.
figure will control each Servant Remote, which cannot be Remotes with Ghost: Servant which possess the Airborne
used by any other miniature. Deployment (AD) Special Skill can be deployed by
With Ghost: Servant, the figure and the Remote are spending 1 Order from the Order Reserve or, if the
activated at the same time with only 1 Order. It works player prefers, by using the same Order through which
similarly to Ghost: Synchronized, as both must declare its Doctor/ Engineer is deployed, without requiring the
spending of an additional Order. In such a situation, Calvin sees an enemy Zhanshi who declares ARO (Shooting)
they must be deployed at the same time and from the against him. Meanwhile, “Hobbes” when arriving at the
40 same side of the game table, or using the same Circular corner faces a Celestial Guard who reacts by Shooting in
Template, as their Doctor/ Engineer. ARO as well. With the second Short Skill, Calvin declares he
Remotes with Ghost: Servant also have the G: Remote will perform a BS attack, shooting the complete Burst (B) of
Presence Special Skill. his Combi Rifle at the Zhanshi, and “Hobbes” declares a BS
attack with its Heavy Flamethrower, placing the Teardrop
Remotes with Ghost: Servant don’t provide Victory Points Template over the unfortunate Celestial Guard.
to the enemy and are not counted as casualties for the
Retreat! rule. Spending a single Order from the Order Reserve, Calvin
and his Auxbot have attacked two different enemies. Let’s
If the Doctor/Engineer is hacked (If he is liable to
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SKILLS and EQUIPMENT
State 3 Discovered: The IMP-2 marker is replaced on Option B: If the miniature wants to go further into enemy
the table by the miniature. The impersonator has been territory, he must to pass a Normal Roll of PH. Each 4
identified as an enemy and can be attacked as usual. inch strip of distance advanced into enemy territory will
The only Skills whose execution does not automatically add a cumulative Modifier of –1 to the roll. If he fails the
reveal the impersonator are Cautious Movement and roll, the Dispersion rule must now be applied. The centre
any Short Movement Skills that do not require any roll of the Circular Template must be placed at the point
(except Alert). The Impersonator reveals automatically in the battlefield where the figure wished to Infiltrate,
when he is in base contact with another figure. with the number 1 pointing to the centre of the game
table, multiplying the Failure Category by 2.5 (FC x 2.5)
An impersonator not yet discovered can make a BS attack to determine where to place the infiltrator. Moreover,
before his opponent can react. Therefore, no Face to the miniature will lose the Camouflaged Deployment
Face Roll is made: each figure makes a Normal Roll of and Hidden Deployment options provided by the CH:
BS, the impersonator going first. If his adversary survives Camouflage and CH: TO Camouflage Special Skills.
the ARM Roll, he may then return fire. After firing, the
impersonator’s miniature replaces any IMP Marker. In It is not allowed to Infiltrate inside the enemy’s Zone of
ARO, impersonators’ reactions are simultaneous with the Deployment, or in base contact with another figure. If
Order being answered, so Face to Face Rolls are used. Dispersion would place the miniature in either position,
move the figure back towards its initial Infiltration point
To return to Impersonation status (Substituting the until it is no longer in an illegal position; ie. the figure will
miniature with the IMP-1 Marker) 1 complete Order must be placed on the limit of the enemy’s Zone of Deployment
be spent outside the LoF of any adversaries. closest to the initial Infiltration point. If deviation prompts
An impersonator in state 1 or 2 (IMP-1 Marker or IMP-2) the figure to fall outside the battlefield, he will have to
will be considered as a comrade by his adversary, but if spend an extra Order from the Order Reserve to appear
he moves thrugh a Suppression Fire area he will be hit in on the border of the game table at the point where he
a normal way. would have left.
The miniature with Impersonation will always use his t Level 2-Superior Infiltration: The miniature which
own Characteristics, Skills, and Equipment, although he possesses this Special Skill Level is such a skilled infiltrator
will be able to pick up and use 1 enemy Weapon if he than it doesn’t apply the Dispersion rule when it fails the
manages to kill a foe in Close Combat and then returns to Infiltration roll. It only loses the Camouflaged Deployment
Impersonation status. Scavenging a weapon from a victim or Hidden Deployment advantage, substituting the
is a Short Skill. Marker with the miniature.
Human figures with Basic Impersonation will never be Figures with Superior Infiltration, as those with just
able to pose as an alien miniature (Antipode, Morat, Infiltration (Level 1), may be deployed to the battlefield
Shasvastii, etc.) and vice versa. The Impersonator will not as if it did not have this Special Skill if desired
be able to act in State 1 against the Combined Army of ÂInspiring Leadership: If the figure with this Special Skill is
the E.I. but he will always act in State 2. the Lieutenant, the Characteristics of Instruction and Fury
tLevel 2- Impersonation Plus: Functions exactly the same (Regular, Impetuous, etc.) of all the troops under his command
as Impersonation but, due to advanced technological are replaced by his own. While the figure possessing Inspiring
devices, it allows the impersonation of alien creatures by Leadership remains conscious on the battlefield, his troops
human agents and vice versa. will not disband, behaving as if they were figures with the
ÂInfiltration: This Special Skill has been divided into levels. Religious Troop Special Skill. This Special Skill has no effect
In the Army lists, models with the Infiltration skill are on troops possessing Remote Presence.
considered to have Level 1 of this Special Skill. If an Impetuous Troop, the figure possessing Inspiring
t Level 0-Inferior Infiltration: It is compulsory that the Leadership must act before the other members in his
figure must be deployed outside his Deployment Zone, group in order to set an example.
but always inside the enemy’s half of the table. So, the This Special Skill functions automatically and its use is not
roll to Infiltrate will be, at minimum, PH-1. Figures with optional. It only works while the user is conscious.
the Inferior Infiltration Special Skill must ALWAYS be ÂMartial Arts: The miniature has a superior capacity in Close
deployed in this way and may not be deployed as if they Combat due to discipline, training, and meditation. This
did not have the skill. If the roll is failed, the Dispersion rule Special Skill is automatic; there is no need to spend Orders
must be applied and the Camouflaged Deployment and to activate it. Each level encompasses the advantaged of
Hidden Deployment advantages will be lost. Figures with the previous levels and when one is activated, the rest are
Inferior Infiltration cannot be placed inside the enemy’s automatically activated if desired.
Deployment Zone, even when Dispersion is applied.
t Level 1 Attack to Vital Points: When both fighters and to improve bodily functions. As secondary effect,
succeed in a Face to Face Roll but this figure scores a hit, MetaChemistry memetic substances provoke the
the enemy does not receive the +3 ARM bonus for being appearance of physical, neuronal, or metabolic advantages 43
in CC. This level is only applicable to CC already latent in the subject. These improvements can be
tLevel 2 Courage: Functions as the Special Skill of Valor- increased by the use of biotechnological implants.
Courage Before the battle, roll d20 and follow this table to discover
t Level 3 First Attack: This allows the figure to attack the type of MetaChemistry improvement that the figure
first in CC, making a Normal Roll to hit. If the defender will have.
survives, he can counter attack with a Normal Roll of CC. MetaChemistry
A figure with this ability may also use the CC Attribute
instead of PH to disengage from Close Combat. This 01-03 Natural Armour (+1 ARM)
level is only applicable in CC. 04-05 Dogged
Two figures with Martial Arts L3 will perform their First 06 Shock Immunity
Attack at the same time, so they have to make a Face to 07-08 Superior Movement (+4 inches to the first MOV
Face Roll. value or +2 inches to both first and second MOV values)
Example: A Ninja declares a Charge (Mov + CC) at the 09-10 X Visor
unlucky Fusilier Angus. Angus’ options are to react by
Shooting or with CC. If Angus waits until the Ninja engages 11 Super Physique (+3 PH)
in CC with him, this could use his Martial Arts L3, and will 12-13 No Wound Incapacitation
perform a First Attack, a previous Normal Roll. But, if 14-15 Sixth Sense L2
Angus reacts by Shooting, this will be a Face to Face Roll
between the Ninja’s CC and Angus’ BS, because it occurs 16-17 Regeneration
before base contact. 18 Super Jump
t Level 4 Empty Mind: This functions as Sixth Sense 19 Climbing Plus
L1, cancelling out Martial Arts Skills of Levels 1-3 of 20 Total Immunity
opponents. It also makes opponents incapable of turning
to face this figure as an ARO when he enters their ZC from ÂMinelayer: Minelayers secure their force’s deployment
behind, unless they have Sixth Sense L2. zone by placing Mines in close proximity to prevent the
approach of enemy troopers.
tLevel 5 Personal Defence: When in combat with several
enemies, they will not receive the positive Modifiers During Deployment, figures possessing this Special Skill
from fighting in a group. Personal Defence also allows can place inside their ZC a Camo Marker which represents
the martial artist to hit all his adversaries at once with a a camouflaged Mine, or a Marker representing the
single successful roll in CC, requiring each one to make deployable weapon with which he is equipped (E/Mauler,
a separate ARM Roll. This level can only be used in CC. Deployable Repeater…). It may not be placed if any enemy
troop is inside the area of effect of the deployable weapon.
ÂMechanical Transmutation: The figure which possesses
this Special Skill can change to a predesigned form. The If the figure deploys using the Infiltration Special Skill and
transformation from one shape to another requires only fails the PH roll, then a Mine Marker will be placed instead
the spending of a Short Movement Skill from an Order. of a Camouflage marker. The Minelayer Special Skill is
Mechanical Transmutation allows the miniature to alternate automatic and it does not require the spending of any
freely between the different forms it has available. It is not Orders or the making of any rolls. The deployed weapon
allowed to transmute in ARO. In the Deployment Phase, the or equipment must be deducted from those carried by the
player must indicate which shape the figure is deployed in. figure.
ÂMechanized Deployment: The figure belongs to the ÂMorat: The Morat are the militarist race par excellence.
Mechanized Infantry corps, whose armoured vehicles Morat troops possess an ingrained feeling of belonging
allow them to move ahead to cover the advance of their to their combat units. Their instruction and training have
companions. During the deployment phase a miniature produced an attack force where an individual sense of duty
with Mechanized Deployment can be deployed in any part and personal honour is sublimated to those of the group.
of the half of the game table corresponding to his side. All The Morat are very strict, follow rules to the letter and will
the figures with Mechanized Deployment must be placed fight until no soldier is on his feet: for this reason they will
in the same 8 inch radius area with a central figure as a not disperse until they accomplish their mission.
reference, as if they just jumped off a vehicle. All the Morat have a racial ability equivalent to the
ÂMeta-Agility: Evolutionary or artificial enhancements have Religious Troop Special Skill. In addition, the presence of
provided the owner of this Special Skill with great agility, Morat troops in an army increases the Retreat! threshold
giving him movement capabilities superior to the human from 60% to 75%.
standard. Meta-Agility allows overcoming of any obstacle ÂMultiterrain: Troops with Multiterrain Skill prepare
with ease. themselves extensively for every mission, training with
In game terms, Meta-Agility means the figure has the simulators or in zones that approximate the location where
Super-Jump and Climbing Plus Special Skills. This Special they will carry out their operations. Those troops stationed
Skill is automatic and does not require spending of Orders in adverse environments that include several types of
or dice rolls to use. Special Terrain (Aquatic and Jungle, for instance) will also
possess Multiterrain.
ÂMetaChemistry: The figure benefits from military
nano-chemical substances used to control aggression Before starting the battle, figures with Multiterrain will
be able to choose in which type of terrain they will be use of MediKit or Doctor. A miniature with Regeneration
specialized (See Terrain section). They will only be able to can be healed and if he receives a Wound after that, he can
44 choose one type out of the five possible types (Aquatic, try to regenerate it, and vice versa.
Desert, Mountain, Jungle, or Zero-G) and will reduce the ÂReligious Troop: The beliefs and teachings of his leaders
MV difficulty of that Terrain by one level. This Special Skill is have turned the miniature into an able warrior, with an
automatic and does not require any Order to be activated. unswerving faith that allows him to keep firm when others
ÂNatural Born Warrior: A miniature which possesses this desist.
Special Skill is especially gifted in fighting, with a combat This Special Skill functions automatically and allows
instinct highly developed through many hours of hard the figure to keep his Order for himself after losing his
training and real encounters. This Special Skill nullifies all Lieutenant, in addition to the minimum Orders due to Loss
NT
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SKILLS and EQUIPMENT
levels of Martial Arts in Close Combat, as well as the Berserk of Lieutenant. In addition the miniature may choose not
Special Skill of adversaries. Moreover, Natural Born Warrior be affected by the rules of Retreat! If all a player’s figures
gives the Special Skill V: Courage. This is an automatic are Religious, then two of them may give up their Orders
Special Skill and it does not require the spending of any to elect a new Lieutenant. Otherwise they may continue
Orders or the making of any rolls to use it. operating using only their own Orders.
ÂParamedic: This figure is the unit’s paramedic and is ÂRepeater: Hacking range amplification system. This allows
equipped with MediKits to cure his wounded comrades. Hackers to use their skill in a radius of 8 inches around
ÂPilot: The figure with this Special Skill is the pilot or driver the Repeater. The Hacker can be at any distance from the
of a Vehicle or manned T.A.G. without the Ejection System Repeater, and he does not need to keep a LoF with it. This
Equipment. Pilots can Mount/ Dismount from their vehicles is a Special Skill that functions automatically and does not
with a Short Movement Skill of an Order or ARO. need the spending of any Orders to work. The Repeater
A Vehicle or T.A.G. which has lost all its Structure points, can only be used by Hackers of the same army, or an allied
and is in an Unconscious state, doesn’t provide its Order one.
to the Orders Reserve of its army. However, with another ÂSapper: In the Deployment Phase, the figure with this
Order taken from the Orders Reserve, the player can Special Skill can be placed on the game table with a
Dismount its Pilot (as first Short Skill of the Order). The Foxhole Marker (FOXHOLE) beside it. In this state, the
Pilot of an Unconscious Vehicle or T.A.G. has no Order of miniature is considered to be Prone and in base to base
his own, and he doesn’t provide any Order to the Order contact with Partial Cover in all directions, even though
Reserve. Pilots don’t provide Victory Points to the enemy there may be no scenery item present, and it benefits from
and are not counted as casualties for the Retreat! Rule - the CH: Mimetism and V: Courage Special Skills.
only their T.A.G.s. are counted. Foxholes are fixed positions, to leave them, in an active or
If a manned Vehicle or T.A.G. loses 1 point of Structure reactive turn, requires use of the Get Up Short Movement
over its STR value, it is considered destroyed, in a Dead Skill. Moreover, by spending 1 Order, the figure can dig
state, and its Pilot is considered killed as well. a new Foxhole, placing a Foxhole Marker beside it and
ÂPoison: The miniature is able to secrete a neurotoxin which using the above rules. When a miniature leaves a Foxhole,
makes his blows highly lethal. Accordingly, the figure’s CC it loses the CH: Mimetism and V: Courage Special Skills,
weapon is counted as having Shock Special Ammunition. unless it has those Special Skills in addition to Sapper. A
The effect of the Poison can be combined with any other Foxhole Marker is removed from the game table when a
Special Ammunition that his CC weapon possesses. figure exits it. The Foxhole Marker cannot be used by any
figure other than the Sapper.
In addition, each time a figure with the Poison Special Skill
suffers a Wound in CC, his blood splatters automatically ÂSeed-Embryo: The miniature is deployed inside a life
to cause a Damage 9 hit on his adversary. Blood splatters maintenance and body-developing capsule. When its
cause Normal (Never special) Damage, and as the direct body is finished growing and the information, plans and
result of a Short CC Skill, they cannot be dodged. aptitudes necessary to accomplish its mission are implanted,
the miniature will emerge from the capsule, ready for
ÂRegeneration: The miniature’s system is specially suited combat. Troops with this Special Skill are deployed on the
for self-healing and physical and metabolic regeneration. Sensor
battlefield in the shape of a Seed-Embryo. This capsule,
Regeneration is a Short Skill that allows the miniature, which is heavily armoured, cannot do anything and only
after passing a Normal PH Roll, to regenerate 1 Wound has ARM, BTS and W Attributes. It is vulnerable to E/M
and even recover from an Unconscious state. When the (being Immobilized) but it cannot be hacked.
miniature loses all his Wounds and becomes Unconscious, The Seed-Embryo stands still, without moving, giving one
he must place a Wound Marker next to his figure. If he fails Order to the Order Reserve of its army until its player’s
his PH Roll while Unconscious, he passes to the status of second turn, or until the next player’s turn following its
Dead and is removed from the game table. If the number deployment. At the beginning of its second turn, before
of Wounds received leaves the miniature in a Dead state the Impetuous Orders sequence and without spending
before being able to activate Regeneration, he will not any Order, the Seed-Embryo is replaced by the miniature,
be able to use this Special Skill again, and will have to be fully equipped, facing wherever its player wishes and able
removed from the table. (For example, if a miniature with to act immediately. In an emergency situation, the player
1 Wound receives 3 hits from a Burst and fails 2 Armour can, if he wishes, spend 1 Short Skill or an ARO to hatch Sensor can de
Rolls). While the figure is in Unconscious state he will not the Seed-Embryo prematurely. The Seed- Embryo only model in hidd
with TO Camo
add his Order to his army Orders Reserve. can hatch reactively to any actions made by the enemy
Figures with Regeneration automatically possess the Shock inside its Zone of Control or its 360º LoF. In addition, it is
Immunity Special Skill. Regeneration is compatible with the equipped with a stealth device which provides it with CH:
Limited Camouflage until it hatches. If the Seed-Embryo is ÂSensor: The miniature possesses high sensitivity detection
discovered, replace the Camouflage Marker with a Seed- equipment, or a perfect sense of smell, that allows him
Embryo (SEED-EMBRYO) Marker. to detect hidden figures nearby. The miniature that 45
Those Seed-Embryos which have the AD: Combat Jump possess Sensor can make a Normal WIP Roll (Distance,
Special Skill cannot be deployed using any other level Camouflage or TO Camouflage Modifiers are not applied)
abilities of Airborne Deployment. A landed capsule will to Discover all models that are Camouflaged or in Hidden
hatch automatically in the player’s next turn following Deployment within a radius of 8 inches around him.
its landing; immediately by spending 1 Short Skill; or by Sensor is a Short Skill and does not need a LoF.
spending one ARO during another player’s turn. As they A miniature possessing the Sensor and Forward Observer
are used to being deployed in dangerous areas, and Special Skills can mark a target outside his LoF (using his
lack the stealth device which is disabled after a landing, pertinent Short Skill), if he is within the Sensor radius of
the capsules of Seed-Embryos with AD: Combat Jump effect and the target has been previously discovered. In
have an Electric Pulse and a single use defensive device, such a case, a Distance, Cover, CH and ODD Modifiers will
which works like an Antipersonnel Mine if enemy models not be applied to the Forward Observer WIP roll. A
approach within range of an unhatched capsule. A Seed- miniature with Camouflage, TO Camouflage, or
Embryo that scatters off the battlefield will need to spend Impersonation cannot Camouflage again, or return to the
2 Orders to appear on the border of the table, at the same Impersonation state, within the Sensor area.
point where it left. It is hatched when placed on the table. ÂShasvastii: The Shavastii are an alien race with a
completely different biology to humans. Endowed with
a strong survival instinct, all the Shasvastii are partially
hermaphroditic, allowing them to bear a fast growth
Spawn-Embryo inside them that they will later implant in
enemy territory. After some time, a Shasvastii will sprout
from the Spawn-Embryo, which will follow genetically
codified information to continue the mission of the
Shasvastii Continuum. Spawn-Embryos can feed from the
corpse of the fallen Shasvastii, so it is considered that no
Shasvastii troop yields Victory Points to his enemy until his
Spawn-Embryo has been wiped out.
It is therefore considered that, to count VP for victory as for
Retreat! Shasvastii have three levels: Unconscious, Dead,
and Spawn. When the Shasvastii is Dead, replace it with
a Spawn-Embryo Marker (SPAWNEMBRYO). The Spawn-
Embryo cannot move from its location, attack, or defend
itself. It has ARM 0, BTS 0 and if it suffers one Wound it
must be removed from the battlefield.
ÂSixth Sense: Miniatures endowed with this skill have a
special capacity to sense danger. They are able to perceive
the enemy’s intentions without having to see him, which
allows them to react rapidly when attacked by surprise.
Sixth Sense has two levels:
tLevel 1: Within a radius of 8 inches, the miniature will
be surprised by neither Impersonators, Camouflaged,
nor TO Camouflaged miniatures, nor enemies hidden by
a Zero Visibility Zone nor can he be attacked from the
rear within his Zone of Control. In this way, when attacked
from within an 8 inch radius in his Zone of Control, the
miniature will answer the assault in a simultaneous fashion
with a Face to Face Roll. Figures with Sixth Sense L1 will
be able to react against Impersonators, Camouflaged,
Sensor can detect
this miniature with
TO Camouflaged figures and enemies hidden by a Zero
TO Camouflage Visibility Zone inside their Zone of Control only at the
moment of being attacked, acting as if those miniatures
were in front of them and revealed but not Camouflaged
Sensor cannot detect 20cm/8” and not applying the Modifier of –6 for a Zero Visibility
this miniature with
TO Camouflage Zone. They cannot however react to movements or any
other action of Impersonators, Camouflaged and TO
Camouflaged foes or troops hidden by a Zero Visibility
Zone. This Special Skill functions automatically (No need
etect this Sensor can detect to spend any Order or make any Roll).
en deployment this miniature with
ouflage TO Camouflage
tLevel 2: Allows the miniature to react in a simultaneous
fashion to attacks (Not to movements or any other actions)
by Impersonators, Camouflaged and TO Camouflaged
figures and enemies hidden by a Zero Visibility Zone in against the opponent’s defending Attribute, with success
LoF, no matter the distance and the blocking of LoF by forcing victims to make a BTS roll against the PH of the
46 Zero Visibility Zones and not applying its –6 Modifier. user or transfer one of their Wounds. A victim of Protheion
The miniature can also react simultaneously to any attack can lose all his Wounds, and his Unconscious level too,
performed against it out of its LoF. This Special Skill which counts as a Wound. Criticals with Protheion absorb
functions automatically (you will not need to spend any a Wound directly from the target, avoiding the BTS Roll.
Order or make any roll). The Protheion Special Skill cannot be used against figures
ÂStrategos: The origin of the Greek verb “stratego” means with the STR Attribute.
“to plan the destruction of the enemies with the reason of Example: A figure with the Protheion Special Skill facing
the effective use of the resources”. However, a Strategos a Shasvastii Seed-Soldier in CC Combat could obtain or
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SKILLS and EQUIPMENT
not only dominates the Art of War, he professes it as a regenerate 1 Wound, if he succeeds at a Face to Face
philosophy of life, applying it in every moment, elaborating CC roll, removing it from his adversary. Spending another
strategies of action which he studies, oversees, modifies, Short Skill, he could obtain or regenerate another Wound,
and evolves constantly. For that reason, a Strategos will be taking it from the Seed-Soldier, who is now Unconscious.
always “Your man with the plan”. No CC or BTS roll is required as it is a Coup de Grâce.
This Special Skill identifies the professional of the Strategy, The Seed-Soldier passes from Unconscious to Dead state,
an individual with an analytic mind and a deep and but as it is a Shasvastii, it is replaced by a Spawn-Embryo
advanced knowledge of the art of war and the military Marker. Now the figure with Protheion has reached the
psychology. There are three levels of Strategos: limit of 3 Wounds, and cannot absorb any more. However,
t Strategos Level 1: If the Strategos figure is the if he loses any Wounds, he can come back to the Spawn-
Lieutenant, he can assign the Lieutenant Special Order to Embryo Marker. When in base contact, and by spending
any other miniature of his combat group. another Short Skill, he can absorb 1 more Wound from the
Spawn-Embryo without any roll required, with the Marker
t Strategos Level 2: This level allows to the player, removed from the table afterwards.
during the Deployment phase to reserve two miniatures
to deploy after his adversary. It is compulsory to be the Moreover, Protheion includes the V: Dogged Special
Lieutenant to use this Special Skill. Skill. However if it is used by a figure with the Shasvastii
Special Skill, the Spawn-Embryo rule cannot be used
t Strategos Level 3: If the Strategos figure is the later, because the miniature will consume it to activate
Lieutenant, he not only can use the preceding levels the V: Dogged Special Skill.
of this Special Skill, but can also prevent his adversary,
during the Deployment phase, deploying a miniature If, when using the Dogged Special Skill, the figure
after him. with Protheion regenerates one or more Wounds, the
Dogged state is cancelled. The use of Protheion is always
A Strategos L2 against a Strategos L3 can reserve one figure considered a CC Attack, this means this Special Skill
in his deployment, while the L3 can reserve two miniatures. cannot be used against allied troops.
Two opposing Strategos L3 will perform a Deployment as
usual and as stated in the rules, reserving one figure to tLevel 2-Morpho-Scan: The next step beyond Protheion
deploy after their adversary. adds this complex Voodoo Tech system which allows the
replication of the Attributes of any organic beings who
ÂStriga: A Special Skill which, like its vampiric namesake are nearby.
in Roman mythology, allows exploitation of an enemy’s
Attributes for the user’s own profit. The skill allows the The Morpho-Scan substitutes the MOV, CC, BS and PH
causing of damage to recover Wounds suffered, or the Attributes of the user with the target’s, who must be
copying of enemy Attributes. Striga has two levels: inside its Zone of Control. All those Attributes listed are
substituted when used. This is a Skill of one use only, the
t Level 1-Protheion: This Special Skill is a biogenetic user can only Morpho-Scan one figure over the course
enhancement which allows the user to extract nutrients of a battle. The Morpho-Scan is vulnerable to E/M and
and organic matter from other living beings to boost his requires the spending of 1 Order from the Order Reserve
own health. to activate it. Any troop, allied or enemy, can be Morpho-
Protheion is a CC Attack. It requires spending of a Scanned, except those figures with the STR Attribute.
Short Skill or an ARO, without any roll necessary, and Moreover, troops with this Special Skill can also take one
also requires the user be in base contact with another weapon from the figure they have Morpho-Scanned. To
biological creature in an Unconscious state. Each Wound do so, they must spend 1 Order from the Order Reserve,
added to the user will remove a Wound from the miniature and the target must be in an Unconscious state and
the user is absorbing nutrients from. in base to base contact with the user. Morpho-Scan
A figure with Protheion may absorb wounds until they suffers the same restrictions on taking weapons as the
have a maximum of 3 in total at any given time. This Impersonation or Booty Special Skills.
means a figure beginning the game with a Wound value ÂSuper-Jump: These miniatures are genetically, artificially,
of 1 may absorb up to 2 bonus Wounds, while a figure or evolutionarily designed to perform jumps of astonishing
starting with a Wound value of 2 may absorb 1. If any length and height.
Wounds are lost, they may be re-absorbed up to the This Special Skill works automatically. It allows the miniature
maximum of 3 Wounds in total. This Special Skill can be to move in a vertical, diagonal, or horizontal jump as many
used in an aggressive way, absorbing Wounds even if inches as indicated in his MOV, without having to make a
the user is yet to be damaged. Against foes in a normal PH Roll. Super-Jump is a Special Short Movement Skill that
state (Not Unconscious), Protheion is used in CC Combat. can be combined with other Short Skills
The figure with Protheion makes a CC Face to Face Roll
For example, with Super-Jump, the figure can shoot while a Wound. Transmutation is automatic and does not require
flying through the air and this will be considered an Order the spending of any Order. The new figure replaces the old
of the Move+BS type. one, minus any wounds taken, at the end of the Order in 47
Also, when the miniature moves in a normal way he will which he receives the first wound.
be able to avoid any obstacle of his height or less without ÂValor (V): This Special Skill describes the bravery and
any Movement restriction. To calculate the Falling Damage ferocity of the figure in combat. There are three levels of
taken by miniatures with Super- Jump, the sum of both Valor with each one encompassing the prior levels:
values of his MOV Attribute is subtracted from the distance t Level 1 Courage: The miniature does not fear death
and the result multiplied by 2.5. and is completely ready to die if his duty calls for it.
Example: a miniature with Super-Jump with MOV 4-4, Courage avoids, without spending any Order, the WIP
that jumps from a terrace to the floor from a height of 10 Roll that is compulsory after surviving the impact of a
inches will only have to make an ARM Roll against Damage ballistic weapon but the figure does not wish to move to
5 (distance of 10 minus MOV 4+4 = 2, multiplied by 2.5 to cover (The Guts Roll made after a successful ARM Roll).
give 5). The figure is not required to keep his position if he does
ÂSuperior Movement: The miniature is specially equipped not want to.
for fast movement. This Special Skill automatically increases t Level 2 Dogged: The miniature, owing to a vast
the movement of the miniature, with no need to spend contempt for life, is ready to suffer in order to achieve an
Orders or make any roll. This increase is already calculated objective, no matter the severity of his wounds.
in the MOV value of the figure possessing this Special Skill,
or else is indicated between brackets. This Special Skill is automatic and does not require the use
of Orders to be activated. Dogged allows the miniature
ÂTerrain: Some troops are trained to fight in specific to ignore the state of Unconscious.
terrain, characterized by the difficulties they offer to the
inexperienced. The Type of Terrain in which the figure If the miniature uses the Dogged Skill he will be able
is specialized is always indicated after the term Terrain. to act normally provided he keeps spending Orders in
In the game, these Types of Special Terrain are Aquatic, a consecutive way. The figure will die when the turn he
Desert, Mountain, Jungle, and O-G. Figures possessing would have fallen Unconscious finishes, if the player stops
the Special Skill Terrain will suffer reduced MOV Modifiers spending Orders on him in a consecutive way, or if he
in their environment. They will act as if the terrain were a suffers another Wound. In addition, the Dogged Special
level of difficulty lower: if it is Impassable terrain, it will be Skill includes also the Courage Special Skill. Dogged
considered as Very Difficult, if it is Difficult terrain, it will be cannot be used in ARO.
considered as Normal. This Special Skill is automatic and Dogged allows Impetuous figures to spend Orders from
does not require the spending of Orders or making any the Orders Reserve in order to keep acting normally, even
kind of roll in order to be activated. though the player hasn’t finished spending Impetuous
ÂTotal Reaction: Due to servos and a system of support Orders.
and reinforcement of response speed and mobility, some tLevel 3 No Wound Incapacitation: The miniature, due
miniatures are able to react with great celerity. To reflect to the extraordinary endurance of his system, is able to
this, Total Reaction allows the firing of the whole Burst (B) ignore pain and keep his awareness functioning further
of a weapon in ARO. - If the BS roll is a Normal Roll, as than reasonable human limits.
many Rolls as the B value of the Weapon will be made. This Special Skill functions automatically, allowing the
- If the BS roll is a Face to Face Roll, both players will have miniature, after receiving a Wound, to avoid passing to
to make all their BS rolls. All the results (after applying the Unconscious state. Another Wound will be needed
the typical Modifiers) that overcome the best Roll of their to destroy him. The miniature can be cured by a Doctor,
adversary will be impacts. AutoMediKit, MediKit, and Regeneration, although if he
Example: Fusilier Angus is in an open field, 12 inches from fails this roll he will automatically die.
a Yaókòng (a Remote with the Total Reaction Special Skill). ÂVeteran: The miniature belongs to a troop with several
Angus spends an Order to shoot the Yaókòng. The Remote years of service in the toughest frontlines: he possesses
reacts with his ARO, shooting. As he has the Total Reaction several skills acquired the hard way. Veterans are soldiers
Special Skill, he shoots 4 times (His HMG has B=4) instead hardened by war, able to rise above the pain of their
of 1, which would be the case normally. Angus makes 3 BS wounds and to detect danger wherever it lurks. The
Rolls (His Combi Rifle has B=3). His BS is 12+3 (distance Veteran Skill provides the Sixth Sense L2 and V: No Wound
MOD) =15. He rolls a 3 (Success), 17 (Failure) and 12 Incapacitation Skills.
(Success). The Yaókòng has BS=11+3 (Distance MOD).
He rolls 4 times and obtains 2 (Success), 14 (Critical), 13
(Success), 20 (Failure). The best roll is the Yaókòng’s (14,
Critical), so he will hits with all his shots that are better
than Angus’ best (12). The Yaókòng hits 2 times, with his
rolls of 14 (Critical) and 13. Angus suffers a Wound directly
(Critical) and must make 1 ARM Roll.
ÂTransmutation: This Special Skill allows the figure to
transform into a different miniature, with different Attributes
and Skills, for example changing from Dogface to Dog-
Warrior. In order to complete the Transmutation, the figure
must be suffering great stress, for instance after receiving
Weapons and Equipment Integrated Special Ammunition: AP and EXP (MULTI
Heavy, Machine Gun Ammo, for instance), or AP and DA
48 LIMITED OR DISPOSABLE WEAPONS AND (MULTI Light, Rifle, for example) may be chosen by the
EQUIPMENT shooter but the B value is reduced to 1.
Weapons and equipment with limited ammunition or In ARO, MULTI weapons can only select one type of Special
quantity (Panzerfaust, Deployable Repeater etc.) are Ammunition to fire. They may not use Integrated Ammo.
consumed each time its use is declared, no matter if the
roll to use them is successful or not.
Types Of Ammunition.
Some weapons can be loaded with Special Ammunition
Weaponry types, which have their own characteristics:
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Weapons Ammunition but obliges its target to perform two BTS Rolls
for each hit received. Criticals with this ammunition cause
The E/M Special Ammunition emits radiation, so it can
the direct application of the E/M Special Ammunition
pass through solid matter, but this attenuates the signal
effects and deny a BTS Roll.
intensity. This means that E/M can pass through any Cover,
being Total or partial. Any figure behind Cover, even not in ÂExplosive Special Ammunition (EXP): The Explosive
base contact with it, applies a +3 Modifier to its BTS. Special Ammo combines the devastating effects of hollow
point projectiles with a HE (High Explosive) core, improved
Example: The Zhanshi Wen Liu is behind a barricade, in
nanotechnologically. It is a specially designed type of
base in contact with it, when an E/M Grenade explodes
ammunition that generates massive damage by detonation
in front of him. Affected by the explosion Template of the
on contact with the target.
Grenade, he must make a BTS roll. His BTS is 0, but being
behind Partial Cover, he has a +3 Modifier to his roll. He Close Combat Explosive weapons possess advanced
fails the BTS roll, so a Disabled Marker is placed besides military technology and are restricted and not very common.
him. His reliable Combi Rifle doesn’t work, and now Wen They apply a similar system to that of electrothermal
Liu has to make a Guts Roll. ammunition, their edge having several microcorrugations
through which a superconductive gel circulates. The kinetic
Meanwhile, the Zhanshi Jang Qi, who was some inches
shock energy from a blow given with this kind of weapon
behind Wen Liu and the barricade, is also affected by the
turns the gel into ionized plasma, provoking a small but
Template, and makes his BTS roll. Jan Qi, who is not in
powerful directed detonation.
base contact with the Cover, can apply the +3 Modifier
because the Template must pass through it. His BTS is a ATTENTION: This Type of ammunition is forbidden by the
success, but now he must make the Guts Roll if he wants Concilium Convention. Its use will be penalized by the
to stay in position. international courts.
Explosive Special Ammunition requires the miniature hit to number of Wounds, points of Structure or Special Skills
perform three ARM rolls. Even if the target fails some of (SpawnEmbryo, Remote Presence…) that the target figure
50 them, or is Unconscious, he must still make all three Rolls. may have. Close Combat Monofilament weapons do not
Criticals with Explosive Special Ammunition cause a direct add a Defense Bonus in Close Combat. Monofilament
Wound and require the target to perform additional 2 ARM Weapons are affected by E/M Special Ammunition.
Rolls. Monofilament Mines, when exploding, leave the area of
ÂFire Special Ammunition (FIRE): Ammunition which detonation covered by a web of Monofilaments that can
damages by Fire is designed to hurt with intense heat and only be removed using an E/M weapon, or using the
flames, burning for as long as possible. Engineer Special Skill.
Once a miniature suffers Fire damage, he will have to ÂNanotech Special Ammunition: Nanotech weapons
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SKILLS and EQUIPMENT
make an Arm Roll. If he fails, he receives a Wound and disperse a load of nanobots, microscopic robots charged
will have to keep making ARM Rolls until he dies or passes with a lethal attack program. The effect they cause varies
an ARM Roll. After passing an ARM Roll, the Fire will be according to the type of program loaded, but the final result
extinguished. is always the same: loss of 1 Wound. Nanotech weapons
Fire Special Ammunition damages the systems of CH: ignore normal armour, and can only be stopped by BTS.
Camouflage and CH: Camouflage TO, reducing this To resist the damage of Nanotech Special Ammunition a
Special Skill to CH: Mimetism until they are repaired. successful BTS Roll is required.
Moreover, Fire Ammunition disables all levels of the ÂPlasma Special Ammunition: The Plasma used in this
Impersonation Special Skill, Optical Disruption Devices type of Special Ammunition is a type of ionized gas
and Holoprojectors affected by the template, considering controlled by electromagnetic fields. An impact causes
them Disabled until repaired. the disintegration of the E/M containment field, provoking
ÂFlash Special Ammunition (FLASH): This class of weapon the expansion of plasma in an explosive way. This type of
is comprised of all non-lethal ammunitions that cause Special Ammunition is characteristic of VoodooTech, the
temporary incapacitation through sensory receptor technology of the Rationalist Ur race, so nobody knows
overload. Flash Special Ammunition emits concentrated exactly how it works.
discharges of light and sound that stun a target. This term Plasma Special Ammunition causes simultaneous Normal
is also used to refer to hyperconcentrated data discharges and E/M Damage that disables the equipment and
which can saturate the receiver ports of automated targets. weaponry of the target. It requires the target to make an
Usually, the massive discharge of the Flash interferes with ARM Roll and a BTS Roll to avoid each type of damage.
the vision and/or sensors of the target, provoking blindness It also uses the Area of Effect Template from its point of
and disorientation. In biological beings, it affects the inner impact to determine figures hit. A Critical with Plasma
ear, causing nausea and dizziness. For inorganic troops, the Special Ammunition means a direct Wound to the target
sensory discharge provokes a collapse of control systems, and also a BTS roll.
with a similar effect to that caused in biological beings. ÂShock Special Ammunition (SH): This is a type of ammo
A miniature affected by Flash Special Ammunition only which causes a strong hydrostatic shock in a target’s
can perform Short Movement Skills (Except Discover) and system. Specifically designed to cause a great amount
those which don’t require LoF for execution. The figure of internal damage after penetration, Shock technology
also cannot use any Special Skill which requires LoF to be varies according to the manufacturer, but the cheapest
employed. Moreover, the target will automatically fail the consists mainly of hollow point projectiles, which shatter
Guts Roll required after the BTS Roll, unless he possesses after impact into hundreds of metal shards that tear
the V: Courage Special Skill or equivalent. internal organs. Close Combat Shock weapons usually
Criticals with Flash Ammunition directly apply its effects have their edge impregnated with a fast action selective
and deny a BTS Roll. The Total Immunity Special Skill is lethal synthetic neurotoxin.
ineffective against this kind of ammunition. The effect of ATTENTION: this Type of ammunition is forbidden by the
the Flash will prevail until the end of the Player Turn in Concilium Convention. Its use will be penalized by the
which it was fired. international courts.
ÂGuided Special Ammunition (GUI): This type of ammo is Shock Special Ammunition means that after a failed ARM
able to move around the battlefield and dodge any obstacle roll, the target passes directly to the Dead state, ignoring
until reaching a target determined by a Forward Observer. the Unconscious state. When it hits its target, Shock
It allows shooting at an objective previously marked by the Ammunition cancels the effects of the Valor L2: Dogged
Observer, with no need of LoF or any BS Roll: the projectile and Valor L3: No Wound Incapacitation Special Skills.
automatically hits a marked target. The maximum rate of Shock Special Ammunition does not have any special effect
fire of Guided Special Ammunition, by magazine capacity on figures with more than 1 Wound (W), Heavy Infantry
and fire system re-calibration, is 5 rounds per Game Turn. with powered armour, or figures that possess Structure
Guided Ammunition can be hacked and intercepted by (STR) instead of Wounds (W) such as Remotes and T.A.G.s.
ECM as well. Guided projectiles have BTS–3. In such cases, Shock Special Ammunition acts as if it were
ÂMonofilament Special Ammunition (MF): A monofilament Normal Ammunition.
is an edge as thick as a molecule, stabilized by a tenuous ÂSmoke Special Ammunition (SMOKE): Smoke Ammunition
E/M field. A monofilament can cut through any material generates a Zero Visibility Zone with the size of a Circular
with minimum effort. The Special Ammunition, or Template and without height limit. Only grenades and
Monofilament Weapons, reduces any ARM value to 0. It grenade launchers can be loaded with this type of
has a fixed Damage of 12 and kills right away (Dead state ammunition. The Smoke curtain will remain throughout the
and remove from the game table) independent of the
turn of the player in which it was thrown, and the Template The Attribute used to resist this Special Ammunition is
is removed when the turn finishes. always BTS and not ARM. Viral Special Ammunition requires
its target to perform two BTS rolls. Even if the target fails 51
Smoke Ammunition impairs vision completely, and the
Template area is considered a Zero Visibility Zone. This the first of them, or is Unconscious, he must still make the
Special Ammunition is used to interrupt the enemy’s LoF second Roll. Criticals with Viral Special Ammunition cause
and to cover the advance of allied troops. a direct Wound and require the target to perform the
additional BTS Roll as well.
Shooting Smoke Special Ammunition is always considered
an attack but being a type of non-offensive ammunition, it is Figures with 1 W, after a failed BTS roll, pass directly to the
not necessary to target a model and it can be launched at a Dead state, ignoring the Unconscious state. This special
point without any enemy miniature needing to be specified. effect doesn’t apply to miniatures whose profile has a base
Wounds (W) Attribute higher than 1 (Such as Heavy Infantry
ÂStunning Special Ammunition: This type of non lethal in powered armour), troops whose W value has been
ammunition is used to repress revolts, in operations increased from 1 (Such those with the Striga Special Skill)
where a big number of hostages is involved, to capture and those figures with a STR Attribute instead of W, like
targets alive, or in sensitive areas such as badly pressurized Remotes or T.A.G.s. In such cases, the target must perform
zones. With the Stunning Ammo Special Damage, the two BTS rolls, taking 1 Wound for each roll failed.
Unconscious state only lasts a whole turn, applying its
effect at the end of the Order, although further impacts will Viral Ammunition ignores Immunity (Total and Shock),
provoke Unconsciousness for as many turns as times the Valor L2: Dogged and Valor L3: No Wound Incapacitation
ARM Roll is failed. Stunning Special Ammunition is often Special Skills. As a collateral effect, this Special Ammunition
used in missions where it is imperative to capture a target prevents biological beings using the Transmutation Special
Skill for the rest of the battle once they are wounded. Cover
alive. It can be loaded into any MULTI weapon.
rules are applied as usual to Viral Ammunition attacks.
ÂT2 Special Ammunition: This Special Ammunition
ÂZero-V Smoke Special Ammunition: The natural
designates jacketed hollow-point projectiles covered in a
evolution of the traditional Smoke Ammo, Zero-V is totally
double reinforced coating of fragmentable Teseum. The
impenetrable to all modern optical and sensor systems.
poorly-refined production process of the Teseum weakens
The Zero-V Smoke Special Ammunition works as Smoke
the alloy that coats the tip of these rounds, causing
Ammunition, but establishes a Zero Visibility Zone which
them to splinter into multiple tiny and deadly fragments
cannot be penetrated by any level of Multispectral Visor.
when impacting with a target, the final result being a real
bloodbath.
Known as “The most expensive ammunition in the Sphere”
Weapon Types
ÂAdhesive-Launcher (ADHL): This is a semi-automatic
the T2 projectiles are only accessible to those who have
weapon with a rotary cylindrical chamber that shoots self-
an almost unlimited access to Teseum, such as troops
propelled projectiles with a charge of fast drying adhesive
from Caledonia, which controls the greatest seams in the
liquid. The Adhesive-Launcher can be used as an anti-
whole Human Sphere. However, unlike the Cossacks, the
vehicle weapon, immobilizing them to facilitate their
Caledonians lack the technological capability to correctly
destruction.
process the Teseum, requiring huge amounts of the
metal to create the T2 Ammunition. T2 rounds are highly Although it is not a directly lethal weapon, the Adhesive-
appreciated by the Irmandinhos smugglers, who sell them Launcher is very cheap and can stop the best equipped
on the Black Market by weight, with the Teseum content and armoured enemy targets. All pilots of T.A.G.s and
often extracted for non-military applications. other vehicles have learned to fear this weapon. The most
powerful machine can be utterly defenseless after a good
ATTENTION: This Type of ammunition is forbidden by the
shot from an Adhesive-Launcher.
Concilium Convention. Its use will be penalized by the
international courts. ÂAkrylat-Kanone: Disposable Ballistic Skill weapon, The
Akrylat- Kanone is the adaptation of the famous Panzerfaust
T2 Special Ammunition causes 2 Wounds to the target for
to use Adhesive Special Ammunition.
each ARM roll failed. A Critical with this ammunition causes
2 Wounds directly. The Nomad Military Force was interested in getting a light
weapon with anti-tank capabilities and low cost, similar to
ÂViral Special Ammunition: It is a type of ammunition
the Adhesive Launcher but with a greater range. However,
created to maximize the damage in a target organism using
the weight of the Adhesive compound required a rocket
soft-shell special projectiles coated with immunological
propellant with excessive size for a high capacity magazine.
inhibitors and with a core of wide spectrum viral agents.
For that reason, the disposable system of the Panzerfaust
Viral Ammunition is an armament project developed was chosen as a solution to keep the balance between
in laboratories by biologists and immunologists cost, range and handiness required by the Nomad Military
commissioned by the Haqqislamite Army. Designed Force. The success of the Akrylat-Kanone has surpassed
specifically as deadly light ammunition, it’s the answer for Nomad expectations and there is a copy of the launcher
“One shot, one kill” philosophies. The use of it as anti- already on the weapons market, produced under license
riot ammunition against Dogfaces is of interest specifically by a Yu Jing company.
to Ariadna, which acquired a shipment in exchange for a
It shoots Adhesive Special Ammunition, with only two uses
significant amount of Teseum.
and with B value of 1.
ATTENTION: This type of ammunition is forbidden by the
ÂAssault Pistol: A Ballistic Skill weapon for providing great
Concilium Convention. Its use will be penalized by the
firepower at short range. The Assault Pistol is the evolution
international courts.
of conventional tactical handguns. Its reduced size and
light weight, as well as a high penetration ability and large Rifle attack: they will always be Normal Rolls. A PH roll with
ammunition capacity, combines with its fully automatic fire a -6 Modifier is required to Dodge this weapon. During
52 to make this weapon the best choice for close combat. the active turn, figures with two Chain Rifles, such as Dog-
The Assault Pistol was designed to complement the Warriors, can shoot both with the same Order, aiming at
weaponry of assault troops who sometimes have to fight in different targets if so desired and applying the rules of
confined spaces where rifles are hard to use. The projectiles Direct Template Weapons to both. This weapon allows
fired by this weapon have stopping and penetration power performance of Intuitive Attacks.
equivalent to rifle ammunition, but with conventional pistol Close Combat Weapon (CCW): This name encompasses
ammunition dimensions. This gives its magazines a great all sharp instruments (Swords, sabers, axes, spears, etc.).
capacity despite their small size. However, the excessive Even though despised by many, those that follow the Way
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SKILLS and EQUIPMENT
lightness of its ammunition paired with its high rate of fire of the Sword know that its usefulness in close combat can
notably reduces its precision at medium range and beyond. be as lethal as or even more so than the most technological
This weapon can be used in CC but with B reduced to 1. weapon. The wide range of sharp instruments (Machetes,
katanas, Teseum swords, etc.) available which are standard-
ÂAutocannon: The Automatic Portable Cannon is a compact issue in the armies of the Sphere is such that it would be too
light version of the main weapon used in primitive light exhausting to describe them all. The Master says: “Honor
armoured vehicles from the middle of the 21st century. your weapon and protect yourself from your enemy’s”.
Technicians from Ariadna have learned how to reduce the
size of the supply system and improve recoil suppression. The generic Damage caused by CC Weapons is the PH
In order to turn it into a fully portable weapon, it has been value of their bearer. They can load Special Ammunition
provided with a manual shooting device and an optical aim if available.
system. It may have an archaic look, but it possesses an In some cases, the skill and training of certain elite troops
undeniable destructive capacity. makes the use of the combat knife as lethal as the efficiency
The Automatic Portable Cannon (Autocannon for short) of a CC weapon. In such cases, even though the miniature
is always loaded with Integrated Armour Piercing and is bearing a knife, it appears in his weapon list as a CC
Explosive (AP+EXP) Special Ammunition and their effects Weapon.
are combined. It cannot be used in Close Combat. ÂContender: The term “Contender” designates a family of
ÂBlitzen: A non-lethal, disposable, Ballistic Skill weapon weapons, all with similar characteristics, originally created
that fires an electromagnetic pulse-emitting projectile. for sporting use in Aristeia! competitions. The look and
design of the different Contenders varies depending on
This weapon was developed to cover military requirements the manufacturer, but all share a low rate of fire and high
for an electromagnetic weapon of great power that is stopping power, as befits duelling weapons.
light, cheap and simple, but very effective. Based on
these specifications, the Blitzen provides soldiers with Usually, Contenders are characterized by their compact
an additional response capacity against high technology size, some models specifically designed to be attached
threats and targets. The design of this weapon varies to personal armour as forearm weapons. However, some
depending on the manufacturer, but all carry two fin- manufacturers have developed models with a similar look
stabilized rocket projectiles, with warheads packing a high to conventional carbines, and in the Aristeia! circuits it is
power and rapid consumption multifrequency emitter. not unusual to see weapons customized to the style of their
The Blitzen was used extensively during the NeoColonial carrier.
Wars, and in other smaller scale conflicts, where it has The combination of compact size, lightness and power
demonstrated its efficiency. saw this weapon pass to the military sphere, but, at the
ATTENTION: This weapon deactivates Cubes, and is moment, its biggest markets are still law enforcement and
forbidden by the Concilium Convention. Its use will be sporting use.
penalized by the international courts. A Ballistic Skill weapon, with a profile similar to a Rifle, but
The Blitzen is a 2 use weapon, with B1, which carries E/M2 which fires DA Special Ammunition and has B of 1.
Special Ammunition. ÂCrazyKoala: An explosive projectile carrying a proximity-
ÂChain Rifle: The Chain Rifle has a chain inside with an activated homing warhead, the CrazyKoala follows its target
electric trigger that shoots red hot scrap metal. It was until detonating when in contact.
designed specifically for the Third World campaigns, The ‘Running Projectiles HT-14’ were developed by Aizuri-
where there was no time to teach peasants to shoot. It sho, an armaments company dependant of the Kiyomitsu
has a devastating effect at short range, owing to its open zaibatsu, to cover the close defence requirements of
fire arc. Its low cost of production, added to its mortal certain armoured units of the StateEmpire Army. However,
efficiency, has made the Chain Rifle a very popular weapon the troopers of the Nomad Military Force, which purchased
in conflicts all around the Human Sphere. a great quantity of these projectiles, would be the ones to
ATTENTION: This weapon is forbidden by the Concilium popularize the nickname of CrazyKoalas, as they are now
Convention. Its use will be penalized by the international known through the whole Sphere.
courts. “The CrazyKoalas are a devilish invention. If one of them
This is a Direct (Large Teardrop) Template Weapon with no detects you, you might as well give up. Don’t try to
distance and no dispersion. Chain Rifles cannot be used shoot at it, don’t try to beat it, because it will explode
in CC. Shooting this weapon does not require a BS Roll, in you face no matter what. The only possible response
as it hits automatically. The vertex of the Large Teardrop is to move fast… and to pray…who knows? Maybe it
Template is placed touching the base of the miniature helps…” Colonel Yevgueni Voronin, Cossack Diplomatic
using it. Face to Face Rolls do not occur against a Chain Corps.
When an enemy miniature spends an Order inside the is to be activated and attack an enemy. The activation
Zone of Control of a CrazyKoala, it will launch at full speed is automatic, and con not be avoided by its player. The
towards him, jumping swiftly and detonating automatically carrier and the CrazyKoalas provide only one ARO to each 53
when in base-to-base contact. The CrazyKoala is destroyed enemy figure in Line of Fire with them.
when it detonates and is removed from the game table. CrazyKoalas are vulnerable to E/M Special Ammunition,
CrazyKoalas can only be activated to perform an Attack being Disabled if they fail the BTS roll, but they are not
in their reactive turn. During a game, CrazyKoalas are hackable, and do not detonate when they lose their STR
continuously on “stand by”, being automatically activated points. Each trooper carrying CrazyKoalas has two of them.
when any enemy figure declares an Order or Short Skill Against a Coordinated Order performed inside its ZC, a
inside their Zone of Control, without any ARO required CrazyKoala can react against whichever figure its player
by their owner. They will not be activated by the Order prefers.
declaration of a CH: Camouflage, CH: TO Camouflage or
Impersonation Marker, unless that Order also reveals the To be able to threaten Camouflage and Hidden Markers,
Marker. a CrazyKoala can be placed in a fixed position, left there
by its carrier declaring an Intuitive Attack (the CrazyKoala
In reactive turn, an activated CrazyKoala will move very is considered a deployable weapon like an E/Mauler, for
fast, covering the whole distance that separates it from its example). Once a CrazyKoala is dropped via an Intuitive
target. If an impassable obstacle (like a very high wall, a Attack, it will be activated according to its activation rules
closed door, a wide abyss…) blocks its path, the CrazyKoala (See Example 3).
will not be activated.
During the Deployment Phase, CrazyKoalas are deployed
When a CrazyKoala acquires a target and is activated, it on the battlefield at the same time as their carrier, and
accelerates at maximum speed, detonating at the end of inside his Zone of Control. However, there cannot be
its movement when in base to base contact. The explosion any enemy troops inside the CrazyKoalas’ area of effect.
is automatic and doesn’t require spending of Orders or However, if due to Dispersion or any other deployment
Short Skills. Despite the CrazyKoala touching the base condition there are enemy toops inside the area of effect
of its target, a CC combat is not initiated. A CrazyKoala of these weapons, then the player cannot deploy the
will keep moving no matter how many times the enemy CrazyKoalas and they must be considered lost.
shoots at it, or the damage it suffers, exploding at the end
of its trajectory. The detonation of a CrazyKoala doesn’t This weapon cannot be picked up with the Booty or
use a Template and causes Damage 15 with Shock Special Impersonation Special Skills.
Ammunition, and can be Dodged with a PH Normal Example 1: The Moran Akinyi, a Nomad Maasai Hunter,
Roll. As the CrazyKoala explodes while in base to base with 2 CrazyKoalas, declares a Move + Discover Order.
contact, no Cover Modifiers can be applied. In “stand by” With the first Short Skill of that Order, Akinyi will move,
mode, CrazyKoalas can stand still without moving where with his 2 CrazyKoalas following inside his ZC. In the
their carrier places them, without spending any Orders. second Short Skill, Discover, the CrazyKoalas could move
Alternatively, they can follow him anytime he performs as well, even Akinyi doesn’t move, because Discover is a
a Short Move Skill but must always stay inside his ZC, Movement Short Skill.
although no extra Orders are needed to move them. If any In the next Order, Akinyi declares Move + Shoot. With the
CrazyKoalas are out of the ZC of their carrier, or if he falls first Short Skill of the Order, Akinyi will move with one of his
Unconscious or dies, then they will stand still in “stand by” CrazyKoalas following. The other one keeps its position,
mode, being activated only in reaction to any enemy Order even though that means it will be out of the Akinyi’s Zone
spent in their ZC. Once out of the ZC of its carrier, the of Control, because the Moran wants it there to cover that
CrazyKoala will stand still in “stand by” mode and cannot area. With the second Short Skill of the Order, Shoot, the
be moved again by its player. CrazyKoala who is inside the Zone of Control of his carrier
The only Skills a CrazyKoala can perform during an active cannot move.
turn are Move and Jump. Its MOV value is only used to Example 2: With the last Order of the Orders Reserve
move the CrazyKoala in an active turn along with its carrier. of his army, Akinyi declares an Order of Move + Move.
In a reactive turn, an activated CrazyKoala will cover the He moves up to a wall with his CrazyKoalas following,
whole distance that separates it from its target, vertically placing themselves besides him. During his adversary’s
or horizontally, to the limit of its Zone of Control radius. turn, the Zhanshi Wen liu, who is on the other side of the
In reactive turn, the only Skill a CrazyKoala can perform wall, declares the first Short Skill of an Order, to Move.
Akinyi
Krazyy
K Krazyy
Krazyy K
Koala Koala Krazyy
Koalaa -1- -2- Koala
-1
-1
-1- -2-
2--
Krazy
azy
zyy Kr y
Kr
Krazy
Koala Koala
-1- -2-
2
Krazy
razy
azyy Krazy
razyy
Koala Koala
-1- -2-
Krazy Krazy
Koala Koala
-1- -2-
Krazy Koala Wen Liu
This activates the two CrazyKoalas, because he is inside is rudimentary but effective, extremely portable, and
their Zone of Control, and they declare their trajectory: has been very popular with guerrilla forces, light units
54 CrazyKoala number 2 will move around the wall to impact and troops that cannot aspire to more refined or precise
on Wen Liu at the beginning of his movement while weapons. The first modern versions of this weapon
CrazyKoala number 1 will move around the wall from the appeared during the Centro-American Campaign, where
other side, to impact on him at the end of his movement. militia forces popularized the name D.E.P. (Spanish acronym
Seeing that he is in range of the two CrazyKoalas, Wen Liu, for “Descanse en Paz” or Rest in Peace) because this was
desperately declares the second Short Skill of his Order, the last blessing given to enemies on the receiving end
Dodge. He must succeed at a PH Normal Roll to avoid the of the weapon. The impact of its use during the Centro-
two attacks. His PH is 10, and he rolls a 5, succeeding at American Campaign was so significant that since then,
the roll, so he dodges the two attacks. CrazyKoala number the term D.E.P. has become the quasi-official name for all
NT
T
SKILLS and EQUIPMENT
2 activates and runs towards Wen Liu when he is starting disposable light Anti-tank weapons of the Human Sphere.
his movement, getting base contact and detonating The weapon’s warhead loads AP + EXP Special Ammunition.
automatically. Meanwhile, CrazyKoala number 1 activates
and runs towards Wen Liu from the other side of the wall, ÂElectric Pulse: The Electric Pulse is a defensive system
entering base contact and detonating at the end of the usually placed on vehicles or security zones. It generates
Zhanshi’s movement. But, since Wen Liu succeeded at his a strong discharge able to knock out, but not kill, any
Dodge roll, he doesn’t suffer damage and the CrazyKoalas intruder or adversary.
must be removed from the table. This is a Close Combat Weapon, activated by contact.
If Wen Liu had failed his PH roll, then would have to make It is an automatic device which does not require any
two ARM rolls against Damage 15, with Shock Special Close Combat roll, but it imposes a Modifier of –6 to an
Ammunition rules, with the CrazyKoalas removed from the adversary’s CC, who must make a Modified Normal Roll
table after detonation. (not a Face to Face one). If the adversary fails his CC roll
because of the Modifier (If the Failure Category is equal or
Example 3: Akinyi is near an enemy TO Marker which is less than 6 in other words), then he will be automatically
in a very good sniping position and inside the ZC of his Immobilized during that game turn and an IMM Marker is
CrazyKoalas. The Moran wants to move to another point placed next to his figure.
of the battlefield, but he wants to leave this adversary
covered as well. As Akinyi is in his active turn, he declares ÂE/Marat: The E/Marat, whose name signifies “power” in
an Intuitive Attack, so he can leave one of his CrazyKoalas Arabic, is a somewhat crude but effective weapon. It is the
where it is, threatening the Marker. During the active turn size of a small backpack and is composed of a generator
of the enemy, the TO Marker moves, without revealing battery and a compact radial short range transmitter. The
itself, until it is out of the ZC of the CrazyKoala, leaving meager radius of action of this device has prevented its
its sniping position. The CrazyKoala doesn’t activate. But popularity as infantry weapon, since it requires being close
if the TO Marker had declared an Attack, revealing itself, to the target. Nevertheless, it is a good weapon to turn the
the CrazyKoala would be activated, running towards it and tide when poorly trained and volunteer forces must fight
impacting when in base to base contact. better trained and equipped armies.
ÂD-Charges: Demolition Charges (D-Charges) are a weapon ATTENTION: This weapon deactivates Cubes, and is
detonated by remote control. D-Charges do not use forbidden by the Concilium Convention. Its use will be
templates when exploding, as they have been designed penalized by the international courts.
to perform a concentrated and directed detonation, with This is an E/M portable weapon, used with a Circular
the aim of penetrating the target’s armour. They possess a Template. The E/Marat is activated by the use of a Short
directional casing so that the explosion will only affect the Skill. It emits a Damage 13 E/M pulse, with a radius of
surface which they are stuck to. D-Charges are often used effect the size of a Circular Template. The Template must
in demolition missions. be placed centred on the figure carrying the E/Marat, who
Placing D-Charges: A Short Skill that does not require will also suffer the effect of the E/M pulse (Requiring a Guts
any kind of roll, detonating them is also a Short Skill with Roll). The emission device of the E/Marat is not affected
no need for a roll. They can be used in Close Combat by its own discharges. This weapon can be used in CC,
in the following way: to place a D-Charge on a target, substituting the CC Attribute with WIP. The E/Marat can be
use a Short Skill and pass a CC roll. If the target is used in ARO and allows performance of Intuitive Attacks.
Immobilized it is not necessary to roll CC. Detonating a ÂE/Mauler: E/Maulers are a hybrid of a Position Repeater
D-Charge in CC is a Short Skill that does not require a and a Mine. They are equipped with a movement sensor
CC roll. D-Charges can be placed or detonated in ARO. and an IFF (Identification of Friend or Foe) device, both
D-Charges can be remote detonated by any Engineer connected to a transmitter of E/M pulses. E/Maulers are
of the same army. Each figure equipped with D-Charges designed and patented by the Nomad Nation, who has
has a total of 3 charges. sold several bundles to Ariadna after the experiences of
D-Charges load AP+EXP Special Ammunition, of Damage Commercial Conflicts.
14, and are very useful to destroy and demolish vehicles, ATTENTION: This weapon affects Cubes, deactivating
structures, brick walls and similar architecture. them, and is forbidden by the Concilium Convention. Its
ÂD.E.P.: Light and disposable Anti-tank/Anti-bunker use will be penalized by international courts.
weapon, one use only. It is fired from the shoulder. The This is an E/M deployable weapon, with a Circular
D.E.P. was created as a cheap and light weapon to provide Template effect, activated by proximity. When an enemy
small units with enhanced firepower at medium range, troop penetrates the radius of the Circular Template, the
for both offensive and defensive operations. Its design device emits an E/M pulse of Damage 13.
A Short Skill is used to drive an E/Mauler into the ground in the base centre of the miniature shooting. Using this
and activate it. E/Maulers remain active until the end of the weapon does not require a BS Roll as it hits the target
battle or until they are destroyed by a shot or a Template automatically. There are no Face to Face Rolls against a 55
Weapon. E/Maulers have ARM 0, BTS 0 and STR 1. Flamethrower shot; only Normal Rolls. Flamethrowers
Due to their size when completely deployed, E/Maulers use FIRE Special Ammunition. The roll required to Dodge
cannot be Camouflaged so they do not have Shot this weapon is PH with a -6 Modifier. Flamethrowers allow
Modifiers. They are able to recognize ally figures, and performance of Intuitive Attacks.
are never activated in their presence, even if they are ÂFlash Grenades: Flash Grenades are a non-lethal weapon
Unconscious. E/Maulers deactivate any guided projectile in common use by tactical police units, antiterrorist forces
penetrating their radius of coverage, emitting their E/M and paramilitary teams which operate in Homeland Security
Pulse as they do so. This weapon cannot be used in CC. roles. This special type of grenade is used to confuse,
Each figure equipped with an E/Mauler will carry 3 of disorient, or distract any potential threat that could be in
the devices. This weapon allows performance of Intuitive a closed room. Flash Grenades can seriously degrade the
Attacks. combat effectiveness of affected personnel for a limited
time. It is a weapon used to incapacitate people, generally
ÂE/Mitter: The E/Mitter has been designed specifically to without causing serious or permanent injury. For that
disable the weaponry and equipment of its target. The reason it is often employed to clear entrance points in
projectiles shot by this weapon emit a very short range but blind fire situations, with no fear of harming civvies.
powerful E/M pulse when striking their target.
Non-lethal grenades which emit the equivalent of a Flash
In spite of its name, the E/Mitter uses non-lethal subsonic Pulse in a Circular Template radius. All figures affected
projectiles, with a volatile, deformable structure that by the Circular Template must make a BTS Roll against
doesn’t pierce armour. It is a multipurpose weapon which Damage 13. If the roll is failed, then the Flash Ammunition
is employed in assault operations against technological effect must be applied. This effect will persist on those
units as well as against defence and security systems, and figures until the end of the Player Turn when the grenade
installations. was launched. Flash Grenades are included in the Grenades
ATTENTION: This weapon deactivates Cubes, and is category and apply the same rules.
forbidden by the Concilium Convention. Its use will be ÂFlash Pulse: The sophisticated equipment possessed by
penalized by the international courts. some specialist troops, such as Forward Observers, allows
This Ballistic Skill weapon shoots E/M Special Ammunition, them to emit a concentrated light or data beam at their
doesn’t use a Template and cannot be employed in CC. target, incapacitating him temporarily. These discharges,
The E/Mitter doesn’t cause Normal Damage, only E/M, but denominated Flash Pulses, are a very common technique
Cover is treated as if normal ammo was being fired. in electronic warfare and they are often the prelude to a
ÂFeuerbach: Rapid firing Anti-Tank weapon. These small, devastating attack.
lightweight projectiles have a quick loading and boosting A non-lethal Ballistic Skill weapon which fires Flash
mechanism which provides a rapid rate of fire. In exchange Special Ammunition using the WIP Attribute. All troops
for this, the Feuerbach sacrifices range and destructive who possess the Forward Observer Special Skill have this
capacity compared to other Anti-Tank weapons, which tend weapon. The use of a Flash Pulse is considered a Ballistic
to be more powerful but slower. However, the advantages Skill attack (See Weapons Chart). It requires LoF (even
of a faster rate of fire are evident, and the main reason for using the Hacker Plus Device) and the spending of a Short
its success in military circles, where there only are positive Skill, or an ARO, as well as success in a Normal or Face to
comments about the weapon. Face WIP Roll. A struck target has to perform a BTS Roll
The Feuerbach is patented by FGA (Franco-Germanique against Damage 13. The effect of the Flash Pulse lasts until
Armements) and licensed to producers in different the end of the Player Turn when it was shot.
countries. Those brands commercialize the original patent ÂGrenade Launcher (Light GL/Heavy GL): This weapon
with modifications to the optical and firing systems. cannot be used in close combat. It can be loaded with
Although, officially, its denomination derives from its rate Normal, E/M, or SMOKE ammunition. It is a Circular
of fire and destructive capacity, it is rumoured that the real Template weapon, and its shots can be affected by
origin of the names comes from the fondness of its designer Dispersion of up to the Failure Category multiplied by 2.5
for German philosophers of the Nineteenth century. (FC x 2.5) inches. It can be used with Speculative Fire.
The Feuerbach, or “River of Fire” in German, shoots auto- The grenade launcher allows bombing enemy positions
propelled projectiles, with warheads that load AP + DA with parabolic fire even if they are outside of LoF. This is
Special Ammunition. particularly useful against close formations and to cover
ÂFlamethrower (Light FT / Heavy FT): The Flamethrower is the advance of other units.
a classic assault weapon which has not evolved too much. ÂGrenades: These weapons are used at close quarters and
They are now smaller, safer, and easier to use but the main use a Circular Template which can suffer Dispersion up to
idea is the same: to create a fire curtain to open routes and the Failure Category multiplied by 2.5 (FC x 2.5) inches.
clear reduced enemy areas with a single shot. There are several types of grenades, with Normal, SMOKE
ATTENTION: This weapon is forbidden by the Concilium or E/M Special Ammunition. Grenades are used with the PH
Convention. Its use will be penalized by international Attribute. Grenades can be launched with Speculative Fire.
courts. The tactical possibilities of hand grenades, especially in
This is a Small Teardrop/ Large Teardrop Direct Template assault operations, can be spectacular. In urban or jungle
weapon. The vertex of the Teardrop Template is placed combat, the use of grenades is essential and all veteran
troops would like to carry a good number of them.
ÂGuided MULTI Sniper Rifle: Loads special projectiles with than three guided shots per turn. Katyusha projectiles
next generation tracking warheads, capable of searching cannot be hacked. This weapon cannot be picked up with
56 out and hunting their target throughout the battlefield. the Booty or Impersonation Special Skills.
They are light support weapons, more selective and with
Central Template LOF
a lower destructive capacity, which is compensated by an
accuracy superior to traditional Guided Missile Launchers. 6 6 6
7
Rifle provides versatility highly appreciated by special Target
8
operations forces.
Loaded with AP + DA Integrated Special Ammunition, with
9-
9-
9-
2-
2-
2-
0
0
NT
T
SKILLS and EQUIPMENT
that can fire in bursts, the expected evolution of traditional Once Discovered it may be acted against normally for the
pistols. Every soldier carries one and it is the weapon most rest of the battle. A Camouflage Marker is placed beside
commonly used in Close Combat. the sepsitorized figure until he is discovered as such. If the
figure performs any other action besides Moving, he is
This weapon is used at Short Range and Close Combat. automatically discovered. Sepsitor does not affect figures
It cannot load Special Ammunition. In Close Combat it is without a Cube or those with Remote Presence.
used with the CC Attribute, not with BS, and allows only B Affected
(Burst) 1, even though it causes the same Damage. Affected
Initial Target Shotgun
1 Order to the Order Reserve of its army. An AI Beacon Victory Points (Cost: 8 + 20 from Baggage) to an adversary
must always be deployed with AD: Combat Jump, but its if taken down, instead of the mere 8 points it would give if
deployment is performed during the Deployment Phase. If it didn’t have Baggage.
its Dispersion means it falls off the game table, it must be In a campaign, or in scenarios which require it, keeping
considered lost and cannot be recovered during the battle. Baggage safe provides extra Victory Points, depending on
An AI Beacon must be assigned to a Combat Group, which a mission’s objectives. Remotes and Vehicles are the usual
cannot surpass the maximum of ten Orders. This piece of carriers of Baggage.
Equipment is vulnerable to E/M Special Ammunition and ÂBiolocator: A biotechnological identification and location
cannot be picked up with the Booty Special Skill. device, capable of emitting a powerful signal that pinpoints
ÂAntipode Control Device: see Control Device. its owner’s position on the battlefield. The Biolocator feeds
ÂAutoMediKit: This is a nano-medical device that off the electric activity of a user’s brain. When switched
some troops have integrated to their personal tactical to active mode at full performance, it requires an energy
equipment. It injects nanorepairers automatically in their supply that causes the immediate unconsciousness of
systems allowing them to recover from the Unconscious its carrier. This fact, and that it is usually implanted in
state. It requires the spending of 1 Complete Order absolute fanatics and dangerous criminals, sees its carrier
and the passing of a PH roll. If the roll is successful, the considered as disposable and/or sacrificial.
figure recovers from 1 Wound automatically, leaving the ATTENTION: This piece of equipment is forbidden by the
Unconscious state and adding his Order to his army’s Concilium Convention. Its use will be penalized by the
Orders Reserve as usual in the next active turn. If the figure international courts.
fails his roll, he will automatically pass to the Dead state By spending 1 Short Skill, the user can activate the
and will have to be removed from the battlefield. With an Biolocator, creating the same effect as being automatically
AutoMediKit, miniatures can recover from the Unconscious marked by a Forward Observer of his own army. This piece
state as many times as necessary, provided that they pass of Equipment cannot be used in ARO. The activation of
their PH roll each time. a Biolocator sees the user fall Unconscious at the end
The AutoMediKit is a sophisticated device, a product of of that Order. The Unconscious bearer of an activated
the highest technology, but it can be affected by E/M Biolocator can be targeted by friendly fire, including
weapons. If it suffers from E/M damage an AutoMediKit Guided Ammunition. The Biolocator is disconnected when
will be Disabled. the figure passes to Death state.
ÂBaggage: Provisions, supplies and ammunition are key Biolocator is a single-use piece of Equipment: if the figure
elements in long term operations, or in those developed is healed, or if it uses a Special Skill that can be employed
far away from military supply lines. Infantry campaign in an Unconscious state (Such as V:Dogged, V: No Wound
personal gear comprises everything needed by a soldier Incapacitation, Regeneration...) then the Biolocator is
for survival in combat environment. Anything else that’s disconnected and it cannot be used again. Activating
missionessential, but not part of an individual soldier’s the Biolocator automatically nullifies the Explode Special
kit, is called Baggage and will be carried on a transport Skill, if its carrier possesses it. This piece of Equipment
Remote or a vehicle. Survival equipment found in Baggage is vulnerable to E/M Special Ammunition and cannot be
includes advanced environmental protection, medical picked up with the Booty Special Skill.
supplies, water (not only stored but with purifier system) ÂBraces: Some vehicles and T.A.G.s can carry troops on their
and food, batteries and/or a power generator, and diverse bodywork. Each figure can cling to a single brace. The number
stuff, depending on the deployment area. of braces, indicated between brackets, marks the number of
Traditionally, infantry suffer high rates of casualties due figures that the vehicle or T.A.G can transport. In order to get
to illness, exposure to adverse weather and environment, on or off a brace, a figure must use the Short Skills Mount/
and privation from lack of food and/or water. Throughout Dismount. Troops gripping braces cannot perform any other
military history, unfortunately, the number of casualties from action save Dismount or Dodge. When Dodging, it is always
these causes surpasses, in many situations, those inflicted assumed that the figure jumps off the vehicle. Troops cannot
by the enemy. It is well known that better equipment be deployed already gripped to braces.
for soldiers and effective supply lines drastically reduces Miniatures must be positioned next to the brace positions
attrition rates. on the vehicle model when clinging to braces, in Order
Baggage is Special Equipment which represents these to determine LoF and cover situations. The Maghariba
supplies. Baggage adds an extra 20 points to the Victory Guard, for example, has its Braces in the rear area.
Points which its carrier would normally provide. If a vehicle or T.A.G. with figures gripped to braces is shot
This increase in Victory Points is only used to work out the at, it must be indicated whether the T.A.G. or the troops
clinging to it are being targeted. Template weapons fired ÂECM: Electronic Countermeasures. This term encompasses
against the vehicle or T.A.G. will also affect the passengers. all devices that vehicles and T.A.G.s use to avoid and
neutralize incoming enemy guided projectiles. 61
ÂControl Device: There are different models of Control
Devices, specialized by their function: Standard ECM includes a system of fire detection,
t Antipode Control Device: The Antipodes Control localization and proximity radars as well as small battery
Device allows controlling an Ariadna Assault Pack. It can of micromissiles loaded with nanotechnological chaff. This
be affected by E/M weapons. equipment tampers with the systems of enemy guided
projectiles, forcing them to deviate from their target and
t Kuang Shi Control Device: The Kuang Shi Control to explode out of range. ECM from Ariadna are similar to
Device is the clearest example of the Celestial Guard’s modern ones, although comparatively bigger. Instead of
cruelty, and evidence of their relentless attitude against nanotech micromissiles, their ECM systems are equipped
the enemies of the State and Emperor. Some sanction with a battery of rockets that create a wall of explosions
proposals have been presented in the Öberhaus, the that detonate enemy guided projectiles.
Senate of O-12, against Yu Jing’s government for the
use of this prohibited device. However, thanks to the ECM has a standard level of 5, requiring a Normal Roll of 5
diplomatic ability and the political and economic or less for each incoming guided projectiles to deflect and
influence of Yu Jing, these proposals never have detonate the projectile without causing any damage. ECM
achieved the necessary support to pass. functions automatically and does not require spending of
any Orders or having LoF and can be used in ARO. ECM
ATTENTION: This piece of equipment is forbidden by allows reacting in ARO against enemy guided projectiles.
the Concilium Convention. Its use will be penalized by
the international courts. ÂDropships: Orbital transport vehicles with capacity for
Airborne Deployment: Level 3, Combat Jump. When
This allows the enlisting of various Kuang Shi. Moreover, a Dropship descends it is considered to be performing
by spending 1 only Order, this device allows detonation a Combat Jump, using the rules as described above
of all the Kuang Shi in that Combat Group at the same for Dispersion. Dropships cannot be destroyed while
time. This collective explosion is a Long Skill that cannot descending, and figures cannot shoot at Dropships while
be activated in ARO. The user of the Control Device descending..
and the Kuang Shi must be in the same Combat Group.
There is no limit to the range of this Device, and it is If the PH roll to land is failed, a Dropship will disperse
not necessary for the user to have LoF with the Kuang normally but being equipped with sensors will not fall
Shi. If the Control Device is Disabled, or if its user falls outside the battlefield (Around the table borders), or on
Unconscious or Dead, the Kuang Shi will keep acting buildings or over other figures. They will instead seek the
normally. If the Kuang Shi disband when affected by the most propitious location close to the final Dispersion point.
Retreat! rule, they will all explode automatically, with Nevertheless the Dropship must make an ARM roll (the
no spending of Orders or ARO necessary. This piece of Damage is the Dropship´s PH value) as a consequence of
Equipment is vulnerable to E/M Special Ammunition. the sudden landing if it suffers Dispersion. A failed ARM
roll will result in the loss of 1 Structure point. Dropships
t Traktor Mul Control Device: The Traktor Mul are cannot descend to the interior of a Smoke Template, Low
designed to support Ariadnan ground forces during or Zero Visibility Zones or over those Terrain categories
the performance of their mission, across the whole that do not allow it. After landing, Dropships will
spectrum of conflicts and range of military operations, automatically open their hatches. Dropships, as with other
thanks to the link with its operator. The Ariadnan figures with AD: Combat Jump, are susceptible to being
Remotes possess simple combat programming that the hacked. When a Dropship loses all its STR points it will be
operator updates throughout a battle using his Control destroyed, remaining inert on the battlefield and turning
Device. This programming has basic routines, allowing into another scenery element. If a Dropship loses one more
the Traktor Mul some autonomous behaviour in case the point of Structure (STR) than it has, it will suffer an internal
link with its controller is broken. explosion, which will provoke the automatic death of all
This allows the enlisting of Ariadnan Traktor Mul the figures inside it.
Remotes. The user of the Control Device and the Traktor Troops placed in the interior of a grounded Dropship can
Mul must be in the same Combat Group. There is no react to any attack against them getting out when the
limit to the range of this Device, and it is not necessary attacker’s Burst is finished. If such a case arises, figures
for user to have LoF with the Traktor Mul. If the Control will normally remain close to the Dropship. Dropships are
Device is Disabled, or if its user falls Unconscious or not included in a normal army, instead they are present
dies, the Traktor Mul will keep acting in a normal way, in certain special missions or at the agreement of both
and can be activated by any Order or ARO. This piece players. Usually, in scenarios with a Dropship option, the
of Equipment is vulnerable to E/M Special Ammunition. spending of 1 Order allows 1 Dropship to descend, though
ÂDeployable Repeater: This portable and deployable this parameter can vary according to the scenario. In order
instrument is used to amplify the range of hackers and is to take off, each Dropship will have to spend 1 Order.
specially designed to be placed in a fixed point, covering a Once the Dropship has taken off, figures will not be able to
specific area. Placing and activating a Deployable Repeater shoot at it. If there was any figure clinging to its hull during
is a Short Skill, and it must be marked by a Deployable takeoff, he will fall off and die due to the impact.
Repeater Marker (REPEATER) placed in base contact Dropships have 4 cargo spaces. Light, Medium, and Heavy
with the user. Unlike Mines, it cannot be Camouflaged. Infantry each use one space. Figures with a Motorcycle and
Deployable Repeaters have ARM 0, BTS 0, STR 1 and Remotes need two spaces. T.A.G.s require three spaces. In
an effective range radius of 8 inches. Each figure with the Download section of the Official Infinity Webpage you
Deployable Repeater carries a total of 3.
have a paper cut-out model and a Dropship template to be avoided and cannot be activated voluntarily by the
recreate its presence on the battlefield. player. This piece of Equipment cannot be affected by E/M
62 Special Ammunition and cannot be picked up with the
PH BTS ARM ST Booty Special Skill.
Dropship 15 -9 8 3 The Operator of a T.A.G. or Vehicle equipped with an
ÂEjection System: T.A.G and Vehicle emergency evacuation Ejection System does not have the Pilot Special Skill.
device. This Special Equipment allows evacuation of the Example: Sergeant Anita Méndez, in her active turn and
operator from their vehicle through an automatic quick commanding her Iguana T.A.G. is facing an Ariadnan
ejection system. The Vehicle and T.A.G. Ejection System is combat group, composed of a Veteran Kazak with AP
a Zero-Zero evacuation device (i.e., zero altitude and zero Rifle, a Scout with an Ojótnik, and a TankHunter with his
NT
T
SKILLS and EQUIPMENT
airspeed). Derived from aircraft ejection devices, it has Autocannon. The dice are not favourable to sergeant
been designed to launch upwards and deliver its occupant Méndez, who only manages to take down the TankHunter,
from a grounded stationary position to a location far away receiving a Critical hit from the Veteran Kazak and an
from the point, presumably compromised, where the impact from the Scout, failing the ARM Roll. So, the Iguana
T.A.G. or Vehicle was incapacitated. The Ejection System has lost 2 STR points, activating its Ejection System at the
uses a small explosive charge to open the operator’s end of the Order. Anita must make a PH Roll to see if her
cockpit and miniature rockets to propel the seat upwards player can choose the landing point. She rolls a 14 - with
for an adequate distance. A quick deployment anti-shock PH 12, this is a failure and means her Dispersion is 8 inches
gel bubble guarantees a safe and successful landing. towards the number 4 indicated by the Template. If she
In game terms, the Ejection System is translated as an succeeded at the roll, she could have chosen the landing
AD: Combat Jump, but with a range of 8 inches from point inside the 8 inch radius. It seems this is not a good
the vehicle, and with no Order spending required. The day for Anita, but she still has her HMG and can keep
automatic activation of the Ejection System requires the fighting.
Operator to make a Normal PH roll, using his own PH and Let’s suppose Anita had not succeeded against the
not that of the T.A.G. TankHunter, and had failed two of the three ARM Rolls
The Ejection System is automatically activated when a the Explosive Special Ammunition of the Autocannon
T.A.G. has lost all its STR points. If the T.A.G. loses even causes. Then, her Iguana would have lost 2 STR points
one point more than this, then it will be the Operator who (from the Critical hit and the impact of the Scout) and she
receives the overflow Damage. The T.A.G.’s ARM value would suffer two Wounds (from the Autocannon), rolled
must be used to perform the ARM Rolls until the Operator against the ARM value of the T.A.G. In such a case, the
figure is placed on the game table. The Ejection System Ejection System of her Iguana still activates, launching an
activates automatically, in both active and reactive turns, Unconscious Anita 8 inches, hopefully in the direction of a
at the end of the Order in which the T.A.G. has lost all nearby Doctor. If sergeant Anita had failed all three ARM
of its STR points. The activation will be automatic, even Rolls caused by the Autocannon’s hits, then her dead body
if the Operator is Unconscious or Dead, or the T.A.G. is would be launched 8 inches.
Immobilized (Through Hacking, Adhesive or E/M Special ÂEVO Repeater: This device allows EVO troops who
Ammunition or any other reason) or Possessed. As it operate at long distance or from planetary orbit to give
doesn’t require the spending of an Order, enemy figures active support to their army’s Hackers throughout a battle.
cannot react to the ejection or the landing. The EVO Repeater allows the presence of the EVO Troops
The Operator will always be required to make a PH Roll to directly over the battlefield, performing support tasks
calculate the Dispersion, if necessary, even if the T.A.G. is for the tactical Hackers deployed in the combat zone.
Possessed. If the Operator fails the PH Roll, to know where The link device of the EVO Repeater maintains open
he disperses, the centre of the Circular Template must be communication channels between the various monitor
placed over the T.A.G. with the number 1 pointing to the remotes and the AxtraNiches of the EVO operators placed
centre of the game table. The second digit of the dice Roll in orbit or in far away places in the rearguard. In this way,
indicates the direction in which the figure deviates. The the whole power of this advanced technology is applied in
Distance of Dispersion with the Ejection System is always direct service to the Hackers in combat. The presence of
8 inches. If deviation prompts the Operator to fall outside an EVO Repeater increases the lethal capacity of Hackers,
the battlefield, he will have to spend an extra Order from providing a greater power over enemy equipment and
the Order Reserve to appear on the border of the game systems.
table at the point where he would have left. In game terms, having an EVO Repeater deployed on the
After the activation of the Ejection System, the T.A.G. is game table allows the Hackers of its army, without spending
considered destroyed, without any possibility of repair, and any additional Orders, to choose between the following
can be removed from the game table. The player will have different Support Programmes for use when hacking:
the Order provided by the T.A.G. with an Ejection System t Icebreaker: When making a hacking roll, the EVO
until its Operator falls Unconscious or Dead. halves the Biotechnological Shield (BTS) of the target,
T.A.G.s with Ejection System don’t give Victory Points until always rounding up.
the Operator is eliminated, in an Unconscious or Dead tCapture: Thanks to the EVO, the Hacker only needs 1
state. If the Operator is a troop type that can be hacked, successful WIP Roll to completely possess a T.A.G. and
or affected by E/M Special Ammo, it is not allowed to control it in Possessed status. This programme has no
perform any hacking on him, or apply E/M effects to him, effect on T.A.G.s of the Combined Army.
until his figure is placed on the game table.
t Support Hacking: Up to three Hackers can spend an
The Ejection System is fully automatic, ejection cannot Order each to give support to a companion. Each Hacker
supporting provides a +3 Modifier to the Hacking Roll of the Nisse. However, the Kamau Hacker Janna, who has
the supported figure. an EVO Repeater in her Zone of Deployment, reacts in
ARO, declaring a Hacking Guided Ammunition action. 63
Example: The Fusilier Hacker Doucher spends 1 Order
launching Anti-Hacker Protocols against the perfidious Succeeding at the roll, the missile deviates and is lost over
Interventor Morgana. The presence of an EVO Repeater the horizon. From that point on, any Guided missile the
in the PanOceanic rearguard allows the Fusilier Hacker Vertigo Zond fires using that Forward Observer mark will
Reynolds and the Kamau Hacker Janna to participate in also deviate, with no roll required by the Kamau Hacker.
the cybernetic duel, supporting Doucher by spending Being aware of this fact, the Interventor Morgana, snorting,
a corresponding Order each. The Interventor Morgana spends another Order and declares a new Forward
activates her own Protocols against Doucher in ARO. Both Observer mark, trusting in her skill to perform it successfully
must perform a Face to Face Roll, Modified by their BTS. and hoping that the Kamau Hacker Janna will fail in her
However, thanks to the EVO, Reynolds and Janna provide attempt to intercept the next missile.
Doucher a +6 Modifier, increasing his chance of success. If the Nomad player had 2 Forward Observer Zeros instead
tTrajectory Assistant: By spending 1 Order the Hacker of the Moran, those could declare a Coordinated Order of
provides a +3 Modifier to the PH Roll of a figure who Move + Forward Observer. If both succeeded, the targeted
is going to perform a Combat Jump. In the case of a Nisse would be doubly marked. The Vertigo Zond could
Coordinated Combat Jump of various troops dropping fire its Guided missile, and if this was intercepted by the
all inside the same Circular Template, then it is only Kamau Hacker and her EVO, it could shoot another thanks
necessary for the Hacker to spend a single Order to to the second Forward Observer mark. In that case, the
provide assistance to all of them. Kamau Hacker would have to roll WIP to Hack the Guided
The Hacker must announce, immediately after declaring his Ammunition again and deviate this new incoming missile,
Hacking Order, which of the four EVO Support Programmes as well as remove the second mark.
he is going to use. tThe EVO Repeater also allows a Hacker who has been
The EVO Support Programmes are not combinable, not successful when Hacking Airborne Deployment, to
even in Coordinated Order. choose from where on the game table the Dispersion of
Emergency Jumping troopers will be determined
These Support Programmes cannot be used in ARO.
tThe EVO Repeater works as a Repeater for the Hackers
t Hacking Guided Ammunition: In a reactive turn, of its army.
thanks to the EVO Repeater, a successful Hacking Guided
Ammunition action will not only cause a guided munition This device is vulnerable to E/M Special Ammunition and
to miss, but will also jam a Forward Observer’s mark on its cannot be picked up with the Booty Special Skill.
target. This only disables a Forward Observer’s mark as ÂHacking Device: Hacking Devices are personal combat
it applies to Guided Ammunition, not for its use in other quantronic superprocessors. They are loaded with infowar
attacks such as Speculative Fire. This effect lasts until the software, defensive programs and offensive virus. Linked
end of the turn. with remote overwatch and sensor devices flying over the
If a Hacker with an EVO Repeater deployed on the battlefield, they allow tracking the data web to search
battlefield hacks 1 Guided projectile fired against a figure for possible threats and chances to attack. The Hacking
marked by a Forward Observer, for the rest of the turn Device is connected to its bearer’s comlog and to a
he will cause any Guided projectile shot at that miniature Kalyptra system, a pair of Magnified Reality glasses that
to miss automatically. Any further Guided projectile fired screen data directly over the Hacker’s retinas, overlapping
against such a figure during that turn will be deflected them to real images, which is known in their slang as Data
by the Hacker as an automatic ARO, without any roll Escape. The Kalyptra system also generates a tenuous
necessary. electric field over the owner’s body, sensing and translating
his movements in response to the keyboards and screens
Following a successful Hacking Guided Ammunition roll, projected in front of him.
a target may be marked again by the same, or another,
Forward Observer to allow further Guided projectiles to This allows computer attacks to be performed against
be fired at it. other systems and devices and also to defend against
a cyberattack. See Hacker combat rules for details. All
A new Hacking Guided Ammunition roll is required Hacking Devices are Repeaters for the other Hackers of
each and every time the target miniature is marked by the same army.
another Forward Observer, or again by the same Forward
Observer, in order to make Guided Ammunition fired at tThe Hacking Device Plus has an additional advanced
the target miss. system of Localization-Identification-Liaison that works
as a Forward Observer, but only within the Hacker’s, or
Each time a successful Hacking Guided Ammunition roll is his Repeater’s, Zone of Control (8 inches): LoF with the
made, any further Guided projectiles fired at the targeted enemy is not required. In order to mark a target with
figure, due to the most recent Forward Observer mark the Hacker Device Plus Forward Observer function, it is
and during the current turn, will miss automatically. necessary to spend an Order and pass a WIP Roll. The
Example: Akinyi, a Moran Masai Hunter equipped with target can react by Dodging the marking of the Forward
a Repeater moves during his active turn until an enemy Observer Hacking Device Plus, provided he has LoF.
Nisse is inside the area of effect of his Repeater device. ÂHoloprojector: These three-dimensional image projector
With a smile, the perfidious Interventor Morgana, thanks devices have evolved inside the military-scientific complex
to her Hacking Device Plus, declares a Forward Observer from huge naval systems to personal units which are
mark on the Nisse. After succeeding at the roll, with the increasingly lighter and less bulky. The Holoprojector, in
next Order a Vertigo Zond shoots a Guided missile at
any format, offers a soldier several tactical possibilities, (HOLO) around it. The player must take note of
increasing his survival chance against enemy fire. which one is the real figure, whether the Holoecho 1
64 marker, the Holoecho 2 marker or the actual figure.
t Holoprojector L1: The Holoprojector L1 technology
emits a threedimensional image which is capable of The Holoechoes and the figure must be placed
entirely covering its user and changing his external inside the area of a Circular Template. Each time the
appearance partially or totally, as preferred, to make him adversary succeeds at a WIP roll, or any kind of attack
look like another trooper in his own army. At tactical level at a Holoecho or the figure, the player must declare if
this is one of the favourite psy-ops tools, using it to confuse it is the real Holoprojector user, or only a Holographic
the enemy and develop distracting maneuvers. This decoy. If it is the real figure, the Holoecho Markers must
device is affected by Fire and E/M Special Ammunitions. be removed from the game table, replacing the Markers
with the figure, if it was hidden behind one. But, if it only
NT
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SKILLS and EQUIPMENT
In game terms, the Holoprojector L1 Special Equipment was a holographic decoy, that Marker is withdraw from
allows to its user to: the game table.
Holoprojector L1 Deployment: This use is exclusive In game terms, a Holoecho Marker is always the same
to the Deployment Phase and does not require the height as the figure it replicates (Unless it has a Prone
spending of any Orders or making of rolls. The miniature Marker beside it). In this situation, a Prone Marker
is not deployed in the usual way: instead he is deployed must be placed besides the Holoecho Marker. It is not
on the battlefield as a copy of another figure from his allowed to combine the effects of the Holoprojector L1
army, with the player placing the requisite miniature. with the Holoechoes of the Holoprojector L2.
The Holoprojector user and the trooper he is disguised
as must be the same size (A human cannot become a Holoechoes in Movement: This allows to the miniature
Remote or a TAG for example) but the Holoprojector to move surrounded by holographic decoys which
figure can carry, in an illusory way, any weapon. The multiply the targets available to the enemy. Each
player must note in secret which is the real figure. Holoecho reproduces exactly the appearance and
moves of the user. By spending 1 Order, the figure
Holoprojector L1 Movement: The only Skills and the Holoechoes move and act at the same time,
whose execution does not automatically reveal the performing exactly the same Order, in this way it acts
Holoprojector user are Cautious Movement and all Short like a Coordinated Order in terms of AROs.
Skills of Movement that do not require any roll (except
Alert). The Holoprojector user is revealed automatically Holoechoes cannot interact with the environment as
when he is in base contact with another figure. they are simple three-dimensional images moving
through the battlefield. The only Skills whose execution
Any enemy figure in LoF who declares the Discover does not automatically reveal the Holoprojector user are
Short Skill or ARO and succeeds at a WIP Roll will Cautious Movement and all Short Skills of Movement
reveal the Holoprojector. If the figure is Discovered or that do not require any roll (except Alert). The user, or
is automatically revealed, the fake miniature is replaced the Holoechoes, reveal automatically when he is in base
by the real one. contact with another figure.
Re-Activating the Holoprojector L1: When the user If the real figure is Discovered or is automatically
has been Discovered, he can recover his Holoprojector revealed, all Holoecho Markers must be removed,
active status, substituting his miniature with any other placing the real figure in the corresponding location.
of his army. To do that it is necessary to spend 1 Moreover, if a Holoecho receives an impact, or a
Order, provided that he is not in the LoF of any enemy successful attack, it will be deactivated, removing it
miniatures. A figure in TO Camouflage in LoF of a from the battlefield.
miniature that intends to activate the Holoprojector
again will have to reveal himself if he wants to prevent The Holoechoes count as real figures to provide AROs,
the enemy from re-activating this Special Equipment. to draw LoF and to activate enemy weapons or devices
(For example, Mines, E/Maulers…) but as they move as
tHoloprojector L2: Holographic decoys emitter device in a Coordinated Order, they give only 1 ARO to each
which creates multiple images of its user to confuse miniature in LoF.
the enemy, increasing the number of potential targets,
and therefore increasing his survival probabilities. The Holoechoes will always keep the distance
The Holoprojector L2 controls several little swarms of established by the user, so they never will go out of the
nanobots which emit a three-dimensional and semi- Circular Template area.
corporeal image, called a Holoecho, of the user. The Example of Holoprojector use in a shooting: The Fusiliers
Holoecho exactly replicates the physical appearance Angus and Estévez, who are in their reactive turn, see three
and movements of the user. However, the range of the Bashi Bazouks coming. It is Nazim, a veteran Bashi Bazouk
Holoprojector is limited, so the holographic replicas in his active turn, with his Holoprojector L2 activated.
must always stay near the user. This Special Equipment is Trusting in his equipment, Nazim declares Move to get
affected by E/M ammunition. closer to his enemies. Angus and Estévez declare their
In game terms, the Holoprojector L2 allows to the user AROs, but must to choose only one of the Holoechoes
to perform: which are coming towards them. Angus declares he will
shoot at Holoecho 1, and Estévez at Holoecho 2. Nazim
Deployment with Holoechoes: This use is exclusive declares the second Short Skill of his Order, to shoot.
to the Deployment Phase and does not require the As he was hidden behind Holoecho 2, he has to make
spending of any Orders or making of any rolls. The a face to face roll against Estévez, so he focuses all his
miniature is not deployed in the usual way. Instead, a Burst at him. Meanwhile, Angus sees how his shot passes
figure is placed on the table with 2 Holoecho Markers through Nazim´s hologram, which vanishes into thin air. If
Bashi Bazouk Nazim had kept his position, shooting as the ÂMinesweeper: This is a mine detection and deactivation
first Short Skill of the Order, his Holoprojector L2 would device. A figure carrying this Special Equipment can invert
deactivate, giving Angus and Estévez a direct target to the Identify Friend or Foe (IFF) system of enemy Deployable 65
shoot at in a Face to Face roll with their ARO. Example of Weapons [Antipersonnel Mines (Monofilament, Biomines,
Holoprojector against a Template Weapon: Nazim moves Viral Mines…) E/Maulers, CrazyKoalas...] to friendly signal
through a narrow zone with one of his Holoechoes before wavelengths. In combat mine clearance operations, where
him, and the other at his back. However, the first enemy troops may be under enemy fire, the key factor to creating
he faces is Zhao Yi, a Wu Ming armed with a Boarding a safe path is speed. This involves a high level of risk for
Shotgun. When the Wu Ming declares his ARO, he only Minesweeper users. For this reason remote troops usually
can choose 1 target, selecting Holoecho 1 in front of perform these tasks, preserving the lives of trained combat
Nazim, but shooting his Boarding Shotgun with a Teardrop engineers.
Template. Even though the chosen target was not the true To do this, the user moves inside a Deployable Weapon’s
Nazim, he will be required to perform an ARM roll as he is area of effect and, spending 1 Short Skill or ARO, makes a
hit by the blast template of the shot, and Holoecho 1 will Normal WIP Roll. If successful, the weapon will not explode
vanish. and will instead become owned by the Minesweeper’s
Example of Holoprojector against Hacking: The perfidious army, detonating only against troops of its former owner.
Interventor Morgana gets an ARO when a Holoecho Marker If the Minesweeper fails the WIP Roll, the Deployable
of a Knight of the Holy Sepulchre comes into her Zone of Weapon activates, exploding, emitting an E/M pulse or
Control. As this troop is Heavy Infantry, he can be hacked. whatever effect it normally has.
And Morgana, with an evil smile under her data glasses, If the Minesweeper figure is inside the Area of Effect of
declares a Hacking ARO. Morgana gets a success on her various Mines, it only needs one roll to use this device
roll, to find, with great disappointment, that it was only a against all of them. The Minesweeper device can be used
Holoecho, and not the real user of the Holoprojector. The against Mines which have not been previously Discovered.
Holoecho vanishes into thin air, and the Marker is removed It is vulnerable to E/M Special Ammunition. A Minesweeper
from the game table. cannot be used against Deployable Equipment, such as
However, if the Holoecho Marker coming inside Morgana’s Deployable Repeaters. This piece of Equipment cannot be
Zone of Control was Bashi Bazouk Nazim, as he is Light picked up with the Booty Special Skill.
Infantry, Morgana could not hack him. ÂMotorcycle: An individual light vehicle characterized by its
Re-Activate a Holoprojector L2: When a figure has all great speed and manoeuvrability. Dirayat Ind. Motorcycles
his Holoechoes deactivated (The miniature is on the are characterized by their compact stout structure and
game table without any Holoecho Markers around him) engine installed over a monocycle system, stabilized with
he can recover the Holoprojector’s active status. He re- gyroscopes, and equipped with an intelligent suspension
places the Holoecho Markers in base to base contact device that adapts perfectly to the movements of the
and makes note in secret which one is the real user. pilot’s body. The Dirayat Armale (Widow) Military model is
To re-activate the Holoprojector is a Long Skill which the one used by Kum Motorized Troops, although all their
requires to spend 1 Order, provided that the figure is units are customized with slight personal modifications
not in the LoF of any enemy miniatures. A figure in TO made by their pilots.
Camouflage in LoF of a miniature that intends to re- Modern army motorcycles are hybrid offroad multipurpose
activate a Holoprojector will have to reveal himself if he vehicles and adapt themselves to any environment or
wants to prevent his enemy from doing so. situation. In order to reflect this in the game, Motorcycles
ÂKuang shi Control Device: see Control Device can use the Dodge Skill with a –6 MOD. Normally, army
ÂMediKit: This is a wound recovery medical device carried Motorcycles have an integrated Light Grenade Launcher
by all Paramedics. It is used to heal Unconscious miniatures. with Smoke Special Ammunition. Motorcycles are not
The MediKit is the most frequent medical system of nano- susceptible to being hacked, although they are affected
injection on battlefields. There are several syringe models; by E/M Special Ammunition. Motorcycles cannot Overrun.
the most modern being a device with the form of a gun, ÂMultispectral Visor (MSV): This device increases the visual
using a chamber with a magnetic coil. After introducing the capacity of the miniature to track diverse wavelengths. It
nanotreatment cartridge and pulling the electric trigger, has a special ability to detect hidden figures. This Special
the magnetic field accelerator injects at high speed the Equipment device has three levels:
medical nanobots suspended in the cartridge serum. Other t Level 1: This allows the performance of Discovery or
versions of the MediKit are the hypo-spray, with a lower Shoot rolls without having to apply the Modifiers for CH:
speed performance, or the archaic pneumatic pistols. Mimetism, CH: Camouflage and Low Visibility Zones.
Using the MediKit is a Short Skill that requires a PH Roll t Level 2: This allows the performance of Discovery or
with a -3 Modifier by the patient. If he fails his roll, he will Shoot rolls without having to apply any Modifier for any
immediately pass to the Dead state and will be removed level of the Camouflage and Hiding (CH) Special Skill,
from the game table. If he passes the roll, the patient for Optical Disruption Devices (ODD) and Low Visibility
recovers 1 Wound, automatically leaving the Unconscious Zones. Level 2 allows LoF through Zero Visibility Zones
state and contributing his Order again to the Orders and doesn’t apply the –6 Modifier.
Reserve of his army in the next active turn. With a MediKit,
miniatures can be healed from the Unconscious state as t Level 3: This works exactly the same as the previous
many times as necessary, provided they pass their PH-3 levels but will also allow attacks against a Camouflage
Rolls. Human MediKits do not work on Aliens (Assault or a TO Camouflage Marker without having to pass any
Packs, Dog-Warriors, etc.) and vice versa. Discover roll previously. These attacks against a Marker do
not reveal it to the rest of the army. Also, L3 prevents the
use of Combat Camouflage and Combat TO Camouflage which will be to Shoot: the Zhanshi Wen Liu with his Combi
against its user. Rifle, the Hac Tao Wu Shenru with his MULTI Rifle and the
66 Shàng Jí Ren Zhou with his Light Flamethrower. The Gwailo
ÂNanoscreen: The Nanoscreen is a piece of Special
Equipment which is very technologically advanced. An declares the second Short Skill of his Order, Shoot, sharing
extreme level of sophistication is required to achieve the his B of 4 between his three adversaries. The Shasvastii
reaction capacity the minute nanobots display against can only apply the Partial Cover Modifiers provided by
high velocity menaces. However, the energy that must be the Nanoscreen against Wu Shenru and Wen Liu, but not
consumed to stop multiple projectiles in the air suggests against Ren Zhou, because the Fire Special Ammunition
the presence of high performance nanobatteries. These are ignores the Nanoscreen, and makes it deactivate at the
believed to have a remarkable recharge capacity through end of the Order. (See Graphic Example 2). When all dice
rolls has been performed, the Nanoscreen base will be
NT
T
SKILLS and EQUIPMENT
Traditional heavy armour, typical of Ariadna, is not Â360º Visor: The miniature possesses a natural or artificial
powered and only allows a higher protection level to their capacity of seeing his surroundings in 360º. A 360º Visor
possessor. Use of Teseum in these armours helps provide a functions automatically and does not require the spending
good Protection/Weight/Comfort ratio. Traditional armour of an Order to be activated. It allows a LoF of 360º, so the
cannot be hacked and is not affected by E/M Special figure has no blind points and cannot be surprised from
Ammunition. behind.
Special Terrain, independent of their characteristics location. If the reply is a BS attack, or Forward Observer,
(Jungle, thick forest, desert, ice, mountain, tundra, swamp, they must apply not only Distance and Cover Modifiers but
etc.) is defined by one of three categories: the –6 Modifier for the Visibility Zone. So in this case, for a
t%JGmDVMU5FSSBJO Restrictions are applied to MOV of MI, BS combat in, or through, a Zero Visibility Zone there is no
HI, T.A.G.s, REM, Motorcycles and vehicles. These are only Face to Face Roll, just Normal Rolls.
able to move half of their MOV values. In a reactive turn, if any figure with a Special Skill or
t 7FSZ %JGmDVMU 5FSSBJO T.A.G.s, REM, Motorcycles, or Equipment which ignores the blocking of LoF created by
vehicles will not be able to penetrate this terrain, which the Zero Visibility Zone, reacts in ARO with a BS attack
will make impossible any Mechanized Deployment. All or Forward Observer, it can perform a Face to Face Roll
the other troop types, save Skirmishers, will have their two BS attack or Forward Observer skill but does not need
MOV values restricted to half. to apply the Modifier of –6 for the Zero Visibility Zone. If
the opposing figures all have a Special Skill or Equipment
t*NQBTTBCMF5FSSBJO T.A.G.s, REM, Motorcycles, vehicles,
which ignores the blocking of LoF, then they will perform
or MI and HI are not allowed to enter here, which will
Face to Face Rolls.
make impossible any Deployment by Combat Jump and
Mechanized Deployment. All other troop types, including Example: Active Turn of a figure with Multispectral Visor:
Skirmishers, will have their MOV restricted by half. The Intruder Zakalwe, in his active turn, declares a BS
attack at the Fusilier Angus. There is a Smoke Template
Troops trained in specific terrain will suffer fewer Modifiers
in his LoF, considered a Zero Visibility Zone, but Zakalwe,
in those environments. They will act as if in a lower
thanks to his Multispectral Visor L2, can ignore it. This Zero
category of terrain: if it is Impassable terrain they will act
Visibility Zone prevents Angus, who has no Visor, reacting
as if in Very Difficult, or if it is Difficult, they will act as if in
in ARO. Taking advantage of the Zero Visibility Zone,
Normal terrain. It is considered that all Skirmishers receive
allowing him to shoot first, Zakalwe performs 2 BS rolls
more intense special training which enables them to
with his MULTI Sniper Rifle (B2) but only gets one success.
move without any difficulty in any type of terrain, with the
Surprisingly, Angus succeeds at his ARM Roll, so he can
exception of Impassable terrain. Some Medium Infantry and
perform his ARO. Angus declares a BS attack, shooting
other expert troops are specialized in specific terrain while
with his Combi Rifle. Now, since Zakalwe as an Intruder
others receive instruction courses prior to the missions they
has CH: Camouflage, Angus has to add the Camouflage
undertake, allowing them the Multiterrain Special Skill, so
Modifier (BS-3) to the Zero Visibility Zone (-6) and to any
they can choose one type of Special Terrain in which they
Cover and Distance Modifiers.
have been trained before a battle.
Example: Active Turn of two figures with Multispectral Visor:
VISIBILITY CONDITIONS If Zakalwe attacks a Nisse, and not a Fusilier, the situation
Some terrain such as thick bushy forest, very rocky zones, would be quite different. The Nisse has Multispectral
sand or snow storms present many problems to vision and Visor L2 as well, so can react at the same time as Zakalwe,
shooting besides hampering movement. To reflect this, performing a Face to Face Roll. Both must apply the
some special conditions are applied to the game. These Cover and Distance Modifiers, but not the Modifier for
Zones are divided in two categories: Camouflage and Hiding, because they both have the Visor.
t -PX 7JTJCJMJUZ ;POF With this type of terrain any Skill The Nisse does not have to apply the Modifier of –6 for
which requires LoF passing through any of these zones will the Zero Visibility Zone, because his Visor allows to LoF
have a Modifier of –3 to the roll (BS; Discover, Forward through it.
Observer, etc.). Thus, miniatures already possessing the Example: Reactive turn of troop with Multispectral Visor L2:
Camouflage and TO Camouflage Special Skills, or Optical The Fusilier Angus declares a Movement Short Skill, and
Disruptor Device, will have their Modifier increased when part of his move is seen by the Intruder Zakalwe through
discovered and shot at by an additional –3. A Camouflaged a Zero Visibility Zone. Zakalwe declares a BS ARO. Angus
figure in a Low Visibility Zone will have therefore have a declares the second Short Skill of his Order, which is a BS
Modifier to hit of –6 instead of the usual –3, while a TO attack at Zakalwe. Both have to perform a Face to Face
Camouflaged figure will have a Modifier of –9 instead of Roll, but Angus, not having a Multispectral Visor, must add
the usual –6. Landing with AD: Combat Jump will not be the Zero Visibility Zone Modifier of –6 to the Distance and
possible into these areas. (See Graphic 25). the CH: Camouflage Modifiers.
t;FSP7JTJCJMJUZ;POF With this Visibility Zone category, Possessing the Terrain or Multiterrain Special Skill does not
there is no LoF. Only those Skills that don’t require LoF, or eliminate the Visibility Modifiers of any given Zone.
those that need to be in base contact can be used inside
a Zero Visibility Zone. Moreover, AD: Combat Jump will
be impossible in these Zones. However, it is allowed to
GENERAL TYPES OF SPECIAL TERRAIN
Aquatic Terrain: This is an environment where water is
the dominant medium. Submarine scenarios, seas, lakes,
69
rivers, marshes, mangrove swamps (jungles covered by
water), etc.
Desert Terrain: A terrain where heat and sand prevail.
Game Zones with Desert Terrain could be dune deserts,
stony areas, desolate savannas, etc.
Mountain Terrain: This encompasses zones at great
height over the sea level, with rocky formations and little
vegetation, and those territories typical of artic and sub
artic regions. Mountain Terrains are the high, medium
and low peaks, defiles, fjords, rocky slopes, ice and snow
plains, tundra, etc.
Jungle Terrain: These characterize very solid woods. Rain
forests, jungles, thick forests, groves, etc.
Zero-G Terrain: This is where gravity force is very weak
or nonexistent, requiring a different sense of direction and
movement. Zero-G Terrain includes zones with atmosphere
and pressure and also exterior vacuum. Possible Zero-G
scenarios would be freight zones of great spacecrafts, the
exterior rings of space or orbital bases, the corridors of
spaceships or bases with disabled artificial gravity, etc.
DAMAGING SCENERY
A piece of scenery can be targeted if its profile of ARM
and STR has been determined and if there is a previous
consensus between players. If no agreement is reached,
that scenery piece cannot be eligible as a target.
If when performing an attack against a piece of scenery
with a template weapon, a missile launcher for example,
any enemy figure has been affected by the area effect of
the weapon, the Speculative Shot Modifier (BS-6) must be
applied.
It is not allowed to shoot at a scenery piece if the Template
affects allied troops, neither can this be done if the
Template affects camouflaged enemy troops unless there
are any other enemy figures inside the area of effect.
Remember that structures can only be harmed by DA and
Explosive (EXP) Special Ammunition.
Civilians subtracted from those Victory Points gained by causing
Civvies are non-combatant figures that, during the game, casualties to the enemy. If, at the end of the battle, that
70 player has 180 Victory Points from causing casualties to
can be moved by one or more players. They lack Orders or
an Order Reserve of their own. They are miniatures that do his adversary, he must subtract those 60 points for killing
not have an active turn, and are always reactive in the turns Civilians. Therefore, his final Victory Point total will be only
of all players. Civvies only react in base to base contact 120.
(See below) unless the scenario states otherwise. Civvies If a player has a 100 point army, and kills 1 Civilian, then he
can be Neutrals or Hostiles. The Hostile civvies will have would suffer a penalty of 20 Victory Points from any gained
a Hostile Marker (HOSTILE). Those civvies marked this through causing casualties.
way will be considered Hostiles for all players, unless the Civvies can activate Deployable Weapons and Equipment
D
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THE BATTLEFIELD
scenario states otherwise. Civvies can be synchronized with (Mines, E/ Maulers, CrazyKoalas...) but the player must
a player’s troops to move them through the battlefield. To remember that if he allows them to activate and they die,
do this, it is required that a trooper be in base contact with he will suffer a penalty. The use of Civvies as human shields
the Civilian, and, after spending 1 Short Skill, succeed at will be punished as well, applying the same penalty even if
a Modified Normal WIP-3 Roll. If this is successful, the they are not killed.
Civilian is synchronized with the trooper, applying the rules
of G: Synchronized to move with him (Replacing the word
“Remote” by “Civilian”).
The exceptions applied to Civvies regarding the G:
Synchronized rule are that, once synchronized, they never
perform attacks, and they do not have G: Remote Presence.
However, if the trooper fails the roll, the Civilian will flee
in panic,
disengaging automatically from CC and moving 2 inches.
To determine in which direction the Civilian moves it is
necessary to apply the Dispersion rule. The centre of the
Circular Template will be placed over where the Civilian is,
with the number 1 pointing at the centre of the game table
and the second digit of the failed roll indicating where the
figure will move to. Civvies cannot be synchronized with
Remotes and Impetuous figures.
A figure only can synchronize with those Civvies not
already synchronized and those Immobilized because
their synchronization has been broken (Because their
Controllers are Unconscious, dead, hacked, affected by
E/M Ammunition or have turned Impetuous by Frenzy,
Inspiring Leadership…).
The maximum number of civvies a figure can have
synchronized at the same time is 2.
If the Civilian is Hostile (HOSTILE), it is necessary to succeed
at a Normal WIP-6 Roll to synchronize it. If the roll is failed,
then the Civilian will attack automatically, performing a
Normal CC Roll, applying Damage PH- 2, if he is successful.
This roll can be made by an opposing player. In some
scenarios, Hostile civvies can be mixed with Neutral ones,
being indistinguishable from them. In such cases, when in
base contact with a Civilian, it is necessary to roll 1d20 on
the following table, to know which category he belongs
to. Once the roll is made, the Modifier to synchronize the
Civilian will be known, and the Hostile Marker (HOSTILE)
will be placed if necessary. The chart can vary depending
on the scenario.
DEPLOYMENT
If the player takes the Deployment option, then he chooses
which side of the battlefield he will deploy his troops to
and then chooses which player deploys first.
Each player can place a single figure in reserve while
deploying. This miniature is placed after his opponent’s
initial deployment (If placing first) or after the opponent
has placed their reserve miniature (If placing second).
Victory Conditions
74 A battle is fought at as many points of army as previously
decided. For instance, between 150 and 300 army points,
battles at 150 points are going to be more or less short
and battles over 300 points are going to be longer. Army
points are important to calculate the Availability of Support
Weapons and the percentage of figures required to cause
Retreat!
The battle will be over when one of the two armies disbands
(After losing more than 60% of their army points) and runs
E
ME
PLAYING the GAME
Speculative: 38 ÂMultiterrain: 43