1 ENTER THE INFINITY UNIVERSE - Corvus Belli

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ENTER THE INFINITY UNIVERSE1

IT IS ONE HUNDRED AND EIGHTY YEARS INTO THE FUTURE. THE STAR SYSTEMS COLONIZED BY HUMANITY,COLLECTIVELY CALLED THE HUMAN SPHERE, HAVE BEEN CLAIMED BY MASSIVE INTERSTELLARNATIONS WHO TRADE COVERT BLOWS IN SECRET WARS TO CONTROL THE DELICATE BALANCE OFPOWER. BUT AN ALIEN THREAT FROM THE GREAT BEYOND THREATENS TO CHANGE EVERYTHING The main human nations—PanOceania, theultramodern Hyperpower; Yu Jing, its advancedcompetitor, born of Asia; the Nomads, anarchisticspace wanderers and Ariadna, tough colonistsstranded on a hostile world —led by O-12,the international organization that replacedthe UN, must join forces to fight the outsidermenace of the Combined Army and its masterthe EI, an alien artificial intelligence thatplans to integrate the Human Sphere into itsimmense, all-devouring galactic empire.Will they be able to put their differencesaside, or will their infighting be their undoingat the hands of the alien invaders?Infinity CodeOne is a tabletop wargame that uses 28mm metal miniatures to create skirmishes in a hi-techsci-fi setting influenced by manga aesthetics—anexciting, action-packed vision of the near future wherespecial operations determine the fate of Humanity.2Infinity CodeOne will present you with non-stopchallenges that will test all of your tactical skills. Todefeat your opponent, you will need to take advantageof your environment, employ your troops’ manyabilities, exploit your enemies’ weaknesses, andmeet your mission parameters before it is too late.PANOCEANIAPanOceania is the number one,the greatest power in the HumanSphere. It has the most planets, thehealthiest economy and the mostadvanced technology. PanOceania is atrue melting pot of cultures that, withtheir pragmatic and generous character, considerthemselves the defenders of the Western traditions ofdemocracy and welfare. Nomads are a proud peoplewho might come across as slightly conceited with theirconstant reminders of the technological superiorityof their society, and particularly their army.

QUICK START RULESYU JINGO-12PanOceania’s challenger, its perpetualopponent, the other great power, isYu Jing (pronounced you cheeng),the Asian giant. The whole of theFar East, united under the banner ofwhat was once China, has producedan integrated, but heterogeneous, oriental culture.Equipped with a blooming industrial sector, stateof-the-art technology and astounding economicgrowth, Yu Jing is ready and willing to demandthe dominant position to which it feels entitled.O-12 is aninternationalrepresentationaland governing body,evolved from the UN,but with greater action anddecision-making power. Endowed witha tactical police branch, Bureau Aegis,O-12 is the arbiter, judge, and jury ofthe Human Sphere. Its mission is toprotect the whole of Humanity andstrive for its stability and progress.COMBINED ARMYAnd whilst Humanity keepsmindlessly devouring itself, a newthreat—perhaps more terrible thanany before—has planted a bridgeheadin the Human Sphere. A CombinedArmy of several alien races, under theorders of the Evolved Intelligence, an ancient supremeintellect with hegemonic intentions towards alllife forms that cross its path.3

4ARIADNANOMADSA human colony lost in an isolatedstar system. Left to their owndevices on a hostile, resource-poorplanet, endurance and mettlehad to make up for the lack ofstate-of-the-art technology. Cossack,American, French and Scottish fought each otherand they all fought the planet, and from all thisfighting emerged Ariadna, where only the toughestsurvive. Welcome to Ariadna. Welcome to Hell.The Nomad Nation is a coalitionof three colossal ships whoseinhabitants, dissatisfiedwith a society run by facelessmacroeconomic interests and the AIALEPH, decided to break away and createtheir own societies in space, moving betweensystems and trading with the locals. Tunguskalives off the traffic and storage of information;Corregidor offers skilled labor at competitiveprices, and Bakunin specializes in all that is exotic,illegal or both, from fashion to nanoengineering.

QUICK START RULES ISC: Corregidor AlguacilesMOV4-4CC14BS11PH10WIP ARM BTS1013W1S2AVA- BS Weapon: Combi RifleQUICK START RULESThese rules are a streamlined and simplified versionof the Infinity CodeOne game system that will allowyou to easily understand the basics of this game.Once you have played them, you will know thebasic game mechanics and it will then be veryeasy for you to access the complete rules. With thecomplete ruleset you will have a greater varietyof tactical and gaming possibilities, and you canenjoy Infinity CodeOne in its totality. Connectto infinitytheuniverse.com to know more!OBJECTIVE ANDGAME SUMMARYInfinity CodeOne is a competitive game that pitstwo rival armies against each other in a struggleto complete a series of tactical objectives. Thegame has a duration of 3 rounds, or ends when allof one player’s Troopers have been eliminated.UNIT PROFILEDESCRIPTIONAttributes are a series of numeric values that describethe basic capabilities of Troopers. In game terms,these are used to make Rolls and calculate the successor failure of attempted actions made by Troopers.UNIT PROFILEDESCRIPTIONThe main Attributes are as follows: MOVEMENT (MOV)The number of inches this Trooper can movewith an Order. The MOV Attribute usually has twovalues: the first time the Trooper moves in anOrder, and the second. BALLISTIC SKILLS (BS)This conveys the Trooper’s prowess in rangedcombat.WHAT YOU NEEDTo play Infinity CodeOne you will need thefollowing things: A measuring tape of at least 48 inches. Some 20-sided dice (d20). 6 Infinity CodeOne models to representthe 3 Troopers of both players. Scenery. At least 4 big elementsand 10 small items. A 24 x 32 inch gaming table. Unconscious State Tokens and Order Tokens.All of them are included in the Infinity CodeOneBattle Packs and are also all available forfree on the Download section of the officialInfinity website at: Infinitytheuniverse.com. PHYSIQUE (PH)This represents all physical skills, such asstrength, dexterity, throwing, dodging. ARMOR (ARM)This is a numeric value for the Trooper’s overallarmor. The higher the value, the heavier and moreeffective the armor is in reducing the damage ofenemy weapons. WOUNDS (W)This represents the physical endurance of theTrooper, and how much punishment it canwithstand before losing consciousness or dying.5

ISC: RokotsMOV4-4CC14BS10PH11WIP ARM BTS1310W1S2AVA- BS Weapon: RifleDISTANCES ANDMEASUREMENTSLINE OF FIRE (LOF)When measuring the distance between twoTroopers, players must measure betweenthe closest parts of their bases.To determine what is the distance betweentwo objects or scenery items, players mustmeasure a straight line between them.When moving Troopers around the battlefield,players must measure the complete route(including, for example, any detour to avoidobstacles) and must always use the samepart of the base for their measurements.Line of Fire (LoF) is the criterion by which playersdetermine whether a Trooper can see its target.For a Trooper to be able to draw LoF to its target, it mustmeet these conditions: The target must be totally or partially within theTrooper’s front 180º arc. The Trooper must be able to see part of the volume ofits target, with a minimum size of 3x3mm. LoF can be drawn from the Trooper to any point in thetarget’s volume without being obstructed by any piecesof scenery or Troopers (friendly or enemy).TYPES OF ROLLAND SUCCESS VALUE6IInfinity CodeOne’s game mechanics revolve aroundtwo types of d20 rolls: Normal Rolls (this roll is usedwhen a Trooper is not facing off against an enemy) andFace to Face Rolls (when two or more Troopers act atthe same time to try to thwart each other’s progress).The Success Value (SV) is the numeric valueresulting from applying any applicable Modifiersto the Attribute being used for the Skill. To findout if a Skill has succeeded, a d20 is rolled andthe result is compared to the Success Value.

QUICK START RULESGULADREERSTRUCTURE OF AN ORDERRR OENTIREORDERSKILLAny result that is equal or less than the SuccessValue means that the Skill was successful.To resolve a Face to Face Roll, compare the twoTroopers’ successful Rolls. Any success thatis lower than the opponent’s is cancelled. Ifthe highest successes are tied, all successesin the Face to Face Roll are cancelled.GAME SEQUENCEGAME SEQUENCEPLAYER 1TURNSHORTMOVEMENTSKILLSHORTMOVEMENTSKILL SHORTMOVEMENTSKILLSHORT SKILLTROOPER ACTIVATIONThe expenditure of an Order allows theactivated Trooper to declare one of thefollowing combinations of Skills: Any one Short Movement Skill plus any one ShortMovement Skill. Any one Short Movement Skill plus any one ShortSkill (and vice versa).There is no limit to the number of times Orders canactivate the same Trooper during its Active Turn.PLAYER 2TURNEach Player Turn is divided into these steps: 1. Start of the Turn: Tactical Phase 1.1 Order CountFor each Trooper deployed on the table that is notin a Null state (Unconscious, Dead ), the ActivePlayer adds one Regular Order to his Order Pool. 2. Order PhaseThis is the main phase of the Player Turn, when theActive Player gets to use his Order Pool to activateher Troopers. 3. States PhaseOnce the Active Player runs out of Orders, or decidesnot to use the remaining ones, both players willcarry out any checks for those States or Skills thatrequire it. 4. End of the TurnOnce all checks are made, the Active Player’s Turnends.IMPORTANT:Even though they are declared one after theother, both Skills in a single Order are performedsimultaneously. For example, if you declare Moveplus BS Attack, you can make the BS Attack atany point during the declared movement route,and not necessarily at the end of that route.ARO: AUTOMATICREACTION ORDERThanks to the Automatic Reaction Order(ARO) mechanic, the action and decisionmaking never stops. Even during theiropponent’s Active Turn, a player’s Trooperscan react each time the opponent activatesone of his Troopers with an Order.There is no limit to the number ofTroopers that can react to the activationof a single enemy Trooper.The ARO declarations of the Reactive Player’sTroopers are considered valid when an enemyTrooper activates within its Line of Fire (LoF).7

ALL AT ONCEIn Infinity CodeOne, Orders and AROs aresimultaneous regardless of the Skills declared.ORDER EXPENDITURESEQUENCE 1 . The Active Player declares which Trooper willactivate. 1.1 The Active Player removes from the tablethe Order he uses to activate the Trooper. 1.2 The Active Player declares the first ShortSkill of the Order he wants to use. If movementsare declared, the player measures where theTrooper can move and places the Trooper at thefinal point of its movement. 2 . The Reactive Player checks Lines of Fire to theActive Trooper, and declares AROs. Troopers arenot forced to declare the AROs, but if a Trooper candeclare an ARO and fails to do so, the chance todeclare an ARO is lost. 3 . The Active Player declares the second ShortSkill of the Order, if applicable. If movements aredeclared, the player measures where the Troopercan move and places the Trooper at the final pointof its movement. 4 . The Reactive Player checks Lines of Fire to theActive Trooper, and can declare any new AROsthat are available. 5. Resolution: Check that the declared Skillsmeet their respective Requirements, measure alldistances, determine MODs (Cover and Range),and both players make Rolls. 5.1 Effects: Players apply all effects ofsuccessful Skills. 5.2 Conclusion: End of the Order.8COMMON SKILLSCommon Skills can be employed by any Trooper. Themain Common Skills are Move, BS Attack and Dodge.MOVESHORT MOVEMENT SKILLrequirements The Trooper’s base must always be in contact withthe surface on which they intend to move and thespace they move through must be equal or largerthan the half their base.effects By declaring Move, the user may move up to the firstvalue of his MOV Attribute in inches. If the user declares Move again with the second ShortSkill of the same Order, he may then move up to thesecond value of his MOV Attribute in inches. Once declared, Troopers always reach the end oftheir Movement, even if they fall into a Null state(Unconscious, Dead ).BS ATTACKSHORT SKILL / AROrequirements It is mandatory to have a BS Weapon and be able todraw Line of Fire (LoF) to the target of the BS Attack. Not be in base contact with any enemy Trooper,unless they are in a Null state (Unconscious, Dead ).effects The user employs his BS Attribute to fire upon oneor more enemies. If the attacker has more than one target and a BSWeapon, he must distribute his attacks as part of theBS Attack declaration. All shots must be declared from the same point.Before making a BS Attack Roll, the distancebetween the Trooper and their target must bemeasured and the corresponding Modifiers to theBS Attribute (Range and Cover) must be applied.The Active Player rolls as many d20 as their CombiRifle’s Burst (B) value indicates, while the ReactivePlayer’s Burst (B) is always reduced to 1.

QUICK START RULESCOMBI RIFLECOMBI RIFLECombi RifleTraits:Combi RifleTraits:Damage: 13B: 3Damage: 13B: 3Ammo: NSaving Roll Attribute: ARMAmmo: N8”016” 3RANGE MODIFIERS32”48”-3-696”RANGE16” 3Saving Roll Attribute: ARMRANGE MODIFIERS32”48”-3-6DODGECOMBI Rifle have the following values:SHORT SKILL / ARO If the distance between the Trooper and the Targetranges from 0 to 16 inches, the Trooper has a 3 MOD totheir BS Attack Roll due to distance. If the distance is greater than 16 inches and equal orlesser than 32 inches, the Trooper has a -3 MOD to theirBS Attack Roll due to distance. If the distance is greater than 32 inches and equal orlesser than 48 inches, the Trooper has a -6 MOD to theirBS Attack Roll due to distance. BS Attacks automatically fail if the distance isgreater than 48 inches.requirementsCOVERA Troop is in Partial Cover when it is in contact witha scenery element that partially obscures a fullview of the Trooper being targeted by a BS Attack.If the target is in Partial Cover, the attacker will apply a-3 MOD to their BS Attack Roll and the BS Attack’s targetreduces the Attack’s Damage by 3 for Saving Roll purposes.96” The Trooper must be in base contact or have LoF toan enemy Trooper.effects When declaring Dodge, the Troop performs a PH Rollto avoid suffering a Attack. Dodge allows the user to move up to 2 inches, duringthe 5.1. Effects step of the Order Expenditure Sequence,if the Roll is successful.ARMOR AND DAMAGEDamage is the capacity of a weapon to harm or impairits target in any way. However, this Damage is notusually applied to the target as is. Targets often havethe right to a Saving Roll that determines if theirArmor (ARM) protects them from said Damage.To measure an Attack’s Damage, the playermust subtract from the Weapon’s Damage: The target’s ARM Attribute. The (-3) MOD due to Partial Cover, if applicable.If the final result is equal to or lower than the Damagevalue of the Attack, the impact is successful, whenthis happens, the most common consequence isthe loss of one point from the target’s Wounds.9

If the final result is higher than the Damage valueof the Attack, the target receives no Damage andsuffers no alteration to its Attribute profile or its state.If the value of the Wounds Attribute of a Trooper reaches0, then that Trooper enters Unconscious State. However,if the Wounds Attribute falls below 0, the Trooperenters the Dead state and is removed from the game.INITIATIVE ANDDEPLOYMENT ROLLBefore the game begins, players make a Face toFace Roll using their respective Lieutenant’s WIPAttributes (select one Alguacil and one Rokotsrespectively). So, both players roll a D20 andcompare their results and the one with the higherresult (that does not exceed their Lieutenant’s WIPAttribute) is the winner of the Initiative Roll.DEPLOYMENT RULESTo deploy your Troopers on the table, follow these rules: The base of each Trooper must be entirely within theDeployment Zone. Troopers cannot deploy in a location without enoughspace to fit their entire base.GAME ROUND EXAMPLEBoth players secretly pick one of their 3Troopers as Lieutenant and make the InitiativeRoll between their Lieutenants’ WIP.The winner of the Initiative Roll can choosebetween keeping Deployment and keepingInitiative. Whichever option the winnerdeclined goes to the other player.KEEPING INITIATIVEThe player who kept Initiative gets to choose whichplayer has the first Player Turn and which playerhas the second Player Turn in each Game Round.This order is maintained throughout the game.KEEPING DEPLOYMENTThe player who kept Deployment gets to choose whodeploys first, and in which Deployment Zone.Both players will deploy on opposite endsof the game table, in a Deployment Zone8 inches deep and 24 inches wide.The Deployment Phase is divided into the following steps: Player One Deployment. Player Two Deployment.10The Ariadna Player wins the Initiative Roll anddecides to keep the Initiative (to be Player 1) and beginfirst. The Nomad Player (Player 2) therefore decidesthat Ariadna should deploy their Troopers first. TheAriadna Player decides to place them as indicatedin the map. Next, the Nomad Player does the same,knowing Ariadna’s starting positions in advance.

QUICK START RULES1. Start of the Turn: Tactical PhaseOrder Count: having 3 available Rokots deployed,Player 1 places 3 Orders on the table.2. Order Phase:In the Resolution of the Order, the Players measurethe distance, 15 inches and 12 inches respectively, sothey will have a 3 MOD due to range, that will becompensated by the -3 MOD due to all the Troopersbeing in Cover.In this case, the Success Value will therefore be: Ariadna: BS 10 , 3 due to Range, -3 due toCover. SV 10. Nomads: BS 11 , 3 due to Range, -3 due toCover. SV 11 for both Troopers that declaredan ARO.Player 1 declares who is the Active Trooper,removes the Order from the table and declares thefirst Short Skill: Move.Player 2 does not declare any AROs because thebuildings cover the Ariadna Trooper’s advance.For the second Skill of the Order, Player 1 declaresMove once again and moves 4 inches. Again, thereare no AROs.With the second Order, Player 1 declares Move yetagain, reaching the corner of the building, andstaying in cover. Player 2 declares the ARO BSAttack with the two Troopers that now have LOF.Player 1 also declares BS Attack and distributestheir Rifle’s B3 (2 dice against one target and 1 dieagainst the other).When comparing the results of both Face to FaceRolls, it turns out that the 14 is a miss and the 7 is thehigher value, thus winning the roll.In the other Face to Face Roll, the two 8s are a tie, andboth are cancelled.As the 7 is a winning roll, Player 2 will haveto make a Saving Roll: Attack Damage 9 (13weapon damage, -3 due to Cover, -1 ARM). Anyresult that is equal to or less than 9 will implythe loss of one Wound. Player 2 rolls the die andobtains a 7, so their Trooper falls Unconscious.(See image 1)With their last Order, Player 1 decides to declareMove from one blast barrier to the next. Player2 declares BS Attack as their Trooper’s ARO andPlayer 1 declares Dodge as their second Skill.SV are calculated for the Face to Face Roll. Ariadna: Dodge with PH 11. SV 11. Nomads: BS 11, -3 due to Range (18 inches)and no negative MOD due to Cover, since theydecided to shoot at the enemy before theyreached the second blast barrier. SV 8They roll the Dice and the results are: Ariadna: 7. Nomads: 6.11

IMAGE 1IMAGE 2Both Players Rolls are successful, but theAriadna Player’s higher value prevails. Nowthe Ariadna Player may move up to 2 inchesduring step 5.1. Effects of the Order ExpenditureSequence, without generating AROs.(See image 2)123. States PhaseOnce the Active Player has spent all their Orders,both Players make whatever checks are requiredby States or Skills. In this case, no check is made.4. End of the Turn.Now, the first Active Turn of Player 2 begins.Given that one of their three Alguaciles isUnconscious, Player 2 has only 2 Orders.Remember that Troopers in Unconscious Statedo not add Orders to the Player’s Order Pool.The end of Player 2’s Active Turn will alsomark the end of Round 1 and the beginningof Round 2, with Player 1 as Active Player,and so on until all of the Players’ Troopershave been eliminated, or Round 3 ends.After this introduction, you’re nowready for your first game!!

QUICK START RULESPlay Infinity CodeOne!The perfectentry into theInfinity Universe.It is the same Infinity experience, butfaster and condensed: a streamlinedversion with the same dynamic spirit.It’s always your turn in Infinity CodeOne. React to youropponents in real time.Scaleable: play on different sized boards.Played with the best miniatures on the com13

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sci-fi setting influenced by manga aesthetics—an exciting, action-packed vision of the near future where special operations determine the fate of Humanity. IT IS ONE HUNDRED AND EIGHTY YEARS INTO THE FUTURE. THE STAR SYSTEMS COLONIZED BY HUMANITY, COLLECTIVELY CALLED THE HUMAN SPHERE, HAVE BEEN CLAIMED BY MASSIVE INTERSTELLAR