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Innity - www.innitythegame.

com
Innity rule text and images by Corvus Belli
UNOFFICIAL INFINITY RULEBOOK RE-EDIT
2.3 inc. Human Sphere
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Contents
Introduction 3
Innity, a science ction miniatures combat game 3
MINIATURE SCALE AND REPRESENTATION 3
DISTANCES AND MEASURES 3
EQUIPMENT REQUIRED TO BEGIN PLAYING 3
PRACTICAL ADVICE AND CORE CONCEPTS 3
THE TROOPS 4
Types of Units 4
ISC (INTERNATIONAL STANDARD CODE) 4
Troop Classication 4
Attributes 4
Characteristics 4
BACK-UP 5
INSTRUCTION 5
FURY 5
Turns and Orders 6
Player turns and Game turns 6
Orders and the Orders Reserve 6
THE ORDERS RESERVE 6
TYPES OF SKILLS 7
Automatic Reaction Order (Aro) 7
ORDER SPENDING AND ARO PROCEDURES 7
Coordinated Orders. 8
Impetuous Orders. 9
Dice Rolls 9
Types of Dice Rolls 9
NORMAL DICE ROLL 9
FACE TO FACE ROLL 10
Combat 11
Line of Fire (LoF) 11
Zone of Control (ZC) 11
Ranged Combat 11
SUMMARY OF BALLISTIC SKILLS 11
COVER. 12
Types of Weapons. 12
Close Combat (CC) 14
CLOSE COMBAT SUMMARY 14
Getting Hit and Damage 15
DAMAGE 15
GUTS ROLL 16
UNCONSCIOUSNESS 16
DEATH 16
Structures 16
Morale And Leadership 16
RECOVERING LEADERSHIP 17
Combat Example 17
Advanced Combat (Hacking) 18
OTHER FUNCTIONS OF HACKING DEVICES 19
Skills and Equipment. 20
Skills 20
COMMON SKILLS 20
SPECIAL SKILLS 21
Weapons and Equipment 32
LIMITED OR DISPOSABLE WEAPONS AND
EQUIPMENT 32
Weaponry 32
COMBI AND MULTI WEAPONRY 32
Types Of Ammunition. 32
Weapon Types 35
Equipment 41
The Battleeld 46
Terrain Types 46
MOVEMENT DIFFICULTIES 46
VISIBILITY CONDITIONS 46
GENERAL TYPES OF SPECIAL TERRAIN 47
SPECIFIC EXAMPLES OF TERRAIN 47
Playing the game 48
How to organize an army 48
AVAILABILTY 48
SUPPORT WEAPONS COST (SWC) 48
LIEUTENANT 48
COMBAT GROUPS 48
Setting up the Game 49
How to organize a battleeld 49
DEPLOYMENT ZONES 49
DEPLOYMENT AND INITIATIVE 49
DEPLOYMENT 49
INITIATIVE 49
Victory Conditions 49
3
Preface
What is Innity ?
Innity is a skirmish scale wargame by Corvus Belli. It has brilliant
miniatures and a fast action-based ruleset set against a science ction
background that sucessfully blends high-science, anime styling and
gritty alien incursion.
At the time of writing, the Innity rulebook is the rst English revision
(i.e. its second rulebook edition). The Innity 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 Innity are available on the games'
website (www.innitythegame.com).
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Introduction
Innity, a science ction miniatures
combat game
Innity is a miniatures game that simulates futuristic
combat in a sci- environment. Innity recreates fast, lethal
and high-risk Direct Action operations: missions occurring
right in the thick of battle, or behind enemy lines in critical
hot spots. Players command a small group of elite soldiers,
carefully chosen for their suitability to the battleeld
conditions. In this way, a forces composition will vary
according to the mission, as every assignment will demand
a different array of soldiers trained in different skills and
belonging to different regiments or units.
Innity is an innovative, exciting and entertaining game
system that allows simultaneous participation of all players
involved. Being realistic and exible, Innity encompasses
a wide range of strategies and tactical manoeuvres.
The tactical possibilities of Innity are vast and can give rise
to unusual situations not covered by the Rulebook. In such
cases, we suggest you go to the Innity web page and
log on to the forum at www.innitythegame.com. Here you
are likely to nd answers to most questions you have and
clarication for any rules you are unsure of.
If no clear situation can be found after considerable
searching, we suggest players roll a die each and take the
suggestion of whoever rolls highest.
MINIATURE SCALE AND REPRESENTATION
Each miniature represents a soldier, creature or robot able
to move and act independently. The term miniature refers
to a gure, xed to a circular base, whose appearance
varies according to the type of trooper represented. The
cost in game points of every miniature changes according
to its combat capacity, weaponry and equipment.
A miniatures size is expressed by its height in millimetres.
The most common size is 28 millimetres, representing the
average height of a man. Figures larger or smaller than this
are scaled up or down accordingly. For a more enjoyable
game, gures should be properly painted and equipped to
faithfully represent the troops involved.
A table or any at surface is needed to represent the
battleeld and different elements are required to function
as scenery and obstacles.
DISTANCES AND MEASURES
Distances in the game table are measured in inches, using a
tape measure or ruler. To determine the distance between
two objects, measure the shorter distance between them
using the centre of a miniatures base as a reference point.
Distances used for movement, shooting, etc. are measured
in the same way every time a miniature acts. When
measuring any movement made by a miniature, the entire
route travelled must be taken into account (For instance,
if a miniature has to avoid certain obstacles by taking a
detour, this must be included in the measure taken). If a
gure wants to shoot, a straight line is measured between
the centre of the gures base and that of its target to
determine the distance that separates them. (See Graphic
1).
EQUIPMENT REQUIRED TO BEGIN PLAYING
20 sided dice (d20). Ar leosr one, prelero6ly more.
nlniry miniorures.
A ro6le ro represenr r|e 6orrleleld.
Templores (Circulor, Lorge Teordrop Templore, Smoll
Teardrop Template).
Mor|ers: Comouloge (CAM), Deployo6le Repeorer
Marker (REPEATER), Disabled (DIS), E/Mauler (E/Mauler),
Immobilized (IMM), Impersonation (IMP-1 and IMP-2),
Mines (MINES), Possessed (POS), Prone (PRONE) Spawn-
Embryo (SPAWN-EMBRYO), Suppression Fire (SUP FIRE),
Thermo-Optical Camouage (TO CAMO), and Wound
(WOUND).
Scenery elemenrs, monulocrured or improvised, 6ur o lor
of them. Innity is a game that benets from extensive use
of scenery.
Tope meosure (T|e ideol oprion, 6ur ony ruler will do).
Rule6oo|, Army lisrs, Weopon To6les.
PRACTICAL ADVICE AND CORE CONCEPTS
Army Lists: Army Lists are hidden. A player has to identify
each troop during the Deployment, but he does not have
to tell to his adversary which troops are those deployed
as a Marker and not with a gure, neither does he say
who is his Lieutenant or if he has any troops with Hidden
Deployment or Airborne Deployment.
Measuring: It is not allowed to pre-measure before
declaring an Order/ Short Skill/ ARO except if all the
players, for some specic situation during the game,
decide to the contrary.
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).
Orders: A 10 sided die can be used to count the orders left
for each Combat Group in an :army.
Range 10cm/4
Move 10cm/4
Measuring Distances
5
THE TROOPS
Types of Units
A Unit is a group of soldiers belonging to the same army.
These soldiers (Fusiliers, Zhanshi, Hellcats, etc.) have
undergone the same type of training and possess similar
Attributes, Skills, weaponry and basic equipment.
ISC (INTERNATIONAL STANDARD CODE)
All units have their own combat record and reputation
associated with them. In some cases, their name is an
international term known in all the Human Sphere (Line
Kazaks or Bagh-Mari, for example), and in other cases
a term which is translated in the different languages of
the Sphere (Orc Troops or Invincibles). To avoid mistakes
and confusion, O-12 has laid down an international
nomenclature, known as ISC (International Standard
Code), used for reports and intelligence analysis. The ISC
will appear in the army lists, in title headlines, in blister
holocards and in miniatures boxes.
Light Infantry (LI): The common backbone of every army.
These are fast troops, with limited armour but a good
number of Support Weapons.
Medium Infantry (MI): Special Forces. Better trained and
equipped, these are experts in special combat tactics and
techniques.
Heavy Infantry (HI): Outtted with heavy armour, standard
or powered, and able to resist enemy re but slower than
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 repower and movement.
Skirmishers (SK): These are light Special Forces, specically
trained in stealth and inltration.
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 battleeld to be deployed, but they keep
acting normally even if this dies.
Special Units: Any units not falling under the above
categories.
Troop Classication
This indicates the character and background of the troops
and their function in the army.
Garrison Troops: These troops have lower quality training
and full support and rear guard tasks.
Line Troops: The most common troops. These form the
main body of most armies.
Specially Trained Troops: Soldiers that have undergone
special training to accomplish specic battleeld missions.
Veteran Troops: These are experienced troops who have
participated in other campaigns. They are experienced
and have acquired a good reputation.
Elite Troops: Special Forces. Committed to special
operations, these troops possess the best training and
equipment.
Headquarters Troops: The nest elite troops, only
deployed in exceptional cases.
Mechanized Troops: These possess mechanical assets that
range from T.A.Gs to any other form of armoured vehicle.
Support Troops: Generic term referring to troops that
full certain support purposes in combat, i.e., medics,
mechanics...
Mercenary Troops: Professional soldiers who rent their
services to the highest bidder. These can be added to
a regular army according to the rules for mercenaries
detailed below.
Troop Statistics
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Attributes
Attributes describe a series of values dening the
basic features common to all gures. These are used
to accomplish different dice rolls and calculations that
determine the success or failure of actions taken by the
miniatures in the game. The Attributes are as follows:
MOV (Movement): MOV indicates the average distance in
inches that a gure usually covers.
Inches
(1stMOV//2nd MOV)
Example
20-20 Light Vehicle
20-15 Motorcycle
15-15 Antipodes, Heavy Vehicle
15-10 T.A.G.s and REM
10-10 LI, SK, WB
10-5 MI, HI
5-5 Minimum Movement
CC (Close Combat): CC is the aptitude of a miniature for
hand-to hand combat.
BS (Ballistic Skills): BS indicates the skill of a miniature in
ghting with ranged rearms.
PH (Physique): Covers all physical skills of a miniature
(For example Strength, Dexterity, Thrown Weapons or
Dodging). A miniature possessing a PH superior to that of
another gure will be able to carry him on his shoulders.
WIP (Will Power): Will Power encompasses all the mental
skills of a miniature (For example, Discover, Doctor or
Hacking)
ARM (Armour): ARM reects the type of armour a gure
is equipped with. The higher the ARM value, the heavier
the armour is and less damage will be taken from enemy
weapons.
BTS (Biotechnological Shield): Provides a gure with
protection against NBCH (Nuclear, Biological, Chemical)
damage as well as Nanotechnologic, Electromagnetic, and
Hacking attacks.
W (Wounds): Wounds indicate the life force of a gure and
the damage he can receive before dying.
Characteristics
Characteristics are distinctive features used to dene
troops, and they are related to the training, combat style,
background, or personality of the miniatures. There are
seven in total, grouped in three blocks: Back-up, Instruction
and Fury.
BACK-UP
Indicates whether the gure 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.
No Cube: The miniature does not have a Cube, so he will
be immune to Sepsitor attacks. In return, his death will be
denitive and he will not be able to be recovered during
a campaign.
INSTRUCTION
This represents the type of military training that the gure
has received.
Irregular: The miniature learned to ght without any
discipline and in a disorganized manner: his only concern
is himself. An Irregular miniature does not add his Order
to the Orders Reserve of his army, keeping it for himself.
However, he can still receive Orders from his armys Orders
Reserve. Irregular gures cannot be enrolled as Lieutenant,
unless their entire army group is also Irregular. If an Irregular
Lieutenant dies, two of his Irregular troops can spend their
Orders to enrol a new Lieutenant.
Regular: The gure has received proper military training
and knows how to follow orders, keep discipline under
enemy re, work in a team and Coordinate his actions with
those of his companions. His Order is added to the general
total of Orders, and can be used on himself or another
gure.
FURY
This Characteristic denes the psychology of the gure
when in combat, his ability to disdain safety considerations
and only focus on destroying the enemy. There are three
levels of Fury: Not Impetuous: The miniature has the cold
blood needed to keep cool in combat, and is not easily
carried away by an irresponsible appetite for destruction.
The miniature provides and uses Orders normally and is
not Impetuous.
Impetuous: The impetuous miniature is hungry for combat,
the closer and dirtier the better. Impetuous miniatures
get a free impetuous order at the start of every turn (see
Orders section).
Frenzy: The miniature possesses an almost unmanageable
hunger to kill. Once he tastes blood, he will turn into a
whirlpool of death.
After having caused a Wound, the miniature automatically
becomes Impetuous for the rest of the game, losing the
advantages from skills like CH: Camouage and CH:
TO Camouage, reducing his skill level to that of CH:
Mimetism. The free Impetuous Order is obtained at the
beginning of the next Active turn.
After having caused a Wound, the miniature automatically
becomes Impetuous for the rest of the game, losing the
advantages from skills like CH: Camouage and CH:
TO Camouage, reducing his skill level to that of CH:
Mimetism. The free Impetuous Order is obtained at the
beginning of the next Active turn.
7
Turns and Orders
Player turns and Game turns
Innity follows a system of alternate player turns. A player
turn sees both players act, with one called the active
player and the other the reactive player. The active
player is the one activating and moving his gures, while
the reactive player reacts to the movements and actions
of the active player. When the active player cannot keep
activating his miniatures his turn has nished and his
opponent becomes the active player.
A game turn is the period of time that covering the active
turn of each player, always in the same order, determined
by the Initiative Roll (See below). For instance, a game turn
covers the active turn of Player 1 and Player 2 and always
in that order.
Orders and the Orders Reserve
In Innity, the ability of an army to manoeuvre and act is
measured by its number of Orders. An Order is a game
concept that allows a model to be activated and used
in combat. The more Orders an army has, the greater its
tactical capacity.
THE ORDERS RESERVE
The Orders Reserve indicates the armys capacity to act.
The collective number of orders provided by all the gures
in an army is called the Orders Reserve. The Active Player
may spend one or more orders on each gure until no more
orders are left in the Reserve and the turn is passed to the
next player. A player can spend as many orders as are in the
Orders Reserve or may pass the turn to his opponent with
orders unspent if desired. There is no limit to the number
of orders in the Reserve that can be assigned to the same
gure, excepting that it may only receive orders from its
own group. Remember that the Orders from miniatures in
a Group are not transferable to another.
The Orders Reserve is calculated at the beginning of each
Active players turn. Each time a player loses a gure, he
also loses the Order it contributes to the Orders Reserve
for the rest of the game.
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).
Only troops represented by gures or Markers (Such as
Camouage or Impersonation) on the game table add
their Order to the Orders Reserve. Troops in Hidden
Deployment or that are off table awaiting deployment do
not contribute to the Orders Reserve.
Example: this includes troops with Airborne Deployment
(AD) that have not yet landed on the battleeld, miniatures
with Thermo-Optical Camouage in Hidden Deployment,
reinforcements not yet arrived on the battleeld or any
other reason.
A player can alternate the spending of Orders between
different gures, it is not necessary to spent them in a
continuous way on the same gures. Any Orders not used
are lost and cannot be kept for the next turn.
Example: Player B has an army of 7 miniatures, so he has 7
Orders in his Orders Reserve. Player B might give an order
to each of his gures, 7 orders to the same gure, 4 orders
to one and 3 orders to another, etc.
y Each model elded provides an Order.
y Only troops represented by gures or Markers on the
game table add their Order to the Orders Reserve.
y The minimum number of Orders in the Reserve is 1.
y A gure may only receive orders from its own group.
y A single Long Skill, a single Short Skill, or two Short Skills
can be accomplished with each Order.
Lieutenant Special Order: The Lieutenant possesses an
extra Order, which can only be spent on him. This order is
not part of the Orders Reserve, it is an additional order for
the Lieutenant alone.
The Lieutenant can spend the Special Order on himself and
it works the same as any other Order in the game, but its
use can be kept secret so as not to reveal the Lieutenant.
The Lieutenant can otherwise spend the Special Order to
automatically resist any Guts Roll, for himself or others.
When a gure in the Lieutenants army is obliged to make
a Guts Roll, the Lieutenant can sacrice 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 Camouage 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
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to make it an automatic success.
He can use this ability on any miniatures in his group or on
any other gure of his army.
TYPES OF SKILLS
There are 3 Types of Skills:
Short Skills: These can be used on their own or combined
with a Short Movement Skill in the same Order. A given
Short Skill cannot be used twice or combined with any
other Short Skill.
Short Movement Skills: A Short Movement Skill can be
performed once, twice or combined with another Short
Movement Skill as one Order (For example, Move and
Jump). You can also combine a Short Movement Skill with
a Short Skill as a single Order.
Long Skills: Long Skills require an entire Order to perform
and cannot be combined with any other skill.
An Order is used to activate a miniature to use different
Skills (Move, Shoot, etc.) in combat. Skills describe any
and all actions that miniatures can undertake and are
categorized as Short, Short Movement and Long to denote
their complexity. Both Skills in the Order are used at the
same time as part of a single Order. Therefore if a gure
Moves and then Shoots to answer an Automatic Reaction
Order (ARO) of his enemy, he can Shoot before, during,
or after the Movement. A single Long Skill, a single Short
Skill, or two Short Skills can be accomplished with each
Order, combining Skills according to the following table:
Example: Using 1 Order a gure can:
1. Combine two Short Movement Skills = Move + Move,
Climb +Move, or Move + Prone.
2. Combine a Short Movement Skill with a Short Skill or
vice versa = Move + Ballistic Skill (BS), Move + Dodge,
Discover + Alert, or Ballistic Skill (BS) + Prone
3. Use a single Long Skill = Camouage, Intuitive Attack, or
Cautious Movement.
4. Use a single Short Skill = Ballistic Skill (BS), Discover,
Dodge
Automatic Reaction Order (Aro)
Figures in the Reactive players army may act in the Active
players turn to answer the use of an Order by the active
player, only against the miniature that is activated by that
Order. The reaction is always to the Order, and not to the
Skills that constitute it. In other words, if a miniature moves
and shoots in the same Order, the enemys gure obtains
one ARO, not two.
To react to the spending of an Order, a reacting gure must
full all the ordinary requirements to execute the Skill that
will be used to react
For example, if he wants to shoot, he must have a LoF to
his target. Ifhe plans to Hack, the target gure must be in
his ZC.
ORDER SPENDING AND ARO PROCEDURES
1. Choose the miniature on which an Order will be spent.
2. Declare the Order, announcing the rst of the two Short
Skills it will undertake or the single Long Skill.
3. Miniatures with Line of Fire (LoF) or that have the acting
miniature in their Zone of Control (ZC) declare their
ARO, specifying which Skill they will use.
4. The player spending Orders declares the second Short
Skill used by the gure (If one is being used).
5. If new gures without ARO obtain a LoF to the acting
miniature as a result of the second Short Skill, they can
declare an ARO.
6. Rolls are made and their effects applied.
It is compulsory that the Reactive player declares the
ARO of all his gures in LoF with the miniature using an
Order, immediately after the active player declares the
Long Skill or the rst Short or Short Movement Skill that
will be performed in the Order. A gure can only react to
this initial Skill use another ARO is not gained at the end
of the Large Skill or when the second Short Skill of the
Order is announced. If, during the execution of an Order,
the acting gure enters the LoF or ZC of a new enemy
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
gures 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 gure using an Order. The acting gure shoots at
one of the two that model must make a Face to Face Roll
if he returns re, while the second model res on the acting
gure with a Normal Roll).
ARO are carried out simultaneously. Therefore, if a
Camouage 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.
9
There is no limit in the number of miniatures that can react
to a gure spending an Order, as long as they are eligible
to gain an ARO.
Only gures can be reacted to. Missiles and grenades
are not considered gures, so they cannot be reacted to
(Except Hacking missiles). Instead, the gure ring his
Missile Launcher or the Grenade Launcher can be reacted
to, if it is possible, in the normal way. It is permissible to
react with a Move, by performing a Movement Short Skill,
as an ARO to an Order.
Any Movement Short Skill carried out in ARO is considered
as a Dodge (See Dodging below) and will require a Normal
or Face to Face Roll of PH against the corresponding
Attribute.
Not all skills can be used in ARO. The previous table
indicates which ones can be used in ARO and which cannot.
ARO in CC: When two gures 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.
ARO against Camouage and Impersonation Markers:
The only possible ARO against a Camouage, TO
Camouage or Impersonation Marker is Discover or
Change Facing. However, it is not compulsory that the
ARO be announced immediately after the adversary
declares the Markers rst 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 Camouage and Impersonation.
Example: Zhanshi Wen Liu uses an Order and declares he
will use a Short Movement Skill to move up to his rst 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 ght, Angus beats Wen Liu,
who receives a Wound. Wen Lius gure 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.
Example: Fusilier Silva uses an Order, declaring only her
rst Skill: Movement. When she enters the LoF of Zhanshis
Wen Liu and Jang Qi, they declare their ARO to shoot at
her. Silva uses her second Skill to return re at both of
them. Silva divides the B (3) of her Combi Rie between
the Zhanshis, two shots for Wen Liu and one for Jang Qi.
Two Face to Face rolls take place, one between Silva and
Wen Liu and one between Silva and Jang Qi. In the Face to
Face Roll against Wen Liu, Silva fails her rst shot but
succeeds in the second, so Wen Liu must make an ARM
roll. Silva loses the roll against Jang Qi, so she must also
make an ARM Roll. Both Silva and Wen Liu fail their rolls,
falling to the ground Unconscious with a Wound Marker.
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Angus
ARO: B1
Wen Liu
Short Skill ( BS): B3
1 Wound
Order of AROs
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1 Wound
1 Wound
Wen Liu
ARO: B1
Jang Di
ARO: B1
Silva
Short Skill: B3
Order of AROs - Multiple
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Coordinated Orders.
Coordinated Orders are organized actions or manoeuvres
performed by several gures that will try to minimize any
possible reaction of the enemy, beneting from their
numerical advantage and acting at once against the same
target. A Coordinated Order requires the spending of 1
Order for each participant miniature. If composed of two
Short Skills, the Coordinated Order must be stated fully
before the opponent announces his ARO. Coordinated
Order cannot be performed in ARO.
Any Skill can be used in a Coordinated Order. All the
gures participating in it must perform exactly the same
Skills and in the same order so as to reect coordination in
the manoeuvre. Certain Skills call for a common goal for all
characters participating in order to execute a Coordinated
Order, hence all the gures sharing the Coordinated Order
must execute these Skills against the same objective (For
example, Shooting at a certain miniature).
Skills with a common target
Attack: Ballistic Skills (BS)
Attack: Close Combat (CC)
Attack: Forward Observer
Attack: Instinctive Shot
Attack: Overrun
Attack: Sepsitor
Attack: Speculative Shot
Attack: Suppression Fire
Discover
Doctor
Engineer
Hacker
Use MediKit
The remaining skills, those not listed in the preceding
table, do not require a common goal to be executed in a
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.
In a Doctor, Use MediKit, or Engineer Coordinated Order,
a successful Roll and a failed one will cancel each other, so
the target will not suffer any change at all.
You can use Impetuous Orders to perform Coordinated
Orders.
Miniatures performing a Coordinated Order provide only
one ARO to each enemy miniature that is in LOF.
You can Coordinate a maximum of 4 miniatures.
Coordinated Orders must be declared in unison. You
can only Coordinate gures possessing the same type
of training (Regular/Irregular) and belonging to the same
Combat Group. Miniatures participating in a Coordinated
Order do not need to be at any given distance from each
other.
Example: Our tireless Fusilier Angus, with sidekicks
Doucher and Bipandra, tries to discover a TO Camouage
Marker that has ducked behind a corner. They declare a
Coordinated Order of Moving + Discover to discover him.
The TO Camouaged soldier can see three enemies are
getting close to him, and is aware of having only one ARO
to confront them. He decides not to move or shoot, trusting
his skill to remain hidden and not being discovered.
Angus, Doucher, and Bipandra spend 1 Order each and
move 4 inches to get closer from their respective positions
to the TO Camouage Marker. Angus and Doucher are 6
inches (MOD by Distance: +3), and Bipandra is 18 inches
from the TO (Distance MOD: 0). As the camouaged
gure has decided not to react, each Fusilier must make a
Discover Normal Roll (WIP) Modied by the Distance and
the TO Camouage. Angus and Doucher will have to roll a
9 to Discover the TO [WIP: 12 with TO Camouage MOD
(-6) and a Distance MOD (+3)]. Angus rolls a 15 (Failure),
and Doucher rolls an 11 (Failure). Bipandra will have to roll
a 6 to be successful [WIP: 12, TO Camouage MOD (-6)
and Distance MOD (0)]. He rolls his d20 and obtains a 2!
Bipandra discovers the TO, so the gure substitutes the
TO Camouage Marker on the game table. (See Graphic
15).
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LINK TROOPS
This rule allows the activation and moving of groups
consisting of 3 to 5 miniatures by consuming a single Order.
These miniatures must be inside the Zone of Control of a
Team Leader, and while they may not shoot or act directly
against the enemy, they provide a Bonus to the Leader,
who carries out the Order. The leadership of the Team can
be alternated between its different members, changing
the Leader between one Order and the next.
Some troops, belonging to the same unit, have received
the same instruction and have trained together. Therefore,
when teamed up, they have an instinctive economy of
movement that facilitates any joint action. These troops
are committed to and trust one another so strongly that
any one of them can take leadership of the team at any
moment, creating a team with great tactical dynamism.
This modus operandi is a characteristic found only in some
troops from Sectorial Armies.
To Link troops allows use of a team of gures that belong
to the same regiment or unit (For example: gures who are
all Acontecimento Regulars; Father-Ofcer De Fersen with
Hospitaller Knights; a team of Hassassin Lasiqs; Neko
Oyama and some Domarus; Cassandra Kusanagi and a
team of Reverend Moiras; a team of Suryats...) with lower
Order consumption and the ability to lend support to one
of their number, who is the Team Leader.
This rule is only applied to some specic troops (See the
chart) when a Sectorial Army List is used, and cannot be
applied when General Army Lists are used.
To create a Linked Team, the minimum of troops required is
3, and the maximum that can be used is 5. A Linked Team
is formed by a Team Leader and from 2 to 4 gures of his
unit who escort him, always remaining inside his Zone of
Control (ZC).
Troops can be Linked in the Deployment Phase by placing
a Linked Team Leader Marker (LINK Leader) beside the
gure who will be the Team Leader for the forthcoming
Order. All other linked gures must be deployed inside
the Zone of Control of the Team Leader indicated by the
Marker Active Turn During the active turn, all the gures
that form a Linked Team are activated with a single Order.
However, the Team Leader and the other gures in the
Team must perform the same Orders and Short or Long
Skills (See Linked Team Order Description).
The gures belonging to the Linked Team will move at
the same time as the Team Leader (If he moves), always
remaining inside his Zone of Control, without any additional
spending of Orders required.
If one of the gures cannot perform one or both Short Skills
of the Order declared by the Team Leader, then it will not
perform it (But it will still be activated by the Team Order, this is
important to remember when AROs are determined). A Linked
Team only provides a single ARO to each enemy in LOF.
This means any enemy gure can only declare a single
ARO against a single miniature from the Linked Team that
is in its LOF.
Linked Team Order Description: In the active turn, the
Order of the Linked Team will be declared by the Team
Leader and imitated by all the Team members. The Orders
of the Linked Team, like any normal Order, are composed
of two Short Skills or one Long Skill. The different Skills that
can compose a Linked Team Order are Teamed, depending
on how they operate, into these 3 categories: Movement
Skills, Support Skills and Dodge.
To create a Linked Team Order, a Movement can be
combined with another Movement, or with Support or with
Dodge, but it can also be declared alone. Support can be
used alone, or combined with Movement. Dodge can be
declared alone, or combined with Movement. In summary:
LINKED TEAM ORDER
Can be composed of:
Movement Skill
Movement Skill + Movement Skill
Movement Skill + Support Skill
Movement Skill + Dodge
Support Skill
Dodge
Movement: This comprises all Short Movement Skills
(Except Discover). All the members of the Linked Team and
their Leader make dice rolls if they are required to perform
the Movement. Support. This comprises the Discover Short
Movement Skill, all Short Skills (Except Dodge) and those
Long Skills the Team could perform. The members of the
Team act with their Team Leader, lending him support and
assistance. When providing Support, the Teams members
dont make dice rolls, instead the Team Leader is the only
one who makes rolls.
The purpose of the Skill performed by the Teams members
is to help their Leader achieve his objective. This use of
the Skill has no direct effect on the enemy, so instead of
making dice rolls, the Teams members provide Bonuses
(Modiers and Special Skills) to the Skill the Team Leader
uses against enemy troops.
Support Bonuses: The number of miniatures in the Linked
Team with the Team Leader determines the Bonus he gets
thanks to their presence.
Each level of Linked Team includes the previous ones:
Linked Team of 3 gures (Team Leader + 2 gures): In
an active turn, the Team Leader has a Modier of +1 to the
Burst of his weapons. In a reactive turn, all members of the
Team receive the same Bonus.
Linked Team of 4 gures (Team Leader + 3 gures):
In an active turn, the Team Leader gets the Sixth Sense
L2 Special Skill and a Modier of +3 to WIP, but only for
Discover rolls. In a reactive turn, all members of the Team
get the same Bonus.
Linked Team of 5 gures (Team Leader + 4 gures): In an
active turn, the Team Leader gets a Modier of +3 to BS (Or
to PH if he is using Thrown Weapons like Grenades). In a
reactive turn, all members of the Team get the same Bonus.
Example 1 (Support): UA Linked Team of 5 Keisotsus
declares the 1st Short Skill of their Order: Move. All
members move with the Leader, who is Keisotsu #1.
Keisotsu #1 is a Hacker, and as Team Leader he declares
hacking as the 2nd Short Skill of the Teams Order. In this
case, the other Keisotsus, who are not hackers, cannot give
support to their Leader. Even though all of them declare the
Hacking Skill, their action has no effect, as the Team Leader
is the only one who acts. But, even if another Hacker was in
the Team, this gure would not act either, and the Leader
would not receive any support.
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With the next Order, the 1st Short Skill is declared: Move.
All members move with the Leader, who still is Keisotsu
#1. The Leader declares the Second Short Skill as Shoot.
The Leader and the members of the Team shoot, but the
Leader is the only one who performs a BS roll. As this is
a Linked Team of 5 gures, thanks to the support of the
members of the Team, the leader gets a Modier of +1
to B, and a Modier of +3 to BS. The effect of the shots
of the other members, who dont perform any BS Rolls, is
translated into the Bonus received by the Leader.
If the Leader declared a Discover Short Skill instead of
Shoot, then he would be the only one who performed the
WIP Roll and he would receive a Modier of +3 to his WIP.
Note about the +1 Bonus to Burst. With MULTI weapons
the Bonus is applied to the corresponding B of the type of
ammunition being used.
Example: a MULTI Sniper Rie, 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 Rie shooting Normal Ammunition, in an active
turn, will have B 4, when shooting Special Ammunition B
3, and when shooting Integrated Special Ammunition, B
2. Applying the Bonus in ARO, the MULTI Sniper and the
MULTI Rie have B 2 to shoot Special Ammunition, but
they still cannot shoot Integrated Special Ammunition.
With Direct Template weapons (Chain Ries,
Flamethrowers) thanks to this Bonus they act as if they
have B 2, allowing their Template to be placed twice,
against different enemies if desired. If the gure would
normally have 2 Direct Template weapons, this Bonus is
considered to give it the equivalent of B 3 (3 templates).
In ARO, a gure armed with one or two of this weapons
can place the Template twice. With limited ammunition
weapons (Blitzen, D.E.P. Panzerfaust...) the B can never
surpass the quantity of ammunition available (The B of a
D.E.P. is always 1, for example). It is not allowed to use this
Bonus when the attack is a Long Skill which consumes a
complete Order (Intuitive Attack, Speculative Shot).
Dodge: When declaring the Dodge Short Skill the Team
Leader and all Team members make PH rolls.
In a situation where the number of enemy AROs surpasses
the response capacity of the Linked Team, the Team
Leader can declare a Dodge, so that all members of the
Linked Team will declare Dodge as well, performing the
corresponding PH rolls against the AROs declared by the
adversary. With Dodge, the members of the Team dont
provide Bonuses to their Leader.
Example 2 (Dodge): A Linked Team of 5 Keisotsus is in a
situation where its Team Leader does not have LOF to all
enemy gures with an ARO against the Team. Each reactive
gure has only 1 ARO against the entire Team. The Teams
player prefers to not risk Shooting using Support, which
would allow some enemy gures to perform a Normal
Shoot roll against some miniatures in the Team. Instead,
he chooses Dodge. Each gure in the Team can perform
a Face to Face roll to dodge attacks from corresponding
enemy gures.
Use of Support Bonuses or Dodge. The player who
moves the Linked Team has to evaluate the situation and
decide if it is preferable for him to act aggressively, taking
advantage of the Support Bonuses or Dodge. Usually, he
will wait until the enemy gures declare their AROs, to
decide whether he wants to act against the enemy, giving
his Leader a Bonus, or if it would be preferable to Dodge
with all gures.
Example 3 (Support/ Dodge): In the situation shown in the
Graphic, the Linked Team has declares Move as the 1st
Short Skill of the Order. Its adversary has declared AROs to
Shoot with his 2 Moderators, with only one ARO provided
to each by the Linked Team. The Team Leader has no LOF
to both Moderators, so he only could shoot in a Face to
Face roll against Moderator #1. Now, the player must
decide if his Team Leader will use Shoot against Moderator
#1, gaining a Bonus but allowing Moderator #2 to perform
a Normal roll to Shoot against Keisotsu #2. Alternatively,
he can declare Dodge, so all members of the Linked Team
will Dodge, performing two Face to Face rolls (one for
the Leader and one for Keisotsu #2) against the BS of the
Moderators (See Graphic 1).
Changing the Team Leader. In the active turn, each time
the 1st Short Skill of an Order is declared, it is permitted
to change the Team Leader, placing the Marker beside the
new gure chosen. If, when changing the Team Leader,
some gures are out of his ZC, the new number of Team
members must be calculated to see if they can still be a
Linked Team (Minimum 3 gures) and what Support Bonus
they would apply.
The Changing of the Team Leader allows any member of
the Linked Team to act at the moment his Special Skills,
weapons or equipment are required.
Changing the Team Leader must not be confused with
Signing Up a new Team Leader when the previous one is
out of action (See Link Broken).
Example 4 (Changing the Team Leader): The player with
the Linked Team of 5 Keisotsus wants to perform an attack
against the enemy. So, with his new Order he declares
the Team Leader will be Keisotsu #3, who carries a HMG,
and he places the Team Leader Marker beside him. The
player checks which other Team members are inside the
ZC of Keisotsu #3. As one of the Team members is too far
away, it is out of the Linked Team now, so the player can
only activate 4 gures with the Order and Keisotsu #3 only
could apply the Bonuses from a Link Team of 4 gures, not
that of a Linked Team of 5 gures.
Example 5 (Changing the Team Leader): The Linked Team
of 5 Keisotsus has suffered a casualty, Keisotsu #2, who
is Unconscious. The player, with his new Order, places
the Team Leader Marker beside Keisotsu #4, who is a
Moderator 1
Moderator 2
Keisotsu 2
Leader
Active Model
Graphic 1 - Support/Dodge
13
Paramedic. The player checks the other Team members
are inside the ZC of the new Leader and declares the 1st
Short Skill: Move. All gures in the Team move so that the
Paramedic Keisotsu #4 is in base contact with Keisotsu
#2. With the 2nd Short Skill of the Order, the Paramedic
Keisotsu #4 uses his MediKit. Meanwhile, the rest of the
Team members, although activated by that 2nd Short Skill,
do not perform any actions.
Reactive Turn: In the reactive turn, all linked gures (The
Team Leader and all members) gain all Bonuses provided
for being part of a Linked Team (Depending the number
of members the Team has). Contrary to an active turn, the
linked gures, when reacting in ARO, perform dice rolls
and apply their effects to the enemy, and they still benet
from Linked Team Bonuses.
During the reactive turn, all linked troops in LOF or ZC of
an enemy gure must perform the same ARO against the
enemy miniature if they react to it (But they apply the Linked
Team Bonuses). Dont forget, they must be inside the ZC
of the Team Leader to prot from these bonuses. When
facing Coordinated Orders, gures with G: Synchronized,
or another Linked Team, each gure in the Linked Team
may choose a different enemy gure to react to, but the
ARO they perform must be the same.
Example 6 (Reactive Turn): A 45th Highlander armed with
a Chain Rie, in his active turn, declares a shot against the
Linked Team of 5 Keisotsus. The Yu Jing player calculates
the Large Teardrop Template of the Chain Rie will only
affect 3 of his Keisotsus (Numbered as 1, 2 and 3). If he
declares Shoot as an ARO, those 3 Keisotsus will need
to perform an ARM roll, so he decides to not risk them
and declares Dodge for those 3 Keisotsus, and also for
Keisotsu #4.
This gure, who is not affected by the Template, will use
the Dodge Skill to take Partial Cover. Keisotsu #5 doesnt
declare an ARO as he is in Partial Cover already (See
Graphic 2).
Example 7 (Reactive Turn): An Auxilia and her Auxbot
declare a Short Move Skill in LOF of the Linked Team of
5 Keisotsus. The 5 Keisotsus declare the same ARO, to
Shoot, but 3 of them target the Auxilia, the other 2 the
Auxbot. Thanks to the G: Synchronized Special Skill, the
Auxilia and the Auxbot can choose different targets. The
Auxilia declares that as the second Short Skill of her Order
she will Shoot Keisotsu #1, and the Auxbot declares Shoot
as well, but against Keisotsu #2. As the Keisotsus are
part of a Linked Team of 5 gures, they can all apply the
corresponding Bonuses.
Face to Face Rolls are performed between the Auxilia and
Keisotsu #1, who has a Bonus Modier of +3 to his BS
Attribute and also +1 to the Burst of his weapon in ARO,
so he will shoot twice. As the Auxbot attacks with a Direct
Template weapon, Keisotsu #2 performs two Normal Rolls,
thanks to the Bonus of +1 to the Burst of his weapon in
ARO. Keisotsu #2 also gains a Modier of +3 to his BS,
but he will have to make an ARM Roll for being hit by
the Template weapon. The other Keisotsus, who perform
Normal Rolls as they are not being attacked, will also apply
the Bonuses to their Shooting AROs (See Graphic 3).
Team Coherency: During an active turn, at the moment
any of the Linked Team members declare any kind of Order
or Special Skill different from that of the Team Leader, or
are out of the ZC of the Leader, they are no longer part of
the Linked Team.
Equally, during a reactive turn, any troop who is out of the
ZC of the Team Leader is not considered to be a member
of the Linked Team. In the same way, if the members of
a Linked Team are activated in ARO and one of them
declares a different ARO from the others, it ceases to
belong to the Linked Team and cannot use the Bonuses
of Linked Team. The gures that have left the Linked Team
cannot be members of it until the next active turn, and they
are obliged to be inside the ZC of the Team Leader again
if they want to join.
If the Lieutenant is part of a Linked Team, whether the
Leader or not, and uses his Lieutenant Special Order, he
will automatically leave the Team. Equally, the use of the
V: Dogged Special Skill will see its user cease to belong to
the Linked Team.
In a Loss of Lieutenant situation, any gure belonging to a
Linked Team and possessing the Religious Troop Special
Skill, who uses its Order (The Order the Religious Troop
Special Skill allows it to keep for itself) is no longer part of
the Linked Team.
Example 8 (Team Coherency): Keisotsu #2, armed with
a Combi Rie + Light Grenade Launcher, declares a
Speculative Shot. As this is a Long Skill and the player had
not declared a Leader Change previously (Maybe he forgot
to, a severe error) Keisotsu #2, even though inside the ZC
of the Team Leader, automatically is out of the Keisotsu
Linked Team, which now has only 4 members, and it
does not have to suffer any AROs caused by Keisotsu #2,
because he is not part of the Team.
Example 9 (Team Coherency): The Linked Team of 5
Keisotsus is placed in a situation in which two of its
members can prot from use of a Coordinated Order. The
player activates them in the normal way, spending one
Order for each, and declaring a Coordinated Order of
Move + Shoot. The Order is executed normally, but both
Keisotsus, even though inside the ZC of the Team Leader,
automatically are out of the Keisotsu Linked Team, which
now has only 3 members.
Example 10 (Team Coherency): The Linked Team of 5
Keisotsus declares the 1st Short Skill of its Order: Move.
As they are in a partially ooded communication gateway,
each one of them must roll PH to Swim. The 2nd Short Skill
of the Team will be Shoot, so they will apply Support. One
of the Keisotsus fails the PH roll, and is left behind and out
of the ZC of the Leader.
Leader
Active Model
Keisotsu 3
Keisotsu 2
Keisotsu 5
Keisotsu 4
Keisotsu 1
Graphic 2 - Reactive Turn
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When performing the roll of the 2nd Short Skill of the
Order, the player must take into account that the Team has
only 4 gures, in order to determine Bonuses he gains.
Example 11 (Team Coherency in reactive turn): An Alguacil
Hacker declares Hacking in LOF of 3 gures of the Linked
Team of 5 Keisotsus. This 3 Keisostsus declare their AROs,
two of them declare Shooting (Applying the Support
Bonuses), but the other Keisotsu declares Dodge, so he
is automatically out of the Linked Team. Therefore, the Yu
Jing Player only can use the Support Bonuses of a Linked
Team of 4 gures.
Link Broken: In an active turn, the Link is broken when the
Team Leader falls Unconscious, dead, or he is Sepsitorized.
This break is effective as of the end of the Order in which
the Leader was taken out. The Link will be automatically
restored if the Leader recovers from Unconsciousness in
the same turn he was downed. The Lieutenant Special
Order can alternately be used to Sign Up a new Team
Leader, restoring the link automatically.
The link is cancelled automatically in active and reactive
turns when a Linked Team is reduced to 2 or less troops.
If a Retreat! situation is declared, then the link breaks
automatically, even if the Team is composed of gures with
the Religious Troop Special Skill.
The link is also broken automatically if the Lieutenant uses
his Lieutenant Special Order to create another Linked
Team. The link can also be cancelled voluntarily by the
player at any time, without spending any Orders.
Create a new Linked Team: The Lieutenant Special Order
can also be used to create a Linked Team during the battle,
placing the Team Leader Marker beside the gure declared
as Leader. This only creates a Linked Team, it does not
allow the Team to take an action in the same way as if a
normal Order was spent.
This use of the Lieutenant Special Order doesnt provide
any AROs nor does it reveal him as the Lieutenant to the
enemy.
Example of Order Spending and ARO Procedures (Linked
Team in active turn):
1- The active player places the Team Leader Marker besides
the gure he wants to be the Leader during that Order. He
checks the number of gures that are inside the ZC of the
Leader. Next, he declares the 1st Short Skill of the Order.
2- The reactive player declares the AROs of any gures with
LOF or who are in ZC with any gure in the Linked Team
(Each gure gains only 1 ARO against the whole Team).
3- The active player declares the 2nd Short Skill of the Order.
4- The reactive player declares the AROs of any gures
who get LOF or are now in ZC with any gure in the Linked
Team thanks to the 2nd Short Skill of the Order.
5- The active player checks the number of gures inside of
the ZC of the Leader and applies the Bonuses gained if he
has used Support. Both players roll any dice required.
Special Conditions. Each player only can have only one
Linked Team on the game table at any time.
Troops with Frenzy or Impetuous Characteristics who are
members of a Linked Team automatically become Not
Impetuous. Such troops, when leave the Linked Team, are
in the same state they are before join it.
Example: A troop who suffers from Frenzy joins a Linked
Team before causing any wounds to enemies. Even if he
causes wounds while a member of the Linked Team, when
he leaves the Team he will not gain the free Impetuous Order
as he is returned to the exact same state he was in before
he joined it. He will need to cause a wound on his own,
outside of a Linked Team, to gain the Impetuous Order. If
he had caused a wound before joining the Team, he would
become Not Impetuous for the duration of his membership
and would return to being Impetuous when leaving.
In the Linkable Troops Chart there is a Special Category
that indicates some specic troops who, due to their
background or Special Skills like Inspiring Leadership, can
link with other specic troops that do not belong to the
same regiment or unit.
Example A: Joan of Arc Lieutenant (Any version, either the
rst one or the 2.0 version) can form a Linked Team with
Knights Hospitallers, or Knights of Santiago, but all of them
must belong to the same Military Order.
Example B: William Wallace Lieutenant can form a Linked
Team with a unit solely consisting of Volunteers, or solely
Leader
Keisotsu 3
Keisotsu 2
Keisotsu 5
Keisotsu 4
Keisotsu 1
Auxbot
Auxilia
Short Skill:
Template
ARO: B2
ARO: B2
ARO: B2
ARO: B2
ARO: B2
Short Skill: B3
Active Model
Graphic 3 - Reactive Turn
15
of Wulvers, Grey Ries or 45th Highlanders, but all of them
belonging to the same regiment.
Linked Team Creation: In the Deployment Phase, the
Nomad Player places an Alguacil on the game table with
a Team Leader Marker beside it. Next, he places 4 more
Alguaciles in an 8 inch radius around the Leader. The Yu Jing
Player, in his Deployment Phase, places his 5 Keisotsus in a
cluster and places the Team Leader Marker beside one of
them, checking the others are inside an 8 inch radius of it.
Link Order: Movement + Movement: During the Nomad
Players active turn, he uses one Order on his Linked
Team of Alguaciles to declare Movement + Movement, as
they are out of their enemies LOF. With only 1 Order he
activates the 5 Alguaciles and all of them declare the same
Order, performing the same two Short Movement Skills.
Link Order: Change of Leader; Movement + Movement
(Climb): With his next Order, the Nomad Player changes
the leader of the Linked Team, placing the Team Leader
Marker beside Alguacil #1, armed with a HMG. In the same
Order, the new Team Leader declares Movement as the
rst Short Skill of the Order, and the 5 Alguaciles move. In
the second Short Skill of the Order, as the player is eager
for 2 Alguaciles to reach an elevated position, the Team
Leader declares Climb. The two gures climb and perform
the corresponding PH roll, while the rest of the Alguaciles,
even though activated by the same Short Movement Skill,
dont do anything.
Link Order (Movement + Support) versus Linked Team
ARO (Support): With a further Order, the Team Leader
declares Movement, but now the Yu Jing player can declare
ARO as two gures from his Linked Team of Keisotsus
have LOF to the Alguaciles. Both Keisostsus declare a
Shooting ARO, but each of them can only choose one of
the Alguaciles as a target. Keisotsu #1 chooses Alguacil #1
(Team Leader, armed with a HMG) and Keisotsu #2 chooses
Alguacil #2 (Combi Rie). Both Keisotsus are armed with a
Combi Rie. As they are part of a Linked Team of 5 gures,
in ARO they gain all Bonuses of a Linked Team of 5 gures.
In this situation they can use the +3 to BS and the +1 to B.
The Nomad Player has to now choose between Support or
Dodge. If he declares Dodge, his two gures could dodge
the shots against them, if he wins the Face to Face Rolls,
but this will not remove the threat. If he uses Support and
declares Shoot, he will apply the Bonuses to the Team
Leader, but the Keisotsu will perform Normal Rolls against
Alguacil #2, who can neither shoot nor Dodge as he will be
providing Support to his Leader.
Finally, he decides to risk it and declares Shoot, applying
the Support Bonuses for a Linked Team of 5 gures (+3 to
BS and +1 to B). He decides to divide the B 5 of his Team
Leader (HMGs B 4 + Support Bonus +1 to B) between
both Keisotsus, with 3 shots against Keisotsu #1 as Face to
Face Rolls and 2 shots as Normal Rolls against Keisotsu #2.
Keisotsu #2, thanks to the Bonuses provided by Support,
can shoot in ARO with B 2 (Combi Rie in ARO: B1 +
Support Bonus +1 to B) and with better accuracy (Support
Bonus +3 to BS). She hits with her two Normal Rolls against
Alguacil #2, who fails an ARM roll and falls Unconscious.
On the other side, Alguacil #1 wins her Face to Face Rolls
against Keisotsu #1, who falls Unconscious as well after
failing an ARM roll. However, neither of her shots against
Keisotsu #2 hit the gure (See Graphic 4).
Link Order (Movement + Support) versus Linked Team
ARO (Dodge): The Nomad Player has lost one of his
Alguaciles, so he can now only use the Bonuses of a Linked
Team of 4 gures. With a new Order, he places the Team
Leader Marker beside Alguacil #3, armed with a Combi Rie
+ Light Grenade Launcher. In the same Order, he declares
Movement as the rst Short Skill of the Order, but he only
moves the new Leader, who gains LOF to Keisotsu #2.
The Yu Jing Player, guessing he is going to be attacked
with the Light Grenade Launcher (which, thanks to the
Support Bonuses has B 2) decides to declare Dodge. The
Linked Team of Keisotsus now has only 4 members, so it
can only apply the corresponding Bonuses. With Dodge,
thanks to the Support Bonuses, the members of the Linked
Team gain the Sixth Sense L2 Special Skill, so even without
LOF to the shooter, they can Dodge if they are affected by
the Circular Template of the grenades explosion.
Alguacil #3 declares Shoot against Keisotsu #2. He does
not receive the +3 to BS, as he belongs to a Linked Team of
only 4 gures now, but he still has the +1 to B, so his Light
Grenade Launcher has B 2. The player places the Circular
Template over Keisotsu #2 and checks this affects Keisotsus
#4 and #5. Now it is time to make the corresponding rolls
to see how the situation is resolved (See Graphic 5).
Active Model
Keisotsu 2
ARO: B2
Leader
Leader
Keisotsu 1
ARO: B2
Alguacil 1
Alguacil 2
Graphic 4 - Team Vs Team
1
2
-
3
4
5
6
7
8
9
-
0
Leader
Alguacil 3
Alguacil 1
Keisotsu 2
ARO: Dodge
Keisotsu 5
Leader
Active Model
ORDER: B2
Graphic 4 - Team Vs Team
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Faction Sect Linkable Troops
PanOceania Shock Army of Acontecimento Acontecimento Regulars
Bagh Maris
Neoterran Capitaline Army Fusiliers
Military Order Fusiliers
Order Sergeants (Except Specialists)
Knights Hospitaller (And Father-Ofcer
Gabriele de Fersen)
Knights of Santiago
Teuton Knights
Magister Knights
Special: Joan of Arc Lieutenant (Any version) + 4 Knights
Hospitallers/ of Santiago
Yu Jing Imperial Service Celestial Guard
Imperial Agent Pheasant Rank
Imperial Agent Crane Rank
Hsien Warriors
Wu Mng
Kuang Shi
Special: Imperial Agent Crane Rank Lieutenant + Celestial
Guard
Japanese Sectorial Army Keisotsu Butai
Domaru Butai (And Domaru Neko Oyama)
Haramaki Zensenbutai
Karakuri
Ariadna Caledonia Highlander Army Caledonian Volunteers (Except the option with Inferior
Inltration)
3rd Highlander Grey Ries
Wulvers
Special: William Wallace Lieutenant + Any Linked Team from
the Highlander Army
Special: William Wallace Lieutenant + 45th Highlander Ries
Merovingia Rapid Response Force Metrs (Except the option with Inferior Inltration)
Moblots (Except the option with Inltration)
Loup Garou Reg.
Haqqislam Hassassin Bahram Ghulams
Hassassin Muyibs
Hassassin Lasiqs
Asawira
Qapu Khalqi Ghulams
Odalisques
Hafza
Djanbazan
Azrail
Janissaries
Druze Shock Teams
Special: Hafza (Or Hafza Lieutenant) + Any Linked Team of the
Qapu Khalqi
Nomads Bakunin Jurisdictional Command Moderators
Reverend Moiras (and the Rev. Superior
Cassandra Kusanagi)
Reverend Custodiers
Corregidor Jurisdictional Command Alguaciles
Mobile Brigada
Combined Army Morat Aggression Force Morat Vanguard Infantry
Yaogat
Suryat
Sogarat
Daturazi Witch-Soldiers
Shasvastii Expeditionary Force Seed Soldiers
Gwailos
17
Impetuous Orders.
Impetuous obliges the miniature, at the beginning of each
Active turn and before Orders are spent, to perform a
mandatory, free, Impetuous Order. This Impetuous Order
must be used in the following way:
With the Impetuous Order the gure must move always the
whole of his rst MOV value as the Short Movement Skill:
Move. The miniature may only move less if he engages in
base to base contact with an enemy, or if he enters terrain
that reduces his MOV or obliges him to change the Short
Movement Skill being used (Such as encountering terrain
requiring the use of Climbing, Jump, Swim etc.) here,
the Move skill stops and the second Short Skill must be
declared.
The second Short Skill of the Order can be to repeat the
Move Skill, or to perform a Dodge, an Attack (CC, BS, PH
to throw a Grenade, Hacking etc.) or to perform one of
these Movement Short Skills: Climbing, Jump, Swim.
The gure may attack rst and move afterwards or vice
versa. If the miniature was Prone, he must perform an
Order composed of Get Up followed by Move (Moving the
whole of his rst MOV value) Short Skills. It is not allowed
to use the Impetuous Order to move while Prone or to Go
Prone.
When engaged in an Impetuous Order, the miniature
must move directly towards the closest enemy gure (The
one that can be reached in the shortest time possible) in
any direction, even if he is not in LOF but the miniature
is aware of its presence. If there is no enemy gure the
miniature is aware of, then he must always move towards
enemy territory, never withdrawing. In an Impetuous Order,
Markers are not considered enemy models. The rst Short
Skill Move can be substituted by Climbing, Jump or Swim,
if the terrain and the trajectory forces it.
A miniatures movement portion of the Impetuous Order
permits it to move to avoid Suppression Fires, Mines and
E/Maulers, but is compulsory to move the least distance
possible while doing so.
An Impetuous Order can be cancelled by spending
1 Order from the Orders Reserve, or the Order belonging
to the gure if it is Irregular.
Impetuous Order
Move + Move
Move + Attack
Move + Climbing
Move + Dodge
Move + Jump
Move + Swim
Get Up + Move (whole MOV value)
Dice Rolls
Dice are rolled to nd out if a miniature has succeeded
in an action: for example, to see if he hits a target after
shooting or to discover hidden enemies.
There are three types of dice rolls: Normal Rolls, Face to
Face Rolls and Armour Rolls, all made with a d20 dice. To
nd out if an action taken by a miniature has succeeded,
roll a d20 and compare the result with the corresponding
Attribute. If the result is the same or less than the Attribute,
the action succeeds and the miniature achieves his goal.
In some cases, Modiers must be added to or subtracted
from an Attribute. A Modier (MOD) indicates the action is
easier or harder than usual. A MOD will increase or reduce
the values of a troops attributes. For instance, the further
away a target is, the harder it is to hit. Therefore, a negative
MOD must be applied to the rers BS Attribute.
Types of MODs can be:
y Distance: Modies BS for Shooting and WIP for Discover
rolls.
y Covers: Modies rers BS and targets ARM.
y Skills and Equipment: Modies multiple Attributes.
y Other: Modiers not included in the above categories.
A Critical result occurs when a d20 is rolled and a result
equal to the value of the tested Attribute is rolled. A critical
roll represents an action occurring in the best possible way
- congratulations!
It is important to remember that MODs are applied to the
Attribute before testing. Therefore, a Critical is achieved
when the result rolled is equal to the modied Attribute.
For example, if the Attribute is 10 and a Modier of 3 is
applied, a Critical occurs on a roll of exactly 7.
If the sum of the Attribute is greater than 20 after MODs
are applied, the Attribute is counted as 20 and any points
in excess of 20 are added to the range of the roll to
determine a critical. For example: Attribute = 19, Critical
occurs on 19. Attribute =20, Critical occurs on 20. Attribute
= 22, Critical occurs on 20 and 2 is added to the result of
the dice, meaning additional Criticals occur on the roll of
18 and 19.
The Failure Category (FC) is the amount by which a dice
roll surpasses the target Attribute, after MODs are applied.
For example: Attribute (Including MODs) is equal to 14. A
dice roll of 16 will therefore give a Failure Category of 2.
If the addition of negative Modiers is higher than the
Attribute of the miniature, then it is an automatic failure
and the Order/ Short Skill spent is wasted.
Example: A miniature with BS 11 performing a Speculative
Shot at Maximum Distance (-12).
Types of Dice Rolls
NORMAL DICE ROLL
A Normal Roll occurs when a player is not in a direct contest
with other miniatures, but is measuring the effectiveness of
an Attribute
For example, using the Special Skill: Sensor to Discover
camouaged enemies, etc.
If the result is the same or less than the tested Attribute,
the action is successful. It is important to remember to add
or subtract MODs from the Attribute before a roll.
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For example: Fusilier Angus has BS 12, so he has to achieve
12 or less to hit his target. As his enemy is behind cover, he
must subtract 3 from his BS Attribute, meaning Angus will
hit on a roll of 9 or less on d20 (12-3=9).
FACE TO FACE ROLL
A Face to Face Roll is used when two or more models
engage in direct confrontation with each other and it
determines which one will act rst, achieve their goal
and defeat their adversary. Both players roll a d20 and
compare the results with the corresponding Attribute, after
MODs have been applied. The results of the dice rolls are
compared as below:
1. Both rolls fail. Neither achieves their goal.
2. One roll fails and the other succeeds. The player that
succeeds achieves his goal.
3. Both rolls succeed. In this case, the player that rolled
the highest score is the winner of the Face to Face
Roll and his action takes effect. As his Skill is assumed
to have conquered his adversarys, the success of the
opponents roll is not taken into account.
4. Both are successful but one player achieves a Critical.
The player who obtains the Critical wins the Face to
Face Roll, even if his enemy obtained a higher number.
5. Both achieve a Critical. The player with the highest
score is the winner.
6. Dice rolls result in a draw. In case of a draw, whether the
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,
both dice rolls are cancelled and that Order is lost.
Face to Face Rolls are performed when an acting miniature
and a miniature using an Automatic Reaction Order (ARO)
test their Skills. This means that the effect of their Skills is
going to inuence each other (For example, when models
shoot at each other, or when one Dodges and the other
shoots or attacks him in Close Combat).
In a Face to Face roll the winner nullies the action of his
adversary.
Example, the shots are missing (grenade or missile
templates are not placed, limited or disposable weapons
or equipment -like Panzerfaust, E/Maulers...- are spent) or
a Dodge move in ARO is not performed.
Face to Face Rolls can be carried out by more than two
miniatures at once.
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
(BS). Fusilier Angus decides to use his Automatic Reaction
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).
Angus is the winner of the Face to Face Roll (As even
though both succeeded, his roll was higher), so he rolls on
the oor as the bullets of Wen Liu hiss over his head.
Example: Face to Face Roll, Two against One. Fusilier Silva,
equipped with a Machine Gun, shoots a whole Burst (B)
against Zhanshis Wen Liu and Jang Qi. Both use their ARO
to answer the attack with their Combi Ries. Silva splits the
Burst of her Machine Gun (B 4), shooting twice against
each target. The Zhanshis, being in ARO, have only Burst 1.
In this situation, two Face to Face Rolls take place: Silva
against Wen Liu and Silva against Jang Qi. In her 2 shot
face to face roll against Wen Liu, Silva (BS 12) obtains a 16
(Failure) and a 6 (Success). Wen Liu obtains an 8 (Success),
winning the Face to Face Roll (Silvas rst roll was a failure
and 8 is higher than 6 in the second). Silva must now make
an Armour Roll against his return re, but only after
resolving her two remaining shots against Jang Qi in
another Face to Face Roll. Silva rolls an 11 (Success) and a
10 (Another success!). Qi rolls a 3, a success, but lower than
both of Silvas rolls. Silva wins the Face to Face Roll and
score 2 hits on Qi. Now Silva must make a single Armour
Roll and Qi must make two.
Example: Face to Face Roll, Two against One but with a
single Normal Roll. Silva again res at the Zhanshis,
concentrating all her Burst (B 4) on Wen Liu, with both Wen
Liu and Jang Qi returning re with ARO. The Roll between
Silva and Wen Liu is a Face to Face roll, since they are
shooting each other. As Silva is not ring at Jang Qi, her
ARO shot is a normal roll. Silva rolls 4 d20 (B 4), and Wen
Liu a single dice. Jang Qi will roll a single d20, with a target
number less than or equal to her BS Attribute Modied by
the Distance. Jang Qi does not need to worry about return
re from Silvas Machine Gun.
Wen Liu
Short Skill: B3
Angus
ARO: Dodge
Face to Face - 1 on 1
Wen Liu
ARO: B1
Jang Di
ARO: B1
Silva
Short Skill: B4
Face to Face - 1 vs Many
Wen Liu
ARO: B1
Jang Di
ARO: B1
Silva
Short Skill: B4
Face to Face / Uncontested
19
Combat
Line of Fire (LoF)
The Line of Fire is an imaginary straight line that runs from
the centre of a miniatures base to an enemy miniature. If
there are any obstacles in the way that completely block
an enemy miniature from sight, then there is no LoF.
Miniatures have a 180-degree eld of vision. A target may
only be selected by a gure if the miniature can see it, at
least partially. An enemy model may not be shot at if any
object, gure, or scenery element blocks totally the LoF. A
miniature must be able to see the targets head or a body
area of equivalent size to be able to re at him.
In Innity, the LoF is reciprocal, applying the rule If I can
see you, you can see me. If a gure can draw LoF to its
target, then the target can draw LoF to the gure as well
(if it is inside its eld of vision). In some cases, due to the
positioning of the miniature or the type of scenery used,
the LoF may not be easy to obtain. A good solution to
this issue is to get in line with the gure at approximately
the same height to check if it is possible to see an enemy.
Another solution is to place a ruler or tape measure
between both gures: there will be LoF if nothing obstructs
the line traced by the ruler.
Advanced Line of Fire: Sometimes, due to the dynamism
of the miniatures, it is difcult to determine visually if there
is Line of Fire or not. In those cases, if the player can draw
a LoF from the centre of his miniatures base (For example
using a tape measure or a laser pointer) that touches or
passes through the diameter of the base of the enemy
gure, without being blocked, then it is a legal target.
But the player must not forget it is necessary to see, at
minimum, the targets head or a body area of equivalent
size to be able to re at him. Additionally, the Line of Fire
is reciprocal, so if a gure can draw LoF to its target, then
the target can draw LoF to the gure as well (If it is inside
its eld of vision). This rule is called If I can see you, you
can see me.
Figures lacking a LoF are unable to attack unless they have
weapons that permit Speculative Shots (See Ballistic Skills
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
target chosen is bigger than friendly models in the LoF,
then LoF is not blocked.
Figures engaged in Close Combat also block LoF (See the
Close Combat Section: Shooting miniatures engaged in
CC).
Example: The miniature of Fusilier Angus sees part of
the barrel of a Guijas HMG poking around a corner. The
enthusiastic Angus wishes to shoot, but when LoF is drawn,
it doesnt touch the T.A.G.s base, so this is not a legal
target.
Frustrated, Angus moves to a point where, through a little
window, can see one of the legs of the Guijia. He draws the
LoF, which now reaches the T.A.G.s base. Enthusiastically,
Angus forgets the rule If I can see you, you can see
me and declares a Shoot Order. When Angus holds his
weapon, he can see in the crosshairs of his scope how the
leg has been replaced by the HMG and the head of the
Guijia, which, strangely, seems to be smiling Now, Angus
must make a Face to Face Shooting Roll against the T.A.G.
Zone of Control (ZC)
The rear sensors of a miniature, or even his auditory
perception (Amplied or not) will allow him to be aware of
his environment in a radius of 8 inches. This 8-inch radius
around each model is known as the Zone of Control (ZC)
If any enemy moves into or acts inside the Zone of Control
but out of the LoF of a gure, he is immediately able to
react but only against that enemy. If an enemy enters a
Zone of Control but is behind an obstacle that does not
allow LoF to be drawn (For example a high wall or the
interior of a house) a miniature is only provided with an
Automatic Reaction Order to turn around and face his
enemy. The gure is considered to have heard some noise
and is turning towards its direction. If the model has any
Special Skill or Equipment that allows it to act without LoF,
it may use that instead of Change Facing.
Ranged Combat
Ballistic Skills (BS): Ballistic Skills, the exchange of ranged
re, 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
battleeld and reach victory. Only the lucky and the brave
survive when bullets hiss by in the midst of battle.
In order to Shoot, it is necessary to possess a BS Attribute,
a weapon that allows ranged ring, and LoF to a target.
SUMMARY OF BALLISTIC SKILLS
1. Choose a target.
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 gure.
The miniatures BS value modied 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
ZoC 20cm/8
L
o
F
L
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F
N
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L
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F
N
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L
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F
Line of Fire (LoF)
C
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B
A
T
A
T
A
T
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required to avoid a wound depends on the Damage
of the weapon, the ARM of the victim and any Cover
modiers. A Guts Roll must be made if necessary.
6. Wound Markers are placed or the miniature is recorded
as a casualty if he does not have access to a Doctor,
Paramedic, AutoMedikit, or Regeneration.
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
succeeded. In such a case, three possible situations can
arise:
1. The targeted gure has no LoF with the shooter and
does not therefore receive an ARO to react. A
Normal Roll is required from the shooter, Modied
by Distance, Cover and any Modiers required by the
Skills or equipment of the target.
2. A targeted enemy miniature has LoF to the shooter
and uses his ARO to Shoot, Dodge, Hack, or use a
Sepsitor attack against the activated gure. A Face
to Face Roll is made, applying Modiers for Distance,
Cover and the Skills and equipment of both players.
3. A targeted enemy miniature has LoF to the shooter but
uses his ARO to perform any action that does not
directly affect the shooter. The shooter must make a
Normal Roll as in situation 1, above.
When shooting, the player can always choose the moment
during the execution of his order in which to attack. The
most usual choice is a point in which the situation is the
most advantageous: a clear LoF, less cover for targets or
optimum weapon distance. This is also applies when using
an ARO to shoot.
Each miniature can shoot as many times as indicated by
Burst (B) value of his weapon. B varies between 1, for a
Grenade Launcher or Missile Launcher, to 5, for the Hyper-
rapid Magnetic Cannon. A player can distribute the shots
in a Burst between one or more enemy gures, if they are
within LoF and within range of the weapon. The whole
Burst is considered to be red from the same point on
the table separate shots may not be red from different
points.
When using an ARO to shoot, the Burst value always equals
1 (Except for Suppression Fire or with the Total Reaction
Special Skill). To clarify, a gure shooting using an Order
can re from 1 to (B) shots, while any miniature using an
ARO can only make one shot, or use a single other Skill
(Hacking, Dodging, CC, etc.).
If a target reacts directly to being red upon, the gure
using the ARO will have to roll less than or equal to his
Modied corresponding Attribute (BS, PH, WIP) but roll
above all the successful BS rolls of his adversary.
The gure using the Order to shoot will hit with all the
shots in his Burst that roll less than his modied BS but are
higher than his opponents result in the Face to Face Roll.
Example: Wen Liu uses an Order to shoot with his Heavy
Machine Gun at two Fusiliers in LoF who are 6 inches away
(Distance Modier: 0). Target one, Angus, uses his ARO to
Dodge, while target two, Estvez, uses his ARO to Shoot.
Wen Liu species that he will divide his weapons B value of
4 equally, shooting twice against each enemy. Face to Face
Rolls are required, as both targets are using ARO to react
directly to being shot. Wen Liu rolls a 7 and a 15 against
Estvez, and with a Modied BS of 11, scores one success.
Estvez must obtain a 15 or less (BS 12+ Short Distance for
Combi Rie +3), and rolls a 13, also a success. Both
succeeded, but it is Estvez who hits Wen Liu as 13 is
higher than 7. In the other Face to Face roll, Angus gets a
4 for his PH roll (PH=10), a success, Wen Liu rolls a 9 and a
5, passing his BS target of 11 with both shots. As both rolls
are higher than Angus score, he receives 2 hits. Now
Angus and Wen Liu must make their respective ARM rolls.
It is not possible to choose as targets miniatures positioned
within or behind an obstacle that impairs vision (Smoke
grenades, walls made of soft materials or Zones of bushy
tthick forests). It is not possible to shoot if the target is not
in sight, unless the weapon allows a Speculative Shot or an
Intuitive Attack. A miniature must also be within weapon
range to be able to shoot.
It is not possible to use the BS Attribute to shoot if in base
to base contact with an enemy: in that situation, Close
Combat rules are used instead.
A Critical BS roll scores an automatic success, causing
the target 1 direct Wound with no ARM Roll possible to
prevent the damage.
COVER.
Cover is scenery that allows gures to receive Modiers
against Shooting attacks by partially covering them from
their attackers. In order to receive cover Modiers, a gure
must be in base contact with the scenery. A gure is in
cover if it is partially visible (With a part of the body of
approximately the same size as a head showing) but scenery
obscures the rest of it. If a gure is not even partially visible
to a shooter, there is no LoF and the target is in Total Cover.
There are two types of cover:
Partial Cover: Partial cover is made of dense material
that prevents complete vision of the target. It causes a 3
Modier to the BS of the shooter and a +3 Modier tto the
ARM or BTS of the target (except when Hacking).
Total Cover: Any gure completely out of LoF behind
cover of this type cannot be chosen as a target except
for grenades in Speculative Shot or by Guided Special
Ammunition.
Weapons with Armour Piercing Special Ammunition (AP)
affect only the ARM Attribute of a target, but they do not
affect the protection afforded by cover.
A miniature in Prone position who is in a higher position
than the gure shooting at it is considered to be in Partial
Cover (-3 Mod to BS and +3 Mod to ARM). To shoot at a
prone gure, a miniature must be able to see its base.
Bunkers, embrasures and armoured personnel carriers
are considered to block LoF to troops inside them, even
though they may have an unobstructed view out. A 6 Mod
is applied to all attempts to shoot at them. If these gures
are also close to a wall, they have an additional 3 to BS to
be shot at and a +3 to ARM rolls.
Cover is essential in Innity, so it is suggested that the
Wen Liu
Short Skill ( BS): B4
Angus:
ARO: Dodge
Estevez:
ARO: B1
Line of Fire (LoF)
21
battleeld be lled with as many scenery elements as
possible (Purchased, homemade, or even improvised)
to allow troops to have places to nd cover and support
their advance. Elevated positions also have great strategic
impact on the game. (See Cover Graphic Over)
Firer
Prone&Higher
Partial Cover
Partially Obscured
Partial Cover
Fully Obscured
Partially Obscured
Partial Cover
Not in base contact
No Cover
Fully Visible
No Cover
Cover
C
O
M
B
A
T
A
T
A
T
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23
Types of Weapons.
Area of Effect Template Weapons: A weapon that uses
a Template affects an area, not just its targeted miniature.
Any miniature whose base is totally or partially under the
Template will be affected by the weapon. The targeted
miniature does not need to be at the centre of the template:
it is enough for the gure to be placed somewhere inside
the area of effect. Elements of terrain limit the effect of the
templates in the same way they limit LoF. If no LoF exists
(Such as a wall blocking the template), then the target
cannot be hit. If the target is partly obscured, it gets the
partial cover bonus if its base is in contact with cover. (See
Graphic 12)
Area of effect templates are the Circular Template, the
Large Teardrop Template and the Small Teardrop Template.
The height of the templates is equal to their radius or half
their width (Except in the case of Smoke Grenades, that
have no height limit). To ascertain the Templates area of
effect in 3d, perform a cut equivalent to the radius in one
of them and insert another template in the cut, in such a
way that they form a cross.
If a Critical is rolled when shooting a Template weapon, the
target gure (And only that gure) will receive a Wound
automatically and may not make an ARM roll. If there are
other gures affected by the template, they are able to
make ARM Rolls as usual.
A gure with the Special Skill CH: Camouage, or CH: TO
Camouage that is affected by a Template whose target
was another gure, must make the relevant ARM roll and is
automatically revealed, no matter if he succeeds or not. If
the affected miniature was deployed using Hidden
Deployment, he must also be revealed.
Direct Template Weapons: (Flamethrower, Chain Ries,
Nanopulsers, etc.) do not require a BS roll to hit: the
Template is situated at the centre of the base of the
miniature that shoots and all the gures under it must
make ARM rolls. (See Graphic 13). If gures affected by a
template intend to use the Dodge skill to avoid damage, a
PH roll with a 6 Modier must be made.
If the gures intend to Shoot instead of Dodging, the Direct
Template weapon will cause Damage in the usual way and
the gures shooting make Normal Rolls in order to hit the
Template weapon rer, and then must make an ARM roll.
If two gures with Direct Template weapons confront each
other, both will suffer the Damage caused by the weapon
and make subsequent ARM rolls.
Direct Template Weapons are the ones that allow use of
the Intuitive Attack Skill.
Figures with 2 Direct Template Weapons (Two Chain Ries,
for instance), can shoot them successively, one after the
other. This is same as if the Chain Rie had a Burst (B) of 2,
allowing the Template to be positioned twice per Shooting
Order, aiming at different targets if desired. If both hit the
same target, and he decides to Dodge, the gure must
make a PH with a -6 Modier, avoiding the Damage of
both Templates if successful.
Attack with Thrown Weapons: Thrown Weapons, such as
grenades, use the Attribute PH instead of BS, but in all
other ways function like use of Ballistic Skills.
Parabolic Fire: It is possible to launch grenades in a
parabolic trajectory (Tracing an arc) over an obstacle. The
trajectory of parabolic re creates two shadow zones:
one where the rer is not able to shoot and another that
cannot be chosen as a target zone. The length of these
shadow zones is the height of the obstacle. To be able to
use a Parabolic Fire, the centre of the base of the shooter
and the centre of the Circular Template of impact must be
situated outside the shadow zones. (See below).
1
2
-
3
4
5
6
7
8
9
-
0
Affected
Affected
Not Affected
Area of Effect Template
Direct Template
e.g. Flamethrower
Affected
Affected
Not Affected Direct Template Weapons
5
c
m
/
2

5cm/2 5cm/2 15cm/6 15cm/6


Shadow Zone
Cant be hit
Outside Shadow
Can be hit
Outside Shadow
Can re over
Shadow Zone
Cant re over
Firer Firer
Parabolic Fire
C
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B
A
T
A
T
A
T
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If the shot is not successful and the Grenade falls in a
shadow zone due to Dispersion, it must be placed with the
centre of the Circular Template on the nearest edge of the
shadow zone. Shadow zones can therefore be affected by
the Area of Effect Template of the Grenade.
Speculative Shot: A Speculative Shot is when a gure or
area out of LoF (When shooting over a wall or through
a window), is targeted with some form of Parabolic Fire
weapon (i.e. a grenade). These weapons may be aimed
at a zone or area, but a target gure must always be
nominated: so a grenade cannot be thrown through a
window into a room without nominating a gure inside the
room as the target.
Figures with Camouage or TO Camouage cannot be
chosen as targets. A nearby zone also may not be targeted
in order to cover them with a Template, as it is assumed
that if they have not been discovered there is no reason to
shoot there. Figures not Camouaged or TO Camouaged
can be targeted with Speculative Shot, as their position is
known thanks to Satellites or other Search and Location
systems.
Speculative Shot allows a weapon to be shot, or a grenade
thrown, towards a point in the eld rather than an actual
gure, providing that when placing the centre of the
Template on the point of impact, this affects the miniature
nominated when ring (And that miniature cannot be
Camouaged or TO Camouaged).
When using Speculative Shot, an entire Order is spent and
a Modier of -6 is applied to the BS or PH roll required.
If using grenades, a grenade launcher, or any other
Parabolic Fire weapon, ring at targets behind the smoke
of a grenade or in a Zero or Low Visibility Zone is always
considered to be a Speculative Shot.
Dispersion: If a BS or PH roll is failed when using a weapon
which allows performance of Parabolic Fire, like Grenade
Launchers (Light or Heavy) or Grenades, the trajectory of
the projectile suffers from Dispersion, diverting to explode
at another point on the battleeld. In order to discover
where the grenade explodes, place the Circular Template
at the original targeted point, with the number 1 facing
in the same direction as the rers LoF. The projectile
deviates a number of inches equal to the Failure Category
multiplied by 2.5 (FCx2.5) in a direction indicated by the
second digit of the d20 roll applied to the numbers around
the edge of the Template.
The Failure Category (FC) is obtained by subtracting the
target number required from the result of the die roll.
Example: Angus carries out a Speculative Shot with his
Grenade Launcher. To hit his target, he must roll a 6 or
less (BS 12-MOD Speculative 6). He rolls a 9, so his FC is
3 (9-6). Placing the Template over his original target point,
it Disperses 7.5 inches (3x2.5) in the direction marked 9.
A dispersing projectile may not travel further than its
Maximum Distance characteristic indicated in Table of
Weapons under any circumstance. Beyond that point, the
shot has missed and has no effect.
Shooting gures engaged in Close Combat: If gures in
Close Combat are shot at, a 6 Mod (Plus corresponding
Distance, Cover, or Camouage Modiers) is applied to
the shot for each friendly gure engaged in the Close
Combat. If the roll is failed and the Failure Category (FC) is
the equal to or less than the Modier from friendly troops
(-6, -12, etc. depending on the number of friendly soldiers
engaged in combat), then the shot hits a friendly miniature,
who must make an ARM Roll. If there are several friendly
gures engaged in CC, randomly decide which one will
be hit.
Example: Fusilier Angus sees how a comrade, Fusilier Silva,
is being attacked in CC by Zhanshi Wen Liu. Angus, a real
gentleman, decides to help, but being at a short distance
from them, declares a shot using his BS as his ARO. In order
to hit Wen Liu he must roll 9 or less on 1d20 [12 (BS) +3
(Distance MOD)-6(Friendly model in CC MOD) =9]. Angus
rolls the die, obtaining a 12! He has failed the roll, and as
his FC is equal to or less than the MOD applied for having
a comrade engaged in CC (Roll of 12 Target of 9 = FC 3),
his bullet passes over Wen Lius shoulder to hit Silva! Now
Silva must make an ARM Roll, and if she succeeds she will
have a word or two with her comrade Angus...
Template weapons that touch a gure in Close Combat will
always affect all gures involved in that combat.
Suppression Fire (SF): This is a Long Skill that requires
an entire order to be spent to allow a gure to engage in
Suppression Fire. A Suppression Fire Marker (SUP FIRE) is
placed on the table: the centre of the marker must be in
a straight line with the LoF of the rer, with no obstacles
in between, and no further than the LONG range of the
wielded weapon. Suppression Fire creates a corridor of re
as wide as the Marker, drawn in a straight line from the
base of the attacker to the extent of the weapons extreme
range, unless blocked by terrain.
Suppression Fire (SF) allows ring the complete Burst (B)
of a weapon in ARO. Any miniature, allied or enemy, in
LoF, that touches a SF corridor will receive (if the SF gure
succeeds at its BS rolls) all the shots indicated by the B
of its weapon, in reactive ring. The complete B of the
weapon will be red at each and every miniature activated
in LoF by Order inside a SF corridor; and at any miniature
that enters a SF corridor in LoF with a Normal Move,
Dodge, Coordinated Order, Cautious Movement or any
Short Movement Skill.
Example of Suppression Fire use is placing it in a narrow
zone or funnel on the battleeld: in that way, enemies
pressed to move through it will have to choose another
route or risk receiving a rain of bullets. If a Suppression Fire
area is placed over a gure, he may be shot at as many times
as allowed by the Weapons B value, when be activated
by an Order in his active turn. Note that Suppression Fire
cannot be undertaken with an ARO.
In active turn, to place a Suppression Fire allows, with the
same Order, to shoot in a normal way to those miniatures
placed in LoF inside it. Example: Fusilier Angus spends 1
Order to place a SF which he covers 4 enemies, with the
same Order, he splits the B 3 of his Combi Rie to re at
3 of them.
The Suppression Fire area is maintained until the beginning
of the next active turn of the player who declared it. A
miniature with Suppression Fire will automatically have it
cancelled if he tries to use any other Skill but Suppression
Fire. This rule applies for active and reactive turns.
Suppression Fire may be used against Zones of Zero
Visibility (Smoke grenades, thick jungle, etc.). SF allows
ring at gures placed inside or behind these zones, but
with a BS Mod of 6.
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Close Combat (CC)
Close quarters combat, whether the urban struggle for the
possession of a building or craft to craft boarding actions
in the void of space, takes place in a limited environment
where adversaries are always nearby and there is no space
to use a long ranged rearm with any effectiveness. In such
situations troopers resort to CC Weapons, short rearms
(Pistols) and sharp instruments (Knives, machetes, sabres,
swords, claws, etc.). Close Combat is gory, grimy, deceitful,
and fatal. In CC a soldier may cut an enemys throat and
taste his blood, or end up disembowelled at his foes
hands.
For miniatures to engage in Close Combat, it is necessary
that their bases be in contact. Any gures in base to base
contact are always considered to be in Close Combat, and
they will automatically change to CC Weapons (Pistols,
knives, swords, or natural weapons) without using any Skill
to do so. T.A.Gs do not need CC weapons since their sts
cause Damage equal to PH-2 naturally! When declaring
a CC attack with gure against an enemy, a dice roll is
required to discover whether the attack is successful.
When the miniatures to ght are in base contact, then a
Face to Face Roll is required. The results can be:
1. Both fail, so neither achieves a hit on their target.
2. One fails and the other succeeds. The gure that fails
receives damage, and must make an ARM Roll.
3. Both gures succeed. The miniature obtaining the
highest score is the winner of the Face to Face Roll
and hits his enemy. The gure that obtains the lowest
number must make an ARM Roll with a +3 MOD to
ARM (Defence Bonus) to reect evasive manoeuvring.
If there is a draw, the gure with the highest (Modied)
Attribute will succeed. If there is another draw and
the active player wishes to continue the ght, a new
Order must be spent and another Face to Face Roll
is required.
4. Both succeed and one gets a Critical. The latter wins the
Face to Face Roll, even if his enemy rolled a higher
number, and he causes a direct Wound, with no ARM
roll allowed.
5. Both succeed with Critical rolls. The highest dice roll
wins the Face to Face Roll and causes a direct Wound,
with no ARM Roll allowed. If there is a draw, the higher
Attribute (Modied) will be the winner. If there is yet
another draw, both are mutually cancelled, the active
player must spend an Order and engage in another
Face to Face roll to continue the combat.
It is compulsory for the player to reserve one Order of
the Order Reserve for each of his own gures engaged in
Close Combat at the beginning of his turn, to keep the
combat going or to Dodge away from it. The resolution of
these combats can be performed at any moment during
that players turn.
CLOSE COMBAT SUMMARY
1. Choose a target
2. Get close for the Close Combat. All necessary Orders
must be spent to be able to move until the gures
bases are in contact.
3. Engage in CC. CC is initiated either by using a CC Skill in
conjunction with a Short Movement Skill to get close,
or by spending another Order to initiate the CC Skill
alone, or by using an ARO to activate the CC Skill.
4. Perform a Face to Face Roll of CC gures Attributes.
5. Make as many ARM Rolls as necessary.
6. Place Wound Markers or remove the gure from the
table if it has no access to a Doctor, Paramedic,
AutoMedikit or Regeneration.
Charge: This term denes a Movement that nishes with
two gures in base contact and engaging in CC. It does
not provide any kind of additional advantage, but it is the
kind of Movement typical of CC specialist units such as
Warbands. It consists of moving towards the enemy until
the bases of gures are in contact, with CC initiated by
using a Short Movement Skill to reach the foe and then
using the CC Skill or by spending another Order to use the
CC Skill, or by using the CC Skill with an ARO.
The gure targeted in the charge, to avoid the attack, can
choose between one of the next options:
1. Shoot (Or whatever Skill which allows performance of
an attack before being engaged in CC like Hacking,
Sepsitor).. In this case, both gures make a Face to
Face roll, using the CC Attribute for the charger and
BS for the defender (Or the appropriate Attribute).
If the defender wins the roll, the charger must make
an ARM Roll. If he succeeds, he will not need to make
a Guts Roll, given that the miniatures are in base
contact and they are in CC. If the charger wins the roll
the defender misses his shot, no matter how high his
roll, and must make an ARM Roll.
2. Countercharge. The defender decides to take the
charge of his enemy, provoking a normal CC Combat
situation.
3. Flee. The defender decides to dodge his enemys
charge. In this case the Face to Face Roll is made by
the dodger with his PH Attribute while the charger
uses his CC Attribute. If the dodger succeeds, his
gure moves half the rst value in his MOV Attribute,
escaping the attack of his charging opponent
completely. Even if the attacker can still move enough
inches to be in base to base contact, the miniatures
will not be considered to be in CC and will have to be
separated a millimetre to indicate this. If the attacker
wins the Face to Face Roll, the gures are in CC and
his opponent must make an ARM Roll.
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
gure 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
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gure wins the roll, the defender takes Overrun damage
and must make an ARM roll or take a wound. The attacker
continues on to complete his move.
If the defender Shoots and wins the Face to Face Roll,
the attacker must make an ARM Roll or take a wound,
and passes right by his target without damaging him. He
then continues his move in the direction the Overrun was
initially declared.
If the target declares a Countercharge, he makes a CC
Normal Roll but automatically receives the damage of the
Overrun, making an ARM Roll or taking a wound. If the
target survives the impact, both gures are engaged in
CC, and the attackers MOV action will be cancelled. If the
defender Flees and wins the Face to Face roll, he takes
no damage and moves aside from the Overrunning gure,
who continues his move in the direction the Overrun was
declared.
Disengaging from Close Combat. If one of the ghters
in a Close Combat wishes to disengage from combat,
he must make Face to Face Roll, using his PH Attribute
instead of CC (Dodging). A successful Dodging roll allows
disengagement, separating the bases a millimetre to
indicate this. In an active turn a gure can still declare the
second Short Skill of the Order, and in ARO it can move
half of its rst MOV value.
Example: The Zhanshi Wen Liu (CC 14) in his active turn,
ghts in CC with the Fusilier Angus (CC 13). They perform
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,
hitting Angus. If Wen Liu (PH 10) had declared he wanted
to escape from CC, he would succeed too, separating his
base 1 millimetre from Angus. As Wen Liu is in his active
turn, he could still declare the second Short Skill of the
Order.
Close Combat with several enemies: Miniatures can ght
several enemies simultaneously in Close Combat, but only
when their bases are all in contact. Each extra allied gure
ghting in CC adds a +3 Mod to a ghters CC (Or PH,
if trying to Disengage) Attribute and this applies for both
Active and Reactive players.
Example: The Hac Tao Wu Shenru is in CC with 3 Fusiliers
(Angus, Doucher, and Bipandra). Each of the Fusiliers has a
+6 MOD to their CC or PH rolls, as they have the support
of 2 friends. In Close Combat, allied gures have the right
to an ARO in CC, but only against the gure that spends
the Order, and with a Modier of +3 for every extra friendly
gure that is engaged in CC with them. Hence, all gures
engaged in CC with a right to ARO can make their roll
to hit with a MOD of +3 for each friendly gure engaged
in combat. A miniature in his active turn must achieve a
higher roll than all of his enemies and then will be able to
hit one of them: any enemy gure with a superior roll to his
will succeed in hitting him instead. Similarly, to get out of
Close Combat an active gure will have to overcome all his
opponents CC Rolls with his PH Roll.
In the active turn it is compulsory to spend one Order for
each gure engaged in CC, whether to continue combat
or to disengage. For example: The Hac Tao Wu Shenru is
surrounded by a group of 3 Fusiliers that have attacked
him in CC, because he is not able to use the advantage of
CH: TO Camouage. In his turn, he decides to spend an
Order to attack Fusilier Angus in CC. Fusilier Angus and his
companions Doucher and Bipandra use their ARO to react,
attacking Wu Shenru in CC. Wu Shenrus Face to Face Roll
of CC is compared to the Rolls of the Fusiliers, obtaining a
12 (Wu Shenru, CC 16). Each Fusilier gets a +6 bonus for
the assistance of his two companions (+3 for each of them)
so their CC of 13 becomes CC 19. Angus rolls and obtains
20 (!), so he fails to hit. Doucher and Bipandra roll an 8
and a 10 respectively, succeeding but not overcoming Wu
Shenru, who nally hits Angus. Now, poor Fusilier Angus
must make his ARM Roll.
Notes about Close Combat: Close Combat always
cancels a gures Movement. If the gure moves only part
of his rst MOV value to enter base to base contact, then
CC is declared and the gure will not be able to move
the remaining inches of his MOV. A gure engaged in CC
cannot Shoot in ARO at another gure that is not involved
in that CC.
Close Combat is so direct and fast that no Guts Rolls are
required. There is simply no time to get scared in Close
Combat! Modiers due to Optical Disruption Devices
(ODD) are not counted in Close Combat, neither are those
from the Special Skills Camouage and Hiding (CH).
After nishing Close Combat the winning gure, which is
the one still on his feet, can be placed facing any direction
wished by his owner. Remember when attacking an enemy
in Close Combat from behind, the target can turn to face
his attacker with an ARO as soon as his Zone of Control is
penetrated.
Getting Hit and Damage
DAMAGE
When a gure is hit by a successful enemy BS or CC roll, he
must make an ARM Roll. In this roll, the ARM Attribute is
a positive number, and indicates the Modier to be added
to the roll. If the result of the Modied Roll (d20+ARM)
exceeds the Damage value of the weapon, the Armour
successfully absorbs the impact and the gure takes no
injury.
Example: The Zhanshi Wen Liu shoots at his eternal rival,
Fusilier Angus. Wen Liu shoots and hits his target. Angus
receives a Combi Rie shot, Damage 13. His ARM is +1 so
he will have to roll 13 or more to save his life (d20+ARM: 1).
Remember that when in combat, a Critical in BS or CC
means 1 direct Wound (W), and no ARM Roll is possible.
Damage and BTS. Some weapons use Special Ammunition
that ignores ARM and can only be stopped with
Biotechnologic Shield (BTS) protection. BTS Rolls are
used to resist the Damage caused by these weapons, and
function the same as ARM rolls, substituting the ARM value
with that of BTS as a positive modier.
Damage from Falling. If a miniature falls from a scenery
element during the game, he must make an ARM Roll
against 2.5 points (rounded up) of Damage per inch of
distance fallen.
GUTS ROLL
When a character succeeds in an ARM or BTS Roll, it means
that a shot (Or several) has hit his armour but not killed
him, provoking an instinctive survival reaction motivated by
the fear of being on the brink of death. The miniature will
look for better protection or cover instinctively (Looking for
Total Cover, if it is possible, when he is in Partial Cover,
for example), going Prone or performing any other Short
Movement Skill (except Alert) towards the nearest cover
27
that provides better protection, moving up to a maximum
of half his rst MOV value, but never charging towards the
enemy who caused the Guts Roll. To avoid this situation,
a miniature can make a Guts Roll to keep his position by
performing a successful WIP Roll.
The Guts Roll is also made when the gure suffers an
unsuccessful Hacker or Sepsitor Attack.
y Guts Roll in Close Combat: This kind of roll cannot be
made in Close Combat.
y Guts Rolls during Bursts: When an enemys weapon is
shooting in Bursts, the Guts Roll or the panic Movement is
only done once, after all ARM Rolls are made.
UNCONSCIOUSNESS
When a miniature receives a wound after failing an ARM
Roll, a Weapon Marker (WOUND) is placed beside him
with the proper number. If he has only suffered a single
Wound, the Marker will show 1: if he has accumulated
more Wounds, the Marker must reect their number. When
a miniature receives as many Wounds as the value of his
Wounds Attribute, he falls on the ground Unconscious
at the end of the Order, but never before the Burst (B) is
nished: therefore the number of Wounds can exceed his
Wounds Attribute. An unconscious character is assumed to
be lying down on the ground, except those unable to be
Prone due to issues such as terrain, and can be indicated
on the table with a PRONE Marker or by lying the gure
down.
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 Camouage Marker,
TO, and Optical Disruption Modiers, but not Cover
Modiers if he is eligible.
During the time the gure remains Unconscious he will not
add his Order to the Orders Reserve of his army, and will be
considered a casualty in terms of calculating army points.
In CC, if the miniature attacking declares that he is attacking
an Unconscious character the latter will die without being
able to roll for either CC or ARM: this is known as the Coup
de Grce.
To nish off an Unconscious miniature with BS, he only
needs to be shot at with a Normal Roll. If successful, the
Unconscious miniature is hit and must make an ARM Roll.
DEATH
If a gure in the Unconscious state receives a new Wound,
he dies and will be removed from the battleeld. Some
Special Ammunition can bring about this state directly.
Figures remain Unconscious until they are healed or killed.
If a player does not possess a Doctor or Paramedic, and
the Unconscious gure does not possess an AutoMediKit
or Regeneration, he passes to the Dead state and can be
removed from the game table.
Structures
Some miniatures and vehicles have a STR (Structure) value
instead of Wounds. These function similarly to normal
miniatures, having Normal, Unconscious, and Dead states.
Each time one of these miniatures receives the equivalent
of a Wound they lose a point of STR (Causing no ill
effect or Modier) and a Wound Marker is placed beside
them. When the number of Wounds received reaches
the STR Attribute of the gure, the vehicle or miniature
is immobilized and destroyed (An IMM Marker is placed
and crew members, if any, are able to get out). If the army
does not have a gure with the Special Skill Engineer, any
miniature or vehicle with a STR value is removed from the
table once destroyed and the crew members have left it.
Immobilization: Some weapons and Special Ammunition
have an ability to immobilize the target. A gure that
has failed his PH Roll is marked as Immobilized with an
Immobilized Marker (IMM), and is unable to take any action
that implies movement (Move, Dodge, BS, or CC). It can
however use Discover, Reset, Sepsitor or Sensor Special
Skills. A miniature in this state loses all Modiers allowed
by his Special Skills. Figures in an Immobilized state still
add their Order to the Orders Reserve of their army.
Scenery Structures: STR values can be to certain elements
of scenery in order to represent their destruction, if battle
conditions require such a measure. Remember that
structures can only be harmed by DA and Explosive (EXP)
Special Ammunition
Element Arm Str
Door 1 1
Security Door 3 2
Armoured Door 10 3
Wall 10 3
Reinforced Wall 12 4
Brick Wall / Bulkhead 8 3
Morale And Leadership
At some point in a battle, troops morale can fail. Losing
a leader or large number of companions affects soldiers
decision to continue ghting.
During the game, the morale of the troops can be affected
by two critical situations:
1. Retreat! If, during the count of Orders/gures at
the beginning of the players turn, the army has
lost gures equal to more than 60% of its original
points composition, its troops will be automatically
considered as demoralized and they will withdraw from
the battle. They will turn Impetuous automatically, but
every move must be made in the direction of their
Deployment Zone, aiming to leave the battleeld as
soon as possible, unless an Order is spent to regain
control of them as described below.
In a Retreat! situation, troops will ignore their ofcers
in such a way that the Lieutenant loses his Special
Order.
2. Loss of Lieutenant. When the miniature of the Lieutenant
falls Unconscious or Dead, the army is without a
leader. If such a case arises, 2 Orders can be spent
and another miniature designated as the Lieutenant.
The Unconscious Lieutenant may also be healed, but
if at the end of the turn there is no active Lieutenant,
there will only be 2 Orders available in total for
the next turn, which can be consumed in enrolling
another Lieutenant. If the Lieutenant is wounded or
killed during an enemy turn, then the player starts the
following turn with only 2 Orders that can be used
to elect a new Lieutenant. The Loss of Lieutenant
situation does not affect Impetuous Orders that are
carried out normally. In a Loss of Lieutenant situation
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the player has got, not only the 2 Orders Reserve, but
too the Impetuous Orders and those Orders given by
gures with the Religious Troop Special Skill, which
only them can use.
RECOVERING LEADERSHIP
1. In case of losing a Lieutenant, the player can try
recovering Leadership. If the player loses his
Lieutenant during his turn, he can use 2 Orders to
sign up a new Lieutenant, who will not have the use
of the Lieutenants Special Order until the next turn.
Any gure in the army can be made into a Lieutenant
(except a REM, Antipodes, The Hungries, or any
Irregular troop if it is a regular army). If the group or
army does not have any gures on the eld (Due to
TO Camouage or Airborne Deployment), it must
reveal or deploy some in order to enrol a Lieutenant.
2. If an army is in Retreat!, a player may spend an order to
control a gure and prevent him moving Impetuously
towards the Deployment Zone. Once an Order is
spent stopping him, the soldier can then behave
normally until the end of the turn. At the beginning of
the next turn, he will have to spend another Order to
avoid turning Impetuous and withdrawing.
LAST FIGURE STANDING
In the types of special operations encountered in Innity, a
single gure can make all the difference. Any soldier, with
plenty of guts and well trained, can save the day and avert a
potentially catastrophic situation For this reason, in Innity
the minimum Order Reserve is 2. When a player only has a
single gure, this gure will always have 2 Orders. To this
minimum reserve, only an Impetuous Order can be added,
if the miniature is Impetuous, or the Impetuous Order
(used to move towards the Deployment Zone) of Retreat! if
the miniature is in such a state.
A gure possessing the Religious Troop Special Skill doesnt
receive an extra Order over the minimum Order Reserve of
Last gure standing. Example: The player has only one
gure alive on the game table, it is the last survivor of his
Army List, therefore its Order Reserve is 2. If this gure
would be the Lieutenant, then its Order Reserve is 2.
This last gure is not the Lieutenant, so it is in a Loss of
Lieutenant situation. Its Order Reserve is still 2.
If the last miniature standing is in a Loss of Lieutenant
situation and possesses the Religious Troop Special Skill,
then its Order Reserve would be 2. Even if the Lieutenant
possesses the Religious Troop Special Skill, and is the last
gure standing, its Order Reserve will still be 2. However if
this last gure is Impetuous, the total number of Orders in
its Order Reserve is 3 (1 Impetuous Order + 2 Orders for
Last gure standing rule).
If the above Impetuous gure is in a Retreat! situation, then
its Order Reserve would still be 3 (1 Impetuous towards its
Deployment Zone + 2 for Last gure standing rule).
Any last miniature of a player, which is not Impetuous but
is in a Retreat! situation has 3 Orders in its Order Reserve
(1 Impetuous towards its Deployment Zone + 2 for Last
gure standing rule).
Advanced Combat (Hacking)
In modern combat, computing and electronic systems
are as important as bombs and ries, since they ensure
that everything works and moves in the correct direction.
Long distance communications are possible thanks to
the electronic devices that have taken the place of RF
(radio) which is now relegated to emergency situations
and mainly used for short distances. Without proper
communications, supplies and support would never arrive,
artillery would never be able to cover an advance, missiles
would not be guided towards their targets and troops
would not be aware of battleeld conditions. Without
sophisticated communications, soldiers would experience
a general situation of confusion similar to battleelds at the
beginning of the twentieth century. The only troops that
can provoke or avoid this kind of situation are the Tactical
Hackers: soldiers equipped and trained to use Hacking
Devices. These are specialists in infowar, cyberassault and
electronic combat and defence.
Hacking Devices are small quantronic computers specially
designed for infowar and cybercombat, used to penetrate
enemy cybernetic systems as well as protecting against
them. Hacking Devices can function in Defensive or
Attack Mode. Each mode uses specic skills and hacking
programmes to full a determined function in combat:
Attack Mode: Used to hack T.A.G.s, Remotes (REM),
Heavy Infantry (HI), Doors, and Security/Data targets. It is
also used to perform cyberattacks against other Hackers. It
has a radius of action of 8 inches although it can be used
through a Repeater. It does not require a LoF to the target,
which only has to be inside of the 8 inch Zone of Control.
Hacking in Attack mode is a Short Skill that allows the use
of hacking equipment to perform some of the following
activities:
y Hacking a T.A.G: To succeed in hacking a T.A.G, the
miniature must make one or several hacking rolls, making
a Normal Roll of WIP modied by the targets BTS. Hacking
a T.A.G. is a Short Skill. If the roll is successful, the enemy
T.A.G. will remain completely paralysed (see Immobilize),
until the next turn. An Immobilized marker (IMM) is placed
beside the T.A.G.
If, after having effectively paralysed the T.A.G., the same
Hacker spends a new Order and succeeds in another
consecutive hacking roll, the T.A.G. will be completely
possessed. A Possessed Marker (POS) must be placed
beside it. The Hacker is now in full control of the T.A.G,
using all its Attributes and weaponry and controlling it
with Orders spent from the Orders Reserve of the Hackers
Combat Group.
When a Hacker fails a roll, he loses all the accumulated
effects so far: the T.A.G will be completely free of
his inuence and any Markers due to hacking will be
removed. The Hacker must declare when he begins
whether he wishes to immobilize or possess a T.A.G. Once
his decision is declared, he may not perform any extra
Hacking attempts on that T.A.G during that turn.
The T.A.G. can get rid of the Immobilization by Hacking
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
29
with consecutive Orders. If it is successful, the POS or
IMM marker is removed. A possessed (POS) T.A.G. can
be controlled by any Hacker of the army which has taken
possession of it. Due to the technological abyss that
separates Humanity from the E.I., Combined Army T.A.G.s
can be immobilized (IMM) but never possessed (POS) by
human Hackers.
y Hacking Heavy Infantry (HI) or Remotes (REM): To
effectively hack a Heavy Infantry or a Remote, the Hacker
must make a Normal WIP Roll modied by the BTS of
his target. Hacking Heavy Infantry or Remotes is a Short
Skill. If the roll is effective, the Heavy Infantry or Remote
is completely paralysed and an Immobilized (IMM) Marker
is placed beside it. Heavy Infantry or Remotes can be
liberated from Immobilization by Hacking when their
player has his next Active turn. This requires a Reset:
y Reset: This is a Short Skill. The gure 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 following Orders. If it is successful, the
IMM Marker is removed.
y Anti-Hacker Protocols: Hackers in Attack Mode can
carry out cyberattacks against Hackers situated in their
Zone of Control. These cyberattacks cause physical
damage to the victim, provoking neural overload and
brain haemorrhaging. Activating Anti-Hacker Protocols is
dangerous, since the target can block the cyberattack and
turn it against his attacker. This is a Short Skill.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
A cyberattack is performed normally by a Face to Face
WIP Roll Modied by the BTS of each Hacker. The Hacker
who loses the roll automatically enters the Unconscious
state. If a target Hacker has already declared his Order and
cannot use it to protect himself against the Anti-Hacker
Protocols, then the attacker makes Normal Roll modied
by the BTS of the target and the victim falls Unconscious
if it is successful. If the defender or the attacker achieves
a Critical, the adversary and Repeaters used by him are
automatically destroyed, passing directly to the Dead
state and ignoring the Unconscious state.
In order to apply Anti-Hacker Protocols to an Unconscious
Hacker, a gure must be 8 inches or less away and then
make a successful WIP Roll. The target has no defence and
will immediately die.
Defensive Mode: This is used to defend allied miniatures
from Hacking Attacks, Guided Missiles and the use
of Airborne Deployment: Combat Jump. A Hacker in
Defensive Mode operates, hacks, or defends without
distance limit. He can use his hacking equipment to
perform some of the following defensive activities:
y Hacking Airborne Deployment: Gaining access to
the enemy communications net, Hackers can detect and
scramble onboard systems of Airborne Deployment craft.
The short-circuiting and scrambling of the crafts avionics
compels the transported troops to perform an emergency
jump. To Hack an Airborne Deployment craft, the Hacker
must spend an Order and perform a successful WIP Roll
modied by the BTS of his target (Airborne Deployment
craft have a standard BTS of -9). It is not necessary to have
a LoF, or to be within any distance of the target.
After succeeding in the hacking roll, the enemys Airborne
Deployment craft navigation systems and jump protocols
are scrambled. All enemy miniatures with the Special Skill
AD: Combat Jump must leave the craft at once, following
the subsequent rules for Emergency Jumping:
Miniatures with AD: Combat Jump will choose, for all of
them, a sole landing point in the game table.
Each gure must make a Normal Modied Roll of PH-9.
If they fail the roll, they must apply the Combat Jump
dispersion rules.
If the adversary has not any miniature with AD: Combat
Jump, or if he has noted they will deploy with AD: Aerial
Inltration, the Level 2, then the Order spent is wasted.
Hacking Airborne Deployment cannot be executed in
ARO.
y Hacking Defensively: When a player in the Active turn
decides to do some hacking, the defender can (if he has a
Hacker in his ranks) perform Defensive Hacking. In order to
do this, he must state in the ARO of the targeted miniature
an intention to respond with his Hacker. This will substitute
the BTS Attribute of the miniature, Airborne Deployment
or Guided Ammunition on his side with a Face to Face Roll
of the WIP Attributes of both players hackers (Modied
by their own BTS).
1. If the defender prevails, he avoids and cancels the
original Hackers attack.
2. If the attacker wins, he will effectively hack his target.
3. If one of them achieves a Critical result, he succeeds
in his objective and will disable (DIS) his enemys Hacking
Device. It is not necessary for the defending hacker to
have a LoF or to be within 8 inches of the target of the
hacking attack.
y Hacking Guided Ammunition: To hack a Guided
projectile effectively, the miniature must make a hacking
roll, a Normal Roll of WIP modied by the targets BTS.
Guided projectiles have a BTS of 3 and only Guided
Ammunition attacks may be hacked. A defending
hacker does not need LoF or to be within 8 inches of the
projectile: When a Guided Ammunition attack is made,
any hackers on the defending side gain an ARO that can
be used to hack it. If the hacking roll is successful, the
enemys projectile is completely deactivated. Hacking
Guided Ammunition is a Short Skill.
OTHER FUNCTIONS OF HACKING DEVICES
y Controlling a Remote: Hacking Devices allow Remotes
to be enrolled in an army. The Hacker will have a line of
communication with the Remotes updating performance
protocols to prevent enemies decoding their movement,
combat or remote activity programs.
y Hacking Security and Information: To effectively hack
an element of the scenery, for instance a door with an
electronic lock or a computer, the miniature must succeed
in a hacking roll, a normal WIP Roll modied by the targets
BTS. Here are some examples:
Element BTS
Lock or simple computer equipment 0
Lock or complex computer equipment -3
Lock or high security computer equipment -6
Hacking Security and Information is a Short Skill. If the
roll is successful, the lock or the computer equipment is
C
O
M
B
A
T
A
T
A
T
30
hacked; the lock will open and data can be easily
extracted from the computer. In order to do this the
target must be inside the Hackers 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
at risk from receiving an ARO from the target. This
coordinated Order may only generate an ARO from
the target and this ARO may only be used against the
nominated hacker, if possible. Coordinated Hacking
cannot be executed in ARO.
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
but he prefers not to leave the cover of the corner). At
the corner he can now see Wen Liu, a Zhanshi enemy,
and another miniature hidden by a TO Camouage
Marker. Wen Liu uses his Automatic Reaction Order
(ARO) to shoot Angus, who just entered his LoF. The
miniature represented by the TO Camouage 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,
the distance between them is measured (12 inches)
and rolls are made. Angus must roll 15 or less with
the 3 shots of his weapons B (Burst) [12(BS Attribute)
+3 (Distance Modier of a Combi Rie for 12 inches]
and Wen Liu must roll 11 or less [11(BS Attribute) +3
(Distance Modier of a Combi Rie for 12 inches)-3
(Modier for Cover, since Angus is close to a wall)].
Angus rolls 16, 19, and 7, while Wen Liu rolls 9. Only
Wen Liu scores a hit (Since Wen Lius BS is successful
and scores higher than Angus success of 7). To resist
damage, Angus will have to roll 10 or more [ +1
(ARM) and +3 as he is behind Cover, against Combi
Rie Damage of 13]. Angus rolls a 17 and avoids the
Wound, his bulletproof vest absorbing the impact.
Angus recoils instinctively when he receives the
impact, looking for a less dangerous location,
moving 2 inches (half his MOV Attribute). If Angus
had desired to, he could have tried to remain in his
position by passing a Guts Roll, which would have
required a successful WIP roll.
This was the last Order of Angus player, and now it
is the Active turn of Wen Lius player, who spends 1
Order to activate Wu Shenru, a Hac Tao represented
by the TO Camouage 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
Order, gained as Shenru just entered his LoF, but as
Shenru is a TO Marker, his only possible action is to
try to Discover him. In order to do so, Angus measure
s the distance (2 inches) and must make a WIP roll of
3
0
c
m
/
1
2

1
0
c
m
/
4

Wen Liu
ARO: B1
Angus
Short Skill: B3
TO
5
c
m
/
2

Angus
Guts Roll Retreat
TO
Wu Shenru
TO: Camouage
Angus
ARO: Discover
10cm/4 5cm/2
fail
TO
Wu Shenru
Short Skill: B3
(TO rst attack)
Angus
5
c
m
/
2

31
9 or less [12 (WIP Attribute)+3 (Distance MOD)-6 (TO
Camouage Modier)]. He rolls an 11 and fails, so
Shenru remains in the active TO Camouage state.
Shenru receives a new Order and uses 1 Short Skill
to Shoot. Since he has TO Camouage, his shots are
made before those made by Angus with his ARO.
Shenru measures the distance separating them,
2 inches, and calculates that with every shot in the
Burst (B3) he must roll 17 or less [14(BS Attribute)
+3 (Distance modier of MULTI Rie)]. He rolls 18,
20 and 18. Buddha is not on his side it seems! (See
Graphic 19). After nishing his shooting, Shenrus
miniature must be placed on the table instead of the
TO Marker.
Now Angus is entitled to an Automatic Reaction
Order. Angus shoots, with only a single shot in his
Burst (Automatic Reaction Order) and must roll 9
or less [12 (BS Attribute) +3 (Distance Modier for
Combi Rie) 6 (TO Camouage Modier)]. He rolls
8 (Hit!). Shenru must now make an ARM Roll of 9
or more [13 (the Damage of a Combi Rie) 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
Roll, against his WIP of 14. He gets a 3, enabling
him to avoid recoiling and losing his position. (See
Graphic 20).
Shenru receives a new Order and chooses to engage
in Close Combat. He uses the Order to perform a
Movement that ends in contact with the base of
Anguss gure and then activates the CC Short Skill.
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 Camouage anymore). Both make a Face to Face
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 (Shenrus
PH Attribute while using a CC weapon) adding +1
(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 nish 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 Camouage Modier 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. Shenrus CC
weapon is of the Shock type, and Angus falls Dead
on the oor (The special effect of the weapon consists
in skipping the Unconscious state to pass directly to
Dead), his miniature removed from the table.
Wu Shenru
Angus
ARO: B1
(second attack)
5
c
m
/
2

1 Wound
Wu Shenru
Short Skill: Move
Short Skill: CC
Angus
ARO: B1
5
c
m
/
2

Wu Shenru
Short Skill: CC
Angus
ARO: CC
5
c
m
/
2

Dies
S
K
I
L
L
S

a
n
d

E
Q
U
I
P
M
E
N
T
N
TT
32
Skills and Equipment
Skills
COMMON SKILLS
Common Skills are those that any miniature can perform
without needing a specic mention in the description of
the Troops Skills.
Alert: Spending 1 ARO, the miniature can warn his
companions that they are going to be attacked from
behind, provided he has a LoF to the attacker. All
companion gures can be turned to face the enemy, but
do not receive an ARO to act against it immediately. They
will of course gain ARO against subsequent Orders.
Ballistic Skills Attack (Shoot): A Short Skill that allows use
of a ballistic skill weapon: the Attribute is modied by
Distances and Cover.
Cautious Movement: T.A.G.s, Remotes, Motorcycles, and
vehicles do not have this Skill. This Long Skill allows the
miniature to move carefully from one point outside the
enemys LoF to another point also outside the LoF of all
his enemies. The gure moves a maximum equivalent to
his rst value in MOV as long as his start and end points
are not in an enemy LoF. He will not generate any ARO
if a LoF is crossed in the movement. Cautious Movement
cannot be used within the radius of the enemys Zone of
Control. The use of this Long Skill must be declared before
performing the manoeuvre.
Change Facing: This Short Skill allows a miniature to
change the direction of his facing without moving. By
Spending 1 ARO, a miniature can turn to face any enemy
miniature that has entered his Control Zone or otherwise
alerted him. If the miniature does not have an ARO, it can
Change Facing if it is hit by an enemy attack or if an allied
miniature receives a hit inside its Control Zone. It is not
necessary to roll dice to perform this Skill.
Climbing: Motorbikes and Vehicles cannot perform this
Skill. A Short Skill that allows vertical movement, climbing
a number of inches equivalent to half the gures MOV
Attribute for each use of the Skill. To be able to Climb, the
miniature must make a Normal PH Roll. If a Roll is failed,
the miniature falls the distance travelled so far: see the
Damage section, Damage from Falling. While climbing, a
miniature will not be able to use any other Short Skills. If
the Climbing Movement does not nish at the top of a
wall, the gure remains hanging from it and is not able to
use any other Skill until the climb is completed.
Close Combat Attack: This Short Skill allows use of Close
Combat weapons with the CC Attribute.
Coordinated Order: By spending 1 Order per miniature,
up to four gures can be activated to act at the same time
and carry out the same Order.
Discover: This Short Skill allows discovery of a miniature
in LoF represented by a Camouage, TO Camouage
or Impersonation Marker. A Normal WIP Roll must be
made, applying the relevant Modier (Camouage, TO
Camouage, etc.). To be able to Discover a gure, distance
Modiers must be applied as the farther a gure is, the
more difcult it is to Discover. Distance Modiers are
applied according to the following table:
Distance 8
inches
32
inches
48
inches
48+
inches
Modier +3 0 -3 -6
If the WIP Roll is successful, the Marker must be removed
and the gure placed in its position. The miniature will
remain visible until it is camouaged again.
If a miniature fails when trying to Discover a Camouage,
TO or Impersonation Marker, he will not be able to try
again until the next Turn with an ARO or with an Order
in his next Active Turn. It may attempt to Discover other
Markers after a failed attempt.
Dodge: Dodge is a Short Skill that allows a PH Face to Face
Roll to be made against BS, CC, PH or Forward Observer
Skills to avoid an enemy attack in LoF. A Dodging gure
can spend the rest of his Order to carry out or nish his
Movement. Dodge also allows to disengage from a CC.
A gure dodging in ARO can move half of its rst MOV
value, or make any other Short Movement Skill that does
not require a roll. A Dodge roll in the Active turn can
be used to face all the ARO generated by an Order. In
ARO, a Dodge roll will face all the shots of the Burst (B)
or all actions done by the miniatures under Coordinated
Order (Dodge all blows in Close Combat, dodge different
opponents shots etc.). T.A.Gs, Remotes and Motorcycles
must always apply a -6 MOD in order to Dodge. Vehicles
cannot Dodge.
In case of a draw of Attack and Dodge, the winner is the
gure that has the Attribute with the highest value.
Exceptions are Rolls against Direct Template weapons
(Chain Rie, Flamethrower, and Nanopulser) and others
such as the Special Skill Explode. In this case, to be able
to Dodge the impact a Roll of PH with a 6 Modier must
be made. The Modier indicates the higher difculty in
Dodging a shot from an area saturation weapon. If the roll
is successful, the miniature dodges the impact even if he is
within the area of effect of the Template.
Get Up: A Short Skill that allows a miniatures stance to
change from Prone to standing, removing the Prone
position marker.
Intuitive Attack: With Intuitive Attack, a miniature can
detect movement and shoot to cover a wide area where
the enemy could be. Intuitive Attack can only be performed
with Direct Template weapons (Flamethrower, Nanopulser,
Chain Rie...) deployable weapons and equipment (Mines,
E/Mauler, Deployable Repeater, CrazyKoalas ) and the
E/Marat. This Skill allows performing of an attack against
a camouaged gure that has not been discovered
previously, as well as gures inside Zero Visibility Zone (like
a Smoke template) or shooting from inside a Zero Visibility
Zone. It also allows placement of a deployable weapon
with an enemy inside its area of effect. Intuitive Attack is a
Long Skill that consumes 1 Order.
To be able to make an Intuitive Attack a gure must
succeed in a WIP Normal Roll with no Modiers (MODs
from Distance and Skills CH: Camouage and Hiding are
not applied). If the camouaged gure starts shooting,
any shots will be simultaneous with Normal Rolls. If the
camouaged gure receives a hit, he will have to reveal
himself, removing the Camouage Marker and placing the
appropriate gure, even if his ARM Roll is successful.
33
If the WIP roll is failed, it is not allowed to repeat the
Intuitive Attack on the same target until the next Game
Turn.
Jump: Jump is a short skill that allows performance of
a horizontal MOV to avoid a hole or a vertical jump to
clear an obstacle. To be able to jump, the distance (either
vertical, horizontal, or diagonal) betweenthe start point and
the landing point must be measured and be within half the
gures MOV Attribute. A PH Roll with no Modiers must be
successfully made to complete the jump. When this Skill is
repeated in the same Order, a jump will not cover a longer
distance, but two consecutive jumps can be made with two
PH Rolls. In order to do this, it is compulsory that between
each jump there is a rest point. In the second jump, the
gure moves half of his second MOV Attribute. Any height
greater than half the height of the miniature requires a
Normal Roll of PH in order to be cleared. If the roll fails, see
the section Damage: Damage from Falling. If when making
a jump, MOV does not allow a landing point in which to
situate the miniature, it is assumed that he falls vertically
to the ground from the nal point of his Movement. This
height is calculated to estimate the Damage From Falling
(See the Damage section). During a jump, no other Short
Skills may be used until the gure lands.
Move: Move is a Short Skill that allows the miniature to
cover a number of inches equal to the rst value of his
MOV Attribute. Repeating this Skill in the same Order
allows the gure to move a number of inches equal to the
second value of the MOV Attribute. It is not compulsory
to move the total distance indicated by the MOV values.
When declaring Movement the complete and exact route
taken by a gure must be described so that an opponent
can announce his ARO. A gure can pass over any obstacle
whose height is equal or less than half of his own without
suffering restrictions to his Movement.
Mount/Dismount: This Short Skill allows mounting or
dismounting of a vehicle or mount.
Open/Close: A Short Skill that allows opening or closing of
doors or windows and manipulating other mobile elements
of scenery on the game table.
Prone: Prone is a Short Movement Skill that allows the
miniature to assume a Prone position, placing a Prone
Marker (PRONE) next to it. Troops in Prone Stance have
their Movement values halved and can not Jump or Mount/
Dismount. Example: a Prone gure that declares Dodge
will only move 1 inch and not the usual 2 inches. A gure
in Prone Stance is considered to be the height of his base.
T.A.G.s, Remotes, Vehicles, and Motorcycles cannot use
the Prone position. Except these gures, any miniature can
be deployed Prone by placing a Prone Marker besides it.
Speculative Shot: A Long Skill that requires 1 Order to be
spent to allow a Parabolic Fire to an area or gure outside
the LoF of the attacker, applying a Modier of -6 to BS
or PH, depending on the situation. Only those miniatures
equipped with Grenades and Grenade Launchers can use
Speculative Shot.
Suppression Fire: Long Skill that consumes 1 Order, and
allows placing a miniature with a ballistic skill weapon in
Suppression Fire mode. A Suppression Fire Marker must
be placed on the table as per the Suppression Fire section
of the rules.
Swim: A Short Skill that allows half a gures MOV Attribute
to be used when traversing a liquid medium. Repeating
this Skill in the same Order allows the gure to move half
the second value of the MOV Attribute.
SPECIAL SKILLS
These are Skills that only certain units are able to use,
whether from special training, the use of certain equipment
or through natural talents. In those Special Skills that have a
number of levels, superior levels always include the inferior
unless stated otherwise. For example, a Level 3 Skill will
include the Level 1 and 2 abilities as well. Alphabetical
Levels (Like Level X) will indicate in their description if they
include any other level.
Airborne Deployment (AD): Units of Airborne Deployed
Infantry use aircraft to move to areas of the battleeld where
they can cause the greatest damage when deployed. There
is no need to place miniatures with Airborne Deployment
on the table during the Deployment Phase. If the miniature
is not deployed on the table, he does not add his Order
to the Orders Reserve until positioned on the battleeld.
To descend to the combat zone, gures possessing this
Special Skill do not use Orders from the Orders Reserve
of the army but instead must use their own Order. A gure
with Airborne Deployment can also be placed in the normal
way at the beginning of the battle, inside the players
Deployment Zone, if desired. If the Lieutenant possesses
this Special Skill, he must be deployed at the beginning of
the battle in the players Deployment Zone or his army will
be in a Loss of Lieutenant situation. In a Retreat! situation,
all troops with AD who still have not been deployed cannot
be placed on the game table. There are four levels of
Airborne Deployment.
t -FWFM 1BSBDIVUJTU This miniature has been trained
to deploy by using a parachute or rappelling from an
aircraft, in the moments prior to combat, arriving from
outside of the battleeld at the most critical point. In the
deployment phase, AD: Parachutist allows the miniature,
without spending Orders or having to make any roll, to
avoid being placed on the battleeld. The borders of
the game table must be divided into imaginary sections
of equal proportion (Two per side, eight in total) to
determine the parachutists point of entrance. An entry
section from the eight is chosen before the battle starts
for each gure, noted in secret so that it can be veried
when the gure is deployed. This section cannot be the
enemys Deployment Zone. When the player decides to
Deploy the gure, 1 Order is spent (The miniatures own,
not one from the Orders Reserve) and the gure is placed
on the battleeld, somewhere along the table border of
the section selected before beginning the battle. If using
a Coordinated Order, all miniatures participating must
enter through the same section of a table edge, chosen
from those noted before the battle.
t Level 2 Airborne Inltration: Figures possessing the
Special Skill AD: Airborne Inltration are experienced
parachutists, specialized in raiding and penetrating
enemy lines. This Special Skill allows the gure, without
spending any Orders or making rolls, to perform similarly
to AD: Parachutist but without having to choose a specic
zone of entry. He must still spend his Order to deploy
but may be placed on any border of the game table.
The entry point chosen cannot be inside the enemys
Deployment Zone. If a Coordinated Order is used, all
miniatures participating must enter through the same
table section.
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tLevel 3 Combat Jump: Figures with this special jump
equipment are trained to descend at full speed over the
battleeld surprising enemies with devastating sudden
attacks. The active player can deploy a miniature with AD:
Combat Jump at any point during the battle. The gure
spends 1 Order (His own, not one from the Orders
Reserve) and makes a PH Normal Roll. If successful he
deploys to any point on the table nominated by his
owner, facing in any direction desired.
Dispersion: If he fails the PH roll, the miniature suffers
a detour in his fall, deviating as many inches as the
Failure Category multiplied by 2.5 (FC x 2.5). In order
to determine in which direction the miniature deviates,
a Circular Template is used. Place the Circular Template
on the target point where the miniature was supposed
to land, with the number 1 facing towards the centre
of the table. The second digit of the dice Roll is used
indicate the direction in which the miniature deviates
(See Graphic 22).
If deviation prompts the gure to fall outside the
battleeld, he will have to spend an extra Order from
the Order Reserve to appear on the border of the game
table at the point where he would have left. A gure
cannot nominate as jump target the interior of a Smoke
zone, or in Impassable Terrain or Zones of Low or Zero
Visibility. The landing zone is of the same size as a
Circular Template and must be free of scenery elements.
The gure with Combat Jump can land on any point
in the landing zone but the whole of its base must be
in the interior of the Circular Template. A gure cannot
land in base to base contact with another miniature.
If a Coordinated Order is used to perform a Combat
Jump, all the miniatures participating must choose the
same template as their landing point. Those failing their
PH Roll will be dispersed individually.
Figures possessing Combat Jump can also deploy
themselves, if they wish to, as if they possessed the
preceding levels in AD.
Remotes with Combat Jump will have to perform a PH
Roll in order to jump. PH determines the automation
and programming level of their jumps.
Impetuous Figures with Combat Jump will have to use
their Impetuous Order to perform their jump. If they do
not want to jump immediately, at the beginning of the
turn they must spend an Order from their armys Orders
Reserve in order to stop each impetuous gure from
deploying with their Impetuous Order.
Inferior Combat Jump functions exactly the same as
normal Combat Jump, but in certain scenarios, owing
to certain weather or technical conditions, gures will
make their PH Roll with a Modier of 3.
tLevel X Tactical Jump: A miniature that possesses the
AD: Tactical Jump Special Skill is not only an excellent
inltrator parachutist, but is also a natural born leader
with a superb tactical sense.
Tactical Jump allows performance of only AD: Airborne
Inltration, but without the enemys Zone of Deployment
restriction access. Moreover, if the gure possessing this
Special Skill is the leader (Lieutenant) of a group of gures
with AD: Parachutist, these can be deployed in the same
zone of entry and in the same turn as their Lieutenant,
no matter if a different zone of entry was determined for
them before the battle. If using a Coordinated Order, all
miniatures participating must enter through the same
section of a table edge.
In addition, if the gure possessing Tactical Jump is the
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
that would have been available, with the exception of
Orders spent previously (which can only be one or two).
Antipode: Miniatures belonging to this alien race have
a special and peculiar behaviour in the game. Three
Antipodes are necessary to compose an intelligent entity,
creating one personality with each individual contributing
diverse characteristics. For this reason, it costs only 1
Order to activate an Assault Pack of three Antipodes. All
the Antipodes in the Pack will then perform the same Skills
simultaneously, but make separate rolls to resolve actions.
Members of a Pack, in ARO as well as in their own turn,
behave always as if they were only one gure. Although
they can move in separate ways, they must execute the
same Skills in a sole Order and choose the same target,
providing only one ARO to enemy miniatures, as with
standard Coordinated Orders.
When a member of a Pack falls, the Antipode group identity
suffers a mutilation of its reasoning capacity, with the WIP
of each Antipode reduced by -3 for every lost member of
the Pack. The Ariadnians have managed to work with Packs
of 3 and 4 members, to increase their resistance capacity.
If the Assault Pack belongs to an Ariadnian army and they
lose their Controller or his Control Device is Disabled,
they must make a WIP Roll. If the roll is successful, they
continue with the last orders received by the Controller,
which usually consists of charging against the enemy. In
such a situation, the Pack is still considered as part of the
Ariadnian army.
If they fail the roll, they must make a d20 roll. With a
result of 10 or less, the Pack will use its respective Orders
(Impetuous and normal Order) to get off the table through
the nearest edge, performing no orders except for Move
or Dodge. If the result is over 10, the Pack will enter Frenzy
state and go bananas, leaving the control of the Ariadnian
player. In the following game rounds, the Antipodes will
act before the rest of the players, using their Impetuous
Order and their own Order to attack the nearest gure,
continuing every turn until either they or all other miniatures
on the table are dead. They attack the nearest gure each
turn, whether friend or foe.
Every time after the Controllers disappearance the Pack
loses one of its members, a WIP roll must be made with the
corresponding Modier per dead Antipode, with results as
above.
1
2
-
3
4
5
6
7
8
9
-
0
1
2
-
3
4
5
6
7
8
9
-
0
2
-
3
2
-
3
4
5
Building
AD: Combat Jump
Allowed
AD: Combat Jump
Not Allowed
Combat Jump
35
When organizing Groups in an army, the Pack and their
Controller will count as two gures and will always be in the
same Group. The Pack gives 1 single Order to the Order
Reserve, different from the Order given by their Controller.
Berserk: The gure is possessed by a brutal blood thirst
that throws him into combat despising any safety measures.
The CC roll, usually a Face to Face one, becomes a Normal
Roll for each combatant. Each makes their Skill Rolls, with
a successful attack roll compelling the enemy to make
an ARM Roll, so it is possible that both players receive
Damage simultaneously. The Berserker receives a bonus
of +9 to his CC Attribute in return, but never gains the +3
ARM Defence Bonus for making a successful CC Roll. If
the opponent decides to Dodge, a success on his PH Roll
will not avoid the blow, but he will be able to move out
of CC. Berserk is an automatic Special Skill that does not
require Orders to be spent for activation but its use must
be declared at the same time as the declaration of a CC
Skill use. The use of this Skill is optional and it can only be
applied in CC.
Booty: The gure devoted himself to pillaging in some
previous battle, and now has some extra item in his
equipment that is probably not very common in units like
his. This element does not count as a Support Weapon
when performing the Support Weapons calculation in army
construction. The Booty does not substitute for the gures
basic equipment: it is instead a complement. Before
starting the battle a roll is made on the following table to
ascertain which extra element of equipment the gure has:
Roll Booty
1-3 Light Protection (+1ARM)
4 Explosive CC Weapon 13 E/M CC Weapon
5 Light Shotgun
6 Heavy Protection (+4 ARM)
7 Grenades
8 Adhesive-Launcher
9 Light Grenade Launcher
10 Light Flamethrower
11 Panzerfaust
12 E/M Grenades
1 4 -
15
Light Protection (+2 ARM)
16 X Visor
17 Monolament CC Weapon
18 Combi Rie
19 AP Rie
20 AutoMedikit
If, in the course of a battle, a unit with the Special Skill Booty
nds the dying body of another gure (in Unconscious
state), he can spend 1 Order to scavenge. He may gain
the gures ARM value instead of his own, or take one of its
weapons or pieces of equipment. He will be able to pick
only one object and in return must throw away any piece of
Booty he is currently carrying.
Camouage and Hiding (CH): This Special Skill marks the
miniatures ability to merge with his environment and move
with the highest stealth. Camouage and Hiding has three
levels:
CH: Limited Camouage: The trooper possesses the
CH: Camouage Special Skill but lacks the possibility
of Camouaging Again. So, once Discovered, or if
he reveals himself, he will lose this Special Skill and he
cannot camouage again or use any other advantages
given by CH: Camouage or CH: Mimetism (Except if
he possesses also the CH: Mimetism Special Skill, then
it can keep using it).
Level 1 Mimetism: The gure has the special ability to
obscure his appearance to an enemy. Moreover, he has
basic mimetic tools and clothes or camouage gear made
with a photosensitive material, a cheaper alternative to
chameleonic tools, and knows how to use it with the
maximum results in order to avoid discovery. In game
terms, any miniature attacking a gure with Mimetism will
have a -3 Modier to his BS Attribute for ranged attacks.
Level 2 Camouage: The miniature has a special
capacity, be it natural or learned, for hiding and stealth. He
will also have chameleonic tools available: photoreactive
cells and variable/ combinable environment patterns.
These clothing-incorporated systems will merge the
miniature with his surroundings. The Special Skill of
Camouage allows its owner to perform:
Camouaged Deployment: This use is exclusive to the
deployment phase and does not require the spending
of any Orders or making of rolls. The miniature is not
deployed in the usual way: a Camouage Marker is
placed instead. This type of Deployment also allows 3
miniatures (All with the Special Skill of Camouage) to
be deployed under the same Marker.
One or more miniatures can be separated from the
group at any point in the game, moving as a separate
Camouage Marker. All the gures placed under the
Camouage Marker are revealed if the adversary makes
a successful Discover Roll, or if some of the gures
perform an Order that uncovers them. When revealed,
gures must appear no more than inch of distance
from each other, although the player can place them
facing however he likes.
In game terms, a Camouage Marker is always the same
height as a base troop gure from its own army (Unless
it has a Prone Marker beside it).
Camouage in Movement: This allows the player
to move the miniature without placing him on the
battleeld. Only his Camouage Marker will move.
When several miniatures are moved under the same
Camouage Marker, they behave as if they were only
one miniature. If they have different MOV values, the
lowest is always used. The only Skills whose execution
does not automatically rreveal the camouaged
gures are Cautious Movement and all Short Skills of
Movement that do not require any roll (except Alert).
The camouaged gure reveals automatically when it is
in base contact with another gure.
If the gure is Discovered or is automatically revealed,
the Camouage Marker is replaced by its miniature (or
miniatures), facing how the player prefers.
If a Camouage Marker does not perform anything but
MOV in his turn, even if it crosses a Suppression Fire
zone or a gures ZC, the only ARO that can be executed
against it is Discover or Change Facing.
Defensive Camouage: To act against a Camouage
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Marker, enemies must succeed in a Discover roll with a
-3 Modier. If the roll is failed, the camouaged gure is
not perceived and may not be a target of BS, CC, or any
other Skill (Hacking, Sepsitor, etc.). If the Camouaged
miniature (Or miniatures, if they are clustered) is
discovered, it will have to be placed on the battleeld,
substituting the Camouage Maker and losing all the
advantages of Camouage in Movement and Combat,
but still complicating any BS Roll against him with a
Modier of -3. When placing the gure over terrain, he
can face any direction his owner chooses.
Combat Camouage: This allows a miniature in a
camouaged state to make a BS, Forward Observer,
Sepsitor or Hacking attack before his opponent does.
This attack is made with a Normal Roll. If the adversary
survives the attack, he may then make any attacks he
may have declared in ARO which are also made as
Normal Rolls, with -3 to BS if shooting at the revealed
gure. After this, the player will have to replace the
Camouage Marker with the correct gure. Combat
Camouage is only available for use with Ballistic Skills.
In ARO, the reactions of Camouaged soldiers are
simultaneous to the Order they react to, so Face to Face
Rolls will be made.
If the Camouaged gure receives an Intuitive Attack
without having been Discovered rst, he will have to
reveal himself even if he passes the ARM Roll, removing
the Camouage Marker and placing the real gure. In
the same way, if he is affected by a Template but the
target was another gure, he will have to make an ARM
Roll, revealing himself whether he passes the roll or not.
Camouaging Again: When a gure has lost the
Camouaged status (It is represented by its gure and
not a Camouage Marker), he can recover his former
status by spending 1 Order, provided that he is not in the
LoF of any enemy miniatures. A gure in TO Camouage
in LoF of a miniature that intends to Camouage itself
again will have to reveal himself if he desires to prevent
his enemy from re-entering Camouaged status.
t Level 3 TO Camouage: The miniature possesses,
besides the Special Skill Camouage, a Thermo-Optical
mimetizing device. This is a system that curves the light
around its bearer, rendering him almost invisible and
erasing his thermal signature. This sophisticated device
also diffuses any possible atmospheric turbulence that
its bearer may provoke and prevents his detection by
radar or sonar. In game terms, TO Camouage allows its
possessor to perform the following:
Hidden Deployment: It allows the same type of
deployment as CH: L-2 Camouage, but there is no
need to make use of a Marker. Provided that he does
not move, the gure with CH: TO Camouage will
remain completely invisible. The player must take note
of his gures position in the most detailed possible way
(Cover, Prone, etc.) so that the adversary will be able
to verify the data in the moment in which he reveals
his position. If the miniature moves, the player must
place a TO Camouage Marker, and show his adversary
that he really was in that position from the beginning
of the battle. If the gure performs any other action,
he will have to be replaced by the miniature instead of
the Marker. A miniature in Hidden Deployment does not
add his Order to the Orders Reserve, as he is not on
the game table. However, to carry out his rst Order,
which reveals his presence on the battleeld, he will not
receive the Order from the Orders Reserve but will have
to spend his own.
Camouage in Movement: Allows the miniature to
carry out the same Camouaged Movement allowed by
CH: Camouage.
TO Defensive Camouage: Allows the miniature the
same Defensive Camouage that CH: Camouage
provides, but a negative Modier of 6 is applied if
someone intends to attack him.
TO Combat Camouage: Allows the same Combat
Camouage as CH: L-2 Camouage, with no orders
needing to be spent. Camouaging again: Functions
exactly as CH: L-2 Camouage.
CC with 2 Weapons: The miniature has received special
training in order to ght in Close Combat using a weapon
in each hand. This Skill allows the effects of two different
Close Combat weapon Special Ammunitions to be
combined on a successful hit. This Special Skill functions
automatically and does not require any Orders or Rolls to
be activated.
Chain Of Command: The gure who possesses this Special
Skill is the next in line to become the ofcer commanding
the combat unit.
In game terms, if the trooper is on the game table as a
gure or a Marker, and the Lieutenant falls Unconscious
or Dead, he will take command automatically, becoming
the new Lieutenant with no spending of Orders required
and ignoring the effects of the Loss of Lieutenant rule. If,
when the Lieutenant is shot down, the owner of the Chain
of Command Special Skill is off the game table, once he is
placed on it the Loss of Lieutenant state is cancelled and
the player automatically recovers the entire Order Reserve
that would have been available, with the exception of
Orders spent previously.
This Special Skill functions automatically and its use is not
optional.
Climbing Plus: A miniature with Climbing Plus is specially
equipped or gifted at climbing. This Special Skill functions
automatically and allows the miniature to climb as many
inches as his MOV Attribute, with no need to make a PH
Roll. The Climbing Plus Special Skill allows the gure to
perform other skills while climbing or hanging from a great
height (Climbing+BS per example).
Coma: The gure carries a device able to cover an 8
inch radius area around him with a potent nanovirus.
The nanovirus can infect all gures possessing a Cube,
functioning as an EI Sepsitor repeater. In order to propagate
the virus this device uses all the metabolic power of the
user, causing him to fall into an induced coma, which gives
this skill its name.
Coma is a Short skill. When activated, a miniature with
Sepsitor can attack, by spending one Order per target, any
gure with a Cube within an 8 inch radius of the ghter
with this Skill. The Coma area will be active only during
that turn. After activating Coma, the gure will have the
status of Dead but still will be on the game table, with a
Wound Marker to show the radius of action of the Coma
during that turn. At the end of the turn, the miniature will
be removed from the table. Morat troops have a strict
code of regimental honour, so any Morat gure will not
37
activate Coma until having caused at least one casualty to
the enemy.
Doctor: The miniature is a qualied doctor, with complete
training in combat medicine and is a specialist in saving his
companions from death.
Doctor is a Short Skill that allows the miniature, when in
base contact, after passing a WIP Roll, to make his patient
pass from the Unconscious state to Normal, with a single
Wound. If he fails the WIP Roll, the gure is considered to
be Dead and is removed from the game table. Miniatures
can be healed as many times as necessary, provided that
the WIP rolls are successful. A miniature that has been
healed can also benet later from a MediKit, AutoMediKit,
or Regeneration, and vice versa. A gure must be in base to
base contact with a patient to use the Doctor Special Skill.
A Doctor with the Special Skill V: No Wound Incapacitation
who has suffered one Wound can try to heal himself but if
he fails the WIP roll he will die automatically.
Engineer: Any gure with this Special Skill has the means
and technical knowledge required to carry out campaign
repairs on faulty or damaged equipment. Engineer is a
Short Skill that allows, with a successful Normal WIP Roll,
the repair of Structure points (STR) of vehicles or gures (1
point per successful WIP Roll) which he is in base contact
with. If the Engineer fails his WIP Roll, the target miniature
or structure loses 1 point of STR instead of recovering it.
Engineers can reactivate all weapons, equipment and
armour affected by E/M and Adhesive Special Ammunition
if they they pass 1 single Normal WIP Roll when in contact
with the affected gure. If the Engineer fails the WIP Roll
when reactivating, it is considered that the weapon or
equipment is permanently shut down with no possibility
of recovery.
It is essential that a miniature be in base to base contact
with the item he wants to repair.
Figures that posses this Short Skill can also open locks,
applying the same Modiers as Hacking Security and
Information (See Advanced Rules: Hacking). In order to
open/close a door, base to base contact is required.
Engineer also allows Mines to be deactivated (Antipersonnel
and Monolament), as well as E/Maulers and D-Charges. In
order to deactivate a Mine in a same Order, the gure has
to come into its action radius (Circular Template) and pass
a WIP Roll. If successful, the Mine does not explode and is
defused. If the WIP roll is failed, then it explodes, affecting
the Engineer as normal.
Explode: This Special Skill is used by a gure to explode
after it falls into an Unconscious state. The area of explosion
is that of a Circular Template, causing 13 Shock Damage
to all in the area. The detonation caused by this Special
Skill can be Dodged by passing a PH-6 Roll. Exploding
is a Short Skill that allows the gure to explode at any
moment he deems suitable, after passing a Normal WIP
Roll. Activating this Special Skill will provoke a rapid death
in its bearer. Exploding can be used in CC substituting the
CC Attribute with WIP, the gure Exploding rather than
causing a hit: this allows the gure to Explode without
being Unconscious rst.
In the specic case of T.A.G.s with Combat Jump, such as
the Caskuda, the explosion is only produced when hitting
the ground: the gure will not suffer any damage and will
not be able to explode again.
Exrah: Concordat: Exrah Operators are the ephemeral
branch of the Exrah race. Their keratinous epidermis
is softer, which allows them more mobility and personal
speed, but makes them vulnerable to radiation, so their
life expectancy is very short. Physical damage suffered
by the Ephemeral is impossible to cure, as his internal
organs, affected by the ambient radiation of their planet
and cosmic rays received in their trips, have a very short
endurance. Because of this, when an Exrah receives a hit
that pierces his ARM, his state directly moves to Dead: he
does not suffer the Unconscious state and is automatically
removed from the battleeld.
Furthermore, the organism of the Exrah is very sensitive
to powerful E/M transmitters, which causes them severe
internal damage. If an Exrah receives an E/M impact and
fails his BTS Roll, he will pass directly to the Dead state and
is removed from the game table. Ephemeral Exrah have
a superior capacity of movement than would be assumed
given their massive aspect: they move better than any
other Medium Infantry. They also have short wings, which is
powered by their combat keratin and allows them to move
in great leaps, conferring the Super Jump Special Skill.
Fireteam: The Haqqislamite army was the rst to create
and deploy minimum support and assistance units for their
Fireteams. The Support Fireteams facilitate the manoeuvre
of the main Fireteam, providing covering re, or acting as a
separate element to distract the enemy. The Haqqislamite
Military Doctrine Command, whose tactical philosophy
is based around the use of light units, promoted the
development of these types of combat units, operating
in conjunction with traditional Fireteams with exceptional
results. In the Sectorial Armies that comprise the entire
Sword of Allah, the NCO in charge of these support groups
receives the name of Haris (guardian, protector). Seeing
the evident success of the Support Fireteams, the other
armies of the Sphere emulated the Haqqislamite forces,
using the same tactical pattern, and keeping the term Haris
for their respective NCOs.
tHaris Level 1: This Special Skill allows composition of
a Support Fireteam, but with a maximum of 3 gures.
This Support Fireteam must consist of the owner of this
Special Skill and a maximum of 2 troops belonging to
the same unit of the owner (eg. An Odalisque possessing
Fireteam: Haris L1 and 2 Odalisques). The formation,
activity and reformation of this Fireteam uses the rules for
Innity Fireteams (See the book Innity Human Sphere)
with the following exceptions:
The Support Fireteam is in addition to the single
Fireteam allowed for Sectorial Army List.
Only a single gure with this Level of the Haris Special
Skill is allowed per Army List. This means there can only
be 1 Support Fireteam created by a troop possessing
this Special Skill Level in the army.
A Support Fireteam is identied by the Support Leader
Marker which is the equivalent in this formation to the
Linked Team Leader of a Fireteam. It is not compulsory
that the Haris be the Support Leader of the Support
Fireteam.
Troops belonging to different units are not allowed to
be part of a Support Fireteam
Example: It is not allowed to create a Support Fireteam
composed of an Odalisque possessing Fireteam: Haris L1,
plus 1 Odalisque and 1 Hafza.
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Forward Observer: This miniature is able to send his
comrades ranging and other data about the position of the
enemy on the battleeld, increasing the efciency of their
ranged attacks. Forward Observer is a Short Skill.
Forward Observers can mark a target, allowing any other
miniature on their side without LoF (And with a weapon
that allows Speculative Fire or equipped with Guided
Special Ammunition) to be able to attack that target at
distance. A Forward Observer in LoF with an enemy will
be able to mark him after passing a WIP roll (Face to Face,
or Normal, depending on the case), Modied by Covers,
Distance, Camouage and Hiding Special Skill, or an
Optical Disruptor Device. Distance Modiers for marking
with Forward Observer are applied as per the following
table:
Distance 0- 8
inches
8-32
inches
32-48
inches
+ 48
inches
Modier +3 0 -3 -6
There are two types of attacks that can be made as a result
of the marking by a Forward Observer:
Speculative: When the Forward Observer passes
his WIP Roll, the target remains marked for any other
comrade that wants to shoot at that target, and the
Speculative Fire Modier is not applied.
Guided: When the Forward Observer passes his WIP
Roll the target will remain marked for any other comrade
possessing a weapon with Guided Ammunition. This
gure will be able to use the Short Skill Ballistic Skills to
hit the marked miniature without a roll required, as the
WIP Roll of the Observer substitutes.
A miniature marked by a Forward Observer will be
considered as marked until the end of the turn of the
player possessing the Observer that marked it.
The special equipment of Forward Observers allows them
to use the Flash Pulse.
Ghost (G): A Ghost, an organic or articial intelligence is
inside a machine, controlling it from distance, but what
separates machines from living creatures?
Ghost Level 1: Remote Presence. This Special Skill is
possessed by Remotes and unmanned T.A.G.s. Remotes
have pseudo-AIs and expert programs that rule their
behaviour in combat, operating in pure logic where fear
has no place. In the case of Remote Presence T.A.G.s,
the driver is not physically present on the battleeld
and remotely controls it from a safe distance. Remote
Presence is considered confers the Valor: Courage Special
Skill. Figures with Remote Presence cannot have a Cube.
Ghost Level X: Mnemonica: The Mnemonica Special
Skill is a typical troop feature of the EI. If the original
body chosen to host the Aspect of the EI that controls
the army (Charontid, Anathematic or Avatar) is destroyed
in combat, the Aspect will automatically jump to another
gures Cube in his army. The Aspect can also jump when
his body is in an Unconscious state, but this will cause
the body to automatically autodestruct and it must be
removed from the game table.
The Mnemonica Special Skill does not require the
spending of an Order and functions automatically.
Mnemonica allows the EI to continue acting as Lieutenant
in his army with no Loss of Lieutenant situation incurred
whilst there are gures where it can discharge itself.
When activating Mnemonica in another gure of the
Combined Army, he will acquire the original WIP of the
EIs Aspect (16 or 17), and the Ghost: Mnemonica Special
Skill, but he will not be able to make use of any other
Special Skill owned by the original body of the Aspect,
or his equipment such as Sepsitor, Multispectral Visor, TO
Camouage, etc.
Ghost: Mnemonica includes too the Ghost: Remote
Presence Special Skill.
Ghost: Jumper Level 1: Figures that possess this
Special Skill are entities (of articial origin or not)
whose conscience resides in data networks and who
can download themselves into different bodies, called
Proxies, to interact with the material world. Figures
with Ghost: Jumper L1 have a minimum of two Proxies
deployed on the battleeld into which they can download
and participate in the excitement of combat. They can
jump from one to another to always be in the thick of the
action, or they may use it as a way to quickly ee.
This Special Skill allows deployment of a minimum of
two, and a maximum of three, Proxies on the game table,
applying the special deployment rules for those who have
them (ie. Inltration, Airborne Deployment).
In an active turn, a player who possess a Ghost: Jumper
troop can activate any of its Proxies, without spending
any extra Orders, just by placing the Proxy Active (PROXY
ACTIVE) Marker beside the Proxy he wants to activate
before spending and declaring an Order. Also in an
active turn, the Ghost: Jumper can jump from one Proxy
to another, without spending any extra Orders, just by
placing the Proxy Active Marker beside the Proxy which
he is downloading to before spending and declaring an
Order.
If an active Proxy falls Unconscious or Dead, the Ghost:
Jumper will be Unconscious or Dead as well. If the
Unconscious Proxy is healed, the Ghost: Jumper will
recover with it. However, if the player has deployed an
AI Beacon and it is still operational, the Ghost: Jumper
can leave the Unconscious or Dead Proxy, automatically
placing the Proxy Active Marker beside any of his other
Proxies. When all his Proxies are in an Unconscious or
Dead state, the Ghost: Jumper will return to the data
network automatically and the army loses his Order, until
at least one of his Proxies be recovered from Unconscious.
In a reactive turn, to jump from one Proxy to another
one requires the spending of 1 ARO. The Ghost: Jumper
can see through the sensors and optical devices of his
inactive Proxies so he can react to any Order declared
in LoF or ZC of any of his inactive Proxies. The Ghost:
Jumper can react by jumping to any inactive Proxy (Even
from an Unconscious Proxy through the aegis of an AI
Beacon) or he can make his active Proxy reacts with Alert,
Change Facing, Dodging or any Skill which does not
require LoF to perform.
Moreover, inactive Proxies have pre-programmed
reaction routines which allow them to react with Alert,
Change Facing, or Dodge AROs to any Order declared in
their LoF or ZC. The AROs used by these routines doesnt
interfere with any ARO gained by the Ghost: Jumper, who
can at the same time download into one of these Proxies
or react to anything they perceive in their LoF or ZC
A model with Ghost: Jumper only provides 1 Order to the
Order Reserve of his army, no matter how many Proxies
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he has.
All Proxies must belong to the same Combat Group,
counting each one as a standard gure towards the size
of the group. Figures with Ghost: Jumper also have the
G: Remote Presence Special Skill.
The Proxies of a gure with Ghost: Jumper give Victory
Points to the enemy and must be counted as casualties
for the Retreat! Rule.
Example: The Posthuman Valentina Nero has deployed
3 Proxies to the battleeld. These are an inltrated Proxy
armed with a Sniper rie, a Heavy Infantry Proxy with
a Spitre and a Proxy Hacker, hiding in the rearguard.
Valentina decides to start in her inltrated Proxy, placing
the Active Proxy Marker beside it and declaring her Order:
Move and Shoot. The successful shots of her Sniper Proxy
clear the path for her Heavy Infantry Proxy. So, she places
the Proxy Active Marker beside it and declares her next
Order: Move and Move, taking up a good ring position
with the Heavy Infantry. That is the end of the ALEPH
players active turn, with the Proxy Active Marker remaining
beside the Heavy Infantry.
His adversarys active turn begins. A Hellcat lands in the
rearguard of the ALEPH player, inside the Line of Fire
of Valentinas inactive Proxy Hacker. The inactive Proxy
Hacker, using its reaction routines, declares a Dodge ARO,
to try and gain Cover from the threat of the Hellcat. It
will be a Normal PH roll, as the Hellcat has not shot at it.
Valentina, even though downloaded to the Heavy Infantry
Proxy, perceives what her Proxy Hacker does, and declares
a Change Facing ARO with her Heavy Infantry Proxy, to
cover the possible advance of the Hellcat.
The Hellcat declares a Move and Shoot Order against
the inactive Proxy Hacker. This again triggers its reaction
routines, declaring a Dodge ARO. Now the Proxy Hacker
must to perform a Face to Face Roll (PH vs BS). Valentina,
being conscious that dodging alone cannot prevent the
threat of the Hellcat, decides to jump to the Proxy Hacker
as an ARO to the Hellcats Order, and places the Proxy
Active Marker besides it. However, the Proxy Hacker fails
the Dodge roll, receiving a Wound. Thanks to its V: No
Wound Incapacitation Special Skill, it remains standing.
The next Order of the Hellcat is to Shoot again and the
Proxy Hacker, now active thanks to the downloaded
presence of Valentina, can react in a normal way. So she
declares a Shooting ARO. But luck is not with Valentina,
and she loses the Face to Face roll. The Proxy Hacker
receives another two hits, and falls Dead with Valentina still
in it. But, as the ALEPH player has an AI Beacon in play, as
soon as an enemy gure declares an Order in LoF or ZC of
either of Valentinas other two Proxies, the Proxy can use
its reaction routines and Valentina can declare an ARO to
jump to the body of that Proxy, placing the Proxy Active
Marker besides it
Ghost: Servant: This Special Skill that allows a Doctor or
an Engineer to operate or repair by tele-presence through
a Remote. Only gures with the Doctor or Engineer
Special Skill can use Remotes with Ghost: Servant. Before
the battle starts it is compulsory to determine which
gure will control each Servant Remote, which cannot be
used by any other miniature.
With Ghost: Servant, the gure and the Remote are
activated at the same time with only 1 Order. It works
similarly to Ghost: Synchronized, as both must declare
the same Order. If one of the two gures cannot perform
the complete Order (the Long Skill or both Short Skills of
the Order), he will be inactive and he will not perform the
Order. However, if he can only perform one of the two
Short Skills of the Order, then he will perform that single
Skill, while the other gure will perform the complete
Order. The difference from Ghost: Synchronized is that
the Doctor/ Engineer makes the WIP roll, and it is the
Remote who performs it. The Doctor/ Engineer can heal,
repair or act through the Ghost: Servant, but it is necessary
that the Remote be in base contact with the target. The
Remote has not the Doctor neither the Engineer Special
Skills: it cannot heal or repair by itself as it need to be
controlled by the Doctor/ Engineer. Usually, to allow the
Servant Remote moves until reach its target, the Doctor/
Engineer declares the Order but doesnt perform it,
being in a safe place on the battleeld. Meanwhile, it
is the Servant Remote who performs the Order, moving
until in base contact with the target.
The Doctor/ Engineer and the Remote only provide a
single Order to the Orders Reserve and both are activated
with only one Order. It is mandatory both gures belong
to the same Combat Group where they count as a single
gure. A Doctor/ Engineer can have more than 1 Servant
Remote, but he can only activate them one by one,
applying the other rules considerations. Meanwhile, the
other Remotes will be inactive. As they are activated by
one single Order, the Doctor/ Engineer and the Remote
will provide a single ARO to each gure with LoF to either
or both of them. If they cross a Suppression Fire (SF) zone,
both can receive shots from the shooter maintaining the
SF.
The Doctor/ Engineer and the Remote each get their own
ARO in reaction to every Order declared in their LoF or
inside their Zone of Control. These AROs must be the
same for both gures, applying the Ghost: Synchronized
rule.
The Doctor/ Engineer can see through the sensors and
optical devices of his Remote, so he can react to any
Order declared in LoF or ZC of his Remote with Alert,
Change Facing, Dodging or with any Skill which does not
require LoF to perform.
The Servant Remote always disconnects automatically
if the Doctor/ Engineer is out of the game table (Due
to Airborne Deployment, Hidden Deployment) or if
he falls Unconscious or Dead. A disconnected Remote
stands still and cannot receive Orders or perform AROs.
An Immobilized (IMM) Marker must be placed beside the
base of a disconnected Remote. The Remote connects
automatically, without spending any Order or Short Skill,
at the end of an Order in which the Doctor/ Engineer
comes back from Unconscious state or enters the game
table.
Contrary to Ghost: Synchronized, there is no limit in the
operating distance between the Servant Remote and its
Doctor/ Engineer.
Servant Remotes are Not Impetuous gures, so they
cannot be activated with Impetuous Orders.
Remotes with Ghost: Servant which possess the Airborne
Deployment (AD) Special Skill can be deployed by
spending 1 Order from the Order Reserve or, if the
player prefers, by using the same Order through which
its Doctor/ Engineer is deployed, without requiring the
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spending of an additional Order. In such a situation,
they must be deployed at the same time and from the
same side of the game table, or using the same Circular
Template, as their Doctor/ Engineer.
Remotes with Ghost: Servant also have the G: Remote
Presence Special Skill.
Remotes with Ghost: Servant dont provide Victory Points
to the enemy and are not counted as casualties for the
Retreat! rule.
If the Doctor/Engineer is hacked (If he is liable to
be hacked) or if he receives a hit from E/M Special
Ammunition and fails his BTS roll, his Remote will
disconnect automatically because its link is interrupted.
The Remote will connect again at the end of the Order
in which the Doctor/ Engineer is freed from the hacking
or his equipment is repaired. A sepsitorized Doctor/
Engineer can use his Ghost: Servant in the normal way.
Example: The Mech-Engineer Yie Yang declares the rst
Short Skill of the Order, Move. She moves towards a Total
Cover area while the little Yozao, her Servant Remote,
moves towards an Unconscious Gujia, downed in the
middle of the battleeld. An enemy miniature declares his
ARO, shooting at the Yozao. Yie Yang declares the second
Short Skill of the Order, Dodge. The Yozao must perform
a Face to Face roll, but not Yie Yang, as she is not being
menaced. The valiant Yozao wins the roll, dodging the
enemy shot. Yie Yang receives a new Order to spend, and
she declares a Move. She moves until in base contact with
the Total Cover, and the Yozao runs towards the Gujia.
There is no ARO against them, so the second Short Skill is
to Move again. She stands still behind the Cover and the
Yozao moves up to its target. The next Order is to Move +
Repair, with the Yozao reaching the fallen T.A.G. while Yie
Yang remains safe behind Cover, from where she performs
the WIP roll to repair by tele-presence through her reliable
Yozao, recovering one Structure point on the fallen Gujia.
Ghost: Synchronized: With this Special Skill a non-
Hacker miniature can control an auxiliary Remote which
has synchronized its Ghost with his. This is an automatic
Special Skill and it does not require the spending of any
Orders or making any rolls to use it.
The Controller and the Remote only provide a single
Order to the Orders Reserve and both are activated with
only one Order. It is mandatory both gures belong to
the same Combat Group where they count as a single
gure.
A Synchronized Remote basically replicates the actions
performed by its Controller. To act, the Controller and
the Remote must declare the same Order, but it is not
necessary they have the same target. If one of the two
gures cannot perform the complete Order (the Long
Skill or both Short Skills of the Order), he will be inactive
and he will not perform the Order. However, if he can only
perform one of the two Short Skills of the Order, then he
will perform that single Skill, while the other gure will
perform the complete Order.
Example: The Auxilia Calvin, with his back against the
exterior wall of a small building, sends his Auxbot,
affectionately named Hobbes, towards one of the
buildings corners while he moves towards the opposite
corner. So, the rst Short Skill of the Order is declared
(Movement) activating both gures, who move in different
directions. When arriving at the end of his Movement,
Calvin sees an enemy Zhanshi who declares ARO (Shooting)
against him. Meanwhile, Hobbes when arriving at the
corner faces a Celestial Guard who reacts by Shooting in
ARO as well. With the second Short Skill, Calvin declares he
will perform a BS attack, shooting the complete Burst (B) of
his Combi Rie at the Zhanshi, and Hobbes declares a BS
attack with its Heavy Flamethrower, placing the Teardrop
Template over the unfortunate Celestial Guard.
Spending a single Order from the Order Reserve, Calvin
and his Auxbot have attacked two different enemies. Lets
see what could happen if the situation was different.
Example: The Auxilia Calvin, with his back against the
exterior wall of a small building, sends Hobbes his little
Auxbot, towards one of the buildings corners while he goes
towards the opposite corner. So, the rst Short Skill of the
Order is declared (Movement) activating both gures, who
move in different directions. When arriving at the end of his
Movement, Calvin doesnt see any enemies. Meanwhile,
Hobbes when arriving at the corner faces two Zhanshi
who both declare ARO (Shooting) against him. With the
second Short Skill, Hobbes declares a BS attack with
its Heavy Flamethrower, placing the Teardrop Template
over the two Zhanshi. Meanwhile, Calvin declares he will
perform a BS attack too - although he has no target in LoF,
its mandatory he declares in that way to allow Hobbes
to perform his attack.
As they are activated by one single Order, the Controller
and the Remote will provide a single ARO to each
gure with LoF to either or both of them. If they cross a
Suppression Fire (SF) zone, both can receive shots from
the shooter maintaining the SF.
The Controller and the Remote each get their own ARO
in reaction to every Order declared in their LoF or inside
their Zone of Control. Those AROs must be the same
for both gures, applying the Ghost: Synchronized rule
regarding the execution of Orders.
The Controller can see through the sensors and optical
devices of his Remote, so he can react to any Order
declared in LoF or ZC of his Remote with Alert, Change
Facing, Dodging or with any Skill which does not need
LoF to perform.
The Remote must be always inside the Zone of Control
of its Controller. The Synchronized Remote always
disconnects automatically when is out of the Zone of
Control, or if the Controller falls Unconscious or Dead.
A disconnected Remote stands still and cannot receive
Orders or perform AROs. An Immobilized (IMM) Marker
must be placed beside the base of a disconnected
Remote. The Remote connects automatically, without
spending any Order or Short Skill, at the end of the Order
in which it is once again inside the Zone of Control of
its Controller, or at the end of an Order in which the
Controller comes back from the Unconscious state.
Ghost: Synchronized works in the same way when the
Controller has more than one Remote. In this situation,
the Controller and all his Remotes are activated with only
one Order.
Remotes with Ghost: Synchronized also have the G:
Remote Presence Special Skill.
Remotes with Ghost: Synchronized dont provide Victory
Points to the enemy and are not counted as casualties for
the Retreat! rule.
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If the Controller is hacked (If he is liable to be hacked)
or if he receives a hit from E/M Special Ammunition and
fails his BTS roll, his Remote will disconnect automatically
because its link is interrupted. The Remote will connect
again at the end of the Order in which the Controller is
freed from the hacking or his equipment is repaired. A
sepsitorized Controller can use his Ghost: Synchronized
in the normal way.
A Controller can be Synchronized with a creature like a
Pupnik, instead of a Remote. In this situation, and when
it is allowed in an Army List, the G: Synchronized rule is
applied, replacing the word Remote with the name of
the creature (Pupnik, for example).
If the Controller is Impetuous, then the synchronized
creature (Or creatures, but never Remotes) will be as well,
but, as with normal Orders, both only provide a single
Impetuous Order, which activates them all.
Hyper-Dynamics: The dodge ability of those who have
Hyper-Dynamics is amazing. Studies performed in
laboratories reveal that, when a threat is detected, 100
milliseconds before beginning movement the individual
shifts his body to change where his weight rests. In this
way, he balances his centre of mass over his legs, semi-
exed, which he will use to boost his movement and dodge
the attack. Those who possess Hyper-Dynamics thanks
to an implant undergo a treatment during which their
reexes are accelerated and sharpened gradually through
following weeks, to adapt them to the superhuman reaction
capability. Creatures who are specically biodesigned to
possess this capability usually have a brief lifespan because
the drain on their nervous system is excessive.
The owner of this Special Skill is able to anticipate the
direction of an imminent threat and plan movements in
split seconds to move in the opposite direction.
In game terms, this Special Skill provides a positive
Modier to the Dodge Roll. There are three levels of
Hyper-Dynamics:
Level 1: Provides a Modier of +3 to PH, only applies
to Dodge Rolls.
Level 2: Provides a Modier of +6 to PH, only applies
to Dodge Rolls.
Level 3: Provides a Modier of +9 to PH, only applies
to Dodge Rolls.
i-Kohl: i-Kohl is a brand of make-up and personal beauty
products developed by the Haqqislamite cosmetic
industry (Kohl was the make-up used in Ancient Egypt). A
more powerful and less subtle military application for it was
quickly found. Usually the i-Kohl brand name is used to
refer to all these kinds of products, military or not, articial
or natural, and of human or alien origin.
Special Skill based on emission of a range of designed
pheromones and other powerful biochemical substances
which saturate the sensory receptors of adversaries, human
or not, who must be in base contact with the user. The
i-Kohl applies a negative Modier to the CC Attribute of
opponents in CC combat with its user. The i-Kohl has no
effect on gures with the STR Attribute. This is an automatic
Special Skill and it does not require the spending of any
Orders or the making of any rolls to use it. There are three
levels of i-Kohl:
Level 1: When its bearer is engaged in CC, the i-Kohl
provides a 3 Modier to the CC of all those who are
ghting against him.
Level 2: Works exactly the same as Level 1, but applies
a 6 Modier to the CC attribute.
Level 3: Exactly the same as Level 1, but applies a 9
Modier to CC.
Example: Azra, an Odalisque with i-Kohl L3, is engaged in
CC combat with a Shaolin Warrior-Monk who, despite his
strict training, cannot avoid being inuenced by the charms
of the beautiful Odalisque. The Warrior-Monk can use his
Martial Arts Level 3 to hit rst, but with a 9 Modier to
his CC.
Example: The lovely Azra, with her natural magnetism,
is now in base to base contact with a wild and hairy
45th Highlander. However the unstoppable fury of the
Caledonian doesnt make him immune to the spell of
Azras i-Kohl. The 45th can use his Berserk Special Skill (CC
+9) but it will be nullied by the I-Kohl L3 (CC -9)
Example: A Ninja in his active turn, attracted to the
beautiful Azra, declares Move + CC against her. If Azra
reacts by Shooting, she cannot use the i-Kohl in the Face to
Face Roll, because they are not in base contact. However,
if she reacts by declaring a CC action, then she can apply
the Modier.
Immunity: The miniature has a natural capacity to resist
different types of Damage.
This Special Skill is automatic and does not need the
spending of any Orders or making of rolls.
Level 1 Shock Immunity: The miniature is immune to
Shock Ammunition and Shock weapons, ignoring their
special effect and considering them as normal weapons
and Ammunition.
Level 2 Total Immunity: The miniature is immune to all
the special Weapons and Ammunition (Except Adhesive,
E/M, Monolament and Plasma), which are considered as
normal attacks.
Impersonation: Figures possessing this Special Skill are
experts in inltration: they are incredible actors and have
been outtted with sophisticated holographic disguise
equipment. Their Impersonation Skill allows them to
cross enemy lines, eliminate an enemy gure and then
impersonate him to gain the element of surprise. This
Special Skill is affected by E/M Special Ammunition. There
are two levels in Impersonation:
Level 1-Basic Impersonation: Allows deployment
of the gure wherever desired, except in the enemy
Deployment Zone, or in base contact, without having
to make any rolls. To represent the impersonator an
Impersonation Marker State 1 (IMP-1) must be placed.
The Marker can be deployed within the 12 inch strip of
the enemy Deployment Zone after passing a WIP Roll.
If he fails his WIP roll, the miniature deploys as a normal
gure as if he had been discovered and recognized as
an enemy. There are three states of Basic Impersonation.
State 1 Unnoticed: The impersonator has inltrated
the enemy troops without being noticed, and will be
considered a comrade by his enemies, who will not be
able to act against him (Using BS; PH, CC, etc.). The
impersonator gure is represented by an Impersonating
Marker State 1 (IMP-1). In order to discover the
impersonator, the enemy must make a Discover Roll with
Modier 6. If the roll is successful, the impersonator
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passes to state 2.
State 2 Characterized: The impersonator has been
detected, but he still tries to pass for a comrade. The
state 1 Marker (IMP-1) is substituted by another of
Impersonation state 2 (IMP-2), but the gure still cannot
be attacked, as his identity is still not clear and he is
still considered a comrade by his enemies. They must
make another Discover roll, a Normal Roll without the -6
MOD, to identify him as an enemy. If this Discover roll is
successful, the impersonation passes to state 3.
State 3 Discovered: The IMP-2 marker is replaced on
the table by the miniature. The impersonator has been
identied as an enemy and can be attacked as usual.
The only Skills whose execution does not automatically
reveal the impersonator are Cautious Movement and
any Short Movement Skills that do not require any roll
(except Alert). The Impersonator reveals automatically
when he is in base contact with another gure.
An impersonator not yet discovered can make a BS attack
before his opponent can react. Therefore, no Face to
Face Roll is made: each gure makes a Normal Roll of
BS, the impersonator going rst. If his adversary survives
the ARM Roll, he may then return re. After ring, the
impersonators miniature replaces any IMP Marker. In
ARO, impersonators reactions are simultaneous with the
Order being answered, so Face to Face Rolls are used.
To return to Impersonation status (Substituting the
miniature with the IMP-1 Marker) 1 complete Order must
be spent outside the LoF of any adversaries.
An impersonator in state 1 or 2 (IMP-1 Marker or IMP-2)
will be considered as a comrade by his adversary, but if
he moves thrugh a Suppression Fire area he will be hit in
a normal way.
The miniature with Impersonation will always use his
own Characteristics, Skills, and Equipment, although he
will be able to pick up and use 1 enemy Weapon if he
manages to kill a foe in Close Combat and then returns to
Impersonation status. Scavenging a weapon from a victim
is a Short Skill.
Human gures with Basic Impersonation will never be
able to pose as an alien miniature (Antipode, Morat,
Shasvastii, etc.) and vice versa. The Impersonator will not
be able to act in State 1 against the Combined Army of
the E.I. but he will always act in State 2.
tLevel 2- Impersonation Plus: Functions exactly the same
as Impersonation but, due to advanced technological
devices, it allows the impersonation of alien creatures by
human agents and vice versa.
Inltration: This Special Skill has been divided into levels.
In the Army lists, models with the Inltration skill are
considered to have Level 1 of this Special Skill.
Level 0-Inferior Inltration: It is compulsory that the
gure must be deployed outside his Deployment Zone,
but always inside the enemys half of the table. So, the
roll to Inltrate will be, at minimum, PH-1. Figures with
the Inferior Inltration Special Skill must ALWAYS be
deployed in this way and may not be deployed as if they
did not have the skill. If the roll is failed, the Dispersion rule
must be applied and the Camouaged Deployment and
Hidden Deployment advantages will be lost. Figures with
Inferior Inltration cannot be placed inside the enemys
Deployment Zone, even when Dispersion is applied.
tLevel 1-Inltration: Due to his ability to move stealthily,
the miniature will be able to inltrate the enemys lines
without being noticed. The use of the Inltrate Special
Skill is only allowed in the Deployment Phase. Inltration
allows a miniature the following options:
Option A: The miniature can be deployed, without
having to spend an Order or make a Roll, up to the central
area of the game table (within the half corresponding
to his army). He is deployed in Camouage or TO
Camouage status if applicable.
Option B: If the miniature wants to go further into enemy
territory, he must to pass a Normal Roll of PH. Each 4
inch strip of distance advanced into enemy territory will
add a cumulative Modier of 1 to the roll. If he fails the
roll, the Dispersion rule must now be applied. The centre
of the Circular Template must be placed at the point
in the battleeld where the gure wished to Inltrate,
with the number 1 pointing to the centre of the game
table, multiplying the Failure Category by 2.5 (FC x 2.5)
to determine where to place the inltrator. Moreover,
the miniature will lose the Camouaged Deployment
and Hidden Deployment options provided by the CH:
Camouage and CH: TO Camouage Special Skills.
It is not allowed to Inltrate inside the enemys Zone of
Deployment, or in base contact with another gure. If
Dispersion would place the miniature in either position,
move the gure back towards its initial Inltration point
until it is no longer in an illegal position; ie. the gure will
be placed on the limit of the enemys Zone of Deployment
closest to the initial Inltration point. If deviation prompts
the gure to fall outside the battleeld, he will have to
spend an extra Order from the Order Reserve to appear
on the border of the game table at the point where he
would have left.
Level 2-Superior Inltration: The miniature which
possesses this Special Skill Level is such a skilled inltrator
than it doesnt apply the Dispersion rule when it fails the
Inltration roll. It only loses the Camouaged Deployment
or Hidden Deployment advantage, substituting the
Marker with the miniature.
Figures with Superior Inltration, as those with just
Inltration (Level 1), may be deployed to the battleeld
as if it did not have this Special Skill if desired
Inspiring Leadership: If the gure with this Special Skill is
the Lieutenant, the Characteristics of Instruction and Fury
(Regular, Impetuous, etc.) of all the troops under his command
are replaced by his own. While the gure possessing Inspiring
Leadership remains conscious on the battleeld, his troops
will not disband, behaving as if they were gures with the
Religious Troop Special Skill. This Special Skill has no effect
on troops possessing Remote Presence.
If an Impetuous Troop, the gure possessing Inspiring
Leadership must act before the other members in his
group in order to set an example.
This Special Skill functions automatically and its use is not
optional. It only works while the user is conscious.
Martial Arts: The miniature has a superior capacity in Close
Combat due to discipline, training, and meditation. This
Special Skill is automatic; there is no need to spend Orders
to activate it. Each level encompasses the advantaged of
the previous levels and when one is activated, the rest are
automatically activated if desired.
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t Level 1 Attack to Vital Points: When both ghters
succeed in a Face to Face Roll but this gure scores a hit,
the enemy does not receive the +3 ARM bonus for being
in CC. This level is only applicable to CC
tLevel 2 Courage: Functions as the Special Skill of Valor-
Courage
t Level 3 First Attack: This allows the gure to attack
rst in CC, making a Normal Roll to hit. If the defender
survives, he can counter attack with a Normal Roll of CC.
A gure with this ability may also use the CC Attribute
instead of PH to disengage from Close Combat. This
level is only applicable in CC.
Two gures with Martial Arts L3 will perform their First
Attack at the same time, so they have to make a Face to
Face Roll.
Example: A Ninja declares a Charge (Mov + CC) at the
unlucky Fusilier Angus. Angus options are to react by
Shooting or with CC. If Angus waits until the Ninja engages
in CC with him, this could use his Martial Arts L3, and will
perform a First Attack, a previous Normal Roll. But, if
Angus reacts by Shooting, this will be a Face to Face Roll
between the Ninjas CC and Angus BS, because it occurs
before base contact.
t Level 4 Empty Mind: This functions as Sixth Sense
L1, cancelling out Martial Arts Skills of Levels 1-3 of
opponents. It also makes opponents incapable of turning
to face this gure as an ARO when he enters their ZC from
behind, unless they have Sixth Sense L2.
tLevel 5 Personal Defence: When in combat with several
enemies, they will not receive the positive Modiers
from ghting in a group. Personal Defence also allows
the martial artist to hit all his adversaries at once with a
single successful roll in CC, requiring each one to make
a separate ARM Roll. This level can only be used in CC.
Mechanical Transmutation: The gure which possesses
this Special Skill can change to a predesigned form. The
transformation from one shape to another requires only
the spending of a Short Movement Skill from an Order.
Mechanical Transmutation allows the miniature to alternate
freely between the different forms it has available. It is not
allowed to transmute in ARO. In the Deployment Phase, the
player must indicate which shape the gure is deployed in.
Mechanized Deployment: The gure belongs to the
Mechanized Infantry corps, whose armoured vehicles
allow them to move ahead to cover the advance of their
companions. During the deployment phase a miniature
with Mechanized Deployment can be deployed in any part
of the half of the game table corresponding to his side. All
the gures with Mechanized Deployment must be placed
in the same 8 inch radius area with a central gure as a
reference, as if they just jumped off a vehicle.
Meta-Agility: Evolutionary or articial enhancements have
provided the owner of this Special Skill with great agility,
giving him movement capabilities superior to the human
standard. Meta-Agility allows overcoming of any obstacle
with ease.
In game terms, Meta-Agility means the gure has the
Super-Jump and Climbing Plus Special Skills. This Special
Skill is automatic and does not require spending of Orders
or dice rolls to use.
MetaChemistry: The gure benets from military
nano-chemical substances used to control aggression
and to improve bodily functions. As secondary effect,
MetaChemistry memetic substances provoke the
appearance of physical, neuronal, or metabolic advantages
already latent in the subject. These improvements can be
increased by the use of biotechnological implants.
Before the battle, roll d20 and follow this table to discover
the type of MetaChemistry improvement that the gure
will have.
MetaChemistry
01-03 Natural Armour (+1 ARM)
04-05 Dogged
06 Shock Immunity
07-08 Superior Movement (+4 inches to the rst MOV
value or +2 inches to both rst and second MOV values)
09-10 X Visor
11 Super Physique (+3 PH)
12-13 No Wound Incapacitation
14-15 Sixth Sense L2
16-17 Regeneration
18 Super Jump
19 Climbing Plus
20 Total Immunity
Minelayer: Minelayers secure their forces deployment
zone by placing Mines in close proximity to prevent the
approach of enemy troopers.
During Deployment, gures possessing this Special Skill
can place inside their ZC a Camo Marker which represents
a camouaged Mine, or a Marker representing the
deployable weapon with which he is equipped (E/Mauler,
Deployable Repeater). It may not be placed if any enemy
troop is inside the area of effect of the deployable weapon.
If the gure deploys using the Inltration Special Skill and
fails the PH roll, then a Mine Marker will be placed instead
of a Camouage marker. The Minelayer Special Skill is
automatic and it does not require the spending of any
Orders or the making of any rolls. The deployed weapon
or equipment must be deducted from those carried by the
gure.
Morat: The Morat are the militarist race par excellence.
Morat troops possess an ingrained feeling of belonging
to their combat units. Their instruction and training have
produced an attack force where an individual sense of duty
and personal honour is sublimated to those of the group.
The Morat are very strict, follow rules to the letter and will
ght until no soldier is on his feet: for this reason they will
not disperse until they accomplish their mission.
All the Morat have a racial ability equivalent to the
Religious Troop Special Skill. In addition, the presence of
Morat troops in an army increases the Retreat! threshold
from 60% to 75%.
Multiterrain: Troops with Multiterrain Skill prepare
themselves extensively for every mission, training with
simulators or in zones that approximate the location where
they will carry out their operations. Those troops stationed
in adverse environments that include several types of
Special Terrain (Aquatic and Jungle, for instance) will also
possess Multiterrain.
Before starting the battle, gures with Multiterrain will
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be able to choose in which type of terrain they will be
specialized (See Terrain section). They will only be able to
choose one type out of the ve possible types (Aquatic,
Desert, Mountain, Jungle, or Zero-G) and will reduce the
MV difculty of that Terrain by one level. This Special Skill is
automatic and does not require any Order to be activated.
Natural Born Warrior: A miniature which possesses this
Special Skill is especially gifted in ghting, with a combat
instinct highly developed through many hours of hard
training and real encounters. This Special Skill nullies all
levels of Martial Arts in Close Combat, as well as the Berserk
Special Skill of adversaries. Moreover, Natural Born Warrior
gives the Special Skill V: Courage. This is an automatic
Special Skill and it does not require the spending of any
Orders or the making of any rolls to use it.
Paramedic: This gure is the units paramedic and is
equipped with MediKits to cure his wounded comrades.
Pilot: The gure with this Special Skill is the pilot or driver
of a Vehicle or manned T.A.G. without the Ejection System
Equipment. Pilots can Mount/ Dismount from their vehicles
with a Short Movement Skill of an Order or ARO.
A Vehicle or T.A.G. which has lost all its Structure points,
and is in an Unconscious state, doesnt provide its Order
to the Orders Reserve of its army. However, with another
Order taken from the Orders Reserve, the player can
Dismount its Pilot (as rst Short Skill of the Order). The
Pilot of an Unconscious Vehicle or T.A.G. has no Order of
his own, and he doesnt provide any Order to the Order
Reserve. Pilots dont provide Victory Points to the enemy
and are not counted as casualties for the Retreat! Rule -
only their T.A.G.s. are counted.
If a manned Vehicle or T.A.G. loses 1 point of Structure
over its STR value, it is considered destroyed, in a Dead
state, and its Pilot is considered killed as well.
Poison: The miniature is able to secrete a neurotoxin which
makes his blows highly lethal. Accordingly, the gures CC
weapon is counted as having Shock Special Ammunition.
The effect of the Poison can be combined with any other
Special Ammunition that his CC weapon possesses.
In addition, each time a gure with the Poison Special Skill
suffers a Wound in CC, his blood splatters automatically
to cause a Damage 9 hit on his adversary. Blood splatters
cause Normal (Never special) Damage, and as the direct
result of a Short CC Skill, they cannot be dodged.
Regeneration: The miniatures system is specially suited
for self-healing and physical and metabolic regeneration.
Regeneration is a Short Skill that allows the miniature,
after passing a Normal PH Roll, to regenerate 1 Wound
and even recover from an Unconscious state. When the
miniature loses all his Wounds and becomes Unconscious,
he must place a Wound Marker next to his gure. If he fails
his PH Roll while Unconscious, he passes to the status of
Dead and is removed from the game table. If the number
of Wounds received leaves the miniature in a Dead state
before being able to activate Regeneration, he will not
be able to use this Special Skill again, and will have to be
removed from the table. (For example, if a miniature with
1 Wound receives 3 hits from a Burst and fails 2 Armour
Rolls). While the gure is in Unconscious state he will not
add his Order to his army Orders Reserve.
Figures with Regeneration automatically possess the Shock
Immunity Special Skill. Regeneration is compatible with the
use of MediKit or Doctor. A miniature with Regeneration
can be healed and if he receives a Wound after that, he can
try to regenerate it, and vice versa.
Religious Troop: The beliefs and teachings of his leaders
have turned the miniature into an able warrior, with an
unswerving faith that allows him to keep rm when others
desist.
This Special Skill functions automatically and allows
the gure to keep his Order for himself after losing his
Lieutenant, in addition to the minimum Orders due to Loss
of Lieutenant. In addition the miniature may choose not
be affected by the rules of Retreat! If all a players gures
are Religious, then two of them may give up their Orders
to elect a new Lieutenant. Otherwise they may continue
operating using only their own Orders.
Repeater: Hacking range amplication system. This allows
Hackers to use their skill in a radius of 8 inches around
the Repeater. The Hacker can be at any distance from the
Repeater, and he does not need to keep a LoF with it. This
is a Special Skill that functions automatically and does not
need the spending of any Orders to work. The Repeater
can only be used by Hackers of the same army, or an allied
one.
Sapper: In the Deployment Phase, the gure with this
Special Skill can be placed on the game table with a
Foxhole Marker (FOXHOLE) beside it. In this state, the
miniature is considered to be Prone and in base to base
contact with Partial Cover in all directions, even though
there may be no scenery item present, and it benets from
the CH: Mimetism and V: Courage Special Skills.
Foxholes are xed positions, to leave them, in an active or
reactive turn, requires use of the Get Up Short Movement
Skill. Moreover, by spending 1 Order, the gure can dig
a new Foxhole, placing a Foxhole Marker beside it and
using the above rules. When a miniature leaves a Foxhole,
it loses the CH: Mimetism and V: Courage Special Skills,
unless it has those Special Skills in addition to Sapper. A
Foxhole Marker is removed from the game table when a
gure exits it. The Foxhole Marker cannot be used by any
gure other than the Sapper.
Seed-Embryo: The miniature is deployed inside a life
maintenance and body-developing capsule. When its
body is nished growing and the information, plans and
aptitudes necessary to accomplish its mission are implanted,
the miniature will emerge from the capsule, ready for
combat. Troops with this Special Skill are deployed on the
battleeld in the shape of a Seed-Embryo. This capsule,
which is heavily armoured, cannot do anything and only
has ARM, BTS and W Attributes. It is vulnerable to E/M
(being Immobilized) but it cannot be hacked.
The Seed-Embryo stands still, without moving, giving one
Order to the Order Reserve of its army until its players
second turn, or until the next players turn following its
deployment. At the beginning of its second turn, before
the Impetuous Orders sequence and without spending
any Order, the Seed-Embryo is replaced by the miniature,
fully equipped, facing wherever its player wishes and able
to act immediately. In an emergency situation, the player
can, if he wishes, spend 1 Short Skill or an ARO to hatch
the Seed-Embryo prematurely. The Seed- Embryo only
can hatch reactively to any actions made by the enemy
inside its Zone of Control or its 360 LoF. In addition, it is
equipped with a stealth device which provides it with CH:
Sensor can de
model in hidd
with TO Camo
Sensor
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Limited Camouage until it hatches. If the Seed-Embryo is
discovered, replace the Camouage Marker with a Seed-
Embryo (SEED-EMBRYO) Marker.
Those Seed-Embryos which have the AD: Combat Jump
Special Skill cannot be deployed using any other level
abilities of Airborne Deployment. A landed capsule will
hatch automatically in the players next turn following
its landing; immediately by spending 1 Short Skill; or by
spending one ARO during another players turn. As they
are used to being deployed in dangerous areas, and
lack the stealth device which is disabled after a landing,
the capsules of Seed-Embryos with AD: Combat Jump
have an Electric Pulse and a single use defensive device,
which works like an Antipersonnel Mine if enemy models
approach within range of an unhatched capsule. A Seed-
Embryo that scatters off the battleeld will need to spend
2 Orders to appear on the border of the table, at the same
point where it left. It is hatched when placed on the table.
Sensor: The miniature possesses high sensitivity detection
equipment, or a perfect sense of smell, that allows him
to detect hidden gures nearby. The miniature that
possess Sensor can make a Normal WIP Roll (Distance,
Camouage or TO Camouage Modiers are not applied)
to Discover all models that are Camouaged or in Hidden
Deployment within a radius of 8 inches around him.
Sensor is a Short Skill and does not need a LoF.
A miniature possessing the Sensor and Forward Observer
Special Skills can mark a target outside his LoF (using his
pertinent Short Skill), if he is within the Sensor radius of
effect and the target has been previously discovered. In
such a case, a Distance, Cover, CH and ODD Modiers will
not be applied to the Forward Observer WIP roll. A
miniature with Camouage, TO Camouage, or
Impersonation cannot Camouage again, or return to the
Impersonation state, within the Sensor area.
Shasvastii: 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
codied 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 battleeld.
Sixth Sense: Miniatures endowed with this skill have a
special capacity to sense danger. They are able to perceive
the enemys 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, Camouaged,
nor TO Camouaged 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, Camouaged,
TO Camouaged gures and enemies hidden by a Zero
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 Camouaged
and not applying the Modier of 6 for a Zero Visibility
Zone. They cannot however react to movements or any
other action of Impersonators, Camouaged and TO
Camouaged foes or troops hidden by a Zero Visibility
Zone. This Special Skill functions automatically (No need
to spend any Order or make any Roll).
tLevel 2: Allows the miniature to react in a simultaneous
fashion to attacks (Not to movements or any other actions)
by Impersonators, Camouaged and TO Camouaged
Sensor can detect
this miniature with
TO Camouage
Sensor can detect
this miniature with
TO Camouage
Sensor cannot detect
this miniature with
TO Camouage
etect this
en deployment
ouage
20cm/8
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gures and enemies hidden by a Zero Visibility Zone in
LoF, no matter the distance and the blocking of LoF by
Zero Visibility Zones and not applying its 6 Modier.
The miniature can also react simultaneously to any attack
performed against it out of its LoF. This Special Skill
functions automatically (you will not need to spend any
Order or make any roll).
Strategos: The origin of the Greek verb stratego means
to plan the destruction of the enemies with the reason of
the effective use of the resources. However, a Strategos
not only dominates the Art of War, he professes it as a
philosophy of life, applying it in every moment, elaborating
strategies of action which he studies, oversees, modies,
and evolves constantly. For that reason, a Strategos will be
always Your man with the plan.
This Special Skill identies the professional of the Strategy,
an individual with an analytic mind and a deep and
advanced knowledge of the art of war and the military
psychology. There are three levels of Strategos:
t Strategos Level 1: If the Strategos gure is the
Lieutenant, he can assign the Lieutenant Special Order to
any other miniature of his combat group.
t Strategos Level 2: This level allows to the player,
during the Deployment phase to reserve two miniatures
to deploy after his adversary. It is compulsory to be the
Lieutenant to use this Special Skill.
t Strategos Level 3: If the Strategos gure is the
Lieutenant, he not only can use the preceding levels
of this Special Skill, but can also prevent his adversary,
during the Deployment phase, deploying a miniature
after him.
A Strategos L2 against a Strategos L3 can reserve one gure
in his deployment, while the L3 can reserve two miniatures.
Two opposing Strategos L3 will perform a Deployment as
usual and as stated in the rules, reserving one gure to
deploy after their adversary.
Striga: A Special Skill which, like its vampiric namesake
in Roman mythology, allows exploitation of an enemys
Attributes for the users own prot. The skill allows the
causing of damage to recover Wounds suffered, or the
copying of enemy Attributes. Striga has two levels:
t Level 1-Protheion: This Special Skill is a biogenetic
enhancement which allows the user to extract nutrients
and organic matter from other living beings to boost his
own health.
Protheion is a CC Attack. It requires spending of a
Short Skill or an ARO, without any roll necessary, and
also requires the user be in base contact with another
biological creature in an Unconscious state. Each Wound
added to the user will remove a Wound from the miniature
the user is absorbing nutrients from.
A gure with Protheion may absorb wounds until they
have a maximum of 3 in total at any given time. This
means a gure beginning the game with a Wound value
of 1 may absorb up to 2 bonus Wounds, while a gure
starting with a Wound value of 2 may absorb 1. If any
Wounds are lost, they may be re-absorbed up to the
maximum of 3 Wounds in total. This Special Skill can be
used in an aggressive way, absorbing Wounds even if
the user is yet to be damaged. Against foes in a normal
state (Not Unconscious), Protheion is used in CC Combat.
The gure with Protheion makes a CC Face to Face Roll
against the opponents defending Attribute, with success
forcing victims to make a BTS roll against the PH of the
user or transfer one of their Wounds. A victim of Protheion
can lose all his Wounds, and his Unconscious level too,
which counts as a Wound. Criticals with Protheion absorb
a Wound directly from the target, avoiding the BTS Roll.
The Protheion Special Skill cannot be used against gures
with the STR Attribute.
Example: A gure with the Protheion Special Skill facing
a Shasvastii Seed-Soldier in CC Combat could obtain or
regenerate 1 Wound, if he succeeds at a Face to Face
CC roll, removing it from his adversary. Spending another
Short Skill, he could obtain or regenerate another Wound,
taking it from the Seed-Soldier, who is now Unconscious.
No CC or BTS roll is required as it is a Coup de Grce.
The Seed-Soldier passes from Unconscious to Dead state,
but as it is a Shasvastii, it is replaced by a Spawn-Embryo
Marker. Now the gure with Protheion has reached the
limit of 3 Wounds, and cannot absorb any more. However,
if he loses any Wounds, he can come back to the Spawn-
Embryo Marker. When in base contact, and by spending
another Short Skill, he can absorb 1 more Wound from the
Spawn-Embryo without any roll required, with the Marker
removed from the table afterwards.
Moreover, Protheion includes the V: Dogged Special
Skill. However if it is used by a gure with the Shasvastii
Special Skill, the Spawn-Embryo rule cannot be used
later, because the miniature will consume it to activate
the V: Dogged Special Skill.
If, when using the Dogged Special Skill, the gure
with Protheion regenerates one or more Wounds, the
Dogged state is cancelled. The use of Protheion is always
considered a CC Attack, this means this Special Skill
cannot be used against allied troops.
tLevel 2-Morpho-Scan: The next step beyond Protheion
adds this complex Voodoo Tech system which allows the
replication of the Attributes of any organic beings who
are nearby.
The Morpho-Scan substitutes the MOV, CC, BS and PH
Attributes of the user with the targets, who must be
inside its Zone of Control. All those Attributes listed are
substituted when used. This is a Skill of one use only, the
user can only Morpho-Scan one gure over the course
of a battle. The Morpho-Scan is vulnerable to E/M and
requires the spending of 1 Order from the Order Reserve
to activate it. Any troop, allied or enemy, can be Morpho-
Scanned, except those gures with the STR Attribute.
Moreover, troops with this Special Skill can also take one
weapon from the gure they have Morpho-Scanned. To
do so, they must spend 1 Order from the Order Reserve,
and the target must be in an Unconscious state and
in base to base contact with the user. Morpho-Scan
suffers the same restrictions on taking weapons as the
Impersonation or Booty Special Skills.
Super-Jump: These miniatures are genetically, articially,
or evolutionarily designed to perform jumps of astonishing
length and height.
This Special Skill works automatically. It allows the miniature
to move in a vertical, diagonal, or horizontal jump as many
inches as indicated in his MOV, without having to make a
PH Roll. Super-Jump is a Special Short Movement Skill that
can be combined with other Short Skills
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For example, with Super-Jump, the gure can shoot while
ying through the air and this will be considered an Order
of the Move+BS type.
Also, when the miniature moves in a normal way he will
be able to avoid any obstacle of his height or less without
any Movement restriction. To calculate the Falling Damage
taken by miniatures with Super- Jump, the sum of both
values of his MOV Attribute is subtracted from the distance
and the result multiplied by 2.5.
Example: a miniature with Super-Jump with MOV 4-4,
that jumps from a terrace to the oor from a height of 10
inches will only have to make an ARM Roll against Damage
5 (distance of 10 minus MOV 4+4 = 2, multiplied by 2.5 to
give 5).
Superior Movement: The miniature is specially equipped
for fast movement. This Special Skill automatically increases
the movement of the miniature, with no need to spend
Orders or make any roll. This increase is already calculated
in the MOV value of the gure possessing this Special Skill,
or else is indicated between brackets.
Terrain: Some troops are trained to ght in specic
terrain, characterized by the difculties they offer to the
inexperienced. The Type of Terrain in which the gure
is specialized is always indicated after the term Terrain.
In the game, these Types of Special Terrain are Aquatic,
Desert, Mountain, Jungle, and O-G. Figures possessing
the Special Skill Terrain will suffer reduced MOV Modiers
in their environment. They will act as if the terrain were a
level of difculty lower: if it is Impassable terrain, it will be
considered as Very Difcult, if it is Difcult terrain, it will be
considered as Normal. This Special Skill is automatic and
does not require the spending of Orders or making any
kind of roll in order to be activated.
Total Reaction: Due to servos and a system of support
and reinforcement of response speed and mobility, some
miniatures are able to react with great celerity. To reect
this, Total Reaction allows the ring of the whole Burst (B)
of a weapon in ARO. - If the BS roll is a Normal Roll, as
many Rolls as the B value of the Weapon will be made.
- If the BS roll is a Face to Face Roll, both players will have
to make all their BS rolls. All the results (after applying
the typical Modiers) that overcome the best Roll of their
adversary will be impacts.
Example: Fusilier Angus is in an open eld, 12 inches from
a Yakng (a Remote with the Total Reaction Special Skill).
Angus spends an Order to shoot the Yakng. The Remote
reacts with his ARO, shooting. As he has the Total Reaction
Special Skill, he shoots 4 times (His HMG has B=4) instead
of 1, which would be the case normally. Angus makes 3 BS
Rolls (His Combi Rie has B=3). His BS is 12+3 (distance
MOD) =15. He rolls a 3 (Success), 17 (Failure) and 12
(Success). The Yakng 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 Yakngs (14,
Critical), so he will hits with all his shots that are better
than Angus best (12). The Yakng hits 2 times, with his
rolls of 14 (Critical) and 13. Angus suffers a Wound directly
(Critical) and must make 1 ARM Roll.
Transmutation: This Special Skill allows the gure 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 gure
must be suffering great stress, for instance after receiving
a Wound. Transmutation is automatic and does not require
the spending of any Order. The new gure replaces the old
one, minus any wounds taken, at the end of the Order in
which he receives the rst wound.
Valor (V): This Special Skill describes the bravery and
ferocity of the gure in combat. There are three levels of
Valor with each one encompassing the prior levels:
t Level 1 Courage: The miniature does not fear death
and is completely ready to die if his duty calls for it.
Courage avoids, without spending any Order, the WIP
Roll that is compulsory after surviving the impact of a
ballistic weapon but the gure does not wish to move to
cover (The Guts Roll made after a successful ARM Roll).
The gure is not required to keep his position if he does
not want to.
t Level 2 Dogged: The miniature, owing to a vast
contempt for life, is ready to suffer in order to achieve an
objective, no matter the severity of his wounds.
This Special Skill is automatic and does not require the use
of Orders to be activated. Dogged allows the miniature
to ignore the state of Unconscious.
If the miniature uses the Dogged Skill he will be able
to act normally provided he keeps spending Orders in
a consecutive way. The gure will die when the turn he
would have fallen Unconscious nishes, if the player stops
spending Orders on him in a consecutive way, or if he
suffers another Wound. In addition, the Dogged Special
Skill includes also the Courage Special Skill. Dogged
cannot be used in ARO.
Dogged allows Impetuous gures to spend Orders from
the Orders Reserve in order to keep acting normally, even
though the player hasnt nished spending Impetuous
Orders.
tLevel 3 No Wound Incapacitation: The miniature, due
to the extraordinary endurance of his system, is able to
ignore pain and keep his awareness functioning further
than reasonable human limits.
This Special Skill functions automatically, allowing the
miniature, after receiving a Wound, to avoid passing to
the Unconscious state. Another Wound will be needed
to destroy him. The miniature can be cured by a Doctor,
AutoMediKit, MediKit, and Regeneration, although if he
fails this roll he will automatically die.
Veteran: The miniature belongs to a troop with several
years of service in the toughest frontlines: he possesses
several skills acquired the hard way. Veterans are soldiers
hardened by war, able to rise above the pain of their
wounds and to detect danger wherever it lurks. The
Veteran Skill provides the Sixth Sense L2 and V: No Wound
Incapacitation Skills.
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Weapons and Equipment
LIMITED OR DISPOSABLE WEAPONS AND
EQUIPMENT
Weapons and equipment with limited ammunition or
quantity (Panzerfaust, Deployable Repeater etc.) are
consumed each time its use is declared, no matter if the
roll to use them is successful or not.
Weaponry
This details the weaponry in the game. A Rie is used to
provide an example of the statistics:
Weapon Short Medium Long Maximum Damage B
5LH 8/0 16/+3 24/-3 48/-6 13 3
Distances: There are four range distances: Short, Medium,
Long, and Maximum. Depending on the type of weapon,
the Modiers applied to each one of these ranges varies.
A Rie, shooting at a target at a distance of 0 to 8 inches
has a Modier of 0 to its rers BS Attribute, up to 16 inches
has a +3 BS Modier, up to 24 suffers 3, and nally, at
the maximum distance of 48 inches, the Modier is 6. It
is not possible to score a hit at distances further than the
Maximum range.
Damage: This is the destructive capacity of a weapon. The
bigger the Damage value, the more powerful it is. The
Damage value is used in an ARM Roll, where the result
of the Roll plus the targets ARM value must exceed the
Damage value of the weapon or a Wound is taken.
Burst (B): This is a weapon characteristic that can only
be used during the attack turn and never in ARO (Except
in Total Reaction or Suppression Fire, per example). The
value of B is the number of times a weapon can be shot
during the use of Ballistic Skill. Thus, a Rie can (Using 1
Short Skill BS Attack) perform 3 shots as its B is 3. Each shot
of the Burst can be red at a different gure amongst those
who are in LoF. The Burst distribution must be announced
when the BS Attack Short Skill is declared.
COMBI AND MULTI WEAPONRY
COMBI: A type of light weapon this is simple to use,
adapted to the needs of modern battleelds. It is
designed using recoil suppression and shot optimization
technologies, allowing it extra precision at short and
medium distance. Combi Ries cause the same Damage
as a Rie (D=13), at any distance.
MULTI: These are Multipurpose Combi weapons that
can be loaded simultaneously with different types of
ammunition:
Normal Ammunition: Using this Ammunition, it
functions normally and its B value is not reduced.
Light MULTI: AP or DA Special Ammunition may be
chosen by the shooter but the B value is reduced to
2. The types may be alternated between, not during,
Bursts. Light MULTI Ammunition is only available in light
weapons such as MULTI Ries.
Heavy MULTI: AP or EXP Special Ammunition may be
chosen by the shooter but the B value is reduced to
2. The types may be alternated between, not during,
Bursts. Heavy MULTI Ammunition is only available in
heavy weaponry, such as MULTI Heavy Machine Guns.
Integrated Special Ammunition: AP and EXP (MULTI
Heavy, Machine Gun Ammo, for instance), or AP and DA
(MULTI Light, Rie, for example) may be chosen by the
shooter but the B value is reduced to 1.
In ARO, MULTI weapons can only select one type of Special
Ammunition to re. They may not use Integrated Ammo.
Types Of Ammunition.
Some weapons can be loaded with Special Ammunition
types, which have their own characteristics:
Adhesive Special Ammunition (ADH): This is a type of
ammunition with a heavy load of fast adhesive, designed
to immobilize a target. Once hit by this kind of ammo,
the target must make a PH Roll with a -6 Modier. If he
fails the roll, his state changes to Immobilized, placing
an Immobilized marker (IMM) besides the gure. Those
troops Immobilized by failing the PH-6 roll cannot make
the Guts Roll.
Armour Piercing Special Ammunition (AP): This is a type
of ammunition specially devised to penetrate armour plate
and heavier vehicles. These projectiles incorporate AP
Technology that allows them to pierce any plating like a hot
knife through butter. Close Combat AP weapons usually
incorporate specic Armour Piercing nanomachinery, or
they are manufactured from Teseum, a neomaterial with
Armor Piercing properties.
Armour Piercing Special Ammunition penetrates all
armours, and in those superior to 0, reduces their value
by half (Always rounding up), with a minimum ARM of 1.
If the target is behind physical cover, the Armour Piercing
Special Ammunition will only affect the ARM of the gure
and not the Modier given by the cover.
Double Action Special Ammunition (DA): This Special
Ammunition is a high impact light calibre. The Double
Action Special Ammunition has been developed as a
reply to military requirements for a light ammunition with
high stopping capability, which can be loaded in the main
weapon of an Infantry soldier.
The Double Action Special Ammunition obliges its target
to perform two ARM rolls. Even if the target fails the rst
of them, or is Unconscious, he must still make the second
Roll. Criticals with DA Special Ammunition cause a direct
Wound and require the target to perform the additional
ARM Roll as well.
ATTENTION: This Type of ammunition is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
Electromagnetic Special Ammunition (E/M): This is a
type of ammunition designed to interfere with electronic
systems through the emission of a powerful microwave
pulse.
If a miniature receives a hit from E/M Special Ammunition
he must make an ARM Roll using his BTS Attribute. If he
fails the roll all his Equipment and Weaponry, if vulnerable,
is affected by the E/M pulse and enters the Disabled (DIS)
state.
Disabled. A miniature that fails his BTS Roll will be marked
with a Disabled (DIS) Marker. Heavy Infantry, TAGs and
Remotes are also Immobilized. Disabled equipment stops
functioning and the Marking performed by a disabled
Forward Observer has no effect. Figures with the Engineer
Special Skill can repair Disabled equipment.
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Ariadnian Heavy Infantry and troops that are not Heavy
Infantry, REM or T.A.G.s must make a Guts Roll when
affected by the damage of E/M Ammunition. As an
exception, those Heavy Infantry, T.A.G.s and REMs which
are Immobilized by E/M Special Ammunition cannot
perform the Guts Roll.
ATTENTION: this Type of ammunition affects Cubes,
deactivating them, and is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
Equipment Vulnerability Effect
Ariadnian Heavy Infantry (HI) No Guts Roll
AutoMediKit Yes Disabled
CH: TO Camouage Yes C H :
Mimetism
Control Device Yes Disabled
Cube Yes Disabled
Deployable Repeater Yes Disabled
ECM Yes Disabled
Forward Observer Yes Disabled
Hacking Device Yes Disabled
Heavy Infantry (HI) Yes Immobilized
Humans and other Creatures No Guts Roll
Impersonation Yes Disabled
MediKit Yes Disabled
Motorcycles Yes Disabled
Optical Disruptor Device Yes Disabled
Remote (REM) Yes Immobilized
Repeater Yes Disabled
Sensor (except Antipodes) Yes Disabled
Sepsitor Yes Disabled
T.A.G./Vehicles Yes Immobilized
Visor (Multispectral,
X, 360) Yes Disabled
Weaponry
See
Weapons
The E/M Special Ammunition emits radiation, so it can
pass through solid matter, but this attenuates the signal
intensity. This means that E/M can pass through any Cover,
being Total or partial. Any gure behind Cover, even not in
base contact with it, applies a +3 Modier to its BTS.
Example: The Zhanshi Wen Liu is behind a barricade, in
base in contact with it, when an E/M Grenade explodes
in front of him. Affected by the explosion Template of the
Grenade, he must make a BTS roll. His BTS is 0, but being
behind Partial Cover, he has a +3 Modier to his roll. He
fails the BTS roll, so a Disabled Marker is placed besides
him. His reliable Combi Rie doesnt work, and now Wen
Liu has to make a Guts Roll.
Meanwhile, the Zhanshi Jang Qi, who was some inches
behind Wen Liu and the barricade, is also affected by the
Template, and makes his BTS roll. Jan Qi, who is not in
base contact with the Cover, can apply the +3 Modier
because the Template must pass through it. His BTS is a
success, but now he must make the Guts Roll if he wants
to stay in position.
The same Circular Template affects the Hac Tao Wu Shenru,
who thought he was safe inside a building, in Total Cover,
out of LoF. Wu Shenru is not in base contact with the wall,
but this has attenuated the E/M pulse, and he has a +3
Modier to his BTS. This Modier is not enough and Wu
Shenru fails the roll. His MULTI Rie doesnt work, and
whats worse, his armour disconnects, trapping and
Immobilizing him inside it.
E/M2 Special Ammunition (EM/2): Enhanced E/M Special
Ammunition. It is designed for projectiles used by heavy
weapons and those with reduced magazines in which its
greater weight is not a problem. Weapons which shoot
E/M2 Special Ammunition carry larger projectiles with
warheads carrying two E/M multifrequency pulse emitters.
With this Special Ammunition a soldier gets higher power
and effectiveness against protected hi-tech systems.
ATTENTION: This Type of ammunition affects Cubes,
deactivating them, and is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
The E/M2 Special Ammunition works like the E/M Special
Ammunition but obliges its target to perform two BTS Rolls
for each hit received. Criticals with this ammunition cause
the direct application of the E/M Special Ammunition
effects and deny a BTS Roll.
Explosive Special Ammunition (EXP): The Explosive
Special Ammo combines the devastating effects of hollow
point projectiles with a HE (High Explosive) core, improved
nanotechnologically. It is a specially designed type of
ammunition that generates massive damage by detonation
on contact with the target.
Close Combat Explosive weapons possess advanced
military technology and are restricted and not very common.
They apply a similar system to that of electrothermal
ammunition, their edge having several microcorrugations
through which a superconductive gel circulates. The kinetic
shock energy from a blow given with this kind of weapon
turns the gel into ionized plasma, provoking a small but
powerful directed detonation.
ATTENTION: This Type of ammunition is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
Wen Liu
Wu Shenru
Jang Qi
Impact Point
ECM
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Explosive Special Ammunition requires the miniature hit to
perform three ARM rolls. Even if the target fails some of
them, or is Unconscious, he must still make all three Rolls.
Criticals with Explosive Special Ammunition cause a direct
Wound and require the target to perform additional 2 ARM
Rolls.
Fire Special Ammunition (FIRE): Ammunition which
damages by Fire is designed to hurt with intense heat and
ames, burning for as long as possible.
Once a miniature suffers Fire damage, he will have to
make an Arm Roll. If he fails, he receives a Wound and
will have to keep making ARM Rolls until he dies or passes
an ARM Roll. After passing an ARM Roll, the Fire will be
extinguished.
Fire Special Ammunition damages the systems of CH:
Camouage and CH: Camouage TO, reducing this
Special Skill to CH: Mimetism until they are repaired.
Moreover, Fire Ammunition disables all levels of the
Impersonation Special Skill, Optical Disruption Devices
and Holoprojectors affected by the template, considering
them Disabled until repaired.
Flash Special Ammunition (FLASH): This class of weapon
is comprised of all non-lethal ammunitions that cause
temporary incapacitation through sensory receptor
overload. Flash Special Ammunition emits concentrated
discharges of light and sound that stun a target. This term
is also used to refer to hyperconcentrated data discharges
which can saturate the receiver ports of automated targets.
Usually, the massive discharge of the Flash interferes with
the vision and/or sensors of the target, provoking blindness
and disorientation. In biological beings, it affects the inner
ear, causing nausea and dizziness. For inorganic troops, the
sensory discharge provokes a collapse of control systems,
with a similar effect to that caused in biological beings.
A miniature affected by Flash Special Ammunition only
can perform Short Movement Skills (Except Discover) and
those which dont require LoF for execution. The gure
also cannot use any Special Skill which requires LoF to be
employed. Moreover, the target will automatically fail the
Guts Roll required after the BTS Roll, unless he possesses
the V: Courage Special Skill or equivalent.
Criticals with Flash Ammunition directly apply its effects
and deny a BTS Roll. The Total Immunity Special Skill is
ineffective against this kind of ammunition. The effect of
the Flash will prevail until the end of the Player Turn in
which it was red.
Guided Special Ammunition (GUI): This type of ammo is
able to move around the battleeld and dodge any obstacle
until reaching a target determined by a Forward Observer.
It allows shooting at an objective previously marked by the
Observer, with no need of LoF or any BS Roll: the projectile
automatically hits a marked target. The maximum rate of
re of Guided Special Ammunition, by magazine capacity
and re system re-calibration, is 5 rounds per Game Turn.
Guided Ammunition can be hacked and intercepted by
ECM as well. Guided projectiles have BTS3.
Monolament Special Ammunition (MF): A monolament
is an edge as thick as a molecule, stabilized by a tenuous
E/M eld. A monolament can cut through any material
with minimum effort. The Special Ammunition, or
Monolament Weapons, reduces any ARM value to 0. It
has a xed Damage of 12 and kills right away (Dead state
and remove from the game table) independent of the
number of Wounds, points of Structure or Special Skills
(SpawnEmbryo, Remote Presence) that the target gure
may have. Close Combat Monolament weapons do not
add a Defense Bonus in Close Combat. Monolament
Weapons are affected by E/M Special Ammunition.
Monolament Mines, when exploding, leave the area of
detonation covered by a web of Monolaments that can
only be removed using an E/M weapon, or using the
Engineer Special Skill.
Nanotech Special Ammunition: Nanotech weapons
disperse a load of nanobots, microscopic robots charged
with a lethal attack program. The effect they cause varies
according to the type of program loaded, but the nal result
is always the same: loss of 1 Wound. Nanotech weapons
ignore normal armour, and can only be stopped by BTS.
To resist the damage of Nanotech Special Ammunition a
successful BTS Roll is required.
Plasma Special Ammunition: The Plasma used in this
type of Special Ammunition is a type of ionized gas
controlled by electromagnetic elds. An impact causes
the disintegration of the E/M containment eld, provoking
the expansion of plasma in an explosive way. This type of
Special Ammunition is characteristic of VoodooTech, the
technology of the Rationalist Ur race, so nobody knows
exactly how it works.
Plasma Special Ammunition causes simultaneous Normal
and E/M Damage that disables the equipment and
weaponry of the target. It requires the target to make an
ARM Roll and a BTS Roll to avoid each type of damage.
It also uses the Area of Effect Template from its point of
impact to determine gures hit. A Critical with Plasma
Special Ammunition means a direct Wound to the target
and also a BTS roll.
Shock Special Ammunition (SH): This is a type of ammo
which causes a strong hydrostatic shock in a targets
system. Specically designed to cause a great amount
of internal damage after penetration, Shock technology
varies according to the manufacturer, but the cheapest
consists mainly of hollow point projectiles, which shatter
after impact into hundreds of metal shards that tear
internal organs. Close Combat Shock weapons usually
have their edge impregnated with a fast action selective
lethal synthetic neurotoxin.
ATTENTION: this Type of ammunition is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
Shock Special Ammunition means that after a failed ARM
roll, the target passes directly to the Dead state, ignoring
the Unconscious state. When it hits its target, Shock
Ammunition cancels the effects of the Valor L2: Dogged
and Valor L3: No Wound Incapacitation Special Skills.
Shock Special Ammunition does not have any special effect
on gures with more than 1 Wound (W), Heavy Infantry
with powered armour, or gures that possess Structure
(STR) instead of Wounds (W) such as Remotes and T.A.G.s.
In such cases, Shock Special Ammunition acts as if it were
Normal Ammunition.
Smoke Special Ammunition (SMOKE): Smoke Ammunition
generates a Zero Visibility Zone with the size of a Circular
Template and without height limit. Only grenades and
grenade launchers can be loaded with this type of
ammunition. The Smoke curtain will remain throughout the
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turn of the player in which it was thrown, and the Template
is removed when the turn nishes.
Smoke Ammunition impairs vision completely, and the
Template area is considered a Zero Visibility Zone. This
Special Ammunition is used to interrupt the enemys LoF
and to cover the advance of allied troops.
Shooting Smoke Special Ammunition is always considered
an attack but being a type of non-offensive ammunition, it is
not necessary to target a model and it can be launched at a
point without any enemy miniature needing to be specied.
Stunning Special Ammunition: This type of non lethal
ammunition is used to repress revolts, in operations
where a big number of hostages is involved, to capture
targets alive, or in sensitive areas such as badly pressurized
zones. With the Stunning Ammo Special Damage, the
Unconscious state only lasts a whole turn, applying its
effect at the end of the Order, although further impacts will
provoke Unconsciousness for as many turns as times the
ARM Roll is failed. Stunning Special Ammunition is often
used in missions where it is imperative to capture a target
alive. It can be loaded into any MULTI weapon.
T2 Special Ammunition: This Special Ammunition
designates jacketed hollow-point projectiles covered in a
double reinforced coating of fragmentable Teseum. The
poorly-rened production process of the Teseum weakens
the alloy that coats the tip of these rounds, causing
them to splinter into multiple tiny and deadly fragments
when impacting with a target, the nal result being a real
bloodbath.
Known as The most expensive ammunition in the Sphere
the T2 projectiles are only accessible to those who have
an almost unlimited access to Teseum, such as troops
from Caledonia, which controls the greatest seams in the
whole Human Sphere. However, unlike the Cossacks, the
Caledonians lack the technological capability to correctly
process the Teseum, requiring huge amounts of the
metal to create the T2 Ammunition. T2 rounds are highly
appreciated by the Irmandinhos smugglers, who sell them
on the Black Market by weight, with the Teseum content
often extracted for non-military applications.
ATTENTION: This Type of ammunition is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
T2 Special Ammunition causes 2 Wounds to the target for
each ARM roll failed. A Critical with this ammunition causes
2 Wounds directly.
Viral Special Ammunition: It is a type of ammunition
created to maximize the damage in a target organism using
soft-shell special projectiles coated with immunological
inhibitors and with a core of wide spectrum viral agents.
Viral Ammunition is an armament project developed
in laboratories by biologists and immunologists
commissioned by the Haqqislamite Army. Designed
specically as deadly light ammunition, its the answer for
One shot, one kill philosophies. The use of it as anti-
riot ammunition against Dogfaces is of interest specically
to Ariadna, which acquired a shipment in exchange for a
signicant amount of Teseum.
ATTENTION: This type of ammunition is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
The Attribute used to resist this Special Ammunition is
always BTS and not ARM. Viral Special Ammunition requires
its target to perform two BTS rolls. Even if the target fails
the rst of them, or is Unconscious, he must still make the
second Roll. Criticals with Viral Special Ammunition cause
a direct Wound and require the target to perform the
additional BTS Roll as well.
Figures with 1 W, after a failed BTS roll, pass directly to the
Dead state, ignoring the Unconscious state. This special
effect doesnt apply to miniatures whose prole has a base
Wounds (W) Attribute higher than 1 (Such as Heavy Infantry
in powered armour), troops whose W value has been
increased from 1 (Such those with the Striga Special Skill)
and those gures with a STR Attribute instead of W, like
Remotes or T.A.G.s. In such cases, the target must perform
two BTS rolls, taking 1 Wound for each roll failed.
Viral Ammunition ignores Immunity (Total and Shock),
Valor L2: Dogged and Valor L3: No Wound Incapacitation
Special Skills. As a collateral effect, this Special Ammunition
prevents biological beings using the Transmutation Special
Skill for the rest of the battle once they are wounded. Cover
rules are applied as usual to Viral Ammunition attacks.
Zero-V Smoke Special Ammunition: The natural
evolution of the traditional Smoke Ammo, Zero-V is totally
impenetrable to all modern optical and sensor systems.
The Zero-V Smoke Special Ammunition works as Smoke
Ammunition, but establishes a Zero Visibility Zone which
cannot be penetrated by any level of Multispectral Visor.
Weapon Types
Adhesive-Launcher (ADHL): This is a semi-automatic
weapon with a rotary cylindrical chamber that shoots self-
propelled projectiles with a charge of fast drying adhesive
liquid. The Adhesive-Launcher can be used as an anti-
vehicle weapon, immobilizing them to facilitate their
destruction.
Although it is not a directly lethal weapon, the Adhesive-
Launcher is very cheap and can stop the best equipped
and armoured enemy targets. All pilots of T.A.G.s and
other vehicles have learned to fear this weapon. The most
powerful machine can be utterly defenseless after a good
shot from an Adhesive-Launcher.
Akrylat-Kanone: Disposable Ballistic Skill weapon, The
Akrylat- Kanone is the adaptation of the famous Panzerfaust
to use Adhesive Special Ammunition.
The Nomad Military Force was interested in getting a light
weapon with anti-tank capabilities and low cost, similar to
the Adhesive Launcher but with a greater range. However,
the weight of the Adhesive compound required a rocket
propellant with excessive size for a high capacity magazine.
For that reason, the disposable system of the Panzerfaust
was chosen as a solution to keep the balance between
cost, range and handiness required by the Nomad Military
Force. The success of the Akrylat-Kanone has surpassed
Nomad expectations and there is a copy of the launcher
already on the weapons market, produced under license
by a Yu Jing company.
It shoots Adhesive Special Ammunition, with only two uses
and with B value of 1.
Assault Pistol: A Ballistic Skill weapon for providing great
repower at short range. The Assault Pistol is the evolution
of conventional tactical handguns. Its reduced size and
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light weight, as well as a high penetration ability and large
ammunition capacity, combines with its fully automatic re
to make this weapon the best choice for close combat.
The Assault Pistol was designed to complement the
weaponry of assault troops who sometimes have to ght in
conned spaces where ries are hard to use. The projectiles
red by this weapon have stopping and penetration power
equivalent to rie ammunition, but with conventional pistol
ammunition dimensions. This gives its magazines a great
capacity despite their small size. However, the excessive
lightness of its ammunition paired with its high rate of re
notably reduces its precision at medium range and beyond.
This weapon can be used in CC but with B reduced to 1.
Autocannon: The Automatic Portable Cannon is a compact
light version of the main weapon used in primitive light
armoured vehicles from the middle of the 21st century.
Technicians from Ariadna have learned how to reduce the
size of the supply system and improve recoil suppression.
In order to turn it into a fully portable weapon, it has been
provided with a manual shooting device and an optical aim
system. It may have an archaic look, but it possesses an
undeniable destructive capacity.
The Automatic Portable Cannon (Autocannon for short)
is always loaded with Integrated Armour Piercing and
Explosive (AP+EXP) Special Ammunition and their effects
are combined. It cannot be used in Close Combat.
Blitzen: A non-lethal, disposable, Ballistic Skill weapon
that res an electromagnetic pulse-emitting projectile.
This weapon was developed to cover military requirements
for an electromagnetic weapon of great power that is
light, cheap and simple, but very effective. Based on
these specications, the Blitzen provides soldiers with
an additional response capacity against high technology
threats and targets. The design of this weapon varies
depending on the manufacturer, but all carry two n-
stabilized rocket projectiles, with warheads packing a high
power and rapid consumption multifrequency emitter.
The Blitzen was used extensively during the NeoColonial
Wars, and in other smaller scale conicts, where it has
demonstrated its efciency.
ATTENTION: This weapon deactivates Cubes, and is
forbidden by the Concilium Convention. Its use will be
penalized by the international courts.
The Blitzen is a 2 use weapon, with B1, which carries E/M2
Special Ammunition.
Chain Rie: The Chain Rie has a chain inside with an
electric trigger that shoots red hot scrap metal. It was
designed specically for the Third World campaigns,
where there was no time to teach peasants to shoot. It
has a devastating effect at short range, owing to its open
re arc. Its low cost of production, added to its mortal
efciency, has made the Chain Rie a very popular weapon
in conicts all around the Human Sphere.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
This is a Direct (Large Teardrop) Template Weapon with no
distance and no dispersion. Chain Ries cannot be used
in CC. Shooting this weapon does not require a BS Roll,
as it hits automatically. The vertex of the Large Teardrop
Template is placed touching the base of the miniature
using it. Face to Face Rolls do not occur against a Chain
Rie attack: they will always be Normal Rolls. A PH roll with
a -6 Modier is required to Dodge this weapon. During
the active turn, gures with two Chain Ries, such as Dog-
Warriors, can shoot both with the same Order, aiming at
different targets if so desired and applying the rules of
Direct Template Weapons to both. This weapon allows
performance of Intuitive Attacks.
Close Combat Weapon (CCW): This name encompasses
all sharp instruments (Swords, sabers, axes, spears, etc.).
Even though despised by many, those that follow the Way
of the Sword know that its usefulness in close combat can
be as lethal as or even more so than the most technological
weapon. The wide range of sharp instruments (Machetes,
katanas, Teseum swords, etc.) available which are standard-
issue in the armies of the Sphere is such that it would be too
exhausting to describe them all. The Master says: Honor
your weapon and protect yourself from your enemys.
The generic Damage caused by CC Weapons is the PH
value of their bearer. They can load Special Ammunition
if available.
In some cases, the skill and training of certain elite troops
makes the use of the combat knife as lethal as the efciency
of a CC weapon. In such cases, even though the miniature
is bearing a knife, it appears in his weapon list as a CC
Weapon.
Contender: The term Contender designates a family of
weapons, all with similar characteristics, originally created
for sporting use in Aristeia! competitions. The look and
design of the different Contenders varies depending on
the manufacturer, but all share a low rate of re and high
stopping power, as bets duelling weapons.
Usually, Contenders are characterized by their compact
size, some models specically designed to be attached
to personal armour as forearm weapons. However, some
manufacturers have developed models with a similar look
to conventional carbines, and in the Aristeia! circuits it is
not unusual to see weapons customized to the style of their
carrier.
The combination of compact size, lightness and power
saw this weapon pass to the military sphere, but, at the
moment, its biggest markets are still law enforcement and
sporting use.
A Ballistic Skill weapon, with a prole similar to a Rie, but
which res DA Special Ammunition and has B of 1.
CrazyKoala: An explosive projectile carrying a proximity-
activated homing warhead, the CrazyKoala follows its target
until detonating when in contact.
The Running Projectiles HT-14 were developed by Aizuri-
sho, an armaments company dependant of the Kiyomitsu
zaibatsu, to cover the close defence requirements of
certain armoured units of the StateEmpire Army. However,
the troopers of the Nomad Military Force, which purchased
a great quantity of these projectiles, would be the ones to
popularize the nickname of CrazyKoalas, as they are now
known through the whole Sphere.
The CrazyKoalas are a devilish invention. If one of them
detects you, you might as well give up. Dont try to
shoot at it, dont try to beat it, because it will explode
in you face no matter what. The only possible response
is to move fast and to praywho knows? Maybe it
helps Colonel Yevgueni Voronin, Cossack Diplomatic
Corps.
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When an enemy miniature spends an Order inside the
Zone of Control of a CrazyKoala, it will launch at full speed
towards him, jumping swiftly and detonating automatically
when in base-to-base contact. The CrazyKoala is destroyed
when it detonates and is removed from the game table.
CrazyKoalas can only be activated to perform an Attack
in their reactive turn. During a game, CrazyKoalas are
continuously on stand by, being automatically activated
when any enemy gure declares an Order or Short Skill
inside their Zone of Control, without any ARO required
by their owner. They will not be activated by the Order
declaration of a CH: Camouage, CH: TO Camouage or
Impersonation Marker, unless that Order also reveals the
Marker.
In reactive turn, an activated CrazyKoala will move very
fast, covering the whole distance that separates it from its
target. If an impassable obstacle (like a very high wall, a
closed door, a wide abyss) blocks its path, the CrazyKoala
will not be activated.
When a CrazyKoala acquires a target and is activated, it
accelerates at maximum speed, detonating at the end of
its movement when in base to base contact. The explosion
is automatic and doesnt require spending of Orders or
Short Skills. Despite the CrazyKoala touching the base
of its target, a CC combat is not initiated. A CrazyKoala
will keep moving no matter how many times the enemy
shoots at it, or the damage it suffers, exploding at the end
of its trajectory. The detonation of a CrazyKoala doesnt
use a Template and causes Damage 15 with Shock Special
Ammunition, and can be Dodged with a PH Normal
Roll. As the CrazyKoala explodes while in base to base
contact, no Cover Modiers can be applied. In stand by
mode, CrazyKoalas can stand still without moving where
their carrier places them, without spending any Orders.
Alternatively, they can follow him anytime he performs
a Short Move Skill but must always stay inside his ZC,
although no extra Orders are needed to move them. If any
CrazyKoalas are out of the ZC of their carrier, or if he falls
Unconscious or dies, then they will stand still in stand by
mode, being activated only in reaction to any enemy Order
spent in their ZC. Once out of the ZC of its carrier, the
CrazyKoala will stand still in stand by mode and cannot
be moved again by its player.
The only Skills a CrazyKoala can perform during an active
turn are Move and Jump. Its MOV value is only used to
move the CrazyKoala in an active turn along with its carrier.
In a reactive turn, an activated CrazyKoala will cover the
whole distance that separates it from its target, vertically
or horizontally, to the limit of its Zone of Control radius.
In reactive turn, the only Skill a CrazyKoala can perform
is to be activated and attack an enemy. The activation
is automatic, and con not be avoided by its player. The
carrier and the CrazyKoalas provide only one ARO to each
enemy gure in Line of Fire with them.
CrazyKoalas are vulnerable to E/M Special Ammunition,
being Disabled if they fail the BTS roll, but they are not
hackable, and do not detonate when they lose their STR
points. Each trooper carrying CrazyKoalas has two of them.
Against a Coordinated Order performed inside its ZC, a
CrazyKoala can react against whichever gure its player
prefers.
To be able to threaten Camouage and Hidden Markers,
a CrazyKoala can be placed in a xed position, left there
by its carrier declaring an Intuitive Attack (the CrazyKoala
is considered a deployable weapon like an E/Mauler, for
example). Once a CrazyKoala is dropped via an Intuitive
Attack, it will be activated according to its activation rules
(See Example 3).
During the Deployment Phase, CrazyKoalas are deployed
on the battleeld at the same time as their carrier, and
inside his Zone of Control. However, there cannot be
any enemy troops inside the CrazyKoalas area of effect.
However, if due to Dispersion or any other deployment
condition there are enemy toops inside the area of effect
of these weapons, then the player cannot deploy the
CrazyKoalas and they must be considered lost.
This weapon cannot be picked up with the Booty or
Impersonation Special Skills.
Example 1: The Moran Akinyi, a Nomad Maasai Hunter,
with 2 CrazyKoalas, declares a Move + Discover Order.
With the rst Short Skill of that Order, Akinyi will move,
with his 2 CrazyKoalas following inside his ZC. In the
second Short Skill, Discover, the CrazyKoalas could move
as well, even Akinyi doesnt move, because Discover is a
Movement Short Skill.
In the next Order, Akinyi declares Move + Shoot. With the
rst Short Skill of the Order, Akinyi will move with one of his
CrazyKoalas following. The other one keeps its position,
even though that means it will be out of the Akinyis Zone
of Control, because the Moran wants it there to cover that
area. With the second Short Skill of the Order, Shoot, the
CrazyKoala who is inside the Zone of Control of his carrier
cannot move.
Example 2: With the last Order of the Orders Reserve
of his army, Akinyi declares an Order of Move + Move.
He moves up to a wall with his CrazyKoalas following,
placing themselves besides him. During his adversarys
turn, the Zhanshi Wen liu, who is on the other side of the
wall, declares the rst Short Skill of an Order, to Move.
Akinyi
Wen Liu
Krazy
Koala
y
-1-
K
KKK
Krazyyyy
Koala aaa
yyyy
-1- -1 --1
Krazy azy zy zy
Koala
y
-1- -1- -1- -1-
Krazy Krazy azy razy
Koala
y
-1-
Krazy
Koala
-1-
Krazy
Koala
y
-2-
Krazy
Koala
y
-2- 2- -
Krazy Kr KKr
Koala
y
-2- -2- 2 -2-
Krazy Krazy razy
Koala
y
-2-
Krazy
Koala
-2-
Krazy Koala
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This activates the two CrazyKoalas, because he is inside
their Zone of Control, and they declare their trajectory:
CrazyKoala number 2 will move around the wall to impact
on Wen Liu at the beginning of his movement while
CrazyKoala number 1 will move around the wall from the
other side, to impact on him at the end of his movement.
Seeing that he is in range of the two CrazyKoalas, Wen Liu,
desperately declares the second Short Skill of his Order,
Dodge. He must succeed at a PH Normal Roll to avoid the
two attacks. His PH is 10, and he rolls a 5, succeeding at
the roll, so he dodges the two attacks. CrazyKoala number
2 activates and runs towards Wen Liu when he is starting
his movement, getting base contact and detonating
automatically. Meanwhile, CrazyKoala number 1 activates
and runs towards Wen Liu from the other side of the wall,
entering base contact and detonating at the end of the
Zhanshis movement. But, since Wen Liu succeeded at his
Dodge roll, he doesnt suffer damage and the CrazyKoalas
must be removed from the table.
If Wen Liu had failed his PH roll, then would have to make
two ARM rolls against Damage 15, with Shock Special
Ammunition rules, with the CrazyKoalas removed from the
table after detonation.
Example 3: Akinyi is near an enemy TO Marker which is
in a very good sniping position and inside the ZC of his
CrazyKoalas. The Moran wants to move to another point
of the battleeld, but he wants to leave this adversary
covered as well. As Akinyi is in his active turn, he declares
an Intuitive Attack, so he can leave one of his CrazyKoalas
where it is, threatening the Marker. During the active turn
of the enemy, the TO Marker moves, without revealing
itself, until it is out of the ZC of the CrazyKoala, leaving
its sniping position. The CrazyKoala doesnt activate. But
if the TO Marker had declared an Attack, revealing itself,
the CrazyKoala would be activated, running towards it and
impacting when in base to base contact.
D-Charges: Demolition Charges (D-Charges) are a weapon
detonated by remote control. D-Charges do not use
templates when exploding, as they have been designed
to perform a concentrated and directed detonation, with
the aim of penetrating the targets armour. They possess a
directional casing so that the explosion will only affect the
surface which they are stuck to. D-Charges are often used
in demolition missions.
Placing D-Charges: A Short Skill that does not require
any kind of roll, detonating them is also a Short Skill with
no need for a roll. They can be used in Close Combat
in the following way: to place a D-Charge on a target,
use a Short Skill and pass a CC roll. If the target is
Immobilized it is not necessary to roll CC. Detonating a
D-Charge in CC is a Short Skill that does not require a
CC roll. D-Charges can be placed or detonated in ARO.
D-Charges can be remote detonated by any Engineer
of the same army. Each gure equipped with D-Charges
has a total of 3 charges.
D-Charges load AP+EXP Special Ammunition, of Damage
14, and are very useful to destroy and demolish vehicles,
structures, brick walls and similar architecture.
D.E.P.: Light and disposable Anti-tank/Anti-bunker
weapon, one use only. It is red from the shoulder. The
D.E.P. was created as a cheap and light weapon to provide
small units with enhanced repower at medium range,
for both offensive and defensive operations. Its design
is rudimentary but effective, extremely portable, and
has been very popular with guerrilla forces, light units
and troops that cannot aspire to more rened or precise
weapons. The rst modern versions of this weapon
appeared during the Centro-American Campaign, where
militia forces popularized the name D.E.P. (Spanish acronym
for Descanse en Paz or Rest in Peace) because this was
the last blessing given to enemies on the receiving end
of the weapon. The impact of its use during the Centro-
American Campaign was so signicant that since then,
the term D.E.P. has become the quasi-ofcial name for all
disposable light Anti-tank weapons of the Human Sphere.
The weapons warhead loads AP + EXP Special Ammunition.
Electric Pulse: The Electric Pulse is a defensive system
usually placed on vehicles or security zones. It generates
a strong discharge able to knock out, but not kill, any
intruder or adversary.
This is a Close Combat Weapon, activated by contact.
It is an automatic device which does not require any
Close Combat roll, but it imposes a Modier of 6 to an
adversarys CC, who must make a Modied Normal Roll
(not a Face to Face one). If the adversary fails his CC roll
because of the Modier (If the Failure Category is equal or
less than 6 in other words), then he will be automatically
Immobilized during that game turn and an IMM Marker is
placed next to his gure.
E/Marat: The E/Marat, whose name signies power in
Arabic, is a somewhat crude but effective weapon. It is the
size of a small backpack and is composed of a generator
battery and a compact radial short range transmitter. The
meager radius of action of this device has prevented its
popularity as infantry weapon, since it requires being close
to the target. Nevertheless, it is a good weapon to turn the
tide when poorly trained and volunteer forces must ght
better trained and equipped armies.
ATTENTION: This weapon deactivates Cubes, and is
forbidden by the Concilium Convention. Its use will be
penalized by the international courts.
This is an E/M portable weapon, used with a Circular
Template. The E/Marat is activated by the use of a Short
Skill. It emits a Damage 13 E/M pulse, with a radius of
effect the size of a Circular Template. The Template must
be placed centred on the gure carrying the E/Marat, who
will also suffer the effect of the E/M pulse (Requiring a Guts
Roll). The emission device of the E/Marat is not affected
by its own discharges. This weapon can be used in CC,
substituting the CC Attribute with WIP. The E/Marat can be
used in ARO and allows performance of Intuitive Attacks.
E/Mauler: E/Maulers are a hybrid of a Position Repeater
and a Mine. They are equipped with a movement sensor
and an IFF (Identication of Friend or Foe) device, both
connected to a transmitter of E/M pulses. E/Maulers are
designed and patented by the Nomad Nation, who has
sold several bundles to Ariadna after the experiences of
Commercial Conicts.
ATTENTION: This weapon affects Cubes, deactivating
them, and is forbidden by the Concilium Convention. Its
use will be penalized by international courts.
This is an E/M deployable weapon, with a Circular
Template effect, activated by proximity. When an enemy
troop penetrates the radius of the Circular Template, the
device emits an E/M pulse of Damage 13.
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A Short Skill is used to drive an E/Mauler into the ground
and activate it. E/Maulers remain active until the end of the
battle or until they are destroyed by a shot or a Template
Weapon. E/Maulers have ARM 0, BTS 0 and STR 1.
Due to their size when completely deployed, E/Maulers
cannot be Camouaged so they do not have Shot
Modiers. They are able to recognize ally gures, and
are never activated in their presence, even if they are
Unconscious. E/Maulers deactivate any guided projectile
penetrating their radius of coverage, emitting their E/M
Pulse as they do so. This weapon cannot be used in CC.
Each gure equipped with an E/Mauler will carry 3 of
the devices. This weapon allows performance of Intuitive
Attacks.
E/Mitter: The E/Mitter has been designed specically to
disable the weaponry and equipment of its target. The
projectiles shot by this weapon emit a very short range but
powerful E/M pulse when striking their target.
In spite of its name, the E/Mitter uses non-lethal subsonic
projectiles, with a volatile, deformable structure that
doesnt pierce armour. It is a multipurpose weapon which
is employed in assault operations against technological
units as well as against defence and security systems, and
installations.
ATTENTION: This weapon deactivates Cubes, and is
forbidden by the Concilium Convention. Its use will be
penalized by the international courts.
This Ballistic Skill weapon shoots E/M Special Ammunition,
doesnt use a Template and cannot be employed in CC.
The E/Mitter doesnt cause Normal Damage, only E/M, but
Cover is treated as if normal ammo was being red.
Feuerbach: Rapid ring Anti-Tank weapon. These small,
lightweight projectiles have a quick loading and boosting
mechanism which provides a rapid rate of re. In exchange
for this, the Feuerbach sacrices range and destructive
capacity compared to other Anti-Tank weapons, which tend
to be more powerful but slower. However, the advantages
of a faster rate of re are evident, and the main reason for
its success in military circles, where there only are positive
comments about the weapon.
The Feuerbach is patented by FGA (Franco-Germanique
Armements) and licensed to producers in different
countries. Those brands commercialize the original patent
with modications to the optical and ring systems.
Although, ofcially, its denomination derives from its rate
of re and destructive capacity, it is rumoured that the real
origin of the names comes from the fondness of its designer
for German philosophers of the Nineteenth century.
The Feuerbach, or River of Fire in German, shoots auto-
propelled projectiles, with warheads that load AP + DA
Special Ammunition.
Flamethrower (Light FT / Heavy FT): The Flamethrower is
a classic assault weapon which has not evolved too much.
They are now smaller, safer, and easier to use but the main
idea is the same: to create a re curtain to open routes and
clear reduced enemy areas with a single shot.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by international
courts.
This is a Small Teardrop/ Large Teardrop Direct Template
weapon. The vertex of the Teardrop Template is placed
in the base centre of the miniature shooting. Using this
weapon does not require a BS Roll as it hits the target
automatically. There are no Face to Face Rolls against a
Flamethrower shot; only Normal Rolls. Flamethrowers
use FIRE Special Ammunition. The roll required to Dodge
this weapon is PH with a -6 Modier. Flamethrowers allow
performance of Intuitive Attacks.
Flash Grenades: Flash Grenades are a non-lethal weapon
in common use by tactical police units, antiterrorist forces
and paramilitary teams which operate in Homeland Security
roles. This special type of grenade is used to confuse,
disorient, or distract any potential threat that could be in
a closed room. Flash Grenades can seriously degrade the
combat effectiveness of affected personnel for a limited
time. It is a weapon used to incapacitate people, generally
without causing serious or permanent injury. For that
reason it is often employed to clear entrance points in
blind re situations, with no fear of harming civvies.
Non-lethal grenades which emit the equivalent of a Flash
Pulse in a Circular Template radius. All gures affected
by the Circular Template must make a BTS Roll against
Damage 13. If the roll is failed, then the Flash Ammunition
effect must be applied. This effect will persist on those
gures until the end of the Player Turn when the grenade
was launched. Flash Grenades are included in the Grenades
category and apply the same rules.
Flash Pulse: The sophisticated equipment possessed by
some specialist troops, such as Forward Observers, allows
them to emit a concentrated light or data beam at their
target, incapacitating him temporarily. These discharges,
denominated Flash Pulses, are a very common technique
in electronic warfare and they are often the prelude to a
devastating attack.
A non-lethal Ballistic Skill weapon which res Flash
Special Ammunition using the WIP Attribute. All troops
who possess the Forward Observer Special Skill have this
weapon. The use of a Flash Pulse is considered a Ballistic
Skill attack (See Weapons Chart). It requires LoF (even
using the Hacker Plus Device) and the spending of a Short
Skill, or an ARO, as well as success in a Normal or Face to
Face WIP Roll. A struck target has to perform a BTS Roll
against Damage 13. The effect of the Flash Pulse lasts until
the end of the Player Turn when it was shot.
Grenade Launcher (Light GL/Heavy GL): This weapon
cannot be used in close combat. It can be loaded with
Normal, E/M, or SMOKE ammunition. It is a Circular
Template weapon, and its shots can be affected by
Dispersion of up to the Failure Category multiplied by 2.5
(FC x 2.5) inches. It can be used with Speculative Fire.
The grenade launcher allows bombing enemy positions
with parabolic re even if they are outside of LoF. This is
particularly useful against close formations and to cover
the advance of other units.
Grenades: These weapons are used at close quarters and
use a Circular Template which can suffer Dispersion up to
the Failure Category multiplied by 2.5 (FC x 2.5) inches.
There are several types of grenades, with Normal, SMOKE
or E/M Special Ammunition. Grenades are used with the PH
Attribute. Grenades can be launched with Speculative Fire.
The tactical possibilities of hand grenades, especially in
assault operations, can be spectacular. In urban or jungle
combat, the use of grenades is essential and all veteran
troops would like to carry a good number of them.
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Guided MULTI Sniper Rie: Loads special projectiles with
next generation tracking warheads, capable of searching
out and hunting their target throughout the battleeld.
They are light support weapons, more selective and with
a lower destructive capacity, which is compensated by an
accuracy superior to traditional Guided Missile Launchers.
The fact it can be used as a standard MULTI Sniper
Rie provides versatility highly appreciated by special
operations forces.
Loaded with AP + DA Integrated Special Ammunition, with
B reduced to 1 in such a case. It applies the usual rules of
Guided Special Ammunition. Guided shots are hackable,
its projectiles have BTS 3, the maximum shots per turn
are 5, etc. This weapon can be employed like a normal
MULTI Sniper Rie (with neither guided nor hackable shots)
as well.
Heavy Machine Gun (HMG): Modern Heavy Machine Guns
have constant integrated autocooling systems that allow
them to keep high rates of re for long periods of time
and neither the barrel nor the ring mechanism will melt.
Multiple magazines and programmed systems allow them
to alternate ammunition, which endows the weapon with
great versatility, adapting itself to the changing situations
of the battleeld.
This weapon cannot be used in Close Combat. Heavier
versions can load Special Ammunition, allowing the Heavy
MULTI mode. MULTI Machine Guns cannot be picked up
with the Booty or Impersonation Special Skills.
Hyper-Rapid Magnetic Cannon (HMC): The Hyper-Rapid
Magnetic Cannon is a rail accelerator equipped with a
Gatling system. It shoots 3mm metal shards faster and
more powerfully than a heavy machine gun, achieving
greater penetration over the same effective range. Given
its size, it is exclusively assembled for artillery units.
This weapon loads Armour Piercing (AP) Special
Ammunition. It is only available for vehicles and T.A.G.s
and cannot be used in Close Combat or be picked up with
the Booty or Impersonation Special Skills.
Katyusha MRL: A light multiple rocket-launcher, this
Ballistic Skill weapon of archaic and simple design has
low accuracy but is very useful in saturating a complete
section of the front with artillery re. The Katyusha (Russian
diminutive form of the female name Katherine) is a multiple
surface-to-surface rocket system. The basic Katyusha
tactical rocket warhead contains two munitions, which are
dispensed above the target in mid-air. Each dual-purpose
bomblet is armed during freefall by a simple mechanical
orientation system which allows concentration of the
multiple launchers shots over the same area. The effects
of the explosion and the intense impact, both physical
and psychological, make the Katyusha rockets extremely
effective against infantry and light vehicles.
Katyusha shots allow simultaneous placing of three Circular
Templates: one centred over the target, and the others
touching the sides of the rst one, contacting its edge
perpendicular to the LoF (See Graphic). In spite of the light
calibre of the rockets, they load DA Special Ammunition.
This weapon, because of its lack of automatic re control,
is unable to make Parabolic or Speculative shots in normal
ring mode. It also does not suffer from Dispersion.
The Katyusha can be red at a target marked by a Forward
Observer, without a BS Roll required, just the spending of
an Order. This guided shooting mode cannot make more
than three guided shots per turn. Katyusha projectiles
cannot be hacked. This weapon cannot be picked up with
the Booty or Impersonation Special Skills.
Knife: This Close Combat weapon has a Damage of PH-
2. The reduced size of its blade makes it the latest resort
for a soldier. Modern combat knives, although varied in
their shape and design depending on their manufacturer,
are multi-use weapons. Light and balanced for combat,
they can also be integrated as a bayonet. They are sharp,
resistant, and ideal for survival.
Marker: The Marker was conceived as an advanced
designation tool, increasing the effective action radius
of tactical Hackers. As weapon, it is just an evolutionary
development of conventional grenade-launchers and
has been demonstrated to be extremely effective as the
spearhead of a cyberattack.
Non-lethal Ballistic Skill weapon which shoots Deployable
Repeaters. It cannot be used in CC. The Marker allows
performance of Speculative Shots, applying the usual
Dispersion rule. It is a disposable weapon with only two
uses. The target of a Markers shot must always be a point
on the game table, or a scenery element, but never a
miniature.
Mines: Mines are variable Template Weapons which can
use a Circular Template or Small Teardrop Template, as
the player prefers during the game. They are activated by
proximity, by any enemy miniature or Marker penetrating
or acting in the radius of the Circular Template or in the
equivalent radius of the Small Teardrop Template, but
they act only in the Template area. Mines always load
Special Ammunition and can be SH (Antipersonnel), or
Monolament Mines, depending on their purpose. A Mine
explosion can be Dodged by succeeding at a PH-6 roll.
Modern Mines are quasi-intelligent, possessing an IFF
(Identication of Friend or Foe) device, so they will not
explode if a member of the army who placed them is
around, even if he is Unconscious. Mines are not detonated
by the presence of non- Discovered Impersonators or non-
Discovered Sepsitorized troops. Mines have a 360 LoF
to act, detonating when an enemy miniature or Marker
penetrates or is activated by Order or ARO inside its area
of effect (Only if there is no any allied gure in it) using the
type of Template chosen by the owning player. A delayed
detonation system on the Mine allows to the player to
choose the moment of the explosion.
Mines are placed Camouaged. Placing a Mine is a short
Skill that allows placement of a Camouage Marker
(Camo) in base contact with the gure. To detect them,
it is necessary to make a Discover Roll at WIP-3, applying
Distance Modiers. Once discovered, the Camouage
Marker is substituted by a Mine Marker (Mines). Then they
may be shot or a Template weapon used to disable them.
Mines have ARM 0, BTS 0, STR 1 and dont explode when
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they are destroyed. They can also be deactivated by gures
possessing the Engineer Special Skill. Mines are weapons
with only one use, and they must be removed from the
battleeld after exploding. Each gure carrying Mines will
have a total of 3. Mines can be placed in ARO.
These weapons cannot be hacked, although all of them are
affected by E/M Special Ammunition.
If Cover obstructs the Area of Effect of a Mine (Circular or
Small Teardrop Template) then that Cover limits its action
and detection radius, creating a blind spot past which it will
not explode, in effect blocking its LoF.
It is not allowed to place a Mine with an enemy Camouage
or TO Marker inside its Area of Effect. The only exception
to this rule would be the presence of an enemy not
camouaged gure inside its Area of Effect, or to perform
an Intuitive Attack.
Monolament Mines, when exploding, cover the area of
detonation with a web of monolaments that can only be
removed using an E/M weapon or by a successful WIP
roll by a troop with the Engineer Special Skill. Therefore,
after detonation, the Mines Marker is not removed and the
player must put a Circular or Small Teardrop Template to
mark the area is full of monolaments that effect to any
gures entering the area. Figures take damage at the
beginning of each Order or ARO they spend while in the
radius.
The Biomines excreted by the Pretas expel neurotoxic
spores: they only respect the members of their own race,
the Hungries: Gakis and Pretas, exploding near any other
being. Apart this, they are considered to be Antipersonnel
Mines.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
Missile Launcher (ML): Modern Portable Missile Launchers
shoot Needle projectiles, micromissiles of great offensive
capacity but reduced size. Needle micromissiles allow the
shooter to carry extra ammo without having to depend on
a loader (Another gure carrying the ammunition). At the
same time, their size also allows this reserve ammunition to
be shared between other members of the army without a
great weight increase over their basic equipment.
These weapons cannot be used in Close Combat. Missile
Launchers have a twofold effect. They are designed to
cause AP and Explosive damage (EXP) to a target by
penetrating armour and causing as much internal damage
as possible, causing a great conagration and turning it
into a ball of re.
A Missile Launcher has an area of effect dened by the
Circular Template. It must place the centre of the Template
over the target miniature. The target miniature receives
AP+EXP damage. Other miniatures affected by the Circular
Template will suffer only EXP damage.
Guided Missile Launchers are equipped with magazines full
of intelligent target tracking projectiles guided by satellite
transmitted data. Needle micromissiles have guided heads
that possess a programmable selection of target acquisition
levels, which can be disconnected to perform unhackable
direct shots. The top rate of re of these Guided Missile
Launchers, given the magazine capacity and the ring
system recalibration, is 5 per game Turn.
To summarize, Guided Missile-Launchers can shoot at any
target marked by a Forward Observer, gaining the benets
of Guided Special Ammunition: no need for LoF or BS Roll,
but they become vulnerable to hacking and ECM. They
can also make normal shots, not Guided: in which case the
missiles cannot be hacked or affected by ECM. Guided
Missile Launchers can only re 5 times per game turn.
Mk12: A Ballistic Skills weapon, basically a high-powered
assault rie. The role of the Mk12 (Read Mark-12) is to
provide precise and fast re with a large calibre round.
In terms of accuracy and terminal ballistics, the Mk12 is
effective at distances that exceed that of a normal Assault
Rie but it does not reach the long ranges of Sniper Ries.
However, in spite of this shorter range, the higher rate of
re provides it with unique qualities as a support weapon.
The Mk12 has demonstrated effectiveness against different
types of targets both in test centres and in live action
but its recoil is so strong as to be almost beyond human
limitations, restricting the number of troops that can carry
it.
Conceptually, the Mk12 is a development of the
conventional Assault Rie, modied to be a squad support
weapon but keeping many common parts to facilitate
maintenance and logistics. There are different versions of
the Mk12 all throughout the Human Sphere, depending on
the manufacturer. Usually they are modications of a pre-
existing weapon which has been given a longer and heavier
barrel, a feed mechanism adapted to the higher calibre,
and a reinforced chamber. The name of this weapon is due
to its ammunition, which has an appearance and effect
very similar to the famous Holland-12 Grand Safari, used
in big game hunting to bag great prizes such as elephants
or rhinos.
Nanopulser: The Nanopulser can be implanted in the body
of a host and can be shot without having to unfold the
launcher muzzle, even though this could reduce its range
radius. Given its role as an invisible silent weapon, it is
exclusively considered a military weapon and is absolutely
illegal in the entire Sphere.
ATTENTION: This weapon if forbidden by the Concilium
Convention. Its use will be penalized by international
courts.
This is a Short range Weapon that shoots Nanotech
Special Ammunition. The nanobots have fast consumption
propellers, so their range of action is reduced, and they
disperse in a wide jet. The Nanopulser has a Damage 13,
uses a Small Teardrop Direct Template weapon and requires
targets to make a BTS Roll or take 1 Wound. This weapon
allows performance of Intuitive Attacks. Nanopulsers
cannot be picked up with the Booty or Impersonation
Special Skills.
Ojtnik: Military version of an Ariadnian big game rie.
Ojtniks are built with indigenous Ariadnian wood in
the main body, very light and resistant, and the barrel
has a Teseum bore. Their sight is the best available in
Ariadna with the exception of sniper visors. Ojtniks are
manufactured in a traditional way: parents give them to
their heirs, and master marksmen give them to their best
disciples. Scarce and highly appreciated, these ries are a
status symbol in Ariadna, an exclusive weapon for Scouts
in the Spetsnaz Cossack Corps.
More powerful than a conventional assault rie, it loads
Armour Piercing (AP) Special Ammunition, although it has
a low re rate. It cannot be used in Close Combat.
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Panzerfaust: The Panzerfaust is an ideal light antitank
option for infantry as a result of its reduced weight and
its tubular folding system: any soldier can be equipped
with a Panzerfaust without having to do away with his basic
equipment.
This portable Rocket Launcher cannot be used in
Close Combat. It will always use AP+EXP ammunition
simultaneously. Note that it is a disposable weapon with
only 2 uses.
Pistol: The Pistol is a standard belt weapon, a short gun
that can re in bursts, the expected evolution of traditional
pistols. Every soldier carries one and it is the weapon most
commonly used in Close Combat.
This weapon is used at Short Range and Close Combat.
It cannot load Special Ammunition. In Close Combat it is
used with the CC Attribute, not with BS, and allows only B
(Burst) 1, even though it causes the same Damage.
Plasma Rie: The Plasma Rie is the best example of the
quality and range of the so-called VoodooTech, the higher
technology of the Ur Rationalists. Human scientists study
and analyze these weapons with the hope of being able to
understand how they work and replicate them. Members
of certain special elite troops can carry weapons captured
from the enemy, so every now and then some human
soldiers are seen with these weapons. Plasma Ries are
coveted booty for veteran soldiers because they can sell
them at a high price to underground scientic rings or on
the weapons black market.
This is an alien weapon that cannot be used in Close
Combat. It is loaded with Plasma Special Ammunition.
An Area of Effect Template must be placed at the point
of impact: either a Circular Template or a Small Teardrop
Template may be chosen.
Rie: Normal modern, Combi, and MULTI Ries are
equipped with a standard connectable module that allows
them to set up the interior mechanism and the ammunition
of a light shotgun, a light amethrower or a light grenade
launcher as a whole piece, without changing the outside
appearance of the weapon or its weight. Any pieces
tted will be connected with a trigger device that allows
instinctive re. The versatility that these modules allow
is undeniable and this is the reason they are common in
armies with good technology and budget.
This weapon cannot be used in Close Combat. It can also
come in Light MULTI and Combi models. As a Light MULTI
Rie, it can be loaded with Special Ammunition, although
only AP and Shock ammo.
Sepsitor: The Sepsitor is a short range viral launcher
system. It allows the most powerful computer minds to
inltrate systems and lower webs, taking sheer control of
them. The most twisted use of a Sepsitor is the hacking,
corruption and possession of human memory Cubes,
which allows complete possession of their bearers.
The Sepsitor is a weapon with an 8 inch radius range
(ZC) and Burst 1, but it does not need a LoF. Shooting a
Sepsitor is a Short Attack Skill. In order to use the Sepsitor,
a WIP Face to Face Roll is made against the WIP or other
Skill used by the target, which must be a gure with a
Cube. If this gure chooses to face the roll with his WIP
and wins the roll, he must perform a Guts Roll. A successful
Sepsitor roll allows the target gure to be added to the
ranks of the army of the gure possessing this weapon,
but without his Order contributing to the Orders Reserve.
The former possessor of the target gure considers it as
Dead in respect to the Orders Reserve and army points
count. Due to the technological abyss that separates
Humanity from EI, the Sepsitor is not susceptible to being
hacked. This weapon cannot be picked up with the Booty
or Impersonation Special Skills.
In order to identify a troop as sepsitorized, a Discover Roll
with a -3 Modier must be made. A sepsitorized gure
cannot be shot at if it has not been previously Discovered.
Once Discovered it may be acted against normally for the
rest of the battle. A Camouage Marker is placed beside
the sepsitorized gure until he is discovered as such. If the
gure performs any other action besides Moving, he is
automatically discovered. Sepsitor does not affect gures
without a Cube or those with Remote Presence.
Shotgun (Light Shotgun/ Boarding Shotgun/ Heavy
Shotgun): This weapon is used mainly at short range.
Shotguns are loaded with echette ammo, a wide calibre
cartridge full of little pointed and aerodynamic bullets,
with sharpened ns. The special design of echettes
makes them spin as they go through space and when
penetrating their targets body, causing severe internal
damage and provoking strong hydrostatic shock. Shotguns
are equipped with a laser target selector that transmits
data to the cartridge situated in the chamber.
The cartridge has a simple proximity detector that detonates
it when approaching the target, projecting a cloud of
echettes that saturates the surrounding area. Shotguns,
due to their heavy cartridges, only have automatic ring
in short bursts. The Boarding Shotgun, a more powerful
weapon with a higher range, has been designed for assault
and close combat. Heavy Shotguns are weapons of huge
size and caliber which are usually mounted on vehicles for
support operations.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
It uses a Small Teardrop Template, but without Dispersion.
It cannot be used in Close Combat. Heavy, Light and
Boarding Shotguns place the Small Teardrop Template
at the point of impact of the shot, affecting an additional
area. The Template will only be placed when the BS Roll is
successful and always following the LoF.
In game terms, a miniature with 2 Light Shotguns is
considered to be armed with a Light Shotgun with Burst 3.
Boarding and Heavy Shotguns allow the ring of Normal
Ammunition with a Template, or the Special Ammunition
stated in the Weapons Chart (Like AP, for example) as a
standard shot with B value of 2 and without Template.
All the shots in a burst must be of the same type of
ammunition. The Boarding and Heavy Shotguns allow the
rer to choose the type of ammunition shot in ARO.
Sniper Rie: This weapon cannot be used in Close
Impact Point/Direction of Fire
Shotgun
Initial Target
Affected
Affected
Not Affected Shotgun
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Combat. Some of them can be red in Light MULTI mode,
allowing loading of AP and DA Special Ammunition. The
Sniper Rie is a precision weapon with a range that allows
its user to control the whole battleeld.
A Sniper equipped with one of these weapons, loaded with
Normal or MULTI Ammunition, can effectively paralyze a
whole enemy army.
Sniper Rie, Multi: see Multi Sniper Rie
Spitre: The Spitre is a medium machine gun designed
for urban and Close Quarters Combat.
In all of its existing versions, the Spitre has its own place
in the history of weapons, thanks to its high rate of re
and notorious precision. Known internationally as The Fire
Spitter, it has been named The most effective automatic
weapon of the Sphere. Unlike its older sister, the HMG, the
Spitre has a shorter barrel which makes it very effective as
an attack and support weapon in urban combat. This, tied
to its toughness, and ease of use, has propelled the Spitre
to mythological status amongst soldiers ghting in urban
zones.
Templar CC Weapon: The Templars shone as innovative
weaponsmiths. Today, Templarmade weapons have almost
disappeared, and the few existing ones are considered
collectors pieces. Thanks to the toughness of their design,
they usually still work perfectly.
Close Combat weapon which combines the effect of two
different Special Ammunition types (See Weapon Chart).
Uragan MRL: A light multiple rocket-launcher. This Ballistic
Skill weapon has a simple design, and suffers from low
accuracy but is very effective at terminating targets through
saturated repower. The Uragan (which means Hurricane
in Russian) is a low cost, fast production artillery weapon
that is designed to face armoured elements and provide
counter-battery re. The offensive conception of the
Uragan is to rain armour-piercing re on a given target.
It consists of a double mounted multiple launcher based
on a mobile platform. It possesses an automatic self-
loading system and a re correction device, archaic but still
effective. An Uragan is acquired by armies desiring mobile,
low maintenance, direct re unhackable artillery.
When an Uragan shoots, it performs a salvo of 3 shots (B
3) but they have to be red at the same target, placing a
Circular Template over it if the roll is successful. In spite
of the light calibre of the rockets, they load AP Special
Ammunition. The Uragans rocket-launchers always re
at the same time, in both active and reactive turns,
performing 3 BS Rolls each time it res. In normal shooting
mode, the unrened aiming system means it is unable to
perform Parabolic or Speculative Fire and doesnt suffer
from Dispersion. An Uragan can be red at a target marked
by a Forward Observer, without a BS Roll required, just the
spending of an Order. This guided shooting mode cannot
make more than three guided shots per turn (With a three
shot salvo, B3, for each one). Uragan projectiles cannot be
hacked. This weapon cannot be picked up with the Booty
or Impersonation Special Skills.
Viral Mines: Contrary in design to Antipersonnel Mines,
aimed at causing damage and injuries to incapacitate an
enemy and increase their medical and logistical burden,
Viral Mines are designed to kill an enemy soldier directly
without damaging facilities or structures.
ATTENTION: This weapon is forbidden by the Concilium
Convention. Its use will be penalized by the international
courts.
As their name suggests, these Mines are loaded with Viral
Special Ammunition. They work like Antipersonnel Mines,
and have the same characteristics, but apply the Viral
Ammunition effect.
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Equipment
AI Beacon: Data net signal emitter which allow Articial
Intelligences to enhance the range and effectiveness of their
particular data sphere. The AIs base their existence, and
their capability for control, in information and access to it.
The AI Beacons are deployable ground probes that collect
information from the evolution of a battle, moreover, they
establish an exclusive data sphere which allows continuous
linking of the AI with troops in the combat area.
In game terms, the function of an AI Beacon is to provide
1 Order to the Order Reserve of its army. An AI Beacon
must always be deployed with AD: Combat Jump, but its
deployment is performed during the Deployment Phase. If
its Dispersion means it falls off the game table, it must be
considered lost and cannot be recovered during the battle.
An AI Beacon must be assigned to a Combat Group, which
cannot surpass the maximum of ten Orders. This piece of
Equipment is vulnerable to E/M Special Ammunition and
cannot be picked up with the Booty Special Skill.
Antipode Control Device: see Control Device.
AutoMediKit: This is a nano-medical device that
some troops have integrated to their personal tactical
equipment. It injects nanorepairers automatically in their
systems allowing them to recover from the Unconscious
state. It requires the spending of 1 Complete Order
and the passing of a PH roll. If the roll is successful, the
gure recovers from 1 Wound automatically, leaving the
Unconscious state and adding his Order to his armys
Orders Reserve as usual in the next active turn. If the gure
fails his roll, he will automatically pass to the Dead state
and will have to be removed from the battleeld. With an
AutoMediKit, miniatures can recover from the Unconscious
state as many times as necessary, provided that they pass
their PH roll each time.
The AutoMediKit is a sophisticated device, a product of
the highest technology, but it can be affected by E/M
weapons. If it suffers from E/M damage an AutoMediKit
will be Disabled.
Baggage: Provisions, supplies and ammunition are key
elements in long term operations, or in those developed
far away from military supply lines. Infantry campaign
personal gear comprises everything needed by a soldier
for survival in combat environment. Anything else thats
missionessential, but not part of an individual soldiers
kit, is called Baggage and will be carried on a transport
Remote or a vehicle. Survival equipment found in Baggage
includes advanced environmental protection, medical
supplies, water (not only stored but with purier system)
and food, batteries and/or a power generator, and diverse
stuff, depending on the deployment area.
Traditionally, infantry suffer high rates of casualties due
to illness, exposure to adverse weather and environment,
and privation from lack of food and/or water. Throughout
military history, unfortunately, the number of casualties from
these causes surpasses, in many situations, those inicted
by the enemy. It is well known that better equipment
for soldiers and effective supply lines drastically reduces
attrition rates.
Baggage is Special Equipment which represents these
supplies. Baggage adds an extra 20 points to the Victory
Points which its carrier would normally provide.
This increase in Victory Points is only used to work out the
Retreat! percentage and the Victory Points the adversary
receives from taking down or capturing the carrier of this
piece of Equipment. Example: Signing up 1 gure with
Baggage in a 300 point army, the player, to calculate his
Retreat! percentage, will use a total of 320 points (300
points of troop costs + 20 extra points from Baggage
Equipment). If he signs up 2 gures with Baggage, then
the increase would be 40 points.
Applying this rule in an individual fashion, a Remote with
Baggage Equipment, costing only 8 points, provides 28
Victory Points (Cost: 8 + 20 from Baggage) to an adversary
if taken down, instead of the mere 8 points it would give if
it didnt have Baggage.
In a campaign, or in scenarios which require it, keeping
Baggage safe provides extra Victory Points, depending on
a missions objectives. Remotes and Vehicles are the usual
carriers of Baggage.
Biolocator: A biotechnological identication and location
device, capable of emitting a powerful signal that pinpoints
its owners position on the battleeld. The Biolocator feeds
off the electric activity of a users brain. When switched
to active mode at full performance, it requires an energy
supply that causes the immediate unconsciousness of
its carrier. This fact, and that it is usually implanted in
absolute fanatics and dangerous criminals, sees its carrier
considered as disposable and/or sacricial.
ATTENTION: This piece of equipment is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
By spending 1 Short Skill, the user can activate the
Biolocator, creating the same effect as being automatically
marked by a Forward Observer of his own army. This piece
of Equipment cannot be used in ARO. The activation of
a Biolocator sees the user fall Unconscious at the end
of that Order. The Unconscious bearer of an activated
Biolocator can be targeted by friendly re, including
Guided Ammunition. The Biolocator is disconnected when
the gure passes to Death state.
Biolocator is a single-use piece of Equipment: if the gure
is healed, or if it uses a Special Skill that can be employed
in an Unconscious state (Such as V:Dogged, V: No Wound
Incapacitation, Regeneration...) then the Biolocator is
disconnected and it cannot be used again. Activating
the Biolocator automatically nullies the Explode Special
Skill, if its carrier possesses it. This piece of Equipment
is vulnerable to E/M Special Ammunition and cannot be
picked up with the Booty Special Skill.
Braces: Some vehicles and T.A.G.s can carry troops on their
bodywork. Each gure can cling to a single brace. The number
of braces, indicated between brackets, marks the number of
gures that the vehicle or T.A.G can transport. In order to get
on or off a brace, a gure must use the Short Skills Mount/
Dismount. Troops gripping braces cannot perform any other
action save Dismount or Dodge. When Dodging, it is always
assumed that the gure jumps off the vehicle. Troops cannot
be deployed already gripped to braces.
Miniatures must be positioned next to the brace positions
on the vehicle model when clinging to braces, in Order
to determine LoF and cover situations. The Maghariba
Guard, for example, has its Braces in the rear area.
If a vehicle or T.A.G. with gures gripped to braces is shot
at, it must be indicated whether the T.A.G. or the troops
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clinging to it are being targeted. Template weapons red
against the vehicle or T.A.G. will also affect the passengers.
Control Device: There are different models of Control
Devices, specialized by their function:
t Antipode Control Device: The Antipodes Control
Device allows controlling an Ariadna Assault Pack. It can
be affected by E/M weapons.
t Kuang Shi Control Device: The Kuang Shi Control
Device is the clearest example of the Celestial Guards
cruelty, and evidence of their relentless attitude against
the enemies of the State and Emperor. Some sanction
proposals have been presented in the berhaus, the
Senate of O-12, against Yu Jings government for the
use of this prohibited device. However, thanks to the
diplomatic ability and the political and economic
inuence of Yu Jing, these proposals never have
achieved the necessary support to pass.
ATTENTION: This piece of equipment is forbidden by
the Concilium Convention. Its use will be penalized by
the international courts.
This allows the enlisting of various Kuang Shi. Moreover,
by spending 1 only Order, this device allows detonation
of all the Kuang Shi in that Combat Group at the same
time. This collective explosion is a Long Skill that cannot
be activated in ARO. The user of the Control Device
and the Kuang Shi must be in the same Combat Group.
There is no limit to the range of this Device, and it is
not necessary for the user to have LoF with the Kuang
Shi. If the Control Device is Disabled, or if its user falls
Unconscious or Dead, the Kuang Shi will keep acting
normally. If the Kuang Shi disband when affected by the
Retreat! rule, they will all explode automatically, with
no spending of Orders or ARO necessary. This piece of
Equipment is vulnerable to E/M Special Ammunition.
t Traktor Mul Control Device: The Traktor Mul are
designed to support Ariadnan ground forces during
the performance of their mission, across the whole
spectrum of conicts and range of military operations,
thanks to the link with its operator. The Ariadnan
Remotes possess simple combat programming that the
operator updates throughout a battle using his Control
Device. This programming has basic routines, allowing
the Traktor Mul some autonomous behaviour in case the
link with its controller is broken.
This allows the enlisting of Ariadnan Traktor Mul
Remotes. The user of the Control Device and the Traktor
Mul must be in the same Combat Group. There is no
limit to the range of this Device, and it is not necessary
for user to have LoF with the Traktor Mul. If the Control
Device is Disabled, or if its user falls Unconscious or
dies, the Traktor Mul will keep acting in a normal way,
and can be activated by any Order or ARO. This piece
of Equipment is vulnerable to E/M Special Ammunition.
Deployable Repeater: This portable and deployable
instrument is used to amplify the range of hackers and is
specially designed to be placed in a xed point, covering a
specic area. Placing and activating a Deployable Repeater
is a Short Skill, and it must be marked by a Deployable
Repeater Marker (REPEATER) placed in base contact
with the user. Unlike Mines, it cannot be Camouaged.
Deployable Repeaters have ARM 0, BTS 0, STR 1 and
an effective range radius of 8 inches. Each gure with
Deployable Repeater carries a total of 3.
ECM: Electronic Countermeasures. This term encompasses
all devices that vehicles and T.A.G.s use to avoid and
neutralize incoming enemy guided projectiles.
Standard ECM includes a system of re detection,
localization and proximity radars as well as small battery
of micromissiles loaded with nanotechnological chaff. This
equipment tampers with the systems of enemy guided
projectiles, forcing them to deviate from their target and
to explode out of range. ECM from Ariadna are similar to
modern ones, although comparatively bigger. Instead of
nanotech micromissiles, their ECM systems are equipped
with a battery of rockets that create a wall of explosions
that detonate enemy guided projectiles.
ECM has a standard level of 5, requiring a Normal Roll of 5
or less for each incoming guided projectiles to deect and
detonate the projectile without causing any damage. ECM
functions automatically and does not require spending of
any Orders or having LoF and can be used in ARO. ECM
allows reacting in ARO against enemy guided projectiles.
Dropships: Orbital transport vehicles with capacity for
Airborne Deployment: Level 3, Combat Jump. When
a Dropship descends it is considered to be performing
a Combat Jump, using the rules as described above
for Dispersion. Dropships cannot be destroyed while
descending, and gures cannot shoot at Dropships while
descending..
If the PH roll to land is failed, a Dropship will disperse
normally but being equipped with sensors will not fall
outside the battleeld (Around the table borders), or on
buildings or over other gures. They will instead seek the
most propitious location close to the nal Dispersion point.
Nevertheless the Dropship must make an ARM roll (the
Damage is the Dropships PH value) as a consequence of
the sudden landing if it suffers Dispersion. A failed ARM
roll will result in the loss of 1 Structure point. Dropships
cannot descend to the interior of a Smoke Template, Low
or Zero Visibility Zones or over those Terrain categories
that do not allow it. After landing, Dropships will
automatically open their hatches. Dropships, as with other
gures with AD: Combat Jump, are susceptible to being
hacked. When a Dropship loses all its STR points it will be
destroyed, remaining inert on the battleeld and turning
into another scenery element. If a Dropship loses one more
point of Structure (STR) than it has, it will suffer an internal
explosion, which will provoke the automatic death of all
the gures inside it.
Troops placed in the interior of a grounded Dropship can
react to any attack against them getting out when the
attackers Burst is nished. If such a case arises, gures
will normally remain close to the Dropship. Dropships are
not included in a normal army, instead they are present
in certain special missions or at the agreement of both
players. Usually, in scenarios with a Dropship option, the
spending of 1 Order allows 1 Dropship to descend, though
this parameter can vary according to the scenario. In order
to take off, each Dropship will have to spend 1 Order.
Once the Dropship has taken off, gures will not be able to
shoot at it. If there was any gure clinging to its hull during
takeoff, he will fall off and die due to the impact.
Dropships have 4 cargo spaces. Light, Medium, and Heavy
Infantry each use one space. Figures with a Motorcycle and
Remotes need two spaces. T.A.G.s require three spaces. In
the Download section of the Ofcial Innity Webpage you
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have a paper cut-out model and a Dropship template to
recreate its presence on the battleeld.
PH BTS ARM ST
Dropship 15 -9 8 3
Ejection System: T.A.G and Vehicle emergency evacuation
device. This Special Equipment allows evacuation of the
operator from their vehicle through an automatic quick
ejection system. The Vehicle and T.A.G. Ejection System is
a Zero-Zero evacuation device (i.e., zero altitude and zero
airspeed). Derived from aircraft ejection devices, it has
been designed to launch upwards and deliver its occupant
from a grounded stationary position to a location far away
from the point, presumably compromised, where the
T.A.G. or Vehicle was incapacitated. The Ejection System
uses a small explosive charge to open the operators
cockpit and miniature rockets to propel the seat upwards
for an adequate distance. A quick deployment anti-shock
gel bubble guarantees a safe and successful landing.
In game terms, the Ejection System is translated as an
AD: Combat Jump, but with a range of 8 inches from
the vehicle, and with no Order spending required. The
automatic activation of the Ejection System requires the
Operator to make a Normal PH roll, using his own PH and
not that of the T.A.G.
The Ejection System is automatically activated when a
T.A.G. has lost all its STR points. If the T.A.G. loses even
one point more than this, then it will be the Operator who
receives the overow Damage. The T.A.G.s ARM value
must be used to perform the ARM Rolls until the Operator
gure is placed on the game table. The Ejection System
activates automatically, in both active and reactive turns,
at the end of the Order in which the T.A.G. has lost all
of its STR points. The activation will be automatic, even
if the Operator is Unconscious or Dead, or the T.A.G. is
Immobilized (Through Hacking, Adhesive or E/M Special
Ammunition or any other reason) or Possessed. As it
doesnt require the spending of an Order, enemy gures
cannot react to the ejection or the landing.
The Operator will always be required to make a PH Roll to
calculate the Dispersion, if necessary, even if the T.A.G. is
Possessed. If the Operator fails the PH Roll, to know where
he disperses, the centre of the Circular Template must be
placed over the T.A.G. with the number 1 pointing to the
centre of the game table. The second digit of the dice Roll
indicates the direction in which the gure deviates. The
Distance of Dispersion with the Ejection System is always
8 inches. If deviation prompts the Operator to fall outside
the battleeld, he will have to spend an extra Order from
the Order Reserve to appear on the border of the game
table at the point where he would have left.
After the activation of the Ejection System, the T.A.G. is
considered destroyed, without any possibility of repair, and
can be removed from the game table. The player will have
the Order provided by the T.A.G. with an Ejection System
until its Operator falls Unconscious or Dead.
T.A.G.s with Ejection System dont give Victory Points until
the Operator is eliminated, in an Unconscious or Dead
state. If the Operator is a troop type that can be hacked,
or affected by E/M Special Ammo, it is not allowed to
perform any hacking on him, or apply E/M effects to him,
until his gure is placed on the game table.
The Ejection System is fully automatic, ejection cannot
be avoided and cannot be activated voluntarily by the
player. This piece of Equipment cannot be affected by E/M
Special Ammunition and cannot be picked up with the
Booty Special Skill.
The Operator of a T.A.G. or Vehicle equipped with an
Ejection System does not have the Pilot Special Skill.
Example: Sergeant Anita Mndez, in her active turn and
commanding her Iguana T.A.G. is facing an Ariadnan
combat group, composed of a Veteran Kazak with AP
Rie, a Scout with an Ojtnik, and a TankHunter with his
Autocannon. The dice are not favourable to sergeant
Mndez, who only manages to take down the TankHunter,
receiving a Critical hit from the Veteran Kazak and an
impact from the Scout, failing the ARM Roll. So, the Iguana
has lost 2 STR points, activating its Ejection System at the
end of the Order. Anita must make a PH Roll to see if her
player can choose the landing point. She rolls a 14 - with
PH 12, this is a failure and means her Dispersion is 8 inches
towards the number 4 indicated by the Template. If she
succeeded at the roll, she could have chosen the landing
point inside the 8 inch radius. It seems this is not a good
day for Anita, but she still has her HMG and can keep
ghting.
Lets suppose Anita had not succeeded against the
TankHunter, and had failed two of the three ARM Rolls
the Explosive Special Ammunition of the Autocannon
causes. Then, her Iguana would have lost 2 STR points
(from the Critical hit and the impact of the Scout) and she
would suffer two Wounds (from the Autocannon), rolled
against the ARM value of the T.A.G. In such a case, the
Ejection System of her Iguana still activates, launching an
Unconscious Anita 8 inches, hopefully in the direction of a
nearby Doctor. If sergeant Anita had failed all three ARM
Rolls caused by the Autocannons hits, then her dead body
would be launched 8 inches.
EVO Repeater: This device allows EVO troops who
operate at long distance or from planetary orbit to give
active support to their armys Hackers throughout a battle.
The EVO Repeater allows the presence of the EVO Troops
directly over the battleeld, performing support tasks
for the tactical Hackers deployed in the combat zone.
The link device of the EVO Repeater maintains open
communication channels between the various monitor
remotes and the AxtraNiches of the EVO operators placed
in orbit or in far away places in the rearguard. In this way,
the whole power of this advanced technology is applied in
direct service to the Hackers in combat. The presence of
an EVO Repeater increases the lethal capacity of Hackers,
providing a greater power over enemy equipment and
systems.
In game terms, having an EVO Repeater deployed on the
game table allows the Hackers of its army, without spending
any additional Orders, to choose between the following
different Support Programmes for use when hacking:
t Icebreaker: When making a hacking roll, the EVO
halves the Biotechnological Shield (BTS) of the target,
always rounding up.
tCapture: Thanks to the EVO, the Hacker only needs 1
successful WIP Roll to completely possess a T.A.G. and
control it in Possessed status. This programme has no
effect on T.A.G.s of the Combined Army.
t Support Hacking: Up to three Hackers can spend an
Order each to give support to a companion. Each Hacker
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supporting provides a +3 Modier to the Hacking Roll of
the supported gure.
Example: The Fusilier Hacker Doucher spends 1 Order
launching Anti-Hacker Protocols against the perdious
Interventor Morgana. The presence of an EVO Repeater
in the PanOceanic rearguard allows the Fusilier Hacker
Reynolds and the Kamau Hacker Janna to participate in
the cybernetic duel, supporting Doucher by spending
a corresponding Order each. The Interventor Morgana
activates her own Protocols against Doucher in ARO. Both
must perform a Face to Face Roll, Modied by their BTS.
However, thanks to the EVO, Reynolds and Janna provide
Doucher a +6 Modier, increasing his chance of success.
tTrajectory Assistant: By spending 1 Order the Hacker
provides a +3 Modier to the PH Roll of a gure who
is going to perform a Combat Jump. In the case of a
Coordinated Combat Jump of various troops dropping
all inside the same Circular Template, then it is only
necessary for the Hacker to spend a single Order to
provide assistance to all of them.
The Hacker must announce, immediately after declaring his
Hacking Order, which of the four EVO Support Programmes
he is going to use.
The EVO Support Programmes are not combinable, not
even in Coordinated Order.
These Support Programmes cannot be used in ARO.
t Hacking Guided Ammunition: In a reactive turn,
thanks to the EVO Repeater, a successful Hacking Guided
Ammunition action will not only cause a guided munition
to miss, but will also jam a Forward Observers mark on its
target. This only disables a Forward Observers mark as
it applies to Guided Ammunition, not for its use in other
attacks such as Speculative Fire. This effect lasts until the
end of the turn.
If a Hacker with an EVO Repeater deployed on the
battleeld hacks 1 Guided projectile red against a gure
marked by a Forward Observer, for the rest of the turn
he will cause any Guided projectile shot at that miniature
to miss automatically. Any further Guided projectile red
against such a gure during that turn will be deected
by the Hacker as an automatic ARO, without any roll
necessary.
Following a successful Hacking Guided Ammunition roll,
a target may be marked again by the same, or another,
Forward Observer to allow further Guided projectiles to
be red at it.
A new Hacking Guided Ammunition roll is required
each and every time the target miniature is marked by
another Forward Observer, or again by the same Forward
Observer, in order to make Guided Ammunition red at
the target miss.
Each time a successful Hacking Guided Ammunition roll is
made, any further Guided projectiles red at the targeted
gure, due to the most recent Forward Observer mark
and during the current turn, will miss automatically.
Example: Akinyi, a Moran Masai Hunter equipped with
a Repeater moves during his active turn until an enemy
Nisse is inside the area of effect of his Repeater device.
With a smile, the perdious Interventor Morgana, thanks
to her Hacking Device Plus, declares a Forward Observer
mark on the Nisse. After succeeding at the roll, with the
next Order a Vertigo Zond shoots a Guided missile at
the Nisse. However, the Kamau Hacker Janna, who has
an EVO Repeater in her Zone of Deployment, reacts in
ARO, declaring a Hacking Guided Ammunition action.
Succeeding at the roll, the missile deviates and is lost over
the horizon. From that point on, any Guided missile the
Vertigo Zond res using that Forward Observer mark will
also deviate, with no roll required by the Kamau Hacker.
Being aware of this fact, the Interventor Morgana, snorting,
spends another Order and declares a new Forward
Observer mark, trusting in her skill to perform it successfully
and hoping that the Kamau Hacker Janna will fail in her
attempt to intercept the next missile.
If the Nomad player had 2 Forward Observer Zeros instead
of the Moran, those could declare a Coordinated Order of
Move + Forward Observer. If both succeeded, the targeted
Nisse would be doubly marked. The Vertigo Zond could
re its Guided missile, and if this was intercepted by the
Kamau Hacker and her EVO, it could shoot another thanks
to the second Forward Observer mark. In that case, the
Kamau Hacker would have to roll WIP to Hack the Guided
Ammunition again and deviate this new incoming missile,
as well as remove the second mark.
tThe EVO Repeater also allows a Hacker who has been
successful when Hacking Airborne Deployment, to
choose from where on the game table the Dispersion of
Emergency Jumping troopers will be determined
tThe EVO Repeater works as a Repeater for the Hackers
of its army.
This device is vulnerable to E/M Special Ammunition and
cannot be picked up with the Booty Special Skill.
Hacking Device: Hacking Devices are personal combat
quantronic superprocessors. They are loaded with infowar
software, defensive programs and offensive virus. Linked
with remote overwatch and sensor devices ying over the
battleeld, they allow tracking the data web to search
for possible threats and chances to attack. The Hacking
Device is connected to its bearers comlog and to a
Kalyptra system, a pair of Magnied Reality glasses that
screen data directly over the Hackers retinas, overlapping
them to real images, which is known in their slang as Data
Escape. The Kalyptra system also generates a tenuous
electric eld over the owners body, sensing and translating
his movements in response to the keyboards and screens
projected in front of him.
This allows computer attacks to be performed against
other systems and devices and also to defend against
a cyberattack. See Hacker combat rules for details. All
Hacking Devices are Repeaters for the other Hackers of
the same army.
tThe Hacking Device Plus has an additional advanced
system of Localization-Identication-Liaison that works
as a Forward Observer, but only within the Hackers, or
his Repeaters, Zone of Control (8 inches): LoF with the
enemy is not required. In order to mark a target with
the Hacker Device Plus Forward Observer function, it is
necessary to spend an Order and pass a WIP Roll. The
target can react by Dodging the marking of the Forward
Observer Hacking Device Plus, provided he has LoF.
Holoprojector: These three-dimensional image projector
devices have evolved inside the military-scientic complex
from huge naval systems to personal units which are
increasingly lighter and less bulky. The Holoprojector, in
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any format, offers a soldier several tactical possibilities,
increasing his survival chance against enemy re.
t Holoprojector L1: The Holoprojector L1 technology
emits a threedimensional image which is capable of
entirely covering its user and changing his external
appearance partially or totally, as preferred, to make him
look like another trooper in his own army. At tactical level
this is one of the favourite psy-ops tools, using it to confuse
the enemy and develop distracting maneuvers. This
device is affected by Fire and E/M Special Ammunitions.
In game terms, the Holoprojector L1 Special Equipment
allows to its user to:
Holoprojector L1 Deployment: This use is exclusive
to the Deployment Phase and does not require the
spending of any Orders or making of rolls. The miniature
is not deployed in the usual way: instead he is deployed
on the battleeld as a copy of another gure from his
army, with the player placing the requisite miniature.
The Holoprojector user and the trooper he is disguised
as must be the same size (A human cannot become a
Remote or a TAG for example) but the Holoprojector
gure can carry, in an illusory way, any weapon. The
player must note in secret which is the real gure.
Holoprojector L1 Movement: The only Skills
whose execution does not automatically reveal the
Holoprojector user are Cautious Movement and all Short
Skills of Movement that do not require any roll (except
Alert). The Holoprojector user is revealed automatically
when he is in base contact with another gure.
Any enemy gure in LoF who declares the Discover
Short Skill or ARO and succeeds at a WIP Roll will
reveal the Holoprojector. If the gure is Discovered or
is automatically revealed, the fake miniature is replaced
by the real one.
Re-Activating the Holoprojector L1: When the user
has been Discovered, he can recover his Holoprojector
active status, substituting his miniature with any other
of his army. To do that it is necessary to spend 1
Order, provided that he is not in the LoF of any enemy
miniatures. A gure in TO Camouage in LoF of a
miniature that intends to activate the Holoprojector
again will have to reveal himself if he wants to prevent
the enemy from re-activating this Special Equipment.
tHoloprojector L2: Holographic decoys emitter device
which creates multiple images of its user to confuse
the enemy, increasing the number of potential targets,
and therefore increasing his survival probabilities.
The Holoprojector L2 controls several little swarms of
nanobots which emit a three-dimensional and semi-
corporeal image, called a Holoecho, of the user. The
Holoecho exactly replicates the physical appearance
and movements of the user. However, the range of the
Holoprojector is limited, so the holographic replicas
must always stay near the user. This Special Equipment is
affected by E/M ammunition.
In game terms, the Holoprojector L2 allows to the user
to perform:
Deployment with Holoechoes: This use is exclusive
to the Deployment Phase and does not require the
spending of any Orders or making of any rolls. The
miniature is not deployed in the usual way. Instead, a
gure is placed on the table with 2 Holoecho Markers
(HOLO) around it. The player must take note of
which one is the real gure, whether the Holoecho 1
marker, the Holoecho 2 marker or the actual gure.
The Holoechoes and the gure must be placed
inside the area of a Circular Template. Each time the
adversary succeeds at a WIP roll, or any kind of attack
at a Holoecho or the gure, the player must declare if
it is the real Holoprojector user, or only a Holographic
decoy. If it is the real gure, the Holoecho Markers must
be removed from the game table, replacing the Markers
with the gure, if it was hidden behind one. But, if it only
was a holographic decoy, that Marker is withdraw from
the game table.
In game terms, a Holoecho Marker is always the same
height as the gure it replicates (Unless it has a Prone
Marker beside it). In this situation, a Prone Marker
must be placed besides the Holoecho Marker. It is not
allowed to combine the effects of the Holoprojector L1
with the Holoechoes of the Holoprojector L2.
Holoechoes in Movement: This allows to the miniature
to move surrounded by holographic decoys which
multiply the targets available to the enemy. Each
Holoecho reproduces exactly the appearance and
moves of the user. By spending 1 Order, the gure
and the Holoechoes move and act at the same time,
performing exactly the same Order, in this way it acts
like a Coordinated Order in terms of AROs.
Holoechoes cannot interact with the environment as
they are simple three-dimensional images moving
through the battleeld. The only Skills whose execution
does not automatically reveal the Holoprojector user are
Cautious Movement and all Short Skills of Movement
that do not require any roll (except Alert). The user, or
the Holoechoes, reveal automatically when he is in base
contact with another gure.
If the real gure is Discovered or is automatically
revealed, all Holoecho Markers must be removed,
placing the real gure in the corresponding location.
Moreover, if a Holoecho receives an impact, or a
successful attack, it will be deactivated, removing it
from the battleeld.
The Holoechoes count as real gures to provide AROs,
to draw LoF and to activate enemy weapons or devices
(For example, Mines, E/Maulers) but as they move as
in a Coordinated Order, they give only 1 ARO to each
miniature in LoF.
The Holoechoes will always keep the distance
established by the user, so they never will go out of the
Circular Template area.
Example of Holoprojector use in a shooting: The Fusiliers
Angus and Estvez, who are in their reactive turn, see three
Bashi Bazouks coming. It is Nazim, a veteran Bashi Bazouk
in his active turn, with his Holoprojector L2 activated.
Trusting in his equipment, Nazim declares Move to get
closer to his enemies. Angus and Estvez declare their
AROs, but must to choose only one of the Holoechoes
which are coming towards them. Angus declares he will
shoot at Holoecho 1, and Estvez at Holoecho 2. Nazim
declares the second Short Skill of his Order, to shoot.
As he was hidden behind Holoecho 2, he has to make
a face to face roll against Estvez, so he focuses all his
Burst at him. Meanwhile, Angus sees how his shot passes
through Nazims hologram, which vanishes into thin air. If
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Bashi Bazouk Nazim had kept his position, shooting as the
rst Short Skill of the Order, his Holoprojector L2 would
deactivate, giving Angus and Estvez a direct target to
shoot at in a Face to Face roll with their ARO. Example of
Holoprojector against a Template Weapon: Nazim moves
through a narrow zone with one of his Holoechoes before
him, and the other at his back. However, the rst enemy
he faces is Zhao Yi, a Wu Ming armed with a Boarding
Shotgun. When the Wu Ming declares his ARO, he only
can choose 1 target, selecting Holoecho 1 in front of
Nazim, but shooting his Boarding Shotgun with a Teardrop
Template. Even though the chosen target was not the true
Nazim, he will be required to perform an ARM roll as he is
hit by the blast template of the shot, and Holoecho 1 will
vanish.
Example of Holoprojector against Hacking: The perdious
Interventor Morgana gets an ARO when a Holoecho Marker
of a Knight of the Holy Sepulchre comes into her Zone of
Control. As this troop is Heavy Infantry, he can be hacked.
And Morgana, with an evil smile under her data glasses,
declares a Hacking ARO. Morgana gets a success on her
roll, to nd, with great disappointment, that it was only a
Holoecho, and not the real user of the Holoprojector. The
Holoecho vanishes into thin air, and the Marker is removed
from the game table.
However, if the Holoecho Marker coming inside Morganas
Zone of Control was Bashi Bazouk Nazim, as he is Light
Infantry, Morgana could not hack him.
Re-Activate a Holoprojector L2: When a gure has all
his Holoechoes deactivated (The miniature is on the
game table without any Holoecho Markers around him)
he can recover the Holoprojectors active status. He re-
places the Holoecho Markers in base to base contact
and makes note in secret which one is the real user.
To re-activate the Holoprojector is a Long Skill which
requires to spend 1 Order, provided that the gure is
not in the LoF of any enemy miniatures. A gure in TO
Camouage in LoF of a miniature that intends to re-
activate a Holoprojector will have to reveal himself if he
wants to prevent his enemy from doing so.
Kuang shi Control Device: see Control Device
MediKit: This is a wound recovery medical device carried
by all Paramedics. It is used to heal Unconscious miniatures.
The MediKit is the most frequent medical system of nano-
injection on battleelds. There are several syringe models;
the most modern being a device with the form of a gun,
using a chamber with a magnetic coil. After introducing the
nanotreatment cartridge and pulling the electric trigger,
the magnetic eld accelerator injects at high speed the
medical nanobots suspended in the cartridge serum. Other
versions of the MediKit are the hypo-spray, with a lower
speed performance, or the archaic pneumatic pistols.
Using the MediKit is a Short Skill that requires a PH Roll
with a -3 Modier by the patient. If he fails his roll, he will
immediately pass to the Dead state and will be removed
from the game table. If he passes the roll, the patient
recovers 1 Wound, automatically leaving the Unconscious
state and contributing his Order again to the Orders
Reserve of his army in the next active turn. With a MediKit,
miniatures can be healed from the Unconscious state as
many times as necessary, provided they pass their PH-3
Rolls. Human MediKits do not work on Aliens (Assault
Packs, Dog-Warriors, etc.) and vice versa.
Minesweeper: This is a mine detection and deactivation
device. A gure carrying this Special Equipment can invert
the Identify Friend or Foe (IFF) system of enemy Deployable
Weapons [Antipersonnel Mines (Monolament, Biomines,
Viral Mines) E/Maulers, CrazyKoalas...] to friendly signal
wavelengths. In combat mine clearance operations, where
troops may be under enemy re, the key factor to creating
a safe path is speed. This involves a high level of risk for
Minesweeper users. For this reason remote troops usually
perform these tasks, preserving the lives of trained combat
engineers.
To do this, the user moves inside a Deployable Weapons
area of effect and, spending 1 Short Skill or ARO, makes a
Normal WIP Roll. If successful, the weapon will not explode
and will instead become owned by the Minesweepers
army, detonating only against troops of its former owner.
If the Minesweeper fails the WIP Roll, the Deployable
Weapon activates, exploding, emitting an E/M pulse or
whatever effect it normally has.
If the Minesweeper gure is inside the Area of Effect of
various Mines, it only needs one roll to use this device
against all of them. The Minesweeper device can be used
against Mines which have not been previously Discovered.
It is vulnerable to E/M Special Ammunition. A Minesweeper
cannot be used against Deployable Equipment, such as
Deployable Repeaters. This piece of Equipment cannot be
picked up with the Booty Special Skill.
Motorcycle: An individual light vehicle characterized by its
great speed and manoeuvrability. Dirayat Ind. Motorcycles
are characterized by their compact stout structure and
engine installed over a monocycle system, stabilized with
gyroscopes, and equipped with an intelligent suspension
device that adapts perfectly to the movements of the
pilots body. The Dirayat Armale (Widow) Military model is
the one used by Kum Motorized Troops, although all their
units are customized with slight personal modications
made by their pilots.
Modern army motorcycles are hybrid offroad multipurpose
vehicles and adapt themselves to any environment or
situation. In order to reect this in the game, Motorcycles
can use the Dodge Skill with a 6 MOD. Normally, army
Motorcycles have an integrated Light Grenade Launcher
with Smoke Special Ammunition. Motorcycles are not
susceptible to being hacked, although they are affected
by E/M Special Ammunition. Motorcycles cannot Overrun.
Multispectral Visor (MSV): This device increases the visual
capacity of the miniature to track diverse wavelengths. It
has a special ability to detect hidden gures. This Special
Equipment device has three levels:
t Level 1: This allows the performance of Discovery or
Shoot rolls without having to apply the Modiers for CH:
Mimetism, CH: Camouage and Low Visibility Zones.
t Level 2: This allows the performance of Discovery or
Shoot rolls without having to apply any Modier for any
level of the Camouage and Hiding (CH) Special Skill,
for Optical Disruption Devices (ODD) and Low Visibility
Zones. Level 2 allows LoF through Zero Visibility Zones
and doesnt apply the 6 Modier.
t Level 3: This works exactly the same as the previous
levels but will also allow attacks against a Camouage
or a TO Camouage Marker without having to pass any
Discover roll previously. These attacks against a Marker do
not reveal it to the rest of the army. Also, L3 prevents the
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use of Combat Camouage and Combat TO Camouage
against its user.
Nanoscreen: The Nanoscreen is a piece of Special
Equipment which is very technologically advanced. An
extreme level of sophistication is required to achieve the
reaction capacity the minute nanobots display against
high velocity menaces. However, the energy that must be
consumed to stop multiple projectiles in the air suggests
the presence of high performance nanobatteries. These are
believed to have a remarkable recharge capacity through
a wireless emitter and the support of an environmental
energy supply system. All of this points to the technological
level known as VoodooTech. The existence of this kind of
device in the Human Sphere only can be explained through
reverse-engineering of captured equipment.
This device creates a thick screen of nanobots that are
capable of stopping any ranged attack (such as standard
projectiles or a Forward Observers marker) but not the CC
or Movement of a gure. The cloud of nanobots required
to be effective is so thick that the Nanoscreen must be
considered a physical obstacle, operating similarly to
a form of mobile Partial Cover. The Nanoscreen must
always be in base contact and move simultaneously with
its user, with no spending of extra Orders required. When
performing a Short Movement Skill, the Nanoscreen can be
freely positioned around its carriers base, to cover various
directions and different AROs, providing Partial Cover all
along his path. If the carrier goes Prone, the Nanoscreen
will descend with him, continuing to provide Partial Cover
but never Total Cover. In reactive turn, if the carrier declares
any Short Movement Skill, or Dodge, then the Nanoscreen
will be placed to cover the incoming projectile. Only the
carrier can benet from the effect of this device. The
Nanoscreen is automatic-use Special Equipment and does
not require the spending of any Orders or the making of
any rolls to activate it.
The Nanoscreen is ineffective against E/M, Fire and Plasma
Special Ammunitions, deactivating automatically at the
end of any Order in which it is struck by one of them. It
cannot be reactivated until a gure with the Engineer
Special Skill repairs it.
Cover Modiers cannot be added to the Partial Cover
Modier of BS-3 provided by the Nanoscreen. This device
cannot be used in CC Combat. The Nanoscreen is an
acetate sheet that must be attached to a base to play with
it.
Example 1. The Zhanshi Wen Liu and the Hac Tao Wu
Shenru are in their active turn in front of a dangerous
Gwailo with its Nanoscreen activated. Both declare a
Coordinated Order of Move + Shoot against the Gwailo,
which can only respond against one of them, targeting Wu
Shenru. Wen Liu can make a Normal BS Roll to shoot, but
his LoF is partially blocked by the Nanoscreen, so he must
apply the corresponding Partial Cover Modier of BS-3. If
he hits the Shasvastii, it can apply the Cover Modier (+3)
to its ARM. Wu Shenru attacks as well and makes a Face to
Face Roll against the Gwailo but his LoF is not blocked by
the Nanoscreen, so doesnt apply any Modier for Partial
Cover. (See Graphic Example 1)
Example 2. The Gwailo, equipped with his Nanoscreen and
armed with a Spitre, is now in his active turn, and declares
the rst Short Skill of his Order, Movement. Immediately,
all the enemy troops in LoF with him declare their AROs,
which will be to Shoot: the Zhanshi Wen Liu with his Combi
Rie, the Hac Tao Wu Shenru with his MULTI Rie and the
Shng J Ren Zhou with his Light Flamethrower. The Gwailo
declares the second Short Skill of his Order, Shoot, sharing
his B of 4 between his three adversaries. The Shasvastii
can only apply the Partial Cover Modiers provided by
the Nanoscreen against Wu Shenru and Wen Liu, but not
against Ren Zhou, because the Fire Special Ammunition
ignores the Nanoscreen, and makes it deactivate at the
end of the Order. (See Graphic Example 2). When all dice
rolls has been performed, the Nanoscreen base will be
removed from the game table.
Example 3: The Gwailo, in its reactive turn, is attacked by the
Shng J Ren Zhou from a direction where its Nanoscreen
doesnt provide Cover. The Gwailo can react by shooting,
but this ARO will not allow it to move the Nanoscreen to
provide cover because it is not a Short Movement Skill. But,
if the Gwailo declares any Short Movement Skill, or Dodge,
as its ARO, even if it fails any corresponding PH Roll, it can
move the Nanoscreen and apply the Cover Modier.
Neurocinetics: The Neurocinetics are illegal devices in
most parts of the Human Sphere. It is a technology of
military origin with instinctive activation that affects the
combat reexes of the user. His reactions occur in time
units shorter than those of a standard human. In the long
term, the consequences for the nervous system are severe.
The Neurocinetics people can be recognized by their
obsessively slow and cautious movements, which indicate
those who have to control their reactions constantly.
ATTENTION: This piece of equipment is forbidden by the
Concilium Convention. Its use will be penalized by the
international courts.
The owner of this Special Equipment has enhanced response
implants, giving him a higher capacity for reaction. The
gure, in his reactive turn, can re the complete B of his
weapon. However, in his active turn, he is limited to ring
at B1. This Special Equipment is always in effect and the
player cannot avoid using it. Use of Neurocinetics Special
Equipment is automatic and does not require the spending
of any Order. The Neurocinetics are not affected by E/M
Special Ammunition. This piece of Equipment cannot be
picked up with the Booty Special Skill.
Optical Disruption Device (ODD): This is a device used
to disrupt photons, impairing a clear visualization of the
gure bearing it and merging it with its surroundings. ODD
equipment functions automatically, and does not require
the spending of any Order. ODD Modiers are not applied
in CC. There are two types of devices, small personal
models and Disruptor Fields, which are bigger and have
a higher range.
Deployment of ODF: This allows deployment with an
activated Optical Disruptor Field, without having to
spend any Order or make any roll. This functions only in
the deployment phase.
Defensive ODF: During the battle, any gure aiming at
the bearer of an activated ODF will suffer a 6 to his BS
Attribute roll. Defensive ODFs do not require any Order
or need any roll. Any miniature placed within an ODF
area receives a 6 Modier to be shot at that is lost after
leaving the eld.
ODF in combat: Figures can act normally inside the
ODF without losing the 6 effect when shot at. The
Modier from an ODF is not cumulative with those from
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Camouage and Hiding (CH). If a gure is in CC within
an ODF, the -6 Modier is not applied to CC Attribute
rolls.
Level 1-Optical Disruptor: This Special Skill produces
a personal eld of photonic perturbation, frustrating
any attempt to aim at its bearer. It allows the possessor,
without spending any Order or making any roll, to deploy
with an activated OD. During the battle, any gure trying
to aim at the possessor of an OD will suffer a 6 to his BS
Attribute rolls
t Level 2-Optical Disruptor Field: More powerful than
the previous level and with a higher range, it creates an
Optical Disruptor Field around the miniature the diameter
of a Circular Template.
Powered Armour and Traditional Armour: Heavy powered
armour is an important addition to the level of protection
of a soldier, as well as a boost to their strength, stamina
and re control ability. On one hand, their automedic
systems, able to prevent certain levels of interior trauma,
leaves the soldier untouched by Shock Ammunition: on the
other, powered armour is susceptible to being hacked and
suffers Damage from E/M Special Ammunition.
A heavy powered armour taken with the Booty Special Skill
only gives its ARM value and no other Attributes, and it is
not affected by E/M Special Ammunition.
Traditional heavy armour, typical of Ariadna, is not
powered and only allows a higher protection level to their
possessor. Use of Teseum in these armours helps provide a
good Protection/Weight/Comfort ratio. Traditional armour
cannot be hacked and is not affected by E/M Special
Ammunition.
Remote Presence, Manned and Archaic T.A.G.s: T.A.G.s
are closed armoured vehicles, so damage will always
affect the vehicle much more than any of its pilots. For this
reason, instead of Wounds they have Structure values.
Manned T.A.G.s cannot be repaired once they pass
from Unconscious to Dead, (Taking the fourth point of
Structure damage), while Remote Presence T.A.G.s can
be repaired and recovered from the Dead state. An
additional Wound Marker should be placed to indicate
the Dead state of the T.A.G. If a Remote Presence T.A.G.
suffers two points of Structure more than indicated by
its STR Attribute it is considered destroyed and must be
removed from the battleeld.
Remote Presence T.A.G.s posses the Valor: Courage
Special Skill, as their pilots, being physically distant from
the battle, do not fear enemy re. T.A.G.s without the
G: Remote Presence Special Skill are considered to be
manned.
Archaic T.A.G.s are not susceptible to be hacked as
they are so old that they do not possess the advanced
cybernetic systems required to allow an effective
computerized interference.
In Close Combat, T.A.G.s do not require Close Combat
weapons since they can use their sts, causing Damage of
PH-2. T.A.G.s cannot be picked as Booty by the gures that
possess that Special Skill.
T.A.G.s allow the enrolment of Remotes in the army as
Hackers do. They possess a line of communication with
the Remotes, actualizing their performance protocols to
prevent the enemy decoding their movement, combat or
remote activity programs.
Traktor Mul Control Device: see Control Device
X Visor: Technological and evolutionary advances have
given this miniature a vision with a zoom effect. Modiers
for Long Distance are reduced to 0 and those of Maximum
Distance drop to 3.
X-2 Visor: Precision is crucial for any shooter, as in a combat
situation, each shot counts. The zoom and advanced vision
system denominated X-2 Visor has been designed to reach
targets at further distances than its predecessor. The X-2
Visor possesses a range-boosted laser telemeter, satellite
link capability, and the ability to make the most subtle
adjustments in lateral correction (To compensate for wind,
target movement) and angular correction (In respect of
the distance to the target). The X-2 Visor allows a clear,
precise and dened sight of the target, at distances and
under conditions that no other scope can match.
The second generation of the X-Visor converts the Long
Distance and Maximum Distance Modiers to 0, for any
roll which requires their application, no matter whether
its owner is trying to Discover, Shoot, mark with Forward
Observer, and with no limitations on the weapon used.
The X-2 Visor is an automatic device and does not require
the spending of any Orders or making of rolls to use it.
This piece of Equipment is vulnerable to E/M Special
Ammunition.
360 Visor: The miniature possesses a natural or articial
capacity of seeing his surroundings in 360. A 360 Visor
functions automatically and does not require the spending
of an Order to be activated. It allows a LoF of 360, so the
gure has no blind points and cannot be surprised from
behind.
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The Battleeld
Terrain Types
Different types of terrain on the battleeld are delimited
by zones that are marked with a different ground colour
or by building pertinent scenery. These zones must be
assigned three dening characteristics: Type of Terrain,
MOV Difculty and Visibility Conditions.
MOVEMENT DIFFICULTIES
Special Terrain, independent of their characteristics
(Jungle, thick forest, desert, ice, mountain, tundra, swamp,
etc.) is dened by one of three categories:
t%JGmDVMU5FSSBJO Restrictions are applied to MOV of MI,
HI, T.A.G.s, REM, Motorcycles and vehicles. These are only
able to move half of their MOV values.
t 7FSZ %JGmDVMU 5FSSBJO T.A.G.s, REM, Motorcycles, or
vehicles will not be able to penetrate this terrain, which
will make impossible any Mechanized Deployment. All
the other troop types, save Skirmishers, will have their two
MOV values restricted to half.
t*NQBTTBCMF5FSSBJO T.A.G.s, REM, Motorcycles, vehicles,
or MI and HI are not allowed to enter here, which will
make impossible any Deployment by Combat Jump and
Mechanized Deployment. All other troop types, including
Skirmishers, will have their MOV restricted by half.
Troops trained in specic terrain will suffer fewer Modiers
in those environments. They will act as if in a lower
category of terrain: if it is Impassable terrain they will act
as if in Very Difcult, or if it is Difcult, they will act as if in
Normal terrain. It is considered that all Skirmishers receive
more intense special training which enables them to
move without any difculty in any type of terrain, with the
exception of Impassable terrain. Some Medium Infantry and
other expert troops are specialized in specic terrain while
others receive instruction courses prior to the missions they
undertake, allowing them the Multiterrain Special Skill, so
they can choose one type of Special Terrain in which they
have been trained before a battle.
VISIBILITY CONDITIONS
Some terrain such as thick bushy forest, very rocky zones,
sand or snow storms present many problems to vision and
shooting besides hampering movement. To reect this,
some special conditions are applied to the game. These
Zones are divided in two categories:
t -PX 7JTJCJMJUZ ;POF With this type of terrain any Skill
which requires LoF passing through any of these zones will
have a Modier of 3 to the roll (BS; Discover, Forward
Observer, etc.). Thus, miniatures already possessing the
Camouage and TO Camouage Special Skills, or Optical
Disruptor Device, will have their Modier increased when
discovered and shot at by an additional 3. A Camouaged
gure in a Low Visibility Zone will have therefore have a
Modier to hit of 6 instead of the usual 3, while a TO
Camouaged gure will have a Modier of 9 instead of
the usual 6. Landing with AD: Combat Jump will not be
possible into these areas. (See Graphic 25).
t ;FSP 7JTJCJMJUZ ;POF With this Visibility Zone category,
there is no LoF. Only those Skills that dont require LoF, or
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
place Suppression Fires and Speculative Shots over a Zero
Visibility Zone, adding in both cases the Modier of 6 to
BS to Distance Modiers.
In an active turn, miniatures with a Special Skill or Equipment
which ignores the blocking of LoF created by Zero Visibility
Zones, can perform a BS attack or Forward Observer before
his target. If his adversary survives the attack (Succeeding
at an ARM roll or corresponding reaction) all enemy gures
with LoF to the attacker can perform their ARO despite the
Zone, because the attacker has revealed for a moment his
location. If the reply is a BS attack, or Forward Observer,
they must apply not only Distance and Cover Modiers but
the 6 Modier for the Visibility Zone. So in this case, for a
BS combat in, or through, a Zero Visibility Zone there is no
Face to Face Roll, just Normal Rolls.
In a reactive turn, if any gure with a Special Skill or
Equipment which ignores the blocking of LoF created by
the Zero Visibility Zone, reacts in ARO with a BS attack
or Forward Observer, it can perform a Face to Face Roll
BS attack or Forward Observer skill but does not need
to apply the Modier of 6 for the Zero Visibility Zone. If
the opposing gures all have a Special Skill or Equipment
which ignores the blocking of LoF, then they will perform
Face to Face Rolls.
Example: Active Turn of a gure with Multispectral Visor:
The Intruder Zakalwe, in his active turn, declares a BS
attack at the Fusilier Angus. There is a Smoke Template
in his LoF, considered a Zero Visibility Zone, but Zakalwe,
thanks to his Multispectral Visor L2, can ignore it. This Zero
Visibility Zone prevents Angus, who has no Visor, reacting
in ARO. Taking advantage of the Zero Visibility Zone,
allowing him to shoot rst, Zakalwe performs 2 BS rolls
with his MULTI Sniper Rie (B2) but only gets one success.
Surprisingly, Angus succeeds at his ARM Roll, so he can
perform his ARO. Angus declares a BS attack, shooting
with his Combi Rie. Now, since Zakalwe as an Intruder
has CH: Camouage, Angus has to add the Camouage
Modier (BS-3) to the Zero Visibility Zone (-6) and to any
Cover and Distance Modiers.
Example: Active Turn of two gures with Multispectral Visor:
If Zakalwe attacks a Nisse, and not a Fusilier, the situation
would be quite different. The Nisse has Multispectral
Visor L2 as well, so can react at the same time as Zakalwe,
performing a Face to Face Roll. Both must apply the
Cover and Distance Modiers, but not the Modier for
Camouage and Hiding, because they both have the Visor.
The Nisse does not have to apply the Modier of 6 for
the Zero Visibility Zone, because his Visor allows to LoF
through it.
Example: Reactive turn of troop with Multispectral Visor L2:
The Fusilier Angus declares a Movement Short Skill, and
part of his move is seen by the Intruder Zakalwe through
a Zero Visibility Zone. Zakalwe declares a BS ARO. Angus
declares the second Short Skill of his Order, which is a BS
attack at Zakalwe. Both have to perform a Face to Face
Roll, but Angus, not having a Multispectral Visor, must add
the Zero Visibility Zone Modier of 6 to the Distance and
the CH: Camouage Modiers.
Possessing the Terrain or Multiterrain Special Skill does not
eliminate the Visibility Modiers of any given Zone.


69
GENERAL TYPES OF SPECIAL TERRAIN
Aquatic Terrain: This is an environment where water is
the dominant medium. Submarine scenarios, seas, lakes,
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, deles, 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 articial gravity, etc.
SPECIFIC EXAMPLES OF TERRAIN
Terrain Type MOV penalty Visibility
Beach Aquatic Difcult ---
Sea Aquatic Impassable ---
Swamp Aquatic Very Difcult ---
Stony Area Desert Difcult ---
Dunes Desert Desert Very Difcult ---
Low Mountain orHills Mountain Difcult ---
Artic Plains Mountain Difcult ---
Middle Mountain Mountain Very Difcult ---
High Mountain Mountain Impassable Low Visibility
Wood Jungle Difcult Low Visibility
Jungle Jungle Very Difcult Low Visibility
Thick Jungle Jungle Impassable Zero Visibility
Zero-G Zero-G Impassable ---
Storm any Any Adds a level to Visibility Conditions
DAMAGING SCENERY
A piece of scenery can be targeted if its prole 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 gure has been affected by the area effect of
the weapon, the Speculative Shot Modier (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 camouaged enemy troops unless there
are any other enemy gures inside the area of effect.
Remember that structures can only be harmed by DA and
Explosive (EXP) Special Ammunition.
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Civilians
Civvies are non-combatant gures that, during the game,
can be moved by one or more players. They lack Orders or
an Order Reserve of their own. They are miniatures that do
not have an active turn, and are always reactive in the turns
of all players. Civvies only react in base to base contact
(See below) unless the scenario states otherwise. Civvies
can be Neutrals or Hostiles. The Hostile civvies will have
a Hostile Marker (HOSTILE). Those civvies marked this
way will be considered Hostiles for all players, unless the
scenario states otherwise. Civvies can be synchronized with
a players troops to move them through the battleeld. To
do this, it is required that a trooper be in base contact with
the Civilian, and, after spending 1 Short Skill, succeed at
a Modied Normal WIP-3 Roll. If this is successful, the
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 ee
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
gure will move to. Civvies cannot be synchronized with
Remotes and Impetuous gures.
A gure 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 gure 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 Modier 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.
CIVVIES ENCOUNTER CHART
d20 Type of Civil
1-10 Neutral
11-20 Hostile
To kill a Civilian means a Victory Points loss for a player.
Each Civilian killed applies a VP penalty equal to 20% of
the total Army Points of the army who killed him.
Example: A player with a 300 point army who kills 1 Civilian
will suffer a penalty of 60 Victory Points, which will be
subtracted from those Victory Points gained by causing
casualties to the enemy. If, at the end of the battle, that
player has 180 Victory Points from causing casualties to
his adversary, he must subtract those 60 points for killing
Civilians. Therefore, his nal Victory Point total will be only
120.
If a player has a 100 point army, and kills 1 Civilian, then he
would suffer a penalty of 20 Victory Points from any gained
through causing casualties.
Civvies can activate Deployable Weapons and Equipment
(Mines, E/ Maulers, CrazyKoalas...) but the player must
remember that if he allows them to activate and they die,
he will suffer a penalty. The use of Civvies as human shields
will be punished as well, applying the same penalty even if
they are not killed.
71
Playing the game
How to organize an army
The rst step in organizing an army is deciding how big it
is going to be. A number of points are assigned to build an
army: the higher the number of points, the larger the army.
There is no limit concerning the number of points assigned
for an army, but certain values are recommended.
Playing with armies of 150 points per side will give a short
battle, while armies of 300 points will provide a longer
duration. Armies of 600 points will see a large battle,
although even battles of this size are unlikely to take more
than a few hours.
Once an army size is chosen, the points must be invested
in gures from a given army list (Ariadna, PanOceania, Yu
Jing, etc.). Each gure has a listed Points Cost that reects
its efciency in game terms. All gures have specic skills
and equipment included in their Cost. As gures are chosen
for an army, their Cost is subtracted from the army total.
AVAILABILTY
There are two types of Availability:
General Availability: This value is printed in the troops
description and is used when ghting a battle using a
regular and non-mercenary army (Such as Pan Oceania, Yu
Jing or Ariadna). Total Availability indicates as many gures
can be chosen from that unit as desired.
Mercenary Availability: Mercenary forces allow a player to
build a unique Mercenary Company rather than a regular
army from a single faction (such as PanOceania or Ariadna).
Troop Availability is signicantly reduced in mercenary
armies:
y Mercenary Companies allow the enrolment of troops
from up to three different factions to build a customized
force.
y Mercenary Availability is always half of the value
(Rounded down) of a units General Availability.
y Troops with Total Availability have a Mercenary
Availability of 4.
y Troops with General Availability 1 have a Mercenary
Availability of 0.
When building a mercenary company, a mercenary of
General Availability 1 may be enrolled for every 200 points
of an army.
Personalities (Uxia McNeill, Ko Dali, etc.) who do not have
the Troop Classication: Mercenary cannot be enrolled as
mercenaries under any circumstances
Mercenary troops cannot be chosen from the Combined
Army of the EI. Likewise, the Combined Army cannot enrol
mercenary soldiers from any human army.
Example: In a 400 points army you can choose one Hac
Tao (General Ava. 1) and one Swiss Guard (General Ava. 1)
and no more troops with General Availability 1. Of course,
you never can choose two Hac Taos or two Swiss Guards,
for example.
Only armies constructed expressly by the player as
Mercenary Companies may take troops from different
factions and they do not require the units to have the
Troop Classication: Mercenary. Regular armies (Like
PanOceania, Yu Jing or Ariadna) can only take models
outside their faction who have the Troop Classication:
Mercenary Troop (Such as the Yuan Yuan, for example).
SUPPORT WEAPONS COST (SWC)
Support Weapons are special weapons not included in
the basic or standard equipment of a trooper. Every 50
points used to build an army provides 1 point to spend
on Support Weapons for the troops chosen. The SWC is
indicated on every unit containing a gure equipped with
a Support Weapon. Figures with basic equipment have a
SWC: 0.
Example: A battle of 300 points gives 6 SWC points to
spend on miniatures equipped with Support Weapons.
Example: A Fusilier with a Combi Rie has a SWC: 0, while
a Fusilier with a HMG has a SWC: 1.
LIEUTENANT
Once miniatures for the army are chosen, a gure must
be designated as the leader, or Lieutenant, of the army.
Only models having the Lieutenant option in their army list
description can be designated, with a SWC equal to that
indicated in the army list. If a Lieutenant is chosen who has
a (+) before his SWC in the army list, the value after the
(+) is added to the points available for Support Weapons
rather than subtracted. For example, SWC: +1 adds 1
bonus point to spend on Support Weapons.
The Lieutenant should be deployed on the battleeld from
the beginning of the game. If no Lieutenant is deployed,
the army will be in a Loss of Lieutenant situation, detailed
in the Morale and Leadership section.
COMBAT GROUPS
When the number of gures in an army is greater than
10, it must be divided into Combat Groups. The player
chooses the number of gures comprising each Group,
with no more than 10 per group.
A Group cannot be reorganized during a battle, and
neither the miniatures nor the Orders of a Group can be
passed on to another Group. Each Group is counted as if it
has its own non-transferable Orders Reserve.
Sectorial Army Lists
The Sectorial Armies are specic army corps, or small
territorial armies, from a given area, region or planet of
the faction they belong to. The Sectorial Armies possess
their own Army Lists, with troop Availabilities differing
from the General Army of the faction they belong to.
Sometimes they have a higher number of certain troops
and lack access to other units, which may often be found
in another Sectorial Army from the same faction. The Army
Lists of the Sectorial Armies are completely ofcial and
valid for play in any tournament. They can be used in the
ITS, Innity Tournament System, even if the Sectorial Army
has Mercenary Troops or units from other factions. In a
tournament, a player using a Sectorial Army must make
sure he informs the organizers and his adversary that he is
playing a Sectorial List.
A player who is using a Sectorial Army List can only
use the troops and the Availabilities indicated by the
Sectorial Army, and cannot use the troops and the
Availabilities of the General Army List. In the same
way, if he uses a General Army List, then he cannot use
those troops who are not included in the General Army,
nor can he use the Availabilities of the Sectorial Army.
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Example 1: In the Sectorial Army of the Qapu Khalqi of the
Haqqislamite Sultan, the player can take 5 Odalisques and
1 Mobile Brigada as mercenary troops. However, he cannot
take any Hassassin troops or Tuaregs. In the same way, in
the general Haqqislamite Army, the player must use the
General Availability of the Odalisques, but still has access
to all troops of the Haqqislamite Army List. He cannot take
any Mercenary Troops (if he is playing a tournament) or
troops from factions outside of Haqqislam.
Example 2: The Sectorial Armies of a Military Order are
themed armies, focused on a specic Military Order of the
players choice. The entry Military Order Knights, with
AVA 4, allows enlisting of up to 4 Knights from the same
Military Order (For example 4 Hospitallers). The entry
Confrre Knights refers to Knights from other Orders that
collaborate with the Order chosen by the player. Confrre
Knights, with AVA 2, means it is possible to enlist up to 2
Knights belonging to other different Order (For example
a Montesa Knight and a Teuton Knight in a Hospitallers
Sectorial Army, or maybe two Knights of Santiago).
The Sectorial Armies are characterized by a lower range of
unit choices, which makes them less versatile compared with
General Armies, but, in return, they allow different gaming
styles. Moreover, Sectorial Armies are tougher and more
resistant, because they are allowed to concentrate certain
specialist troops, and have exclusive use of the Link Troops
rule. Each Sectorial Army possesses its own identity, some
with an aggressive focus while others are more defensive,
with Sectorial Armies specialized in close quarter combat
while others prefer long range engagements but all are
different from each other. Discover this by playing them!
73
Setting up the Game
How to organize a battleeld
Players must distribute the available scenery elements on
the battleeld, taking care to do so in an equitable way
except when representing a specic scenario or a battle
in a campaign. It is advisable that a distance of no more
than 10 inches is kept between obstacles. The battleeld
must be organized before performing the Initiative Roll, as
detailed later.
The tactical capacity of a player is dened by his ability to
adapt the advance of his troops to the movements of the
enemy and to the conditions of the battleeld: realistic and
well-distributed terrain will considerably enhance the
realism and enjoyment of a battle.
DEPLOYMENT ZONES
The Deployment Zone is the area where the troops of each
participating army start the battle. It consists of a strip of
12 inches deep into the table along a players chosen table
edge, with each players Deployment Zone normally facing
that of their opponent. The position of each Deployment
Zone can vary if a specic scenario or campaign mission is
being played (See Graphic 2).
DEPLOYMENT AND INITIATIVE
The Deployment and Initiative are determined by a dice roll
and a Field or Ball system. Before starting the game, the
players must make a Face to Face Roll with the WIP of their
Lieutenants. The winner has the option to choose between
winning the Initiative or choosing the Deployment order.
Choosing one of the two options means transferring the
advantage in the other one to his adversary.
DEPLOYMENT
If the player takes the Deployment option, then he chooses
which side of the battleeld he will deploy his troops to
and then chooses which player deploys rst.
Each player can place a single gure in reserve while
deploying. This miniature is placed after his opponents
initial deployment (If placing rst) or after the opponent
has placed their reserve miniature (If placing second).
There are certain skills or equipment that allows miniatures
to avoid being placed during the deployment phase
[Camouage and Hiding (CH), Airborne Deployment (AD),
etc.]
Ofcers and non-commissioned ofcers are essential to
the chain of command. Accordingly, the Lieutenant must
be deployed on the game table, even if he possesses
Camouage and Hiding (CH) or Airborne Deployment
(AD), or the army will be in Loss of Lieutenant status, as
described in the Morale and Leadership section. If he
possesses CH: Camouage or CH: TO Camouage, he can
start in the game with a Camouage or TO Marker, but will
be always deployed on the battleeld.
INITIATIVE
If a player takes the Initiative, then he decides, according
to his best interest, who is the rst active player.
This playing order will be kept for the entire battle.
Example: The PanOceanian Player, with 12 miniatures, has
a WIP 12 Lieutenant, the Fusilier Angus. The Yu Jing Player,
with 7 gures, has a WIP 13 Lieutenant, the Zhanshi Wen
Liu. They roll the dice and the PanOceanian Player gets
a 7 while the Yu Jing Player rolls an 11. Both succeed at
the roll, but the Yu Jing Player wins the Face to Face Roll
because he has the highest roll. Now, he must choose if he
prefers to decide the Deployment or to take the Initiative.
To choose the Deployment would be interesting, because
the right side of the game table has more Cover, and
that is an advantage. Nevertheless, the Yu Jing Player is
loyal to the Who strikes rst, strikes twice philosophy
and chooses to take the Initiative and prefers to be the
rst active player. This means the PanOceanian Player can
choose on which side of the game table to deploy his
troops, and who will deploy rst. The PanOceanian Player
chooses the right side, with more Cover, and decides the
Yu Jing Player will be the rst to deploy the troops onto
the battleeld.
Following these choices, the Yu Jing Player places 4 of
his gures on the left side of the game table, keeping
aside one for reserve placement and two that have the
Special Skill: Airborne Deployment (AD). The PanOceanian
Player places 10 miniatures on the table, takes note of the
position of his Croc Man (Who would be the 11th but he
has the Special Skill CH: TO Camouage) and puts a gure
aside to deploy later. The Yu Jing Player places his reserve
miniature (Keeping the Airborne Deployment troops aside
for placement during the battle) and then the PanOceanian
Player places his reserve gure. They are now ready to start!
Deployment 12 Deployment 12 Centre Line
Inltrate without roll
Deployment Zones
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Victory Conditions
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 gures 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
away. It can also nish when the targets of a mission are
achieved or when one of the armies has been completely
wiped out.
The Victory Points obtained by both sides can also be
compared to see who the winner is. Victory Points are the
points that your army has eliminated of your opponents
force. The army that obtains more Victory Points, or the
one who achieves the biggest number of computable
casualties at the end of the battle, will be the winner. Or to
look at it another way, the winner is the one who has the
greater percentage of living troops.
75
Skills and Equipment
Airborne Deployment (AD): 33
Level 1 Parachutist: 33
Level 2 Airborne Inltration: 33
Level 3 Combat Jump: 34
y Coordinated Order 34
y Dispersion: 34
y Impetuous Figures with Combat Jump 34
y Remotes with Combat Jump 34
Level X Tactical Jump: 34
Alert: 32
Antipode: 34
Berserk: 35
Booty: 35
Camouage and Hiding (CH): 35
CH: Limited Camouage: 35
Level 1 Mimetism: 35
Level 2 Camouage: 35
y Camouaged Deployment: 35
y Camouage in Movement: 35
y Camouaging Again: 36
y Combat Camouage: 36
y Defensive Camouage: 35
Level 3 TO Camouage: 36
y Camouage in Movement: 36
y Hidden Deployment: 36
y TO Combat Camouage: 36
y TO Defensive Camouage: 36
Cautious Movement: 32
CC with 2 Weapons: 36
Chain Of Command: 36
Change Facing: 32
Climbing: 32
Climbing Plus: 36
Close Combat Attack: 32
Coma: 36
Coordinated Order: 32
Discover: 32
Doctor: 37
Dodge: 32
Engineer: 37
Explode: 37
Exrah: 37
Fireteam: 37
Haris Level 1: 37
Forward Observer: 38
Guided: 38
Speculative: 38
Get Up: 32
Ghost (G): 38
Ghost: Jumper Level 1: 38
Ghost Level 1: 38
Ghost Level X: Mnemonica: 38
Ghost: Servant: 39
Ghost: Synchronized: 40
Hyper-Dynamics: 41
Level 1: 41
Level 2: 41
Level 3: 41
i-Kohl: 41
Level 1: 41
Level 2: 41
Level 3: 41
Immunity: 41
Level 1 Shock Immunity: 41
Level 2 Total Immunity: 41
Impersonation: 41
Level 1-Basic Impersonation: 41
y State 1 Unnoticed: 41
y State 2 Characterized: 42
y State 3 Discovered: 42
Level 2- Impersonation Plus: 42
Inltrate:
Inferior Inltration (Level 0): 37
Inltration: 42
Level 0-Inferior Inltration: 42
Level 1-Inltration: 42
y Option A: 42
y Option B: 42
Level 2-Superior Inltration: 42
Inspiring Leadership: 42
Intuitive Attack: 32
Jump: 33
Martial Arts: 42
Level 1 Attack to Vital Points: 43
Level 2 Courage: 43
Level 3 First Attack: 43
Level 4 Empty Mind: 43
Level 5 Personal Defence: 43
Mechanical Transmutation: 43
Mechanized Deployment: 43
Meta-Agility: 43
MetaChemistry: 43
Minelayer: 43
Morat: 43
Mount/Dismount: 33
Move: 33
Multiterrain: 43
Natural Born Warrior: 44
Open/Close: 33
I
N
D
E
X
E
XXX
76
Paramedic: 44
Pilot: 44
Poison: 44
Prone: 33
Regeneration: 44
Religious Troop: 44
Repeater: 44
Sapper: 44
Seed-Embryo: 44
Sensor: 45
Shasvastii: 45
Sixth Sense: 45
Level 1: 45
Level 2: 45
Skills 4
Strategos: 46
Strategos Level 1: 46
Strategos Level 2: 46
Strategos Level 3: 46
Striga: 46
Level 1-Protheion: 46
Level 2-Morpho-Scan: 46
Superior Movement: 47
Super-Jump: 46
Suppression Fire: 33
Swim: 33
Terrain: 47
Total Reaction: 47
Transmutation: 47
Valor (V): 47
Level 1 Courage: 47
Level 2 Dogged: 47
Level 3 No Wound Incapacitation: 47
Veteran: 47
Weapons and Equipment 48
Equipment 60
y 360 Visor: 67
y Antipode Control Device: 60
y Archaic T.A.G. 67
y AutoMediKit: 60
y Baggage: 60
y Biolocator: 60
y Braces: 60
y Control Device: 61
y Antipode Control Device: 61
y Kuang Shi Control Device: 61
y Traktor Mul Control Device: 61
y Deployable Repeater: 61
y Dropships: 61
y ECM: 61
y Ejection System: 62
y EVO Repeater: 62
y Capture: 62
y Hacking Guided Ammunition: 63
y Icebreaker: 62
y Support Hacking: 62
y Trajectory Assistant: 63
y Hacking Device: 63
y Hacking Device Plus 63
y Holoprojector: 63
y Deployment with Holoechoes: 64
y Holoechoes in Movement: 64
y Holoprojector L1: 64
y Holoprojector L1 Deployment: 64
y Holoprojector L1 Movement: 64
y Holoprojector L2: 64
y Re-Activate a Holoprojector L2: 65
y Re-Activating the Holoprojector L1: 64
y Kuang shi Control Device: 65
y Manned T.A.G. 67
y MediKit: 65
y Minesweeper: 65
y Motorcycle: 65
y Multispectral Visor (MSV): 65
y Level 1: 65
y Level 2: 65
y Level 3: 65
y Nanoscreen: 66
y Neurocinetics: 66
y Optical Disruption Device (ODD): 66
y Defensive ODF: 66
y Deployment of ODF: 66
y Level 1-Optical Disruptor: 67
y Level 2-Optical Disruptor Field: 67
y ODF in combat: 66
y Powered Armour 67
y Remote Presence T.A.G. 67
y Traditional Armour 67
y Traktor Mul Control Device: 67
y X-2 Visor: 67
y X Visor: 67
Limited or Disposable Weapons And Equipment 48
Types Of Ammunition. 48
y Adhesive Special Ammunition (ADH): 48
y Armour Piercing Special Ammunition (AP): 48
y Double Action Special Ammunition (DA): 48
y Electromagnetic Special Ammunition (E/M): 48
y E/M2 Special Ammunition (EM/2): 49
y Explosive Special Ammunition (EXP): 49
y Fire Special Ammunition (FIRE): 50
77
y Flash Special Ammunition (FLASH): 50
y Guided Special Ammunition (GUI): 50
y Monolament Special Ammunition (MF): 50
y Nanotech Special Ammunition: 50
y Plasma Special Ammunition: 50
y Shock Special Ammunition (SH): 50
y Smoke Special Ammunition (SMOKE): 50
y Stunning Special Ammunition: 51
y T2 Special Ammunition: 51
y Viral Special Ammunition: 51
y Zero-V Smoke Special Ammunition: 51
Weaponry 48
y Burst (B): 48
y COMBI AND MULTI WEAPONRY 48
y COMBI: 48
y Heavy MULTI: 48
y Integrated Special Ammunition: 48
y Light MULTI: 48
y MULTI: 48
y Normal Ammunition: 48
y Damage: 48
y Distances: 48
Weapon Types 51
y Adhesive-Launcher (ADHL): 51
y Akrylat-Kanone: 51
y Assault Pistol: 51
y Autocannon: 52
y Blitzen: 52
y Chain Rie: 52
y Contender: 52
y CrazyKoala: 52
y D-Charges: 54
y Placing D-Charges: 54
y D.E.P.: 54
y Electric Pulse: 54
y E/Marat: 54
y E/Mauler: 54
y E/Mitter: 55
y Feuerbach: 55
y Flamethrower (Light FT / Heavy FT): 55
y Flash Grenades: 55
y Flash Pulse: 55
y Grenade Launcher (Light GL/Heavy GL): 55
y Grenades: 55
y Guided MULTI Sniper Rie: 56
y Heavy Machine Gun (HMG): 56
y Hyper-Rapid Magnetic Cannon (HMC): 56
y Katyusha MRL: 56
y Knife: 56
y Marker: 56
y Mines: 56
y Missile Launcher (ML): 57
y Mk12: 57
y Nanopulser: 57
y Ojtnik: 57
y Panzerfaust: 58
y Pistol: 58
y Plasma Rie: 58
y Rie: 58
y Sepsitor: 58
y Shotgun (Light Shotgun/ Boarding Shotgun/ Heavy
Shotgun): 58
y Sniper Rie: 58
y Sniper Rie, Multi: 59
y Spitre: 59
y Templar CC Weapon: 59
y Uragan MRL: 59
y Viral Mines: 59

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