Infinity Quick Start Rules ENG CODE ONE
Infinity Quick Start Rules ENG CODE ONE
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ENTER THE INFINITY UNIVERSE
IT IS ONE HUNDRED AND EIGHTY YEARS INTO THE FUTURE. THE STAR SYSTEMS COLONIZED BY HUMANITY,
COLLECTIVELY CALLED THE HUMAN SPHERE, HAVE BEEN CLAIMED BY MASSIVE INTERSTELLAR
NATIONS WHO TRADE COVERT BLOWS IN SECRET WARS TO CONTROL THE DELICATE BALANCE OF
POWER. BUT AN ALIEN THREAT FROM THE GREAT BEYOND THREATENS TO CHANGE EVERYTHING…
The main human nations—PanOceania, the Will they be able to put their differences
ultramodern Hyperpower; Yu Jing, its advanced aside, or will their infighting be their undoing
competitor, born of Asia; Haqqislam, the new at the hands of the alien invaders?
Islam of philosophy and humanism; the Nomads,
anarchistic space wanderers and Ariadna, tough Infinity CodeOne is a tabletop wargame that uses 28
colonists stranded on a hostile world —led by O-12, mm metal miniatures to create skirmishes in a hi-tech
the international organization that replaced the sci-fi setting influenced by manga aesthetics—an
UN, and helped by ALEPH, the omnipresent AI that exciting, action-packed vision of the near future where
pulls the strings from the shadows, must join forces special operations determine the fate of Humanity.
to fight the outsider menace of the Combined Army
and its master the EI, an alien artificial intelligence Infinity CodeOne will present you with non-stop
that plans to integrate the Human Sphere into challenges that will test all of your tactical skills. To
its immense, all-devouring galactic empire. defeat your opponent, you will need to take advantage
of your environment, employ your troops’ many
abilities, exploit your enemies’ weaknesses, and
meet your mission parameters before it is too late.
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QUICK START RULES
PANOCEANIA YU JING
PanOceania is the number one, PanOceania’s challenger, its
the greatest power in the Human perpetual opponent, the other great
Sphere. It has the most planets, power, is Yu Jing (pronounced
the healthiest economy and you cheeng), the Asian giant.
the most advanced technology. The whole of the Far East, united
PanOceania is a true melting pot of under the banner of what was
cultures that, with their pragmatic once China, has produced an
and generous character, consider themselves the integrated, but heterogeneous, oriental
defenders of the Western traditions of democracy culture. Equipped with a blooming
and welfare. Nomads are a proud people who industrial sector, state-of-the-
might come across as slightly conceited with their art technology and astounding
constant reminders of the technological superiority economic growth, Yu Jing is ready
of their society, and particularly their army. and willing to demand the dominant
position to which it feels entitled.
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COMBINED ARMY O-12
And whilst Humanity keeps O-12 is an international
mindlessly devouring itself, representational and governing
a new threat—perhaps more body, evolved from the UN, but with
terrible than any before—has greater action and decision-making
planted a bridgehead in the power. Endowed with a tactical
Human Sphere. A Combined police branch, Bureau Aegis, O-12
Army of several alien races, is the arbiter, judge, and jury of the
under the orders of the Evolved Intelligence, Human Sphere. Its mission is to protect the whole of
an ancient supreme intellect with hegemonic Humanity and strive for its stability and progress.
intentions towards all life forms that cross its path.
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QUICK START RULES
ARIADNA NOMADS
A human colony lost in an isolated The Nomad Nation is a coalition
star system. Left to their own devices of three colossal ships whose
on a hostile, resource-poor planet, inhabitants, dissatisfied with
endurance and mettle had to make a society run by faceless
up for the lack of state-of-the-art macroeconomic interests and the
technology. Cossack, American, AI ALEPH, decided to break away
French and Scottish fought each and create their own societies in
other and they all fought the planet, and from all this space, moving between systems and trading with the
fighting emerged Ariadna, where only the toughest locals. Tunguska lives off the traffic and storage of
survive. Welcome to Ariadna. Welcome to Hell. information; Corregidor
offers skilled labor at
competitive prices, and
Bakunin specializes in all
that is exotic, illegal or both,
from fashion to nanoengineering.
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HAQQISLAM ALEPH
Haqqislam, the New Islam, is ALEPH, the sole Artificial
a minor power, spread across Intelligence that oversees the data
only a single planetary system, network of the Human Sphere
Bourak. Haqqislam has built and most major international
a culture around a humanist, technological systems. ALEPH
scholarly version of Islam is the greatest ally of Humanity,
that is in constant contact and without her the intergalactic
with Nature and rejects all fundamentalism. sociopolitical and economic framework would
Biomedical science and Terraformation are the crumble. ALEPH possesses a tactical branch, named
two pillars of their development, and Haqqislam Special Situations Section or SSS for short, that
is home to the best academies of Medicine was created to fight against the alien threat of the
and Planetology in the Human Sphere. Combined Army, but also to persecute all of those who
dare to create other artificial intelligences as her.
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QUICK START RULES
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► ISC: Thorakitai
TYPES OF ROLL
AND SUCCESS VALUE
IInfinity CodeOne’s game mechanics revolve around
two types of d20 rolls: Normal Rolls (this roll is used
when a Trooper is not facing off against an enemy) and
Face to Face Rolls (when two or more Troopers act at
the same time to try to thwart each other’s progress).
The Success Value (SV) is the numeric value
resulting from applying any applicable Modifiers
to the Attribute being used for the Skill. To find
out if a Skill has succeeded, a d20 is rolled and
the result is compared to the Success Value. 9
STRUCTURE OF AN ORDER
SHORT SHORT
MOVEMENT MOVEMENT
ENTIRE SKILL SKILL
ORDER + +
ER
RE
U
D
G
LA
R O
R
SKILL SHORT
MOVEMENT SHORT SKILL
SKILL
IMPORTANT:
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ALL AT ONCE ► 5. Resolution: Check that the declared Skills
In Infinity CodeOne, Orders and AROs are and pieces of Equipment meet their respective
simultaneous regardless of the Skills declared. Requirements, measure all distances,
determine MODs, and both players make Rolls. If
any Skill or piece of Equipment doesn’t meet its
ORDER EXPENDITURE Requirements, the Trooper performs an Idle.
SEQUENCE ► 5.1 Effects: Players apply all effects of successful
Skills and Equipment including Saving Rolls and
► 1. The Active Player declares which Trooper will Dodge movement.
activate. ► 5.2 Conclusion: Guts Rolls are made. The effects of
► 1.1 The Active Player removes from the table Guts Rolls and Alert are applied. End of the Order.
the Order he uses to activate the Trooper.
► 1.2 The Active Player declares the first
Short Skill of the Order he wants to use. COMMON SKILLS
If movements are declared, the player
measures where the Trooper can move and Common Skills can be employed by any Trooper. The
places the Trooper at the final point of its main Common Skills are Move, BS Attack and Dodge.
movement.
MOVE
► 2. Reactive Player’s AROs SHORT MOVEMENT SKILL
► 2.1. ARO Check. The Reactive Player checks
if they are allowed to declare AROs with their requirements
Troopers. Players can check from the Active
Trooper if any Trooper or Game Element is ► The Trooper’s base must always be in contact with
inside the Zone of Control (ZoC) of the Active the surface on which they intend to move and the
Trooper. space they move through must be equal or larger
► 2.2. ARO Declaration. The Reactive Player than the half their base.
declares the AROs of those Troopers that
are allowed to declare one. Troopers are not effects
forced to declare AROs, but if a Trooper can
declare an ARO and fails to do so, the chance ► By declaring Move, the user may move up to the first
to declare an ARO is lost. value of his MOV Attribute in inches.
► If the user declares Move again with the second Short
► 3. The Active Player declares the second Short Skill of the same Order, he may then move up to the
Skill of the Order, if applicable. If movements are second value of his MOV Attribute in inches.
declared, the player measures where the Trooper ► Once declared, Troopers always reach the end of
can move and places the Trooper at the final point their Movement, even if they fall into a Null state
of its movement. (Unconscious, Dead…).
►The
target’s ARM Attribute.
►The
(-3) MOD due to Partial Cover, if applicable.
If the value of the Wounds Attribute of a Trooper reaches GAME ROUND EXAMPLE
0, then that Trooper enters Unconscious State. However,
if the Wounds Attribute falls below 0, the Trooper Both players secretly pick one of their 3
enters the Dead state and is removed from the game. Troopers as Lieutenant and make the Initiative
Roll between their Lieutenants’ WIP.
INITIATIVE AND
DEPLOYMENT ROLL
Before the game begins, players make a Face to Face Roll
using their respective Lieutenant’s WIP Attributes (select
one Alguacil and one Rokots respectively). So, both players
roll a D20 and compare their results and the one with
the higher result (that does not exceed their Lieutenant’s
WIP Attribute) is the winner of the Initiative Roll.
►Player
One Deployment.
►Player
Two Deployment.
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QUICK START RULES
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1. Start of the Turn: Tactical Phase In the Resolution of the Order, the Players measure
Order Count: having 3 available Daylami deployed, the distance, 15 inches and 12 inches respectively, so
Player 1 places 3 Orders on the table. they will have a +3 MOD due to range, that will be
compensated by the -3 MOD due to all the Troopers
2. Order Phase: being in Cover.
In this case, the Success Value will therefore be:
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IMAGE 2
Both Players Rolls are successful, but the 4. End of the Turn.
Haqqislamite Player’s higher value prevails. Now, the first Active Turn of Player 2 begins.
Now the Haqqislamite Player may move up to Given that one of their three Thorakitai is
2 inches during step 5.1. Effects of the Order Unconscious, Player 2 has only 2 Orders.
Expenditure Sequence, without generating AROs. Remember that Troopers in Unconscious State
(See image 2) do not add Orders to the Player’s Order Pool.
The end of Player 2’s Active Turn will also
3. States Phase mark the end of Round 1 and the beginning
Once the Active Player has spent all their Orders, of Round 2, with Player 1 as Active Player,
both Players make whatever checks are required and so on until all of the Players’ Troopers
by States or Skills. In this case, no check is made. have been eliminated, or Round 3 ends.
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After this introduction, you’re now
ready for your first game!!
QUICK START RULES
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