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Infinity Quick Start Rules ENG CODE ONE

This document provides a quick summary of the factions and units in the Infinity universe to help new players get started. It outlines the main human factions - PanOceania, Yu Jing, Haqqislam, Nomads, Ariadna, and O-12 - as well as the alien threats of the Combined Army and EI. Sample unit profiles and attributes are also shown to demonstrate character sheets. The goal is to familiarize players with the setting and basic mechanics in a concise manner so they can quickly learn the system.
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Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
148 views20 pages

Infinity Quick Start Rules ENG CODE ONE

This document provides a quick summary of the factions and units in the Infinity universe to help new players get started. It outlines the main human factions - PanOceania, Yu Jing, Haqqislam, Nomads, Ariadna, and O-12 - as well as the alien threats of the Combined Army and EI. Sample unit profiles and attributes are also shown to demonstrate character sheets. The goal is to familiarize players with the setting and basic mechanics in a concise manner so they can quickly learn the system.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

QUICK START RULES

1
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.

2
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.

3
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.

4
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.

5
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.

6
QUICK START RULES

7
► ISC: Thorakitai

MOV CC BS PH WIP ARM BTS W S AVA


4-4 17 12 11 13 3 0 1 2 -
► BS Weapon: Combi Rifle

QUICK START RULES UNIT PROFILE


DESCRIPTION
These rules are a streamlined and simplified version
of the Infinity CodeOne game system that will allow Attributes are a series of numeric values that describe
you to easily understand the basics of this game. the basic capabilities of Troopers. In game terms,
these are used to make Rolls and calculate the success
Once you have played them, you will know the or failure of attempted actions made by Troopers.
basic game mechanics and it will then be very
easy for you to access the complete rules. With the
complete ruleset you will have a greater variety UNIT PROFILE
of tactical and gaming possibilities, and you can
DESCRIPTION
enjoy Infinity CodeOne in its totality. Connect
to infinitytheuniverse.com to know more! The main Attributes are as follows:

OBJECTIVE AND ► MOVEMENT (MOV)


GAME SUMMARY The number of inches this Trooper can move
with an Order. The MOV Attribute usually has two
Infinity CodeOne is a competitive game that pits values: the first time the Trooper moves in an
two rival armies against each other in a struggle Order, and the second.
to complete a series of tactical objectives. The
game has a duration of 3 rounds, or ends when all ► BALLISTIC SKILLS (BS)
of one player’s Troopers have been eliminated. This conveys the Trooper’s prowess in ranged
combat.
WHAT YOU NEED
► PHYSIQUE (PH)
To play Infinity CodeOne you will need the This represents all physical skills, such as
following things: strength, dexterity, throwing, dodging...

► A measuring tape of at least 48 inches. ► ARMOR (ARM)


► Some 20-sided dice (d20). This is a numeric value for the Trooper’s overall
► 6 Infinity CodeOne models to represent armor. The higher the value, the heavier and more
the 3 Troopers of both players. effective the armor is in reducing the damage of
► Scenery. At least 4 big elements enemy weapons.
and 10 small items.
► A 24 x 32 inch gaming table. ► WOUNDS (W)
► Unconscious State Tokens and Order Tokens. This represents the physical endurance of the
Trooper, and how much punishment it can
All of them are included in the Infinity CodeOne withstand before losing consciousness or dying.
Battle Packs and are also all available for
free on the Download section of the official
Infinity website at: Infinitytheuniverse.com.
8
QUICK START RULES

► ISC: Daylami Infantry

MOV CC BS PH WIP ARM BTS W S AVA


4-4 15 11 10 13 1 0 1 2 -
► BS Weapon: Rifle

DISTANCES AND LINE OF FIRE (LOF)


MEASUREMENTS
When measuring the distance between two
Troopers, players must measure between
the closest parts of their bases.
To determine what is the distance between
two objects or scenery items, players must
measure a straight line between them.

Line of Fire (LoF) is the criterion by which players


determine whether a Trooper can see its target.
For a Trooper to be able to draw LoF to its target, it must
When moving Troopers around the battlefield, meet these conditions:
players must measure the complete route
(including, for example, any detour to avoid ► The target must be totally or partially within the
obstacles) and must always use the same Trooper’s front 180º arc.
part of the base for their measurements. ► The Trooper must be able to see part of the volume of
its target, with a minimum size of 3x3mm.
► LoF can be drawn from the Trooper to any point in the
target’s volume without being obstructed by any pieces
of scenery or Troopers (friendly or enemy).

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

Any result that is equal or less than the Success


Value means that the Skill was successful.
TROOPER ACTIVATION
To resolve a Face to Face Roll, compare the two Troopers’ The expenditure of an Order allows the
successful Rolls. Any success that is lower than the activated Trooper to declare one of the
opponent’s is cancelled. If the highest successes are following combinations of Skills:
tied, all successes in the Face to Face Roll are cancelled.
►  Any one Short Movement Skill plus any one Short
GAME SEQUENCE Movement Skill.
► Any one Short Movement Skill plus any one Short
GAME SEQUENCE Skill (and vice versa).

PLAYER 1 PLAYER 2 There is no limit to the number of times Orders can


TURN TURN
activate the same Trooper during its Active Turn.

IMPORTANT:

Even though they are declared one after the


Each Player Turn is divided into these steps: other, both Skills in a single Order are performed
simultaneously. For example, if you declare Move
►  1. Start of the Turn: Tactical Phase plus BS Attack, you can make the BS Attack at
►  1.1 Order Count any point during the declared movement route,
For each Trooper deployed on the table that is not and not necessarily at the end of that route.
in a Null state (Unconscious, Dead…), the Active
Player adds one Regular Order to his Order Pool. ARO: AUTOMATIC
REACTION ORDER
► 2. Order Phase
This is the main phase of the Player Turn, when the Thanks to the Automatic Reaction Order (ARO)
Active Player gets to use his Order Pool to activate mechanic, the action and decision-making never
her Troopers. stops. Even during their opponent’s Active Turn, a
player’s Troopers can react each time the opponent
► 3. States Phase activates one of his Troopers with an Order.
Once the Active Player runs out of Orders, or decides There is no limit to the number of Troopers that can
not to use the remaining ones, both players will react to the activation of a single enemy Trooper.
carry out any checks for those States or Skills that The ARO declarations of the Reactive Player’s
require it. Troopers are considered valid when an enemy
Trooper activates within its Line of Fire (LoF).
► 4. End of the Turn
Once all checks are made, the Active Player’s Turn ends.
10
QUICK START RULES

FIND US ON:

CONTACT US:
contact@corvusbelli.com 11

infinitytheuniverse.com/community
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…).

► 4. Reactive Player’s AROs


► 4.1. ARO Check. The Reactive Player checks if BS ATTACK
they are allowed to declare AROs with those SHORT SKILL / ARO
Troopers that couldn’t declare an ARO in the
previous ARO Check step. Players can check requirements
from the Active Trooper if any Trooper or Game
Element is inside the Zone of Control (ZoC) of the ► Be using a BS Weapon, or a Skill or piece of Equipment
Active Trooper. capable of making a BS Attack.
► 4.2 ARO Declaration. The Reactive Player ► Be able to draw Line of Fire (LoF) to the target of the BS
declares the AROs of those Troopers that are Attack from the point where the Attack is performed,
allowed to declare one. unless the BS Weapon, Skill or piece of Equipment
12 used doesn’t require LoF. Such LoF cannot be gotten
by Silhouette contact.
QUICK START RULES

► Not be in base contact with any enemy Trooper, COVER


unless they are in a Null state (Unconscious, Dead…).
A Troop is in Partial Cover when it is in contact with
effects a scenery element that partially obscures a full view
of the Trooper being targeted by a BS Attack.
► The user employs his BS Attribute to fire upon one If the target is in Partial Cover, the attacker will apply a
or more enemies. -3 MOD to their BS Attack Roll and the BS Attack’s target
► If the attacker has more than one target and a BS reduces the Attack’s Damage by 3 for Saving Roll purposes.
Weapon, he must distribute his attacks as part of
the BS Attack declaration. DODGE
► All shots must be declared from the same point. SHORT SKILL / ARO

Before making a BS Attack Roll, the distance requirements


between the Trooper and their target must be
measured and the corresponding Modifiers to the ► The Trooper must be in base contact or have LoF to
BS Attribute (Range and Cover) must be applied. an enemy Trooper.
The Active Player rolls as many d20 as their Combi
Rifle’s Burst (B) value indicates, while the Reactive effects
Player’s Burst (B) is always reduced to 1.
► When declaring Dodge, the Troop performs a PH Roll
RANGE to avoid suffering a Attack.
► Dodge allows the user to move up to 2 inches, during
COMBI Rifle have the following values: the 5.1. Effects step of the Order Expenditure Sequence,
if the Roll is successful.
► If the distance between the Trooper and the Target
ranges from 0 to 16 inches, the Trooper has a +3 MOD to
their BS Attack Roll due to distance. ARMOR AND DAMAGE
► If the distance is greater than 16 inches and equal or
lesser than 32 inches, the Trooper has a -3 MOD to their Damage is the capacity of a weapon to harm or impair
BS Attack Roll due to distance. its target in any way. However, this Damage is not
► If the distance is greater than 32 inches and equal or usually applied to the target as is. Targets often have
lesser than 48 inches, the Trooper has a -6 MOD to their the right to a Saving Roll that determines if their
BS Attack Roll due to distance. Armor (ARM) protects them from said Damage.
► BS Attacks automatically fail if the distance is To measure an Attack’s Damag e, the player
greater than 48 inches. must subtract from the Weapon’s Damage:

►The
  target’s ARM Attribute.
►The
  (-3) MOD due to Partial Cover, if applicable.

RIFLE COMBI RIFLE

Rifle Traits: Combi Rifle Traits:


Damage: 13 B: 3 Damage: 13 B: 3
Ammo: N Saving Roll Attribute: ARM Ammo: N Saving Roll Attribute: ARM
RANGE MODIFIERS RANGE MODIFIERS 13
8” 16” 32” 48” 96” 16” 32” 48” 96”
0 +3 -3 -6 +3 -3 -6
If the final result is equal to or lower than the Damage DEPLOYMENT RULES
value of the Attack, the impact is successful, when
this happens, the most common consequence is To deploy your Troopers on the table, follow these rules:
the loss of one point from the target’s Wounds.
► The base of each Trooper must be entirely within the
If the final result is higher than the Damage value Deployment Zone.
of the Attack, the target receives no Damage and ► Troopers cannot deploy in a location without enough
suffers no alteration to its Attribute profile or its state. space to fit their entire base.

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.

The winner of the Initiative Roll can choose between


keeping Deployment and keeping Initiative.
Whichever option the winner declined goes to the
other player.
The Haqqislamite Player wins the Initiative Roll
KEEPING INITIATIVE and decides to keep the Initiative (to be Player
1) and begin first. The ALEPH Player (Player 2)
The player who kept Initiative gets to choose which therefore decides that Haqqislam should deploy
player has the first Player Turn and which player their Troopers first. The Haqqislamite Player
has the second Player Turn in each Game Round. decides to place them as indicated in the map.
This order is maintained throughout the game. Next, the ALEPH Player does the same, knowing
Haqqislamite’s starting positions in advance.
KEEPING DEPLOYMENT
The player who kept Deployment gets to choose who
deploys first, and in which Deployment Zone.
Both players will deploy on opposite ends
of the game table, in a Deployment Zone
8 inches deep and 24 inches wide.

The Deployment Phase is divided into the following steps:

►Player
  One Deployment.
►Player
  Two Deployment.

14
QUICK START RULES

15
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:

►  Haqqislam: BS = 11 , +3 due to Range, -3 due to


Cover. SV=11.
►  ALEPH: BS = 12 , +3 due to Range, -3 due to
Cover. SV=12 for both Troopers that declared
an ARO.

When comparing the results of both Face to Face


Rolls, it turns out that the 14 is a miss and the 7 is the
higher value, thus winning the roll.
In the other Face to Face Roll, the two 8s are a tie, and
both are cancelled.
As the 7 is a winning roll, Player 2 will have
Player 1 declares who is the Active Trooper, to make a Saving Roll: Attack Damage = 9 (13
removes the Order from the table and declares the weapon damage, -3 due to Cover, -1 ARM). Any
first Short Skill: Move. result that is equal to or less than 9 will imply
Player 2 does not declare any AROs because the the loss of one Wound. Player 2 rolls the die and
buildings cover the Haqqislamite Trooper’s obtains a 7, so their Trooper falls Unconscious.
advance. (See image 1)
For the second Skill of the Order, Player 1 declares
Move once again and moves 4 inches. Again, there
are no AROs.

With their last Order, Player 1 decides to declare


Move from one blast barrier to the next. Player
2 declares BS Attack as their Trooper’s ARO and
Player 1 declares Dodge as their second Skill.
With the second Order, Player 1 declares Move yet SV are calculated for the Face to Face Roll.
again, reaching the corner of the building, and ►  Haqqislam: Dodge with PH = 10. SV=10.
staying in cover. Player 2 declares the ARO BS ►  ALEPH: BS = 12, -3 due to Range (18 inches)
Attack with the two Troopers that now have LOF. and no negative MOD due to Cover, since they
Player 1 also declares BS Attack and distributes decided to shoot at the enemy before they
their Rifle’s B3 (2 dice against one target and 1 die reached the second blast barrier. SV = 9.
against the other).
16 They roll the Dice and the results are:
►  Haqqislam: 7.
►  ALEPH: 6.
QUICK START RULES

17
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.
18
After this introduction, you’re now
ready for your first game!!
QUICK START RULES

19
20

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