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Infinity N5: Ruleset update

Gutier Lusquiños

Gutier Lusquiños

Infinity N5: Ruleset update

In keeping with the mission statement of this new edition of our favorite wargame, the N5 rules have undergone a rapid content update.. The intention of N5 is to make it a more responsive to community feedback and questions that may arise to the goal of the edition, or of the ITS season.

We therefore plan to make a few updates to the rules PDF each year, depending on what is needed. This first update will focus on more salient issues necessary to improve the flow of the game, at least in the competitive environment. The intention is to do a second, more in-depth review towards the end of the year, which will at least address layout issues.

In this update it is worth highlighting the changes made to Jump and Climb—along with their associated Special Skills: Super-Jump and Climbing Plus—which significantly alter their mechanics. There are also changes in Cautious Movement, clarifying its impact in-game.

Skills such as FT Master, Inspiring Leadership and Minelayer have new effects that were not in the original rules. Speedballs have also been modified so that VitaPack, AutoRepairS(uite), and Switch On can hardly be applied to the carrier.

There are also a number of changes and corrections that we hope will make the rules easier to understand and the game more fluid. You can check them out in the list below.

 

ARMY UPDATE

Alongside the Infinity N5 ruleset update, we’ve made a small update to the Army builder tool, including the following changes:

PanOceania

  • Nisses: changed Climb (8”) to Climb (3”)
  • Locust: changed Climb (8”) to Climb (3”)
  • Redeye: changed Jump (8”) to Super-Jump (3”)

Yu Jing

  • Jinyao: Paramedic option now correctly generates an order.
  • Guijia & Blue Wolf: Fixed the Shiangdao troop type from the incorrect LI to REM.
  • Feiquan: changed Jump (8”) to Super-Jump (3”)

Ariadna

  • Polaris Bearpode: Added PS=3 to the Trench-Hammer.
  • Briscards & Briscards Reinf.: changed Climb (8”) to Climb (3”)

Haqqislam

  • Haytham: changed Jump (8”) to Super-Jump (3”)
  • Zaybak: changed Jump (8”) to Super-Jump (3”)

Nomads

  • Go-Pod: changed Jump (8”) to Super-Jump (3”)

ALEPH

  • Maximus & Maximus Reinf.: Added an additional Operator option to match the general profile.
  • Maximus Optimate Agent: Lieutenant option added.

O-12

  • Firebat: changed Jump (8”) to Super-Jump (3”)

NA-2

  • Anaconda: Added an additional Operator option to match the general profile.

 

Appendix – Additional Army Fixes (April 4th)

After yesterday’s update, the community quickly pointed out that a few profile changes related to the Jump and Super-Jump Skills had slipped through the cracks. We’ve double-checked our systems, cleared out the hackers that were messing with us, and—with the help of Sybilla—corrected the following units:

PanOceania

  • Aquila Guard: changed Jump (8”) to Jump (3”)
  • Griffin: changed Jump (8”) to Jump (3”)
  • Seraph & Auxbot: changed Super-Jump (8”) to Super-Jump (3”)


Yu Jing

  • Shang Ji: changed Jump (8”) to Jump (3”)
  • Lei Gong: changed Super-Jump (8”) to Super-Jump (3”)


Haqqislam

  • Nahab: changed Jump (8”) to Jump (3”)
  • Tarik Mansuri: changed Super-Jump (8”) to Super-Jump (3”)
  • Khawarij: changed Super-Jump (8”) to Super-Jump (3”)


Nomads

  • Mobile Brigada: changed Jump (8”) to Jump (3”)
  • Robin Hook: changed Super-Jump (8”) to Super-Jump (3”)
  • Go-Bot (Go-Pod): changed Jump (8”) to Super-Jump (3”)


Combined Army

  • Drakios & Kydoimos: changed Jump (8”) to Jump (3”)
  • Rodoks: changed Super-Jump (8”) to Super-Jump (3”)


ALEPH

  • Sofotect & Sofotect Ref.: changed Jump (8”) to Jump (3”)


O-12

  • Silverstar Rovers: changed Jump (8”) to Jump (3”)
  • Hellblazers: changed Jump (8”) to Jump (3”)
  • Jamie Arantes (Handler & Rover): changed Jump (8”) to Jump (3”)


JSA

  • Shikami & Shikami Ref.: changed Super-Jump (8”) to Super-Jump (3”)


Tohaa

  • Kerail Preceptors: changed Super-Jump (8”) to Super-Jump (3”)

Thank you for your sharp eyes and constant support!
These fixes wouldn’t have been possible without you. Your feedback and engagement are what make the Infinity community so awesome.

Check the Infinity Army here!

ITS Document Update – Mid-Season Event

We’ve updated the ITS PDF document with a brand-new mid-season event rule: Stealth-Ops. This special rule comes with a rich narrative backdrop that ties directly into the recent launch of the Imperial Service Action Pack. As the StateEmpire reinforces its presence on the planet Shinju with the grand opening of the Forbidden City of Fùkuàng, tensions rise and covert operations are inevitable. It’s time for your most skilled operative to step out of the shadows—will they complete their mission unnoticed, or fall under the watchful gaze of the Imperial Service?

Download the updated ITS PDF and bring stealth and subterfuge to your next mission!

Infinity Ruleset Changelog

Download the Infinity N5 Rules PDF here!

  • Page 8, EXAMPLE OF DIFFERENT UNITS: Corrected layout for the “Common Characteristics of the Unit” bullet points.
  • Page 8, TROOPER CHARACTERISTICS: Added VH to the list of Hackable troops.
  • Page 11, TACTICAL ORDER: Replaced the second paragraph with: “Tactical Orders are special Orders that are not added to the Order Pool, but are instead kept by the Trooper which generates them for their own use, though they may also be spent for advanced rules and for Fireteams (see page 131).
  • Page 15, DEPLOYMENT PHASE: Added the following paragraph to “Player One Deployment”: “If a player uses a rule that allows them to keep back more than one Trooper (such Strategos, Command Tokens, or scenario conditions), they must declare how many Troopers they are keeping back.” Added the following paragraph to “Player Two Deployment”: If a player uses a rule that allows them to keep back more than one Trooper (such Strategos, Command Tokens, or scenario conditions), they must declare how many Troopers they are keeping back.
  • Page 17, ORDER COUNT: Replaced "on the table, making it clear which Combat Group it belongs to" with "on the table, next to the Trooper" in the “Tactical Order” section.
  • Page 27, HORIZONTAL MEASUREMENT (COMPLEX PATHS): Updated the diagrams with examples.
  • Page 28, VERTICAL MEASUREMENT (LADDERS AND VERTICAL SURFACES): Changed the text for the last diagram.
  • Page 30, GENERAL MOVEMENT RULES: Changed the 6th bullet point to: “A Trooper can move through Allied or Neutral Models, Markers, and Tokens, but they cannot end their movement in the space occupied by another Model, Marker, or Token.” Changed the last line of the 11th bullet point to: “However, if they move in Prone State, this will reduce the distance they can move.
  • Page 31, MOVEMENT SEQUENCE AND FINAL FACING: Reversed the direction of travel in the first diagram.
  • Page 32, CAUTIOUS MOVEMENT: Removed the “REQUIREMENTS” from “CAUTIOUS MOVEMENT”. Rewrote the “EFFECTS” of “CAUTIOUS MOVEMENT”. Changed the “IMPORTANT” box to: “This Common Skill cannot be declared by TAGs, Remotes, Vehicles, Troopers with Motorcycles, Troopers with the Aerial Special Skill , or Troopers in Targeted State.” Changed the “REMEMBER” box to: “Troopers in Hidden Deployment are neither Models nor Markers, so they cannot react to a Cautious Movement by having LoF or being in ZoC.
  • Page 32, JUMP: Rewrote the “EFFECTS” of “JUMP”.
  • Page 33, JUMP: Updated diagrams for examples 2 and 3. Added a new example: the number 4.
  • Page 34, CLIMB: Rewrote the “EFFECTS” of “CLIMB”.
  • Page 35, CLIMB EXAMPLE 1: Updated example diagrams. Changed the text of the example to: “A Trooper that is in Silhouette contact with an obstacle declares the Climb Skill. When measuring, the player finds that the distance the Trooper needs to Climb is shorter than the maximum distance for this Skill (their first MOV value of 4, + 2 inches = 6 inches). Hence, it is enough to Climb the obstacle and move onto its upper surface. Even though the 6 inches granted by the Climb Skill exceeds the distance that needs to be Climbed, the Trooper must finish their movement as soon as the whole of their base is in contact with the upper surface of the obstacle.
  • Page 35, CLIMB EXAMPLE 2: Changed the first paragraph of the example to: “A Trooper spends an Order and declares the Move Skill until they reach base contact with an obstacle. With a second Order, they declare the Climb Skill, check that the 6 inches granted by this Skill (their first MOV value of 4, + 2 inches) are enough to move onto the upper surface of the obstacle, and then finish their movement on the horizontal surface
  • Page 58, HACKING PROGRAMS CHART: Removed “BLOCKING LOF FOR MULTISPECTRAL VISORS” from “WHITE NOISE”, as it also affects Troopers with Marksmanship.
  • Page 61, WHITE NOISE: Changed the “IMPORTANT” box to: “Troopers possessing a Multispectral Visor or Marksmanship cannot draw LoF through a White Noise Zone (see page XXX).
  • Page 66, EXAMPLE OF SMOKE AND SCENERY ELEMENTS: Changed the example diagrams.
  • Page 67, EXAMPLES OF COMBINED AMMUNITION: Expanded the examples of combined ammunition to include N+E/M.
  • Page 70, DISCO BALLER: Rewrote the “EFFECTS” of “DISCO BALLER”, to make it clearer that it cannot result in a Face to Face Roll.
  • Page 72, BOOST: Changed the last bullet point to: “Due to the Deployable Trait, the weapon does not activate other Deployable Weapons or Equipment
  • Page 74, ARMED TURRET: Added the Non-Reloadable Label. Rewrote the “EFFECTS” of “ARMED TURRET”.
  • Page 74, DEPLOYABLE PROFILES: Added “DISCO BALL” and “PARA MINE”.
  • Page 76, COMMON AND SPECIAL SKILLS IN INFINITY: Added an “IMPORTANT” box: “When applying multiple Skills, the most restrictive option always takes precedence.
  • Page 84, REQUEST A SPEEDBALL: Rewrote the “EFFECTS” of “REQUEST A SPEEDBALL”.
  • Page 85, EXAMPLE OF SPEEDBALL (AUTOREPAIRS): Changed the example text.
  • Page 86, AERIAL: Changed the second “EFFECTS” bullet to: “Restriction: While this Skill is Active, the Trooper is never in Silhouette contact with other Models, Objectives, scenery items, or game elements, and vice versa, even if physically is touching them.”. Changed “the Mimetism Special Skill.” to “Mimetism or other Special Skills. in the “Sibylla explains” box.
  • Page 87, BOOTY: Changed the 16, 17, 18, 19 and 20 results on the “BOOTY CHART”.
  • Page 87, CLIMBING PLUS: Rewrote the “EFFECTS” of “CLIMBING PLUS”.
  • Page 88, CLIMBING PLUS: Added an example for “CLIMBING PLUS”.
  • Page 90, ENGINEER: Added a bullet point to “EFFECTS” before “Engineer and Remote Presence”: “Engineer (ReRoll -X): Once per Order, any failed Roll with this Skill may be rerolled, but with a negative MOD (-X) to the WIP Attribute. The player must accept the result of this last Roll. This reroll does not provide a new ARO to the enemy.”. Added an “IMPORTANT” box: “Even if the player failed the roll granted by (ReRoll -X), they could still apply the Operational Use of the Command Tokens to repeat an Engineer's WIP Roll. However, the negative MOD of the Engineer (ReRoll -X) Skill does not apply when repeating this Roll.
  • Page 92, FT MASTER: Changed the “Optional” Label to “Obligatory”. Added an “EFFECTS” bullet point: “If all members of the Fireteam already have the Regular Training Characteristic on their Unit Profiles, apply a +2 inch bonus to the Team Leader's Zone of Control when making Coherency Checks for the Fireteam.
  • Page 96, IMPETUOUS: Changed the “End their movement as far as possible from their starting point.” in the “Restriction”: “End their movement as close to the Enemy Deployment Zone as possible.
  • Page 97, INSPIRING LEADERSHIP: Rewrote the “EFFECTS” of “INSPIRING LEADERSHIP”.
  • Page 98, MARKSMANSHIP: Changed the “Optional” Label to “Obligatory”.
  • Page 99, EXAMPLE 2. MARTIAL ARTS L4 VS DOCTOR + PERIPHERAL (SERVANT): Rewrote the example text.
  • Page 100, METACHEMISTRY: Changed the first “EFFECTS” bullet to: “Immediately after placing the Trooper with MetaChemistry in Model form on the table, you may roll once on the MetaChemistry Table to determine that Trooper’s extra MOD or Special Skill.
  • Page 100, MINELAYER: Added a bullet point to “EFFECTS”: “If a value greater than one is listed in brackets after this Special Skill in the Trooper's Unit Profile, this value is the number of weapons of pieces of Equipment the user can place in their ZoC when deployed.
  • Page 102, NCO: Rewrote the “EFFECTS” of “NCO”.
  • Page 102, NO WOUND INCAPACITATION: Changed the 7th bullet point in “EFFECTS” to: “The user of the No Wound Incapacitation Special Skill can be healed (using Special Skills or Equipment such as Doctor, MediKit, Regeneration, Protheion...), removing one Wound, going back to Normal State, and removing the NWI Token.
  • Page 110, STEALTH: Rewrote the “EFFECTS” of “STEALTH”.
  • Page 111, SUPER-JUMP: Removed the “REQUIREMENTS” from “SUPER-JUMP”. Rewrote the “EFFECTS” of “SUPER-JUMP”.
  • Page 112, SUPER-JUMP (JET PROPULSION): Changed the example text. Added a new example diagram.
  • Page 113, TOTAL REACTION: Added the following to the first bullet point of the “EFFECTS”: “Any MOD to B will also apply.
  • Page 114, TRANSMUTATION: Changed the 2nd “EFFECTS” bullet point in “Transmutation (Hatching)” to: “If the Trooper has any Skill that allows it to deploy in Marker form, it uses that Marker instead of the Seed-Embryo Token. The Camouflage Marker of a Troop with Transmutation (Hatching) has a Silhouette (S) value of 2. If the Trooper is Discovered or it reveals itself, the Marker is replaced with the Seed-Embryo Token.” Changed the 2nd and 3rd “EFFECTS” bullet points in “Transmutation (WIP)” to: “When the Trooper activates, before declaring its Order or ARO, the Trooper may immediately change to its second Unit Profile by passing a Normal WIP Roll. When this happens, its second Unit Profile is applied for the rest of the current Player Turn. At the start of the States Phase the Trooper changes back to their first Unit Profile.” “If the WIP Roll is failed, the Trooper continues to use its first Unit Profile, but may try again before each of their Orders or AROs.
  • Page 117, BANGBOMB: Rewrote the “EFFECTS” of “BANGBOMB”.
  • Page 118, DEACTIVATOR: Added a new bullet point to “EFFECTS”: “Restriction: Passing the WIP Roll does not prevent the enemy Deployable Weapon or Deployable piece of Equipment from triggering during the current Order.
  • Page 118, Sibylla explains: Changed the text to: “A Trooper claiming Partial Cover from Deployable Cover (Vitroferro) applies a maximum MOD of +6 to his Saving Roll, even if he is in Partial Cover from another piece of scenery. Also, he cannot apply the -3 BS MOD to the enemy Attacker’s BS Attack Roll. All this only applies if the Attacker cannot get a full view of the Trooper’s Silhouette past the Deployable Cover. In either case, if the Trooper is the target of an Attack, the player may choose to have the Trooper benefit from Cover or apply the Deployable Cover.
  • Page 121, MEDIKIT: Changed the first bullet point of the “REQUIREMENTS” to: “A MediKit’s target must be an Allied Model with the VITA Attribute and in Unconscious State, unless certain scenario rules say otherwise
  • Page 122, MULTISPECTRAL VISOR LEVEL 3: Changed the last bullet point of the “EFFECTS” to: “Additionally, in the Active Turn the user may perform a BS Attack on a Camouflage Marker (CAMO) in LoF without making a previous Discover Roll, but they must apply the Mimetism MOD indicated on the Marker. However, the Cancellation clauses for Camouflaged State are applied as usual.
  • Page 122, NANOSCREEN: Changed the “EFFECTS” to: “A -3 BS MOD is imposed on BS Attack Rolls against the user, and a +3 MOD applies to the user’s Saving Rolls against BS Attacks. Restriction: These MODs do not apply to BS Attacks with the Comms Attack Trait.
  • Page 125, COMMAND TOKENS: STRATEGIC USE: Changed the 4th bullet point to: “Remove two Regular Orders for this Turn from their opponent’s Order Pool. The player may choose which Combat Groups these Orders correspond to. This option may only be performed during the opponent’s Tactical Phase, right after the Order Count, but only if the number of Orders (Regular + Irregular + Tactical) is higher than ten. The Orders of Troopers in Hidden Deployment State, or off table via Airborne Deployment Skills, are not counted for this limit.
  • Page 131, FIRETEAM INTEGRITY: Added a bullet point: “If the Fireteam Leader leaves the Fireteam.
  • Page 133, FIRETEAM BONUS LEVEL 2: Added a bullet point: “This Skill is cumulative with other BS Attack (+1 SD) Skills listed in the Unit Profile, or from other rules or scenario conditions.” Added a “REMEMBER” box: “This Fireteam Bonus applies to MediKits and GizmoKits when used used as BS Weapons.
  • Page 141, VISIBILITY CONDITION: Changed the bullet point in “White Noise Zone” to: “A White Noise Zone acts as a Zero Visibility Zone, but only for Troopers with the Marksmanship Special Skill or equipped with a Multispectral Visor of any Level, or any other piece of Equipment that specifies the same.
  • Page 160, HOLOECHO: Added a bullet point before “In addition:” in the “CANCELLATION” section: “All the Holoprojector bearer’s holographic decoys have been Discovered.
  • Page 161, EXAMPLE OF HOLOMASK AND A FIRETEAM: Changed the first paragraph from the example to: “A Fireteam Core includes a Trooper in HoloMask State who is imitating another Fireteam member. The Fireteam declares a Move + BS Attack Order. The HoloMasked Trooper, who is not the Team Leader, moves and provides support to the Team Leader. As they perform an Idle, the HoloMasked Trooper is not revealed, and so remains in HoloMask State.
  • Page 164, IMPERSONATION: Added an “IMPORTANT” box to: “Enemies perceive an impersonator in the Impersonation-1 or Impersonation-2 State (IMP-1 or IMP-2 Marker) as an ally.
  • Page 165, ISOLATED: Changed the 6th bullet point in "EFFECTS" to: “Restriction: If a Trooper with the NCO Special Skill is in Isolated State, they cannot replace Specialist Lieutenant Orders with Tactical Orders or use them either.
  • Page 168, TARGETED: Changed the first bullet point in "EFFECTS" to: “Any Trooper declaring a BS Attack, Comms Attack, or Discover against a Trooper in Targeted State gains a +3 MOD to the Attribute used to perform that Skill.
  • Page 171, INFINITY LABELS AND TRAITS: Added a bullet point after “No Roll”: “Non-Reloadable. Unloaded State cannot be cancelled for Disposable weapons or pieces of Equipment with this Label, and their expended uses cannot be regained.
  • Page 172, INFINITY LABELS AND TRAITS: Added a bullet point after “Non-Lethal”: “Non-Reloadable. Unloaded State cannot be cancelled for Disposable weapons or pieces of Equipment with this Trait, and their expended uses cannot be regained.” Added a new paragraph to “Deployable”: “Weapons and pieces of Equipment with this Trait do not activate other Deployable Weapons or Equipment.
  • Page 174, CC WEAPONS: Added the “ANTI-MATERIEL” Trait to the “AP+T2 CC WEAPON”. Added the “ANTI-MATERIEL” Trait to the “T2 CC WEAPON”.
  • Page 179, PHEROWARE TACTICS (PT): “PT: ENDGAME”: B changed to 1. Traits changed to: “BS WEAPON (WIP), COMMS ATTACK, DISPOSABLE (2), DOUBLE SHOT, NO LOF, TARGET (VITA), ZONE OF CONTROL.” All instances of “TECHNICAL WEAPON” in the “PHEROWARE TACTICS (PT)” table changed to “BS WEAPON (WIP)”
  • Page 179, PISTOLS: Added the “ANTI-MATERIEL” Trait to the “MULTI PISTOL (Anti-Materiel Mode)”.
  • Page 185, TYPES OF ORDERS: Changed the text in “SPECIAL LIEUTENANT ORDER” to: “Special Lieutenant Orders are not added to the army’s Order Pool, and the Lieutenant keeps them for his own exclusive use.” Changed the text in “TACTICAL ORDER” to: “Tactical Orders are a special kind of Order that are not added to the Order Pool, and kept by the Troopers who generated them for their own use, although they may also be used for advanced game mechanics and when such Troopers are part of a Fireteam (see page XXX).
  • Page 190, RESTRICTIONS CHART: Changed “Vehicles (VH) cannot go Prone.” to: “Vehicles (VH) cannot go Prone or declare Cautious Movement.

 

Thank you very much for your commitment to Infinity and…

Mellow Dice, citizen!

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