Infinity General: Inevitable Siesta Edition

Infinity is a 28mm scale futuristic skirmish game by Corvus Belli where developers promise things that are guaranteed to be delayed for years to come.

>All the rules are for free. Buying the books is only relevant for fluff:
infinitythegame.com/archive.php

>Catalog of fluff, dossiers, and unit models
human-sphere.com/index.php?title=Main_Page

>Rules wiki:
infinitythewiki.com/en/Main_Page

>Rules Wiki Offline Backup:
mega.nz/#!Dxs3VbKQ!_tRgLeIszkdMBvnpCFE4xHELtngLRL26cexppwmAIws

>Official Army Builder:
army.infinitythegame.com/

>Token Generator:
inf-dice.ghostlords.com/markers/

>N3 Hacker Helper:
captainspud.com/n3hacking/

>Batreps:
youtube.com/playlist?list=PLzrPO7KIAtwXlOUh545nq21WQaW7YxuGc
youtube.com/playlist?list=PLO-Uv_G4cY91ZfMy3rWOKDQL1cl7YyYzf
youtube.com/playlist?list=PLf5JWn6xciCkYcBaTLGs6_FmFiZtCk2zm
youtube.com/playlist?list=gL0RY70TH3C0mb1n3DaRmyToH44sUck

>Terrain:
pastebin.com/Hy9SRkmJ
pastebin.com/PJaETXMV

>Faction Rundown:
mediafire.com/view/mqaaf5fosmti5b4/Infinity_Faction_Rundown_v.1.3.rtf

>All Consolidated Rules:
mediafire.com/?xm5aqb4sdx4g446

>Operation Icestorm Scan (beginner missions)
mega.nz/#!AkkG0ZZA!CE-YzCWIWVROcSnnlkZI8SMWxWoNb1LkFbWI-LamYR8

>The RPG Kickstarter
kickstarter.com/projects/modiphius/corvus-bellis-infinity-roleplaying-game

>WIP Tactica
1d4chan.org/wiki/Category:Infinity_Tactics

>RPG Character Creation
infinity.modiphiusapps.hostinguk.org/

>released RPG books (+ a couple scans)
mega.nz/#F!8pRURayK!Kj16fd7nQhEcaId8hKD4oA

Last Thread

Other urls found in this thread:

human-sphere.com/index.php?title=Reverend_Healer
mega.nz/#F!95YxVQpR!biwpkbeVphBMdhYjyvGAew
youtube.com/watch?v=Sam4lq2WHos
twitter.com/AnonBabble

I described the Nomads as space traveling 4channers and Redditors.

How far off was I?

That's mostly Bakunin. Corregidor is more commie unionists in space, and Tunguska is the Russian mob in space.

They'd have to be very sneaky about it. Somehow I feel like mutilating and/or killing a bunch of people from another module, especially a militarily useful one, would be frowned upon by the Moderator Corps. If the Observance was allowed to do whatever it liked without consequences, Bakunin would be a very different place.

Tunguska is more the tech department of organized crime than common thugs, funded by old money. One of their most important functions is their data-vault protected from scryings of ALEPH.

Observance assassins when?

PanO is for ____

Patricians

Philanthropists.

That's Healers. They concentrate on their hateboner for Aleph though.

And that's actually something I hadn't considered too. Observance might have trouble killing off a bunch of manly men without the cops noticing, but moreover their leadership may not even want to. An unsavoury ally that pisses you off is still an ally, and when you're working against Satan himself and he's got almost all of humanity turned against you, you need all the help you can get.

Failing WIP tests.

New players.

Acon on the other hand.

the garbage bin.

Cloy outshooting

Tunguska, Caliphate, Varuna, Kazaks, Triumvirate.

Anyone else got a better guess?

Replace Tohaa shit with glorious Invincible Army and you've got my guess. Possibly Vedic instead of Kazaks since Ariadna already got a sectorial recently.

black hand

What about Vedic/OSS?

>OSS
"What the fuck is that?" - Bostria, supposedly

Well iirc ASS isn't an officially recognized name either. Something about subsection being one word.

Corporate whores

Boycott CB if no Vedic.

Best office perk.

who does LI spam best?

The rules of Bakunin are pretty clear about what to do with people starting shit; to the airlock with you. But thats if you make it that far seeing how much SWAST loves Shock ammo.

I somehow doubt Healers are assassins, what with the whole worst vision mods/no camo and Doctor thing with decent WIP.

>Kazaks
>Ever

The longer that gets delayed the more I can mine Slav salt. Plus Vedic and Invincible Army way more likely than fuckin artichokes.

Probably Haqqislam. More specifically, Hassassin Bahram.

>it's actually five Non-Aligned Armies sectorials

> Kempeitai Insurgency Force
> Kaplan Tactical Services
> Aristeia All-Stars
> Authorized Bounty Hunter Pack
> Krakrot Renegades Aggression Force
And not a single new model was seen that day.

>Insert CHA Army list "England_Still_Won.pdf" here

...

Healers are explicitly assassins (among other things) in fluff. They're Healer-Killers, who heal the Human Sphere by both helping those harmed by Aleph and cutting out the tumours of evil.
human-sphere.com/index.php?title=Reverend_Healer

Does anyone have the Dire Foes missions without the fluff removed? I have missions 1 and 5, and am interested in training for the rest.

>training

trading dammit

>mega.nz/#F!95YxVQpR!biwpkbeVphBMdhYjyvGAew
Here you go

You rock, thanks.

i done it

i noticed the minis tend to have a lot of gaps, is that normal or a misassembly thing? not used to single-pose models. i'll just greenstuff them, but it bugged me

also, what are some good alt color schemes for yu jing? i'm thinking vermilion as the cloth would be sensible for sinosupremacy

I don't usually see gaps in mine. Use a file?

Welcome to the Empire comrade.

probably, this is my first time working with metal. putting sprues on the socket should be against the law

CB doesn't give a fuck. They play by their own rules.

Usually there aren't many gaps. But I would agree that sometimes the flash is in inconvenient places that if improperly removed can leave some gaps. The zuyong and tiger soldier's hands as well as the Hsien's cloak lead me to believe you might not have been too careful with cutting and filing. Not to sound overly critical or anything.

Although Generic Yu Jing is my favorite color scheme, my favorite canon alt scheme is the "Shence"[if I typed that right] color scheme of imperial service, where it's all black and dark jade/turquoise. Plenty of people do it because it's boss.

JSA has a canon black and red scheme which can be some people's style. I painted my JSA mostly red. ISS also has a McDonald's looking color scheme.


Otherwise I've seen red armor with white details for a ton of other guys Yu Jing. Seems appropriate enough. Some do it with purple as a primary color.

well that's the nice thing about superglue, can give it the freezer treatment.

what's something good to take off the superglue crust, if i decide to redo some of them?

What are some of the melee units and what sort of stats should I look for in choosing melee units? I want a punchy/stabby army but with no pictures it's a bit difficult to tell which ones have swords/spears/axes and which ones just have knives or equivalent.

The only thing that lends to that idea is a single line that can be read to be true for all the Reverends.
>For this reason, the members of the Observance are trained as assault commandos and specialized assassins.

Otherwise Healers are just combat docs from the information given and deduced from their stats and equipment.

>What are some of the melee units and what sort of stats should I look for in choosing melee units?
Oniwaban, Hassassin Fiday, Morlock, Tearlach McMurrough, Miyamoto Mushashi, Yojimbo, are all prime examples. Usually the gun is cheap, e.g. a chain rifle, contender, or BSG, and they'll have skills to get them in closer like camo, high movement, infiltration, or defensive mods like ODD or mimetism. You'll want CC stats over 20 and some form of Martial Arts, as those are about the only melee specialists worth taking. Compare, for example, the Khawarij to a Fiday. And definitely avoid the "sniping axe" Yaogat or the "forgot my halberd was decoration" Swiss Guard

I want a punchy/stabby army but with no pictures it's a bit difficult to tell which ones have swords/spears/axes and which ones just have knives or equivalent.

>You'll want CC stats over 20
I would've thought something like anything over 14 would be good, are there a lot of penalties in CC so that's the only way to get reliable hits or something?

No, it's that CC is so order-expensive to get to vs. drawing LoF on someone with a combi rifle that you better be able to down them in one go with reasonable reliability.

It's also that there's no Active Turn burst advantage in CC, so difference in skill has to be by raw numbers.

Most swords that are not just CCW are going to be AP, DA, EM or EXP. Some swords are Monofilament which are goddamn mech busting lightsabers, light sabers wielded by ninjas.

There are HI that are good at shooting but will ruin someones day in CC(both samurai and Knights).

There are cheap shitters known as Warbands that smoke up the board and know how to shank a bitch real good.

Then you have specialized murder machines like Uberfall or McMurough who are really just bigger and nastier Warbands or pinnacle ass stabbers in Oniwaban/Shinobu.

Then you get weird shit like Reverend Healers with 19CC and EXP weapon which is more for tactical flexibility than really any reliance cause she has no Martial Arts.

Ok, I'm reading about Martial Arts now, are the levels cumulative? level 3 is the only level that gives a bonus to the trooper, so it'd be a shame if a higher level one didn't get that bonus, and 2 is the highest one that gives damage bonus. The damage mod part means it's damage would be PH +/- modifiers from the weapon +/- modifiers from any buffs/debuffs + modifiers from Martial Arts right?

You choose the level you're using each time before making a roll.

CC above 20 and CC skills are good indicators, but something that's less clear-cut is the ability of units to actually get into CC safely and efficiently. Good CC weapons like EXP, DA, viral and monofilament also help, though the lesser ones like AP and shock can still work.

Do keep in mind that CC is always going to be secondary to shooting, it's a specialized tool to supplement your guns rather than replace them.

Not cumulative, instead you pick based on the situation.
>MA1: The basic one, your mainstay until you hit level 3
>MA2: Only use against enemies who literally cannot fight back
>MA3: Replaces MA1 for general use, and is the best overall against other CC units
>MA4: Replaces MA3 for slaughtering the weak and MA2 for hitting inanimate objects
>MA5: Useful against groups, but honestly I dunno. It's so rare it doesn't come up much

How are morats? Thinking of starting up a small secondary army of them cuz. I know they play fairly simple but how badly do they struggle on more specialist focused objectives?

It's also worth clarifying that MA 2 is the best vs. Electric Pulse unless you have 4.

They're kind of like PanO - they prefer to solve problems by killing them. Unlike PanO they have smoke and warbands, though, and no camo state troopers. They are also highly resistant to "shenanigans" - their HI and tags are immune to the most annoying hacking programs, and Loss of Lieutenant and Retreat are laughed at.

Their drop troops are amazing but lack a specialist option. They have infiltrating specialists in the form of Zerats - but they only have mimetism, no camo. They can handle specialist missions just fine, but like PanO, they play well by eliminating enemy specialists and turning the game into a fight rather than a "mission."

So CC is apparently very important to melee units, but is PH? Or do the modifiers from MA and weapons make it ok to only have like 12-14 PH?

Depends on what your weapon type is. The other thing is, melee crits happen a lot when you've got like 25 CC. And obvs crits bypass armor and BTS.

Oh right, I completely forgot about crits.

is it true that a maf force should have more smoke than a blaze it erryday stoner colony? (stoner space monkeys??)

Depends entirely on the game plan, but smoke is a powerful tool, and bringing at least a couple datz is a good idea.

You gotta have at least some, quantity depends on list. A linked Oznat or a few Daturazi are the usual suspects, but the others are good too. Anyat is reliably non-suicidal and Rasyat gets eclipse and can start quite far up the board, though he also may not find a good time to land until the second turn.

Nah, that's Scots. But MAF has good sources of Smoke in Daturazi.

Well, cc19 is still 95% of hitting, she's just not really a dedicated CC troop.

Well it's really the chance of hitting vs. the CC stat of the enemy.

smoke will let you avoid total reaction bots and the vast majority of 5-man links

i should strip my hsien and re-paint

Yu Jing

I have Kum Bikers who have 20 CC and no special buffs to CC. If I want them to kill someone, I use their gun.

The only reliable melee killer I've played against has 21 CC and 2 ways to buff it.

The problem is the reliability of the dice rolls.

The point of the healer's cc and exp weapon is the haris, she can get B3 cc 19 exp.

PH is surprisingly irrelevant. Mostly because low PH high CC units tend to have nasty weapons and/or Martial Arts

Against what? Tags will just have a flamethrower and torch the haris. Cheaper models can just attack a model other than the fireteam leader and just make their points back.

Useful in Looting & Sabotaging or The Grid though.

If anybody's waiting on the GM Screen preview to go up in the RPG book Mega, it's not going to. I only got PDF Master, so no GM Screen, Tiles, or Card Decks for me.

Ok I think our recurring Slav has found his way to the official forums under the name of Rannith.

>tfw you somehow after all this time you only now found out it is The EI and not The El
holy crackers I am glad I didn't make that mistake during a real game and get laughed at by everyone

I thought it was the "El" for the longest time and it was an allusion to the El of the old testament i.e. God.

at least I'm not the only one. I blame san-serif fonts

Well, PH can be important to get into melee in the first place, with dodging, smoke throwing and engaging using it.

You think this is bad? Try playing Malifaux and see how many people pronounce Ml (pronounced ML as in melee)as MI ("m.i."). Drives me nuts. It's not like the meaning is unclear in any way either.

>not converting a Daturazi with a bong for those special smoke dodges

Tarpit insurance? I guess someone could handle Cassandra spitfire just by locking her in CC, then the healer comes in to break shit up. Not exactly a key point though...

Not all TAGs have flamers, and those that do can be flanked or hacked (which you should be doing anyway since they'll likely be in supp fire). There's also your fellows with big to-hit mods, Swiss Guards and the like.
Mostly the EXP CCW is a bullying tool much like D-charges, something to apply to immobilized HI/TAGs as they panic inside their metal coffin.

They are the main reason some melee units see play at all.
You crit with a mono-filament weapon, anything left with look like a jigsaw puzzle ala Metal Gear Revengeance.

So I've decided to try to gear up for my first tourney.

I get that some missions say 'for the purposes of this mission only X/Y/Z count as specialists' but what the hell do i use in missions like Power pack where it doesn't specify?

Dudes with Specialist Operative always count.

Are they the only ones that count if the mission doesn't tell you?

Its great when you immobilize a TAG for the hilarity of 9 armor rolls. Its an anti-shitter stick for possible tarpit tactics, and breaking objectives. As I said, its for tactical flexibility and is goddamn expensive.

What counts as a specialist skill is always consistent between scenarios. I'm not even sure why they put the list in almost every scenario that uses specialists, unless it's to have a reminder there for people who print it out.
>Forward Observer
>Paramedic
>Doctor
>Engineer
>Hacker
>Chain of Command
>Specialist Operative

Thanks!

Anything between 13 and 20 is more of a "you happen to be within 4-8 inches" opportunity with something that can likely outshoot you in F2F like with a camouflage man.

You wants crits.

youtube.com/watch?v=Sam4lq2WHos
The new best power-armor incomming!

>barely able to move
>breaks down and degrades rapidly
>requires user to be a cripple
>no sculpted ass made from artificial muscle
>too fat for an average transport
>too clumsy to be a specialist
>no brethren to link up with
*laughs in chivalry*

My heart stopped when I've first saw him holding machine gun barrel down, but thank God they added a bipod. Great model, much better than sniper one.

I think the model looks great, but they should have still had him holding the weapon vs pointing it down.

Where is the DEP?

Remember to bring some water/hydration and a couple snacks like a granola bar.

This, those events can be a marathon. I'd advise to get a half-baguette sandwich or find some street food place nearby beforehand, to know where to eat. And make sure to find a chair to sit on between games. Due to the whole ARO thing you'll be standing up, moving around and talking a lot during the entire game.

>Where is the DEP?
Good question.
What does a DEP even look like?

Usually a one-use missile launcher tube of some sort.

Removing from the Human Sphere