(inb4 pithy comments about rule bloat) If you guys were to add one rule or skill to Infinity, what would it be? Something that you feel is perhaps not represented enough in the game, or that you think would just make a neat addition. Random gallows humor brainstorm I had with all the different ways of interacting with the High Value/Designated Target in ITS 9, was a skill named War Criminal, that would be appended to units with a history of... not following the rules of warfare. So Druze, Bash Bazouks, Scarface & Cordelia, Yaogats, probably plenty of others... it would give a +3 on all rolls to interact with the HVT, DT, or other civilians (Rescue), whether by FtF or Normal rolls. So synching the HVT for Kidnapping, rolling to attack them in missions where you have to kill the Designated Target, hell, even Inoculating them for your classified. Any similar ideas you've had? Or skills that you think soldiers in the Human Sphere *should* have but don't?
Sure. Focus (Entire Order) REQUIREMENTS The user must also fulfil the requirements of and declare a Short Skill that requires a roll. EFFECTS Allows the user to execute the declared Short Skill with a MOD of +3. This is available to all units. Marksmanship L:X changes this MOD to +6, but only BS Attacks.
Explode L2 - like L1, but can explode in Dead, not only Unconscious state. I originally thought about it when putting together a Rakshasa assassin concept for Vedic sectorial. Intimidating Presence - when trooper with this skill is activated in both LoF and ZoC of enemy trooper, the enemy has to pass a WIP check; on failure the only ARO he can take is Dodge. Units with V:Courage ignore that skill. This would work well on TAGs, especially Raicho or Maggy. Gun Kata - trooper with this skill and both any kind of pistol and any kind of CCW (including knife) can use them both in CC as if he had a Dual Wield and two CCWs.
Nah, I'm imagining it to be the same MODs and values as current Marksmanship X, but sacrificing movement and declaration priority instead of burst.
(Insert pithy comment about rule bloat here) :D I've got a few. Booty Plus: A character that is an arms dealer gains this skill: Basically, it either lets you do multiple L2 booty rolls, or grants an L1 Booty to any non-mercenary in your army that doesn't already have Booty. Hacking Program - Doxx: Supportware hacking program that uses the hacking area including repeaters as sniffers. Fugitive: Character is worth an additional 10 victory points at the end of the game if killed or alive. If a Bounty Hunter delivers the kill/capture, 20 points. Gunslinger: Bonus +3 accuracy to pistols on top of other modifiers (IE +6/+3/-3 range bands)
I've thought of a similar supportware program that would allow AI Beacons to be treated as Repeaters as long as it's in play.
"Nothin' Personell, Kiddo" - Entire Order Allows a unit in Hidden Deployment to reveal itself in base to base contact with a unit inside of its ZoC (from its hidden placement) and perform a CC attack. The targeted unit may not react with a BS attack. Possibly a bit too strong, maybe change the distance to be the engage range or similar. And perhaps for the aliens, "Blink" (Short range teleportation device). This unit only provokes AROs at the start and end of its movement, and not in the space between those two points. If the unit performs any other action at a point during the movement, that point mudt be made clear and the unit provokes AROs from that point as well". This one probably needs better wordingb but basically during movement it teleports short distances, so that AROs against it can only target either the point from which the movement began, the point at which the movement ended, or any point where the unit in question performed any other skill.
Door Kick. Must have a CCW with the anti-material trait. Allows the user to use two attack short skills, one against the door/terrain, and if that is successfully destroyed, to shoot as the second short skill. Concussive Ammunition: If this weapon caused a Damage roll, in addition to effects from damage, move the unit 1" away from the original attacker. Basically, something to knock back rooftop hanging High Armor hard to knock units out of cover that and anyone who depends on cover to impose -12 mods with ODD and suppression fire. Also I'd love to see Explode L2, I'd imagine it would simply be higher damage, like DMG 15 (and maybe AP+EXP), or a different template like chest mines. And I too would like to see the Raicho get Full Auto, and I don't plan to play CA.
Not that I am advocating any new skills in INFINITY (hell some need to be dialed back or consolidated), but here's a fun idea to slow down warbands. SHOOT-DODGE BS ATTACK SHORT SKILL / ARO Attack. REQUIREMENTS The user must have LoF towards the target unless the BS Weapon, Special Skill or Equipment used states specifically that it does not require LoF. EFFECTS The user employs his BS Attribute (or that specified by the weapon) to fire upon one or more enemies, applying a - 6 modifier. At the time of the BS Attack declaration, the user must choose which of his appropriate BS Weapons, Special Skills or pieces of Equipment to use. If the attacker has more than one target and a BS Weapon, Special Skill or piece of Equipment with a Burst value higher than 1, he must distribute his attacks as part of the BS Attack declaration. The attacker must also specify which type of Ammunition he will use, if more than one is available, as part of the BS Attack declaration. If the attack succeeds, the model is also considered to have succeeded in performing a dodge, and may move up to 2 inches following the rules of dodge in the reactive turn. Gaming Etiquette Players are expected to conduct all discussion during the declaration and resolution of this skill in slow motion, and mimic the sound of a heavily beating heart during the dice rolls.
This would have solved some of the meme-ier stuff from Armory I'd really like to see more Albedo given to a few more units. Creates a clever little triangle between Albedo, MSV and Camo. And CB should bring back Explosive Combat Jump for the new IA drop troop, I'd be into that. It *is* called the Shooting Star. And while we're bringing things back, I did read something about some Vehicles and TAGs having brackets back in N2 that allowed them to carry other troopers? That would be pretty cool. Or even just an APC-style transport vehicle that could carry 2-3 guys up the board a little faster. but it would be really cool if my CC guy could just ride a TAG up the field. New skills though? I would like to see more interesting mobility variants along the lines of Mechanical Transmutation. Like maybe something that climbs faster than it walks, or is rewarded for staying on the sides of buildings like a spider. I also think the Ironclad rule from this season of ITS is a good start for making TAGs feel better, but I'd love for it to just become a skill called Ironclad that would grant TAGs Fatality, V:Courage (Maggie, the Gorgos, and the Nomad TAGs are currently the only ones without this -- every other TAG gets it from G: skills, V:Courage or Martial Arts in one case), a big bonus to CC in some situtations (because somehow even the TAG that's the best at CC is somehow barely better than the most basically trained CC troops) and something else to make the oversized weapon feel more the way an oversized weapon should.
I would like a unit with a skill that allows deploying cover. For example a unit with nanoscreen can lay it down so that is now fixed at this position and others can use it too but the unit who had it first lost it now. I had a few games there were no good cover in some awesome position, so units with nanoscreen or sapper could use this position but no one else ;)
A new skill that allows jump troops to jet pack jump around the level. As a full order, perform the combat jump manouver again even if already deployed, with potential dispersion. Means you can riskily cover a lot of ground in one go, and potentially jump up onto tall buildings (or down from) if there is enough space to place a template. Also Jump troops could be immune to falling damage, or there should be a skill enabling it.
A skill that allows you to bring your own bit of terrain in the form of a vehicle as part of your deployment. The vehicle meechanical Deploys and allows you to take some amount of S2 or S1 passengers and deploy them within 2" of it. Vehicle would probably have to have a large silhouette value, but otherwise count as terrain you can get cover from. And also have structure values and such.
Rodoks wear a jetpack and can superjump, i would line to see more models equiped like this. The idea troops with combat jump being inmune to fall damage is very cool.
Well yea, TAGs could use something to shrug the engaged state even for a price of unnoposed enemy CC attack (srsly how it big murder-robot "stuck" by some journalist or pokemon standing in b2b with him?o0)
Something like Reapers Shadow Step from Overwatch. Full Order teleport requiring line of sight to destination, moving using both movement values. Triggers AROs only at start and end points. But otherwise, yes. A really good version of cautious movement.