Discussion in 'Access Guide to the Human Sphere' started by Lareon, Nov 13, 2020.
Updated the first page to include the documents created by Perzan
Version 0.8 is here! Yay!
Here's the recap of the changes (you can find them highlighted in yellow, inside the document):
The captain is now a specialist
Units with Immunity (Total) cannot be bought anymore from the army roster
Raised the purchasing cost of E/M CCW
Minor change in the Personal Development Table: Removed Martial Arts 1 (redundant) and replaced it with NCO
Services Table: reduced a bit the cost of Advanced Therapy (from 10 to 8 RP) and added a new option for completely healing a unit from all the injuries received
Few changes to the Retreat! rule
Added Journalist special skill
Resources Points on contract. Changed a bit the gaining mechanic. Now the winning player doesn't gain anymore the 5 bonus RP, but they're given to the player with less renown deployed on the field. This is balanced by increasing the RP gained for each objective point from 2 to 3.
Backstab! : Added advanced deployment rules, and changed a little the mechanic of the extra irregular order.
The Heist: Added advanced deployment rules
The Mole: adjusted the mission a bit (the hvts cannot be analysed on turn 1, and tuned the twists to be more impactful on the game)
Praxis Rampage: added 360° visor to the Experiment Omega and Sixth Sense to the experiments Alpha. Now they're scary! Additionally the suppressed weapons now use PARA amunition instead than STUN
Fixed bye gains for the campaign
First of all, I'm very excited as I didn't expect this community participation to the game. I was flooded by feedback and far more people than I expected enjoyed this little project of mine. So, thank you for the support!
As for the project itself I start to do the finishing touches, if the last changes I made fall correctly in place I'm going to start working on the document layout (tables, company sheets and the document itself). In the meanwhile I'm still drafting new contracts to add to the game, and I will continue to do it once the game reach version 1.0 (it will be an ongoing separate project).
Sad Bear noises. Sad wolf howls. Sad geisha bots.
I took a geisha bot, and I'm not sad that i can't take it next time around :D
Sad that i can't take chimera next time, i can still morlock spam though.
Sorry if this is not the place but we just had our 4th game of the campaign and it was a blast, here's a translation of the post-game fluff post we do on our forum. We played the Secure the Data mission and it seemed to work just fine. Sadly a "No Twist" result was rolled.
Small update! I tooke some time to draw a new Company sheet, hoping to make it more digital-friendly.
(In a bit I will try to work for a printable one, be patient!)
Oooooh I'm so excited!
I'm happyto say I finally released the version 1.0 of the ruleset of Infinity: Mercenaries!
What does it mean? Few things:
- First is that I find the basic ruleset satisfying enough. They still can be subjected to changes and clarifications, but I believe they're solid enough to need less "drastic" changes from now on;
- Then, I focused a bit on the legibility of the document itself, to bit more clear to read and with a polished layout.
- Finally, I decided to split the guide in two documents: the rules themselves, and the contracts. This is why I decided to release the Contract Annex you can find on the main post of this thread, in which I gathered all the missions I received from the community, and adding some graphical assist on the table preparation.
Few changes are present from the 0.8 one:
- the first change is a pretty minor one, in which I decided to remove the XP gain from units that achieve an objective point;
- the second is I released a new contract, named Gladiatoria, you can find in the contract Annex!
Post Game Sequence for v 1.0
Updated the link in the main post!
@Lareon why the ban on Immunity (Total) and not Bioimmunity Soec-Ops?
I'm still monitoring the impact of BioImmunity in the game, so it can be subjected to changes in the near future. But the reason was that I tried to work with BioImmunity through soft-counters (in this case giving away discounted Breaker Combi Rifles that can be easily bought in early stages of the game), while I found Immunity (Total) broke some contracts that heavily rely on Stun/Para ammunition.
I'm generally wary of completely banning a choice or a skill, but I believe that is less harmful that working through a list of exceptions to make the Total Immunity works on this environment.
I just found this thread when I googled "Infinity Campaign". And it's a blast.
I will definitely push a Campaign using your ruleset in my community.
Thank your for your incredible work with this!
We have played the first game of the 2nd season of our campaign! 6 players this time, we'll play twice each opponent so a longer run with 10 games awaits, it's gonna be a good one!
That first picture needs some context XDDD
From left to right:
Liberto, obviously with Aquatic Terrain and camo 0 (eyes are up here!)
Flash Pulse Bot,
Czander, Chandra Specops,
And I have first proposal:
I have a feeling that Netrods and Imetrons should be treated like Peripherals - no XP gained, and once they are in Dead state they should be gone and needed to buy again.
It's just stupid to have an 4 points order that's treated like any other trooper :P
We've just started playing and so far everyone is having a blast.
I have some questions though:
1. Why are Metachem and Booty changed?
2. I assume that "You can't buy troops with swc cost" persists after team creation, and you can spend the new earned swc only on the campaing equipment. Is that correct?
Well, having a super-heavy armored, mimetism (-6) Netrod it's surely a fun thing to see on the field. Honestly though it's not much different than having a flash pulse bot, and I saw in the the various matches it's not much a problem (you start with a extemely cheap trooper, but on the long run it's not always worthy to bring a static unit that fills a slot on your roster)
1. They were changed to not clash on the general mechanic of "equip your own troops". I chose to not add redundant complexity by bringing another layer of loadout gain (in both cases I found there were some wild results, even for the Mercenaries standard)
2. That's correct. SWC are an internal resource and cannot be spent on the troop profiles