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1 of 13 Ash Barker - June 2016

Table of Contents
ASSEMBLING YOUR RECON TEAM………3


PLAY AREA…………………………………….3

RECON BASIC MISSION RULES…………..3




ANNIHILATION (RECON)……………………4


EXFILTRATE (RECON)………………………5


FRONTLINE (RECON)………....……………7


SEIZE THE ANTENNAS (RECON)..............8


SMASH AND GRAB (RECON).....................10


SWEEP AND CLEAR (RECON)..................12


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ASSEMBLING YOUR RECON TEAM


Reconnaissance missions by their nature are fast-moving operations. Small teams will smash
and grab their way through a tactical challenge, or stealthily sneak past the opposition to fulfill
their mission. Simply getting to the area of operations means they are limited in what they can
bring; deploying Heavy equipment and assets just isn’t feasible in a lightning raid. These are
small parts of larger operations as well and senior personnel will usually be far too busy with
more dire situations to be involved. 


To represent that; Recon Teams operate with the following List building restrictions. 


- Lists are built to 150 army points with all the normal restrictions for SWC, Remotes, etc. in
place.
- No named Characters may be included in a Recon Team. They’re busy elsewhere!
- Only half your total Strike Team models may be Impetuous. They’re far too much of a liability
to the mission to bring too many along!
- You may include one model with 2 or more Wounds/Structure for every three other models in
your Recon Team. Heavy units are far too hard to deploy quickly without adequate support.
- Only a single Fireteam (Core or Haris or Duo or Triad or Enomotarchos) may be included in
the list. It may contain a maximum of 3 members and may not be reformed to more than 3.
Special Operation teams must be independent by nature and so cut back on the number of
members that use team tactics.
- You may only bring a single Combat Group. More than one can break down mission
communication with too many lines of reporting!

PLAY AREA

- Infinity: RECON games are played on a play surface 24 inches wide by 36 inches deep. This
is (conveniently) precisely the size of any of the Mototronica or other terrain sets available
from Corvus Belli and makes Infninity: RECON a great starting point for expanding what
you’ve purchased in an Army box or the Operation: Icestorm starter set. They can also be
played on a 36 inch by 36 inch play area. All Scenarios are written with objective placement
adjusting to this should need be. Just follow the setup instructions.
- Deployment Zones are 6 inches from that players table edge.
- Terrain should be set up liberally, without long fire lanes and with at least one terrain piece
touching each board edge to prevent fire-lanes that cross the entire board.

RECON BASIC MISSION RULES

All the Infinity: RECON missions follow all the rules for scoring, specialists, etc. from ITS in
regards to HVTs, etc. Classified Objectives are not used, however some Scenarios may require
you to interact with the enemy HVT. HVTs are only deployed if the Mission calls for it and may
deployed anywhere in the players half of the table, at least 6 inches outside their deployment
zone.

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Annihilation (Recon)
MISSION OBJECTIVES

MAIN OBJECTIVES

To kill between 25 and 50 enemy Army Points (1


Objective Point).
To kill between 51 and 75 enemy Army Points (3
Objective Points).
To kill more than 75 enemy Army Points (4
Objective Points).

SECONDARY OBJECTIVES


To have between 51 and 100 surviving Army


Points (3 Objective Points).
To have more than 100 surviving Army Points (4
Objective Points).
To secure the enemy HVT (2 Objective Points)

DEPLOYMENT 


Both players will deploy opposite each other in a


standard Deployment Zone 6 inches deep.

SCENARIO SPECIAL RULES

KILLING

A trooper is considered Killed when he enters


Dead state, or is in a Null state at the end of the
game.

Troopers that have not been deployed on the


game table at the end of the game will be
considered to be Killed by the adversary.

NO QUARTER

In this scenario, Retreat! rules are not applied.

END OF THE MISSION

This scenario has a limited time frame, so it will


automatically finish at the end of the third Game
Round.

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Exfiltrate (Recon)
MISSION OBJECTIVES SCENARIO SPECIAL RULES

 

MAIN OBJECTIVES EXCLUSION ZONE

Have more Synchronized Civilians in CivEvac Players must consider the Exclusion Zone to be a
state than the adversary at the end of the game Saturation Zone and a Difficult Terrain Zone. Troopers
(1 Objective Point). 
 possessing the Terrain (any type) or Multiterrain Special
Skill can apply it to avoid the effects of the Difficult Terrain
Have the same amount of Synchronized Zone.
Civilians in CivEvac state in the player’s own
Dead Zone as the adversary in his Dead Zone at DEAD ZONES
the end of the game (2 Objective Points, only if
There are two Dead Zones on the battlefield, 4 inches deep
the player has at least 1 Civilian in such state in
be- tween the Deployment Zone and the Exclusion Zone
the Dead Zone). 
 (see the map below).

Have more Synchronized Civilians in CivEvac The Dead Zone of each player is the one in his half of the
state in the player’s own Dead Zone than the table.
adversary in his Dead Zone at the end of the
game (3 Objective Points). 
 CIVILIANS

Have more Synchronized Civilians in CivEvac There are a total of four Civilians on the game table, two of
state in the player’s own Deployment Zone than them belonging to each player.
the adversary in his Deployment Zone at the end
of the game (4 Objective Points). Each player will place his two Civilians inside the Exclusion
Zone, but in base contact with the limit of the enemy Dead
SECONDARY OBJECTIVES
 Zone, in the adversary’s half of the table. Each one is
placed 8 inches from either side edge and 26 inches from
the owning players deployment zone.
To secure the enemy HVT (2 Objective Points)
Players cannot place their Civilians either on top of or
DEPLOYMENT 
 inside of any Scenery Item or Building, always deploying it
in an accessible location on the table. Scenery placement
Both players will deploy opposite each other in a must facilitate this.
standard Deployment Zone 6 inches deep.
Players can only Synchronize their own Civilians.

EXCLUSION ZONE In this scenario, Specialist Troops can have up to two
Civilians in CivEvac state at the same time. Other troops
Troopers may not use the Airborne Deployment, able to declare Synchronize Civilian can have only one
Forward Deployment, Mechanized Deployment, or Civilian in such state.
Infiltration Special Skills or the deployment rule of the
Impersonation Special Skill to deploy inside of an 8 Players can use any model from the Infinity or the Infinity
inch area on either side of the central line of the Boot- leg range, preferably those designated as HVT or as
game table. The Exclusion Zone is not applied to a Civilian. Good examples of this are the O-12 High
troopers that suffer Dispersion. Commissioner, the Tohaa Diplomat, Go-Go Marlene, the
Fusilier Angus, the TAG Pilots, the VIP Executive or the
It is not allowed to deploy in base to base contact HAZMAT A1 Specialist. Players can also use the Player A
and Player B Markers to identify or even represent their
with a Civilian.
Civilians.

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END OF THE MISSION

This scenario has a limited time frame, so it will


automatically finish at the end of the third Game
Round.

If one of the players starts his Active Turn in a


Retreat! situation, the game will end at the end of
that Turn.


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Frontline (Recon)
MISSION OBJECTIVES SHASVASTII

MAIN OBJECTIVES Troops possessing the Shasvastii Special Skill that are
inside a Zone of Operations count while they are in the
To dominate the nearest Sector to your Spawn-Embryo state or any non-Null state.
Deployment Zone (1 Objective point).
To dominate the central Sector (3 Objective BAGGAGE
Points).
To dominate the farthest Sector from our Troops possessing the Baggage piece of Equipment
Deployment Zone (5 Objective Points). that are inside a Zone of Operations and any non-Null
state also count, providing the extra Army Points this
SECONDARY OBJECTIVES
 piece of Equipment grants.

To secure the enemy HVT (1 Objective Point). END OF THE MISSION

DEPLOYMENT 
 This scenario has a limited time frame, so it will


automatically finish at the end of the third Game
Both players will deploy opposite each other in a Round.
standard Deployment Zone 6 inches deep.

 If one of the players starts his Active Turn in a
SCENARIO SPECIAL RULES Retreat! situation, the game will end at the end of
that Turn.
SECTORS (ZO)

When the game is finished, but not before, 3 Sectors


are marked out. These Sectors are 8 inches deep and
as wide as the game table. Two of these Sectors are
placed 4 inches from the central line of the game
table, one on each side, and the third Sector is a strip
8 inches deep in the central area of the table. 


In this scenario each Sector is considered a Zone of


Operations (ZO). 


DOMINATE ZO

A Zone of Operations (ZO) is considered Dominated


by a player if he has more Army Points than the
adversary inside the area. Only troops represented by
miniatures or Markers (Camouflage, Spawn-Embryo,
Seed-Embryo...) count, as well as AI Beacons, Proxies
and G: Servant Troops. Troops in a Null state do not
count. Markers representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake
Holoechoes, and any Marker that does not represent a
trooper does not count either.

A trooper is inside a Zone of Operations when more


than half the trooper’s base is inside that ZO.
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SEize the Antennas (Recon)
MISSION OBJECTIVES SEIZE ANTENNA (SHORT SKILL)

MAIN OBJECTIVES LABELS

For each Seized Antenna at the end of the game Attack.


(3 Objective Points).
REQUIREMENTS
SECONDARY OBJECTIVES

Only Specialist Troops can declare this Skill.

To secure the enemy HVT (2 Objective Points)
The Specialist Troop must be in base contact with
DEPLOYMENT 
 an Antenna.

Both players will deploy opposite each other in a EFFECTS


standard Deployment Zone 6 inches deep.


 Allows the Specialist Troop to make a Normal WIP
It is not allowed to deploy in base contact with an Roll to Seize the Antenna.

Antenna.

 If the roll is failed, this can be repeated as many
SCENARIO SPECIAL RULES times as necessary, each time spending the
corresponding Short Skill and making the roll.

ANTENNAS
A Seized Antenna can be Seized again by the
There are 3 Antennas, one of them placed in the other player, applying the same procedure. In such
center of the table, and the other two in different a situation, the An- tenna is no longer considered
halves of the gametable, each of them 12 inches from to be Seized by the adversary. 

the center and 12 inches from the edge of the table
(See map). Player A and Player B Markers can be used to
mark the Connected Antennas. It is recommended
The Antennas must be represented by a Transmission each player uses a different kind of Marker.
Antenna Marker (TRANS. ANTENNA) or with a
scenery piece of the same diameter (such as the SPECIALIST TROOPS
Communications Array by Warsenal or the Sat Station
For the purposes of this scenario, only Hackers, Doctors,
Antenna by Customeeple).
Engineers, Forward Observers, Paramedics and troops
possessing the Chain of Command Special Skill are
considered Specialist Troops.

Hackers, Doctors and Engineers cannot make use of


Repeaters or G: Servant models to perform tasks reserved
to Specialist Troops.

A Specialist Trooper with a Disabled Marker can still


accomplish the Objectives of this scenario.

HACKER BONUS

Troops possessing the Hacker Special Skill have a MOD of


+3 to the WIP Rolls necessary to Seize the Antennas.

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SPECIALIST TROOPS

For the purposes of this scenario, only Hackers,


Doctors, Engineers, Forward Observers, Paramedics
and troops possessing the Chain of Command Special
Skill are considered Specialist Troops.

Hackers, Doctors and Engineers cannot make use of


Repeaters or G: Servant models to perform tasks
reserved to Specialist Troops.

Remember

Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops
have in this scenario.

A Specialist Trooper with a Disabled Marker can still


accomplish the Objectives of this scenario.

END OF THE MISSION

This scenario has a limited time frame, so it will


automatically finish at the end of the third Game
Round.

If one of the players starts his active turn in a


Retreat! state, the game will end at the end of
that Turn.

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SMASH AND GRAB (Recon)
MISSION OBJECTIVES EXTRACT SUPPLY BOXES (SHORT SKILL)

MAIN OBJECTIVES LABELS

If a player Controls the Supply Box at the end of Attack.
each Round (2 Objective Points) 

If a player Controls the Supply Box at the end of
the Game (2 Objective Points)
REQUIREMENTS 

The troop should be in one of the following situations: 

SECONDARY OBJECTIVES

» Be in base contact with a figure in a Null state with a
SUPPLY BOX Marker. 

To secure the enemy HVT (2 Objective Points) » Be in base contact with an allied troop in a Normal
state with a SUPPLY BOX. 

DEPLOYMENT 
 » Be in base contact with an alone SUPPLY BOX
Marker.
Both players will deploy opposite each other in a
standard Deployment Zone 6 inches deep. 
 EFFECTS

 

It is not permitted to deploy in base contact with » Spending one Short Skill, without Roll, any troop can
the Tech Coffins. pick up a Supply Box in any of the situations

 previously mentioned. 

SCENARIO SPECIAL RULES » The troops must accomplish the Common Rules of
Supply Box.
TECH-COFFIN 

COMMON RULES OF SUPPLY BOXES
There is 1 Tech-Coffin. It must be placed in the center 

of the table. Inside the Tech-Coffin there is one Supply » Each miniature can carry a maximum of 1 Supply
Box. Box. As exception, Troops possessing the Baggage
Special Skill can carry up to 2 Supply Boxes. 

The Tech-Coffin must be represented by a Tech-Coffin » Only figures, and not Markers, (Camo,
Marker or with a scenery piece of the same diameter Impersonation, Holoechoes...) can carry the Supply
(Such as the Stasis Coffins by Warsenal or the Cryo Boxes.
Pods by Customeeple). » The Supply Box Marker must always be kept on the
table, even if the miniature which is carrying it passes
SUPPLY BOXES to a Null state.

The Supply Box must be represented by a Supply Box CONTROLLING THE SUPPLY BOXES
Marker, or a similar scenery item (Such as the Tech
Crates by Micro Art Studio, the Gang Tie Containers A Supply Box is considered to be Controlled by a
by Bandua Wargames, the Supply Boxes by Warsenal player if, at the end of the game, that player has a
or the Cargo Crates by Customeeple) model, but not a Marker, carrying it. That trooper
cannot be in a Null state and in base contact with any
enemy figure.

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SPECIALIST TROOPS

For the purposes of this scenario, only Hackers,


Doctors, Engineers, Forward Observers,
Paramedics and troops possessing the Chain of
Command Special Skill are considered Specialist
Troops.
Hackers, Doctors and Engineers cannot make use
of Repeaters or G: Servants to perform tasks
reserved for Specialist Troops.

END OF THE MISSION

This scenario has a limited time frame, so it


will automatically finish at the end of the third
Game Round.

If one of the players starts his Active Turn in a


Retreat! situation, the game will end at the end
of that Turn.

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Sweep and Clear (Recon)
MISSION OBJECTIVES SHASVASTII

MAIN OBJECTIVES Troops possessing the Shasvastii Special Skill that are
inside a Zone of Operations count while they are in the
To dominate more zones than the enemy at the Spawn-Embryo state or any non-Null state.
end of each round (2 Objective Point).
To dominate the same number of zones as the BAGGAGE
enemy at the end of each round (1 Objective
Point). Troops possessing the Baggage piece of Equipment
that are inside a Zone of Operations and any non-Null
SECONDARY OBJECTIVES
 state also count, providing the extra Army Points this
piece of Equipment grants.
To secure the enemy HVT (2 Objective Points)
To Connect the enemy Console (2 Objective CONSOLES
Points)
There are 2 Consoles, placed 12 inches from the edge
DEPLOYMENT 
 of the table (See map below) and 12 inches from ether
side. Each Console must be represented by a Console
Both players will deploy opposite each other in a A Marker or by a scenery piece of the same diameter
standard Deployment Zone 6 inches deep. (such as the Human Consoles by Micro Art Studio, the

 Tech Consoles by Warsenal or the Comlink Console
by Customeeple). Only the enemy Console (closest to
SCENARIO SPECIAL RULES
its deployment zone) may be hacked.
QUADRANTS (ZO)
In this scenario, the Consoles do not have a Scenery
Item Profile, so they cannot be targeted.
At the end of each Game Round, but not before, the
table is divided into four areas as seen on the map.
Each player then checks how many Quadrants he is
dominating and counts his Objective Points.

In this scenario each Quadrant is considered a Zone


of Operations (ZO).

DOMINATE ZO

A Zone of Operations (ZO) is considered Dominated


by a player if he has more Army Points than the
adversary inside the area. Only troops represented by
miniatures or Markers (Camouflage, Spawn-Embryo,
Seed-Embryo...) count, as well as AI Beacons, Proxies
and G: Servant Troops. Troops in a Null state do not
count. Markers representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake
Holoechoes, and any Marker that does not represent a
trooper does not count either.

A trooper is inside a Zone of Operations when more


than half the trooper’s base is inside that ZO.

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HACK CONSOLES (SHORT SKILL)

LABELS

Attack.

REQUIREMENTS

» Only Specialist Troops can declare this Skill.



» The Specialist Troop must be in base contact with a
Console.
EFFECTS

» Allows the Specialist Troop to make a Normal WIP


Roll to Hack the Console.
» If the roll is failed, this can be repeated as many
times as necessary, each time spending the
corresponding Short Skill and making the roll.
» A Hacked Console can be Hacked again by the other
player, applying the same procedure.
» Player A and Player B Markers can be used to mark
the Connected Antennas. It is recommended each
player uses a different kind of Marker.

SPECIALIST TROOPS

For the purposes of this scenario, only Hackers,


Doctors, Engineers, Forward Observers,
Paramedics and troops possessing the Chain of
Command Special Skill are considered Specialist
Troops.
Hackers, Doctors and Engineers cannot make
use of Repeaters or G: Servants to perform tasks
reserved for Specialist Troops.

END OF THE MISSION

This scenario has a limited time frame, so it will


automatically finish at the end of the third Game
Round.

If one of the players starts his Active Turn in a


Retreat! situation, the game will end at the end of
that Turn.

13 of 13 Ash Barker - June 2016

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