Home › Forums › TABLETOP GAMES › INFINITY › INFINITY HOUSERULES › Infinity Houserules for the ABGG
Here are the Houserules for our Arcanopolis Bacolod Game Group (ABGG). We decided to keep some good rules from the 2nd Edition, which were too much simplified in the 3rd Edition. Also we setup some minor additional rules to fit more the style of our games. Feel free to comment about.
### Comparing same dice-rolls ###
In case that in a face-to-face roll both Players have the same outcome, they compare their Skill-Stats. The higher Stat wins. If the Stats are the same, it is a draw and both couldn’t accomplish what they wanted.
Example: PlayerA (BS11) and PlayerB (BS13) are in a firefight. Both roll their shots with their BS-Skills and roll both an 8. They now have to compare their Skill-Stats (PlayerA BS11 against PlayerB BS13). PlayerB has the higher Skill, so he wins the firefight.
### Dispersion Rules ###
We are keeping the 2nd Edition Dispersion Rules. In the 3rd Edition they deviate fixed 16 inches. We like on the 2nd Edition Rule that how closer you missed your stat, how less deviation will happen. If you missed your stat higher, then your deviation will be further away. The direction of the dispersion is the second Digit (or first if below 10) of your made roll. The distance of the Dispersion is the failure category times 2,5 Inches.
Thrown grenades can have a maximal reach of their weapon stat, measured from the thrower.
Example: PlayerA (PH12) wants to make an AD: Combat Jump from his dropship. He has to mark his landing area and roll on his PH-Stat. If he rolls 1-12 he can land at his marked position. If he rolls above 12, in this example he rolls a 16, he will disperse. The direction is 6 on the landing template. His failure category is roll16-PH12= Failure Category of 4. FC4 x 2,5inches=10inches dispersion from his original landing point. His Deviation is quiet far away from his planed drop down and he could be now in serious trouble.
### Cover and Armor ###
If you are in partly cover behind and in contact to a wall or similar and someone is targeting you, then the shooter has -3 to hit. If he hits, you get to your Armor-Roll +3.
If you are in partly cover (sight cover) but not in contact to a scenery, then you don’t get the +3 Arm-Roll, but you are still harder to hit (not full visible) and the shooter is still at -3 to hit you.
Example 1: PlayerA shoots at PlayerB who is behind a wall which covers him up to his belly. PlayerA has -3 to his BS-Skill because PlayerB is in partly cover. If PlayerA hits, then PlayerB has in Addition to his own armor also +3 Armor from his base-to-base-contact to the cover.
Example 2: PlayerA shoots at PlayerB who is standing open on a street, but is only half visible because a housecorner is in the LOF. PlayerA can see PlayerB only partly and has to count in the -3 to hit. But if PlayerB is hit, he can’t take Advantage of the +3 Armor-Roll, because the housecorner is some meters away and no base-to-base-contact.
### Army Secrecy ###
For our own games we changed the secrecy of the units on the battlefield. The other player can see which miniatures you set up in your deployment, but he can’t ask for details about it. You get all the information you need after having LoS with the other unit or if the unit is in Hacker range.
### Friendly Fire ###
Friendly fire is now possible. If you decide for example to throw a grenade to an enemy and a friendly unit is nearby, then that is calculated risk and your choice to do.
Exception are mines, because they trigger only if no friendly is in the zone of control.
You must be logged in to reply to this topic.
Home › Forums › TABLETOP GAMES › INFINITY › INFINITY HOUSERULES › Infinity Houserules for the ABGG
Here are the Houserules for our Arcanopolis Bacolod Game Group (ABGG). We decided to keep some good rules from the 2nd Edition, which were too much simplified in the 3rd Edition. Also we setup some minor additional rules to fit more the style of our games. Feel free to comment about.
### Comparing same dice-rolls ###
In case that in a face-to-face roll both Players have the same outcome, they compare their Skill-Stats. The higher Stat wins. If the Stats are the same, it is a draw and both couldn’t accomplish what they wanted.
Example: PlayerA (BS11) and PlayerB (BS13) are in a firefight. Both roll their shots with their BS-Skills and roll both an 8. They now have to compare their Skill-Stats (PlayerA BS11 against PlayerB BS13). PlayerB has the higher Skill, so he wins the firefight.
### Dispersion Rules ###
We are keeping the 2nd Edition Dispersion Rules. In the 3rd Edition they deviate fixed 16 inches. We like on the 2nd Edition Rule that how closer you missed your stat, how less deviation will happen. If you missed your stat higher, then your deviation will be further away. The direction of the dispersion is the second Digit (or first if below 10) of your made roll. The distance of the Dispersion is the failure category times 2,5 Inches.
Thrown grenades can have a maximal reach of their weapon stat, measured from the thrower.
Example: PlayerA (PH12) wants to make an AD: Combat Jump from his dropship. He has to mark his landing area and roll on his PH-Stat. If he rolls 1-12 he can land at his marked position. If he rolls above 12, in this example he rolls a 16, he will disperse. The direction is 6 on the landing template. His failure category is roll16-PH12= Failure Category of 4. FC4 x 2,5inches=10inches dispersion from his original landing point. His Deviation is quiet far away from his planed drop down and he could be now in serious trouble.
### Cover and Armor ###
If you are in partly cover behind and in contact to a wall or similar and someone is targeting you, then the shooter has -3 to hit. If he hits, you get to your Armor-Roll +3.
If you are in partly cover (sight cover) but not in contact to a scenery, then you don’t get the +3 Arm-Roll, but you are still harder to hit (not full visible) and the shooter is still at -3 to hit you.
Example 1: PlayerA shoots at PlayerB who is behind a wall which covers him up to his belly. PlayerA has -3 to his BS-Skill because PlayerB is in partly cover. If PlayerA hits, then PlayerB has in Addition to his own armor also +3 Armor from his base-to-base-contact to the cover.
Example 2: PlayerA shoots at PlayerB who is standing open on a street, but is only half visible because a housecorner is in the LOF. PlayerA can see PlayerB only partly and has to count in the -3 to hit. But if PlayerB is hit, he can’t take Advantage of the +3 Armor-Roll, because the housecorner is some meters away and no base-to-base-contact.
### Army Secrecy ###
For our own games we changed the secrecy of the units on the battlefield. The other player can see which miniatures you set up in your deployment, but he can’t ask for details about it. You get all the information you need after having LoS with the other unit or if the unit is in Hacker range.
### Friendly Fire ###
Friendly fire is now possible. If you decide for example to throw a grenade to an enemy and a friendly unit is nearby, then that is calculated risk and your choice to do.
Exception are mines, because they trigger only if no friendly is in the zone of control.
You must be logged in to reply to this topic.