NEW PLAYER GAME UNTITLED DRAFT 1.0

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1 NEW PLAYER GAME UNTITLED DRAFT 1.0 NEA Mission Statement: I believe that the current standard method for teaching new players Infinity does them a disservice. While a 3 light Infantry+1 heavy infantry street fight has the advantage of being simple, it does new players no favors to give them an introduction to the game in a style that rarely happens. The purpose of this scenario pack is to introduce them immediately to the objective-based gameplay which makes up the bulk of Infinity play. Additionally, model profiles are simplified to remove concepts observed to be especially confusing or time-consuming to new players, while still attempting to capture the gist of the faction in question. Teaching Objectives: By the end of the scenario, new players should be familiar with the following concepts: 1) Reading a model profile 2) Game set-up, deployment, and pre-game Lieutenant actions 3) The concept of secret information 4) Generating and using Order Pools 5) Spending Orders, and how to perform the following Actions in a turn sequence: Movement, Firing, Taking Damage and how they interact with a limited Equipment/Special Skill pool. Depending on emergent gameplay, players may also become familiar with CC attacks. 6) The concept of having a limited number of specialists who can achieve objectives, and how to support those specialists with more kill-focused troops. Extraction Mission Objective >>By the end of Turn 3, retrieve the High-Value Target (HVT) from its starting position and have exited the HVT from your Home Edge. Deployment >>This scenario is intended to be played on a 2 x3 playing surface, or one of the fold-up terrain sheets included in Operation: Icestorm Starter Set, USAriadna Starter Set, and similar products. An approximate layout map for terrain is included at the end of the scenario. >>Nominate one model in your force to be your Lieutenant (LT). Keep this information secret. Make a Face-to- Face roll using your LT s WIP score against your opponent s LT. The winner chooses whether they will move first (or second) or deploy first (or second). Once the winner has chosen movement or deploy, the loser of the roll is assigned the category not chosen by the winner, and may elect first or second in that category. >>Each player deploys along the long edge of the map, and may place their models up to 6 from the edge of the map. This edge is considered to be their Home Edge. Infiltration or Forward Deployment distances are reduced to a maximum of 3 beyond each player s maximum line of deployment. >>The player deploying first deploys 4 models, holding a single model of their choice in reserve. The player deploying second then deploys 4 models, holding a single model of their choice in reserve. Player 1 then deploys their reserve model, and player 2 then deploys their own reserve model. >>As this is a Training Scenario, several rules are not in play. These rules include Loss of Lieutenant, Command Tokens, Fireteams and Links, and Retreat.

2 >>All models are considered Regular: gain one order for each model you have active on the table at the beginning of your turn, and all of your models can use these orders. Your LT gets one bonus order just for himself. >>There is only one available ladder up the central building. It must be located along the long centerline of the table, equidistant from each deployment zone. >>Only the Light Infantry or Remote models in your list (marked with an LI or REM on the top-right corner of each profile) may interact with the HVT. Models which may be used to interact with the HVT are called specialists. >>A specialist model which wishes to interact with the HVT must move into base-to-base contact with the HVT, spend a short order, and pass a WIP check. If successful, the HVT will match the length and path of any movement the specialist takes (therefore remaining in base-to-base contact) until the specialist is knocked unconscious or killed, or both models exit the board. >>Neither side can interact with the HVT on Turn 1 of the game. >>Both sides need the HVT alive. Any attack which also affects the HVT (using a template attack against the specialist which covers part of the HVT s base, for example) is automatically cancelled, but the order remains spent. End of Mission >>This game will end immediately upon the conclusion of the third game turn. If a player moves the HVT off the table, the game will end at the conclusion of that complete game turn. Scoring >>If a player retrieves the HVT and moves it off their home edge, that player wins. If neither player does so by the conclusion of the game, the player which has lost the least number of troops is considered the winner. Thin this latter case, if both players have lost the same number of troops, the game is a tie.

3 Design Notes REMOVE BEFORE FINAL PUBLISHING -Thorakites, WildCats and Bolts had to be reclassified as LI; there are insufficient LI in the starterbox to make them work as per the specialist guidelines. -Rule of thumb: 3 combis or equivalent, one shotgun, 1 HMG or Spitfire. At the least, try to make sure, of the 2 non-basic infantry, one is a close combat piece and one is a distance combat piece. -Aleph and all the CA boxes are going to cause issues, due to the box composition. The Base CA and the Shasvastii boxes are going to be really bad. Seed-soldiers and Tohaa Symbiont Armor will need simplification, if not total deletion. Symbiont is easier to simplify. -Fucking Haqq-sassins and Fidlay. Impersonation is a huge issue. Fidlay is what makes the sectorial and ppl will want to use the mini, but without IMP-1 I m not sure how to make him work at all. Ban on adding skills means I can t just give him Infiltration/Mimetism to keep his spirit intact but within build guidelines. Refer to public testing results. -NeoTerra is just bad. Not only is there the MI issue, but they ve got two TO models that can t have their TO. As listed here they re pretty weak, but that s not fair to newbies because that sectorial box is amazingly good. Unsure if solution possible within guidelines.

4 Recommended Starting Terrain Setup

5 Army Lists This will list relatively-balanced, 5-model lists you can use from your purchased Starter Boxes. Just click on the product you own, and you ll be taken to the appropriate Army List. Do note that these are not *perfectly* balanced lists, and due to the limits of what is packaged in the Starter Boxes, some skills or equipment may be removed from profiles in order to create an easier learning environment. Of particular note are Markers. At no time are Markers used, and all skills and equipment which would generate a Marker (various levels of Camouflage, Minelayer, etc.) have been removed. At no time have any equipment or skills been added to a model s profile. In three instances (Aleph Thorakites, Corregidor Wildcats and NeoTerran Bolts), Medium Infantry were reclassified as Light Infantry for purposes of being specialists in this scenario. WHICH ARMY WOULD YOU LIKE TO PLAY? ALEPH Aleph Starter Box The Steel Phalanx Starter Box ARIADNA Ariadna Starter Box Caledonian Highlander Army Starter Box FRRM Starter Box US Ariadna Army Pack COMBINED ARMY Combined Army Starter Box Morat Aggression Forces Starter Box Shavastii Expeditionary Force Starter Box HAQQISLAM Haqqislam Starter Box Hassassin Bahram Starter Box Qapu Khalqi Starter Box NOMADS Operation: Icestorm Nomad Starter Box Bakunin Starter Box Corregidor Starter Box PANOCEANA Operation: Icestorm PanOceana Starter Box Shock Army of Acontecimento Starter Box Military Order Starter Box NeoTerran Capitaline Starter Box TOHAA Tohaa Starter Box YU-JING Yu-Jing Starter Box Imperial Service Starter Box Japanese Sectorial Army Starter Box

6 ALPEH STARTER BOX Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism and ODDs CH: Mimetism: BS attacks against this model suffer a -3 penalty. V:Dogged: When reduced to zero Wounds during your Active Turn, this model does not fall unconscious until you stop spending orders on it. Once your Active Turn ends or you activate another model using your Order Pool, this model goes unconscious immediately. V: No Wound Incapacitation: This model does not fall unconscious at 0 Wounds, but instead must be reduced to -1 Wounds to be considered out of action. Additionally, when this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

7 THE STEEL PHALANX STARTER BOX 360-degree Visor: This model may react to and make attacks all around it, rather than just in the forward 180- degree arc. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism and ODDs ODD (Optical Disruptor Device): BS attacks against this model suffer a -6 penalty. V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check). V: No Wound Incapacitation: This model does not fall unconscious at 0 Wounds, but instead must be reduced to -1 Wounds to be considered out of action. Additionally, when this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

8 ARIADNA STARTER BOX CH: Mimetism: BS attacks against this unit suffer a -3 to hit penalty. V:Dogged: When reduced to zero Wounds during your Active Turn, this model does not fall unconscious until you stop spending orders on it. Once your Active Turn ends or you activate another model using your Order Pool, this model goes unconscious immediately. V: No Wound Incapacitation: This model does not fall unconscious at 0 Wounds, but instead must be reduced to -1 Wounds to be considered out of action. Additionally, when this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

9 CALEDONIAN HIGHLANDER ARMY STARTER BOX Climbing Plus: You may move vertically without spending an order to climb. You may not stop moving on vertical surfaces. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Paramedic: This model may attempt to heal unconscious (0 Wound) friendly models. Make a WIP check with a - 3 penalty, further modified by the range values of the MedKit. If successful the target heals 1 Wound. If unsuccessful, the target dies. V:Dogged: When reduced to zero Wounds during your Active Turn, this model does not fall unconscious until you stop spending orders on it. Once your Active Turn ends or you activate another model using your Order Pool, this model goes unconscious immediately.

10 FORCE DU RESPONSE RAPIDE MEROVINGIENEE STARTER BOX Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. CH: Mimetism: BS attacks against this unit suffer a -3 to hit penalty. Paramedic: This model may attempt to heal unconscious (0 Wound) friendly models. Make a WIP check with a - 3 penalty, further modified by the range values of the MedKit. If successful the target heals 1 Wound. If unsuccessful, the target dies.

11 US ARIADNA STARTER BOX/ARMY PACK Forward Deployment Level 1: This model may deploy further upfield than normal. See scenario deployment rules. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Stealth: If you make a Cautious Move within your enemy s Zone of Control, they may not take an ARO against that order. V:Dogged: When reduced to zero Wounds during your Active Turn, this model does not fall unconscious until you stop spending orders on it. Once your Active Turn ends or you activate another model using your Order Pool, this model goes unconscious immediately.

12 COMBINED ARMY AutoMedKit: This model may attempt to heal itself after being reduced to 0 Wounds (but not -1 Wounds). Spend an Order on this unit, and make a PH check. If successful, the model is no longer Unconscious. If you fail the PH roll, the model dies. CH: Mimetism: BS attacks against this unit suffer a -3 to hit penalty. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism and ODDs V:Dogged: When reduced to zero Wounds during your Active Turn, this model does not fall unconscious until you stop spending orders on it. Once your Active Turn ends or you activate another model using your Order Pool, this model goes unconscious immediately. V: No Wound Incapacitation: This model does not fall unconscious at 0 Wounds, but instead must be reduced to -1 Wounds to be considered out of action. Additionally, when this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

13 SHASVASTII EXPEDITIONARY FORCE AutoMedKit: This model may attempt to heal itself after being reduced to 0 Wounds (but not -1 Wounds). Spend an Order on this unit, and make a PH check. If successful, the model is no longer Unconscious. If you fail the PH roll, the model dies. Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two.

14 MORAT AGGRESSION FORCE AutoMedKit: This model may attempt to heal itself after being reduced to 0 Wounds (but not -1 Wounds). Spend an Order on this unit, and make a PH check. If successful, the model is no longer Unconscious. If you fail the PH roll, the model dies.

15 HAQQISLAM STARTER BOX Infiltration: This model may deploy further upfield than normal. See scenario deployment rules.

16 HASSASSIN BAHRAM STARTER BOX BALANCE ISSUE: IS BASIC IMPERSONATION TOO MUCH FOR A NEWBIE GAME? SWAP FOR INFILTRATION? Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. Doctor: This model may attempt to heal unconscious (0 Wound) friendly models. Make a WIP check, modified by the range values of the MedKit. If successful the target heals 1 Wound. If unsuccessful, the target dies. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Basic Impersonation:

17 QAPU KHALQU STARTER BOX : 360-degree Visor: This model may react to and make attacks all around it, rather than just in the forward 180- degree arc. Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. V: No Wound Incapacitation: This model does not fall unconscious at 0 Wounds, but instead must be reduced to -1 Wounds to be considered out of action. Additionally, when this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

18 NOMAD OPERATION: ICESTORM and NOMAD STARTER PACK Multispectral Visor Level 1: This model ignores all to-hit penalties from CH: Mimetism V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

19 JURISDICTIONAL COMMAND OF BAKUNIN STARTER BOX : Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. ODD (Optical Disruptor Device): BS attacks against this model suffer a -6 penalty.

20 JURISDICTIONAL COMMAND OF CORREGIDOR STARTER BOX Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism or ODDs. V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

21 PANOCEANA OPERATION: ICESTORM and PANOCEANA STARTER PACK : CH: Mimetism: BS attacks against this unit suffer a -3 to hit penalty. Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism or ODDs.

22 SHOCK ARMY OF ACONTECIMENTO STARTER BOX CH: Mimetism: BS attacks against this unit suffer a -3 to hit penalty. Multispectral Visor Level 1: This model ignores all to-hit penalties from CH: Mimetism.

23 MILITARY ORDERS STARTER BOX HyperDynamics Level 1: This model gains a +3 bonus on Dodge rolls. V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

24 NEOTERRAN CAPITALINE ARMY STARTER BOX Multispectral Visor Level 3: This model ignores all to-hit penalties from CH: Mimetism or ODDs.

25 TOHAA STARTER BOX Symbiont Armor: At the start of the game, use the normal profile. When that profile has lost all of its Wounds, the model does not go unconscious or dies, but instead uses the Inactive Symbiont Armor profile listed below for the remainder of the game. V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

26 YU JING STARTER BOX Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two.

27 IMPERIAL SERVICE STARTER BOX Multispectral Visor Level 2: This model ignores all to-hit penalties from CH: Mimetism. X-visor: A model with this visor reduces its range-based BS modifiers from -3 to 0, and from -6 to -3.

28 JAPANESE SECTORIAL ARMY Infiltration: This model may deploy further upfield than normal. See scenario deployment rules. Kinemakita Level 1: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to three inches instead of two. Kinemakita Level 2: During the Reactive Turn only, if you successfully Dodge an attack, you may move up to four inches instead of two. V: Courage: When this model passes an ARM check, instead of making a Guts check, it may choose to stand its ground, or seek cover (in the same manner as failing a Guts Check).

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