March 4, 2015 by crew
This is the Wartrader, bouncing around all over the place…
A number of changes in third edition make movement in Infinity a lot freer, giving your troopers more manoeuvrability.
In N2, troopers could move over waist-high obstacles without slowing down.
In N3 this has been increased to anything up to the height of the trooper’s Silhouette, so 40mm for basic troopers and 67mm for fullsize Tactical Armoured Gears (TAGs). This makes 6-4 movement TAGs exceptionally mobile as they can freely move over shipping containers etc. while human-size troops will have to slog it around the corner or start Jumping or Climbing. However even normal humans can get over most scatter terrain without problems.
The Maghariba Guard with it’s massive 70x70mm S8 Silhouette can even move over low buildings freely!
Standing Up/Going Prone
In N2, standing up from Prone position or going Prone took up half an Order.
In N3, a trooper can decide whether they’re standing up or going prone for free at the start of any move – but the whole move will count as being at that height. So, Impetuous troops that start the turn Prone no longer half to spend half the Impetuous Order standing up and half running forwards with no ability to Dodge or shoot, but instead freely stand up at the start of the move.
In N2 there were no rules for moving through/over your own troops.
In N3 a trooper can freely move through any friendly trooper with an equal or lower Silhouette value. So basic humans (S2) can move through each other, Remotes (S3 and S5) can clamber over humans but not vice-versa and fullsize TAGs (S7) can ignore any friendly trooper while moving.
Climbing in N2 was a very good way to knock your models Unconscious. Climbing reduced a trooper’s speed by half and required a successful PH roll for each Climb move or the trooper fell off the wall and took falling damage.
To take a typical example, a 4-4 move trooper that wanted to get onto a 3″ high building would need two Climb skills (of 2″ each) and two PH rolls, so a typical PH10 trooper would have a 25% chance of falling off.
In N3, Climb now takes an entire Order instead of half, but uses the whole first move value and doesn’t require a roll. So the 3″ building still takes a whole Order to get onto or off, but there is no chance of falling.
As with Climb, Jump in N2 was short-range and required a roll. This meant that a 4-4 move trooper could make a couple of 2″ jumps in an Order – and with the need to actually land on the far side of the jump it was almost impossible to get across any kind of gap.
Jump in N3 follows the change to Climb – it takes an entire Order, uses the whole first move value and doesn’t require a roll. So a standard trooper can jump across gaps up to 3″ wide (4″ minus the 1″ width of the base to land). So cinematic leaps from rooftop to rooftop are now a thing! Just watch out if you misjudge the distance and don’t have enough movement to land, because falling damage is decidedly more vicious in N3.
There were no specific rules for ladders in N3 and a wide variety of house rules.
In N3, ladders are effectively just open ground that happens to be at a different angle to normal, there is no need to use Climb or Jump skills etc.
So overall your models get to move around the battlefield much more easily, particularly in the vertical plane. No longer is a 2-3 storey building something that nobody would ever move onto or off because it took too many Orders, instead it’s somewhere you can get onto with a couple of Orders and no chance of dying, other than being seen by enemy troopers while you climb…
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"Climbing in N2 was a very good way to knock your models Unconscious..."
"No longer is a 2-3 storey building something that nobody would ever move onto or off because it took too many Orders"