Небольшая компиляция новых правил, характеристик и т.п.
Skills and Equipment
Doctor + - +3 WIP to Doctor Checks
Akbar Doctor - When succeed in Doctoring, the patient goes back to full health. This would raise 2W models from Unconscious back to full health. Grants Doctor+ but unable to use both skills as same time.
Impersonation L1 - Place anywhere on board except enemy DZ. May be placed in enemy DZ with WIP roll, if fail then disperse. If figure disperse off of board, place miniature on the board edge within your own DZ. Impersonators get Surprise Shot L1, Stealth Skill and Surprise Attack.
Kinematika LX - Dodge in ARO is 2", but with each level of Kinematika adds an inch.
Surprise Shot L1 - -3 BS or PH when attacked, could be more with different levels?
Stealth - Cautious Move available within ZoC but out of LoF. No AROs allowed even if reach B2B from Short Skill or Cautious Move. If Short Skill results in a non-Move Skill, opponent may ARO but only from the "Engaged State" - so Dodge, CC, Reset but no Shoot.
Martial Arts - All levels of Martial Arts gain Stealth, Surprise Attack and Courage. Martial Arts now stacks with Berserk.
Surprise Attack - -6 MOD to CC if you just came out of a Marker.
Marksmanship LX - Reduce model's Burst to 1, increase BS by +6. Does not include L1-2.
Dogged - The model ignores the Unconscious state for the entire turn, at which it would drop dead at the end of the turn. They may walk over to a Doctor and ask for a heal. Dogged now works on the Reactive Turn as well.
Scavenger - Take one weapon (BS or CC) or an equipment from an Unconscious foe. You are able to use the item. They are automatically Coup de Grace.
Poison - Causes a BTS save in addition to any melee damage from successful CC.
Assault - If model has LoF to enemy, they may double move and CC at -3 to CC.
Berserk - Also contains Assault rule in addition to +6 CC. Assault and Berserk cannot be used together.
Engage - If a model activates within LoF and 2" of this model, you must pass a PH roll (Normal or FtF depending on enemy). If you pass, you Dodge all incoming fire and enter in CC. This looks like a great way to clear up the Quantum Dodge in N2. Who knows if Kinematica increases the Engage range?
Impetuous - Operates as N2 Impetuous except the model can cancel the Impetuous Order without spending Orders. Impetuous models are unable to benefit from Cover.
Extreme Impetuous - This is exactly N2 Impetuous. Need to spend a Regular Order to cancel the Impetuous Order. Impetuous models are unable to benefit from Cover.
Inspiring Leadership - Replace all troops with Leader's Training and Fury, they all gain V: Courage and ignore Retreat. Inspiring Leaders may use a Coordinated Order by spending their Lt's Order without spending any Command tokens. Coordinated Orders rely on Command tokens now, so they're a limited expenditure except with Joan and Wallace.
Motorcycles - Only -3 PH to Dodge, Change Facing or Engage.
Heavyweight - Unable to cross Wide Gates. If model crosses Wide Gates, the rest of their movement is halted and they're placed on the far side.
Manned - TAG contains a person, vulernable to being ejected from a Hacking Program.
TinBot L1/2 - Tinbot is a Marker that follows it's owner in B2B contact throughout the game. If the owner falls Unconcious, enters "Null State" or "Isolated" the TinBot doesn't work. When an model with TinBot is Hacked, the Attacker gets -3 to their Mod for each level of TinBot. If a TinBot is in a Link Team, it provides that bonus to everyone in the Link.
Executive Order - As soon as this model is placed on the board, they become the army's Lt. and strip the previous Lt. of their rank. This information is private. Does not work in a LoL situation.
Religious - Auto-Pass Guts and cannot choose to fail. If wish to fail, must make a WIP roll. If pass, you may Act Normally but if you fail the troop stands its ground. Ignores Retreat as well.
Veteran L1/2 - Veteran 1 ignores Retreat and Isolated, always Regular. 2 gives Sixth Sense 2 and No Wound Incap.
Superior Combat Jump: If the model fails its Combat Jump, instead of dispersing at random they can be placed anywhere inside your DZ as long as a Combat Jump model could land in that location.
Advanced Command - Get 1 more Command Point. This may be spent even in the user is Null, Dead, whatever.
Advanced Deployment - For each level, gain additional 4" for Deployment.
Sniffer - Models with Sniffer allow models with Sensor to use them as Repeaters for the purposes of using the Sensor skill. This is deployable equipment, unclear how many Sniffers a model will have. My guess is 3 because that's the magic Infinity number.
Sensor - Listed as providing +6 WIP to Discover checks. Also, allows use of Triangulate Fire Skill. Allows model to Shoot a Targeted foe at BS-3, ignoring every other modifier including range. This seems to imply that it'll function like Speculative Fire but for any weapon a Sensor has. Triangulate Fire is an Entire Order, which is the new way of saying Long Order.
Guided - May make BS Attack against a Targeted (FO'd) model, ignoring LoF and gaining +6 BS while ignoring Cover, Camo, etc. Burst 1, limit 5 per turn. Hackable and possibly neutralized by ECM.
ECM - Cancel +6 from Guided Trait, unable to Dodge as this is the declared ARO.
Advanced ECM - In addition to cancelling +6 Guided, provide -3 BS to Attacker.
Sat-Lock - User makes -6 WIP check while using Sensor within ZoC. If they succeed, all Markers are revealed and under the status of Targeted.
Medikit - Uses Pistol Ranges and allows Doctors to try to heal models. Unknown if bonus/penalty for Range.
Antipodes - At least 3 Antipodes must be deployed in the same Combat Group as the Controller, they count as a single Irregular Order. Antipodes must declare the same skills against the same target, they generate only one ARO. In CC, only one Antipode gets to attack but the others provide +1 Burst, +1 PH to Damage. Each member needs to be in ZoC with at least another, leaving the ZoC causes them to become Imm-2 (?). At the start of each turn when a Pack has lost a member or the Controller is dead, make a WIP-3 to see if Antipodes flee. If pass, you're good. If fail, they're in Retreat. There are no bananas in this version.
Hint at bigger packs but currently rules is for 3.
Meta-Chemistry:
1-3 +1 ARM
4-5 Dogged
6 Bioimmunity
7-8 MOV 8-4
9 +6 BTS
10-11 +3 PH
12-13 NWI
14 SS2
15-16 Regen
17-18 Super Jump
19 Climbing Plus
20 Total Immunity
Booty L1 is the same. Booty 2:
1-2 +1 Arm
3 Chain Rifle
4 Automedkit
5 Nanopulser
6 Panzerfaust
7 MSR
8 Smoke Grenades
9 Mimetism
10 +2 ARM
11 Multi Rifle
12 MSV1
13 Breaker Rifle
14-15 ADHL
16 +3 ARM
17 Flash Pulse
18 Motorcycle
19 ODD
20 HMG
X-Visor - Same, -3 becomes +0; -6 becomes -3
Hacking Rules are available as Scanned PDFs on this page of the Infinity forums. Scroll down until you see MacAttack001's post with N3 Hacking pdf. I haven't even read these yet.
Edit: Koni said no scans so I'm removing the Link to the Link. Funny how they have no problem with people typing it up, but scans are a no-no. :s
Weapons
Tactical Bow
0-8 +3 8-16 +0 16-24 -6
Damage = PH, i.e. a PH 13 Hardcase would do 13 Damage for each hit
Burst 1 Double Action
Traits Anti-Material, Silent
Carbine
0-8 +3 8-16 +3 16-24 -3 24-40 -6
Damage 13/14
Burst 2
Carbines are currently using Plasma. Their range bands look familiar because that's almost the old Combi Rifle ranges while Rifles have improved their -3 zone to 16-32. "Blast Mode" is Damage 13 but makes an Impact Small Teardrop while the "Hit Mode" gets rid of the Teardrop but ups the damage to 14. This carries forth on the Plasma Sniper Rifles that are 14 for "Blast" and 15 for "Hit".
Nimbus Grenades - Cause Low Visibility (-3 To Shoot) and Saturation. They are non-offensive weapons like Smoke Grenades. Nimbus+ causes Poor Visibility (-6 to Shoot) in addition to Saturation and this is applied against MSVs.
Smart Missile Launcher (Replaces GML)
Damage 14 AP+DA
Anti-Material (?), Impact Circular
Auto-Aim Mode
0-8 +0 8-24 +0 24-40 +3 40-96 +0
Damage 14 AP+DA
Anti-Material, Impact Circular
Heavy Pistol
0-8 +3 8-16 +0 16-24 -6
Damage 14 Shock
Burst 2
Usable in CC, Burst 1
Deactivator
0-8 +6 8-16 +3 16-24 -6
Burst 1
Destroy visible piece of equipment by making WIP roll, i.e. Mine, E/Mauler, D-Charge, etc.
CCW = PH Damage, Burst 1
Knife = PH-1 Damage, Shock, Silent
Breaker Ammo - AP for BTS, so halves BTS and does damage.
Suppression Fire
0-16 +0 16-24 -3
Burst 3
Suppression Fire is an Entire Order that causes a model to fire their weapon with B3 on the Reactive Turn. This is confirmed to work with 360 Visor, so that means any 360 models are able to B3 any models that get in their way. Suppression Fire causes enemies to have -3 BS in FtF roll. The corridor is gone, you can no longer shoot your friends.
Drop Bear
Deployable or Thrown Anti-personnel Mine. Deployable can be used as an Intuitive Attack versus Markers while Thrown cannot. Throwing the Drop Bear places the Mine Marker within Range. As per Mines, they do not detonate on the Order in which they are placed. Either mode places a Mine Marker without Camouflage.
Silent - Models hit by this cannot issue Change Facing or Alert. Models within ZoC of the Attacker cannot issue Change Facing whenever the Attacker Shoots.
Anti-Material - May destroy walls.
E/Mauler - Operates like a Mine in that it is placed as a Camouflage Marker. It doesn't detonate but sprays a Small Teardrop of E/M Damage 13. This does not consume the E/Mauler.
Sepsitor - 2 Ammo, Large Teardrop that Possesses all Cubes unless they beat the user's WIP with their BTS. Burst 1. Allowed for Intuitive Attacks.
Sepsitor+ - Unlimited ammo.
Statuses
Saturation - -1 Burst, High Saturation is -2; minimum 1.
Engage - Current term for engaged in CC, I think it has replaced "Charge" from N2.
Targeted - Status of being Forward Observed, so that models get +3 BS to Shoot at you. So, I could Mark a target and then any models that try to shoot it, with or without the "Guided" Ammo gets +3 BS.
G: Remote - All Remotes when they go Unconscious need 2 more Wounds to put into Dead. i.e. 1W goes to 0W for Unconscious, -1W for still Unconscious, -2W for Dead. Engineers repair any Unconscious G: Remote to Conscious from any point, i.e. 1W.
White Noise - Acts as Zero Visibility (-6) if you have any level of MSV. Troops cannot draw LoF through White Noise. Models with MSV in White Noise are blind, cannot declare any skill requiring LoF. If shot at, -6 to Shoot or Dodge. This seems to be a Super Zero Vis Zone.
Coordinated Orders - Spend 1 Command token, up to 4 models with same training perform the same actions against the same target by revealing both halves of their Order with one model being named the Spearhead Leader. The Spearhead's Burst is halved, every other model's Burst is reduced to 1. In CC, the Spearhead gets +1B and +1PH for each model providing help. At the end of the Coordination, remove the Spearhead token.
Impetuous and AD - In N2, if you had an Impetuous AD unit, they would Deploy with their Impetuous Order but not have access to their own Order (Regular/Irregular) because in the game state the portion where you generate an Order is already over. I guess CB realized that no one except a really experienced player knew that rule existed, so they've changed it. Impetuous AD come onto the board with their Order now.