Onfinity Combat¶
Combat exchanges in Onefinity are designed to be fast and efficient, resolved in a single card draw. The reaction system ensures a dynamic pace that requires both players attention, and tactical decision.
When resolving an attack that is reacted to, simply draw twice and separate them into two different piles that you compare against other players piles.
If not sure of the outcome of an exchange, please refer to Trooper State and Conditions
Cover and Visibility¶
A trooper is in cover as long as its base is in contact with a terrain piece that covers a part of its body.
To be considered visible - and thus a valid target - a trooper must have less than 3/4 of his body in cover. More than that and the trooper is considered hidden.
Tip
It can sometimes be difficult to agree on how much a trooper's body is visible... Instead of fighting about it with your opponent, favor the rule of cool.
Modifiers¶
When resolving combats, you will have to find both your Trooper Combat Modifier and Trooper Defense Modifier.
They are the sum of the different weapons/armors, combat conditions, troopers special abilities and trooper's unit special skills.
-
Trooper Combat Modifier:
-
Trooper Defense Modifier:
- Armor defined by trooper's unit type
- Applicable Defense Modifers
- Trooper special ability
- Unit special skills
Combat modifiers¶
| Modifier | Bonus | |
|---|---|---|
| Higher ground | +1 | |
| Charging in CC | +1 | |
| CC Specialist | +1 | |
| Target attacked in the rear 180° arc | +1 | |
| Target attacked is downed | +2 |
Defense modifiers¶
| Modifier | Bonus | |
|---|---|---|
| Higher ground | +1 | |
| Cover | +1 | |
| +X |
Shooting¶
Active player selects Reactive player's trooper in LoF and range of their chosen trooper
- Active trooper draws amount of cards equal to their Trooper Combat Modifier
- Reactive trooper draws 1 card + amount of cards equal to their Trooper Defense Modifier
- Both keep best card, highest wins
- If Active trooper has multiple shots weapon
- If missed: Can attack again the same target
- If downed enemy: Can use following shot on another enemy in range and LoF, at maximum 2 hexes from initial target
- Downed trooper is laid on the side to show its status
Example
Active player trooper (AT): Light Infantry equiped with a rifle - No special abilities nor skills
Reactive player trooper (RT): Medium Infantry equiped with a rifle - No special abilities nor skills
AT moves out of cover to gain LoF on RT's rear.
RT cannot react as it does not see AT and is not in cover
Active player draws as many cards as the AT Weapon Fire Power and bonus/statistics + Applicable Combat Modifers + Trooper special ability + Unit special skills
- 1 card for Rifle Fire Power - No weapon bonus/stats
- 1 card for attacking target to the rear
- No special abilities nor skills
Reactive player draws 1 card for defense + Armor defined by trooper's unit type + Applicable Defense Modifers + Trooper special ability + Unit special skills
- 1 card for defense
- 1 card for armor value
- No special abilities nor skills
Active player draws a 10 of and a 8 of
- He keeps the 10 of
Reactive player draws a 9 of and a 3 of
- He keeps the 9 of
10 of vs 9 of
. The reactive trooper (RT) gets downned and its miniature laid on the side!
Opposed shooting¶
Reactive player troopers can react when an active trooper get in Line of Fire.
Warning
Reaction is always - Except if having a skill/equipment stating otherwise - limited to 1 Fire Power.
- Active trooper declares their movement and gets into Line of Fire of Reactive trooper trooper to fire at it
- Reactive trooper trooper declares a reactive fire
- Active trooper draws amount of cards equal to their Trooper Combat Modifier
- Reactive trooper draws 1 card + amount of cards equal to their Trooper Defense Modifier
-
If Reactive trooper is reacting:
- Reaction:
- Reactive fire: Draws amount of cards equal to their Trooper Combat Modifier - See warning
- Dodge: Draws 1 card, on 8+ they successfully dodge the active trooper shot
- Active trooper - in case of Reactive fire - draws amount of cards equal to their Trooper Combat Modifier
- Reaction:
-
Both keep best cards, highest wins. Losing trooper receives the "downed" status
- Both attacks are resolved at the same time and wounds/damage applied at the end of the resolution - Both troopers may get "downed"
- If Active trooper is equipped with a multiple shots weapon
- If not "downed" during the first exchange
- If missed: Can attack again the same target
- If Reactive trooper successfully Dodged but is still in range: Can attack again the same target
- If Reactive trooper is Downed: Can use following shot on another Reactive trooper in range and LoF, at maximum 2 hexes from initial target
- Reactive trooper can only react once
- If not "downed" during the first exchange
Multi shots
As long as the initial target is not downed, Active trooper cannot redirect following shots to another target
Example
Active player trooper (AT): Light Infantry equiped with a Combi Rifle
Reactive player trooper (RT): Medium Infantry equiped with a Rifle in cover
AT moves out of cover to gain LoF on RT.
RT gains LoF of AT and declares a reactive shooting.
Distance between troopers is 3 hexes, so AT Combi Rifle has a fire power of 3.
Active player draws
Active player attack draw:
- 10 of
- 8 of
- King of
Active player defense draw:
- 5 of
For their attack, they draw as many cards as the trooper weapon fire power + weapon bonus + any applicable combat modifer/Trooper special ability/Unit special skills
- 3 cards for Rifle Fire Power - No weapon bonus
For their defense, they draw 1 card for defense + 1 card per armor value + any applicable defense modifer/Trooper special ability/Unit special skills
- 1 card - no armor nor defense modifiers
Reactive player draws
Reactive player attack draw:
- 4 of
Reactive player defense draw:
- 2 of
- Ace of
As RT is shooting in reaction, their weapon's fire power is limited to 1 - Except if having a skill/equipment stating otherwise + weapon bonus + any applicable combat modifer/Trooper special ability/Unit special skills
For their defense, they draw 1 card for defense + 1 card per armor value + any applicable defense modifer/Trooper special ability/Unit special skills
- 1 card for defense
- 1 card for armor value
- 1 card for cover
Resolution
Active player keeps the King of as attack card and 4 of
for defense.
Reactive player has a 4 of for attack and keeps the
for defense.
5 of beats 4 of
so the active player successfully defends against reactive troopers shooting.
The is a critical defense so reactive trooper successfully avoided the first shot!
No trooper get downed in this shooting exchange.
As AT Combi Rifle has a second shot, they can shoot again!
They draw again, but this time the RT cannot react - Trropers can only react once to an event - and only draws for defense.
Active player second attack draw
- 4 of
- 8 of
- 1 of
Reactive player second defense draw
- 3 of
- 8 of
- 6 of
AT keeps the 8 of
RT keeps the 8 of
Both players have a 8 it's a tie! Ties are resolved in this order: >
>
>
.
Reactive Trooper loses the exchange and is downned. Their miniature is laid on the side!
Close combat¶
Active player selects Reactive player trooper in LoF and movement range of their chosen trooper
Reactive troopers can react when Active trooper gets in LoF.
Warning
Reaction is always - Except if having a skill/equipment stating otherwise - limited to 1 Fire Power.
Downed troopers can never react.
-
If troopers are more than 1 hex apart, active trooper can declare a charge and pay it's activation cost
- If both active and reactive troopers are in the same or adjacent hex tile at combat declaration, then active trooper simply gets into base contact and there is no charge bonus - still need to pay combat activation cost
-
If reactive fire has been declared, it is resolved first
- If active trooper gets downed by reactive fire, action ends before close combat
- Active trooper gets into base contact with reactive trooper
- Both player draw 1 card + amount of cards equal to their Trooper Combat Modifier
- Highest wins and apply damages
- If trooper loses their remaining Wound/Tough point they are killed and removed from play - No downed status in close combat
Building your force¶
You are now ready to chose your faction and build your force
Check the Force Creation page for more details or directly access the Force Builder here.