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Onefinity Force Creation Reference

Force

Forces are organized into Units based on a chosen faction.
Each Unit contains 1 or more individual Troopers of the same type - Light Infantry, Medium Infantry, Heavy Infantry, Tag - with different class, weapons, and equipment.

Unit Types

Unit Type Movement Armor Wounds Special Abilities Cost
Light Infantry 2 0 1 1 2
Medium Infantry 2 1 1 1 4
Heavy Infantry 1 2 1 2 6
TAG 1 3 2 3 10

Info

TAG (Tactical Armored Gear) units consist of only a single trooper - the TAG itself.
Unlike other unit types, they cannot include additional troopers.

Unit Composition Limits

Each Unit type has suggested restrictions on how many and what types of troopers it can include:

Unit Type Min Troopers Max Troopers Specialist Limit
Light Infantry 2 6 1
Medium Infantry 3 6 2
Heavy Infantry 2 4 1
TAG 1 1 0

Remember that regardless of composition, no unit may exceed the maximum cost of 25 points.

🚧 Force Building Rules

When creating your force for a mission, follow these guidelines:

  • Standard Game Size: Maximum of 75 points per player
  • Unit Limitations:

    • All units must be of the same faction
    • Maximum cost per Unit: 25 points (regardless of Unit type)
    • Maximum of 4 distinct Units per force
    • Maximum of 12 total Troopers across all Units
    • Maximum of 1 TAG per force
  • Trooper Limitations:

    • Amount of Special Abilities per Trooper:

      • Light Infantry: 1
      • Medium Infantry: 1
      • Heavy Infantry: 2
      • TAG: 3
  • Specialist Requirements:

    • Forces should include at least 1 specialist (Engineer, Hacker, Medic, Saboteur, Scout)
    • No more than 3 specialist troopers per troop

Factions

Each faction has access to specific unit types, unique abilities, and faction-specific skills:

Exomorph Collective

Bio-engineered specialists with adaptive capabilities

  • -2 point discount on all TAG units

  • All Engineer class troopers cost -1 point

  • Access to Exomorph Collective Faction Skills"

Nova Corps

Technology and hacking specialists

  • -1 point discount on all Tech/Hacking equipment

  • All Hacker class troopers cost -1 point

  • Access to Nova Corps Faction Skills"

Shadow Coalition

Masters of stealth and infiltration

  • -1 point discount on Stealth and Mimetism unit-wide skills

  • All Scout class troopers cost -1 point

  • Access to Shadow Coalition Faction Skills"

Terran Expeditionary Force

Military efficiency and close combat experts

  • -2 point discount on all Heavy Infantry units

  • All Close Combat specialists cost -1 point

  • Access to Terran Expeditionary Force Faction Skills"

Special Skills

Each unit may select a maximum of 2 special skills from a combination of the General Special Skills table and their faction-specific Skills table.

General Special Skills

The general special skills are available to all factions.

Special Skill Point Cost Effect
Fast 2 All troopers in unit move +1 Hex
🚧 Combat Jump 2 Unit can deploy via airborne insertion according to scenario rules
Close Combat Specialist 3 All troopers in unit get +1 card in Close Combat
Mimetism 3 All troopers in unit draw +1 card for defense against ranged attacks
Stealth 3 All troopers in unit draw +1 card for defense when in cover

Faction Special Skills

Those skills are only available to units that belong to the same faction

Exomorph Collective

Special Skill Point Cost Effect
Bio-Regeneration 2 At the end of each turn, draw a card, on 8+, remove one wound from a trooper in this unit.
Reactive Shell 3 Troopers from this unit draw +1 card when defending a reaction.

Nova Corps

Special Skill Point Cost Effect
Data Analysis 2 Once per active turn, when any trooper from this unit is activated, you may look at the top 3 cards of your deck and rearrange them in any order.
Network Override 3 Enemy hackers within 3 hexes of any trooper from this unit draw -1 card on Hack special actions.

Shadow Coalition

Special Skill Point Cost Effect
Assassinate 2 When a trooper from this unit charges an isolated enemy, draw +2 cards instead of the normal +1 charge bonus.
Ghost Protocol 3 Once per active turn, one trooper from this unit can perform a move action without triggering any reactive actions from enemy units.

Terran Expeditionary Force

Special Skill Point Cost Effect
Military Efficiency 2 When this unit spends 3+ action points on a single trooper in one active turn, the last action costs -1 action point.
Tactical Focus 3 When multiple troopers from this unit target the same enemy in the same active turn, each trooper after the first gets +1 card when attacking.

Troopers

Classes

Each trooper within a unit has one specific class:

Class Point Cost Basic Capability
Soldier 1 Standard combat trooper
Scout 3 Specialist: Scouts can enter play from any side of the table and can be placed up to 3 Hexes from enemies. This action is subject to reactions.
Hacker 4 Specialist: Carries Cyberdeck; Can perform Hack special action
Medic 4 Specialist: Carries medical supplies; Can perform Heal special action
Engineer 4 Specialist: Carries repair toolkit; Can perform Repair special action
Saboteur 4 Specialist: Carries plasma charges; If this trooper is in 2 hexes range of the charge that detonates, the detonation gets +1 fire power

Special Trooper Abilities

Each trooper can select one or more special abilities from this table depending of their unit type.

Ability Point Cost Effect
Hyper-reactive 2 Draws total amount of weapon's Fire Power when shooting as a reaction
Lucky 2 Once per game, trooper can redraw 1 card
Martial Artist 2 Draw +1 card during close combat
Carrier 3 Can carry second equipment piece
Tough 4 +1 Wound

Equipment

Each trooper can carry one piece of equipment from this table

Equipment Point Cost Effect Classes that can use
360° visor 1 Provides its user with 360° LoF instead of 180° Any
Grapple 1 Reduce Jump/Climb cost to a normal movement one. Doubling cost rule still applies Any
Relay Beacon 1 Single use: Beacons can be put in place and left behind on an hex using special action Use equipment. Hacker in 2 hexes radius of a beacon can use hack special action on an element 2 hexes away from the beacon Any

Info

Faction discounts may apply to equipment costs

Weapons

Weapons cost is calculated with the help of formulas found on the Weapon Calculator Page.

Weapon Rules

Rule Short Effect
Armor Piercing AP(X) Ranged only: Reduces target's defense value by (X) - can't reduce below 1 card. If AP should reduce the target defense to 0 with a minimum card draw of 1, and that the target receives a wound, the wound is doubled
Blast B(X) Creates explosion with radius of X hexes around target's hex. All troopers in radius are attacked with the weapon Fire Power
Close Combat Bonus CC(+X) Draw +X card(s) in Close Combat
Dead Shot DS Draw +1 card when shooting
Lethal - If this weapon inflicts damages to target that would result in downed state; Target is killed instead.
Tesla Charge TC(X) Close Combat only: Reduces target's Close Combat card draw by X - can't be reduced below 1 card

Primary Weapons

Your main armament - rifles, machine guns, specialist weapons. Each trooper carries one primary weapon.

Weapon Range FP Shots Abilities Point Cost
Light Shotgun 2 1 1 CC(+1) 1.5
Boarding Shotgun 2 2 1 CC(+1) 2.5
Assault Rifle 6/4 1/2 1 - 2.5
Submachine Gun 3/2 1/2 2 - 2.5
Multi Rifle 6 2 2 - 4.0
Combi Rifle 5/4 2/3 2 - 4.0
Plasma Rifle 6 2 1 Lethal 5.5
Sniper Rifle 8 2 1 DS 5.5
Heavy Machine Gun 7 3 2 AP(1) 6.5
Multi Sniper Rifle 8 2 2 DS 6.5
Spitfire 6 4 2 AP(1) 7.0
HRMC 7 4 1 AP(2) 7.5
Feuerbach 7 3 1 AP(3) 8.0
Panzerfaust/Bazooka 5 4 1 AP(3) 8.0
Heavy Sniper Rifle 8 2 1 DS, Lethal 8.5
Missile Launcher 6 4 1 AP(3), B(1) 9.5
Heavy Rocket Launcher 7 4 1 AP(3), B(2) 10.5

Secondary Weapons

Secondary weapons that can be carried alongside primary weapons.

Weapon Range FP Shots Abilities Point Cost
Pistol 2 1 1 +1 FP at 1 hex range 1.0
🚧 Smoke Grenade 3 0 1 Blocks LoF 1.0
Grenade 3 1 1 B(1), AP(1) 3.5

Close Combat Weapons

Melee weapons for hand-to-hand fighting. Can be carried alongside primary and hand weapons.

Weapon CC Modifier Abilities Point Cost
Knife - - 0
Combat Dagger +1 - 1.0
Mono-edge Blade +1 TC(1) 1.5
Chain-claw +2 - 2.0
Power Weapon +1 TC(2) 2.5
Monofilament Wire +2 TC(2) 3.0