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 |
| 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 |
| 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 |