Sunteți pe pagina 1din 7

special skills|tohaa

SPECIAL SKILLS | TOHAA

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM


special skills|tohaa
2

SPECIAL SKILLS
CORAHTAR DISCIPLINE PHEROWARE TACTICS
Those who master the Corahtar discipline are This Special Skill is based upon the Tohaas
able to control others through the emission of extensive use of Pheroware technology, which is
pheromone pulses. of a pheromonic nature. There are two types of
Pheroware Tactics: Attack Tactics and Support
CORAHTAR DISCIPLINE LEVEL1 Tactics.
(DEPLOYMENT SKILL)
REMEMBER:
LABELS The target of a Comms Attack can declare
Obligatory Reset to avoid the Attack.
REQUIREMENTS
-- To be able to use the Level 1 of this Special Skill
The term Pheroware applies to all pheromonic
the Troop Profile must include the SymbioMate
technology of artificial design with technical
or SymbioBomb piece of Equipment.
applications. Even though in Tohaa society
the Pheroware is widely applied to civilian
EFFECTS
usage, in the Human Sphere this term is
-- During the Deployment Phase, troopers possessing
applied to military use technologies. The
this Special Skill may assign SymbioMates or
inability of human physiology to process
SymbioBombs to other troopers of their own army
information transmitted via Corathaa, the
or to themselves, if they meet the Requirements
Tohaas pheromonic language, is the main
for this piece of Equipment.
reason why the civilian applications of this
technology pass unnoticed by humans.
However, the warfare applications of
Pheroware are particularly devastating
and highly dangerous for any biological
creature nearby.

PHEROWARE TACTICS CHART


Attack Opponent
Tactic Type Name Damage B Target Skill Type Special
MOD MOD

Trooper possessing Zone of Control.


ATTACK Endgame 0 0 14 2 Short Skill/ ARO
Wounds Attribute Loss of 1 Wounds.

Trooper possessing Zone of Control.


ATTACK Eraser 0 0 16 1 Short Skill/ ARO
Wounds Attribute State: Isolated

Zone of Control.
Trooper possessing
ATTACK Hellzone +3 0 13 2 Short Skill/ ARO DT Special Ammo.
Wounds Attribute
State: IMM-1

Turn. Zone of Control. Reflective.


SUPPORT Nimbus Sphere 0 0 -- 1 -- Short Skill/ ARO Circular Template with Nimbus Special
Ammo.

Turn. NFB. Reflective.


Zone of Control.
SUPPORT Mirrorball 0 0 -- 1 -- Short Skill/ ARO
Circular Template that obstructs LoF
of Multispectral Visors.

REMEMBER:
In the Reactive Turn, the Burst value is reduced to one.

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM


special skills|tohaa
3

ENDGAME (SHORT SKILL/ ARO) HELLZONE (SHORT SKILL/ ARO)


LABELS LABELS
Comms Attack, No LoF. Comms Attack, No LoF.

REQUIREMENTS REQUIREMENTS
-- The user must possess a piece of Equipment that -- The user must possess a piece of Equipment that
allows him to use Pheroware Tactics. allows him to use Pheroware Tactics.
-- The target can only be an enemy trooper -- The target can only be an enemy trooper
possessing the Wounds Attribute. possessing the Wounds Attribute.

EFFECTS EFFECTS
-- In the Active Turn, the user may distribute two -- In the Active Turn, the user may distribute two
WIP Rolls among one or multiple targets. WIP+3 Rolls among one or multiple targets.
-- Each successful Roll forces the target to make -- Each successful Roll forces the target to apply
a BTS Roll versus Damage 14. the effects of the DT Special Ammunition, which
obligates him to make two BTS Roll versus Damage
-- For each failed BTS Roll, the target loses one
13.
point of his Wounds Attribute.
-- Failing the BTS Roll causes the target to enter the
-- The range of this Attack is the users Zone of
Immobilized-1 state, signified by an Immobilized-1
Control.
Marker (IMM-1).
-- The effects of this program persist until the
ERASER (SHORT SKILL/ ARO) opponent cancels the induced state by any
LABELS of the Cancellation clauses for the state.
Comms Attack, No LoF. -- The range of this Attack is the users Zone of
REQUIREMENTS Control.
-- The user must possess a piece of Equipment that
allows him to use Pheroware Tactics.
-- The target can only be an enemy trooper
possessing the Wounds Attribute.

EFFECTS
-- Allows the user to make a WIP Roll against the
target.
-- A successful Roll forces the target to make a
BTS Roll versus Damage 16.
-- Failing the BTS Roll causes the target to enter the
Isolated state, signified by an Isolated Marker
(ISOLATED) in base to base contact.
-- The effects of this Pheroware Tactic persist until
the opponent cancels the induced state by
any of the Cancellation clauses for the state.
-- The range of this Attack is the users Zone of
Control.

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM


special skills|tohaa
4

NIMBUS SPHERE
(SHORT SKILL/ ARO)
LABELS
Reflective, Support Tactic.

EFFECTS
-- By passing a WIP Roll, the user may place a Nimbus
Circular Template inside his Zone of Control.
-- The Nimbus Template must be entirely within
the Zone of Control.
-- The effects of this Support Tactic persist until the
end of the Player Turn, at which point you must
remove the Nimbus Circular Template.
-- Each user can only sustain one active Support
Tactic at each Player Turn.
-- The user may voluntarily cancel an active Support
Tactic by declaring that.

MIRRORBALL
(SHORT SKILL/ ARO)
LABELS
Reflective, NFB, Support Tactic.

EFFECTS
-- By passing a WIP Roll, the user may place a
White Noise Circular Template inside his Zone
of Control.
-- The White Noise Template must be entirely within
the Zone of Control.
-- The effects of this Support Tactic persist until
the end of the Player Turn, at which point you
must remove the White Noise Circular Template.
-- Each user can only sustain one active Support
Tactic at each Player Turn.
-- The user may voluntarily cancel an active Support
Tactic by declaring that.

WHITE NOISE: SUMMARY


Troopers wearing a Multispectral Visor cannot
draw LoF through a White Noise Zone (see Infinity
N3 page165).

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM


special skills|tohaa
5

EQUIPMENT
SYMBIOMATE -- If its user, the trooper who the SymbioMate has
been assigned to, is in the Active Symbiont Armor
state and receives a successful hit with Fire Special
The SymbioMate is a single use piece of Equipment
Ammunition he will not perform an ARM roll and
that allows its owner, in whose Trooper Profile the
the Damage will be ignored, but the SymbioMate
SymbioMate is listed, to assign it to a trooper in
will be removed from the game table at the
the same Army List, called the user, in order to
end of that Order. Any other successful hits with
provide additional combat advantages.
Fire Special Ammunition received by the user
SYMBIOMATES: during the same Order will be ignored as well.
GENERAL GAME CONDITIONS
-- However, when using the SymbioMate, all
--The SymbioMate must be placed and remain in other Attacks received using any other type
base contact with its user, its assigned trooper, of Ammunition will be applied as usual.
moving along with him.
-- Using a SymbioMate also avoids having to perform
--A SymbioMate is considered a Game State
a Guts Roll in that same Order.
Marker rather than a model.
--If the user of the SymbioMate passes to the SYMBIOMATE GAME EXAMPLE
Dead state, remove the SymbioMate from During the Deployment Phase, the Tohaa Player
the game table at the same time as its user. assigns two of its Kaeltar Specialists SymbioMates
to a Gorgos and a Sakiel, two troopers deployed
with Active Symbiont Armor.
SYMBIOMATE
During the game, the Gorgos receives a successful
(AUTOMATIC EQUIPMENT)
hit with Normal Ammunition and three successful
TRAITS hits with Fire Special Ammunition. The Tohaa
Deployable, Disposable (2), Non-Lootable, Optional, player declares the use of the SymbioMate, so
Prior Deployment. he doesnt make the Fire Special Ammunition
REQUIREMENTS ARM Rolls. However, the Tohaa player must roll
-- SymbioMates can only be assigned during the the ARM Roll for the Normal Ammunition hit as
Deployment Phase. usual. At the end of that Order, the player will
remove the SymbioMate from the table.
-- A SymbioMate can only be assigned by its owner
Later, the Kaeltar Specialist, the owner of the
to those troopers possessing Symbiont Armor
SymbioMates, passes to Dead state. However,
and who are present on the game table (thus
even removing the Kaeltar model from the game
excluding troopers with Airborne Deployment,
table, the player will not remove the Sakiels
Hidden Deployment, etc.)
SymbioMate.
-- A trooper with Symbiont Armor cannot receive On the next Round, during a heroic action, the
more than one SymbioMate. Sakiel, receives several successful hits, fails the
-- SymbioMates can only be used while in the corresponding ARM Roll and goes to the Dead
Active Symbiont Armor state. If this state is lost, state. When removing the figure from the table,
the SymbioMate must be removed from the the SymbioMate Marker is removed as well.
game table.

EFFECTS
-- During the Deployment Phase, a SymbioMate
is assigned to a trooper possessing Symbiont
Armor and is placed in base to base contact
with that trooper on the game table.

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM


special skills|tohaa
6

EFFECTS
SymbioMates are bioconstructs that serve -- During the Deployment Phase, a SymbioBomb
as a platform for a symbiont creature to is assigned to a trooper with Symbiont Armor,
allow other troopers to benefit from the and it is placed in base to base contact with
capabilities of the Corahtar Discipline that trooper on the game table.
Masters. The sacrifice of these creatures is
-- By expending one Short Skill it allows its user to
valuable as it helps to save the life of their
use one Pheroware Tactic.
users, so nobody will shed tears for them.
-- The SymbioBomb will be removed from the game
table at the end of the Order in which it has
been activated.
SYMBIOBOMB -- SymbioBombs apply the General Game Conditions
of the SymbioMates.
The SymbioBomb is a single use piece of equipment
that allows its owner, in whose Trooper Profile the SYMBIOBOMB GAME EXAMPLE
SymbioBomb is listed, to assign it to a trooper in During the Deployment Phase, the Tohaa Player
the same Army List, called the user, in order to assigns its Kaeltar Specialists SymbioBombs to
provide additional attack and support advantages a Sakiel and to a Gorgos, which already has
a SymbioMate.
SYMBIOBOMB
(SHORT SKILL/ARO)
TRAITS Symbiotech developed by the Tohaa has
Deployable, Disposable (2), Non-Lootable, Optional, allowed them to design symbiont creatures
Prior Deployment. that serve as a singular platform for many
Pheroware variants. However, the stress these
REQUIREMENTS small and frail creatures have to endure when
-- SymbioBombs can only be assigned during the activating their different Pheroware variants
Deployment Phase. turns them into one use only resources.
-- The owner can only assign a SymbioBomb to To the Tohaa troopers, used to use-and-
those troopers that have the Symbiont Armor throw-away symbiont tools, the chubby
piece of Equipment and are present on the and likeable aspect of the SymbioBombs
game table (Thus excluding troopers with Airborne is no excuse to not detonate them. The
Deployment, Hidden Deployment, etc.). combat versatility and effectiveness of the
SymbioBombs overcomes any qualms that
-- A trooper with Symbiont Armor cannot receive they might have when sacrificing them in
more than one SymbioBomb. exchange for a tactical advantage.
-- Troopers can only use a SymbioBomb while in
the Symbiont Armor Active state. If this state is
lost, the SymbioBomb must be removed from
the game table.

SYMBIOBOMB: PHEROWARE TACTICS

ATTACK TACTICS SUPPORT TACTICS

ENDGAME NIMBUS SPHERE

ERASER MIRRORBALL

HELLZONE

INFINITY IS A TRADEMARK OF CORVUS BELLI S.L.L. | INFINITYTHEGAME.COM

S-ar putea să vă placă și