Core Rules

1.1 Attributes

Attributes are the fundamental characteristics that define a unit's innate capabilities. Each unit in Infinite Frontiers possesses three core attributes:  
  • Mind
    Description: Governs intelligence, perception, and strategic thinking.
    Impact: Influences abilities related to hacking, information gathering, and tactical planning.
  •  
  • Body
    Description: Represents physical strength, endurance, and agility.
    Impact: Affects combat prowess, movement speed, and resilience.
  •  
  • Spirit
    Description: Reflects willpower, charisma, and mental fortitude.
    Impact: Determines leadership abilities, morale, and resistance to psychological effects.
  Attribute Allocation:
  • During unit creation, allocate a total of 12 points among the three attributes.
  • Minimum: 2 points per attribute.
  • Maximum: 6 points per attribute.
  Example:
AttributePointsDescription
Mind4Strong analytical and strategic skills
Body5High physical strength and endurance
Spirit3Adequate leadership and resilience
 

1.2 Talents

Talents represent specialized skills or proficiencies that enhance a unit's effectiveness in specific areas. Each talent is associated with one of the core attributes and provides additional bonuses during gameplay.   Available Talents:
  • Combat (Body): Enhances offensive and defensive combat abilities.
  • Endurance (Body): Increases a unit's ability to sustain damage and recover from injuries.
  • Perception (Mind): Improves awareness, spotting hidden enemies, and detecting traps.
  • Leadership (Spirit): Boosts the morale of other units and allows for coordinated squad actions.
  • Hacking (Mind): Enables the unit to breach security systems and manipulate digital environments.
  • Charisma (Spirit): Facilitates negotiations, persuasion, and influencing NPCs.
  Talent Allocation:
  • During unit creation, allocate a total of 15 points among available talents.
  • Minimum: 1 point per talent.
  • Maximum: 5 points per talent.
  Example:
TalentAttributePointsDescription
CombatBody4Superior melee and ranged combat skills.
EnduranceBody3Enhanced stamina and damage resistance.
PerceptionMind2Keen senses for detecting threats.
LeadershipSpirit3Effective at boosting squad morale.
HackingMind2Proficient in cyber operations.
CharismaSpirit1Basic negotiation and persuasion abilities.
  Talent Benefits:
  • Each talent point provides a +1 bonus to related actions.
  • Higher talent levels unlock special abilities or enhanced effects.
  Placeholder: Talent Specializations and Advanced Talents  

2. Unit Creation

 

2.1 Step-by-Step Unit Creation

Creating a unit in Infinite Frontiers involves defining its attributes, talents, equipment, and tier. Follow these steps to build your unit:  
  1. Determine Unit Tier
    • Tier 1 (Minions): Basic units with limited abilities.
    • Tier 2 (Lieutenants): Intermediate units with enhanced skills.
    • Tier 3 (Standard Units): Fully developed units with balanced attributes and talents.
    • Tier 4 (Elite Units): Specialized units with superior capabilities.
    • Tier 5 (Boss Units): Powerful units with unique abilities and high attribute scores.
  2.  
  3. Allocate Attributes
    Distribute 12 points among Mind, Body, and Spirit (minimum 2, maximum 6 per attribute).
  4.  
  5. Assign Talents
    Allocate 15 points among available talents, ensuring each talent has at least 1 point.
  6.  
  7. Select Equipment
    Choose equipment appropriate to the unit's tier and role (e.g., weapons, armor, gadgets).
    Equipment can provide additional bonuses or special abilities.
  8.  
  9. Define Special Abilities
    Based on talent levels, assign any special abilities or enhancements the unit possesses.
  10.  
  11. Finalize Unit Profile
    Compile all information into a unit profile, including name, tier, attributes, talents, equipment, and abilities.
  Example Unit Profile:
NameTierAttributesTalentsEquipmentAbilities
Vanguard Guard3Mind: 4, Body: 5, Spirit: 3Combat: 4, Endurance: 3, Perception: 2, Leadership: 3, Hacking: 2, Charisma: 1Assault Rifle, Kevlar VestShield Wall: +2 defense to nearby allies
  Placeholder: Advanced Unit Customization  

3. Dice Mechanics

 

3.1 Types of Dice

Infinite Frontiers utilizes standard six-sided dice (D6) for all game mechanics. Dice are central to determining the outcomes of actions, combat, and skill checks.  

3.2 Dice Rolling

Dice pools are formed based on a unit's attributes and talents relevant to the action being performed. The number of dice rolled directly influences the probability of success.   Dice Pool Formation:
  • Action Base: Typically starts with a number based on the relevant attribute.
  • Talent Bonus: Add dice based on the unit's talent level in the relevant skill.
  • Equipment Modifiers: Some equipment can add or subtract dice from the pool.
  Example:
Action: Combat Attack
Dice Pool Calculation: Body (5) + Combat Talent (4) = 9 D6   Placeholder: Dice Pool Modifiers and Special Rules  

4. Skill Check Resolution

 

4.1 Performing a Skill Check

Skill checks determine the success or failure of various actions, such as hacking a terminal, negotiating with NPCs, or spotting an enemy. The process involves:  
  1. Define the Action: Clearly state what the unit is attempting to do.
  2. Determine the Relevant Attributes and Talents: Identify which attributes and talents apply.
  3. Formulate the Dice Pool: Add together the relevant attribute and talent points to determine the number of D6 to roll.
  4. Set the Difficulty Rating (DR): The Game Master (GM) sets a DR based on the action's complexity.
  5. Roll the Dice Pool: Roll the determined number of D6.
  6. Compare Results: Count the number of dice that meet or exceed the DR.
  Example:
Action: Hacking a Secure Terminal
Relevant Attributes/Talents: Mind (4) + Hacking Talent (3) = 7 D6
Difficulty Rating: 4
Roll Outcome: 7 D6 rolled, 5 of them are 4 or higher → Success with 5 successes.  

4.2 Success and Failure

  • Success: Achieve the desired outcome based on the number of successes.
    • Single Success: Basic outcome.
    • Multiple Successes: Enhanced outcome or additional benefits.
  •  
  • Failure: The action does not achieve its intended goal.
    • Partial Failure: Minor setbacks or complications.
    • Critical Failure: Significant negative consequences.
  Placeholder: Advanced Skill Check Scenarios  

5. Squad Mechanics

 

5.1 Forming Squads

Squads allow units to operate cohesively, enhancing their effectiveness in various situations. Forming squads involves grouping units under a squad leader, typically a higher-tier unit.   Squad Composition:
  • Leader: A Tier 2 or higher unit with Leadership talent.
  • Members: Tier 1 and Tier 2 units that follow the leader.
  Benefits of Squads:
  • Coordinated Actions: Squads can perform combined maneuvers and attacks.
  • Enhanced Defense: Leaders can boost the morale and defense of squad members.
  • Resource Sharing: Squads can share resources and support each other during missions.
 

5.2 Squad Actions

Squads can perform specialized actions that individual units cannot, leveraging their collective strengths.   Common Squad Actions:
  • Flanking Maneuver: Gain advantage by attacking an enemy from multiple directions.
  • Suppression Fire: Provide covering fire to reduce enemy accuracy.
  • Combined Assault: Execute a powerful attack that deals increased damage.
  Placeholder: Squad Special Tactics and Synergies  

6. Advanced Actions

 

6.1 Stealth

Stealth allows units to move undetected or perform actions without alerting enemies. This is crucial for infiltration, reconnaissance, and surprise attacks.   Stealth Mechanics:
  • Dice Pool: Mind (for perception checks) + Stealth Talent
  • Difficulty Rating: Set by the GM based on environmental factors and enemy alertness.
  • Outcome: Success allows the unit to remain hidden; failure may alert nearby enemies.
  Benefits of Stealth:
  • Avoid Detection: Move past enemies without initiating combat.
  • Surprise Attacks: Gain a bonus on the first attack if attacking from stealth.
  • Reconnaissance: Gather information without raising alarms.
  Placeholder: Stealth Strategies and Environmental Interactions  

6.2 Dodge

Dodge enables units to evade incoming attacks, reducing the chance of being hit or mitigating damage.   Dodge Mechanics:
  • Dice Pool: Body (for agility) + Dodge Talent
  • Difficulty Rating: Based on the attacker's skill and weapon.
  • Outcome: Success negates or reduces the damage from an attack.
  Benefits of Dodge:
  • Increased Evasion: Higher chance to avoid attacks entirely.
  • Damage Reduction: Lower incoming damage even if the attack connects.
  • Mobility: Allows units to reposition quickly during combat.
  Placeholder: Advanced Dodge Techniques and Timing  

7. Combat

 

7.1 Engaging in Combat

Combat in Infinite Frontiers is tactical and relies on the strategic use of units' attributes, talents, and positioning. Initiate combat when encountering hostile units or during missions requiring forceful actions.   Combat Initiation:
  • Encounter Detection: Units detect enemies through perception or are ambushed.
  • Turn Order Determination: Based on Action Points (AP) and initiative rolls.
 

7.2 Resolving Combat

Combat resolution involves a series of steps to determine the outcome of engagements between units.  
  1. Declare Attack: Identify the attacking and defending units, specify the type of attack (melee, ranged, special ability).
  2. Determine Dice Pools:
    • Attacker's Dice Pool: Body + Combat Talent + Weapon Bonuses
    • Defender's Dice Pool (if applicable): Body + Dodge Talent (for melee) or Defense Talent (for ranged)
  3. Roll and Compare: Roll the attacker's dice pool, count successes; if defending, roll their dice pool, count successes, then compare to determine hits and damage.
  4. Apply Damage: Subtract damage from the defender's health or armor, check for any special effects (e.g., status conditions).
  5. Check for Morale: Units taking significant damage may need to perform a Morale Check based on Spirit and Willpower talents.
  Example:
Attacker: Vanguard Guard with Body (5) + Combat Talent (4) = 9 D6
Defender: Sentinel Unit with Body (4) + Dodge Talent (3) = 7 D6
Attack DR: 4
Defense DR: 4
Results: Attacker rolls 9 D6, gets 6 successes. Defender rolls 7 D6, gets 3 successes.
Outcome: 6 - 3 = 3 successful hits. Apply damage accordingly.  

7.3 Cover and Positioning

Positioning units strategically and utilizing cover can significantly impact combat outcomes.   Cover Types:
  • Light Cover: +1 to defense rolls, partial concealment.
  • Heavy Cover: +2 to defense rolls, full concealment.
  Positioning Rules:
  • Line of Sight: Determine if units can see each other based on their positions and cover.
  • Engagement Range: Define the distance between units to establish combat parameters.
  Placeholder: Advanced Positioning Strategies and Terrain Effects  

7.4 Morale and Psychological Effects

Morale influences a unit's performance and can lead to changes in their combat effectiveness.   Morale Check Mechanics:
  • Trigger Conditions: Taking significant damage, witnessing squadmates fall, or facing overwhelming odds.
  • Dice Pool: Spirit + Willpower Talent
  • Difficulty Rating: Set by the GM based on the severity of the situation.
  Outcomes:
  • Success: Unit maintains composure and continues fighting effectively.
  • Partial Failure: Unit is shaken, suffering minor penalties.
  • Critical Failure: Unit becomes broken, fleeing the battle or ceasing to fight.
  Placeholder: Morale Recovery and Psychological Resilience  

Summary

The core mechanics of Infinite Frontiers provide a robust foundation for engaging and strategic gameplay. By focusing on unit creation, attributes, talents, dice mechanics, skill checks, squad operations, advanced actions, and combat resolution, players are equipped with the essential tools to navigate the game’s challenges. These mechanics ensure that every decision impacts the outcome, fostering a dynamic and immersive gaming experience.   Placeholder: Further Reading and Advanced Mechanics  

Article Stub Placeholders

To facilitate future expansion and deeper exploration of complex subjects, the following article stubs are included as placeholders. These can be developed into comprehensive guides or chapters as the game evolves.  
Rulebook

Articles under Core Rules


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