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  1. Mar 22, 2019 · So I compiled this A4 rules reference, and also included all the states (bc so annoying that they are not in the rules, but on tiny cards with tiny text instead). Here's the PDF: Defiance Rules Reference Sheet. Haven't played the game yet, so it would be super nice if somebody with actual gaming experience can give feedback.

  2. Infinity Defiance is a dungeon crawler with high quality metal miniatures that are compatible with Infinity. At the beginning of the Round, you build the Initiative deck which will determine the order in which the enemy units will be activated. Each enemy Unit will draw a card from the AI deck and every Enemy in that Unit will attempt to ...

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  3. Feb 1, 2021 · Defiance Reference Sheets pdf. 4MB · 447 Downloads. Credit goes to Solkan who made this available on the Infinity Forums. R.

    • WHAT IS INFINITY DEFIANCE?
    • FIRST GAME
    • EQUIPMENT SLOTS
    • BEING EQUIPPED
    • B BACKPACK
    • CHARACTER CARD
    • IN CONTACT
    • PLAYING THE MISSION
    • ACTIVATIONS PHASE
    • LINE OF SIGHT
    • SWITCHES
    • HACK
    • ALLIES
    • REMOTES
    • AUTOMEDIKIT
    • ENEMIES
    • SELECTED UNITS, DEPLOYED UNITS AND AVAILABLE UNITS
    • ACTIVATION
    • AI CARDS
    • r Retreat! K Focused
    • HACKABLE
    • KEYWORDS
    • HOW TO SOLVE CONTRADICTIONS
    • MOVEMENT AND LINE OF SIGHT
    • UNCONSCIOUSNESS AND DEATH
    • CONSEQUENCES
    • REINFORCEMENTS
    • ALERT LEVEL
    • MAXIMUM ALERT
    • STATES
    • CAMPAIGN GAME
    • BEGINNING THE CAMPAIGN
    • PLAYING THE MISSIONS
    • ▶ Build the Selected Units deck and the Available Units
    • ▶ Build the Initiative deck.
    • ▶ Build the Loot deck.
    • SICKBAY AND WORKSHOP
    • LOOT
    • REDISTRIBUTING THE CREW
    • SAMPLES
    • ▶ yTech Samples.
    • MINOTAUR ENGINES
    • SAMPLES AND EQUIPMENT CRAFTING
    • ACQUIRE SPECIALTIES
    • CHECK EQUIPMENT
    • UPGRADE SPECIALTIES
    • SPECIALTY CARDS
    • At the end of a Campaign mission,
    • ▶ Name.

    In Infinity Defiance, up to four players control a commando unit of four elite soldiers in the Infinity Universe. The Characters have been recruited by Bureau Aegis of O-12, with the goal of foiling the Evolved Intelligence’s invasion plans. To achieve that goal, they must travel through the Acheron wormhole, infiltrate into alien territory and, on...

    The best way to learn how to play is by playing. Extraction is the first mission of the Campaign and it’s designed so the players are able to learn the basic concepts of the game while enjoying the game. All missions require the same preparation by the players.

    The Character card has tabs with the location iconsnHead, oTorso, mHands, and bBackpack. If an Equipment Card has any of these Character can they have free For example if with a pistol on cannot also be weapon which tabs. ✔ ✔ Equipment cards can have more than one tab, each indicating a different location. In this case, only one tab needs to be mat...

    For a Character to be equipped with an item, that Equipment card must be matched to at least one location tab, other than the bBackpack. Characters cannot use an item unless they are equipped with it.

    The Backpack represents the capacity of the Character to carry additional equipment that is not being actively used. This can be represented on the miniature by a campaign backpack, compartments in their armor, harnesses, etc. Any Equipment card tab can be matched to a bBackpack tab even if the icons do not match, but the Character will not count a...

    NAME. SPECIAL SKILLS. ATTRIBUTES: g MAXIMUM AGGRO. U SPEED. W DEFENSE T WOUNDS. SPECIALTY CATEGORIES TO WHICH YOUR CHARACTER HAS ACCESS AND THEIR STARTING EQUIPMENT. LOCATION TABS.

    Two spaces are adjacent if they share a side. The shared side cannot belong to a wall, a closed door, or the purple side of a blocked space. A miniature or game element (Console, Container, etc.) is in Contact with another miniature or game element if the spaces on which they stand are adjacent to one another. Cadin is in Contact with both Nox. ‘Ja...

    Next, do the following, in order: All missions begin with one of the players reading out loud the introductory text that puts the Characters in context. Next, read carefully the Instructions section, which may require you to modify the configuration of some game component before starting to play. The missions are played across a variable number of ...

    CHARACTERS During the Activations phase, each Character can perform up to two Actions, choosing any of the following Actions: ▶ Move. ▶ Attack. ▶ Hack. ▶ Equip. ▶ Interact. Characters can repeat Actions, for example: Move and Move, or Attack and Attack. In addition to these Actions, the Character can perform any pAction described on their Character...

    To determine if there is Line of Sight to a target, it must be possible to draw a straight line from a corner of the Attacker’s space to a corner or side of the space occupied by the target, without that line being obstructed by walls, closed doors, purple borders, red borders, or spaces occupied by Characters, Allies, or Enemies.

    Each time you make a Roll you will get a series of symbols on the dice. Equipment cards, Software cards, and Specialty cards allow you to spend those symbols to apply different Effects. longer be available for other Switches, nor for the resolution of the Roll. You can repeat the same Switch as many times as you want, spending the corresponding sym...

    Characters equipped with Hacking device can perform one of the Actions described on the Software cards installed on their device. The Hacking Roll indicates the dice to be rolled when the Hacking Action is performed. This Roll can be modified by the Software cards, Specialty cards, or other skills or Effects that are currently being used. ▶ Each Ha...

    Allies can begin the mission deployed on a space if the mission Instructions say so, or they can be Neutral Characters who have been successfully Interacted with. They are represented by an Ally card on which their Attribute values are shown and on which there may be Actions or Skills particular to them that are available during the mission. Place ...

    Remotes are semi-autonomous support units with little armor but they are very fast and versatile. Only a Repair Kit can be used to heal their Wounds. When a Remote falls Unconscious, remove their marker or miniature from the board and discard all Damage and State tokens they have. Draw a Consequence card and place it face down next to their Ally ca...

    At the beginning of each mission, all Characters are equipped with an AutoMediKit, a nano-sanitary device embedded in their personal tactical equipment. It is a sophisticated high-tech device. Besides monitoring its wearer’s vital signs, it automatically injects them with fast-acting nano-repairers, allowing them to keep fighting. This Action is on...

    Enemies are activated in groups of miniatures called a Unit. The background color of their name indicates the level of difficulty they provide to the Characters: Blue (Rookie), Red (Veteran) and Black (Personality). Unit cards have a profile on each face with a different level of difficulty. The mission Instructions indicate which difficulty level ...

    During the preparation of the mission, Unit cards are grouped into: ▶ Selected Units. All Units who could be present during the course of the mission are in this deck. All Unit cards that you need when deploying Enemies on the board come from this deck. ▶ Deployed Units. Units that are currently on the board. Every time you deploy a Unit (either du...

    At the Beginning of the Round, pick up the Initiative Card for each Deployed Unit and shuffle them together into the Initiative Deck. Place the Initiative Deck face down next to the Unit Cards. Then, for each Deployed Unit, draw a card from the AI Deck and place it next to that Unit, keeping the card face down. When it is time to activate an Enemy ...

    At the beginning of the game, shuffle the AI cards into the AI deck. Place it face down in reach of players in the play area. AI cards come with a series of Instructions that dictate the behavior of all the miniatures of a Unit. They are divided into two columns, one for each level of difficulty (Blue and Red). During a Unit’s activation, the Unit...

    If there are several options or solutions to resolve an Instruction, the Evil AI rule must be applied. The target of an Instruction determines which Character or Ally the Enemy will attempt to perform the Instruction against. If performing the Instruction on that target is impossible, the next Character or Ally that meets the requirements will be s...

    A Character is Hackable if at least one Equipment card they have equipped has the “Hackable” feature on it. Hackable Enemies have this keyword printed on their Unit card. The possible Instructions are: ▶ aAttack. The enemy performs their Attack against the specified target. If several Attacks are available, the Evil AI rule must be applied. If ther...

    The features or the equipment that are common to several Units is expressed by means of a keyword. The following Effects must be applied: ▶ Surprise Attack. When this Unit deploys or respawns, shuffle their Initiative card into the Initiative deck, but do not deploy their miniatures. When their Initiative card is drawn, do the following for each En...

    If two or more rules appear to contradict each other, the following guide for solving contradictions, which is order from highest to lowest priority, must be applied: If a rule states that something cannot happen, then this prohibition prevails over all else. The mission Instructions prevail over the effects of any card and of this manual. The effe...

    All spaces on the board are considered free spaces by default and do not affect the Movement or Line of Sight of Characters and Enemies. Some marks on the board or game elements can affect Movement and Line of Sight: ▶ Purple. A side marked in this color always obstructs Line of Sight and prevents movement across it. Spaces surrounded by this color...

    When a Character suffers as much 4Damage as the value of their TWound Attribute, the player that controls the Character must remove all states and gAggro tokens from the Character card, and receives the Unconscious state. Character cannot have more 4Damage tokens that their TWound value: all 4Damage that surpasses the TWounds value is discarded. Ch...

    When a Character recovers from Unconsciousness, they suffer the Consequences of having suffered as much 4Damage as their TWound Attribute. They can also receive Consequences when specified by Enemy Attacks or Skills, or a mission rule. When a Character receives a Consequence card, place it in the play area, next to their Character card. The Effects...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

    ▶ Level (I, II, III, and IV). ▶ Category. Specialties in the same Category form a chain in which the first ones are normally required to acquire the later ones. ▶ Effects. These add special rules, Actions, etc. They are available to the Character at all times as long as the Specialty card is face up and untapped. The text itself explains how to pro...

  4. I was very excited for a coop Infinity game, but the consumer in me immediately recoiled from Defiance. Massive price tag, no retail release so questionable future support, only 12 linear missions, limited replayability since all missions are very scripted, and overall small amount of content for the the "basic" 100 euro+shipping pledge with only 6~ heroes and one set of scripted enemies.

  5. Warhammer 40k is a franchise created by Games Workshop, detailing the far future and the grim darkness it holds. The main attraction of 40k is the miniatures, but there are also many video games, board games, books, ect. that are all connected in the 40k universe. This subreddit is for anything and everything related to Warhammer 40k.

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  7. Infinity Defiance is a dungeon crawler board game with high-quality metal miniatures that are fully compatible with the Infinity Tabletop Skirmish Game. This new co-op game from Corvus Belli involves a deeply immersive narrative component in which you are the protagonist. BACKGROUND. Based in the Infinity Universe, Infinity Defiance finds a ...

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