In this week's Field Test we're looking at homebrew tech for your games of Infinity. Let's take a look at our very own invention, the Experimental Hacking Device!
The threat of the Combined Army has the human sphere scrambling to develop new methods of defending their troops, and innovative ways to cripple the enemy. These rules enable your Hackers to achieve more on the battlefield, offering an even greater set of tools to overcome obstacles and give your army the edge.
Using Experimental Hacking Devices (EHDs) in your games
If both players agree, these custom rules can be used in any mission.
Any hacker in your army can exchange their White Hacking Device, Hacking Device, Assault Hacking Device or Hacking Device Plus for an Experimental hacking Device at a cost of an extra 0.5 SWC.
You may have more than one EHD in your army. Having an EHD in your army allows you to take Remotes.
EXP-1 Hacking Programs
Every EHD allows you to use the following programs. EHDs cannot use programs that are not on this list.
MERCY (Entire Order, Attack)
Allows the user to target an Unconscious target within its Hacking Area. The target must have a Wounds attribute, be in the Unconscious state, and have a Cube.
By passing a single WIP roll with a -3 modifier, the target is hit with a Dam 16 attack using Breaker ammunition. If the target fails its BTS roll, it is killed.
HUDPro (Entire Order, Supportware)
By spending a whole order and passing an unmodified WIP roll, the hacker may use the HUDPro program to provide a friendly Heavy Infantry trooper within its hacking area with MSV1 and Sixth Sense Level 2 for this turn, and the next enemy turn.
Blindfold (Short Skill, Attack)
Attack mod: +3; Defence mod: -3, Burst 2, Damage 15
This program may be used against any enemy within your hacking area. If the attack is successful, the target suffers a -6 BS penalty until the end of this turn.
Bloodlust (Short Skill, Attack)
Attack mod: +3; Defence mod: -3, Burst 1, Damage 16
This program may be used against any enemy with a Wounds attribute within your hacking area. If successful, the enemy becomes Extremely Impetuous until the end of the opponent's next turn, unless this state is cancelled with a successful Reset. On its next turn, the affected enemy trooper loses its regular order and receives its own Extremely Impetuous order instead.
Zebedee (Short Skill, Attack)
Attack mod: +3; Defence mod: -3, Burst 2, Damage 13
This program may be used against any prone enemy that is not unconscious within your hacking area. If successful, cancel the trooper's prone state. That trooper is now on its feet.
Debuff (Short Skill, Attack)
Attack mod: +3; Defence mod: -0, Burst 2, Damage 13
This program may be used against any enemy within your hacking area. If successful, any of the target's weapons which are MULTI, or have Adhesive, Viral, AP, EXP, Shock, DA, Nano or Fire special ammunition have that ammunition replaced with standard ammunition. This state can only be cancelled through the use of an Engineer spending a short skill and passing a WIP roll in base contact with the affected trooper.
Poptart (Short Skill, Attack)
This program may be used against a single Perimeter Weapon within your hacking area. By passing a WIP roll with a -3 modifier, you may remove that Perimeter Weapon. Note: it's advisable to do this through a repeater, or via the use of a pitcher; entering the ZOC of a perimeter weapon will of course trigger it before Poptart can be used!
Groupthink (Entire Order)
By spending a whole order, you may form two, three, four or five friendly models into a Core Fireteam as long as the proposed fireteam leader is within your hacking area. Note: the fireteam being composed must be a legal fireteam and the models forming that fireteam must possess the Fireteam:Core skill. You may still only have one Fireteam Core running at once.
SwapMeet (Entire Order)
By spending a whole order, you may swap one friendly trooper in one command group with a friendly trooper in another command group, providing one of them is within your hacking area.
Watchtower (Entire Order)
By spending a whole order, any friendly trooper with a cube within your hacking area enters the Suppressive Fire state. You may spend a command token at the start of the game to place one trooper with a cube into suppressive fire at the start of the game. Each EHD can only sustain one Watchtower program at any one time.
Blink (Entire Order)
By spending a whole order you may deactivate the MSV1, MSV2 or MSV3 of a friendly trooper within repeater range. This effect lasts until the end of your turn.
Scarefest (Entire Order)
By spending a whole order you may create a Scare Zone within 8" of any friendly repeater. This is the size of the circular template and must be completely within the repeater's range. All troopers, friendly or otherwise, within this zone suffer a -3 to their BS, CC and WIP. The zone is cancelled if the hacker attempts to use another program or when the turn ends.
We hope you enjoy these new toys. Let us know what you think, and if you have any ideas for more Infinity content!