Changelog
Disclaimer
There might still be a few small changes added here and there, but most of the changes should be covered by now. When an official update or rule clarifications comes out - they’ll be added here too. Any further changes to this document will be listed here: Updates.
Thank you for your contributions to this document! <3
The Infinity N5: Ruleset update (Apr 03, 2025) has now been integrated.
Rulebook
Link: https://downloads.corvusbelli.com/infinity/rules/infinity-rules-n5-en-v1.1.pdf
Vitality (VITA; p. 9)
- renamed Wounds attribute
- “Wounds” now refers only to damage and the tokens used to track damage
Structure (STR; p. 9)
- no changes in itself, but it now theoretically grants Immunity (Shock) due to changes in Shock ammunition
Tactical Order (p. 11)

Trooper Activation and Structure of an Order (p. 13)
- Short Movement Skill → Basic Short Skill
- Short Skill = Short Skill (unchanged)
- Entire Order → Long Skill
- Short Skills always have to be declared as the second skill

Line of Fire & Engaged state (p. 19)
- the Engaged State does not automatically grant LoF via 360° vision anymore
- just the ordinary 180° vision instead of the prior 360°
- therefore, moving outside the LoF of an enemy trooper into the Engaged state while using Stealth now does NOT grant an ARO

Old paragraph for comparison

New Modifier: “+1 SD” (p. 23)

Attributes and Success Value above 20 (p. 24)
- instead of adding values above 20 to the roll the Success Value for critical hits just continues from 1

‘Casual’ Squeezing (p. 27)
- Squeezing is now allowed even if it is not necessary
- Practically, for measuring, you can now draw a line directly to/from a corner instead of navigating around it.



→ see also Leaning / Peeking
General Movement Rules (p. 30)
Leaning / Peeking


Moving through allies
- it’s not depended on Silhouette comparison anymore

‘Dismount’ removed from ‘General Movement Rules’
Cautious Movement (p. 32)
- the Targeted State now prevents the declaration of Cautious Move
- Hackable Troopers can no longer start/end Cautious Movement within range of deployable Repeaters
- it’s not possible to enter/leave the Prone State during Cautious Movement

- The Restrictions Chart (p. 189) specifies that Remotes (REM) cannot declare Cautious Movement - similar to N4 - but this limitation isn’t mentioned anywhere else in the main body of the rulebook. Most likely just an oversight.
Jump (p. 32)
- distance is now MOV value + 2” instead of MOV value
- now always measuring from/to base’s outer edge and underside
- instead of top of the silhouette when jumping up
- cancels Prone when declared
- even though the FAQ is missing (for now) it is allowed to vault obstacles (e.g. Parapets) during the Jump as it follows the General Movement rules
- the existence of ‘Jet Propulsion’ suggests that it is NOT allowed to double back with a normal jump

Climb (p. 34)
- distance is now MOV value + 2” instead of MOV value
- now always measuring from/to base’s outer edge and underside
- instead of top of the silhouette when climbing up
- even though the FAQ is missing (for now) it is allowed to vault obstacles (e.g. Parapets) during the Jump as it follows the General Movement rules
Possibility of Survival (PS) & Saving Roll (SR) (p. 37)
- PS is basically just an inverted DAM value
- 20 - DAM = PS
- Saving rolls are now equal/under the Success Value instead of over

Guts Roll (p. 38)
- mostly unchanged
- the following paragraph has been added:

BS Attack (Guided) (p. 39)
- there is no special +6 MOD for guided anymore and instead it just uses the ordinary +3 from the Targeted State
- Although still limited to a Burst of 1, the +1 SD modifier would apply, as it explicitly does not increase the weapon's burst value.
- the weapon only gets a free template mode if it doesn’t already have one
- e.g. Missile Launcher therefore loses AP ammo for guided attacks



Example

Deployable Repeater (p. 56)
Hacking Programs (p. 58)
- Carbonite, Fairy Dust and Oblivion can now target Vehicles (VH)
- White Noise now also interferes with Marksmanship

- Spotlight is now B2 with PS 5 and AP ammo
- worse in the reactive turn
- better in the active turn vs.everything that doesn’t have high BTS

Electromagnetic (E/M) Ammunition (p. 64)

Shock Ammunition (p. 65)
- doesn’t affect troopers with structure (STR) anymore
- doesn’t affect troopers with vitality (VITA) 2+
- For “ease the transition” Immunity (Shock) is still prevalent on many of those troopers..

Stun Ammunition (p. 67)

D-Charges (p. 69)
- now applies a CC-6 MOD to the user (‘Improvised’ trait)

Disco Ball(er) (p. 70)
- reusable Eclipse Grenades with Disposable


Cybermines (p. 71)
- now affects non-hackable targets with a stun effect

Pitcher (p. 73)
- changes to the range band
- worse at 8-16”
- better at 16-32”
- max. range increased to 48”
- no ‘+3’ increment

Old profile for comparison

Sepsitor (p. 73)
- PS value now depends on the weapon instead of the WIP attribute of the user

Armed Turret (p. 74)
- similar to the already known F-13 turrets used in some ITS missions
- cannot be reloaded

Reload (p. 83), Baggage (p. 116) & Unloaded (p. 168)
- Reload is now it’s own skill and not part of the Baggage equipment
- Reload is a Short Skill / ARO instead of an Entire Order
- free reloading in the States Phase
Request a Speedball (p. 84)
- Strategic Use of a Command Token: on demand supply drop / combat jump
- one item of your choice + one random item (see table below)
- single-use and non-transferable items
- under certain circumstances VitaPack, AutoRepairs can be used on the trooper carrying the item themself (e.g. NWI)

Aerial (p. 86)
- Skill for the new ‘flying’ troopers
- can never be in Silhouette contact with game elements except when unconscious

Berserk (p. 86)
- exception added to allow the use of the +SD MOD
- AROs against Berserk are now Face to Face rolls

Booty Chart (p. 87)
- now triggers when the miniature is placed on the table

- 11: Instead of ‘Adhesive Launcher (+1B)’ is now ’Adhesive Launcher Rifle’
- 18: Immunity (ARM) instead of Immunity (Total)

Old chart for comparison

Climbing Plus (p. 87)
- can only be used once per Order
- can be used in conjunction with Move or Dodge

Combat Instinct (p. 88)
- since Sixth Sense is losing this part of its ability it is now its own new ability
- does also negate Stealth


Decoy (p. 89)
- The ‘Decoy’ Deployment Skill now allows users to start in the ‘Decoy State’.
- This now aligns it with other skills like Camouflage and Impersonation.
Doctor (p. 89)

Forward Observer (p. 92)
- might have lost it’s 96” range
- Rules (p. 92) show black ‘ineffective’ range band outside 48” but weapon chart (p. 182) and Army app show N4 range bands (e.g. -6 from 48-96”)



Frenzy (p. 92)
- now grants ‘Limited Cover’ instead of ‘No Cover’ which was previously integrated into the Impetuous skill
- now is not suppressed by being part of a Fireteam

FT Master (p. 92)
- substitutes some special fireteam rules (e.g. Liang Kai + Shaolin)
- together with Inspiring Leadership is one of the first skills to increase the Zone of Control

Immunity (p. 95)
- Immunity (Total) → Immunity (Enhanced), but see below
- these ‘common’ categories do NOT work against the ‘State: Stunned’ traits


Impetuous (p. 96)
- now doesn’t inherently negate ‘partial cover’ but most of the impetuous troopers also have ‘Limited Cover’ or ‘No Cover’ to compensate for that
- Motorcycles with Impetuous do not have the choice of deactivating it when deploying
- now is not suppressed by being part of a Fireteam
- restrictions have been reworked
- now encompasses all ‘Skills with the Movement Label’ instead of “Move, Jump or Climb” → e.g. ‘Dodge’ now also has to follow the restrictions

Inspiring Leadership (p. 97)
- together with FT Master is one of the first skills to increase the Zone of Control

Limited Cover (p. 98)

Marksmanship (p. 98)

Martial Arts Chart (p. 99)
- each level now offers a meaningful upgrade to the previous one

Old chart for comparison

MetaChemistry chart (p. 100)
Minelayer (p. 100)
- new MOD available: Minelayer [X]

Natural Born Warrior (p. 101)
- added the requirement that the user also needs to declare a CC Attack
- now does NOT deny the use of Martial Arts
- instead negates all negative modifiers in CC


NCO (p. 102)
- Instead of consuming it directly, NCO now allows the user to convert the Special Lieutenant Order into a Tactical Order belonging to the NCO.

No Cover (p. 102)

Non-Hackable (p. 103)
- Is this even used anywhere?

Peripheral (Ancillary) (p. 105)

Shasvastii (p. 109)
- The Shasvastii-Embryo State is no longer classified as its own state.
- It’s now integrated into the Shasvastii skill and modifies the Unconscious state.
Sixth Sense (p. 109)
- not immune to Surprise Attack anymore
- see Combat Instinct
- lost the requirement that the user has to be the target of an attack
- therefore now always ignores the -3 modifier imposed by using Dodge in ARO without LoF
- still does work against Stealth


Stealth (p. 110)
- now allows Cautious Movement within Hacking Areas
- is now also negated by Combat Instinct or the Targeted State
- moving outside the LoF of an enemy trooper into the Engaged state while using Stealth now does NOT grant an ARO

Super Jump (p. 111)
- Once per order Jump can now be declared as a Basic Short skill (adding +2” to the distance) or a Long Skill (adding +4” to the distance)




- the existence of ‘Jet Propulsion’ suggests that it is NOT allowed to double back with a normal Jump
Tactical Awareness (p. 112)
- now grants a Tactical Order instead of a special Irregular Order
- new paragraph added to now work with Parachutist and Combat Jump

- Not to be confused with the ‘Order Count’ step!
TAGCom (p. 112)
- new skill that buffs TAGs
- typically seen on ‘Pilots’
- Despite the name and their association with a TAG, there is no actual connection between them.
- These are standalone troopers with no mechanics for mounting or dismounting TAGs.

Transmutation (p. 113)
- Escape System is now a Transmutation skill and deploys an Eclipse template instead of a Smoke template

- Seed-Embryo has been renamed and is now a Transmutation skill

- Transmutation (Auto) is now being used for ‘dismounting’
- Transmutation (WIP) is a new category
- e.g. see ‘Switcher’ in Tunguska

Triangulated Fire (p. 114)
- does not impose a -3 MOD to the user anymore

Warhorse (p. 115)
- old Veteran skill that now also ignores ‘BS Attack (-X)’

AI Motorcycle (p. 115)
- This integration also clarifies the placement of models when changing forms.

Albedo (p. 115)

Bangbomb (p. 116)

Biometric Visor (p. 116)
- does now skip the IMP-2 state and might actually be dangerous to Impersonators

Deactivator (p. 117)
- lost the ‘BS Attack’ label and gained the ‘Attack’ label
- can now be used without LoF (but needs ZoC in that case)
- gets some new interactions (e.g. with Deployable Cover or Disco Baller)

Deployable Cover (p. 117)
- new equipment
- please don’t step on it

Motorcycle (p. 121)
- rules for dismounting and profile changes removed
- now only applies restrictions typical to Motorcycles

Multispectral Visor Level 3 (MSV3, p. 121)
- now allows BS Attacks against camo markers in the active turn (mimetism mods apply on this attack)

Nanoscreen (p. 121)
- now grants flat bonuses instead of ‘partial cover’
- since the bonuses are technically not ‘partial cover’ they are now also effective against Template Weapons
- would theoretically stack with bonuses provided by partial cover but most/all(?) profiles with Nanoscreen do also have ‘No Cover’ to prevent this

Symbiomate (p. 122)
- Since Immunity (Enhanced) no longer ignores non-lethal ammunition, when the user for example makes a PH-X save against PARA ammunition, a Symbiomate will be consumed with practically no effect.
Command Tokens: Strategic Use (p. 124)
- Restriction added for the removal of 2 regular Orders (similar to ‘Limited Insertion’ of earlier editions)


- two different Strategic Uses are now allowed

Rejoining the Fireteam in the States Phase (p. 128)
- Rejoining now happens at the end of a turn instead of the beginning

Fireteam Integrity (p. 130)
- being part of a fireteam does not suppress Impetuous or Frenzy anymore
- instead the fireteam is canceled if:

- and a Trooper automatically stops being part of a Fireteam if:

Fireteam Bonuses (p. 131)
- ‘pure’ and ‘impure’ now have the same chart but the level is only dependent on the level of ‘purity’
- aka ‘number of duplicate names’’
- bonuses are also applied to ‘impure’ members of the team


Fireteam AROs & Comms Attacks (p. 132)
- Fireteam members are explicitly permitted to declare different Hacking Programs when declaring a Hacking ARO.

Disconnected State (p. 156)
- no functional change
- The Peripheral skill now remains active even in the Disconnected State.

Foxhole State (p. 157)
- Troopers with a Silhouette value greater than 3 now retain their original Silhouette value instead of being reduced to S3.

Holoecho State (p. 158)
- A new restriction clarifies that Holoecho cannot replicate deployables.
- This rule was previously tied to the combination of Holoecho and Holomask and now applies to Holoecho independently.

Impersonation State (p. 162)
- IMP-1 now only applies a -3 MOD instead of -6

Isolated State (p. 164)
- now doesn’t remove unspent LT orders but prevents NCO from converting them to Tactical Orders and using them
- an isolated Lieutenant can therefore still use their own special order
Prone State (p. 165)
- Any short skill/ARO movement (excluding jump) can enter/leave prone state at the beginning OR end of movement
- While the text is a bit unclear it’s probably safe to assume that if a trooper goes prone at the end of it’s movement they do not lose distance for THAT movement

Sepsitorized State (p. 166)
- Added the restriction that Sepsitorized troopers can’t be in fireteams.

Targeted State (p. 167)

BioWeapon (Viral Weapons; p. 170)
- N4: This weapon only affected targets with Wounds attribute
- N5: This weapon is now DA+Shock against targets with the VITA attribute

- the following weapons changed accordingly to ‘Normal ammunition’ and the ‘BioWeapon’ trait: Viral Tactical Bow (p. 172), Viral CCW (p. 173), Viral Marksman Rifle (p. 176), Viral Pistol (p. 178), Viral Combi Rifle (p. 179) and Viral Rifle (p. 179)





Non-Reloadable (p. 171)
Reflective (White Noise; p. 172)

Silent (p. 172)
- lost it’s weird interaction and now just affects the opponent’s dodge

Target (Attribute) (p. 172)

Weapons
(Viral) Tactical Bow (p. 172)

T2 weapons and ANTI-MATERIEL trait (p. 174)
- Added the “ANTI-MATERIEL” Trait to the “AP+T2 CC WEAPON”.
- Added the “ANTI-MATERIEL” Trait to the “T2 CC WEAPON”.


Flammenspeer (p. 174)
- hit mode is now AP instead of +1 Dam (both modes are now PS=6)

Grenades (p. 174)
- Smoke Grenades and Eclipse Grenades no longer have a +3 rangeband

Pheroware Tactics: Endgame (p. 179)
- is now Disposable (2) with Double Shot

Pistols (p. 179)
- Pistols no longer have CC mode per default
- only the new “Kobra Pistol” has a CC mode
- new “Boarding Pistol” is a burst 2 hit mode + burst 1 template weapon, similar to N4’s shotguns
- Added the “ANTI-MATERIEL” Trait to the “MULTI PISTOL (Anti-Materiel Mode)”.
- Viral Pistol now has N ammo and BioWeapon trait

Shotguns (p. 180)
- Shotguns no longer have a template mode
- not even the previewed one with an impact template
- The Vulkan Shotgun now has the ‘Continuous Damage’ trait
- previously only in ‘Blast Mode’

Contender (p. 182)
- now has a burst of 2 and T2 ammunition instead of DA

E/Mitter (p. 182)
- now has a burst of 2 instead of 1
- changes to the range band:
- worse up to 16”
- best at 16-32”
- better at 32-48”

Old profile for comparison

Thunderbolt (p. 183)

Updates
Jump: “distance is now MOV value + 2” instead of MOV value (or a fixed 6”)”
Climb: “distance is now MOV value + 2” instead of MOV value (or a fixed 6”)”
Hacking Programs: “White Noise now also interferes with Marksmanship”
Armed Turret: “cannot be reloaded”
Request a Speedball: some changes in the text, most importantly removing the trigger of VitaPack, AutoRepairS and Switch On, but “under certain circumstances VitaPack, AutoRepairs can be used on the trooper carrying the item themself (e.g. NWI)”
Aerial: “can never be in Silhouette contact with game elements except when unconscious”
Booty: “now triggers when the miniature is placed on the table”
Climbing Plus:
- “can only be used once per Order”
- “can (now again) be used in conjunction with Move or Dodge”
FT Master: “together with Inspiring Leadership is one of the first skills to increase the Zone of Control”
Impetuous: “restrictions have been reworked”
Inspiring Leadership: “together with FT Master is one of the first skills to increase the Zone of Control”
Minelayer: “new MOD available: Minelayer [X]”
Stealth: “now allows Cautious Movement within Hacking Areas”
Super Jump:
- “Once per order Jump can now be declared as a Basic Short skill (adding +2” to the distance) or a Long Skill (adding +4” to the distance)”
- “‘Jump (X”)’ explanation”
Transmutation (Hatching): small changes
Multispectral Visor Level 3: “now allows BS Attacks against camo markers in the active turn (mimetism mods apply on this attack)”
Nanoscreen: doesn’t work against Comms Attacks anymore
Command Tokens: Strategic Use: “Restriction added for the removal of 2 regular Orders (similar to ‘Limited Insertion’ of earlier editions)”
Isolated state:
- “now doesn’t remove unspent LT orders but prevents NCO from converting them to Tactical Orders and using them”
- “an isolated Lieutenant can therefore still use their own special order”
Non-Reloadable: “new trait” & “currently only present on Armed Turrets”
T2 weapons and ANTI-MATERIEL trait:
- Added the “ANTI-MATERIEL” Trait to the “AP+T2 CC WEAPON”.
- Added the “ANTI-MATERIEL” Trait to the “T2 CC WEAPON”.
Pheroware Tactics: Endgame: is now Disposable (2) with Double Shot
Pistols: Added the “ANTI-MATERIEL” Trait to the “MULTI PISTOL (Anti-Materiel Mode)”.
Mar 13, 2025
Added the following to Cautious Movement and Prone State: “it’s (therefore) not possible to enter/leave the Prone State during Cautious Movement”
- might not be intended but since it’s only possible to enter/leave the Prone State during a Short Skill and it’s missing an exception for Cautious Movement this is RAW
Added the following to Nanoscreen: “since the bonuses are technically not ‘partial cover’ they are now also effective against Jammers (since they are BS Weapon (WIP)) and Direct Template Weapons”
Feb 09, 2025
Added the following to Cautious Movement: “Hackable Troopers can no longer start/end Cautious Movement within range of deployable Repeaters”

Jan 28, 2025
Added the following paragraph to Impetuous: “now encompasses all ‘Skills with the Movement Label’ instead of “Move, Jump or Climb” → e.g. ‘Dodge’ now also has to follow the restrictions”
An overview of the rule changes from N4 to N5. Some of these changes deviate from rules as they are currently written, while others reflect the intended functionality of specific rules. There are some paragraphs that simply look like imprecise wording (e.g. Spotlight, Cypermines) which I will not cover here.
+1 Special Die (+1 SD): the lower result will need to be discarded.
- Not RAW and probably not intended this way
- until we get further confirmation this won’t be added to the changelog
Shock Ammunition: There is no actual change in the game, but it affects only Troopers with VITA 1. However, Troopers with VITA 2 still have it at the moment, to ease the transition to veteran players.
- added the explanation into the changelog
Stun Ammunition: now causes the target to be made a single Saving Roll instead of two
- clears up the incoherent rules
- will now be fully integrated into the changelog
Booty & MetaChemistry: the rolls on the corresponding charts must be made when the miniature is placed on the game table and not when the Trooper is deployed
Reflective Trait: now also affects Troopers with the Marksmanship Special Skill
- clears up the incoherent rules
- will now be fully integrated into the changelog