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Found 106 results

  1. Let me know if I've got anything wrong.
  2. So, in the new FAQ about hacking there is one new thing that confuses me, and if there is a clear answer I would love to know. 'Can you declare to the Gorgos TAG, Iguana TAG or Anaconda TAG as valid targets of the Hacking Program: Expel? No.' Ok, so I can see why the Gorgos is there (sort of, it doesn't have the manned skill so I cant see how it could be considered a valid target). But why are the Anaconda and Iguana not valid targets? As far as I can see they fulfil all of expels target requirements and don't have a rule that completely exempts them as targets. At first I thought that this has something to do with the evacuation device skill, as they are the tags that have it, but nothing in the skills rules exempts you from being expelled. (Yes, I know that the skill itself is non-hackable, but to me atleast I don't see why that stops a hacker from making the tag open up and dump out the pilot, the pilot gets in normally right?) TLDR - Why isn't the Anaconda/Iguana a valid target for expel? They are manned tags
  3. So according to the wiki about ARO, if I have a unit with hidden deployment, I can delay their ARO only if I place them as a marker. So here's a hypothetical situation: My enemy moves a unit with the LoF of my hidden deployment model. I use an ARO to place my own HD model in marker state (that was my interpretation of the wiki page above, see the FAQ). The enemy then uses his second short skill within the LoF of my unit. Does my camo marker now get an additional ARO against the unit? This sounds weird to me but the reading of the FAQ question makes it sound like this is what would happen. Additionally, let's say I have a hidden deployment hacker and the enemy walks into the ZoC of one of my repeaters outside of my hacker's line of sight. Can I still ARO to turn into a marker after the first short skill, and then ARO again after his second short skill to hack through my repeater?
  4. Let's say I've got: A Suryat with Deflector 1 along with Fairy Dust and Reboot up from two different hackers. Enemy Hacker tries Carbonite on my Suryat and I Reset. Deflector stacks with either, no problem. Do I have to choose between Fairy Dust and Reboot? A trooper with a Supportware Marker can benefit from the effects of only one Supportware program at a time. The Suryat doesn't have any markers on him. So can he benefit from both? My gut says, No. But I can't find the wording to support it.
  5. I got a cool idea for a "scale" large office building that is playable (hint: it's board-edge terrain), but I realized that having a single large piece of terrain can, by itself, dominate an entire table. I decided to throw together some rules so that hackers can do a lot to interact with it, so that there is more "depth" to the building than just its height. Also, such a building ensures that hackers have value without regards to your opponent bringing hackable profiles. To start playing with these rules, you'll need to make a few decisions. Which building is the Facility? The Facility should always be a large building whose interior space is playable. Which Systems are present in the Facility? Facility Systems describe the specific hackable features of the Facility. Examples are provided below, but you are encouraged to come up with your own! From a flavor standpoint, Systems describe systems, not isolated or individual devices. A Door Control System can affect all doors. A Fire Control System can be used to affect any contained room or floor. When designing a System, it's important that interacting with it have a tactical impact, and multiple ways to interact with it. What is the Facility's BTS? A poorly built office would have low BTS, if not zero. A high-tech research facility could have a BTS of 9. A Facility's BTS represents its resistance to abnormal System functions, often via redundancies, failsafes, and old-fashioned analog circuits. If a Hacking Attack against a Facility System would cause a BTS roll, use the Facility's BTS to resolve it. Who guards the Facility's Systems? This person is the Facility's Operator, who has advantages when interacting with the Facility, and may perform Hacking and Reset AROs on the Facility's behalf, without risk to him or herself. The Operator treats the Facility's Zone of Control as if it was his own. Hackers within the Facility's Zone of Control treat the Operator as being within their Zones of Control, albeit behind a Firewall. In your games, the Operator could be a neutral entity (similar to Operation: Icestorm's CSU), or a trooper belonging to the "Defensive Player" in a scenario. The Operator must always be a hacker, and the role of Operator is tracked by the Operator state. Any trooper with the Operator state who enters a Null state, has their Hacking Device is Disabled, or becomes Isolated, must discard the Operator state. Without an Operator, hacking attacks against Facility Systems are normal rolls, instead of Face to Face. Do the Facility's Systems have a Firewall? Systems may not have a Firewall, with the exception of the Operator Control System, which always has a Firewall. Facility Hacking Details The Facility acts as a special repeater that is an enemy to every model, except the Operator. The Facility's Zone of Control is measured from its walls, floors, and ceilings: i.e., every point inside the building and within 8" of its exterior. When a hacker attempts to interact with the system, A hacker considers the Facility "as a repeater" inside his or her Zone of Control if the hacker is inside the Facility's Zone of Control. Depending on the size of the Facility, you may find it appropriate to reduce the Facility's exterior ZoC from 8" to 4", to tighten the hacking footprint of the building. All of a Facility's Systems are considered to be inside the Facility's Zone of Control, and can be targeted by hackers accordingly. A Hacking Attack can split its burst between multiple systems, and even the Operator. While a Facility has an Operator, the Operator may choose a Hacking Program with which to respond in ARO, or perform the Reset ARO, for all Systems (and himself, if targeted). INCOMING PEDANTIC EXPLANATION: When the Operator chooses a Hacking Program (or Reset) ARO because a System was targeted by a Hacking Attack, every System targeted by the attack performs the chosen ARO (and the Operator if he was a target), and uses the Operator's WIP in the Face-to-Face roll. That said, there are very few programs that can target Systems that have more than 1 Burst. KHD Hacking Programs can usually only target the Operator anyways. Hypothetically, if there was a B2 version of Blackout, and a hacker targeted both the Operator and a System (or two Systems), and the Operator responds with Zero Pain in ARO (assuming the Operator has that program), the hacker would make two face-to-face rolls where he rolled one dice against two dice. The hacker has better odds combining both Burst against a single system, or getting a KHD buddy to just kill the Operator. A special Hacking Program called ADMIN is used by hackers to interact with the Facility's Systems. It is available to most hackers, though some hackers, such as Assault Hackers, may only use it by possessing an Operator Control System. You should specify the effects of successful ADMIN use for each System. ADMIN Short Skill GADGET-1 REQUIREMENTS Target must be a hackable Facility System. EFFECTS Allows user to make a WIP roll against the target. A successful WIP roll allows the user to interact with the target, or one of the target’s subsystems, as described by the Facility Sub/System entry. The Facility’s Operator automatically succeeds at the WIP roll when using this Short Skill. SPECIAL ADMIN is a new hacking program available to hacking devices with GADGET-1 access. ADMIN is intended to be used instead of LOCKPICKER, not alongside it, when interacting with Facilities. Operators may use ADMIN, even if their hacking device does not normally grant access to it. Facility System Examples The Facility Systems themselves run the gamut of mundane, and often civilian, functions that can be abused in the hands of a clever hacker. Whether its plastering a distracting ad across a building's projectors, activating fire sprinklers, or opening every door, every System has multiple tactical options to be exploited. Facility System Name Description Valid Programs & States Effects All Systems All systems have the same basic interaction with the Disabled and Isolated states. Most systems specify additional effects. Disabled, Isolated Disabled, Isolated: Any system that is Disabled or Isolated is unhackable. The Disabled or Isolated state can be removed by the Engineer short skill, provided the engineer is in contact with the Facility Operator Control Operator Control allows Operators to perform Hacking and Reset AROs on behalf of the Facility when one of its Systems is the target of a Hacking Attack. EXORCISM,Possessed, Disabled, Isolated EXORCISM: Discard the Operator state from the Operator. Possessed: The Operator state transfers from the Operator to the hacker, or the hacker gains the Operator if there is no other troop in possession of the Operator state. Disabled, Isolated: While Operator Control is Disabled or Isolated, there is no Operator; discard the Operator state from the Operator. Holographic Window Front Companies frequently use HWFs as ad space to generate additional revenue. HWFs occupy an entire face of a building. While active, they obscure Line of Fire drawn through their building face. ADMIN, Disabled ADMIN: ADMIN allows a hacker to change the mode of the HWF. The modes are Full Visibility, and Low Visibility. The building face that the HWF is mounted on becomes a zone of the appropriate type when the mode changes. A hacker with the White Noise program may also choose an additional mode: White Noise. Disabled: A Disabled HWF is a Full Visibility Zone, Fire Control Fire Control usually takes the form of ceiling-mounted water sprinklers. A clever hacker can use a Fire Control system to impede vision within a particular floor. ADMIN, Disabled ADMIN: ADMIN allows a hacker to change the mode of the Fire Control, affecting a particular floor or room. The modes are Full Visibility, and Low Visibility. The mode can be applied to an entire building, a specific floor, or a specific room. Troops with the Jungle or Aquatic Terrain skill treat Low Visibility mode as Full Visibility. Disabled: A Disabled Fire Control puts the interior of the Facility in Full Visibility mode. Door Network Particularly paranoid companies may connect their various door controls to a central network, in order to monitor employee traffic. Malicious hackers are notorious for abusing these systems. Doors will not open without special keycards, or force. ADMIN, Friendly, Disabled, Isolated ADMIN: ADMIN allows a hacker to open or close any number of doors in the Facility. Friendly: Troops who are friendly to the Facility’s Operator may move through closed doors as if they were open. This does not allow friendly troops to draw Line of Fire through closed doors. Disabled: When a Door Network is Disabled, all doors open (fire code). Isolated: While a Door Network is Isolated, the doors do not recognize an Operator. Disabled, Isolated: The Engineer short skill opens or closes doors without regard to a Door Network’s state. *The Valid Programs & States indicates a list of Hacking Programs and/or States that can target a particular system. Any Hacking Program that can apply one of the listed states can target that Facility System. Wow, that was long. Did I miss anything? I have several other ideas for hacking Facilities, such as giving floors or rooms an additional property that can be used with ADMIN, such as the ability to create an explosion (on a timer), or do something spooky that forces everyone in the room to make a GUTS roll. A Hacker could also mess up the Environment Control, causing a floor to become frigidly cold, or blisteringly hot! You'd need an appropriate terrain skill to overcome it. I'm also envisioning the Facility rules being used on a 4+ story building. Sure, Mr. Nisse Sniper is all nisse and comfortable up on the 4th floor, but you can hack the HWF and throw white noise at him. Or, turn up the heat and see how the Svarlaheiman can handle 100 degrees.
  6. This situation came up in last night's game, and we weren't sure if we played through it right. Any clarification would be appreciated! Thanks in advance. Board State: It is my reactive turn. I have a pitcher next to this core link: Both Cranes and a Celestial Guard FO are unquestionably in ZoC of my repeater. I have only two units that can draw LoF to the core link, and they can only see the Crane AHD: I have two unlinked (no SSL1/2) AHD's on the table, out of LoF and ZoC of the ISS link: Order Expenditure: My opponent declares Short Skill: Move, and moves the entire link into total cover from all of my forces. The link leader is the Crane AHD (visible at the start of movement to my Grenzer and Jaguar). In ARO, I declare BS Attack with the Grenzer and Jaguar, choosing Missile Launcher (Blast) and Panzerfaust, respectively, targeting the Crane AHD. The ML template covers both Cranes. My opponent declares Short Skill: Dodge as his second short skill. Now that he's broken Stealth, I declare Oblivion from both hackers through the nearby repeater, with the Wildcat and Rev Custodier targeting separate Crane Agents. Questions: Due to Stealth on the Crane Agents, I am unable to declare a hacking attack initially. Do I have to forfeit my ARO with the hackers because the Celestial Guard FO (who isn't a legal hacking target) activated in my Repeater's ZoC, or am I allowed to hack them after they declare a non-movement skill, thus breaking Stealth? If the Crane AHD was not the link leader, does the answer to the above question change? The Crane Agents (and the link) are unable to declare Reset because they are not the target of a comms attack (until they Dodge and become legal hacking targets). Is this correct? Outcome: For those curious, my opponent failed his dodges on the Cranes, and I landed the Panzerfaust and ML hits. I fail both Oblivion rolls. He makes EIGHT out of nine ARM rolls and takes a wound on the Spitfire.
  7. Me and some friends recently started playing and we've got a couple of doubts about FtF rules and precisely if some situations we came across cause them. Case 1: Player A in the active turn declares BS Attack Smoke Grenade and tosses the genade in a point between his unit and a unit of Player B. Is the grenade a FtF roll? Case 2: Player A in his active turn uses Hacking program Spotlight to put in Targeted status a unit with Repeater in his Hacking Area but out of LoS. Player B declares ARO Hacking (whatever) against Player A's Hacker using the Repeater unit to extend his Hacking Area. Are Spotlight and the ARO Program FtF rolls? I'd guess no for both, but we cant' seem to find specific rules and we wanted to be sure.
  8. 1) Can my REMs and TAGs that has a Repeater be hacked by an enemy without it being inside its Hacking Area? (It would go through a Firewall of course and the TAG has a ECM so it would be difficult to hack it.) 2) Do all my Hackers get ARO since the Repeater counts as their Hacking Area?
  9. Hi Guys! A question for you all. Let's say I am fielding an Iguana, which brings to the field its own repeater. My opponent attempts to hack it via its own deployed repeater. Am I entitled to AROs with my hackers? In the repeater description it says: REPEATER AUTOMATIC EQUIPMENT Comms Equipment, Obligatory, Zone of Control. REQUIREMENTS EFFECTS Repeater broadens the Hacking Area of all Hackers in play. Hackers in the same Army List as the Repeater, and their possible allies in multiplayer games, can hack in the Zone of Control (8-inch radius) of the Repeater as if it was their own. In the same way, they can also react with Hacking Programs to enemy Orders declared in the Zone of Control of the Repeater as if it were their Zone of Control. Hackers can also attempt to hack through an enemy Repeater only if the Repeater is inside their Zone of Control. By doing this, they can perform hacking attempts against targets inside the Zone of Control of the enemy Repeater, and also against any enemy Hacker, but they suffer the Firewall MODs (a -3 MOD to their WIP Roll, while their target gets a +3 MOD to his BTS). So I guess a repeater extends the hacking area but not the Zone of Control, so I can't ARO on an hacker using an enemy repeater in my Hacking Area. Is this correct?
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  11. Am I allowed to hack a camouflaged unit without discovering it first? The camo rule would suggest that I cannot since I am not allowed to declare an attack against the marker-state camouflaged unit but since anything hackable should be declared when it's within my hacking area? Am I missing some info. Is it different if the target is in a Holo state? If hacking would work against hackable targets; would Spotlight work against any target? Thanks in advance!
  12. Hello, once again I am asking a probably simple question. I've read in some places that G:Servant models are targeteable by the Blackout! Hacking Attack, is this true? I cannot seem to find any indication in either, engineer, doctor, Ghost rules and such that specify that these troopers are comms-equipment and susceptible to Blackout! What I would really like to know if it is possible to do so, does the target have to be the Doctor or Engineer himself or is the G:Servant also a valid target for this? Thanks in Advance!
  13. I recently noticed that Lockpicker has the ARO tag. Can anyone tell me when it could be used in ARO though? I cannot think of any situation where this would work according to rules as written.
  14. Hello, I stumbled into a couple of conundrums while I was thinking about random scenarios in Infinity. I know this first topic has been up for debate for a long time. But all I seemed to come across were long winded debates from two years ago with many of them ending with 'solved' on either side of the spectrum. I am of course talking about Repeaters and using an ARO through an enemy's. Now I would prefer not to have to get into another long winded debate, so I'm simply looking for a short yes or no answer with the least amount of explanation needed. From what I've read from the wiki, having an enemy repeater in your hacker's ZoC allows you to use the hacking area provided by that repeater, as well as being able to target any enemy hacker. Now... The only dilemma I have here is: Can you ARO hack any enemy hacker with your own hack at any distance, and without LoF, so long as you are in range of an enemy repeater? Onto my second question. I have slowly been unraveling this question whilst typing this thread. But I simply need confirmation on the matter. Netrods and Imetrons, along with their AI Beacon equipment. I know you can isolate them to stop them from providing orders, and also stopping Proxy AIs to move into the beacon and continue existing. While I was googling an answer for my question, "Can you Blackout an AI Beacon?", I was met with more mixed results. People in the few discussion threads said that AI Beacons were Comms Equipment, which would make sense considering they're in the unit's equipment line and are treated as deployable equipment. But, while attempting to confirm this on my own by using the Wiki, I saw nothing of the sort regarding AI Beacons as Comms Equipment. This of course then made me think, No. Simple enough. Then, as I looked further, I realized that Netrods and Imetrons aren't classified as any of the usual 4 hackable targets, HI, REM, TAG, or Hacker. Furthermore, they don't even have the hackable trait whatsoever. Naturally, the reasonable thing to say is no, Netrods and Imetrons cannot be Isolated through hacks; thus, the only way to stop them is either by using E/M weapons or straight up killing them. Okay, sounds simple enough. But I still remain curious if this is as intended. It seems rather silly to me that a technological spike in the ground labeled as an AI Beacon isn't hackable in the slightest, nor that it isn't comms equipment of any sort. I am simply looking for confirmation on whether or not a hacker can be used to Isolate an AI Beacon. As a bonus, would blacking out the AI Beacon do anything to a jumping Proxy AI?
  15. I have a KHD with holo1 pretending to be a plain HI It walks into ZOC out of LOS of a Killer Hacker and ask for his ARO. He knows that the HI is hackable due to the KHD. Can he legally declare hacking against me if he guesses that I'm a KHD,like Skullbuster or Redrum? Since I am in Holo1, can he hold his reaction, or is he "limited" to dodgechangefacing or reset? How does this work if I am HI in Holo Pretending to be a hacker in LOF, trying to bait out a redrum/skullbuster ARO to be met with bullets?
  16. Hi guys, Can somebody clarify what happens: when a hacker/rem/hi/tag etc enters a ZoC/Hacking Area of a Hacker in Hidden Deployment? Is there any way of interaction, or is it still private info until the opponent reveals? when you enter a marker's ZoC as a hacker, is the fact that the marker is hackable private info or is it shared? Does it being hackable enable you to declare anything other the regular options as a hacker? and a bonus round for you Rule-wizards out there : If a fireteam member falls unconscious and is healed by a Doctor during the same turn, does he regain his position in the fireteam if he is still in coherency with the Team Leader? Thanks guys, it came up during our latest game and we just want to check if we found the correct wording and didn't make any mistakes.
  17. Hello, the question is: Is the Rem buff from Gadget programs (Enchanced reaction, Assisted fire) considered as a game state? According to definition of Game state in HSN3 book one would consider that the buff itself is a game state with coressponding game state marker. But since they are only listed in the hacking programs and not in the game states list on the end of the books one could argue that they are actualy not a game states.
  18. Hey I am trying to find an answer to a situation that came up the other day and the book doesn't really cover it. The situation was a Reverend Custodier against a wall out of LOF as an Aux Bot approached her position. The first short movement skill brought the auxbot to the edge of the building but the player didn't think it was in range of a Hacking attack so he/she didn't declare any ARO. The second short movement skill brought the auxbot around the corner a little which the player did think was in range so he/she declared Oblivion-ARO. Upon measuring the paths the players found that the auxbot was not in the hacking area for the 2nd/ending short movement skill in which he declared the ARO but was in fact close enough when the Auxbot ended his first short movement. I understand that if you declare an ARO and it is illegal for whatever reason (Range, LOF, ZOC,) you idle in response which can lead to getting shot for the misjudgment however I am slightly confused if the ARO is technically legal but out of order. And if you fail to call an ARO when given the opportunity you lose the opportunity to ARO completely. Because of the order in which you resolve an order I understand that #7 (after aros and movement) is when you measure so that may be the answer to all my questions however I would like to clarify specifically. So the questions to the situation are: If a player misjudges the ZOC of a model and hence doesn't declare an ARO, but in fact they were close enough for the 1st short movement skill, do they fail and Idle their ARO that they declared on the 2nd movement skill (because of the opportunity to ARO has passed)? Or are you allowed to make that ARO at any point during their travel hence being able to target the Auxbot with the hacking program during his first movements pathing? If the declared ARO on the 2nd movement is "legal" because of the previous movement is it the Auxbot that misses out by not being able to declare a reset? When are you able to measure your ZOC to determine whether you failed or succeeded? Doesn't this measurement give information to the active player who can then stay out of ZOC because they now know the exact range that model has? Or as you only measure in step #7 do both players have risk the chance of their action being effected as neither are allowed to know whether it was a "legal" ARO or not. Is this situation different if it is reversed -- A hackable model moves towards a hacker out of LOF and the hacker declared a hacking attack, it "failed" due to ZOC and the hacker Idles? But with the 2nd short movement the model approaches again which would put him in range does this make the original ARO valid again because its all simultaneous. Thank you for the answer,
  19. A nomad alguacile throws down a deployable repeater on the far side of a building. The next turn a hackable enemy model moves within 8" of the deployed repeater, but not within LOS of any nomad models. The nomad player has multiple hackers on the field. Can more than one hacker respond in ARO with hacking programs through the same repeater at the same time? I can't find anything in the rules to say they cannot, but a fellow nomad player was not sure. The rules specify that a repeater works for all friendly hackers, and by extension increases all of their ZOCs. What does Rules of Engagement think?
  20. Since I may be facing Morats tomorrow and plan on bringing my mighty E-Drone, I have a rules situation I'm not so sure about: If a trooper with the Veteran skills is affected by the Exile upgrade program and fails his BTS roll, he obviously doesn't get isolated. But what about the second effect, fireteam cancellation? Is the fireteam cancelled nonetheless? Normally I'd say yes, but the fireteam cancellation paragraph on p. 90 begins with "as a side effect", something I didn't notice on other rules so far. This could imply that fireteam cancellation only kicks in if the enemy trooper is isolated. What do you guys think?
  21. Hi guys, If a hackable target is engaged in CC and a hacker from outside the CC attempts to use a hacking program against them, can they reset? There is a case for yes: In "Engaged" on pg 178 of the rulebook we read: For this reason, they can only declare CC Attack, Coup de Grâce, Dodge and those Skills which specify that they can be used in CC Combat or in the Engaged state, as Reset. But there is also a case for no: In "Reset" on pg 62 of the rulebook we read: The user can declare Reset even without LoF to the attacker, and even if the attacker is outside his Zone of Control and his Hacking Area. Reset can be also declared if the attacker is in base to base contact with the user, in Engaged state. Taking the two together it seems like you CAN Reset, but only if it is the hacker that you are in base to base contact with, in Engaged state. But I'm probably being "that guy" again and reading the rules rather than the intent like an asshole.
  22. So by poking around on the forums here I have found out that a hacker's hacking area is treated as ZoC for the purposed of the interaction of stealth and hacking - i.e. if the model with stealth stays out of LoF and only uses certain skills, the hacker cannot react to them through the repeater. But as far as LoF is considered in this situation... in most cases if a model with stealth is mucking about near a repeater, the hacker won't have LoF to them. Is the repeater's LoF used in this case? How would that even make sense with a deployed repeater? Or do you go by the hacker's LoF?... meaning a model with Stealth can waltz right by a deployed repeater as long as he doesn't make too much noise, or, more humorously, run past an armed repeater remote while being shot at with the hacker across the board unable to do anything about it.
  23. Hello every one! After reading through both the Face to Face and Hacking sections numerous times I still can't find the answer for my question: "If I declare hack (carbonite) as an ARO to a HI and the HI's 2nd skill is BS attack does this resolve a FtF roll or 2 separete Normal rolls?" We played it as FtF (considering the main motto of N3 is "everything is FtF") but I couldn't back it up with printed words, please help . EDIT: Sorry this has benn answered I just didn't found it before. But a nice page number would still help !
  24. I know you can't make use of advanced rules in the first game of an escalation league, but can you still take a model with a hacking device to take a remote or two? I'm thinking yes because otherwise you wouldn't be able to take a model with fire team right? Maybe I'm just overthinking this, but my thanks in advance to anyone who can confirm this. Secondly are these all the advanced rules or did I miss some? Command Tokens Coordinated Orders Advanced Combat: Hacking Hacking: Equipment Special Terrain Rules Scenery Structures Casevac Civvies Hostile Environment Infinity Fireteam (Edit: found out this is basic) Sectorial Army Lists (Edit: I realized this was basic) Pheroware Tactics I got this straight off the wiki, so I'm pretty confident that is all of them, but I just don't want to accidentally bring a piece of equipment I missed and have an illegal list.
  25. So EVOs have been out a while but 1) I don't have the model yet and 2) I haven't played any real games since redstorm. So Friend Computer would like to know if you are happy with and use EVOs much. On paper they seem amazing, but I haven't seen them in a lot of posted lists. How have they performed for you?