In most cases, the circumstances of an action apply Modifiers (MODs) to the relevant Attribute before a roll is made. MODs, by increasing or decreasing the numeric value of an Attribute, denote the difficulty of the Skill at hand. A positive MOD applies when the Skill performed is easier than usual, and a negative MOD represents that the Skill is harder than usual.
The most commonly used MODs are:
- Range: can modify the BS and WIP Attributes.
- Cover: can modify the BS and ARM Attributes.
- Skills and Equipment: can modify several different Attributes.
Maximum Modifier. The sum total of the Modifiers applied to a Roll can never exceed +12 or -12.
- Maximum Modifier Examples
- An Akal Commando declares a BS Attack with his Combi Rifle against a Spektr with the Special Skill TO Camouflage, who is in Partial Cover. The Modifiers the Akal Commando needs to apply to his BS Roll are: Range of the weapon (-6), TO Camouflage (-6) and Partial Cover (-3); totaling -15. However, the Akal Commando only applies the -12 maximum to his BS Roll, ignoring the excess Partial Cover MOD.
- Let's assume that, in addition to her TO Camouflage and her Partial Cover, the Spektr is on the other side of a Poor Visibility Zone, and is currently in a Targeted state. In this unlikely scenario, the negative MODs to the Akal Commando's BS Roll would be: Range of the weapon (-6), TO Camouflage (-6), Partial Cover (-3) and Poor Visibility Zone (-6); for a total of -21. The Akal Commando has a positive MOD by virtue of the Spektr's Targeted state (+3), leaving the final MOD as a bleak -18. However, just as before, the Akal Commando applies only the maximum -12 to his BS Roll.
|Whenever a rule mentions the value of an Attribute, consider it to mean the final value, obtained after applying all MODs.|
|In Infinity, any time a number (a result on a die, an Attribute, a MOD...) is divided and rounded to an integer, it is always rounded up. For example, half of 5 (5 / 2 = 2.5) would be 3.|