Close combat in infinity n4

The Art of the Blade – Close Combat in Infinity N4

In the fast-paced, bullet-ridden battlefields of the Human Sphere, where advanced tech and tactical firepower dominate, Close Combat (CC) often feels like a last resort—or a brutal final statement. But in Infinity – the Game, especially under the N4 ruleset, Close Combat is a deadly, cinematic, and highly strategic part of gameplay. Today, we dive deep into this often-underestimated aspect of the game and break down how close quarters engagements play out using two dynamic matchups: a Yu Jing Ninja versus a PanO Fusilier, and then a clash of titans with the same Ninja versus an Aleph Myrmidon.

Whether you’re a newcomer trying to understand the basics or a veteran optimizing your list for skirmish dominance, there’s something here for you. Welcome to the blade-dance of Infinity.

Understanding Close Combat in Infinity N4

In Infinity N4, Close Combat occurs when two troopers are in base-to-base contact. These encounters are often fast, decisive, and influenced by a range of factors beyond simple dice rolls. In N4, Close Combat is resolved through Face-to-Face Rolls if both models are attacking or dodging, or through Normal Rolls if the opponent performs a non-opposing action (like attempting to Reset or failing to declare a valid CC skill).

Here’s how Close Combat works in practice:

Types of CC Skills in N4

  1. CC Attack
    The most basic and common option. A trooper declares a melee attack using a Close Combat Weapon (CCW). If the opponent also attacks or dodges, this becomes a Face-to-Face Roll.
  2. Dodge (in CC)
    A valid ARO or second skill. Used to try and avoid a CC Attack. This is a Face-to-Face Roll against the attacker’s CC value. If successful, the trooper may disengage (if declared with Move) or simply cancel the incoming attack.
  3. Berserk
    A special skill that allows a trooper to ignore the Face-to-Face mechanic and make a Normal Roll with +3 to CC. This guarantees the attack goes through but accepts an automatic hit in return—perfect for suicidal charges or when you need a sure hit.
  4. Speculative Actions
    Though rare in CC, some models may use non-lethal CC weapons like Stun CCWs to perform unique actions such as capturing, stunning, or isolating a target in ITS scenarios.
  5. Tactical Use of Martial Arts
    Martial Arts (MA) levels provide:
    • CC bonuses
    • Enemy CC penalties
    • Burst increases
    • Damage boosts
    • Optional modifiers that must be declared
  6. Natural Born Warrior
    A counter-skill that nullifies Martial Arts bonuses. Useful when facing MA-heavy troops like Ninjas, Myrmidons, or Daturazi.
  7. Surprise Attack (from Camo/TO/Others)
    Applies a -6 modifier to the enemy’s Face-to-Face Roll and disables their use of Martial Arts in the same Order if they fail Sixth Sense.
  8. Close Combat Weapons (CCWs)
    • DA (Double Action): 2 ARM rolls
    • AP (Armor Piercing): Halves the target’s ARM
    • EXP (Explosive): 3 ARM rolls
    • Monofilament: Ignores ARM, rolls against BTS or straight to Dead
    • Stun, EM, Para: Inflict status effects

Each of these tools opens tactical options for infiltrating specialists, close-combat assassins, or last-ditch melee defenses.

Infinity close combat

Example 1: Yu Jing Ninja vs PanO Fusilier

“Silent. Precise. Lethal.”

Setting the Stage:

A Yu Jing Ninja in Hidden Deployment emerges behind enemy lines. Its eyes are set on a lone PanO Fusilier standing on a rooftop, unaware of the approaching shadow.

Unit Stats Breakdown

Surprise Attack!

The Ninja Declares Move + CC Attack as its Order. Coming from TO Camo, the Ninja applies:

  • Surprise Attack (-6)
  • Martial Arts L3: +3 CC, -3 enemy CC, +1 Damage
  • TO Camo: -6 to BS if shooting, but not relevant here

The Fusilier chooses CC Attack as ARO (poor soul). After all modifiers:

  • Ninja: CC 23 + 3 = 26
  • Fusilier: CC 13 – 6 (Surprise) – 3 (MA) = 4

Resolution:
The Ninja rolls 1d20 under 26, and the Fusilier under 4. The odds are heavily stacked in the Ninja’s favor.

Let’s say the Ninja rolls a 12 (a hit), and the Fusilier rolls a 3 (also a hit). But 12 beats 3, so the Fusilier’s attack is canceled, and the Ninja’s hits home.

The Ninja’s DA CCW causes 2 ARM rolls at Damage 13 (PH 12 +1). The Fusilier fails one or both and is Unconscious or Dead. Clean. Silent. Surgical.

Takeaway: This example shows how a CC specialist like a Ninja can devastate line troops, especially with Surprise Attack and Martial Arts.

Example 2: Yu Jing Ninja vs Aleph Myrmidon

“A true warrior respects the blade.”

Setting the Stage:

This time, the Ninja engages a Myrmidon—an elite warrior from Aleph, trained in CC and equipped for melee duels. This fight is balanced, and tactics matter.

Unit Stats Breakdown

UnitCCMAPHARMBTSWeapons
Ninja (TO Camo)23MA L31213DA CCW
Myrmidon23MA L31333AP CCW

Engagement Dynamics:

The Ninja approaches under TO Camo again. Surprise Attack is available. However, Myrmidons often have Sixth Sense, ODD, and Smoke access, so let’s assume this is a straightforward CC engagement without Surprise.

Both models declare CC Attack.

Martial Arts L3 affects both, and the effects are symmetrical unless one has NBW (which neither does). With MA L3:

  • Both: CC +3, Enemy -3, +1 Damage

So final values:

  • Ninja: CC 23 +3 = 26 vs Myrmidon (23 -3 = 20)
  • Myrmidon: CC 23 +3 = 26 vs Ninja (23 -3 = 20)

Now this is a true duel. Rolls are close. Let’s say:

  • Ninja rolls a 17
  • Myrmidon rolls a 14

Ninja wins the face-to-face. Myrmidon rolls two ARM rolls against Damage 13 (PH12+1), minus his ARM 3 = needs 11+ to save. Let’s say he passes one, fails one. Drops to Unconscious or No Wound Incapacitation (NWI) depending on profile.

But in another turn, if the Myrmidon had won, his AP CCW would halve the Ninja’s ARM (from 1 to 0), making the Ninja very fragile.

Takeaway: Against CC-capable enemies, Martial Arts levels, PH, and weapon traits (like AP or DA) play a huge role. No longer a sure kill—this is a knife fight in a phone booth.

Conclusion: When bullets fail and blades speak

Close Combat in Infinity N4 is far more than a niche rule—it’s a lethal, cinematic, and deeply tactical system that rewards smart positioning, surprise, and specialist units. From stealth assassinations to duels worthy of a holo-drama, the CC system in Infinity is a treat for both rules tacticians and narrative players.

And the best part?

You can experience this blade ballet live at Arcanopolis Café & Boardgamery in Bacolod City. We offer demo games, community, and narrative story campaigns for Infinity, run by Gamemaster Sven, your guide to the Human Sphere. Come play on our custom premium Game Mats with 3D-printed terrain, and see the game as it was meant to be played.

Grab your sword. We’ll see you on the tabletop.

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