#1. Tendency to add ever-increasing numbers of weapons and gadgets
Infinity's strength is in its basic mechanisms and unique "ARO" reaction system, but now it is in danger of getting smothered by trying to react to "special rules" (110+ at last count).
#2. The Paradiso supplement lacked a meaningful advancement system
I was hoping for a Mordhiem-style warband system but in Paradiso only one soldier (the Spec Ops) could actually be upgraded in a campaign. So out of your 10 or so guys, only one guy learns from his experiences? Meh.
So I am going to create a modern campaign, to "fix" these gripes by stripping out the more esoteric rules, and also paint up some of my awesome Empress moderns (which will also serve in Battlefield: MMW, an innovative miniatures game which mimics the PC franchises CoD, Battlefield 3 and Ghost Recon and has game modes ideal for multiple player fun.
#1. SIMPLIFYING INFINITY
Removing the weirder sci fi stuff (also the most complex "special rules") should be simple. I'm going to keep weapons as similar to Infinity ones as possible for the purposes of balance. For "damage" I'm going to align it to 9mm (11), 5.56mm (13) and 7.62mm (15).
The skills are restricted and usually represent the lower end of the spectrum of Infinity skills. I'm going to keep the following skills: Airborne Deployment L3, Mimetist/Limited Camouflage, Climbing Plus, Doctor, Engineer, Forward Observer, Infiltration L2, Inspiring Leadership, Martial Arts, Mechanised Deployment, Religious Troop, Terrain, Valour L2.
The only equipment retained from Infinity is the Medkit. Armour will be 1 (helmet) for basic troops, and 4 if soldiers have both helmet and bulletproof vest.
Squad Weapons5.56mm Assault Rifle
This is your standard 30-round mag rifle such as M16, AK74 etc. Treat as Combi Rifle.
Portable sustained fire weapon. Treat as a Heavy Machine Gun with a Damage of only 13.
Underslung Grenade Launcher (M203, GP 30)As per Light Grenade Launchers.
9mm Pistol (Makarov, M9 Beretta)
As per Pistol.
Shotgun (Benelli, Mossberg)
As per Boarding Shotgun.
Light Anti Tank Weapon (RPG, LAW, AT-4)
Any disposable shoulder-fired bazooka/rocket launcher. As per D.E.P.
Squad Marksman Rifle (L86 LSW, HK417, G3, SVD, M14, SR-25)
Treat as having X-Visor (medium range 0, -3 max range) If 7.62mm, Damage is 15 and only 2 shots (Semi auto).
This is from the Red Star Miniatures website. Empress is a distributor for their wonderful Chechyan/Russian range and I suspect both companies use the same sculptor. Check out their gallery dioramas - they look like news photos....
Platoon/Support WeaponsSupport machine-gun (FN MAG, M60, RPK)
Typically 7.62mm with two man crew, used at platoon level. Treat as Heavy Machine Gun.
An extra crew member adds +1 to the weapon's burst.
Sniper Rifle (M24, L96)
Typically a 7.62mm bolt or semi automatic weapon. Treat as Sniper Rifle.
As per Anti-personnel mines.
40mm Automatic GL
As per Kaytatusha.
Anti Material Rifle (Barrett .50)
Treat as a Sniper rifle, which rolls twice to wound and ignores armour.
I also have some Eureka miniatures. They are a little chunkier then Empress but very solid sculpts and paint up well (this is a photo from their website). Both Empress and Eureka have excellent service and communication and I was impressed with both. I recommend you check them out.
I may fiddle with the stats mildly but as it stands it seems a solid selection, a bit easier to remember than the 61 weapon types available in Infinity itself. Part II will be working out campaign and sensible "advancement" perimeters. Part III will be scenarios, missions and (hopefully) an AAR.
The core rules I am using are free from the official Infinity website.