Infantry

Unit Type: Ground Forces - Next: Mechs
Number in Reinforcements: 12
Infantry are the basic unit used for taking and holding planets. When not placed on a planet, infantry must be accompanied by a unit with capacity. 
The number of infantry a player can produce is not limited by the number of plastic pieces in their reinforcements, and unlimited infantry tokens can represent extra units. At least one piece of plastic must accompany any group of infantry tokens in a system, so a maximum of 12 systems may contain a single player's infantry. 
== Base Unit ==
Infantry	Infantry	Infantry	Infantry	Infantry
 	 	 	 	Upg.
 	 	 	 	
 	 	 	 	
1 (x2) 	8^ 	 	 	
Cost 	Combat 	 	 	
== Upgraded Unit ==
Infantry II	Infantry II 	Infantry II 	Infantry II 	Infantry II
Req. 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	1 (x2) 	7 	 	
 	Cost 	Combat 	 	
== Faction-Specific Variants ==
===The Federation of Sol===
Federation of Sol Infantry are better at combat than standard Infantry, and once upgraded are more likely to be returned to their home system when destroyed. 
Spec Ops I	Spec Ops I	Spec Ops I	Spec Ops I	Spec Ops I
 	 	 	 	Upg.
 	 	 	 	
 	 	 	 	
1 (x2) 	7^ 	 	 	
Cost 	Combat 	 	 	
Spec Ops II	Spec Ops II 	Spec Ops II 	Spec Ops II 	Spec Ops II
Req. 	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	1 (x2) 	6 	 	
 	Cost 	Combat 	 	
===The Arborec===
Arborec Infantry have the Production ability. 
Letani Warrior I	Letani Warrior I	Letani Warrior I	Letani Warrior I	Letani Warrior I
Production 1 	Production 1 	Production 1 	Production 1 	Upg.
Production 1 	Production 1 	Production 1 	Production 1 	
Production 1 	Production 1 	Production 1 	Production 1 	
1 (x2) 	8^ 	 	 	
Cost 	Combat 	 	 	
Letani Warrior II	Letani Warrior II	Letani Warrior II	Letani Warrior II	Letani Warrior II
Req. 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2
 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2
 	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2	After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Production 2
 	1 (x2) 	7 	 	
 	Cost 	Combat 	 	
===The Mahact Gene Sorcerers===
Mahact Infantry turn into commodities or trade goods when they are destroyed.
Crimson Legionnaire I 	Crimson Legionnaire I 	Crimson Legionnaire I 	Crimson Legionnaire I 	Crimson Legionnaire I
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	Upg.
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	
After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good.	
1 (x2) 	8^ 	 	 	
Cost 	Combat 	 	 	
Crimson Legionnaire II	Crimson Legionnaire II 	Crimson Legionnaire II 	Crimson Legionnaire II 	Crimson Legionnaire II
Req. 	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.	After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
 	1 (x2) 	7 	 	
 	Cost 	Combat 	 	
== Infantry Tokens ==
An infantry token functions as a plastic infantry unit for all game purposes.
When producing an infantry unit, a player can use an infantry token from the supply instead of a plastic piece.
Players can replace their plastic infantry with tokens at any time.
If a player ever has an infantry token on a planet that does not contain one of their plastic infantry or in the space area of a system that does not contain one of their plastic infantry, that player must replace it with one of their plastic infantry from their reinforcements.
If that player cannot replace the token, the unit is destroyed.
Infantry tokens come in values of one and three. A player can swap between these tokens as necessary.
== Gallery ==
Infantry2.jpg
Arb3.png
Sol3.png
MahactTech2.jpg 
==FAQ==
Q: What happens to infantry that would be placed on a planet in any player's home system by the effect of the "Infantry II" unit upgrade technology if the player does not own any planets in his home system?
A: When those infantry would be placed on a home planet, they are returned to that player's reinforcements instead.
Q: Does the Infantry II unit upgrade technology special ability apply if the infantry is destroyed outside of combat (such as with the use of the "Plague" action card or the agenda "Swords to Plowshares"?
A: Yes. Infantry II may use their reroll-to-resurrect ability when they are destroyed regardless of the manner. 
Category:Units