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com/infinity/quick-start-rules
INDEX
WHAT I NEED TO PLAY P4
GAME SETUP P4

RULES
STATISTICS P5
LINE OF FIRE P5
ACTIVATING MODELS: ORDERS P6
MOVEMENT P7
THE ENEMY REPLY: AUTOMATIC REACTION ORDER (ARO) P7
GAME SEQUENCE P8
DICE MECHANICS P9

COMBAT
RANGED COMBAT (SHOOT) P10
RANGE P11
COVER P11
TERRAIN P12
CLOSE COMBAT P12
DODGE P12
ARMOUR ROLL P13
UNCONSCIOUS AND DEATH P13

SPECIAL SKILLS
CAMOUFLAGE P14
COMBAT JUMP P15
DISPERSION ROLL P15
DOCTOR P16
INFILTRATION P16
LIEUTENANT P16
MARTIAL ARTS LEVEL 3 P16
MULTISPECTRAL VISOR LEVEL 2 P16

QUICK START SQUADS P18 -P24

WEAPONS CHART P25

QUICK START INFINITY MARKERS P26

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
Corvus Belli in association with Beasts of War (www.beastsofwar.com) are
proud to bring you The Infinity Quick Start Rules... but what is Infinity?

Infinity is a 28mm miniatures skirmish game, where players control squads of


hi-tech warriors engaged in pitched battles and covert operations, set in a
captivating sci-fi universe. The world of Infinity depicts an exciting and action-
packed, near future, where secret missions and black ops, will determine the
destiny of humankind.

INFINITY QUICK START RULES


These rules are the streamlined and simplified version of the Infinity game
system, which will help you understand the basics of the game. However, with
the complete Infinity rulebook, you can enjoy a greater variety of tactical options
and gaming possibilities.

You can download the complete rulebook, at www.infinitythegame.com


AND BEST OF ALL IT’S FREE!

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
WHAT I NEED TO PLAY
• Measure tape
• Twenty–sided dice (D20)
• Infinity miniatures
• Infinity Quick Start Rules
• Scenery

GAME SETUP
The following steps are used to set up your game of Infinity.

• A game table, with plenty of scenery, is prepared

• Each Player selects a table edge (generally this is the oppositeedge

of the table)

• Players can deploy their models up to 12 inches from their


selected table edge. This is their Deployment Zone

• Each player makes a Face to Face Roll (see below) using the

Willpower (WIP) Attribute of their Lieutenant

• The winner may choose to act first or second

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
RULES
STATISTICS
The physical and mental ability of each model is represented as a statistic, as
follows:

MOV = Movement Attribute


CC = Close Combat Attribute
BS = Ballistic Skill Attribute
PH = Physical Attribute
WIP = Willpower Attribute
ARM = Armour Attribute
BTS = Biotechnological Shield Attribute (not used in the Quick Start Rules)
W = Wounds Attribute

LINE OF FIRE
The Line of Fire (LoF) is an imaginary straight line that runs from the centre of a
miniature’s base to an enemy model. If there are any obstacles in the way that
completely block an enemy miniature from sight, then there is no Line of Fire. A
target may only be selected by a model if the model can “see” it, at least partially.
Miniatures have a 180-degree field of vision.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
ACTIVATING MODELS: ORDERS
Each turn, the Active Player (who has the active turn) gains 1 Order per model in
his army that is present on the table. The collective number of Orders provided to
the player is called the Orders Reserve.

An Order allows the activation of a model that can then use the order to engage
in combat or perform another action. The Active Player can spend one or more
Orders on each model until all of the Orders in the Orders Reserve have been
used up, at which point the active turn is passed to the next player.

TACTICAL TIP
You can spend more than one Order on a particular model.
Therefore it is possible to activate a chosen model
several times in the same turn.

Each Order can be used to allow a chosen model to take one of the following
actions:

• Short Movement Skill + Short Movement Skill

• Short Movement Skill + Short Skill

• Long Skill

Short Movement Skill Short Skill Long Skill

Move Shoot Camouflage


Discover Close Combat Attack Combat Jump
Dodge
Doctor

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
MOVEMENT
Move is a short skill that allows a model to advance a number of inches equal
to the first value of its Move (MOV) Attribute. If a model repeats the Move skill
during the same order, it advances a number of inches equal to the second value
of its Move (MOV) Attribute.

When declaring a Move, the player must show the exact route taken by the model,
so that their opponent has a chance to announce their Automatic Reaction Order
(ARO).

THE ENEMY REPLY: AUTOMATIC REACTION ORDER (ARO)


When the first Short Skill (or
Long Skill) is declared for each
Order, the Active Player’s
opponent is permitted to react
to the activated model using
each of their models that is
within 8” or that has Line of Fire
to the model that triggered their
reaction.

This is called an Automatic


Reaction Order (or ARO).

The Automatic Reaction Order


(ARO) allows the reacting model
to act during the Active Player’s
turn. However, they may only
attack or react to the model that
has declared an Order.

TYPES OF AUTOMATIC REACTION ORDER

When reacting to an enemy model, a model can take one of the following actions:

• Change Facing

• Discover a hidden model

• Dodge to avoid an enemy attack (if the reacting model is the target of an

attack) or just to Move

• Make a Close Combat attack (if the reacting model is engaged on that attack)

• Shoot at the enemy (if the model has Line of Fire)

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
GAME SEQUENCE
Each time a model is activated by an Order, play is determined as follows:

1. The active player declares their first Short or Long Skill

2. The opposing player declares their Automatic Reaction Order

3. The active player declares their second Short Skill (if appropriate)

4. Players measure movement and weapon range

5. Dice rolls are made to resolve any combat or skill tests

IMPORTANT
Despite the opponent declaring his reaction after the first Short Skill
declaration, all of the actions are considered to occur simultaneously.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
DICE MECHANICS
NORMAL ROLLS

In Infinity, to find out if an action performed by a model has been successful, a


D20 is rolled. If the result is equal to or less than the relevant Attribute for that
action, the action is successful.

Before the dice are rolled, all necessary modifiers must be added or subtracted
from the Attribute.

Example of a Normal Roll:

A PanOceanian Trauma Doc moves into base contact with a


trooper she wants to heal, using her Doctor Special Skill.

Doctor requires that the Trauma Doc pass a Normal Roll using
her Willpower (WIP) Attribute.

The Trauma Doc has Willpower (WIP) 12.

If the dice rolls 12 or less, the roll will be successful and the
trooper will be healed.

The player rolls 2, which is a success!

MAKING FACE TO FACE ROLLS

When two or more models attempt actions that are opposed to


each other, then a Face to Face Roll must be made.

To make a Face to Face Roll, both players involved in the contest


need to roll D20. The player that rolls closest to their [modified]
Attribute is the winner.

In the case of a draw, the model with the highest Attribute is declared the winner.
However, if both models have the same Attribute value, then both are considered
to have failed.

CRITICAL SUCCESS

If a player rolls the exactly to number they need (i.e. their [modified] Attribute
number), they have scored a Critical Success.

A Critical Success cannot be beaten; it can only be equalled by an opposing player


rolling another Critical Success.

IMPORTANT
A Critical Success on a combat roll is called a Critical Hit and automatically
causes the loss of 1 Wound to the target, unless the target rolls
a Critical Success on a Dodge check.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
COMBAT
RANGED COMBAT (SHOOT)
Shoot is a short skill used to make a ranged attack against an enemy model. This
is resolved by a Face to Face Roll, using the active model’s Ballistic Skill (BS) as the
target number. The target can either return fire, by using an Automatic Reaction
Order (ARO) to shoot at the model that shot at them, or they can Dodge, using its
Physical (PH) Attribute.

IMPORTANT
When performing a shooting Automatic Reaction Order (ARO),
the Burst stat of all weapons is reduced to 1.

An active model rolls 1D20 to attack for each point of Burst that its weapon
possesses (e.g. Burst 3 rolls 3D20) and each dice that beats its opponent’s roll
and rolls equal to or less than their Ballistic Skill (BS) Attribute, scores a hit.

EXAMPLE OF RANGED COMBAT:

The active model shoots using the Burst of its weapon. In


this case Burst 3, meaning 3D20.

The reactive model, which has also declared Shoot as its


Automatic Reaction Order (ARO), only rolls 1D20.

All these dice rolls need to be the closest possible to the


Ballistic Skill (BS) Attribute of the model - those which
exceed that value are misses.

Active Model: Line Kazak, has Ballistic Skill (BS) 11. Its
dice rolls are: 2, 9 and 18. The 2 and the 9 are lower than
the Ballistic Skill (BS) Attribute of the model, so they are
successful rolls. However, the 18 exceeds the Ballistic Skill
(BS) value, so it is a miss.

Reactive Model: Moderator from Bakunin, Ballistic Skill


(BS) 10. Its dice roll is 5, so it gets a successful roll too.

Of all the successful dice rolls, the closest to the Ballistic


Skill (BS) Attribute of the model and higher than the
enemy’s roll, is the Line Kazak’s roll of 9. So it is the Line
Kazak who wins the Face to Face Roll.

TACTICAL TIP
If you shoot at a model’s rear facing, it cannot react (because it lacks Line
of Fire) and the ranged attack becomes a Normal Roll, as a model needs an
ARO in order to make the attack a Face to Face Roll.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
RANGE
The distance the target is from the shooter modifies the target number they need
to roll. These modifiers are particular to the type of weapon used and are noted
on the Weapons Chart (page25).

Example of Range: The Line Kazak’s rifle provides a positive modifier of +3 to his
Ballistic Skill (BS) Attribute when he shoots at a target from 8 to 16 inches away.

COVER
When a model shooting at a target, has its Line of Fire obscured by a section of
terrain that is in base contact with the target and which covers at least a third
of the targeted model, the attacker suffers a -3 modifier to its Ballistic Skill (BS)
Attribute when shooting at that model.

A model claiming Cover also gains a +3


modifier to its Armour (ARM) Attribute,
making it easier to resist damage.

EXAMPLE OF COVER:

When the Moderator has Cover, his


attacker, suffers a penalty of –3 to its
Ballistic Skill (BS) Attribute. While, the
Moderator receives a +3 modifier to its
Armour (ARM) Attribute.

TACTICAL TIP
When you use an Order to make
a model move and shoot at an
enemy. You can declare your
ranged attack at any point during
a model’s movement.

Make sure you choose to shoot


when your opponent doesn’t
have any Cover, to maximise your
effectiveness.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
TERRAIN
For the purposes of the Quick Start Rules, we are only concerned with terrain that
provides cover. Other types of terrain can be ignored.

However, the Infinity Rulebook contains more rules that cover various types of
terrain.

CLOSE COMBAT
When a model is in base contact with an enemy model, they automatically
engage in a melee fight called Close Combat. The models are considered to be
using one of their Close Combat Weapons. This does not require an Order to
change weapon.

Fighting in Close Combat is a Face to Face Roll using the model’s Close Combat
(CC) Attribute against an opponent’s Close Combat (CC) Attribute.

DODGE
A Dodge is a reaction that allows the model to use its Physical (PH) Attribute to
oppose attack rolls and thereby avoid the triggering attack. The target number for
a Dodge roll is the model’s Physical (PH) Attribute.

If the Dodging model wins the Face to Face Roll, it is unaffected by the attack. If
the model is using an Automatic Reaction Order (ARO), it can also move up to the
first value of its Move (MOV) Attribute, in inches.

IMPORTANT
Some weapons use a template to attack and do not require an attack roll.
These can be opposed using a Dodge roll, but applying a -6 Modifier to the
model’s Physical (PH) Attribute. You have been warned!

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
ARMOUR ROLL
When a model is hit by an attack, it must pass an Armour (ARM) roll. In this kind
of roll, the Armour (ARM) Attribute is a positive (+) modifier to a model’s dice roll.
If the result of the modified Roll (D20 + ARM) is higher than the Damage value
of the weapon, then, they have deflected the hit successfully and the model is
unhurt.

If the model fails the Armour (ARM) Roll, it suffers 1 wound.

UNCONSCIOUS AND DEATH


Once a model has received a number of wounds equal to its Wounds (W) Attribute
it falls Unconscious.

Models in the Unconscious state must be identified with an Unconscious Marker.


A model that falls Unconscious is unable to take any actions and does not add an
Order to the Orders Reserve of the controlling player.

If an Unconscious model suffers an additional wound, it is dead and is removed


from the table.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
SPECIAL SKILLS
Some troops have special training or equipment that allows them to perform
actions others cannot. Here is a sample of these abilities, but check out the full
rulebook to find out more about the special actions your forces can take.

CAMOUFLAGE
A model with the Camouflage special skill can begin the game hidden and can be
represented by a Camouflage Marker on the game table to show that the model
cannot be seen.

A Camouflage Marker can move across the battlefield without suffering direct
attacks. Any hostile model, which wants to attack a Camouflage Marker must
Discover it first, which requires success at a Discover roll, which requires a normal
Willpower (WIP) Attribute Roll.

Any roll to Discover a model possessing the Camouflage special skill suffers a –3
modifier, but if the troop has Thermo-Optical Camouflage (TO), a more advanced
level of the Camouflage Special Skill, then the modifier is -6.

Camouflaged models have the ability to attack from surprise, so they can shoot
before at a target, which can only react (i.e. use an Automatic Reaction Order
[ARO]) if it survives the attack. However, when a camouflaged model performs an
attack it reveals itself, becoming visible to enemy units. At which point the player
replaces the Camouflage Marker with the appropriate model.

TACTICAL TIP
A Reactive Player can wait to declare any Automatic Reaction Orders (ARO)
of all of their models with Line of Fire to a Camouflage Marker, until the
Camouflage Marker declares the second Short Skill of its Order.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
COMBAT JUMP
Paratroopers have the Combat Jump special skill. A model with Combat Jump is
not placed on the table at the start of the game and is not considered to be an
active model until it is placed on the table (i.e. it does not grant a Order to the
Order Reserve).

A player can deploy a model with Combat Jump at any time during their turn.
In order to deploy the model, they must first place the Circular Template on the
table (with the number 1 facing the centre of the table) and then the player places
the model with Combat Jump, somewhere inside the template. This deployment
is considered to use the deploying model’s Order, so it does not add an additional
Order to the Order Reserve, on the turn it appears on the table.

IMPORTANT
If you cannot fit the Circular Template flat on the table in an area (i.e. if
there is terrain underneath it), then a model with Combat Jump
cannot use that area to deploy.

After placing the model on the table, the model must make a Normal Roll using
the Physical (PH) Attribute, in order to deploy successfully.

If the roll succeeds, the model deploys without ill


effect and can be activated normally. However, it also
TACTICAL TIP
risks triggering reactions from enemies with Line of Fire
While deploying a model with Combat Jump take note
when it deploys as though it had expended an Order.
of the facing of enemy models and try to land your
paratrooper out of their Line of Fire for some easy kills.
If the roll fails, the model suffers a Dispersion roll (see
below).

DISPERSION ROLL
If a model with Combat Jump fails its Physical (PH) roll to deploy, it does not
land in the intended area. In order to find out where the model lands, record
the second digit of the player’s D20 roll and compare it to the numbers around
the edge of the Circular Template. This will give you the direction the model will
travel.

Next, subtract the model’s Physical (PH) Attribute from the player’s roll and
multiply this by 2½, this is the number of inches the model has travelled (D20-PH
x 2½ inches).

Finally, place the model on the table at


the location indicated.

If deviation prompts the model to fall


outside the battlefield, it will have to
spend an Order to renter at the edge
of the game table, at the point where it
would have left.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
DOCTOR
A model possessing this special skill can revive models that have fallen
Unconscious. To recover an Unconscious model, the model with the Doctor skill
is required to be in base contact with the target, then spend one Short Skill of an
Order and to succeed at a Willpower (WIP) Roll.

If the roll succeeds, the target recovers 1 Wound (W) and in the next active turn (if
it the model still alive) it will again provide 1 Order to the player’s Orders Reserve.

If the roll fails, the target is unaffected and remains Unconscious.

INFILTRATION
A model with the Infiltration special skill can deploy anywhere in its controlling
player’s half of the table. However, this does not increase the player’s initial
deployment area for other troops.

LIEUTENANT
One model in a player’s army list must be designated as the leader, or Lieutenant
of the squad. Only those models with the Lieutenant option in their army list
profile can be designated as a Lieutenant.

A model with the Lieutenant special skill grants an extra Order to the Order
Reserve, called a Lieutenant Special Order, which only the model with the
Lieutenant ability can use.

MARTIAL ARTS LEVEL 3


A model with the Martial Arts (level 3) special skill is allowed to attack first in
Close Combat, making their initial attack a Normal Roll using its CC Attribute.

If the defender survives, it can then perform an attack in reply. If both models
have this same special skill, then they must perform a Face to Face Roll.

MULTISPECTRAL VISOR LEVEL 2


A model with the Multispectral Visor (Level 2) special skill may make Discover,
without suffering negative modifiers for Camouflage.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
DO YOU WANT
TO KNOW MORE?
Well, that’s the end of the Quick Start Rules, to enjoy the full gaming potential of
Infinity and its numerous tactical possibilities; you’ll need the complete rulebook.

Remember... the complete rules, the Human Sphere expansion, all the weapons
charts, complete army lists, templates and markers totally free to download from
the Infinity official website.

This was only the beginning, connect and discover more about this exciting
universe at www.infinitythegame.com

Not only that... but you can access instructional videos, downloads and battle
reports at www.beastsofwar.com where you can find other Infinity players
from all over the world and interact with a vibrant gaming community who are
interested in all forms of tabletop entertainment.

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - ALEPH

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - ARIADNA

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - COMBINED ARMY

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

20
Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - HAQQISLAM

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

21
Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - NOMADS

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

22
Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - PANOCEANA

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

23
Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START SQUADS - YU JING

IMPORTANT
The squads and models represented in these Quick Start Rules
are not meant to be identical to those in the full Infinity game rules.

The corresponding models in the complete rulebook have additional special skills
and many more tactical options... what are you waiting for?
Download the rules now at www.infinitythegame.com

24
Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
WEAPONS CHART
DISTANCE (INCHES/MODIFIER)

Name Short Medium Long Maximum Damage Burst Template

Light Shotgun 0-8/+3 8-16/0 16-24/-3 -- 13 2 NO

Rifle 0-8/0 8-16/+3 16-24/-3 24-48/-6 13 3 NO

Combi Rifle 0-8/+3 8-16/+3 16-24/-3 24-48/-6 13 3 NO

Sniper Rifle 0-12/0 12-36/+3 36-52/-3 52-104/-6 15 2 NO

Fusil MULTI 0-8/+3 8-16/+3 16-24/-3 24-48/-6 13 3 NO

MULTI Rifle 0-8/+3 8-16/+3 16-24/-3 24-48/-6 13 3 NO

HMG 0-8/0 8-32/+3 32-48/-3 48-96/-6 14 4 NO

Close Combat -- -- -- -- PH NO NO
Weapon (CCW)

Electric Pulse -- -- -- -- PH NO NO

Knife -- -- -- -- PH-2 NO NO

Pistol 0-4/+3 4-8/0 8-12/-3 12-24/-6 11 2 NO

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules
QUICK START INFINITY MARKERS

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Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd. Version 1.0 - Download Here: www.beastsofwar.com/infinity/quick-start-rules

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