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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

INDEX
WHAT I NEED TO PLAY GAME SETUP P4 P4

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

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

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

QUICK START SQUADS WEAPONS CHART QUICK START INFINITY MARKERS

P18 -P24

P25

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 actionpacked, 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 ITS 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 Twentysided 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 CC BS PH WIP ARM BTS W

= Movement Attribute = Close Combat Attribute = Ballistic Skill Attribute = Physical Attribute = Willpower Attribute = Armour Attribute = Biotechnological Shield Attribute (not used in the Quick Start Rules) = Wounds Attribute

LINE OF FIRE
The Line of Fire (LoF) is an imaginary straight line that runs from the centre of a miniatures 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 Move Discover

Short Skill Shoot Close Combat Attack Dodge Doctor

Long Skill Camouflage Combat Jump

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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 Players 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 Players 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. 2. 3. 4. 5. The active player declares their first Short or Long Skill The opposing player declares their Automatic Reaction Order The active player declares their second Short Skill (if appropriate) Players measure movement and weapon range 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, all players involved in the contest, need to roll D20. The player that rolls the closest to their [modified] Attribute, while also rolling higher than the other players is the winner. In the case of a draw, the model with the highest [unmodified] Attribute is declared the winner. If two (or more) models have the same [unmodified] Attribute, 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 models 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 opponents 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 enemys roll, is the Line Kazaks roll of 9. So it is the Line Kazak who wins the Face to Face Roll. TACTICAL TIP If you shoot at a models 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 Kazaks 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 models movement. Make sure you choose to shoot when your opponent doesnt 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 models Close Combat (CC) Attribute against an opponents 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 models 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 models 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 models 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. A model with Camouflage & Hiding (CH): Mimetism has a limited ability to conceal itself from the enemy. When a model shoots at an enemy with Mimetism, it suffers a -3 penalty to its Ballistic Skill (BS).

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 models 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 risks triggering reactions from enemies with Line of Fire when it deploys as though it had expended an Order. If the roll fails, the model suffers a Dispersion roll (see below).

TACTICAL TIP While deploying a model with Combat Jump take note of the facing of enemy models and try to land your paratrooper out of their Line of Fire for some easy kills.

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 players 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 models Physical (PH) Attribute from the players roll and multiply this by 2, this is the number of inches the model has travelled (D20-PH x 2 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 players 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 players half of the table. However, this does not increase the players initial deployment area for other troops.

LIEUTENANT
One model in a players 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, thats the end of the Quick Start Rules, to enjoy the full gaming potential of Infinity and its numerous tactical possibilities; youll 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

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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 - 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

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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 - 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

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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 - 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

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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 - 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

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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

WEAPONS CHART
DISTANCE (INCHES/MODIFIER) Name Light Shotgun Rifle Combi Rifle Sniper Rifle Fusil MULTI MULTI Rifle HMG Close Combat Weapon (CCW) Electric Pulse Knife Pistol Short 0-8/+3 0-8/0 0-8/+3 0-12/0 0-8/+3 0-8/+3 0-8/0 ---0-4/+3 Medium 8-16/0 8-16/+3 8-16/+3 12-36/+3 8-16/+3 8-16/+3 8-32/+3 ---4-8/0 Long 16-24/-3 16-24/-3 16-24/-3 36-52/-3 16-24/-3 16-24/-3 32-48/-3 ---8-12/-3 Maximum -24-48/-6 24-48/-6 52-104/-6 24-48/-6 24-48/-6 48-96/-6 ---12-24/-6 Damage 13 13 13 15 13 13 14 PH PH PH-2 11 Burst 2 3 3 2 3 3 4 NO NO NO 2 Template NO NO NO NO NO NO NO NO NO NO 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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