Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
INDEX WHAT I NEED TO PLAY GAME SETUP
P4 P4
RULES STATISTICS LINE OF FIRE ACTIVATING MODELS: ORDERS ACTIVATING MOVEMENT THE ENEMY REPL REPLY: Y: AUTOMA AUTOMATIC TIC REACTION ORDER (ARO) GAME SEQUENCE DICE MECHANICS
P5 P5 P6 P7 P7 P8 P9
COMBAT RANGED COMBA COMBAT T (SHOOT) RANGE COVER TERRAIN CLOSE COMBAT DODGE UNCONSCIOUS AND DEATH
P10 P11 P11 P12 P12 P12 ARMOUR ROLL
P13 P13
SPECIAL SKILLS CAMOUFLAGE COMBAT JUMP DISPERSION ROLL DOCTOR INFILTRATION LIEUTENANT MARTIAL ARTS LEVEL 3 MULTISPECTRAL MUL TISPECTRAL VISOR LEVEL 2
P14 P15 P15 P16 P16 P16 P16 P16
QUICK START SQUADS
P18 -P24
WEAPONS CHART
P25
QUICK START INFINITY MARKERS
P26
2 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
Corvus Belli in associaon with Beasts of War (www.beastsofwar.com) are proud to bring you The Innity Quick Start Rules... but what is Innity?
Innity is a 28mm miniatures skirmish game, where players control squads of hi-tech warriors engaged in pitched bales and covert operaons, set in a capvang sci- universe. The world of Innity depicts an excing and aconpacked, near future, where secret missions and black ops, will determine the desny of humankind.
INFINITY QUICK START RULES These rules are the streamlined and simplied version of the Innity game system, which will help you understand the basics of the game. However, with the complete Innity rulebook, you can enjoy a greater variety of taccal opons and gaming possibilies. You can download the complete rulebook, at www.innitythegame.com AND BEST OF ALL IT’S FREE!
3 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
WHAT I NEED TO PLAY •
Measure tape
•
Twenty–sided dice (D20)
•
Innity miniatures
•
Innity Quick Start Rules
•
Scenery
GAME SETUP The following steps are used to set up your game of Innity.
•
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) Aribute of their Lieutenant
•
The winner may choose to act rst or second
4 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
RULES STATISTICS The physical and mental ability of each model is represented as a stasc, as follows:
MOV CC BS PH WIP ARM BTS W
= Movement Aribute = Close Combat Aribute = Ballisc Skill Aribute = Physical Aribute = Willpower Aribute = Armour Aribute = Biotechnological Shield Aribute (not used in the Quick Start Rules) = Wounds Aribute
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 parally. Miniatures have a 180-degree eld of vision.
5 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
ACTIVATING MODELS: ORDERS Each turn, the Acve Player (who has the acve turn) gains 1 Order per model in his army that is present on the table. The collecve number of Orders provided to the player is called the Orders Reserve.
An Order allows the acvaon of a model that can then use the order to engage in combat or perform another acon. The Acve Player can spend one or more Orders on each model unl all of the Orders in the Orders Reserve have been used up, at which point the acve t urn is passed to the next player.
TACTICAL TIP You can spend more than one Order on a parcular model. Therefore it is possible to acvate a chosen model several mes in the same turn. Each Order can be used to allow a chosen model to take one of the following acons:
•
Short Movement Skill + Short Movement Skill
•
Short Movement Skill + Short Skill
•
Long Skill
Short Movement Skill
Short Skill
Long Skill
Move Discover
Shoot Close Combat Aack Dodge Doctor
Camouage Combat Jump
6 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
MOVEMENT Move is a short skill that allows a model to advance a number of inches equal to the rst value of its Move (MOV) Aribute. If a model repeats the Move skill during the same order, it advances a number of i nches equal to the second value of its Move (MOV) Aribute.
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 Automac Reacon Order (ARO).
THE ENEMY REPLY: AUTOMATIC REACTION ORDER (ARO) When the rst Short Skill (or Long Skill) is declared for each Order, the Acve Player’s opponent is permied to react to the acvated model using each of their models that is within 8” or that has Line of Fire to the model that triggered their reacon. This is called an Automac Reacon Order (or ARO). The Automac Reacon Order (ARO) allows the reacng model to act during the Acve Player’s turn. However, they may only aack or react to the model that has declared an Order.
TYPES OF AUTOMATIC REACTION ORDER When reacng to an enemy model, a model can take one of the following acons:
•
Change Facing
•
Discover a hidden model
•
Dodge to avoid an enemy aack (if the reacng model is the target of an
aack) or just to Move •
Make a Close Combat aack (if the reacng model is engaged on that aack)
•
Shoot at the enemy (if the model has Line of Fire)
7 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
GAME SEQUENCE Each me a model is acvated by an Order, play is determined a s follows:
1.
The acve player declares their rst Short or Long Skill
2.
The opposing player declares their Automac Reacon Order
3.
The acve 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 reacon aer the rst Short Skill declaraon, all of the acons are considered to occur simultaneously.
8 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
DICE MECHANICS NORMAL ROLLS In Innity, to nd out if an acon performed by a model has been successful, a D20 is rolled. If the result is equal to or less than the relevant Aribute for that acon, the acon is successful. Before the dice are rolled, all necessary modiers must be added or subtracted from the Aribute. 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) Aribute. 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 aempt acons 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 [modied] Aribute, while also rolling higher than the other players is the winner. In the case of a draw, the model with the highest [unmodied] Aribute is declared the winner. If two (or more) models have the same [unmodied] Aribute, both are considered to have failed.
CRITICAL SUCCESS If a player rolls the exactly to number they need (i.e. their [modied] Aribute number), they have scored a Crical Success. A Crical Success cannot be beaten; it can only be equalled by an opposing player rolling another Crical Success.
IMPORTANT A Crical Success on a combat roll is called a Crical Hit and automacally causes the loss of 1 Wound to the target, unless the target rolls a Crical Success on a Dodge check.
9 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
COMBAT RANGED COMBAT (SHOOT) Shoot is a short skill used to make a ranged aack against an enemy model. This is resolved by a Face to Face Roll , using the acve model’s Ballisc Skill (BS) as the target number. The target can either return re, by using an Automac Reacon Order (ARO) to shoot at the model that shot at them, or they can Dodge, using its Physical (PH) Aribute.
IMPORTANT When performing a shoong Automac Reacon Order (ARO), the Burst stat of all weapons is reduced to 1. An acve model rolls 1D20 to aack 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 Ballisc Skill (BS) Aribute, scores a hit.
EXAMPLE OF RANGED COMBAT: The acve model shoots using the Burst of its weapon. In this case Burst 3, meaning 3D20. The reacve model, which has also declared Shoot as its Automac Reacon Order (ARO), only rolls 1D20. All these dice rolls need to be the closest possible to the Ballisc Skill (BS) Aribute of the model - those which exceed that value are misses. Acve Model: Line Kazak, has Ballisc Skill (BS) 11. Its dice rolls are: 2, 9 and 18. The 2 and the 9 are lower than the Ballisc Skill (BS) Aribute of the model, so they are successful rolls. However, the 18 exceeds the Ballisc Skill (BS) value, so it is a miss. Reacve Model: Moderator from Bakunin, Ballisc 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 Ballisc Skill (BS) Aribute 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 aack becomes a Normal Roll , as a model needs an ARO in order to make the aack a Face to Face Roll .
10 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
RANGE The distance the target is from the shooter modies the target number they need to roll. These modiers are parcular to the type of weapon used and are noted on the Weapons Chart (page25). Example of Range: The Line Kazak’s rie provides a posive modier of +3 to his Ballisc Skill (BS) Aribute when he shoots at a target from 8 to 16 inches away.
COVER When a model shoong at a target, has its Line of Fire obscured by a secon of terrain that is in base contact with the target and which covers at least a third of the targeted model, the aacker suers a -3 modier to its Ballisc Skill (BS) Aribute when shoong at that model. A model claiming Cover also gains a +3 modier to its Armour (ARM) Aribute, making it easier to resist damage.
EXAMPLE OF COVER: When the Moderator has Cover , his aacker, suers a penalty of –3 to its Ballisc Skill (BS) Aribute. While, the Moderator receives a +3 modier to its Armour (ARM) Aribute.
TACTICAL TIP When you use an Order to make a model move and shoot at an enemy. You can declare your ranged aack 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 eecveness.
11 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/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 Innity Rulebook contains more rules that cover various types of terrain.
CLOSE COMBAT When a model is in base contact with an enemy model, they automacally engage in a melee ght 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. Fighng in Close Combat is a Face to Face Roll using the model’s Close Combat (CC) Aribute against an opponent ’s Close Combat (CC) Aribute.
DODGE A Dodge is a reacon that allows the model to use its Physical (PH) Aribute to oppose aack rolls and thereby avoid the triggering aack. The target number for a Dodge roll is the model’s Physical (PH) Aribute. If the Dodging model wins the Face to Face Roll, it is unaected by the aack. If the model is using an Automac Reacon Order (ARO), it can also move up to t he rst value of its Move (MOV) Aribute, in inches.
IMPORTANT Some weapons use a template to aack and do not require an aack roll. These can be opposed using a Dodge roll, but applying a -6 Modier to the model’s Physical (PH) Aribute. You have been warned!
12 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
ARMOUR ROLL When a model is hit by an aack, it must pass an Armour (ARM) roll. In this kind of roll, the Armour (ARM) Aribute is a posive (+) modier to a model’s dice roll. If the result of the modied Roll (D20 + ARM) is higher than the Damage value of the weapon, then, they have deected the hit successfully and the model is unhurt.
If the model fails the Armour (ARM) Roll, it suers 1 wound.
UNCONSCIOUS AND DEATH Once a model has received a number of wounds equal to its Wounds (W) Aribute it falls Unconscious. Models in the Unconscious state must be idened with an Unconscious Marker . A model that falls Unconscious is unable to take any acons and does not add an Order to the Orders Reserve of the controlling player. If an Unconscious model suers an addional wound, it is dead and is removed from the table.
13 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
SPECIAL SKILLS Some troops have special training or equipment that allows them to perform acons others cannot. Here is a sample of these abilies, but check out the full rulebook to nd out more about the special acons your forces can take.
CAMOUFLAGE A model with the Camouage special skill can begin the game hidden and can be represented by a Camouage Marker on the game table to show that the model cannot be seen. A Camouage Marker can move across the baleeld without suering direct aacks. Any hosle model, which wants to aack a Camouage Marker must Discover it rst, which requires success at a Discover roll, which requires a normal Willpower (WIP) Aribute Roll. Any roll to Discover a model possessing the Camouage special skill suers a –3 modier, but if the troop has Thermo-Opcal Camouage (TO), a more advanced level of the Camouage Special Skill, then the modier is -6. Camouaged models have the ability to aack from surprise, so they can shoot before at a target, which can only react (i.e. use an Automac Reacon Order [ARO]) if it survives the aack. However, when a camouaged model performs an aack it reveals itself, becoming visible to enemy units. At which point t he player replaces the Camouage Marker with the appropriate model. A model with Camouage & Hiding (CH): Mimesm has a limited ability to conceal itself from the enemy. When a model shoots at an enemy with Mimesm, it suers a -3 penalty to its Balli sc Skill (BS).
TACTICAL TIP A Reacve Player can wait to declare any Automac Reacon Orders (ARO) of all of their models with Line of Fire to a Camouage Marker , unl the Camouage Marker declares the second Short Skill of its Order .
14 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/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 acve model unl 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 me during their turn. In order to deploy the model, they must rst place the Circular Template on the table (with the number 1 facing t he 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 a ddional Order to the Order Reserve, on the turn it appears on the table.
IMPORTANT If you cannot t the Circular Template at 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. Aer placing the model on the table, the model must make a Normal Roll using the Physical (PH) Aribute, in order to deploy successfully.
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.
If the roll succeeds, the model deploys without ill eect and can be acvated normally. However, it also risks triggering reacons from enemies with Line of Fire when it deploys as though it had expended an Order . If the roll fails, the model suers 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 nd 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 direcon the model will travel. Next, subtract the model’s Physical (PH) Aribute from the player’s roll and mulply 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 locaon indicated. If deviaon prompts the model to fall outside the baleeld, it will have to spend an Order to renter at the edge of the game table, at the point where it would have le.
15 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/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 acve turn (if it the model sll alive) it will again provide 1 Order to the player’s Orders Reserve. If the roll fails, the target is unaected and remains Unconscious.
INFILTRATION A model with the Inltraon special skill can deploy anywhere in its controlling player’s half of the table. However, this does not increase the player’s inial 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 opon in their army list prole 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 Maral Arts (level 3) special skill is allowed to aack rst in Close Combat , making their inial aack a Normal Roll using its CC Aribute. If the defender survives, it can then perform an aack 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 Mulspectral Visor (Level 2) special skill may make Discover , without suering negave modiers for Camouage.
16 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
DO YOU WANT TO KNOW MORE? Well, that’s the end of the Quick Start Rules, to enjoy the full gaming potenal of Innity and its numerous taccal possibilies; 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 Innity ocial website. This was only the beginning, connect and discover more about this excing universe at www.innitythegame.com
Not only that... but you can access instruconal videos, downloads and bale reports at www.beastsofwar.com where you can nd other Innity players from all over the world and interact with a vibrant gaming community who are interested in all forms of tabletop entertainment.
17 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - ALEPH
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
18 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - ARIADNA
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
19 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - COMBINED ARMY
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
20 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - HAQQISLAM
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
21 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - NOMADS
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
22 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - PANOCEANA
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
23 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START SQUADS - YU JING
IMPORTANT The squads and models represented in these Quick Start Rules are not meant to be idencal to those in the full Innity game rules. The corresponding models in the complete rulebook have addional special skills and many more taccal opons... what are you waing for? Download the rules now at www.innitythegame.com
24 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/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
Rie
0-8/0
8-16/+3
16-24/-3
24-48/-6
13
3
NO
Combi Rie
0-8/+3
8-16/+3
16-24/-3
24-48/-6
13
3
NO
Sniper Rie
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 Rie
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 Weapon (CCW)
--
--
--
--
PH
NO
NO
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
25 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules
QUICK START INFINITY MARKERS
26 Copyright © 20011 Corvus Belli S.L.L. / Copyright © 2011 Beasts of War Ltd.
Version 2.0 - Download Here: www.beastsofwar.com/innity/quick-start-rules