ITS SEASON 17 · ITS Rules v1.0.2

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Area of Interest

Classified: 1 HVT: 1 Tactical Support: 0 Reinforcements: Yes Retreat: Yes

Mission Objectives

  • 0
    End of game: Dominate an Area of Interest1 OP each (max 3)
  • End of each Game Round: Dominate the Special Area of Interest1 OP
  • End of each Game Round: have an Activated Communication Antenna1 OP
Classified 1 OP each

Each player has 1 Classified Objective (1 OP).

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OP Scored
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LT 0
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Deployment

PtsSWCTableDZ
200448x328"
250548x3210"
300648x4812"
350748x4812"
400848x4812"
Restrictions

Corner deployment. Cannot deploy inside an Area of Interest or in Silhouette contact with the Communication Antenna.

48"48"DZ ADZ B24"Comm. Antenna

Scenario Special Rules

Communication Antenna

1 Communication Antenna in the center of the table. Represented by Transmission Antenna Token (TRANS. ANTENNA, 40mm).

Activate Communication Antenna Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Communication Antenna.
  • Spending one Short Skill, without needing to perform a Roll, the Specialist Trooper Activates the Communication Antenna.
  • If there are any enemy Hackers within any Areas of Interest, one of them can declare an ARO to oppose the Specialist Trooper. Activating the Communication Antenna in this situation is a Face to Face WIP Roll.
  • If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill.
  • An Activated Communication Antenna can be Activated again by the other player, applying the same procedure. In this situation, the Communication Antenna is no longer Activated by the adversary.
  • Player A and Player B Tokens can be used to mark the Activated Communication Antenna.
Areas of Interest

3 Areas of Interest (Circular Templates), each a ZO. One is the Special Area of Interest.

Before the Deployment Phase, in Initiative order, each player places their Circular Templates: completely outside any Deployment Zones, cannot overlap another Area of Interest.

The player with the first turn places an Area of Interest and the Special Area of Interest, specifying which Template is the Special Area of Interest when placing it. The player with second turn places one Area of Interest.

Reference Rules

Specialist Troops
Specialist Troops

For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward Observers, Paramedics, and Troopers possessing the Chain of Command or the Specialist Operative Special Skill are considered Specialist Troops.

Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral (Servant) Models to perform tasks reserved for Specialist Troops.

Dominate Zone of Operations
Dominate Zone of Operations

A Zone of Operations (ZO) is Dominated by a player if they have more Victory Points than the adversary inside the area.

Only Troopers represented by Models or Markers (Camouflaged, Shasvastii-Embryo...) count, as well as Proxies and Peripheral Troops. Troops in a Null State do not count.

Tokens representing weapons or equipment (Mines, Deployable Repeaters), fake Holoechoes, and any Token that does not represent a Trooper do not count.

A Trooper is inside a ZO when more than half the Trooper's base is inside that ZO.

Shasvastii
Shasvastii

Troopers possessing the Shasvastii Special Skill that are inside a Zone of Operations count while they are in the Unconscious State or any non-Null State.

Baggage
Baggage

Troopers possessing the Baggage piece of Equipment that are inside a Zone of Operations and in a non-Null State provide an additional 20 Victory Points for Dominating the ZO.

INTELCOM Card (Support & Control)
INTELCOM Card (Support & Control)

Before the beginning of the game, but after choosing the first Classified Objective, the player must inform their adversary if that card will be their Classified Objective or their INTELCOM Card. Each player rolls a die and the highest score announces first. The content of the card is Private Information.

Support and Control Mode: At the end of the last Game Round, in Initiative order, the player can add the value of the card to their Victory Points in the Zone of Operations (ZO) of their choice. The player must have at least one Trooper inside that ZO, in a non-Null State.

End of the Mission
End of the Mission

This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the game will end at the end of that Turn.

ITS Season 17 Rules

Long Service

Any Trooper classified as 'Character' also has the classification Veteran Troop.

Treasure Hunters & Secure Treasure
Treasure Hunters & Secure Treasure

Players can include a Sāchā in their Army List. Each player deploys one Treasure Token (25mm) at the beginning of their Deployment Phase, at least 4" outside any DZs, not on/inside scenery.

Secure Treasure: At end of game, can replace one Classified Objective with Secure Treasure. Accomplished when a non-Null Trooper is inside the enemy Treasure's ZoC while your own Treasure's ZoC is free of enemy Troopers (not counting Null). Provides the same OP as a normal Classified. A Sāchā can Secure Treasure even if own Treasure is contested. Cannot replace a card already used as an INTELCOM Card.

Open Treasure (Sāchā Only): Short Skill, no Roll. Roll on Treasure Chart. One use per Sāchā per Treasure Token. Re-roll duplicates. Token stays on table.

CivEvac Rules
CivEvac Rules

Short Movement Skill — Optional, Scenario. Only Models (not Markers). Must reach Silhouette contact with Civilian. Civilian cannot be in contact with enemy or have CivEvac Token.

Cannot CivEvac if: already CivEvacing 2 Civilians, has Impetuous/Frenzy, has Peripheral, Troop Type REM/VH, in Coordinated Order or Fireteam.

WIP+3 Roll. Can retry. Civilian stays in Silhouette contact with carrier. Max 2 Civilians per Trooper. Civilian must always stay on table.

Cancelled if: carrier enters Isolated/Null/Immobilized State, joins Fireteam, enters Marker State, gains Impetuous. Can be cancelled voluntarily (no Roll). Hostile Civilians: no +3 MOD.

Secure HVT
Secure HVT

At end of game, can replace one Classified with Secure HVT. Accomplished when a non-Null Trooper is inside the enemy HVT's ZoC, while your own HVT's ZoC is free of enemy Troopers (not counting Null). Same OP as a normal Classified. Cannot replace a card used as INTELCOM Card.

A player can only replace one Classified Objective with either Secure Treasure or Secure HVT (not both).

Casevac
Casevac

Short Movement Skill — Optional. Carry allied Troopers in Stunned, Immobilized, or Unconscious State. Carrier PH must be ≥ target PH (Baggage ignores).

Both move as one with carrier's MOV. Carried Trooper can't act, doesn't block LoF. Cancelled if carrier declares non-movement Skills, is activated in Impetuous Phase, or enters Null/Marker State. Also cancelled if carried Trooper recovers.

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