ITS SEASON 17 · ITS Rules v1.0.2

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Corporate Appropriation

Classified: 3 HVT: 1 Tactical Support: 0 Reinforcements: Yes Retreat: Yes

Mission Objectives

  • End of game: have the Enemy Prototype Captured2 OP
  • End of game: Enemy Prototype Captured in your Deployment Zone1 OP (in addition to above)
  • End of game: your Prototype is not Captured by the enemy (only if your Prototype has not been Destroyed)1 OP
  • End of game: your Prototype is Destroyed3 OP
  • End of game: acquired more weapons or items from the Panoplies than the adversary1 OP
Classified 1 OP each

Each player has 3 Classified Objectives (1 OP each).

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OP Scored
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Token Manager

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LT 0
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Deployment

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

Exclusion Zone: 4" either side of central line — no Airborne Deployment (AD) or Superior Deployment.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE B12"12"EXCLUSION ZONE4"Prototype12" from edgePrototype12" from edgePanoply AFront of DZ APanoply BFront of DZ BObjectivePanoply

Scenario Special Rules

Prototypes

2 Prototypes on the central line: 12" from table edges in 300/350/400 point games, 8" in 200/250 point games, 6" in 150 point games. Before the Deployment Phase, the player with second Turn decides which Prototype belongs to which player. Represented by Objective Tokens (40mm).

Prototypes have a Profile and can be targeted, but cannot be chosen as the target of an Attack that would also affect Enemy or Allied Troopers.

ARM 6 / BTS 6 / STR 3 / S3 — Fixed CC Roll = 8, GizmoKit (PH=9).

Automated Defense System (ADS)

Any CC Attack against the Prototype triggers a CC Attack in reaction, which automatically rolls an 8. Any CC Attack against the Prototype is automatically a Face to Face Roll. No MODs can be applied to the attacker's CC Attribute.

If the ADS's Roll of 8 is a success, the attacker suffers a Stun Ammunition hit, forcing one Saving Roll against BTS, PS 5. Immunity (Enhanced) and Immunity (BTS) are not effective against this hit.

Destroy the Prototypes

A Prototype can only be damaged by CC Attacks with the Anti-materiel Trait, or by placing D-Charges. The Prototype is Destroyed and removed from the table when it suffers Wounds equal or higher than its STR Attribute value.

The Prototype can be the target of the Engineer Special Skill or the GizmoKit piece of Equipment.

Attacks cannot be declared against Prototypes during the first Game Round, with the exception of Pick Up Prototype.

Pick Up Prototype Short Skill
Attack, Scenario
  • Be in Silhouette contact with an allied Trooper in Normal State carrying an Enemy Prototype, OR
  • Be in Silhouette contact with an Enemy Prototype Token that is not being carried.
  • Spending one Short Skill, without needing a Roll, any Trooper can pick up an Enemy Prototype in any of the situations previously mentioned.
  • The Trooper must follow the Common Rules of Prototypes.
Common Rules of Prototypes
  • A Trooper carrying a Prototype cannot declare Move as the second Basic Short Skill of an Order. Exception: Troopers with the Baggage Special Skill can declare Move as the second Basic Short Skill.
  • Only Models, and not Markers (Camo, Impersonation, Holoechoes...) can carry the Prototypes.
  • The Prototype Token must always be kept on the table.
  • The Prototype Token always remains in Silhouette contact with the Trooper carrying it.
  • If the Trooper carrying the Prototype enters or is in any Null State, they drop the Prototype. Move the Prototype slightly out of Silhouette contact with the Trooper.
  • Prototype Tokens do not block movement or LoF.
Capturing Enemy Prototype

An Enemy Prototype is Captured by a player if, at the end of the game, that player has a Model (not a Marker) carrying it. That Trooper cannot be in a Null State or in Silhouette contact with any enemy Model.

Panoplies

2 Panoplies in different halves of the table, each in the middle of the front edge of the Deployment Zone. Represented by Objective Tokens (40mm).

Use Panoplies Short Skill
Attack, Scenario
  • The Trooper must be in Silhouette contact with a Panoply.
  • By succeeding at a WIP Roll, a Trooper gains the D-Charges weapon or, if their player prefers, makes a Roll on the Panoply Chart to obtain one different weapon or piece of equipment. Once a success has been rolled, that Trooper cannot use this Panoply again.
  • Troopers possessing the Booty Special Skill, or any other Skill which specifies so, don't need to make the WIP Roll.
  • A Trooper in Silhouette contact with this piece of scenery may spend one Short Skill of an Order to cancel their Unloaded State.
  • If a Trooper rolls a weapon or piece of equipment they already have, they can repeat the roll on the Panoply Chart.
Panoply Chart
RollItemRollItem
1–2+1 ARM13Panzerfaust
3–4Light Flamethrower14Monofilament CC Weapon
5–6Grenades15MOV 8-4
7–8DA CC Weapon16TAG: BS Attack (Shock) / Other: MULTI Rifle
9Multispectral Visor L117MULTI Sniper Rifle
10EXP CC Weapon18TAG: Immunity (ARM) / Other: +4 ARM
11Adhesive Launcher Rifle19Mimetism (–6)
12TAG: Immunity (AP) / Other: +2 ARM20TAG: BS Attack (+1B) / Other: HMG

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.

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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