ITS SEASON 17 · ITS Rules v1.0.2

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Critical Intervention

Classified: 1 HVT: 1 Tactical Support: 1 Reinforcements: No Retreat: Yes

Tactical Support (1 card)

Draw 1 card from the Tactical Objectives Deck (remove cards without symbols first). Open Information. Roll d12 if using dice instead of cards.

1 ReRoll a Scenario Skill. Single use. (After failing a Roll) 2 Auto-success on a Scenario Skill Roll. Single use. (Before making a Roll) 3 A Specialist Trooper gets ReRoll on Scenario Skills for the game. 4 Wildcard — pick any result from this chart. 5 A Specialist Trooper gains the Sensor Special Skill. 6 A Trooper gains the Specialist Operative Special Skill. 7 A Specialist Trooper gains a MediKit. 8 A Specialist Trooper gains a GizmoKit. 9 Cancel an Enemy Tactical Support option. 10 A Specialist Trooper gains a Blitzen. 11 A Specialist Trooper gains an Adhesive Launcher Rifle. 12 Lieutenant gets WIP +1 for the Initiative Roll.

Applied at end of Deployment Phase in Initiative order. Recipient must be a Model on the table (not Hidden Deployment, not Marker). Irregular Troops and REM/VH not eligible.

Mission Objectives

  • [ATTACKER] Unlock the Data Console1 OP
  • [ATTACKER] Extract the Data Pack from the Data Console2 OP
  • [ATTACKER] The Trooper that Extracted the Data Pack is not Killed at the end of the game1 OP
  • [ATTACKER] At end of game, the Trooper that Extracted the Data Pack is in your Deployment Zone and is not in a Null State2 OP
  • [ATTACKER] At end of game, Dominate the Server Room2 OP
  • [ATTACKER] Kill enemy Army Points threshold (150pt: 40–75 / 200pt: 50–100 / 250pt: 65–125 / 300pt: 75–150 / 350pt: 85–175 / 400pt: 100–200)1 OP
  • [DEFENDER] Prevent the Attacker from Unlocking the Data Console1 OP
  • [DEFENDER] Prevent the Attacker from Extracting the Data Pack3 OP
  • [DEFENDER] Kill the Trooper that Extracted the Data Pack (only if Attacker has Extracted)2 OP
  • [DEFENDER] At end of game, Dominate the Server Room3 OP
  • [DEFENDER] Kill enemy Army Points threshold (150pt: 40–75 / 200pt: 50–100 / 250pt: 65–125 / 300pt: 75–150 / 350pt: 85–175 / 400pt: 100–200)2 OP
Classified 1 OP each

Each player has 1 Classified Objective (1 OP).

Buy your classified deck. Digital draw is not sufficient for ITS events. Be cool — support the rules!

OP Scored
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Token Manager

Tap to set up orders
LT 0
Group 1 0 0 0

Deployment

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

Cannot deploy inside the Server Room. Attacker Exclusion Zone: 4" either side of central line — no Airborne Deployment (AD) or Superior Deployment. Before Deployment, the Defender may spend 1 Command Token to: Activate the Server Room Defense System, OR deploy up to 65pts of Troops anywhere in the Server Room (ignoring the Deployment Restriction).

48"48"DZ A (ATTACKER)DZ B (DEFENDER)12"12"EXCLUSION ZONE4"Server Room (8×8")Data ConsoleInhibitor AntennaConsoleAntennaNarrow Access (Open)

Scenario Special Rules

Attacker and Defender

In this scenario, two distinct roles are established. The player with the first Player Turn is the Attacker. The player with the second Player Turn is the Defender. Each has different Main Objectives.

Server Room

A Zone of Operations (ZO) in the center of the table covering 8×8". In game terms it has walls of infinite height that completely block Line of Fire. It has four Gates, one in the middle of each wall. The Gates of the Server Room are open at the start of the game. Gates must be represented by Wide Gate Tokens.

Server Room Defense System

2 Armed Turrets inside the Server Room in different corners. If the Defense System is active, the Armed Turrets react with BS Attack or CC Attack to any Order declared by an active Enemy Model (but not Markers) in LoF or in Silhouette contact.

MOVCCBSPHWIPARMBTSSTRS
510112312

Equipment: 360° Visor. Special Skills: Total Reaction. BS Weapons: Combi Rifle. CC Weapons: PARA CC Weapon (–3).

Name8"16"24"32"40"48"96"PSBAmmoSave Attr.Save RollsTraits
Combi Rifle0+30-3-6-6133NARM1
PARA CC WeaponCC — no range bands1PARAPH-61CC, State:Immobilized-A, Non-Lethal
Data Console & Data Pack

1 Data Console placed in the center of the table (Console A Token, 40mm), containing 1 Data Pack (DATA PACK Token).

The Trooper who has the Data Pack must always be on the game table as a Model and not as a Marker (Camouflaged, Holoecho...).

Once the Data Pack is Extracted, if the Trooper carrying it enters Dead State the DATA PACK Token must be removed from the game table.

Extract Data Pack (Attacker Only) Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Data Console.
  • Allows the Specialist Troop to make a Normal WIP–6 Roll to Extract the Data Pack; on a successful roll, a DATA PACK Token must be placed beside the Trooper.
  • If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.
  • If the Data Console is Unlocked, the roll is a Normal WIP Roll without the –6 MOD.
Inhibitor Antenna

Placed next to one of the outer corners of the Server Room in the Defender's half. Represented by Transmission Antenna Token (TRANS. ANTENNA, 40mm).

Use Inhibitor Antenna Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Inhibitor Antenna.
  • When declaring this Skill, the player must choose one of the following actions: Unlock the Data Console (Attacker only), OR Activate or deactivate the Server Room Defense System.
  • With a successful Normal WIP Roll, the chosen action is performed.
  • If the roll is failed, this can be repeated as many times as necessary, each time spending the corresponding Short Skill and making the roll.

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 Shasvastii-Embryo 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.

Killing
Killing

Troopers are considered Killed by the adversary when they enter Dead State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model or Marker, at the end of the game will be considered to be Killed by the adversary.

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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