ITS SEASON 17 · ITS Rules v1.0.2

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Crossing Lines

Classified: 0 HVT: 1 Tactical Support: 0 Reinforcements: No Retreat: Yes

Mission Objectives

  • R1
    R2
    R3
    End of each Game Round: Dominate a Dead Zone1 OP each
  • End of game: Dominate both Dead Zones2 OP
  • 0
    End of game: have an Activated Antenna1 OP each
Classified

No Classified Objectives.

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OP Scored
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0

Token Manager

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

Deployment

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

Each player deploys in a rear Deployment Zone AND a second Deployment Zone within the Central Strip in the enemy half (up to 75pts). Cannot deploy in Silhouette contact with the Antennas. The Dead Zones are Exclusion Zones — Airborne Deployment (AD) or Superior Deployment Labels cannot be used to deploy inside them. Exception: Impersonation may still use Superior Deployment.

48"48"DZ A (REAR)DZ A (STRIP)DZ B (REAR)DZ B (STRIP)DEAD ZONEDEAD ZONE12"12"Antenna12" from edgeAntenna12" from edge

Scenario Special Rules

Dead Zones

Two Dead Zones, one in each half of the table — the areas between the Deployment Zones. Each Dead Zone is a Zone of Operations (ZO).

Antennas

2 Antennas 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. Represented by Transmission Antenna Tokens (TRANS. ANTENNA, 40mm).

Activate Antenna Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with an Antenna.
  • Allows the Specialist Troop to make a Normal WIP Roll to Activate an Antenna. 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.
  • An Activated Antenna can be Activated again by the other player, applying the same procedure. In this situation, the Antenna is no longer Activated by the adversary.
  • Player A and Player B Tokens can be used to mark the Activated Antenna.
Superior Deployment

With the exception of Impersonation, Special Skills with the Superior Deployment Label cannot be used in this scenario.

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.

Secure HVT / Secure Treasure Not Used
Secure HVT / Secure Treasure Not Used

In this scenario, the Secure HVT or Secure Treasure rule is not applied.

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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