Hard Lock
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
- End of each Game Round: Control the Enemy Beacon1 OP
- End of game: your Beacon is not Controlled by the enemy1 OP
- End of game: have more Activated Consoles than the adversary2 OP
- 0End of game: have an Activated Console1 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!
Token Manager
Tap to set up ordersDeployment
| Pts | SWC | Table | DZ | |
|---|---|---|---|---|
| 200 | 4 | 48x32 | 8" | |
| 250 | 5 | 48x32 | 10" | |
| 300 | 6 | 48x48 | 12" | |
| 350 | 7 | 48x48 | 12" | |
| 400 | 8 | 48x48 | 12" |
Cannot deploy in Silhouette contact with the Beacons or the Consoles.
Scenario Special Rules
2 Beacons, 1 corresponding to each player, placed in different halves of the table, each in the middle of the front edge of the Deployment Zone. The Enemy Beacon is the one on the edge of the enemy Deployment Zone.
- Have an Activated Console.
- The Trooper is in Silhouette contact with a friendly Trooper in Normal State that has an Enemy Beacon, OR
- The Trooper is in Silhouette contact with an Enemy Beacon which has no enemy Troops in a non-Null State in contact with it.
- Spending one Short Skill, without needing to perform a Roll, the Trooper can pick up an Enemy Beacon in any of the situations previously mentioned.
- The Trooper must follow the Common Rules of Beacons.
- Each Model can carry a maximum of 1 Beacon. Exception: Troopers with the Baggage Special Skill can carry up to 2 Beacons.
- Only Models, and not Markers (Camouflaged, Impersonation, Holoechoes...) can carry the Beacons.
- The Beacon must always be kept on the table, in Silhouette contact with the Trooper carrying it.
- If the Trooper carrying the Beacon enters or is in any Null State, they drop the Beacon. Move the Beacon slightly out of Silhouette contact with the Trooper.
- Beacons do not block movement or LoF.
An Enemy Beacon is Controlled by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it. There cannot be any enemy Troopers in Silhouette contact with the Beacon. Models in a Null State cannot do either.
3 Consoles on the central line: one in the center, the other two placed 12" from the table edges in 300/350/400 point games, 8" in 200/250 point games, 6" in 150 point games. Represented by Console A Tokens (40mm).
- Only Specialist Troops can declare this Skill.
- The Specialist Troop must be in Silhouette contact with a Console.
- Allows the Specialist Troop to make a Normal WIP Roll to Activate a Console. 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 Console can be Activated again by the other player, applying the same procedure. In this situation, the Console is no longer Activated by the adversary.
- Player A and Player B Tokens can be used to mark the Activated Console.