ITS SEASON 17 · ITS Rules v1.0.2

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Hard Lock

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

  • 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
  • 0
    End of game: have an Activated Console1 OP each
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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0

Token Manager

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

Deployment

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

Cannot deploy in Silhouette contact with the Beacons or the Consoles.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE B12"12"Beacon AFront of DZ ABeacon BFront of DZ BConsole (center)Console12" from edgeConsole12" from edgeBeaconConsole

Scenario Special Rules

Beacons

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.

Pick Up Beacon Short Skill
Attack, Scenario
  • 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.
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.
Control an Enemy Beacon

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.

Consoles

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).

Activate Console Short Skill
Attack, Scenario
  • 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.

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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