Neutralization
See Original ↗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
- 0End of game: Neutralize a Hyperthermal Tech (max 4 OP)1 OP each (max 4)
- End of game: have Neutralized more Hyperthermal Techs than your adversary1 OP
- End of game: Control more Neutralizing Antennas than your adversary3 OP
Each player has 1 Classified Objective (2 OP).
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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" |
Standard deployment. Exclusion Zone: 4" either side of the central line — no Airborne Deployment (AD) or Superior Deployment inside this area. Cannot deploy inside a Neutralization Area.
Scenario Special Rules
There are 2 Hyperthermal Tech Boxes placed on the central line of the table (see map). Represented by a Tech-Coffin Marker or a scenery piece of 40 mm diameter (e.g. ITS Objective Pack Alpha, Stasis Coffins by Warsenal, or Cryo Pods by Customeeple).
- Only Specialist Troops can declare this Skill.
- The Specialist Troop must be in base contact with the Hyperthermal Tech Box.
- Allows the Specialist Troop to make a Normal WIP Roll to Extract and pick up the Hyperthermal Tech. On a successful roll, one Hyperthermal Tech 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.
Represented by a Hyperthermal Tech Token or a similar scenery item of 25 mm diameter.
- Be in Silhouette contact with an allied Trooper in Normal State who is carrying a Hyperthermal Tech Token.
- OR be in Silhouette contact with a Hyperthermal Tech that is not being carried.
- Spending one Short Skill, without needing a Roll, the Trooper can pick up a Hyperthermal Tech. Place the Hyperthermal Tech Token in Silhouette contact with the Trooper.
- When a Trooper performs Pick Up Hyperthermal Tech, they suffer a Stun Ammunition hit, forcing them to make one Saving Roll against BTS, with PS 9. The Immunity (Enhanced) and Immunity (BTS) Special Skills are not effective against this hit.
- The Trooper must follow the Common Rules of Hyperthermal Tech.
- Each Model can carry a maximum of 1 Hyperthermal Tech. As an exception, Models possessing the Baggage Special Skill can carry up to 2 Hyperthermal Tech.
- Only Models, and not Markers, (Camo, Impersonation, Holoechoes…) can carry the Hyperthermal Techs. Models carrying Hyperthermal Techs cannot enter Marker States.
- The Hyperthermal Tech Token must always be kept on the table.
- The Hyperthermal Tech Token always remains in Silhouette contact with the Trooper which is carrying it.
- If the Trooper carrying the Hyperthermal Tech enters or is in any Null State, they drop the Hyperthermal Tech. Move the Hyperthermal Tech Token slightly out of Silhouette contact with the Trooper.
- Hyperthermal Tech Tokens do not block movement or LoF.
There are four Neutralization Areas where the Hyperthermal Techs must be Neutralized. Each area is represented by a Circular Template centered on a Neutralizing Antenna (see map).
At the end of an Order or ARO, a Hyperthermal Tech is Neutralized if the Trooper carrying it is totally inside a Neutralization Area and is not in a Null State. The Trooper's player removes the Hyperthermal Tech Token from the table, placing it aside to keep count of the number of Neutralized Hyperthermal Techs at the end of the game.
There are four Neutralizing Antennas placed on the front edge of each Deployment Zone (see map). Represented by a Transmission Antenna Token (TRANS. ANTENNA) or a scenery piece of 40 mm diameter (e.g. Antenna of the ITS Objective Pack Alpha, Communications Array by Warsenal, or Sat Station Antenna by Customeeple).
A Neutralizing Antenna 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 Neutralizing Antenna. Models in a Null State cannot do either.