ITS SEASON 17 · ITS Rules v1.0.2

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Interplanetario 2026

Neutralization

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Interplanetario Classified: 1 HVT: 0 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

  • 0
    End 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
Classified 2 OP each

Each player has 1 Classified Objective (2 OP).

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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

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.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE B12"12"EXCLUSION ZONE4"20"4"Tech BoxTech BoxAntennaAntennaAntennaTech BoxAntennaNeutralization Area

Scenario Special Rules

Hyperthermal Tech Box

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).

Extract Hyperthermal Tech Short Skill
Attack, Scenario
  • 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.
Hyperthermal Techs

Represented by a Hyperthermal Tech Token or a similar scenery item of 25 mm diameter.

Pick Up Hyperthermal Tech Short Skill
Attack, Scenario
  • 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.
Common Rules of Hyperthermal Techs
  • 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.
Neutralization Area

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).

Neutralize Hyperthermal Tech

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.

Neutralizing Antenna

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).

Control a Neutralizing Antenna

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.

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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