ITS SEASON 17 · ITS Rules v1.0.2

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Resilience Operations

Resilience Operations HVT: 4/side Tactical Support: 0 Reinforcements: No Retreat: Yes

Uses the Tactical Objectives Deck and Battle Conditions Deck — no fixed scenarios, no Classified Deck.

Mission Objectives

  • 0
    Tactical Objective 1 (drawn from deck)1 each (max 3)
  • 0
    Tactical Objective 2 (drawn from deck)1 each (max 3)
  • 0
    Tactical Objective 3 (drawn from deck)1 each (max 3)
  • Accomplished more Tactical Objectives than adversary1 OP
OP Scored
12345678910
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 any Beacon, HVT, or Objective. Player who kept Deployment places all Tactical Elements first.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE BHVTs ×4 (within 4")HVTs ×4 (within 4")Objectives ×3 (within 8" of center)Objectives ×3 (within 8" of center)BCNBCNBCNBCN12"12"4"8"

Scenario Special Rules

Tactical Objectives Deck

Draw 4 cards each game, discard 1 (keep 3). One Objective reveals per Round. Use counters above to track OP earned per Objective (each card awards its own conditions — up to 3 OP per card). You need the physical Tactical Objectives Deck to play ResOps.

Setup Flow

1 — Draw Tactical Objectives

  • Done after learning opponent's faction, before selecting Army List.
  • Each player shuffles their Tactical Objectives Deck in front of opponent; draws 4, discards 1 (keeps 3).
  • Optional: spend 1 Command Token to discard one Objective and draw a replacement.

Private Information until end of game. Must show all cards to opponent at end.

2 — Select Army List

3 — Initiative Roll

4 — Draw Battle Conditions

  • Done after Initiative Roll, before Deployment Phase.
  • Each player shuffles their Battle Conditions Deck, draws 2, discards 1.
  • In Initiative order: reveal card, perform required decisions/placements.
  • If both players draw the same Battle Condition, second player redraws.
  • Battle Conditions last the whole game and affect both players.
  • If multiple Movement Bonuses are granted, only one applies.

5 — Place Tactical Elements

  • Player who kept Deployment places their elements first.
  • Beacons ×2 — inside your DZ, in Silhouette contact with the DZ outer edge.
  • HVTs ×4 — totally within 4" outside your DZ.
  • Objectives ×3 — totally within 8" of the central line, in your half of the table.
  • F-13 Turrets — only if specified by a Battle Conditions card.

Cannot deploy in Silhouette contact with any Beacon, HVT, or Objective.

6 — Deployment Phase

7 — Start of Round 1 — Reveal Tactical Objective

  • Both players simultaneously choose and reveal one Tactical Objective.
  • If you hold Priority Target, you must reveal it first.
  • Start of Rounds 2 and 3: reveal another Tactical Objective simultaneously.

Scoring: Each Tactical Objective provides up to 3 OP (exact conditions vary per card). An Objective is "accomplished" when you earn at least 1 OP from it. Having accomplished more Objectives than your opponent at end of game: +1 OP.

Beacons (2 per player)

Placed inside your DZ, in Silhouette contact with the DZ outer edge. Only damaged by weapons with the Anti-materiel Trait. Targetable by Engineer Special Skill or GizmoKit (PH 10). ARM 4 / BTS 4 / STR 3 / S:2. Cannot deploy in Silhouette contact with a Beacon.

HVTs (4 per player)

Placed totally within 4" outside your DZ. Follow standard Civilian Rules except for placement. Some Battle Conditions cards make HVTs Hostile (see profile below).

Hostile HVT Profile

When a Battle Conditions card makes HVTs Hostile, they are no longer Neutral Civilians. They are reactive and hostile, reacting as if they were enemy Troopers.

MOVCCBSPHWIPARMBTSVITAS
4-46811111012

BS Weapons: Stun Pistol. CC Weapons: PARA CC Weapon.

Name8"16"24"32"40"48"96"PSBAmmoSave Attr.Save RollsTraits
Stun Pistol+30-682STUNBTS1Non-Lethal, State:Stunned
PARA CC WeaponCC — no range bands1PARAPH-61CC, State:Immobilized-A, Non-Lethal
Objectives (3 per player)

Placed totally within 8" of the central line, in your half of the table. Use an Objective Token (40mm) or equivalent scenery piece.

Capture Tactical Element Short Skill — Attack
  • In Silhouette contact with a Model in a Null State who is carrying a Tactical Element, OR
  • In Silhouette contact with an allied Trooper carrying a Tactical Element, OR
  • In Silhouette contact with a Tactical Element not currently being carried.
  • No Roll required — automatically Captures the Tactical Element.
  • Each Model may carry a maximum of 1 Captured Tactical Element (2 with Baggage).
  • Only Models (not Markers: Camo, Impersonation, Holoechoes…) can carry Tactical Elements.
  • The Tactical Element remains in Silhouette contact with the carrier at all times.
  • If the carrier enters any Null State, the Tactical Element is dropped (moved slightly out of contact).
  • Carried Tactical Elements do not block movement or LoF.
  • Cannot be declared as part of a Coordinated Order.
Beepers

Each Trooper has 1 Beeper; Specialist Troopers have 2. Placed using the Place Deployable Skill (cannot be Coordinated). Can be damaged by Attacks. ARM 2 / BTS 0 / STR 1 / S:2.

F-13 Defensive Turret (Battle Conditions only)

The F-13 Defensive Turret reacts to any Order declared by an active enemy Model (not Markers) in LoF or Silhouette contact with a BS Attack or CC Attack. Removed when STR reaches 0.

MOVCCBSPHWIPARMBTSSTRS
510112312

Equipment: 360° Visor. Special Skills: Total Reaction. BS Weapons: Combi Rifle. CC Weapons: PARA CCW (-3).

Name8"16"24"32"40"48"96"PSBAmmoSave Attr.Save RollsTraits
Combi Rifle0+30-3-6-6133NARM1
PARA CC WeaponCC — no range bands1PARAPH-61CC, State:Immobilized-A, Non-Lethal
Profiles Quick Reference
ElementARMBTSSTR / VITASNotes
Beacon44STR 32Anti-mat. only; GizmoKit PH 10
Beeper20STR 12Place Deployable Skill; no Coordinated
HVT (Civilian)VITA 22WIP 11, BS 5, CC 6; PH 10
HVT (Hostile)10VITA 12WIP 11, BS 8, PH 11; Stun Pistol
F-13 Turret23STR 12BS 10; Total Reaction; 360° Visor
End of the Mission

Tactical Objectives are Private Information — show all cards to your opponent at end of game.

Reference Rules

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.

Control
Control

A Tactical Element (Beacon, Console, etc.) 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 element. Models in a Null State cannot do either.

Subjugate
Subjugate

A Quadrant or Sector is Subjugated by a player as long as that player is the only one with at least one Trooper (as a Model, not a Marker) inside the area — no enemy Troopers in the area. Models in a Null State do not count.

Killing
Killing

Troopers are considered Killed by the adversary when they enter Dead State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model or Marker, at the end of the game will be considered to be Killed by the adversary.

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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