ITS SEASON 17 · ITS Rules v1.0.2

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Superiority

Direct Action Tactical Support: 0 Reinforcements: No Retreat: Yes

Mission Objectives

  • End of each Game Round: dominate more Quadrants than the adversary2 OP
  • 0
    End of game: have a Hacked Console1 OP each (max 3)
  • End of game: have a Dominant Key Ops+1 OP
Classified

None.

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OP Scored
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Token Manager

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LT 0
Group 1 0 0 0

Deployment

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

Standard deployment.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE B12"12"Console (Q1)Console (Q2)Console (Q3)Console (Q4)

Scenario Special Rules

Quadrants (ZO)

At the end of each Game Round, but not before, the table is divided into four Quadrants. Each player then checks how many Quadrants they are dominating and counts their Objective Points. Each Quadrant is a Zone of Operations (ZO).

Consoles

4 Consoles, one in the center of each Quadrant. Represented by Console A Tokens (40mm).

Hack Consoles 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 Hack the 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.
  • A Hacked Console can be Hacked again by the other player, applying the same procedure. In this case, both players will count that Console as Hacked.
  • Player A and Player B Tokens can be used to mark the Hacked Consoles.
Dominant Key Ops

Players who have their Key Ops in any non-Null State in a ZO Dominated by them have a Dominant Key Ops.

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.

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 Unconscious 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.

Key Ops
Key Ops

At the end of the Deployment Phase, in Initiative order, players must declare which Trooper from their Army List is their Key Ops. The Trooper chosen must be one of the models deployed on the game table. Players are not allowed to choose Troopers in Hidden Deployment or in Marker state. This Trooper must always be on the game table as a Model and not as a Marker (Camouflaged, Holoecho...). Irregular Troops and those whose Troop Type is REM or VH are not eligible.

The Key Ops possesses the Dodge (+3) and Tactical Awareness Special Skills (not cumulative if already possessed).

The Key Ops is identified with a Player A or B Marker.

Operational Learning
Operational Learning

When a Specialist Troop performs a Skill with the Scenario Label that requires a WIP Roll and fails, they benefit from the following MODs in subsequent Orders:

  • In the second consecutive Order, the Trooper applies a +3 MOD to the WIP Roll required for that Scenario Skill.
  • In the third consecutive Order (and subsequent Orders), the Trooper applies +3 and +1SD MODs to the WIP Roll required for that Scenario Skill.
  • These MODs are cumulative with any other MOD that applies to Skills with the Scenario Label.

Important: These MODs only apply to Rolls made in consecutive Orders by the same Trooper for the same Scenario Skill, with the same target, with no interruptions, or Orders spent on other Troopers:

  • If the Trooper passes the Roll, the sequence resets.
  • If the Trooper does not declare that Scenario Skill, the sequence resets.
  • If the Trooper declares the same Skill on a different target, the sequence resets.
  • If an Order is spent on any other Trooper, the sequence resets.
  • Only one sequence can be applied per Trooper and per Scenario-labelled Skill at a time.
HVT & Classified Deck Not Used
HVT & Classified Deck Not Used

In this scenario, the HVT Model and Secure HVT rules are not applied. Players will not deploy the HVT Model on the game table and they will not use the Classified Deck.

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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