ITS SEASON 17 · ITS Rules v1.0.2

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Direct Action Tactical Support: 0 Reinforcements: Yes Retreat: Yes

Mission Objectives

  • 0
    End of game: have an Activated Communication Antenna2 OP each
  • 0
    End of game: Control a Communication Antenna1 OP each
  • End of game: Control the Tech-Coffin3 OP
  • End of game: have an Active Lieutenant1 OP
Classified

None.

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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

Wide deployment (16" depth at 300+). Cannot deploy in Silhouette contact with the Tech-Coffin or with the Communication Antennas.

48"48"DEPLOYMENT ZONE ADEPLOYMENT ZONE B16"16"Comm. Antenna12" from edgeComm. Antenna12" from edgeTech-CoffinAntennaTech Box

Scenario Special Rules

Communication Antennas

2 Communication Antennas on the central line: 12" from table edges in 300/350/400 point games, 8" in 200/250 point games, 6" in 150 point games. Represented by Transmission Antenna Tokens (TRANS. ANTENNA, 40mm).

Activate Communication Antenna Short Skill
Attack, Scenario
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with a Communication Antenna.
  • Allows the Specialist Troop to make a Normal WIP Roll to Activate a Communication Antenna. 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 Communication Antenna can be Activated again by the other player, applying the same procedure. In this situation, the Communication Antenna is no longer Activated by the adversary.
  • Player A and Player B Tokens can be used to mark the Activated Communication Antenna.
Control a Communication Antenna

A Communication 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. Models in a Null State cannot do either.

Tech-Coffin

1 Tech-Coffin placed in the center of the table. Controlled by the same rules as Communication Antennas. Represented by a Tech-Coffin Token (40mm).

Active Lieutenant

At the end of the game, a Lieutenant is Active if they are not in any Null, Isolated, or Immobilized State.

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.

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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