ITS SEASON 17 · ITS Rules v1.0.2

Reference

Shared rules that appear across multiple missions (from ITS Season 17). These are also available inline within each mission card.

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

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

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.

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

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.

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.

End of the Mission

This scenario has a limited time frame, so it will automatically finish at the end of the third Game Round.

No Quarter

In this scenario, the Retreat! rules are not applied.

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.

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.

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.

Secure HVT / Secure Treasure Not Used

In this scenario, the Secure HVT or Secure Treasure rule is not applied.

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.

INTELCOM Card (Support & Control)

Before the beginning of the game, but after choosing the first Classified Objective, the player must inform their adversary if that card will be their Classified Objective or their INTELCOM Card. Each player rolls a die and the highest score announces first. The content of the card is Private Information.

Support and Control Mode: At the end of the last Game Round, in Initiative order, the player can add the value of the card to their Victory Points in the Zone of Operations (ZO) of their choice. The player must have at least one Trooper inside that ZO, in a non-Null State.

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

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.

Booty Chart

Deployment Skill (Optional) — Roll once when the Trooper is deployed.

RollItem
1–2+1 ARM
3–4Light Flamethrower
5–6Grenades
7–8DA CC Weapon
9Multispectral Visor L1
10EXP CC Weapon
11Adhesive Launcher Rifle
12TAG: Immunity (AP) / Other: +2 ARM
13Panzerfaust
14Monofilament CC Weapon
15MOV 8-4
16TAG: BS Attack (Shock) / Other: MULTI Rifle
17MULTI Sniper Rifle
18TAG: Immunity (ARM) / Other: +4 ARM
19Mimetism (–6)
20TAG: BS Attack (+1B) / Other: HMG

MetaChemistry Chart

Deployment Skill (Optional) — Roll once when the Trooper is deployed.

RollEffect
1–3+3 PH
4–5Super-Jump
6–7Regeneration
8–10Climbing Plus
11–12MOV: 8-4
13–14+6 BTS
15No Wound Incapacitation
16+1 ARM + Immunity (ARM)
17Dogged + Immunity (Enhanced)
18MOV: 6-4 + Super-Jump
19MOV: 8-4 + Climbing Plus
20+3 PH + Regeneration

Reinforcements

Reinforcements let players hold a separate combat force in reserve, deployed mid-game after suffering casualties or in the final round. All players must use Reinforcements when a mission calls for it.

Army List Structure

  • Main Section — deployed normally at game start. Must include one Trooper with Commlink.
  • Reinforcements Section — a separate Combat Group (or Groups), deployed only via Request Reinforcements. Only Troopers whose Unit Profile name includes Reinforcements (Reinf.) may be included here.

Standard game: 350pts / 7 SWC — 250pts + 5 SWC for Main, 100pts + 2 SWC for Reinforcements.

Request Reinforcements — Conditions

The Active Player may Request Reinforcements during the Tactical Phase if either condition is met:

  • Their current Victory Points total is ≤ the Request Reinforcements value in the chart below, or
  • It is the third Game Round.

Request Reinforcements Chart

Army PointsRequest Reinf. (VP ≤)Retreat! (VP ≤)
25020063
30022575
35025088
400275100

Commlink (Special Skill)

  • Allows the player to Request Reinforcements during the Tactical Phase — even if the Commlink Trooper is Null or removed from play.
  • Commlink (+N) increases the Army List Trooper limit by N.
  • Maximum one Commlink Trooper per Army List.

Deployment Procedure

  1. Place a DropPod Token (DROPPOD) completely inside the player's Obligatory half of the table.
  2. Deploy all Reinforcement Troopers completely inside the DropPod's ZoC, inside the player's half of the table.
  3. All Troopers must be deployed in the same Tactical Phase.
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