Infinity Tournament System R S: Ules and Cenarios
Infinity Tournament System R S: Ules and Cenarios
Infinity Tournament System R S: Ules and Cenarios
TABLE OF CONTENTS
ITS: BASIC RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 TRANSMISSION MATRIX. . . . . . . . . . . . . . . . . . . . . . . . 30
For an event to be officially sanctioned and its results recor- Each figure must represent faithfully the unit it stands for,
ded onto the International Ranking, it must comply with all including its equipment and weapon options. Should the
applicable rules. appropriate miniature not be available on the Infinity range,
you can use a different Corvus Belli miniature as a stand-in,
The ITS rules are divided into those pertaining to the partici- but you must inform your opponent unequivocally of what
pants and those pertaining to the tournament organizers. The that figure represents.
purpose of these rules is to facilitate the organization of and
participation in Infinity tournaments in a way that allows all LINE OF FIRE (LOF)
members of the player community to be a part of a worldwide
system with common ground rules that are fair to all. For the sake of clarity and agility, every figure in play must
display its 180º Line of Fire arc by means of distinct painted
markings on its base or the appropriate markers (such as
Customeeple’s Line of Sight Markers or Antenociti’s Workshop’s
EVENT PARTICIPANTS Visual Arc Markers).
»» Templates and markers, Under no circumstances can miniatures from other brands or
manufacturers be used as proxies
»» Dice,
CONVERTED FIGURES
»» Classified Deck,
Use of converted figures is allowed, and in fact encouraged,
»» Army lists. as long as most or all the figure is composed of parts from
Corvus Belli miniatures and the figure accurately represents
Participation in official Infinity events implies knowledge and the unit and weapon option it stands for.
acceptance of all rules in this document as well as any rules
set forth by the event Organizer. ARMY LISTS
SPORTSMANSHIP Army Lists must conform to the rules laid out in the Infinity
rulebooks and the special rules of the event, if there are any.
All participants in an event, whether Organizers, Players or
guests, are expected to conduct themselves in a friendly and It is compulsory to use the program Infinity Army (available
considerate manner at all times. If a participant disrupts the for free on the Infinity website) to create and check your Army
good atmosphere of an event, the Organizer may penalize Lists. Should there be a discrepancy, the information available
them or altogether remove them from play. on the official Infinity website takes precedence.
REMEMBER
Infinity is first and foremost a game and events should be fun for
everyone involved.
RULES The amount by which the ITS Rating of a player varies with
each event depends on the event’s K factor, as follows:
The Official Game Rules and Official Army Lists are those
published by Corvus Belli on the official Infinity website Tournament
Top-Tier Mid-Tier Low-Tier
infinitythegame.com Type
Classic
All game rules, FAQ, Rules Errata and army lists published up K+15% K=32 K-15%
Tournament
to one week before the date of an event apply to that event. Classic
N/A K=16 N/A
League
EVENT ORGANIZERS Mini
K+15% K=16 K-15%
Tournament
The Event Organizer is the person, store or club that will
One Shot K+15% K=4 K-15%
organize and manage the event.
Organizers are expected to be an example of good conduct, Special events, such as the Interplanetary Tournament, might
whether they are participating in the event as players or not. have different K factors.
The Organizer is responsible for: There are a total of three separate Rankings: the Spanish
Ranking, the U.S. Ranking and the International Ranking.
»» Ensuring that the rules of the event and the game rules Players that do not participate in the Spanish or the U.S.
are observed. ranking automatically participate in the International Ranking.
»» Informing Corvus Belli of the results of the event, as indi- At the end of the season, the winners of each of the three
cated in the rules for that type of event. Regional Rankings will receive the following prizes:
»» Ensuring all participants are registered in the ITS before »» A guaranteed seat in the 4th Interplanetary Tournament,
the event takes place. Players can register using the form including lodging throughout the event.
available at http://its.infinitythegame.com.
»» The 2016 ITS Season exclusive miniature, painted by the
»» Providing an adequate venue for the event, as well as Corvus Belli team.
anything else required to play (tables, scenery…).
»» An official 2016 ITS Season trophy.
REFEREES
RANKS
During events, Referees are the ultimate authority in matters
of game rules, which is why they are expected to make fair Ranks are a series of digital medals awarded to players for
rulings and to devote all the time necessary to solving the their participation in the Infinity Tournament System. A pla-
players’ doubts. To make the Referee's job easier, players yer’s Ranks are displayed in each of their posts in the Official
are encouraged to try to solve their disputes in a friendly Infinity Forum.
manner, and only turn to the Referee if an agreement cannot
be reached. Once requested, the Referee's rulings are final. Every time a player participates in an ITS event, their rank
in the faction with which they played increases. A better
The Referee and the Organizer of the event will often be performance in the event causes that Rank to increase more
the same person. If they are not, the Organizer is bound by dramatically.
the rulings of the Referee like any other participant, both in
matters of game rules and conflict resolution. DECORATIONS
To prevent conflicts of interest, it is advisable—but not man- Decorations are a series of digital medals awarded to players
datory—for the Referee to abstain from participating in the to mark exceptional achievements. Some of these achieve-
event as a player. ments include being among the regional winners of an ITS
Season, being a veteran of past Seasons or being the best
RANKINGS player with a faction at the end of the Season.
This is the basic ITS format for tournaments. This format It may occur that Tournament Points and Objective Points
pits 4 or more players in one-to-one games over 3 or more are not enough to determine a winner. In that case, ties are
Tournament Rounds. broken by comparing each player’s Victory Points, that is, their
Surviving Army Points.
TOURNAMENT CONTROL SHEET
NUMBER OF TOURNAMENT ROUNDS If two or more players are tied for the same position, they
are ranked according to their accumulated Objective Points.
The number of Tournament Rounds per tournament depends
on the number of players, as shown in this table: If both their Tournament Points and Objective Points scores
are equal, players are ranked according to their accumulated
PLAYERS TOURNAMENT ROUNDS Victory Points. If this fails to break the tie, players are ranked
4-8 3 according to the sum total of the Objective Points accumulated
9 - 16 4 from all their opponents in the tournament.
17+ 5
PAIRINGS
Treat this table as a guideline. The Organizer decides the Pairings for the first Tournament Round are assigned at random.
number of Tournament Rounds a tournament will have, but
there must never be fewer than 3. From the second Tournament Round on, a Swiss system
is used. Players are ranked according to their Tournament
KEEPING SCORE Points scores, and ties are broken by comparing accumulated
Objective Points scores. If the tie persists, compare the players’
Ranking during a tournament is determined by the player’s accumulated Victory Points and, if this fails to break the tie,
Tournament Points score. the total Objective Points from all their previous opponents
in the tournament. Once all players are ranked, opponents
After each Round, players are awarded Tournament Points are assigned in descending order of ranking (first against
depending on their game’s outcome. The decisiveness of a second, third against fourth, etc.).
player’s victory and its associated Tournament Points reward
is measured by the difference in Objective Points scored by ODD NUMBER OF PLAYERS (BYES)
each player, as per this table:
If the number of players in the tournament is not even, each
TOURNAMENT DIFFERENCE IN OBJECTIVE Tournament Round one of the players will have to wait for
OUTCOME
POINTS POINTS the next Tournament Round to play; that player is said to be
Difference of 5 or more “given a bye”. A player that takes a bye is awarded a Victory
Total Victory 3
Objective Points. (worth 2 Tournament Points), 0 Objective Points and 0 Victory
Difference of 4 or less Points for that Round.
Victory 2
Objective Points.
Difference of 0 Objective The Organizer must make sure that a single player is never
Tie 1 given more than one bye during a tournament.
Points.
Any Objective Points
Defeat 0 difference in favor of the For the first Tournament Round, the player given a bye is de-
opponent. termined at random. In subsequent Tournament Rounds, the
player with the lowest ranking takes a bye, unless that player The Organizer must make the Tournament Tier known when
had already taken a bye in one of the previous Tournament the event is first announced so players can take that into
Rounds. In that case, the player with the next lowest ranking account when building their Army Lists.
who had not previously taken a bye is given the bye.
TYPE OF OPERATION
When players take a bye, they must make a note of it in their
Tournament Control Sheet: A tournament’s Type of Operation outlines the operational
focus of its Tournament Scenarios. All ITS Scenarios fall into
1. Add up all Objective Points the player earned during the one or more of these three Types of Operation:
tournament.
»» Direct Action Operations, missions with a predominant-
2. Multiply the result by the number of Tournament Rounds ly offensive focus where high-intensity combat is to be
of the tournament. expected.
3. Divide the result by the number of Tournament Rounds »» Special Operations, commando-style missions where suc-
played (one less than the total Tournament Rounds of the cess hinges on the use of specialized assets to achieve
tournament) and then round up. particular operational goals.
The end result is their final Objective Points score. In the event »» Joint Operations, a category of missions that combine the
of a tie, repeat the process with the player’s Victory Points. features of both Direct Action and Special Operations. Their
operational complexity warrants the use of multi-purpose
ARMY LISTS units capable of handling themselves in any situation.
DIRECT
Each player submits two Army Lists, both of one single Generic Nº SCENARIO ACTION
SPECIAL JOINT
OPERATIONS OPERATIONS
or Sectorial Army. OPERATIONS
Lists must observe all rules for army building set forth in the 1 Annihilation X
Infinity rulebooks.
2 Biotechvore X
Each player must bring two printed copies of each of their
Complete Army Lists – the lists that contain all of the army’s 3 Quadrant Control X
information, Open and Private – and give one to the Organizer
4 Decapitation X
before the first Tournament Round begins. Additionally, every
player must carry a printed copy of each Courtesy Army List.
This version contains only the list’s Open Information so it 5 The Armory X
can be shown to the adversaries upon request.
6 Frontline X X
The Tournament Organizer can require players turn in their
Army Lists in advance to check their validity.
7 Firefight X X
Emergency
»» Top-Tier: 400 Army Points and 8 SWC. 15 X
Transmission
»» Mid-Tier: 300 Army Points and 6 SWC.
16 Nimbus Zone X
22 Beacon Race X X This Extra allows players to field a Spec-Ops in their tourna-
ment lists (see Infinity. Campaign: Paradiso).
23 Engineering Deck X X
»» Spec-Ops can be customized with 12 Experience Points.
The Organizer may choose to use one or more of the fo- REPORTING RESULTS
llowing modifiers of the tournament format. In that case, the
Organizer must specify which Extras will be used when the In order to update the ITS Ranking with the results of a tour-
event is first announced. nament, Organizers must report those results using the Official
Tournament Manager found at http://its.infinitythegame.com
CAMPAIGN
Organizers are welcome to read the tutorial guide to Infinity’s
This Extra allows players to use the Objective Points they earned Official Tournament Manager, available the Guide for the ITS
to improve their Spec-Ops or unlock Military Specialties, as Tournament organizing.
per the Infinity Campaign System (ICS) rules set forth in the
Infinity. Campaign: Paradiso rulebook. Should you encounter any problems during the reporting
process, please contact us at tournament@corvusbelli.com
When this Extra is implemented, players don't need to submit
two Army Lists when they sign up for the tournament. If a
player submits two Army Lists, they must both be of the same
Generic or Sectorial Army.
ITS SCENARIOS
The tactical flexibility of the game mechanics of Infinity
allows for the games to be much more than simply setting
out to exterminate the enemy. In the ITS (Infinity Tournament
System), the organized game system of Infinity, games are
laid out with a set number of objectives to meet (e.g. take
control of a building), or specific game conditions (e.g. Special
Terrain Areas). These kinds of games are referred to as mis-
sions or scenarios, and they recreate tactical situations as
well as operations from the military sphere and espionage
circles of the highest levels. Granted, a mission or a scenario
means a higher level of difficulty, requiring greater planning
of the Army List as well as a more polished set of tactical
and gaming abilities on the part of the player. However, they
also mean a greater level of fun and entertainment than the
regular extermination game.
CLASSIFIED OBJECTIVES
In the Infinity Official Scenarios, the Classified Objectives are HIGH VALUE TARGET (HVT) MODEL
additional objectives a player can accomplish to get more
Objective Points. The HVT (High Value Target) represents a non-combatant
character belonging to the enemy side and placed on the
Usually, each Classified Objective provides 1 Objective Point, game table as the target of Classified Objectives.
but this amount can vary due to the special conditions of
the scenario. The deployment of one of these models is compulsory for
both players, as their presence and interaction with other
Each Classified Objective provides its Objective Points one time models in-game has consequences for the achievement of
in each scenario. Even if the requirements of the Classified Classified Objectives when playing scenarios.
Objective are achieved again, it will not provide additional
Objective Points. You can use any figure from the Infinity or the Infinity Bootleg
range, preferably those designated as HVT or as a Civilian.
A trooper possessing a Disabled Marker (DIS) can still accom- Good examples of this are the O-12 High Commissioner, the
plish the Classified Objectives. Tohaa Diplomat, Go-Go Marlene, the Fusilier Angus, the TAG
Pilots, the VIP Executive or the HAZMAT A1 Specialist.
CLASSIFIED OBJECTIVES SELECTION
The HVT models may be necessary to accomplish some
The amount of Classified Objectives that can be fulfilled during Classified Objectives. However, these models are especially
the mission is listed on the scenario report. In the ITS, players useful when used to replace one of the Classified Objectives
have only one way of choosing the Classified Objectives, with assigned to the player.
the Classified Deck.
REQUIREMENTS
Players select their Classified Objectives after learning what »» Each player must deploy one HVT model at the beginning
mission will be played and what faction his opponent will of his Deployment Phase.
be playing with, but always before choosing one of the two
Army Lists shown to the tournament organizer. »» The players must deploy their HVT models a minimum of
4 inches outside of any Deployment Zones. Moreover, the
INTELCOM CARD players cannot place their HVT models either on top of or
inside of any Scenery Item or Building, always deploying it
As stated in some scenarios would be specified the possibility of in an accessible location on the table.
renouncing the Objective Classified, to use it as INTELCOM Card.
EFFECTS
Before the beginning of the game, but after choosing the »» HVT models are Neutral to both players.
Classified Objective, each player must decide if that card will
be his Classified Objective or his INTELCOM Card, announcing »» HVT models don’t belong to the Army List, and thus cannot
his decision to his adversary. Each player rolls a die and the provide or receive Orders from the players.
one who gets the highest score must make their decision first
and inform their adversary. The content of the card, whether »» If either player hurts a HVT model (leaving it in a Null state),
the mission or the card numeric value, is considered Private then that player will automatically lose the scenario and
Information, no matter which use the player has chosen for it. any Objective Points achieved in it. Moreover, his adversary
receives 2 extra Objective Points (never exceeding the
At the end of the game, when the players count up their maximum of 10).
points, and following the order established by the Initiative,
the player can use his INTELCOM Card. »» Some scenario special rules or Classified Objectives can
modify this rule.
CLASSIFIED DECK
When in game, the player can replace one of his Classified »» Requirements: Engineer.
Objectives with Secure HVT. This is an optional Classified
Objective all players can choose to replace one of the Classified »» Objective: To succeed at an Engineer Roll on any allied
Objectives they drew from the Classified Deck. trooper, getting it to recover 1 STR point.
The Secure HVT optional Classified Objective provides the HVT: ESPIONAGE
same number of Objective Points the scenario provides for
each normal Classified Objective accomplished. »» Requirements: Hacker.
OBJECTIVES »» Objective: A Hacker with the enemy HVT model inside his
Zone of Control must spend a Short Skill and succeed at a
DATA SCAN WIP -3 Roll.
»» Objective: The Hacker must spend one Short Skill of the »» Requirements: Engineer.
Order and succeed at one WIP-3 Roll against any enemy
model inside his Zone of Control. The target may declare a »» Objective: An Engineer in base contact with the enemy HVT
Reset ARO no matter which Type of Troop it is (LI, MI, HI…) model must spend a Short Skill and succeed at a WIP+3
and even if the Data Scan is performed outside his LOF. Roll. The player can use troops possessing G: Servant to
accomplish this Objective.
SABOTAGE
HVT: INOCULATION
»» Requirements: D-Charges.
»» Requirements: Doctor or Paramedic.
»» Special: The player must choose a Scenery Building or a
Scenery Item, after solving the Initiative Roll, but before you »» Objective: A Doctor or Paramedic in base contact with the
start your Deployment, placed entirely inside the enemy’s enemy HVT model must spend a Short Skill and succeed
half of the table. This piece of scenery will be considered at a WIP+3 Roll. The player can use troops possessing
the target of the Classified Objective. G: Servant to accomplish this Objective.
EXPERIMENTAL DRUG »» Objective: The player must succeed at two Forward Observer
Rolls or two Spotlight Hacking Program Rolls against the
»» Requirements: Doctor or Paramedic. enemy HVT model. The player is authorized to perform
this type of Attack against the HVT model.
»» Objective: To get an allied trooper recovered from Uncons-
cious to Normal state by using the Doctor Special Skill, or
by using a MediKit.
TELEMETRY
»» If you have between 101 and 150 surviving Army Points In this scenario, Retreat! rules are not applied.
(3 Objective Points).
END OF THE MISSION
»» If you have more than 150 surviving Army Points (4 Ob-
jective Points). This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
CLASSIFIED
»» If you have between 151 and 250 surviving Army Points In this scenario, Retreat! rules are not applied.
(3 Objective Points).
END OF THE MISSION
»» If you have more than 250 surviving Army Points (4 Ob-
jective Points). This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
CLASSIFIED
»» If you have between 100 and 200 surviving Army Points NO QUARTER
(1 Objective Point).
In this scenario, Retreat! rules are not applied
»» If you have between 201 and 300 surviving Army Points
(3 Objective Points). END OF THE MISSION
»» If you have more than 300 surviving Army Points (4 Ob- This scenario has a limited time frame, so it will automatically
jective Points). finish at the end of the third Game Round.
CLASSIFIED
MAIN OBJECTIVES Both players will deploy on opposite sides of the game table,
in a Deployment Zone 8 inches deep.
»» To accomplish more Classified Objectives than the adversary
(1 Objective Point). CONFUSED DEPLOYMENT
»» To kill more enemy Army Points than the adversary (3 Any trooper using a Deployment Skill to deploy outside their
Objective Points). Deployment Zone must make a PH-3 Roll. If the player fails the
roll, the trooper will be deployed anywhere his Deployment
»» If you have between 75 and 150 surviving Army Points (2 Zone. Special Skills, pieces of Equipment, or rules that apply
Objective Point). any PH or WIP Roll to deploy must replace it with this roll.
Any MOD applied to the Deployment by a Special Skill, piece
»» If you have between 151 and 250 surviving Army Points of Equipment, or rule will be added to this roll.
(3 Objective Points).
The Biotechvore Plague is more aggressive against artificial In this scenario, Retreat! rules are not applied.
beings. Troopers with the STR Attribute must make two BTS
Roll instead one. END OF THE MISSION
At the end of the third Game Round any trooper inside a This scenario has a limited time frame, so it will automatically
Biotechvore Area will be considered automatically Killed. finish at the end of the third Game Round.
CAPTION
8 Inches
DEPLOYMENT ZONE A
Biotechvore Area
16 inches
DEPLOYMENT ZONE B
MAIN OBJECTIVES At the end of each Active Player Turn, all troopers belonging
to the Active Player that are inside a Biotechvore Area must
»» To accomplish more Classified Objectives than the adversary make a BTS Roll against Damage 14.
(1 Objective Point).
The Biotechvore Plague is more aggressive against artificial
»» To kill more enemy Army Points than the adversary (3 beings. Troopers with the STR Attribute must make two BTS
Objective Points). Roll instead one.
»» If you have between 75 and 150 surviving Army Points (2 At the end of the third Game Round any trooper inside a
Objective Point). Biotechvore Area will be considered automatically Killed.
»» If you have between 151 and 250 surviving Army Points KILLING
(3 Objective Points).
A trooper is considered Killed when he enters Dead state, or
»» If you have more than 250 surviving Army Points (4 Ob- is in a Null state at the end of the game.
jective Points).
Troopers that have not been deployed on the game table at
CLASSIFIED the end of the game will be considered to be Killed by the
adversary.
»» Each player has 2 Classified Objectives (1 Objective Point
for each one). NO QUARTER
Both players will deploy on opposite sides of the game table, END OF THE MISSION
in a Deployment Zone 8 inches deep.
This scenario has a limited time frame, so it will automatically
CONFUSED DEPLOYMENT finish at the end of the third Game Round.
DEPLOYMENT ZONE A
CAPTION
Biotechvore Area
40 cm
DEPLOYMENT ZONE B
MAIN OBJECTIVES At the end of each Active Player Turn, all troopers belonging
to the Active Player that are inside a Biotechvore Area must
»» To accomplish more Classified Objectives than the adversary make a BTS Roll against Damage 14.
(1 Objective Point).
The Biotechvore Plague is more aggressive against artificial
»» To kill more enemy Army Points than the adversary (3 beings. Troopers with the STR Attribute must make two BTS
Objective Points). Roll instead one.
»» If you have between 100 and 200 surviving Army Points At the end of the third Game Round any trooper inside a
(2 Objective Point). Biotechvore Area will be considered automatically Killed.
»» If you have between 201 and 300 surviving Army Points KILLING
(3 Objective Points).
A trooper is considered Killed when he enters Dead state, or
»» If you have more than 300 surviving Army Points (4 Ob- is in a Null state at the end of the game.
jective Points).
Troopers that have not been deployed on the game table at
CLASSIFIED the end of the game will be considered to be Killed by the
adversary.
»» Each player has 2 Classified Objectives (1 Objective Point
for each one). NO QUARTER
Both players will deploy on opposite sides of the game table, END OF THE MISSION
in a Deployment Zone 8 inches deep.
This scenario has a limited time frame, so it will automatically
CONFUSED DEPLOYMENT finish at the end of the third Game Round.
DEPLOYMENT ZONE A
CAPTION
Biotechvore Areaa
40 cm
DEPLOYMENT ZONE B
QUADRANT CONTROL
Table Configuration: A. DOMINATE ZO
Special Rules: Quadrants (ZO), Dominate ZO,
A Zone of Operations (ZO) is considered Dominated by a
INTELCOM Card (Support and Control). player if he has more Army Points than the adversary inside
the area. Only troops represented by miniatures or Markers
MISSION OBJECTIVES (Camouflage, Spawn-Embryo, Seed-Embryo…) count, as well
as AI Beacons, Proxies and G: Servant Troops. Troops in a
MAIN OBJECTIVES Null state do not count. Markers representing weapons or
pieces of equipment (like Mines or Deployable Repeaters),
»» Dominate the same number of Quadrants as the adversary fake Holoechoes, and any Marker that does not represent a
at the end of each Game Round (1 Objective Point, but only trooper does not count either.
if at least 1 Quadrant is Dominated by the player).
A trooper is inside a Zone of Operations when more than half
»» Dominate more Quadrants than the adversary at the end of the trooper’s base is inside that ZO.
each Game Round (3 Objective Points).
SHASVASTII
CLASSIFIED
Troops possessing the Shasvastii Special Skill that are inside a
Each player has 1 Classified Objective (1 Objective Point). Zone of Operations count while they are in the Spawn-Embryo
state or any non-Null state.
DEPLOYMENT
BAGGAGE
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep. Troops possessing the Baggage piece of Equipment that are
inside a Zone of Operations and any non-Null state also count,
SCENARIO SPECIAL RULES providing the extra Army Points this piece of Equipment grants.
At the end of each Game Round, but not before, the table is Before the beginning of the game, but after choosing the
divided into four areas as seen on the map. Each player then Classified Objective, each player must decide if that card will
checks how many Quadrants he is dominating and counts be his Classified Objective or his INTELCOM Card, announcing
their Objective Points. his decision to his adversary. Each player rolls a die and the
one who gets the highest score must make their decision first
In this scenario each Quadrant is considered a Zone of Operations and inform their adversary. The content of the card, whether
(ZO). the mission or the card numeric value, is considered Private
Information, no matter which use the player has chosen for it.
At the end of the game, only at the end of the third Game
Round when the players count up their points, and following
the order established by the Initiative, the player can use his
INTELCOM Card applying the Support and Control Mode.
Support and Control Mode: the player can add the value of
the Support and Control Card to the total Army Points he has
in the Zone of Operations (ZO) of his choosing, but only if he
has at least one trooper in a non-Null state inside that ZO.
24 Inches
12 Inches
DEPLOYMENT ZONE A
QUADRANT 1 QUADRANT 2
12 Inches
QUADRANT 3 QUADRANT 4
DEPLOYMENT ZONE B
DECAPITATION
Table Configuration: A. In this mission, the identity of the Lieutenant is always
Special Rules: Reinforced Tactical Link, Killing. Public Information. Where the Lieutenant is in a Marker
state (Camouflaged, TO Camouflaged...) it is Public Knowledge
MISSION OBJECTIVES which Marker is the Lieutenant, or Markers in the case of the
Holoprojector.
MAIN OBJECTIVES
If the Lieutenant has TO Camouflage, they cannot start in the
»» To kill the same amount of Army Points as the adversary Hidden Deployment state.
(2 Objective Points).
The Lieutenant must start deployed at the first turn.
»» To kill more Army Points than the adversary (3 Objective
Points). If the player lacks a Lieutenant during the Tactical Phase of
the Active Turn because this trooper was not deployed or
»» To kill the same amount of Lieutenants as the adversary because it is in an Isolated or a Null state (Unconscious, Dead,
(2 Objective Points). Sepsitorized…), then the player must name a new Lieutenant,
without Order expenditure. The identity of this new Lieutenant
»» To kill more Lieutenants than the adversary (3 Objective is also Public Information.
Points).
KILLING
CLASSIFIED
A trooper is considered Killed when he enters Dead state, or
Each player has 2 Classified Objectives (2 Objective Points for is in a Null state at the end of the game.
each one).
Troopers that have not been deployed on the game table at
DEPLOYMENT the end of the game will be considered to be Killed by the
adversary.
Both players deploy on opposite sides of the game table, in
a Deployment Zone 16 inches deep. NO QUARTER
SCENARIO SPECIAL RULES In this scenario, Retreat! rules are not applied.
In this scenario the rule Loss of Lieutenant does not apply. This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
DEPLOYMENT ZONE A
DEPLOYMENT ZONE B
THE ARMORY
Table Configuration: F. OPEN THE ARMORY GATES (SHORT SKILL)
Special Rules: Exclusion Zone, The Armory (ZO),
LABELS
Dominate ZO, Panoplies, Specialist Troops,
INTELCOM Card (Support and Control). Attack.
MISSION OBJECTIVES
REQUIREMENTS
MAIN OBJECTIVES
»» Only Specialist Troops can declare this Skill.
»» Dominate the Armory at the end of the Game Round (1
»» The Specialist Troop must be in base contact with a Gate.
Objective Point).
EFFECTS
»» Dominate the Armory at the end of the game (4 Objective
Points). Allows the Specialist Troop to make a WIP Roll to Open the
Gates. A success opens all Gates to the Objective Room. If
»» Acquire more weapons or items from the Panoplies than the roll is failed, this can be repeated as many times as
the adversary at the end of the game (2 Objective Points). necessary, each time spending the corresponding Short Skill
and making the roll.
CLASSIFIED
DOMINATE ZO
Each player has 1 Classified Objective (1 Objective Point).
A Zone of Operations (ZO) is considered Dominated by a
DEPLOYMENT player if he has more Army Points than the adversary inside
the area. Only troops represented by miniatures or Markers
Both players will deploy on opposite sides of the game table, (Camouflage, Spawn-Embryo, Seed-Embryo…) count, as well
in a standard Deployment Zone 12 inches deep. as AI Beacons, Proxies and G: Servant Remotes. Troops in Null
state do not count. Markers representing weapons or pieces
Exclusion Zone. Troopers may not use Airborne Deployment, of equipment (like Mines or Deployable Repeaters), fake
Forward Deployment, Mechanized Deployment, and Infiltration Holoechoes, and any Marker that does not represent a trooper
Special Skills or the deployment rule of the Impersonation does not count either.
Special Skill to deploy inside of an 8 inch area on either side
of the central line of the game table. The Exclusion Zone is A trooper is inside a Zone of Operations when more than
not applied to troopers that suffer Dispersion. half the trooper’s base is inside that ZO.
THE ARMORY (ZO) Troops possessing the Shasvastii Special Skill that are inside a
Zone of Operations count while they are in the Spawn-Embryo
In this scenario The Armory is considered a Zone of Operations state or any non-Null state.
(ZO).
BAGGAGE
Placed in the center of the table, it covers an area of 8 by
8 inches. To represent the Armory, we recommend using the Troops possessing the Baggage piece of Equipment that are
Objective Room by Micro Art Studio, the Command Bunker inside a Zone of Operations and any non-Null state also count,
by Warsenal, the Operations Room by Plastcraft, or the Panic providing the extra Army Points this piece of Equipment grants.
Room by Customeeple.
PANOPLIES
In game terms it is considered to have walls of infinite height
that completely block Line of Fire. It has four Gates, one in the There are 2 Panoplies, placed inside the Armory on different
middle of each wall (See map below).The Gates of the Armory corners (see map below).
are closed at the start of the game. The Armory Gates must be
represented by a Narrow Gate Marker or a scenery piece with Each Panoply must be represented by an Objective Marker or
the same size. The Armory Gates have a Narrow Gate Width. by a scenery piece of the same diameter.
The Scenery Structure rules are allowed in this scenario. Players cannot declare any Attack against the Panoplies, except
Use Panoply, prior to the second Game Round.
USE THE PANOPLIES (SHORT SKILL) Hackers, Doctors and Engineers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
LABELS Troops.
Attack. REMEMBER:
»» By succeeding at a WIP Roll, the Specialist Troops can roll Support and Control Mode: the player can add the value
of the Support and Control Card to the total Army Points
twice on any of the Booty Charts but they can only choose he has in the Zone of Operations (ZO) of his choosing,
one of the results. but only if he has at least one trooper in a non-Null state
inside that ZO.
SPECIALIST TROOPS
END OF THE MISSION
For the purposes of this scenario, only Hackers, Doctors,
Engineers, Forward Observers, Paramedics and troops This scenario has a limited time frame, so it will automatically
possessing the Chain of Command Special Skill are considered finish at the end of the third Game Round.
Specialist Troops.
If one of the players starts his Active Turn in a Retreat! situation,
the game will end at the end of that Turn.
24 Inches
CAPTION
12 inches
DEPLOYMENT ZONE A
Panoply
8 Inches
12 inches
DEPLOYMENT ZONE B
FRONTLINE
Table Configuration: A. SHASVASTII
Special Rules: Sectors (ZO), Dominate ZO, INTELCOM
Troops possessing the Shasvastii Special Skill that are inside a
Card (Support and Control). Zone of Operations count while they are in the Spawn-Embryo
state or any non-Null state.
MISSION OBJECTIVES
BAGGAGE
MAIN OBJECTIVES
Troops possessing the Baggage piece of Equipment that are
»» To dominate the nearest Sector to your Deployment Zone inside a Zone of Operations and any non-Null state also count,
(1 Objective Point). providing the extra Army Points this piece of Equipment grants.
»» To dominate the central Sector (3 Objective Points). INTELCOM CARD (SUPPORT AND CONTROL)
»» To dominate the farthest Sector from your Deployment Zone Before the beginning of the game, after have chosen the
(5 Objective Points). Classified Objective, the player must choose if that card
will be his Classified Objective or his INTELCOM Card,
CLASSIFIED announcing his decision to his adversary. Each player rolls a
die and the one who gets the highest score must make their
Each player has 1 Classified Objectives (1 Objective Point). decision first and inform their adversary. The content of the
card, whether the mission or the card numeric value is
DEPLOYMENT considered Private Information, no matter which use the
player have chosen for it.
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep. At the end of the game, when the players count up their points,
and following the order established by the Initiative, the
SCENARIO SPECIAL RULES player can use his INTELCOM Card applying the Support
and Control Mode.
SECTORS (ZO)
Support and Control Mode: the player can add the value
When the game is finished, but not before, 3 Sectors are mar- of the Support and Control Card to the total of Army Points
ked out. These Sectors are 8 inches deep and as wide as the he possess in the Zone of Operations (ZO) he prefers, but only
game table. Two of these Sectors are placed 4 inches from the if he has at least one trooper in a state not considered Null
central line of the game table, one on each side, and the third inside that ZO.
Sector is a strip 8 inches deep in the central area of the table.
END OF THE MISSION
In this scenario each Sector is considered a Zone of Operations
(ZO). This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
DOMINATE ZO
12 Inches
DEPLOYMENT ZONE A
8 Inches
DEPLOYMENT ZONE B
FIREFIGHT
Table Configuration: B. PANOPLIES
Special Rules: Killing, No Quarter, Designated
There are three Panoplies, placed on the central line of the
Landing Area, Panoplies, Specialist Troops. game table. One of them is in the center of the table and the
other two 12 inches from the edges (see map below).
MISSION OBJECTIVES
Each Panoply must be represented by an Objective Marker
MAIN OBJECTIVES or by a scenery piece of the same diameter (such the Info
Hubs by Micro Art Studio).
»» To kill more Specialist Troops than the adversary (1 Objec-
tive Point). USE THE PANOPLIES (SHORT SKILL)
SCENARIO SPECIAL RULES »» A trooper in base contact with this piece of scenery may
spend one Short Skill of an Order to cancel his Unloaded state.
KILLING
»» By succeeding at a WIP Roll, the Specialist Troops can roll
A trooper is considered Killed when he enters Dead state, or twice on any of the Booty Charts but they can only choose
is in a Null state at the end of the game. one of the results.
Troopers that have not been deployed on the game table at SPECIALIST TROOPS
the end of the game, will be considered to be Killed by the
adversary. For the purposes of this scenario, only Hackers, Doctors,
Engineers, Forward Observers, Paramedics and troops possessing
NO QUARTER the Chain of Command Special Skill are considered Specialist
Troops.
In this scenario, Retreat! rules are not applied.
Hackers, Doctors and Engineers cannot make use of Repeaters or
DESIGNATED LANDING AREA G: Servant models to perform tasks reserved to Specialist Troops.
SUPREMACY
Table Configuration: I. SHASVASTII
Special Rules: Quadrants (ZO), Dominate ZO, Troops possessing the Shasvastii Special Skill that are inside a
Consoles, Hacking the Consoles, Specialist Troops, Zone of Operations count while they are in the Spawn-Embryo
Hacker Bonus, INTELCOM Card (Interference). state or any non-Null state.
MAIN OBJECTIVES Troops possessing the Baggage piece of Equipment that are
inside a Zone of Operations and any non-Null state also count,
»» Dominate the same number of Quadrants as the adver- providing the extra Army Points this piece of Equipment grants.
sary at the end of the Game Round (1 Objective Point, but CONSOLES
only if at least 1 Quadrant is Dominated by the player). There are 4 Consoles, placed on the center of each Quadrant,
12 inches from the edge of the table (See map below). Each
»» Dominate more Quadrants than the adversary at the end Console must be represented by a Console A Marker or by
a scenery piece of the same diameter (such as the Human
of the Game Round (2 Objective Points). Consoles by Micro Art Studio, the Tech Consoles by Warsenal
or the Comlink Console by Customeeple).
»» Hack a Console (1 Objective Point).
In this scenario, the Consoles have a Scenery Item Profile, so
CLASSIFIED they can be targeted, applying the Scenery Structures rules,
but not before the second Game Round.
Each player has 1 Classified Objective (1 Objective Point
only if the player has less than 10 Objective Points). HACK CONSOLES (SHORT SKILL)
DEPLOYMENT LABELS
Both players will deploy on opposite sides of the game table, Attack.
in a standard Deployment Zone 12 inches deep.
At the end of each Game Round, but not before, the table is »» The Specialist Troop must be in base contact with an
divided into four areas as seen on the map. Each player
then checks how many Quadrants he is dominating and Console.
counts his Objective Points.
EFFECTS
In this scenario each Quadrant is considered a Zone of Operations
(ZO). »» Allows the Specialist Troop to make a Normal WIP Roll to
A Zone of Operations (ZO) is considered Dominated by a »» If the roll is failed, this can be repeated as many times as
player if he has more Army Points than the adversary inside necessary, each time spending the corresponding Short
the area. Only troops represented by miniatures or Markers Skill and making the roll.
(Camouflage, Spawn-Embryo, Seed-Embryo…) count, as well
as AI Beacons, Proxies and G: Servant Troops. Troops in a Null »» A Hacked Console can be Hacked again by the other player,
state do not count. Markers representing weapons or pieces applying the same procedure.
of equipment (like Mines or Deployable Repeaters), fake
Holoechoes, and any Marker that does not represent a trooper »» Player A and Player B Markers can be used to mark the
does not count either. Connected Antennas. It is recommended each player uses
a different kind of Marker.
A trooper is inside a Zone of Operations when more than
half the trooper’s base is inside that ZO.
At the end of the game, players will make a Face to Face WIP Troops possessing the Hacker Special Skill have a MOD of
Roll for each Console that has been hacked by both players. +3 to the WIP Rolls necessary to Hack a Console.
Each player can Roll the WIP of every Specialist Trooper
which survived the scenario. This can result in a Face to face INTELCOM CARD (INTERFERENCE)
Roll with several participants. The winner of the Face to Face
Roll will get the Objective Point provided by that Console. In Before the beginning of the game, but after choosing the
case of a tie, the Face to Face Roll will be re-rolled. If only Classified Objective, each player must decide if that card will
one of the players has surviving Specialist Troops, that player be his Classified Objective or his INTELCOM Card, announcing
will automatically get the Objective Point directly. If neither his decision to his adversary. Each player rolls a die and the
player has any Specialist Troopers, the Objective Point is lost. one who gets the highest score must make their decision first
and inform their adversary. The content of the card, whether
SPECIALIST TROOPS the mission or the card numeric value, is considered private
information, no matter which use the player has chosen for it.
For the purposes of this scenario, only Hackers, Doctors,
Engineers, Forward Observers, Paramedics and troops At the end of the game, when the players count up their points,
possessing the Chain of Command Special Skill are considered and following the order established by the Initiative, the
Specialist Troops. player can use his INTELCOM Card applying the Interference
Mode, to nullify the Special Rule Specialist Troop or the Special
Hackers, Doctors and Engineers cannot make use of Repeaters Skill Specialist Operative at his choice.
or G: Servants to perform tasks reserved for Specialist Troops.
END OF THE MISSION
REMEMBER:
Troops possessing the Specialist Operative Special Skill can accom- This scenario has a limited time frame, so it will automatically
plish the different tasks the Specialist Troops perform in this mission. finish at the end of the third Game Round.
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Console
6 Inches
QUADRANT 1 QUADRANT 2
QUADRANT 3 QUADRANT 4
12 Inches
DEPLOYMENT ZONE B
SAFE AREA
Table Configuration: I. SHASVASTII
Special Rules: Sections (ZO), Dominate ZO, Consoles,
Troops possessing the Shasvastii Special Skill that are inside a
Control Consoles, Specialist Troops, INTELCOM Zone of Operations count while they are in the Spawn-Embryo
Card (Support and Control/Interference). state or any non-Null state.
MAIN OBJECTIVES Troops possessing the Baggage piece of Equipment that are
inside a Zone of Operations and any non-Null state also count,
»» Dominate the same number of Sections as the adversary at providing the extra Army Points this piece of Equipment grants.
the end of the game (3 Objective Points, but only if at least
1 Quadrant is Dominated by the player). CONSOLES
»» Dominate more Sections than the adversary at the end of There are 4 Consoles, placed in the center of each Quadrant,
each the game (5 Objective Points). each of them 12 inches from the edge of the table (See map
below). The Consoles must be represented by a Console A
»» Control a Console at the end of the game (1 Objective Point Marker (CONSOLE A) or by a scenery piece of the same diameter
for each Controlled Console). (such as the Human Consoles by Micro Art Studio, the Tech
Consoles and the Communications Array by Warsenal or the
CLASSIFIED Comlink Console by Customeeple).
Each player has 1 Classified Objective (1 Objective Point). CONTROLLING THE CONSOLES
At the end of the game, when the players count up their points,
and following the order established by the Initiative, the
player can use his INTELCOM Card applying the Support
and Control Mode or Interference Mode, at his choice:
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYEMENT ZONE A
Console
6 Inches
SECTION 1 SECTION 2
SECTION 3 SECTION 4
12 Inches
DEPLOYMENT ZONE B
TRANSMISSION MATRIX
Table Configuration: J. A trooper is inside a Zone of Operations when more than
half the trooper’s base is inside that ZO.
Special Rules: Transmission Areas (ZO), Dominate
ZO. SHASVASTII
MISSION OBJECTIVES Troops possessing the Shasvastii Special Skill that are inside a
Zone of Operations count while they are in the Spawn-Embryo
MAIN OBJECTIVES state or any non-Null state.
DEPLOYMENT
DOMINATE ZO
24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Antenna
BEACONLAND
Table Configuration: A. SCENARIO SPECIAL RULES
Special Rules: Exclusion Zone, Beacons, Area of
ZONE OF INTEREST
Interest, Target Area of Interest, Specialist Troops,
Bagagge Bonus. Each player have 3 Zones of Interest: The enemy’s Deployment
Zone, the Central Zone and the enemy’s Dead Zone.
MISSION OBJECTIVES
The Central Zone are placed 8 inch area on either side of
MAIN OBJECTIVES the central line of the game table, and is shared by the two
players. The Dead Zone is between the Central Zone and the
»» Have the same number of Activated Beacons in the Exclusion Deployment Zone, and each half of the table has one.
Zone as the adversary at the end of the game (1 Objective
Point, but only if at least 1 Beacon has been Activated by TARGET ZONE OF INTEREST
the player in the Exclusion Zone).
A Zone of interest is considered Targeted when a player has
»» Have more Activated Beacons in the Exclusion Zone than placed at least one Beacon inside the zone.
the adversary at the end of the game (2 Objective Points).
Players can only Target the Exclusion Zone, and the enemy’s
»» Have the same number of Activated Beacons in the enemy’s Deployment Zone and the enemy’s Dead Zones.
Dead Zone as the adversary in his own Dead Zone at the
end of the game (1 Objective Point, but only if at least 1 PLACE BEACON (SHORT SKILL)
Beacon has been Activated by the player in the Dead Zone).
LABELS
»» Have more Activated Beacons in the enemy’s Dead Zone than
the adversary at the end of the game (2 Objective Points). Attack.
PICK UP BEACON (SHORT SKILL) »» If the roll is failed, it can be repeated as many times as
necessary, each time spending the corresponding Short
LABELS Skill and making the roll.
»» The trooper is in base contact with a Beacon Marker with »» The Specialist Troop must be in base contact with Beacon
a Disconnected Marker. his adversary had Reconfigured.
»» Each miniature can carry a maximum of 1 Beacon. As ex- For the purposes of this scenario, only Hackers, Doctors,
ception, troopers possessing the Baggage Special Skill can Engineers, Forward Observers, Paramedics and troops possessing
carry up to 2 Beacons. the Chain of Command Special Skill are considered Specialist
Troops.
»» Only figures, and not Markers, (Camouflage, Impersonation,
Holoechoes…) can carry the Beacons. Hackers, Doctors and Engineers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
»» If the miniature carrying a Beacon enters any Null state, Troops.
then the player must left the Beacon Marker on the table
with a Disconnected Marker beside it. REMEMBER
RECONFIGURE BEACONS (SHORT SKILL) Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops have
LABELS in this scenario.
Attack.
A Specialist Troop with a Disabled Marker can still accomplish
REQUIREMENTS the Objectives of this scenario.
»» The Specialist Troop must be in base contact with an If the players possess at least one troop having the Baggage
enemy Active Beacon. Special Skill not in a Null state on the game table, then they
will have the next bonus:
EFFECTS
»» Each Specialist Troop has two Beacons instead one. As an
»» Allows the Specialist Troop to make a WIP Roll to Reconfigure exception to the Common Rules of Beacons, Specialist Troops
the Beacon, placing a Disabled Marker (DIS) in base contact can also carry two Beacons, although they have not the
with the Beacon. Baggage Special Skill.
12 Inches 12 Inches
12 Inches
DEPLOYMENT ZONE A
16 Inches
DEPLOYMENT ZONE B
Both players will deploy on opposite sides of the game table, REMEMBER
in a standard Deployment Zone 12 inches deep. Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops have
It is not allowed to deploy in base contact with an Antenna. in this scenario.
There are 3 Antennas, one of them placed in the center of the HACKER BONUS
table, and the other two in different halves of the gametable,
each of them 12 inches from the center and 24 inches from Troops possessing the Hacker Special Skill have a MOD of +3
the edge of the table (See map below). to the WIP Rolls necessary to Seize the Antennas.
SEIZE ANTENNAS (SHORT SKILL) If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.
LABELS
Attack.
REQUIREMENTS
EFFECTS
24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Antenna
COFFIN RAIDERS
Table Configuration: H. TECH-COFFINS
Special Rules: Exclusion Zone, Med-Data Packs,
There are 4 Tech-Coffins placed in the four corners of the Objective
Specialist Troops, Doctor and Paramedic Bonus. Room. Each Tech-Coffin must be represented by a Tech-Coffin
Marker or with a scenery piece of the same diameter (Such as
MISSION OBJECTIVE the Stasis Coffins by Warsenal or the Cryo Pods by Customeeple).
»» Download the Med-Data Packs from the Tech-Coffins (1 There are 4 Transmission Consoles, placed on different halves of
Objective Point for each Med-Data Pack downloaded, to a the game table, each of them 12 inches from the central line
maximum of 4). of the table and 8 inches from the edge of the table (See map
below). Each Transmission Console must be represented by a
»» Transmit the Med-Data Packs from the Transmission Consoles Console A Marker or by a scenery piece of the same diameter
(1 Objective Point for each Med-Data Pack transmitted, to (such as the Human Consoles by Micro Art Studio, the Tech
a maximum of 4). Consoles and the Communications Array by Warsenal or the
Comlink Console by Customeeple).
»» Control more enemy Med-Data Packs than the adversary at
the end of the game (1 Objective Point). MED-DATA PACKS
CLASSIFIED The Med-Data Packs are downloaded from the Tech-Coffins. The
Med-Data Packs are Transmitted from the Transmission Console.
Each player has 1 Classified Objective (1 Objective Point).
The Med-Data Packs must be represented a SUPPLY BOX Marker,
DEPLOYMENT or a similar scenery item (Such as the Tech Crates by Micro
Art Studio, the Gang Tie Containers by Bandua Wargames, the
Both players will deploy on opposite sides of the game table, Supply Boxes by Warsenal or the Cargo Crates by Customeeple)
in a standard Deployment Zone 12 inches deep.
DOWNLOAD OR TRANSMIT MED-
EXCLUSION ZONE. DATA PACKS (SHORT SKILL)
The use of the Airborne Deployment, Forward Deployment,
Mechanized Deployment and Infiltration Special Skills is not LABELS
allowed, as well as the deployment rule of the Impersonation
Special Skill, inside of an 8 inch area on either side of the Attack.
central line of the game table. The Exclusion Zone is not applied
to troopers that suffer Dispersion.
REQUIREMENTS
SCENARIO SPECIAL RULES
»» Only Specialist Troops can declare this Skill.
OBJECTIVE ROOM
»» To Download a Med-Data Pack it is necessary that a Specialist
Placed in the center of the table, it covers an area of 8 by 8 Troop be in base contact with the Tech-Coffin.
inches. In game terms it is considered to have walls of infinite
height that completely block Line of Fire. It has four Gates, one »» To Transmit a Med-Data Pack it is necessary that a Specialist
in the middle of each wall (See map below). Troop be in base contact with the Transmission Console.
SPECIALIST TROOPS
8 Inches 8 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Tech Coffin
Console
12 Inches
DEPLOYMENT ZONE B
COLD SLEEP
Table Configuration: K. REQUIREMENTS
Special Rules: Inner Area, Tech-Coffins, Consoles,
»» Only Specialist Troops can declare this Skill.
Doctor and Paramedic Bonus, INTELCOM Card
(Interference). »» The Specialist Troop must be in base contact with a Tech-Co-
ffin.
MISSION OBJECTIVES
EFFECTS
MAIN OBJECTIVES
»» Activate the Tech-Coffins (1 Objective Point, for each Tech-Co- »» Allows the Specialist Troop to make a Normal WIP Roll to
ffin). Activate the Tech-Coffin.
»» Have more Connected Consoles than the adversary at the »» If the roll is failed, this can be repeated as many times as
end of the game (2 Objective Points). necessary, each time spending the corresponding Short
Skill and making the roll.
»» Have the same amount of Controlled Consoles as the ad-
versary at the end of the game (1 Objective Point, only if »» An Activated Tech-Coffin can be Activated again by the other
the player Controls at least 1 Console). player, applying the same procedure. In such a situation,
the Tech-Coffin is no longer considered to be Activated by
»» Have more Controlled Consoles than the adversary at the the adversary.
end of the game (3 Objective Points).
»» Player A and Player B Markers can be used to mark the
CLASSIFIED Activated Tech-Coffins. It is recommended each player uses
Each player has 1 Classified Objective (1 Objective Point). a different kind of Marker.
D EPLOYMENT CONSOLES
Both players will deploy on opposite sides of the game table, There are 2 Consoles placed in the central line of the table,
in a standard Deployment Zone 12 inches deep. 12 inches from the edge of the table. The Consoles must be
represented by a Console A or B Marker (CONSOLE A or B) or
It is not allowed to deploy in base contact with the Tech-Coffins with a scenery piece of the same diameter (Such as the Human
or a Console. Consoles by Micro Art Studio, the Tech Consoles by Warsenal
or the Comlink Consoles by Customeeple).
INNER AREA.
CONNECT THE CONSOLES (SHORT SKILL)
This scenario happens inside a vessel, so the use of Levels 3, 4
and 5 of the Airborne Deployment Special Skill is not permitted. LABELS
However, the other Levels of this Special Skill are allowed. AI
Beacons must be deployed on the edge of the game table, Attack.
outside the Deployment Zones, with no PH Roll required. Inner
Area doesn’t affect other Deployment Special Skills.
REQUIREMENTS
SCENARIO SPECIAL RULES
»» Only Specialist Troops can declare this Skill.
TECH-COFFINS
»» The Specialist Troop must be in base contact with a Console.
There are 4 Tech-Coffins, placed on different halves of the game
table, each of them 8 inches from the central line of the table EFFECTS
and 12 inches from the edge of the table (See map below).
The Tech-Coffins must be represented by a Tech-Coffin Marker »» Allows the Specialist Troop to make a Normal WIP Roll to
or with a scenery piece of the same diameter (Such as the Connect the Console. If the roll is failed, this can be repeated
Stasis Coffins by Warsenal or the Cryo Pods by Customeeple). as many times as necessary, each time spending the cor-
responding Short Skill and making the roll.
ACTIVATE TECH-COFFIN (SHORT SKILL)
»» A Connected Console can be Connected again by the other
LABELS player, applying the same procedure. In such a situation,
the Console is no longer considered to be Connected by
Attack. the adversary.
»» Player A and Player B Markers can be used to mark the SPECIALIST TROOPS
Connected Antennas. It is recommended each player uses
a different kind of Marker. For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics and troops possessing the Chain
CONTROL THE CONSOLES of Command Special Skill are considered Specialist Troops.
The Console is considered Controlled by a player when he is the Hackers, Doctors and Engineers cannot make use of Repeaters or
only one who possesses a Specialist Troop (as a figure, but not G: Servant models to perform tasks reserved to Specialist Troops.
as a Marker) in base contact with it. So there cannot be enemy
Specialist Troops in base contact with the Console. Models in a REMEMBER
Null state cannot be counted for this.
Troops with the Specialist Operative Special Skill can
DOCTOR AND PARAMEDIC BONUS accomplish the different functions Specialist Troops have
in this scenario.
Troops possessing the Doctor or Paramedic Special Skill have
a MOD of +3 to the WIP Rolls necessary to Connect the Console
and to Activate the Tech-Coffins. The MOD provided by this A Specialist Trooper with a Disabled Marker can still accomplish
bonus is not stackable with the bonuses provided by Doctor the Objectives of this scenario.
Plus and Akbar Doctor.
END OF THE MISSION
INTELCOM CARD (INTERFERENCE)
This scenario has a limited time frame, so it will automatically
Before the beginning of the game, but after choosing the finish at the end of the third Game Round.
Classified Objective, each player must decide if that card will
be his Classified Objective or his INTELCOM Card, announcing If one of the players starts his active turn in a Retreat! state,
his decision to his adversary. Each player rolls a die and the the game will end at the end of that Turn.
one who gets the highest score must make their decision first
and inform their adversary. The content of the card, whether
the mission or the card numeric value, is considered private
information, no matter which use the player has chosen for it.
At the end of the game, when the players count up their points,
and following the order established by the Initiative, the player
can use his INTELCOM Card applying the Interference Mode,
to nullify the Special Rule Specialist Troop or the Special Skill
Specialist Operative at his choice.
8 Inches 12 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Tech Coffin
Console
8 Inches
DEPLOYMENT ZONE B
EMERGENCY TRANSMISSION
Table Configuration: L. REQUIREMENTS
Special Rules: Consoles, Synchronize Consoles,
»» Only Specialist Troops can declare this Skill.
Antenna, Activate Antenna, Control Antenna,
Specialist Troop, Engineer Bonus. »» The Specialist Troop must be in base contact with a Console.
MAIN OBJECTIVES »» Allows the Specialist Troop to make a Normal WIP Roll to
Synchronize the Console.
»» Have the same amount of Synchronized Consoles as the
adversary at the end of the game (2 Objective Points, only »» If the roll is failed, this can be repeated as many times as
if the player has Synchronized at least 1 Console). necessary, each time spending the corresponding Short
Skill and making the roll.
»» Have more Synchronized Consoles than the adversary at the
end of the game (4 Objective Points). »» A Synchronized Console can be Synchronized again by the
other player, applying the same procedure. In such a situa-
»» Have connected the Antenna at the end of the game (2 tion, the Console is no longer considered to be Synchronized
Objective Points). by the adversary.
»» Control the Antenna at the end of the game (2 Objective »» Player A and Player B Markers can be used to mark the
Points). Connected Antennas. It is recommended each player uses
a different kind of Marker.
CLASSIFIED
THE ANTENNA
Each player has 2 Classified Objectives (1 Objective Point each).
There is 1 Antenna placed in the center of the table. The Antenna
DEPLOYMENT must be represented by a Transmission Antenna Marker (TRANS.
ANTENNA) or with a scenery piece of the same diameter (Such
Both players will deploy on opposite sides of the game table, as the Communications Array by Warsenal or the Sat Station
in a standard Deployment Zone 12 inches deep. Antenna by Customeeple).
It is not allowed to deploy in base contact with the Antenna CONNECT THE ANTENNA (SHORT SKILL)
or a Console.
LABELS
SCENARIO SPECIAL RULES
Attack.
CONSOLES
There are 6 Consoles. Two of them are placed in the central REQUIREMENTS
line of the table, 8 inches from the edge of the table, and the
other four placed on different halves of the game table, each »» Only Specialist Troops can declare this Skill.
of them at 8 inches from the central line of the table and 16
inches from the edge of the table (See map below). The Consoles »» The Specialist Troop must be in base contact with an Antenna.
must be represented by a Console A Marker or with a scenery
piece of the same diameter (Such as the Human Consoles by »» If at least 2 Consoles have been Synchronized previously.
Micro Art Studio, the Tech Consoles by Warsenal or the Comlink
Consoles by Customeeple). EFFECTS
SYNCHRONIZE CONSOLES (SHORT SKILL) »» Allows the Specialist Troop to make a Normal WIP Roll
to Connect the Antenna. If the roll is failed, this can be
LABELS repeated as many times as necessary, each time spending
the corresponding Short Skill and making the roll.
Attack.
»» A Connected Antenna can be Connected again by the other
player, applying the same procedure. In such a situation,
the Antenna is no longer considered to be Connected by
the adversary.
»» Player A and Player B Markers can be used to mark the A Specialist Trooper with a Disabled Marker can still accomplish
Connected Antenna. It is recommended each player uses a the Objectives of this scenario.
different kind of Marker.
ENGINEER BONUS
CONTROL THE ANTENNA
Troops possessing the Engineer Special Skill have a MOD of
The Antenna is considered Controlled by a player when he is +3 to the WIP Rolls necessary to Synchronize the Consoles and
the only one who possesses a Specialist Troop (as a figure, but to Connect the Antenna.
not as a Marker) in base contact with it. So there cannot be
enemy Specialist Troops in base contact with the Antenna. Those END OF THE MISSION
models in Null state cannot be counted for this.
This scenario has a limited time frame, so it will automatically
SPECIALIST TROOPS finish at the end of the third Game Round.
If one of the players starts his active turn in a Retreat! state,
For the purposes of this scenario, only Doctors, Engineers, Forward the game will end at the end of that Turn.
Observers, Hackers, Paramedics and troops possessing the Chain
of Command Special Skill are considered Specialist Troops.
REMEMBER
Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops have
in this scenario.
8 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Antenna
Console
8 Inches
DEPLOYMENT ZONE B
16 Inches
NIMBUS ZONE
Table Configuration: M. DISCONNECT NIMBUS
Special Rules: Exclusion Zone, Nimbus Zone, Nimbus ANTENNAS (SHORT SKILL)
Antennas, Console, Specialist Troops, Engineer and
Hacker Bonus, INTELCOM Card (Interference). LABELS
MAIN OBJECTIVES
REQUIREMENTS
»» Download a Data Pack from a Console (1 Objective Point for
each Data Pack downloaded). »» Only Specialist Troops can declare this Skill.
»» To have Disconnected more Antennas than the adversary at »» The Specialist Troop must be in base contact with a Nimbus
the end of the game (3 Objective Points). Antenna.
»» Control more Consoles than the adversary at the end of the EFFECTS
game (3 Objective Points).
»» Allows the Specialist Troop to make a Normal WIP Roll to
CLASSIFIED Disconnect the Nimbus Antenna.
Each player has 1 Classified Objectives (1 Objective Point). »» If the roll is failed, this can be repeated as many times as
necessary, each time spending the corresponding Short
DEPLOYMENT Skill and making the roll.
Both players will deploy on opposite sides of the game table, »» Disabled Markers (DIS) will be used to mark Disconnected
in a standard Deployment Zone 12 inches deep. Nimbus Antennas.
Exclusion Zone. Troopers may not use Airborne Deployment, »» Once a Nimbus Antenna has been Disconnected, it cannot
Mechanized Deployment, and Infiltration Special Skills or the be Disconnected again by any player.
deployment rule of the Impersonation Special Skill to deploy
inside of an 8 inch area on either side of the central line of CONSOLES
the game table. The Exclusion Zone is not applied to troopers
that suffer Dispersion. There are 3 Consoles placed on the central line of the game
table. One is placed at the center of the game table and the
SCENARIO SPECIAL RULES other two are placed 12 inches from the edge of the table (See
map below). Each Console must be represented by a Console
NIMBUS ZONE A Marker or by a scenery piece of the same diameter (such as
the Human Consoles by Micro Art Studio, the Tech Consoles by
In an area of 8 inches on both sides of the central line of the Warsenal or the Comlink Console by Customeeple).
game table, the effects of the Nimbus Special Ammunition
(Low Visibility Zone + Saturation Zone) are applied constantly. DOWNLOAD DATA PACKS (SHORT SKILL)
This Nimbus Zone will vanish automatically at the end of the LABELS
Order in which the last Nimbus Antenna is Disconnected or
enters the Destroyed state. Attack.
NIMBUS ANTENNAS
REQUIREMENTS
There are a total of 4 Nimbus Antennas, each of them placed 4
inches from the central line of the game table and 12 inches »» Only Specialist Troops can declare this Skill.
from the edges. Each Nimbus Antenna must be represented
by a Transmission Antenna Marker (TRANS. ANTENNA) or by a »» The Specialist Troop must be in base contact with a Console.
scenery piece of the same diameter (such as the Communications
Array by Warsenal or the Sat Station Antenna by Customeeple). EFFECTS
In this scenario the Nimbus Antennas have a Scenery Item Profile.
They can be targeted, applying the Scenery Structures rules. »» Allows the Specialist Troop to make a Normal WIP Roll to
Download the Data Pack.
»» If the roll is failed, this can be repeated as many times as END OF THE MISSION
necessary, each time spending the corresponding Short
Skill and making the roll. This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
»» Each player can only get a maximum of 1 Data Pack from
each Console. If one of the players starts his Active Turn in a Retreat! situation,
the game will end at the end of that Turn.
»» Data Pack cannot be downloaded until the second Game
Round. TYPE OF
NAME ARM BTS STR AW TRAITS
ELEMENT
CONTROL THE CONSOLES PROPS
NIMBUS
4 3 2 --
Nimbus
ANTENNA Antenna
A Console is considered to be Controlled by a player as long as
that player is the only one with at least one Specialist Troop (as
a model, not a Marker) in base contact with it. Non-specialist
troops cannot Control the Console, but can prevent the enemy
from Controlling it by being in base contact with it. Troopers in
a Null state (Unconscious, Dead, Sepsitorized…) cannot do either.
SPECIALIST TROOPS
REMEMBER
Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops have
in this scenario.
At the end of the game, when the players count up their points,
and following the order established by the Initiative, the player
can use his INTELCOM Card applying the Interference Mode,
to nullify the Special Rule Specialist Troop or the Special Skill
Specialist Operative at his choice.
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Nimbus Antenna
8 Inches
Console
8 Inches
12 Inches
DEPLOYMENT ZONE B
TIC-TAC-TOE
Table Configuration: N. CONNECT THE ANTENNAS (SHORT SKILL)
Special Rules: Antennas, Specialist Troops, EVO
LABELS
Hacking Device Bonus. Attack.
DEPLOYMENT For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics and troops possessing the Chain
Both players will deploy on opposite sides of the game table, of Command Special Skill are considered Specialist Troops.
in a standard Deployment Zone 12 inches deep.
Hackers, Doctors and Engineers cannot make use of Repeaters or
It is not allowed to deploy in base contact with an Antenna. G: Servant models to perform tasks reserved for Specialist Troops.
THE ANTENNAS Troops with the Specialist Operative Special Skill can
accomplish the different functions Specialist Troops have
There are a total of 9 Antennas. One of them is placed in the in this scenario.
center of the game table, with the next two placed on the
central line of the table, 12 inches from the edges. The other
six Antennas are placed in different halves of the game table. A Specialist Trooper with a Disabled Marker can still accomplish
Four of them are placed 8 inches in parallel from the central the Objectives of this scenario.
line of the game table and 12 inches from the edges. The
other two are placed 8 inches in parallel from the central line EVO HACKING DEVICE BONUS
of the game table and 24 inches from the edges (see map).
If a player has at least one trooper with the EVO Hacking
Each Antenna must be represented by a Transmission Antenna Device piece of Equipment on the game table who is not in
Marker (TRANS. ANTENNA) or by a scenery piece of the same a Null state, then that player applies a MOD of +3 to the WIP
diameter (such as the Communications Array by Warsenal or Rolls necessary to Connect the Antennas.
the Sat Station Antenna by Customeeple).
END OF THE MISSION
RESCUE
Table Configuration: A. DEAD ZONES
Special Rules: Exclusion Zone, Dead Zone, Civilians,
There are two Dead Zones on the battlefield, 4 inches deep
Specialists Troops. between the Deployment Zone and the Exclusion Zone (see the
map below).
MISSION OBJECTIVES
The Dead Zone of each player is the one in his half of the table.
MAIN OBJECTIVES
CIVILIANS
»» Have more Synchronized Civilians in CivEvac state in the
Exclusion Zone than the adversary at the end of the game There are a total of eight Civilians on the game table, four of
(1 Objective Point). them belonging to each player.
»» Have the same amount of Synchronized Civilians in CivEvac Each player will place his four Civilians inside the Exclusion
state in the player’s own Dead Zone as the adversary in Zone, but in base contact with the limit of the enemy Dead
his Dead Zone at the end of the game (2 Objective Points, Zone, in the adversary’s half of the table. Two of them must be
only if the player has at least 1 Civilian in such state in placed 12 and 20 inches respectively from one of the edges
the Dead Zone). of the table, while the other two must be placed 12 and 20
inches respectively from the other edge (see the map below).
»» Have more Synchronized Civilians in CivEvac state in the
player’s own Dead Zone than the adversary in his Dead Zone Players cannot place their Civilians either on top of or inside of
at the end of the game (3 Objective Points). any Scenery Item or Building, always deploying it in an accessible
location on the table. Scenery placement must facilitate this.
»» Have more Synchronized Civilians in CivEvac state in the
player’s own Deployment Zone than the adversary in his Players can only Synchronize their own Civilians.
Deployment Zone at the end of the game (4 Objective Points).
In this scenario, Specialist Troops can have up to two Civilians
CLASSIFIED in CivEvac state at the same time. Other troops able to declare
Synchronize Civilian can have only one Civilian in such state.
»» Each player has 1 Classified Objective (2 Objective Points).
Players can use any model from the Infinity or the Infinity Bootleg
DEPLOYMENT range, preferably those designated as HVT or as a Civilian. Good
examples of this are the O-12 High Commissioner, the Tohaa
Both players will deploy on opposite sides of the game table, Diplomat, Go-Go Marlene, the Fusilier Angus, the TAG Pilots,
in a standard Deployment Zone 12 inches deep. the VIP Executive or the HAZMAT A1 Specialist. Players can
also use the Player A and Player B Markers to identify or even
EXCLUSION ZONE represent their Civilians.
EXCLUSION ZONE
SPECIALIST TROOPS
REMEMBER
HIGHLY CLASSIFIED
Table Configuration: A. The Secondary Classified Objective must be different to the
Main Classified Objectives. So, the player will discard any card
Special Rules: Main Classified Objectives, Secondary
repeating a Main Classified Objective, picking a new card until
Classified Objective, Secure HVT, High Difficulty he has two different options to choose his Secondary Classified
Mode. Objective from.
SUPPLIES
Table Configuration: B. REQUIREMENTS
Special Rules: Tech-Coffins, Supply Boxes, Specialist
»» Only Specialist Troops can declare this Skill.
Troops, Doctor and Paramedic Bonus.
»» The Specialist Troop must be in base contact with a Tech-Co-
MISSION OBJECTIVES ffin.
»» For each Supply Box Controlled at the end of the battle (1 »» Allows the Specialist Troop to make a Normal WIP Roll to
Objective Point). Extract the Supply Box, with a succeed roll a SUPPLY BOX
Marker must be placed besides it.
»» If you have Controlled more Supply Boxes than your adversary
at the end of the battle (3 Objective Points). »» If the roll is failed, this can be repeated as many times as
necessary, each time spending the corresponding Short
»» If your adversary has no Controlled Supply Boxes at the end Skill and making the roll.
of the battle (2 Objective Points).
»» Once the roll is successful, the Tech-Coffin marker is removed
CLASSIFIED from the game table.
Each player has 2 Classified Objectives (1 Objective Point each). »» If a scenery item is used instead of a Marker, then it can be
kept on the game table but a Disabled (DIS) Marker must
DEPLOYMENT be placed besides it.
Both players will deploy on opposite sides of the game table, PICK UP SUPPLY BOXES (SHORT SKILL)
in a standard Deployment Zone 12 inches deep.
LABELS
It is not permitted to deploy in base contact with the Tech-Coffins.
Attack.
SCENARIO SPECIAL RULES
TECH-COFFINS REQUIREMENTS
There are a total of 3 Tech-Coffins. One of them must be placed The troop should be in one of the following situations:
in the center of the table while the other two must be placed
along the central line of the table, at 12 inches from its edge. »» Be in base contact with a figure in a Null state with a
Inside each Tech-Coffin there is one Supply Box. SUPPLY BOX Marker.
The Tech-Coffins must be represented by a Tech-Coffin Marker »» Be in base contact with an allied troop in a Normal state
or with a scenery piece of the same diameter (Such as the with a SUPPLY BOX.
Stasis Coffins by Warsenal or the Cryo Pods by Customeeple).
»» Be in base contact with an alone SUPPLY BOX Marker.
SUPPLY BOXES
EFFECTS
The Supply Boxes must be represented by a Supply Box Marker,
or a similar scenery item (Such as the Tech Crates by Micro »» Spending one Short Skill, without Roll, any troop can pick up
Art Studio, the Gang Tie Containers by Bandua Wargames, the a Supply Box in any of the situations previously mentioned.
Supply Boxes by Warsenal or the Cargo Crates by Customeeple)
»» The troops must accomplish the Common Rules of Supply
EXTRACT SUPPLY BOXES (SHORT SKILL) Box.
»» The Supply Box Marker must always be kept on the table, DOCTOR AND PARAMEDIC BONUS
even if the miniature which is carrying it passes to a Null
state. Troops possessing the Doctor Special Skill have a MOD of +3
to the WIP Rolls necessary to Extract the Supply Boxes.
CONTROLLING THE SUPPLY BOXES
END OF THE MISSION
A Supply Box is considered to be Controlled by a player if, at the
end of the game, that player has a model, but not a Marker, This scenario has a limited time frame, so it will automatically
carrying it. That trooper cannot be in a Null state and in base finish at the end of the third Game Round.
contact with any enemy figure. If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.
SPECIALIST TROOPS
REMEMBER
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Tech Coffin
12 Inches
DEPLOYMENT ZONE B
ANTENNA FIELD
Table Configuration: D. »» There is 1 Transmission Antenna placed on the border of each
Zone of Deployment, 24 inches from each edge of the table.
Special Rules: Exclusion Zone, Transmission
Antennas, Control Transmission Antennas, Each Transmission Antennas must be represented by a
Specialist Troops. Transmission Antenna Marker (TRANS. ANTENNA) or by a
scenery piece of the same diameter (such as the Communications
Array by Warsenal or the Sat Station Antenna by Customeeple).
»» Control the Main Transmission Antenna at the end of the In this scenario, only Doctors, Engineers, Forward Observers,
game (2 Objective Points). Hackers, Paramedics and troops possessing the Chain of Command
Special Skill are considered to be Specialist Troops.
»» Control the Transmission Antenna in the enemy Zone of
Deployment at the end of the game (1 Objective Point). Hackers, Doctors and Engineers cannot make use of Repeaters or
G: Servant models to perform tasks reserved for Specialist Troops.
CLASSIFIED
REMEMBER
Each player has 1 Classified Objective (1 Objective Point).
Troops possessing the Specialist Operative Special Skill can
DEPLOYMENT accomplish the different tasks the Specialist Troops perform
in this mission.
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
A Specialist Trooper with a Disabled Marker can still accomplish
It is not allowed to deploy in base contact with the Transmission the Objectives of this scenario.
Antennas.
END OF THE MISSION
EXCLUSION ZONE
This scenario has a limited time frame, so it will automatically
The use of the Airborne Deployment, Forward Deployment, finish at the end of the third Game Round.
Mechanized Deployment and Infiltration Special Skills is not
allowed, as well as the deployment rule of the Impersonation If one of the players starts his active turn in a Retreat! state,
Special Skill, inside of an 8 inch area on either side of the the game will end at the end of that Turn.
central line of the game table. The Exclusion Zone is not applied
to troopers that suffer Dispersion.
TRANSMISSION ANTENNAS
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Antenna
16 Inches
DEPLOYMENT ZONE B
BEACON RACE
Table Configuration: E. Players can only Secure those Areas that are authorized to Target.
Special Rules: Beacons, Area of Interest, Beacon
BEACON ROOM
Room, Beacon Box, Specialist Troops, Chain of
Command Bonus. Placed in the center of the table, it covers an area of 8 by 8
inches. To represent the Beacon Room, we recommend using
MISSION OBJECTIVES the Objective Room by Micro Art Studio, the Command Bunker
by Warsenal, the Operations Room by Plastcraft, or the Panic
MAIN OBJECTIVES Room by Customeeple.
»» Have the same number of Beacon Zones as the enemy (2 In game terms it is considered to have walls of infinite height
Objective Points, but only if at least 1 Beacon has been that completely block Line of Fire.
placed).
It has four Gates, one in the middle of each wall (See map
»» Have more Beacon Zone than the enemy (4 Objective Points). below). The Gates of the Beacon Room are open at the start
of the game.
»» Have the same number of Secured Zones as the enemy (2
Objective Points, only if at least 1 Zone has been secured) The Beacon Room Gates must be represented by a Narrow Gate
Marker or a scenery piece with the same size. The Objective
»» Have more Secures Zones than the enemy (4 Objective Points) Room Gates have a Narrow Gate Width.
Each player has 2 Classified Objectives (1 Objective Point each). There is 1 Beacon Box placed in the center of the Beacon
Room. The Beacon Box must be represented by a Console A
DEPLOYMENT Marker or by a scenery piece of the same diameter (such as
the Human Consoles by Micro Art Studio, the Tech Consoles
Both players will deploy on opposite sides of the game table, and the Communications Array by Warsenal or the Comlink
in a standard Deployment Zone 12 inches deep. Console by Customeeple).
Deploying inside or in base contact with the Beacon Room is GET BEACON (SHORT SKILL)
not permitted.
LABELS
SCENARIO SPECIAL RULES
Attack.
AREA OF INTEREST
REQUIREMENTS
Each player have 3 Areas of Interest: His own Deployment Zone,
the Central Zone and the Dead Zone of his own half of the table. »» Only Specialist Troops can declare this Skill.
The Central Zone are placed 8 inch area on either side of the »» The Specialist Troop must be in base contact with the
central line of the game table, and is shared by the two players. Beacon Box.
The Dead Zone is between the Central Zone and the Deployment
Zone, and each player have one. EFFECTS
TARGET AREA OF INTEREST »» Allows the Specialist Troop to make a WIP+3 Roll to Get a
Beacon, placing a Beacon Marker (BEACON) in base contact
An Area of Interest is considered Targeted when a player has with the Beacon. or by a scenery piece of the same diam-
placed at least one Beacon inside the area. eter (such as the Tactical Beacons by Micro Art Studio, the
Tracking Beacons by Warsenal, or the Mark One Beacons
Players can only Target his own Deployment Zone, the Dead by Customeeple).
Zone of his half part of the table and the Central Zone.
»» If the roll is failed, this can be repeated as many times as
SECURE TARGETED AREA OF INTEREST necessary, each time spending the corresponding Short
Skill and making the roll.
A Targeted Area of Interest is considered to be Secured by a
player as long as that player is the only one with at least one »» The troopers must accomplish the Common Rules of Beacons.
troop in any non-Null state inside the Area.
LABELS For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics and troops possessing the Chain
Attack. of Command Special Skill are considered Specialist Troops.
»» The trooper is in base contact with a figure in a Null state Troops with the Specialist Operative Special Skill can
with a Beacon. accomplish the different functions Specialist Troops have
in this scenario.
»» The trooper is in base contact with a friendly trooper in a
Normal state with a Beacon.
A Specialist Trooper with a Disabled Marker can still accomplish
»» The trooper is in base contact with a Beacon Marker with the Objectives of this scenario.
a Disconnected Marker.
CHAIN OF COMMAND BONUS
»» The trooper is in base contact with an alone Active Beacon.
Troops possessing the Chain of Command Special Skill have
EFFECTS a MOD of +3 to the WIP Rolls necessary to Get the Beacons.
»» Spending one Short Skill, without Roll, any troop can pick END OF THE MISSION
up a Beacon in any of the situations previously mentioned.
This scenario has a limited time frame, so it will automatically
»» At the moment of pick up the Beacon, remove the Discon- finish at the end of the third Game Round.
nected Marker, if the Beacon have one.
If one of the players starts his active turn in a Retreat! state,
»» The troops must accomplish the Common Rules of Beacons. the game will end at the end of that Turn.
LABELS
Attack.
REQUIREMENTS
EFFECTS
»» Spending one Short Skill, without Roll, any troop can place
an Active Beacon on the table, separating slightly from its
base the Beacon Marker (BEACON), or piece of scenery,
enough to stop them from being in contact.
24 Inches
CAPTION
12 inches
DEPLOYMENT ZONE A
Antenna
Beacon Maker
12 Inches
DEPLOYMENT ZONE B
ENGINEERING DECK
Table Configutarion: G. with the same size. The Objective Room Gates have a Narrow
Gate Width.
Special Rules: Inner Area, Objective Room (ZO),
Secure ZO, Consoles, Specialist Troop. The Gates of the Objective Room are closed at the start of
the game.
MISSION OBJECTIVES
OPEN THE ROOM GATES (SHORT SKILL)
MAIN OBJECTIVES
LABELS
»» Have the same amount of Connected Consoles as the ad- Attack.
versary at the end of the game (2 Objective Points, only if
the player has Connected at least 1 Console). REQUIREMENTS
»» Only Specialist Troops can declare this Skill.
»» Have more Connected Consoles than the adversary at the
end of the game (5 Objective Points). »» The Specialist Troop must be in base contact with a Gate.
»» Secure the Objective Room at the end of the game (3 Ob- EFFECTS
jective Points). »» Allows the Specialist Troop to make a WIP Roll to Open the
Gates. A success opens all Gates to the Objective Room. If
CLASSIFIED the roll is failed, this can be repeated as many times as
necessary, each time spending the corresponding Short
»» Each player has 2 Classified Objectives (1 Objective Point each). Skill and making the roll.
DEPLOYMENT SECURE ZO
Both players will deploy on opposite sides of the game table, A Zone of Operations (ZO) is considered to be Secured by a
in a standard Deployment Zone 12 inches deep. player when that player is the only one to have any troopers
inside the Room who are not in a Null state.
Deploying inside or in base contact with the Objective Room
or in base contact with a Console is not permitted. THE CONSOLES
INNER AREA There are 4 Consoles, placed on different halves of the game
table, each of them 8 inches from the central line of the
This scenario happens inside a vessel, so the use of Levels 3, 4 table and 12 inches from the edge of the table (See map
and 5 of the Airborne Deployment Special Skill is not permitted. below). There is a fifth Console placed in the center of the
However, the other Levels of this Special Skill are allowed. Objective Room.
AI Beacons must be deployed on the edge of the game table,
outside the Deployment Zones, with no PH Roll required. Inner Each Console must be represented by a Console A Marker
Area doesn’t affect other Deployment Special Skills. (CONSOLE A) or by a scenery piece of the same diameter
(such as the Human Consoles by Micro Art Studio, the Tech
SCENARIO SPECIAL RULES Consoles and the Communications Array by Warsenal or the
Comlink Console by Customeeple).
OBJECTIVE ROOM (ZO)
CONNECT CONSOLES (SHORT SKILL)
In this scenario the Objective Room is considered a Zone of
Operations (ZO). LABELS
Attack.
Placed in the center of the table, it covers an area of 8 by 8
inches. In game terms it is considered to have walls of infinite REQUIREMENTS
height that completely block Line of Fire. »» Only Specialist Troops can declare this Skill.
To represent the Objective Room, we recommend using the »» The Specialist Troop must be in base contact with a Console.
Objective Room by Micro Art Studio, the Operations Room by
Plastcraft or the Command Bunker by Warsenal or the Panic
Room by Customeeple.
»» A connected Console can be Connected again by the other Hackers, Doctors and Engineers cannot make use of Repeaters or
player, applying the same procedure. In such a situation, G: Servant models to perform tasks reserved to Specialist Troops.
the Console is no longer considered to be Connected by
the adversary. REMEMBER
»» Player A and Player B Markers can be used to mark the Troops with the Specialist Operative Special Skill can
Connected Consoles. It is recommended each player uses accomplish the different functions Specialist Troops have
a different kind of Marker. in this scenario.
COMMS CENTER
Table Configuration: N. CONNECT THE ANTENNAS (SHORT SKILL)
Special Rules: Exclusion Zone, The Grid, Killing,
LABELS
Specialist Troops.
Attack.
MISSION OBJECTIVES
»» Have the same amount of Connected Antennas as the ad- »» Only Specialist Troops can declare this Skill.
versary at the end of the game (2 Objective Points, only if
the player has Connected at least 1 Antenna). »» The Specialist Troop must be in base contact with an Antenna.
DEPLOYMENT KILLING
Both players will deploy on opposite sides of the game table, A trooper is considered Killed when he enters Dead state, or is
in a standard Deployment Zone 12 inches deep. in a Null state at the end of the game.
Exclusion Zone. Troopers may not use the Airborne Deployment, Troopers that have not been deployed on the game table at the
Forward Deployment, Mechanized Deployment, or Infiltration end of the game will be considered to be Killed by the adversary.
Special Skills or the deployment rule of the Impersonation
Special Skill to deploy inside of an 8 inch area on either side SPECIALIST TROOPS
of the central line of the game table. The Exclusion Zone is not
applied to troopers that suffer Dispersion. For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics and troops possessing the Chain
It is not allowed to deploy in base contact with an Antenna. of Command Special Skill are considered Specialist Troops.
SCENARIO SPECIAL RULES Hackers, Doctors and Engineers cannot make use of Repeaters or
G: Servant models to perform tasks reserved to Specialist Troops.
THE GRID
REMEMBER
There are a total of 9 Antennas. One of them is placed in the Troops with the Specialist Operative Special Skill can
center of the game table, with the next two placed on the accomplish the different functions Specialist Troops have
central line of the table, 12 inches from the edges. The other in this scenario.
six Antennas are placed in different halves of the game table.
Four of them are placed 8 inches in parallel from the central
line of the game table and 12 inches from the edges. The other A Specialist Trooper with a Disabled Marker can still accomplish
two are placed 8 inches in parallel from the central line of the the Objectives of this scenario.
game table and 24 inches from the edges (see map).
12 Inches 24 Inches
CAPTION
12 Inches
DEPLOYMENT ZONE A
Antenna
8 Inches
DEPLOYMENT ZONE B
As Official Events, all leagues must comply with the Basic 3. Divide the result by the number of league rounds played
Rules of ITS. In case of discrepancy between these rules and (should be 7) and then round up.
the Basic Rules, this document takes precedence.
The end result is their final Objective Points score. In the event
FORMAT OF THE EVENT of a tie, repeat the process with the player’s Victory Points.
This is the basic ITS format for leagues. This format pits 4 ARMY LISTS
or more players in one-on-one games over 8 league rounds.
Each player submits one army list per league round. A player’s
LEAGUE CONTROL SHEET lists must all be of one single faction or Sectorial Army.
At the start of the event, each player receives a League Lists must follow all rules for army building set forth in the
Control Sheet. Players must write down their name, ITS PIN Infinity rulebooks.
and faction or sectorial army in their sheets.
Each player must bring two printed copies of each of their lists,
During the League, players are required to use the sheet to and give one to the Organizer before the league round begins.
write down the score of their game at the end of each lea-
gue round. They must also use their sheet to make note of The Tournament Organizer can require players to turn in their
their Private Information so that it can be validated by their Army Lists in advance to check their validity.
opponents or by the Referee when needed.
The only officially sanctioned Army List management tool
PAIRINGS for ITS play is Infinity Army, available for free on the Infinity
website.
Pairings for the first league round are assigned randomly.
LEAGUE ROUNDS
From the second league round on, a Swiss system is used.
Players are ranked according to their Tournament Points scores, The Organizer can determine the length of each league round
and ties are broken by comparing Objective Points scores. If to better suit the players involved.
the tie persists, compare the players’ accumulated Victory
Points and, if this fails to break the tie, the total Objective Each league round has different special game conditions.
Points from all their previous opponents in the league. Once You can check each league round’s special rules below in
all players are ranked, opponents are assigned in descending this same document.
order of ranking (first against second, third against fourth, etc.).
For each of the 6th, 7th and 8th league rounds, the Organizer
ODD NUMBER OF PLAYERS (BYES) chooses one of the available ITS Scenarios. A specific Scenario
can only be played once during a league.
If the number of players in the League is not even, each
league round one of the players will have to wait for the ITS RATING
next league round to play; that player is said to be “given a
bye”. A player that takes a bye is awarded a Victory (worth 2 Players’ ITS Ratings change depending on their results at
Tournament Points), 0 Objective Points and 0 Victory Points the end of each league round. The amount of points received
for that league round. depends on the type of League Pack used and the average
ITS Rating of all participants.
The Organizer must make sure that a single player is never
given more than one bye during a league. At the end of each league round, the Organizer sends a report
with the results using the Official Tournament Manager.
In the first league round, the last player to arrive will be the
one to take a bye. In subsequent league rounds, the player REPORTING RESULTS
with the lowest score takes a bye.
In order to update the ITS Ranking with the results
When players take a bye, they must make a note of it in their of each league round, Organizers must report those re-
League Control Sheet. sults using the Official Tournament Manager found at
http://its.infinitythegame.com.
Once the last league round ends, players who were given a
bye follow these steps:
REMEMBER
Make sure all players are aware of these special conditions before
each league round.
ROUND ONE
MISSION OBJECTIVES FORCES
»» Cause the enemy between 30 and 60 Army Points in ca- SIDE B: 120 points.
sualties (1 Objective Point).
DEPLOYMENT
»» Cause the enemy between 61 and 90 Army Points in ca-
sualties (3 Objective Point). Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
»» Cause the enemy more than 90 Army Points in casualties
but less than their total value (5 Objective Points). SCENARIO SPECIAL RULES
»» Have between 30 and 60 of your Army Points survive the TRAINING MISSION
encounter (1 Objective Point).
Armies must not include a Lieutenant, so Loss of Lieutenant
»» Have between 61 and 90 of your Army Points survive the rules do not apply.
encounter (3 Objective Points).
Players cannot make use of the Advanced Rules.
»» Have more than 90 of your Army Points survive the en-
counter (5 Objective Points). END OF THE MISSION
Any troops that have not been deployed by the end of the This scenario has a limited time frame: it will automatically
game are considered casualties. end at the end of the third Game Round.
ROUND TWO
MISSION OBJECTIVES FORCES
MAIN OBJECTIVES SIDE A: 150 points.
»» Cause the enemy between 35 and 75 Army Points in ca- SIDE B: 150 points.
sualties (1 Objective Point).
DEPLOYMENT
»» Cause the enemy between 76 and 110 Army Points in
casualties (3 Objective Point). Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
»» Cause the enemy more than 110 Army Points in casualties
(5 Objective Points). SCENARIO SPECIAL RULES
»» Have between 35 and 75 of your Army Points survive the TRAINING MISSION
encounter (1 Objective Point).
Players cannot make use of the Advanced Rules.
»» Have between 76 and 110 of your Army Points survive the
encounter (3 Objective Points). END OF THE MISSION
»» Have more than 110 of your Army Points survive the en- This scenario has a limited time frame: it will automatically
counter (5 Objective Points). end at the end of the third Game Round.
Any troops that have not been deployed by the end of the Retreat! rules do not apply during this mission.
game are considered casualties.
ROUND THREE
MISSION OBJECTIVES CLASSIFIED
»» Cause the enemy between 101 and 150 Army Points in SIDE A: 200 points.
casualties (2 Objective Point).
SIDE B: 200 points.
»» Cause the enemy more than 151 Army Points in casualties
(3 Objective Point). DEPLOYMENT
»» Have between 50 and 100 of your Army Points survive the Both players will deploy on opposite sides of the game table,
encounter (1 Objective Point). in a standard Deployment Zone 12 inches deep.
»» Have between 101 and 150 of your Army Points survive END OF THE MISSION
the encounter (2 Objective Points).
This scenario has a limited time frame: it will automatically
»» Have more than 150 of your Army Points survive the en- end at the end of the third Game Round.
counter (3 Objective Points).
Retreat! rules do not apply during this mission.
Any troops that have not been deployed by the end of the
game are considered casualties.
ROUND FOUR
MISSION OBJECTIVES FORCES
»» Cause the enemy between 60 and 125 Army Points in SIDE B: 250 points.
casualties (1 Objective Point).
DEPLOYMENT
»» Cause the enemy between 126 and 185 Army Points in
casualties (2 Objective Point). Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
»» Cause the enemy more than 185 Army Points in casualties
(3 Objective Point). SCENARIO SPECIAL RULES
»» Have between 60 and 125 of your Army Points survive the SPEC-OPS
encounter (1 Objective Point).
Each player can field one Spec-Ops with 12 Experience Points
»» Have between 126 and 185 of your Army Points survive (see Campaign: Paradiso).
the encounter (2 Objective Points).
END OF THE MISSION
»» Have more than 185 of your Army Points survive the en-
counter (3 Objective Points). This scenario has a limited time frame: it will automatically
end at the end of the third Game Round.
Any troops that have not been deployed by the end of the
game are considered casualties. Retreat! rules do not apply during this mission.
CLASSIFIED
ROUND FIVE
MISSION OBJECTIVES as many times as necessary, each time spending the corres-
ponding Short Skill or ARO.
MAIN OBJECTIVES
A player can Capture an Antenna that had been previously
»» For each Captured Antenna at the end of the game (3 captured by the enemy. Doing so makes the Antenna not
Objective Points). count as Captured by the enemy anymore.
CLASSIFIED You may use Possessed (POS) and Immobilized (IMM) Markers
to keep track of the captured Antennas. We recommend you
Each player has 1 Classified Objective (1 Objective Point). use a different type of marker for each player.
SIDE A: 300 points For the purposes of this scenario, only Hackers, Doctors,
Engineers, Forward Observers, Paramedics and troops pos-
SIDE B: 300 points sessing the Chain of Command Special Skill are considered
Specialist Troops.
DEPLOYMENT
Hackers, Doctors and Engineers cannot make use of Repeaters
Both players will deploy on opposite sides of the game table, or G: Servant models to perform tasks reserved for Specialist
in a standard Deployment Zone 12 inches deep. Troops.
Antennas are represented by a Transmission Antenna Marker This scenario has a limited time frame: it will automatically
(TRANS. ANTENNA) or a piece of scenery of similar diameter. end at the end of the third Game Round.
To Capture an Antenna, a Specialist Troop must be in base If one of the players starts his active turn in a state of Retreat!,
contact with it, spend one Short Skill or an ARO, and succeed the game will end at the end of that Turn.
at a Normal WIP Roll. If the roll is failed, it can be repeated
24 "
CAPTION
DEPLOYMENT ZONE A
12"
Antenna
12"
DEPLOYMENT ZONE B
A GUIDE TO ORGANIZING
ITS TOURNAMENTS
This document exists to give Organizers some guidelines will need beforehand will make it easier for you to compose
and tips on how to set up their own ITS events, including a your game tables judiciously.
handy reference table with information on each of the official
ITS Scenarios. The different Preset Layouts are:
PRESET LAYOUTS
For example, if your tournament will be a three-Round Direct D will guarantee all other Scenarios are playable without
Action Operations tournament, you might choose The Armory, alterations.
Transmission Matrix and Biotechvore. Since their Preset Layouts
are F + J + A, you know you will need a central Objective In a 5-Round Joint Operations tournament, knowing your
Room and five Antennas. You are now ready to arrange your Preset Layout spread is I + I + E + A + B will allow you to place
scenery in a way that won’t disrupt objective-placing during a central Objective Room without fear that you won’t be able
the tournament. to place the markers necessary for any of the other missions.
SCENERY
ITS TOURNAMENT MANAGER Once your Tournament Code is verified, you can choose a Tier,
a Type of Operation, extras and Scenarios for your tournament.
ITS Tournament Manager is a web app that will make it easier
for Organizers to advertise their events to the community of To add an ITS Scenario to your event, select it from the
players, as well as manage their pairings and results during drop-down menu and press the ‘Add’ button. You can use the
tournaments. arrows to arrange your Scenarios in order of play, and the X
to remove a Scenario from your list.
ITS Tournament Manager tallies the results of every official
ITS tournament and calculates each player’s position in the
Rankings, which can be accessed via the app itself.
ITS TOURNAMENT MANAGER USER GUIDE Once all fields are complete and you have chosen your tourna-
ment specs, press the ‘SAVE’ button. On the left-hand side you
After registering and logging in, you can see a menu with will see two new boxes listing the event’s registered players.
your details, including your ITS PIN.
‘EDIT PROFILE’ allows you to edit your personal details, change You will also see a button, ‘See as list’. By pressing the button,
your password or enter a new email address. you will access a list with every player’s details and the option
to download a CSV (plain text, comma-separated) file with
‘CREATE EVENT’ will take you to the event creation screen. the data, which you can open in any spreadsheet software in
case you need to add more fields or modify the data in bulk.
This screen also offers a list of upcoming events and a list of
events you have registered for or received an invite to. Each
event is labeled according to its status.
By pressing it, you will access a Round screen with the next
Scenario and a player list. Here, you will be able to add or
remove players and give a Bye if there is an odd number of
players.
Once the results are filled, press ‘Submit’ to see the tournament
rankings so far and move on to the next Round.
After the last Round, the screen will show the tournament’s
final results.
By pressing the ITS Ranking button, you can see the different
Rankings, your own position in them, your current Elo score,
and a history of your latest tournaments, with the results of
each round you played.