Professional Documents
Culture Documents
ITS2015 v0.3.1
ITS2015 v0.3.1
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TABLE OF CONTENTS
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ITS: BASIC RULES
EVENT PARTICIPANTS
In order to take part in an official ITS event, players are
required to bring everything they need to play, including:
Miniatures
Tape measure
MINIATURES
All miniatures used by the players must be from Corvus Bellis
official Infinity range and must be assembledwith at least
their main componentsand based, using the base supplied
with the figure or other of the same size.
Each figure must represent faithfully the unit it stands for,
including its equipment and weapon options. Should the
appropriate miniature not be available on the Infinity range,
you can use a different Corvus Belli miniature as a stand-in,
but you must clearly inform your opponent of what that
figure represents.
PAINTING
Unless otherwise specified by the rules of the event, figures
do not need to be painted.
PROXIES
Under no circumstances can figures from other brands or
manufacturers be used as proxies.
CONVERTED FIGURES
Dice
Army Lists
ARMY LISTS
SPORTSMANSHIP
All participants in an event, whether Organizers, Players or
guests, are expected to conduct themselves in a friendly and
considerate manner at all times. If a participant disrupts the
good atmosphere of an event, the Organizer may sanction
them or altogether remove them from play.
Minimum player etiquette includes giving the opponent time
to clearly see the results on your dice before picking them up,
sharing with the opponent all open information from your
army list and clarifying it as often as requested, waiting for the
opponent to declare ARO whenever you spend an Order, etc.
REMEMBER
Infinity is first and foremost a game and events should be fun for
everyone involved.
Army Lists must conform to the rules laid out in the Infinity
rulebooks and the special rules of the event, if there are any.
You are welcome to use the program Infinity Army (available
for free on the Infinity website) to create and check your Army
Lists. Should there be a discrepancy, the information available
on the official Infinity website takes precedence.
MERCENARIES
Mercenary Troops, such as the Yuan Yuan or Avicenna, can
be fielded only as part of the Generic or Sectorial Armies in
which they are available.
RULES
The Official Game Rules and Official Army Lists are those
published by Corvus Belli on the official Infinity website
(www.infinitythegame.com).
All game rules and army lists published up to one week before
the date of an event apply to that event.
EVENT ORGANIZERS
REGIONAL RANKINGS
RANKS
Ensuring that the rules of the event and the game rules
are observed.
the event takes place. Players can register using this form:
http://www.infinitythegame.com/its/signup
REFEREES
During events, Referees are the ultimate authority in matters
of game rules, which is why they are expected to make fair
rulings and to devote all the time necessary to solving the
players doubts. To make the Referees job easier, players
are encouraged to try to solve their disputes in a friendly
manner, and only turn to the Referee if an agreement cannot
be reached. Once requested, the Referees rulings are final.
DECORATIONS
Decorations are a series of digital medals awarded to players
to mark exceptional achievements. Some of these achievements include being among the regional winners of an ITS
Season, being a veteran of past Seasons or being the best
player with a faction at the end of the Season.
RANKINGS
Every Official ITS event counts towards the Rankings of Infinity
players. Rankings rate players according to their performance
in officially sanctioned events, as indicated by their ITS Rating.
Players start the season with an ITS Rating of 1000. Their
performance in each Official ITS event they take part in
modifies that Rating, depending on whether the result was
better or worse than expected.
The amount by which the ITS Rating of a player varies with
each event depends on the size of the event (i.e., the number
of players), the type of Tournament Pack used, the Tournament
Tier and the average ITS Rating of all participants.
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ITS: TOURNAMENT RULES
BASIC RULES
FINAL SCORES
If two or more players are tied for the same position, they are
ranked according to their total Victory Points score. If both the
Objective Points and Victory Points scores are equal, players
are ranked according to the sum total of the Objective Points
accumulated from all their opponents in the tournament.
TOURNAMENT ROUNDS
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4
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PAIRINGS
Pairings for the first Tournament Round are assigned randomly.
From the second Tournament Round on, the Swiss system will
be used. Players will be arranged by the number of Victories
achieved during the tournament, using first the accumulated
Objective Points and then the accumulated Victory Points to
untie players with the same number of Victories. That done,
the first player will face the second best, the third will face
the fourth, and so on. A Victory is achieved when a player has
gained more Objective Points than their adversary at the end
of the Tournament Round.
If two or more players are tied for the same position, they
are ranked according to their accumulated Victory Points
score. If both the Objective Points and Victory Points scores
are equal, players are ranked according to the sum total of
the Objective Points accumulated from all their opponents
in the tournament.
tournament.
of the tournament.
ARMY LISTS
Each player submits two Army Lists, both of one single faction
or Sectorial Army.
Lists must follow all rules for army building set forth in the
Infinity rulebooks.
Each player must bring two printed copies of each of their
Complete Army Lists the lists that contain all of the armys
information, Open and Private and give one to the Organizer
TOURNAMENT TIERS
Tournament Tiers determine the amount of Army Points
players can use to build their armies.
Top-Tier: 400 Army Points and 8 SWC.
Mid-Tier: 300 Army Points and 6 SWC.
Low-Tier: 200 Army Points and 4 SWC.
SCENARIOS
The Organizer must choose an Official ITS Scenario for each
Tournament Round. The same Scenario cannot be played
twice during a tournament. The Organizer must make the
chosen Scenarios known when the tournament is announced
so that players can take them into account when building
their Army Lists.
EXTRAS
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their opponent is, what faction they face, and what table
they are using.
This Extra is not compatible with the Showdowns or the
Spec-Ops Extra.
HOBBY
In tournaments played with this Extra, players who have all
their models painted will earn more Rank points.
In addition, once the tournament is finished, the Organizer will
pick the three best painted armies. Once the Organizer sends
the tournament report, those players will earn an additional
amount of Rank Points according to their position.
The Organizer may also decide to reward the tournaments
best painted armies with a prize, or to hold a painting tournament parallel to the event.
QUALIFICATION GUIDE
The Organizers must use this guide to grade the paint job
of each participant.
The Organizer may choose to use one or more of the following modifiers of the tournament format. In that case, the
Organizer must specify which Extras will be used when the
tournament is announced.
JOINT OPERATIONS
CAMPAIGN
This Extra allows players to use the Objective Points they earned to improve their Spec-Ops or unlock Military Specialties,
as per the Infinity Campaign System (ICS) rules set forth in
the Infinity. Campaign: Paradiso rulebook.
When this Extra is implemented, players dont need to submit
two Army Lists when they sign up for the tournament.
Players can modify their Army Lists at the beginning of each
Tournament Round, after they have been informed of who
Structure A
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Spec-Ops can be customized with 12 Experience Points.
Players can use a differently customized Spec-Ops for
Each player makes an Initiative Roll, but only the best roll
Structure B
In a Game Round with Structure B, players have individual
Player Turns, using these rules:
All troops in a players army are treated as Friendly Models
ITS RATING
Players ITS Rating change depending on their position at
the end of the tournament. The amount of points received
depends on the size of the tournament (no. of players), the
type of Tournament Pack used, the Tournament Tier, and the
average ITS Rating of all participants.
REPORTING RESULTS
In order to update the ITS Ranking with the results of a
tournament, Organizers must report those results using this
link: http://www.infinitythegame.com/its/report
If you should encounter any problems during the reporting
process, please contact us at tournament@corvusbelli.com
of two.
SHOWDOWNS
Tournaments implementing this Extra will have a single
Tournament Round, regardless of the number of players.
Additionally, the minimum number of participants will be
reduced to 2.
This Extra is not compatible with the Campaign Extra.
SPEC-OPS
This Extra allows the use of a Spec-Ops in their tournament
lists (see Infinity. Campaign: Paradiso).
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ITS SCENARIOS
VICTORY ON A SCENARIO
The purpose of a scenario is to accomplish a mission by
meeting its defined objectives and obtaining the Objective
Points designated for each met objective.
While playing a scenario, the player who gets the higher
number of Objective Points is the winner.
In the event of a tie regarding the number of Objective Points
scored, both players will have to compare their Victory Points.
The player with the highest value on Victory Points will win
the tiebreak.
DEPLOYMENT
MAIN OBJECTIVES
Point).
KILLING
Points).
NO QUARTER
(1 Objective Point).
(2 Objective Points).
Points).
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).
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ANNIHILATION (MID TIER)
MISSION OBJECTIVES
DEPLOYMENT
MAIN OBJECTIVES
Point).
KILLING
Points).
NO QUARTER
(1 Objective Point).
(2 Objective Points).
Points).
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).
DEPLOYMENT
MAIN OBJECTIVES
jective Point).
KILLING
Points).
NO QUARTER
(1 Objective Point).
(2 Objective Points).
Points).
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).
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SUPPLIES
MISSION OBJECTIVES
MAIN OBJECTIVES
TECH COFFINS
For each Supply Box your miniatures have at the end of the
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point each).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
It is not permitted to deploy in base contact with the Tech
Coffins.
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CAPTION
12
DEPLOYMENT ZONE A
Tech-Coffin
12
DEPLOYMENT ZONE B
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SUPPLY BOXES
Each miniature can carry a maximum of 1 Supply Box. To denote
this, place a Supply Box, or a similar scenery item (Such as the
Tech Crates by Micro Art Studio, the Gang Tie Containers by
Bandua Wargames, the Supply Boxes by Warsenal or the Cargo
Crates by Customeeple), besides the figure. Troops possessing
the Baggage Special Skill can carry up to 3 Supply Boxes.
The Supply Box Marker must always be kept on the table, even
if the miniature which is carrying it passes to Unconscious
or Dead state.
Any troop can take a Supply Box from the ground, from the
hands of an Unconscious or Immobilized figure, or from an
allied troop in a Normal state, by entering base to base contact
and spending one Short Skill of an Order.
REMEMBER
To perform a Short Skill, for example to extract or recover a
Supply Box, automatically reveals those troops in Marker state
(Camouflaged troops, Impersonators, Holoechoes).
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
DOCTOR BONUS
Troops possessing the Doctor Special Skill have a MOD of +3
to the WIP Rolls necessary to Extract the Supply Boxes.
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FRONTLINE
MISSION OBJECTIVES
MAIN OBJECTIVES
To dominate the nearest area to your Deployment Zone
(1 Objective Point).
(4 Objective Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
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DEPLOYMENT ZONE A
DEPLOYMENT ZONE B
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EMERGENCY TRANSMISSION
MISSION OBJECTIVES
MAIN OBJECTIVES
(2 Objective Points).
Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
It is not allowed to deploy in base contact with the Antenna
or a Console.
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CAPTION
12
DEPLOYMENT ZONE A
Antenna
Console
DEPLOYMENT ZONE B
16
14
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
ENGINEER BONUS
Troops possessing the Engineer Special Skill have a MOD of
+3 to the WIP Rolls necessary to Synchronize the Consoles and
to Connect the Antennas.
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SEIZE THE ANTENNAS
MISSION OBJECTIVES
MAIN OBJECTIVES
For each Seized Antenna at the end of the scenario
(3 Objective Points).
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
DEPLOYMENT
SPECIALIST TROOPS
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CAPTION
12
DEPLOYMENT ZONE A
Antenna
12
DEPLOYMENT ZONE B
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REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
HACKER BONUS
Troops possessing the Hacker Special Skill have a MOD of +3
to the WIP Rolls necessary to Seize the Antennas.
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QUADRANT CONTROL
MISSION OBJECTIVES
MAIN OBJECTIVES
Dominate the same number of Quadrants as the adversary
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
SHASVASTII
Troops possessing the Shasvastii Special Skill placed inside
a Quadrant will always be counted while they are in Normal
or Spawn-Embryo states.
BAGGAGE
Troops possessing the Baggage Special Skill placed inside
a Quadrant will also be counted, providing the extra Army
Points this Special Skill grants.
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12
DEPLOYMENT ZONE A
QUADRANT 2
QUADRANT 3
QUADRANT 4
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QUADRANT 1
DEPLOYMENT ZONE B
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LIFEBLOOD
MISSION OBJECTIVES
MAIN OBJECTIVES
Check more Supply Boxes than the adversary (2 Objective
Points).
(1 Objective Point).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each one).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
12
24
12
DEPLOYMENT ZONE A
12
DEPLOYMENT ZONE B
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TYPE
ARM
BTS
STR
Scenery
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or
G: Servant models to perform tasks reserved for Specialist Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
ENGINEER BONUS
Troops possessing the Engineer Special Skill have a MOD
of +3 to the WIP Rolls necessary to Check the Supply Boxes.
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BEACON RACE
MISSION OBJECTIVES
MAIN OBJECTIVES
SECONDARY OBJECTIVES
For each Seized Beacon (1 Objective Point, up to a maximum
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
Deploying inside or in base contact with the Beacon Generator
Room is not permitted.
BEACON GENERATOR
There is 1 Beacon Generator placed in the center of the Beacon
Generator Room. The Beacon Generator must be represented by
a Console A Marker or by a scenery piece of the same diameter
(such as the Human Consoles by Micro Art Studio, the Tech
Consoles and the Communications Array by Warsenal or the
Comlink Console by Customeeple).
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CAPTION
12
DEPLOYMENT ZONE A
Antenna
Beacon
Generator
12
DEPLOYMENT ZONE B
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BEACONS
SPECIALIST TROOPS
Any troop can pick up a Beacon from the ground, take it from
the hands of a model in a Null state, or from an allied troop
in a Normal state, by entering base to base contact and
spending one Short Skill.
REMEMBER
Performing a Short Skill, for example extracting or recovering a
Beacon, automatically reveals those troops in Marker state (Camouflaged troops, Impersonators, Holoechoes).
SECURITY ZONES
Each player has 2 Security Zones the size of a Circular Template.
Each Circular Template must be placed at the limit of the
Deployment Zone, touching one of the edges of the table
(see the map).
The center of the Security Zone must be represented by a
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).
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TRANSMISSION MATRIX
MISSION OBJECTIVES
MAIN OBJECTIVES
Dominate the same number of Transmission Areas as the
DEPLOYMENT
SHASVASTII
Troops possessing the Shasvastii Special Skill placed inside
a Transmission Area will always be counted while they are in
Normal or Spawn-Embryo states.
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points
each).
TRANSMISSION AREAS
There are 5 Transmission Areas of 4 inches radius. One is placed
at center of the game table. There are two Transmission Areas
placed on each side of the game table, 12 inches from the
edges and 12 inches from the central line of the game table.
BAGGAGE
Troops possessing the Baggage Special Skill placed inside a
Transmission Area will also be counted, providing the extra
Army Points this Special Skill grants.
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CAPTION
12
DEPLOYMENT ZONE A
Antenna
12
DEPLOYMENT ZONE B
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24
ANTENNA FIELD
MISSION OBJECTIVES
EXCLUSION ZONE
MAIN OBJECTIVES
SECONDARY OBJECTIVES
Control the Main Transmission Antenna at the end of the
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
12
24
CAPTION
12
DEPLOYMENT ZONE A
Antenna
16
DEPLOYMENT ZONE B
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CONTROLLING THE
TRANSMISSION ANTENNAS
A Transmission Antenna 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 Transmission
Antenna, 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
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
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BEACONLAND
CLASSIFIED
MISSION OBJECTIVES
MAIN OBJECTIVES
DEPLOYMENT
EXCLUSION ZONE
Dead Zone as the adversary at the end of the game (1 Objective Point, but only if at least 1 Beacon has been Activated
by the player in the Dead Zone).
DEAD ZONES
SECONDARY OBJECTIVES
Objective Point).
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12
CAPTION
12
DEPLOYMENT ZONE A
Console
16
DEPLOYMENT ZONE B
BEACONS
Beacons are a very useful tool to map by satellite the unexplored territories.
Each Specialist Troop possesses 1 Beacon. To place and activate a Beacon, a trooper, but not necessarily a Specialist
Troop, must spend one Short Skill or an ARO, and succeed at
a Normal WIP Roll, placing a Beacon Marker (BEACON A or
B) in base contact with the model. If the roll is failed, it can
be repeated as many times as necessary, each time spending
the corresponding Short Skill or ARO.
The Beacons must be represented by a Beacons Marker (BEACON
A or BEACON B) or by a scenery piece of the same diameter
(such as the Tracking Beacons by Warsenal or the Mark One
Beacons by Customeeple). To avoid confusions, each player
must choose a different type of Beacon Marker (BEACON A
or BEACON B), or a scenery item easily to identify.
The Beacon Marker must always be kept on the table, even
if the miniature carrying it passes to a Null state.
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If the roll is successful, the player will place a Disabled Marker
in base to base contact with the Beacon. A Reconfigured Beacon
is no longer considered as an Activated Beacon to its player.
RECOVER BEACONS
A player can Recover a Beacon his adversary had Reconfigured.
To do so, a Specialist Troop must be in base contact with the
Reconfigured Beacon, spend one Short Skill or an ARO, and
succeed at a Normal WIP Roll. If the roll is failed, it can be
repeated as many times as necessary, each time spending the
corresponding Short Skill or ARO.
A Recovered Beacon will be considered as an Activated Beacons
to its player. In addition, it is no longer considered as a
Reconfigured Beacon to the adversary.
BAGGAGE BONUS
If the players possess at least one troop having the Baggage
Special Skill in a not Null state on the game table, then they
will have a MOD of +3 to the WIP Rolls necessary to Connect
the Console and to Activate, Reconfigure and Recover the Beacons.
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or
G: Servant models to perform tasks reserved for Specialist Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
Any troop can take a Beacon from the ground, from the hands
of a figure in a Null state. or from an allied troop in a Normal
state, by entering base to base contact and spending one
Short Skill. Each miniature can carry a maximum of 1 Beacon.
REMEMBER
To perform a Short Skill, for example to recover a Beacon, automatically reveals those troops in Marker state (Camouflaged troops,
Impersonators, Holoechoes).
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COLD SLEEP
MISSION OBJECTIVES
DEPLOYMENT
MAIN OBJECTIVES
INNER AREA
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
12
CAPTION
12
DEPLOYMENT ZONE A
Tech-Coffin
Console
DEPLOYMENT ZONE B
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REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
A Specialist Trooper with a Disabled Marker can still accomplish
the Objectives of this scenario.
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COFFIN RAIDERS
MISSION OBJECTIVES
MAIN OBJECTIVES
OBJECTIVE ROOM
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
CAPTION
12
DEPLOYMENT ZONE A
Tech-Coffin
Console
EXCLUSION ZONE
DEPLOYMENT ZONE B
31
MED-DATA PACKS
Each miniature can carry a maximum of 1 Med-Data Pack. To
denote this, place a SUPPLY BOX Marker, or a similar scenery
item (Such as the Tech Crates by Micro Art Studio, the Gang
Tie Containers by Bandua Wargames, the Supply Boxes by
Warsenal or the Cargo Crates by Customeeple), in base contact
with the figure.
The Med-Data Pack Marker must always be kept on the table,
even if the miniature which is carrying it passes to a Null state.
Any troop can take a Med-Data Pack from the ground, from the
hands of a figure in a Null state, or from an allied troop in a
Normal state, by entering base to base contact and spending
one Short Skill.
REMEMBER
Performing a Short Skill, for example downloading or recovering a
Med-Data Pack, automatically reveals those troops in Marker state
(Camouflaged troops, Impersonators, Holoechoes).
SPECIALIST TROOPS
32
CONFUSED DEPLOYMENT
MAIN OBJECTIVES
(1 Objective Point).
(3 Objective Points).
(2 Objective Point).
(3 Objective Points).
(4 Objective Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a Deployment Zone 8 inches deep.
CAPTION
8
DEPLOYMENT ZONE A
Biotechvore Zone
16
DEPLOYMENT ZONE B
33
KILLING
A trooper is considered Killed when enters Dead state, or is
in a Null state (Unconscious, Dead, Sepsitorized) at the end
of the game.
Those troopers that, at the end of the game, have not been
deployed on the game table, will be considered as Killed by
the adversary.
NO QUARTER
In this scenario, Retreat! rules are not applied.
34
CONFUSED DEPLOYMENT
MAIN OBJECTIVES
(1 Objective Point).
(3 Objective Points).
(2 Objective Point).
(3 Objective Points).
(4 Objective Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a Deployment Zone 8 inches deep.
CAPTION
8
DEPLOYMENT ZONE A
Biotechvore Zone
16
DEPLOYMENT ZONE B
35
KILLING
A trooper is considered Killed when enters Dead state, or is
in a Null state (Unconscious, Dead, Sepsitorized) at the end
of the game.
Those troopers that, at the end of the game, have not been
deployed on the game table, will be considered as Killed by
the adversary.
NO QUARTER
In this scenario, Retreat! rules are not applied.
36
CONFUSED DEPLOYMENT
MAIN OBJECTIVES
(1 Objective Point).
(3 Objective Points).
(2 Objective Point).
(3 Objective Points).
(4 Objective Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a Deployment Zone 8 inches deep.
CAPTION
8
DEPLOYMENT ZONE A
Biotechvore Zone
16
DEPLOYMENT ZONE B
37
KILLING
A trooper is considered Killed when enters Dead state, or is
in a Null state (Unconscious, Dead, Sepsitorized) at the end
of the game.
Those troopers that, at the end of the game, have not been
deployed on the game table, will be considered as Killed by
the adversary.
NO QUARTER
In this scenario, Retreat! rules are not applied.
38
SUPREMACY
MISSION OBJECTIVES
MAIN OBJECTIVES
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point only
DEPLOYMENT
SHASVASTII
Troopers possessing the Shasvastii Special Skill placed inside
a Quadrant will always be counted while they are in Normal
or Spawn-Embryo states.
BAGGAGE
Troops possessing the Baggage Special Skill placed inside
a Quadrant will also be counted, providing the extra Army
Points this Special Skill grants.
CONSOLES
QUADRANTS
At the end of each Game Round, but not before, the table is
divided in four areas as seen on the map. Then, each player
checks how many Quadrants are dominated and the Objective
Points are counted.
12
24
CAPTION
12
DEPLOYMENT ZONE A
Console
QUADRANT 2
QUADRANT 3
QUADRANT 4
QUADRANT 1
12
DEPLOYMENT ZONE B
39
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
Scenery
NAME
Console
AW
TRAITS
--
Hackable
(WIP-3 Roll)
40
HIGHLY CLASSIFIED
MISSION OBJECTIVES
MAIN OBJECTIVES
SECONDARY OBJECTIVES
Each player has 1 Secondary Classified Objective (2 Objective
Points).
DEPLOYMENT
41
NIMBUS ZONE
MISSION OBJECTIVES
MAIN OBJECTIVES
NIMBUS ZONE
NIMBUS ANTENNAS
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
EXCLUSION ZONE
There is an Exclusion Zone covering an 8 inch area on either side
of the central line of the game table. The Airborne Deployment,
Impersonation, Infiltration, and Mechanized Deployment Special
Skills cannot be used to deploy in the Exclusion Zone. This
does not apply to troopers that suffer Dispersion.
12
24
CAPTION
12
DEPLOYMENT ZONE A
Nimbus Antenna
Console
8
12
DEPLOYMENT ZONE B
42
CONSOLES
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
other two are placed 12 inches from the edge of the table (See
map below). Each Console must be represented by a Console
A Marker or by a scenery piece of the same diameter (such as
the Human Consoles by Micro Art Studio, the Tech Consoles
by Warsenal or the Comlink Console by Customeeple).
Props
NAME
Nimbus
Antenna
AW
TRAITS
--
Nimbus
Antenna
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or
G: Servant models to perform tasks reserved for Specialist Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
43
THE ARMORY
MISSION OBJECTIVES
MAIN OBJECTIVES
THE ARMORY
(1 Objective Point).
Points).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each one).
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
EXCLUSION ZONE
There is an Exclusion Zone covering an 8 inch area on either side
of the central line of the game table. The Airborne Deployment,
Impersonation, Infiltration, and Mechanized Deployment Special
Skills cannot be used to deploy in the Exclusion Zone. This
does not apply to troopers that suffer Dispersion.
24
CAPTION
12
DEPLOYMENT ZONE A
Panoply
8
12
DEPLOYMENT ZONE B
44
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters or
G: Servant models to perform tasks reserved for Specialist Troops.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
PANOPLIES
There are 2 Panoplies, placed inside the Armory on different
corners (see map below).
Players can use the Logistics Trait of each Panoply in the game.
Specialist Troops can roll twice in the Booty Chart, but they
can only choose one of the results.
TYPE OF BUILDING
TYPE OF STRUCTURE
TYPE OF ACCESS
ACCESS WIDTH
TRAITS
Armory
Panoply (x2)
TYPE OF ELEMENT
NAME
ARM
BTS
STR
AW
TRAITS
Access
Construction
Props
Security Gate
Outer Wall
Panoply
3
10
0
3
0
0
2
3
1
Narrow Access
-
45
CLASSIFIED OBJECTIVES
CLASSIFIED DECK
Each player must shuffle his own Classified Deck in front of
his opponent and pick two cards for each Classified Objective
determined in the scenario. He will be allowed to discard one
of them. The discard will take place before picking the next
two cards for the following Classified Objective.
The Classified Objectives are considered Private Information
until they are fulfilled. The player must keep his Classified
Objective cards and show them to his opponent if he demands
it once the Objective has been fulfilled.
EFFECTS
HVT models are Neutral to both players.
HVT models dont belong to the Army List, and thus cannot
OBJECTIVES
DATA SCAN
Requirements: Hacker.
Objective: The Hacker must spend one Short Skill and succeed
at one WIP-3 Roll against any enemy model inside his Zone of
Control. The target may declare a Reset ARO no matter which
Type of Troop could be (LI, MI, HI) and even the Data Scan
be performed outside his LOF.
46
SABOTAGE
HVT: INOCULATION
Requirements: D-Charges.
HVT: DESIGNATION
EXPERIMENTAL DRUG
Requirements: Doctor or Paramedic.
TELEMETRY
Requirements: Forward Observer or Spotlight Hacking Program.
Objective: To succeed at an Attack against an enemy trooper
using Forward Observer or the Spotlight Hacking Program.
EXTREME PREJUDICE
Requirements: Objective: To perform a Coup de Grce against an Unconscious
or Spawn-Embryo enemy model.
TEST RUN
Requirements: Engineer.
Objective: To succeed at an Engineer Roll on any allied trooper,
getting it to recover 1 STR point.
HVT: ESPIONAGE
Requirements: Hacker.
Objective: A Hacker with the enemy HVT model inside his Zone
of Control must spend a Short Skill and succeed at a WIP -3 Roll.
HVT: RETROENGINEERING
Requirements: Engineer.
Objective: An Engineer in base contact with the enemy HVT
model must spend a Short Skill and succeed at a WIP+3 Roll.
The player can use troops possessing G: Servant to accomplish
this Objective.
47
ITS: ESCALATION LEAGUES
BASIC RULES
PAIRINGS
Pairings for the first league round are assigned randomly.
From the second league round on, the player with the highest
total Objective Points score is paired against the second best,
the third against the fourth, and so on.
If two or more players are tied for the same position, they are
ranked according to their accumulated Victory Points score. If
both the Objective Points and Victory Points scores are equal,
players are ranked according to the sum total of the Objective
Points accumulated by all their opponents in the League.
the league.
ARMY LISTS
Each player submits one army list per league round. A players
lists must all be of one single faction or Sectorial Army.
Lists must follow all rules for army building set forth in the
Infinity rulebooks.
Each player must bring two printed copies of each of their lists,
and give one to the Organizer before the league round begins.
Players can be required by the Organizer to turn in their Army
Lists in advance to have their validity checked.
The only officially sanctioned Army List management tool
for ITS play is Infinity Army, available for free on the Infinity
website.
LEAGUE ROUNDS
The Organizer can determine the length of each league round
to better suit the players involved.
Each league round has different special game conditions.
You can check each league rounds special rules below in
this same document.
For each of the 6th, 7th and 8th league rounds, the Organizer
chooses one of the available ITS Scenarios. A specific Scenario
can only be played once during a league.
REMEMBER
Make sure all players are aware of these special conditions before
each league round.
ITS RATING
Players ITS Ratings change depending on their position at
the end of each league round. The amount of points received
depends on the type of League Pack used and the average ITS
Rating of all participants. At the end of each league round,
the Organizer sends a report with the results using the ITS
online tool.
Once the last league round ends, players who were given a
bye follow these steps:
48
REPORTING RESULTS
In order to update the ITS Ranking with the results of each
league round, Organizers must report those results using this
link: http://www.infinitythegame.com/its/report
If you should encounter any problems during the reporting
process, please contact us at tournament@corvusbelli.com
49
FIRST LEAGUE ROUND
MISSION OBJECTIVES
FORCES
MAIN OBJECTIVES
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
TRAINING MISSION
Any troops that have not been deployed by the end of the
game are considered casualties.
FORCES
MAIN OBJECTIVES
Have more than 110 of your Army Points survive the en-
Any troops that have not been deployed by the end of the
game are considered casualties.
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
50
THIRD LEAGUE ROUND
MISSION OBJECTIVES
MAIN OBJECTIVES
Cause the enemy between 50 and 100 Army Points in
CLASSIFIED
Each player has 2 Classified Objectives (worth 2 Objective
Points each).
FORCES
SIDE A: 200 points.
SIDE B: 200 points.
DEPLOYMENT
Have more than 150 of your Army Points survive the en-
Any troops that have not been deployed by the end of the
game are considered casualties.
FORCES
MAIN OBJECTIVES
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
SPEC-OPS
Have more than 185 of your Army Points survive the en-
Any troops that have not been deployed by the end of the
game are considered casualties.
CLASSIFIED
Each player has 2 Classified Objectives (worth 2 Objective
Points each).
51
FIFTH LEAGUE ROUND
MISSION OBJECTIVES
MAIN OBJECTIVES
(3 Objective Points).
CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).
FORCES
DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.
Troops cannot be deployed in base contact with an Antenna.
24
CAPTION
12
DEPLOYMENT ZONE A
Antenna
12
DEPLOYMENT ZONE B
52
SPECIALIST TROOPS
For the purposes of this scenario, only Doctors, Engineers,
Forward Observers, Hackers, Paramedics and troops possessing
the Chain of Command Special Skill are considered Specialist
Troops.
Doctors, Engineers and Hackers cannot make use of Repeaters
or G: Servant models to perform tasks reserved for Specialist
Troops.
A Specialist Trooper with a Disabled Marker can still accomplish
the Objectives of this scenario.
REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.
ANNEX
This Annex describes how to use the Chart: Classified as an
alternative method of choosing Classified Objectives. This alternative method will only be valid during the first weeks of the
season to provide players enough time to get a Classified Deck.
CHART: CLASSIFIED
The player will pick one of the four models from the Chart:
Classified, roll the two dice for each Classified Objective allowed
in the scenario, and then choose one of the two outcomes.
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
If the outcome of both die rolls is the same, the player can
repeat one of the rolls until he gets a different outcome.
Classified Objectives are considered Private Information until
they are fulfilled. The player must write down his Classified
Objectives when he picks them, in the same manner that he
writes down the Lieutenant ID or the location of troopers in
Hidden Deployment.
OBJETCIVE
D20
Test Run
Experimental Drug
Data Scan
Extreme Prejudice
Sabotage
HVT: Espionage
Telemetry
HVT: Retroengineering
Extreme Prejudice
Sabotage
HVT: Inoculation
Experimental Drug
HVT: Designation
Data Scan
HVT: Espionage
HVT: Designation
Telemetry
HVT: Inoculation
Test Run
HVT: Retroengineering
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
HVT: Espionage
Test Run
HVT: Designation
Experimental Drug
HVT: Inoculation
Data Scan
HVT: Retroengineering
Extreme Prejudice
HVT: Designation
Telemetry
HVT: Inoculation
Telemetry
HVT: Espionage
Sabotage
Experimental Drug
Extreme Prejudice
Sabotage
HVT: Retroengineering
Data Scan
Test Run
D20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
53
CLASSIFIED CHART MK. 3
OBJECTIVE
D20
Data Scan
HVT: Designation
Experimental Drug
Test Run
Data Scan
Telemetry
Extreme Prejudice
HVT: Inoculation
Telemetry
HVT: Retroengineering
Sabotage
HVT: Espionage
Test Run
HVT: Designation
Sabotage
HVT: Retroengineering
Extreme Prejudice
HVT: Espionage
Experimental Drug
HVT: Inoculation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
HVT: Retroengineering
HVT: Espionage
Test Run
HVT: Designation
Extreme Prejudice
HVT: Espionage
HVT: Inoculation
Telemetry
Experimental Drug
HVT: Inoculation
Data Scan
Sabotage
Experimental Drug
HVT: Retroengineering
Extreme Prejudice
Test Run
Data Scan
HVT: Designation
Telemetry
Sabotage