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ITS Scenarios

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LIFEBLOOD

Once a Supply Box has been completely Destroyed it must be


removed from the game table.

MISSION OBJECTIVES
MAIN OBJECTIVES
Check the same number or more Supply Boxes than the
adversary (4 Objective Points, but only if at least 1 Supply
Box has been checked).

Destroy the same number of Supply Boxes as the adversary,


but not more (3 Objective Points, but only if at least 1 Supply
Box has been destroyed).

Destroy more Supply Boxes than the adversary (4 Objective


Points).

DEPLOYMENT
Side A and Side B Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

SCENARIO SPECIAL RULES

Troops possessing the Specialist Troop Special Skill


can accomplish the different tasks the Specialist Troops
perform in this mission.
A Specialist Troop who has been affected by E/M Special
Ammunition and has his weapons and equipment Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


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

Game table size: 48 by 48 inches


SUPPLY BOXES
A total of 6 Supply Boxes must be placed on the game table
at the end of the Deployment phase, when both players have
finished deploying their troops.
Supply Boxes are deployed by applying a variant of the
Dispersion rule. For each Supply Box a Circular Template will
be placed in the centre of the table with the arrow pointing
to one of the Deployment Zones, alternating between both
Deployment Zones, and two rolls must be made. The second
digit of the first result marks the direction each Supply Box is
placed from the centre of the table, while the second digit of
the second roll marks the inches it deviates. If any Supply Box
lands in the same place as another Supply Box or as an already
deployed figure, or ends up inside an area with no access, the
dice must be re-rolled for that Supply Box.
Each Supply Box must be represented by a Supply Box Marker
or a related scenery piece (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).
CHECK THE SUPPLY BOXES
To Check a Supply Box a Specialist Troop must be in base contact
with it, spend one Short Skill of an Order and then succeed
at a WIP Normal Roll.
Each Supply Box can be only checked once by each player.
DESTROY THE SUPPLY BOXES
In this scenario, the Supply Boxes are considered eligible
targets.

ITS

Hackers, Doctors and Engineers cannot make use of Repeaters


or G: Servant models to perform tasks reserved to Specialist
Troops.
REMEMBER

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each one).

Supply Boxes can only be Destroyed by DA, EXP, K1 or Viral


Special Ammunition.
Supply Boxes cannot be Destroyed prior to the second Game
Turn.
Players cannot to Destroy a Supply Box which has not been
Checked by any of their own troops.
SUPPLY BOX

SPECIALIST TROOPS
In this scenario, only Doctors, Engineers, Forward Observers,
Hackers, Paramedics and troops possessing the Chain of
Command Special Skill are considered to be Specialist Troops.

ARM

BTS

STR

-3

If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

QUADRANT CONTROL

MISSION OBJECTIVES
MAIN OBJECTIVES
At the end of each Game Turn: Dominate the same number
of Quadrants as the adversary (1 Objective Point, but only
if at least 1 Quadrant is Dominated by the player).

At the end of each Game Turn: Dominate more Quadrants


than the adversary (3 Objective Points).

A troop, being a miniature or a Marker, will be considered


inside a Quadrant if it has half or more of its base inside that
Quadrant.
Shasvastii

Troops possessing the Shasvastii Special Skill placed inside a


Quadrant will always be counted while they are in Normal,
Unconscious or Spawn-Embryo states.
Baggage

CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).

Troops possessing the Baggage Special Skill placed inside a


Quadrant will also be counted, providing the extra Army Points
this Special Skill grants.

DEPLOYMENT

Groups

Side A and Side B: Both players will deploy on opposite sides

of the game table, in an area 12 inches deep.

SCENARIO SPECIAL RULES

Troop groups with one single Cost value for all of them
(Antipode Assault Packs, Zoe & -Well, Carlota Kowalsky
& Moriarty...) must all be placed inside the Quadrant to be
counted.

END OF THE MISSION

Game table size: 48 by 48 inches


QUADRANTS
At the end of each Game Turn, but not before, the table is
divided in four areas as seen on the map. Then, each player
checks how many Quadrants they are dominating and Objective
Points are counted.

This scenario has a limited time frame, so it will automatically


finish at the end of the third game turn.
If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

A Quadrant is considered Dominated by a player if he has


more Army Points than the adversary inside the area. Only
troops considered as miniatures or Markers (Camouflage,
Spawn-Embryo, Seed-Embryo) count, as well as AI Beacons,
Proxies and G: Servant Remotes. Those troops in Unconscious,
Dead or Sepsitorized states will not be counted. Those Markers
representing weapons or pieces of equipment (Like Mines
or Deployable Repeaters), fake Holoechoes and any Marker
that does not represent a trooper will not be counted either.

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QUADRANT 3

QUADRANT 4

ITS

QUADRANT 2

12

QUADRANT 1

12

DEPLOYMENT ZONE A

DEPLOYMENT ZONE B

BEACON RACE

MISSION OBJECTIVES
MAIN OBJECTIVES
Seize more Beacons than the enemy (4 Objective Points).

Seize the same number of Beacons as the enemy (2 Objective


Points, but only if at least 1 Beacon has been seized).

SECONDARY OBJECTIVES
For each Seized Beacon (1 Objective Point, up to a maximum
of 4 per player).
CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).

DEPLOYMENT
Both players deploy on opposite sides
of the game table, in an area 12 inches deep.

SIDE A and SIDE B: :

Deploying inside or in base contact with the Beacon Generator


Room is not permitted.

SCENARIO SPECIAL RULES


Game Table Size: 48 by 48 inches.
BEACON GENERATOR ROOM
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
height that completely block Line of Fire. It has four Gates,
one in the middle of each wall (See map below).
To represent the Objective Room, we recommend using the
Objective Room by Micro Art Studio or the Command Bunker
by Warsenal.

contact with one of them, spend one Short Skill of an Order


and succeed at a WIP Roll. This opens all Gates to the Objective
Room.
The Objective Room Gates must be represented by a Narrow
Gate Marker or a scenery piece with the same size. Troops
with a base wider than the length of the Marker cannot cross
the threshold.
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).
BEACONS
To generate a Beacon, a Specialist Troop must be in base contact
with the Beacon Generator, spend one Short Skill of an Order
or an ARO, and succeed at a Normal WIP+3 Roll. If the roll is
failed, it can be repeated as many times as necessary, each time
spending the corresponding Short Skill of an Order or ARO.
The Beacons must be represented by a Beacon 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 players cannot generate a Beacon (BEACON A or B)
meanwhile they have another one of the same kind placed
on the table.
When a Beacon is generated, a Beacon Marker (BEACON A or
B) is placed in base contact with the model which generated it.

The Gates of the Objective Room are closed at the start of


the game. To open them, a Specialist Troop must be in base
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CAPTION
12

DEPLOYMENT ZONE A

Antenna

12

ITS

Beacon
Generator

DEPLOYMENT ZONE B

The Beacon Marker (BEACON A or B) must always be kept on


the table, even if the miniature which is carrying it passes to
an Unconscious or Dead state.
Any troop can pick up a Beacon from the ground, take it 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

Performing a Short Skill, for example extracting or


recovering a Beacon, automatically reveals those troops
in Marker state (Camouflaged troops, Impersonators,
Holoechoes).
Only figures and not Markers (Camo, Impersonation,
Holoechoes) can carry with the Beacons.
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).
SEIZE THE BEACONS
A Beacon will be considered Seized when it is inside a Security
Zone. At the end of the Order or ARO in which a troop in Normal
state (not in Unconscious, Dead, Sepsitorized, Immobilized
state) carrying a Beacon Marker (BEACON A or B) enters one of
his Security Zones. When this happens, his player will remove
the Beacon Marker (BEACON A or B), placing it aside to keep
count of the number recovered for the end of the game. Only
Beacons generated and seized by a players own troops are
counted, not those stolen from the enemy.
SPECIALIST TROOPS
In this scenario, only Doctors, Engineers, Forward Observers,
Hackers, Paramedics and troops possessing the Chain of
Command Special Skill are considered to be Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters
or G: Servant models to perform tasks reserved to Specialist
Troops.
REMEMBER

Troops possessing the Specialist Troop Special Skill


can accomplish the different tasks the Specialist Troops
perform in this mission.
A Specialist Troop who has been affected by E/M Special
Ammunition and has his weapons and equipment Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


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

ITS

If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

ANTENNAE FIELD

MISSION OBJECTIVES

TRANSMISSION ANTENNAE
There is a total of 5 Transmission Antennae:

MAIN OBJECTIVES
At the end of each Game Turn: Control more Transmission
Antennae than the adversary (2 Objective Points).

The Main Transmission Antenna is placed in the center of

of Transmission Antennae as the adversary (1 Objective


Point, if the player Controls at least 1 Transmission Antenna).

There is 1 Transmission Antenna placed on the border of each

SECONDARY OBJECTIVES
Control the Main Transmission Antenna at the end of the
game (2 Objective Points).

Each Transmission Antennae 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).

At the end of each Game Turn: Control the same number

Control the Transmission Antenna in the enemy Zone of


Deployment at the end of the game (1 Objective Point).

CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point).

DEPLOYMENT
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

It is not allowed to deploy in base contact with the Transmission


Antennae.
EXCLUSION ZONE
The use of the Airborne Deployment, Mechanized Deployment
and Infiltration Special Skills is not allowed, as well as the
deployment rule of the Impersonation Special Skill, inside of
an 8 inch area on either side of the central line of the game
table. Exclusion Zone does not apply to the Dispersion rule.

SCENARIO SPECIAL RULES

the game table.

There are 2 Transmission Antennae placed along the central


line and 12 inches from the edges.

Zone of Deployment, 24 inches from each edge of the table.

CONTROLLING THE
TRANSMISSION ANTENNAE
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. Unconscious, Dead or Sepsitorized
troops cannot do either.
SPECIALIST TROOPS
In this scenario, only Doctors, Engineers, Forward Observers,
Hackers, Paramedics and troops possessing the Chain of
Command Special Skill are considered to be Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters
or G: Servant models to perform tasks reserved to Specialist
Troops.

Game table size: 48 x 48 inches.

12

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

ITS

16

DEPLOYMENT ZONE B

REMEMBER

Troops possessing the Specialist Troop Special Skill


can accomplish the different tasks the Specialist Troops
perform in this mission.
A Specialist Troop who has been affected by E/M Special
Ammunition and has his weapons and equipment Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


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

ITS

If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

SUPPLIES
MISSION OBJECTIVES
MAIN OBJECTIVES
For each Supply Box your miniatures have at the end of the
battle (1 Objective Point).

If you have more Supply Boxes than your adversary at the


end of the battle (3 Objective Points).

If your adversary has no Supply Boxes at the end of the


battle (2 Objective Point).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).

DEPLOYMENT
Side A and Side B Both players will deploy on opposite sides

of the game table, in an area 12 inches deep.

It is not permitted to deploy in base contact with the Tech


Coffins.

SCENARIO SPECIAL RULES


Game table size: 48 x 48 inches

Once the roll is successful, the Tech Coffin marker is removed


from the game table. 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 be placed besides it.
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

TECH COFFINS
There are a total of 3 Tech Coffins. One of them must be placed
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.
The Tech Coffins must be represented by a Tech Coffin Marker
or with a scenery piece of the same diameter (Such as the
Stasis Coffins by Warsenal or the Cryo Pod by Customeeple).
TO EXTRACT THE SUPPLY BOXES
Inside each Tech Coffin there is one Supply Box. To extract
a Supply Box, a Specialist Trooper must be in base contact
with the Tech Coffin, spend one Short Skill of an Order, or
an ARO, and succeed at a Normal WIP Roll. If the roll fails,

12

this can be repeated as many times as necessary, each time


spending the corresponding Short Skill of an Order, or ARO,
and making the roll.

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).
Only figures and not Markers (Camo, Impersonation,
Holoechoes) can carry with the Supply Boxes.
SPECIALIST TROOPS
In this scenario, only Doctors, Engineers, Forward Observers,
Hackers, Paramedics and troops possessing the Chain of
Command Special Skill are considered to be Specialist Troops.

24

CAPTION
12

DEPLOYMENT ZONE A

12

ITS

Tech Coffin

DEPLOYMENT ZONE B

Hackers, Doctors and Engineers cannot make use of Repeaters


or G: Servant models to perform tasks reserved to Specialist
Troops.
REMEMBER

Troops possessing the Specialist Troop Special Skill


can accomplish the different tasks the Specialist Troops
perform in this mission.
A Specialist Troop who has been affected by E/M Special
Ammunition and has his weapons and equipment Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


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

ITS

If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

FRONTLINE
MISSION OBJECTIVES
MAIN OBJECTIVES
To dominate the nearest area to your Deployment Zone (1
Objective Point).

To dominate the central area (3 Objective Points).


To dominate the farthest area from your Deployment Zone
(4 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point each).

DEPLOYMENT
Side A and Side B Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

Shasvastii

Troops possessing the Shasvastii Special Skill placed inside


a Domination Area will always be counted while they are in
Normal, Unconscious or Spawn-Embryo states.
Baggage

Troops possessing the Baggage Special Skill placed inside a


Domination Area will also be counted, providing the extra
Army Points this Special Skill grants.
Groups

Troop groups with one single Cost value for all of them
(Antipode Assault Pack, Zoe & -Well, Carlota Kowalsky &
Moriarty...) must all be placed inside the Domination Area
to be counted.

END OF THE MISSION

SCENARIO SPECIAL RULES

This scenario has a limited time frame, so it will automatically


finish at the end of the third game turn.

Game table size: 48 x 48 inches

If one of the players starts his active turn in Retreat! state, the
game will end at the end of that players turn.

DOMINATION AREAS
When the game is finished, but not before, 3 Domination Areas
are marked out. These Domination Areas are 8 inches deep and
as wide as the game table. Two of these Domination Areas are
placed 4 inches from the central line of the game table, one
on each side, and the third Domination Area will is a strip 4
inches wide in the central area of the table (See map below).
An area is considered Dominated by a player if he has more
Army Points than the adversary inside the area. Only troops
considered as being miniatures or Markers (Camouflage,
Spawn-Embryo, Seed-Embryo) count, as well as AI Beacons,
Proxies and G: Servant Remotes. Those troops in Unconscious,
Dead or Sepsitorized states will not be counted. Those Markers
representing weapons or pieces of equipment (Like Mines or
Deployable Repeaters), fake Holoechoes and any Marker that
does not represent a trooper will not be considered either.
A troop, being a miniature or a Marker, will be considered
inside a Domination Area if it has more than the half of its
base inside that Domination Area.

ITS

DEPLOYMENT ZONE B

10

12

DEPLOYMENT ZONE A

EMERGENCY TRANSMISSION
MISSION OBJECTIVES
MAIN OBJECTIVES
Have the same amount of Synchronized Consoles as the
adversary at the end of the game (2 Objective Points, only
if the player has Synchronized at least 1 Console).

Have more Synchronized Consoles than the adversary at


the end of the game (4 Objective Points).

Have connected the Antenna at the end of the game (2


Objective Points).

Control the Antenna at the end of the game (2 Objective


Points).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point
each).

DEPLOYMENT
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

It is not allowed to deploy in base contact with the Antenna


or a Console.

SCENARIO SPECIAL RULES


Game table size: 48 x 48 inches
SYNCHRONIZE THE CONSOLES
There are 6 Consoles. Two of them are placed in the central
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
of them at 8 inches from the central line of the table and
12 inches from the edge of the table (See map below). The
Consoles must be represented by a Console A Marker or with
a scenery piece of the same diameter (Such as the Human
Consoles by Micro Art Studio, the Tech Consoles by Warsenal
or the Comlink Consoles by Customeeple).
To Synchronize a Console it is necessary that a Specialist Troop
be in base contact with the Console, spend one Short Skill of an
8

Order, or an ARO, and succeed at a Normal WIP-3 Roll. If the


roll is failed, this can be repeated as many times as necessary,
each time spending the corresponding Short Skill of an Order,
or ARO and making the roll.
Once a Console has been successfully Synchronized, it cannot
be Synchronized again by the same player.
A Synchronized Console can be Synchronized again by other
player, applying the same procedure. In such situation, the
Console is no longer considered as Synchronized to the
adversary.
Possessed (POS) or Immobilized (IMM) Markers can be used
to mark the Synchronized Consoles. It is recommended each
player uses a different kind of Marker.
CONNECT THE ANTENNA
There is 1 Antenna placed in the center of the table. The
Antenna must be represented by a Transmission Antenna
Marker (TRANS. ANTENNA) or with a scenery piece of the
same diameter (Such as the Communications Array by Warsenal
or the Sat Station Antenna by Customeeple).
The Antenna can only be Connected if at least 2 Consoles have
been synchronized previously.
To Connect the Antenna it is necessary that a Specialist Troop
be in base contact with the Antenna, spend one Short Skill of
an Order, or an ARO, and succeed at a Normal WIP Roll. If the
roll is failed, this can be repeated as many times as necessary,
each time spending the corresponding Short Skill of an Order,
or ARO and making the roll.
A connected Antenna can be Connected again by other player,
applying the same procedure. In such situation, the Antenna
is no longer considered as Connected to the adversary.
CONTROL THE ANTENNA
The Antenna is considered Controlled by a player when he is
the only one who possesses a Specialist Troop (as a figure,
but not as a Marker) in base contact with it. So there cannot
be enemy Specialist Troops in base contact with the Antenna.
Those models in Unconscious, Dead or Sepsitorized states
cannot be counted for this.

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

ITS

Console

DEPLOYMENT ZONE B

11
16

SPECIALIST TROOPS
For the purposes of this scenario, only Hackers, Engineers,
Forward Observers and troops possessing the Chain of
Command Special Skill are considered Specialist Troops.
Hackers and Engineers cannot make use of Repeaters or G:
Servant models to perform tasks reserved to Specialist Troops.
REMEMBER

Troops with the Specialist Troop Special Skill can


accomplish the different functions Specialist Troops
have in this scenario.
A Specialist Troop who has been affected by E/M Special
Ammunition and whose weapons and equipment are Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


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

ITS

If one of the players starts his active turn in Retreat! state, the
game will end at the end of that players turn.

12

SEIZE THE ANTENNAE

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
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

It is not allowed to deploy in base contact with an Antenna.

SCENARIO SPECIAL RULES

A player can Seize an Antenna which has been previously


Seized by his adversary by using the same procedure. In such
a situation, that Antenna stops counting as being Seized by
the enemy.
Possessed (POS) or Immobilized (IMM) Markers can be used
to mark the Seized Antennae. It is recommended each player
uses a different kind of Marker.
SPECIALIST TROOPS
In this scenario, only Doctors, Engineers, Forward Observers,
Hackers, Paramedics and troops possessing the Chain of
Command Special Skill are considered to be Specialist Troops.
Hackers, Doctors and Engineers cannot make use of Repeaters
or G: Servant models to perform tasks reserved to Specialist
Troops.
REMEMBER

Game table size: 48 x 48 inches


SEIZE THE ANTENNAE
There are 3 Antennae, one of them placed in the center of the
table, and the other two in different halves of the gametable,
each of them 12 inches from the center and 24 inches from
the edge of the table (See map below).
The Antennae must be represented by a Transmission Antenna
Marker (TRANS. ANTENNA) or with a scenery piece of the same
diameter (such as the Communications Array by Warsenal or
the Sat Station Antenna by Customeeple).
To Seize an Antenna it is necessary that a Specialist Troop be
in base contact with the Antenna, spend one Short Skill of an
Order, or an ARO, and succeed at a Normal WIP Roll. If the
roll is failed, this can be repeated as many times as necessary,
each time spending the corresponding Short Skill of an Order,
or ARO and making the roll.

Troops possessing the Specialist Troop Special Skill


can accomplish the different tasks the Specialist Troops
perform in this mission.
A Specialist Troop who has been affected by E/M Special
Ammunition and has his weapons and equipment Disabled
can still accomplish the Objectives of this scenario.

END OF THE MISSION


This scenario has a limited time frame, so it will automatically
finish at the end of the third game turn.
If one of the players starts his active turn in the Retreat! state,
the game will end at the end of that players turn.

24

CAPTION
12

DEPLOYMENT ZONE A

12

ITS

Antenna

DEPLOYMENT ZONE B

13

ANNIHILATION (LOW-TIER)
MISSION OBJECTIVES
MAIN OBJECTIVES
To kill between 50 and 100 enemy Army Points (1 Objective
Point).

To kill between 101 and 150 enemy Army Points (2 Objective


Points).

To kill more than 150 enemy Army Points (3 Objective


Points).

If you have among 50 and 100 surviving Army Points (1


Objective Point).

If you have among 101 and 150 surviving Army Points (2


Objective Points).

If you have more than 150 surviving Army Points (3 Objective


Points).

Those miniatures that, at the end of the game, have not been
deployed on the game table, will be considered casualties.
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points
for each one).

DEPLOYMENT
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

SCENARIO SPECIAL RULES


Game table size: 48 x 48 inches
NO QUARTER
In this scenario, Retreat! rules are not applied.

END OF THE MISSION

ITS

This scenario has a limited time frame, so it will automatically


finish at the end of the third game turn.

14

ANNIHILATION (MID-TIER)
MISSION OBJECTIVES
MAIN OBJECTIVES
To kill between 75 and 150 enemy Army Points (1 Objective
Point).

To kill between 151 and 250 enemy Army Points (2 Objective


Points).

To kill more than 250 enemy Army Points (3 Objective


Points).

If you have among 75 and 150 surviving Army Points (1


Objective Point).

If you have among 151 and 250 surviving Army Points (2


Objective Points).

If you have more than 250 surviving Army Points (3 Objective


Points).

Those miniatures that, at the end of the game, have not been
deployed on the game table, will be considered casualties.
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points
for each one).

DEPLOYMENT
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

SCENARIO SPECIAL RULES


Game table size: 48 x 48 inches
NO QUARTER
In this scenario, Retreat! rules are not applied.

END OF THE MISSION

ITS

This scenario has a limited time frame, so it will automatically


finish at the end of the third game turn.

15

ANNIHILATION (TOP-TIER)
MISSION OBJECTIVES
MAIN OBJECTIVES
To kill between 100 and 200 enemy Army Points (1 Objective
Point).

To kill between 201 and 300 enemy Army Points (2 Objective


Points).

To kill more than 300 enemy Army Points (3 Objective


Points).

If you have among 100 and 200 surviving Army Points (1


Objective Point).

If you have among 201 and 300 surviving Army Points (2


Objective Points).

If you have more than 300 surviving Army Points (3 Objective


Points).

Those miniatures that, at the end of the game, have not been
deployed on the game table, will be considered casualties.
CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points
for each one).

DEPLOYMENT
Side A and Side B: Both players will deploy on opposite sides
of the game table, in an area 12 inches deep.

SCENARIO SPECIAL RULES


Game table size: 48 x 48 inches
NO QUARTER
In this scenario, Retreat! rules are not applied.

END OF THE MISSION

ITS

This scenario has a limited time frame, so it will automatically


finish at the end of the third game turn.

16

CLASSIFIED OBJECTIVES

In ITS scenarios, Classified Objectives are additional objectives


a player can accomplish to get more Objective Points.

TEST RUN

Usually, each Classified Objective provides 1 Objective Point.


but this amoount can vary due to the special conditions of
the scenario.

Objective: To succeed at an Engineer Roll on any allied figure.

Requirements:

Engineer

Each Classified Objective provides its Objective Points one


single time in each scenario. Even if the requirements of the
Classified Objective are achieved again, it will not provide
additional Objective Points.
A troop who has been affected by E/M Special Ammunition and
has his weapons and equipment Disabled can still accomplish
the Classified Objectives.

SELECTION
Each scenario specifies how many Classified Objectives can
be acomplished in it.
The players will choose one of the models of the Classified
Chart provided and roll twice for each Classified Objective
allowed in the scenario. Players are able to choose one result
from the two dice rolls. If both rolls give the same Classified
Objective, the player can repeat one of the dice until the result
is different.
The players will make the Classfied Chart roll after finding out
which mission will be played and which army he will have to
face, but before choosing his Army List (In those situations
where the tournament allows creation of more than one
Army List).
The Classified Objectives must be kept secret until the moment
they are accomplished. Once they are chosen, the player
must note them down in the same way he does for a Hidden
Deployment unit or his Lieutenant.

OBJETIVES
DATA SCAN
Requirements: Hacker
The Hacker must to succeed at one WIP-3 Roll
against any enemy model placed inside his Zone of Control.

Objective:

EXPERIMENTAL DRUG
Doctor or Paramedic

Requirements:

Objective: To succeed at a Heal (Doctor) or Heal (MediKit)


on any allied figure.

EXTREME PREJUDICE
Requirements: Objective: To perform a Coup de Grce against an Unconscious

enemy model.

D-Charges

Special: The player must choose a scenery item placed entirely

inside the enemys half of the table. This scenery item will be
considered the target of the Classified Objective.

Objective: To detonate a D-Charge on the targeted scenery


item. It is not necessary to make an ARM Roll for the item.

ITS

SABOTAGE
Requirements:

TELEMETRY
Requirements: Forward Observer or Hacking Device Plus
Objective: To succeed at a Forward Observer marking Roll
against one enemy model.

17

CLASSIFIED CHART MODELS

MODEL 3

MODEL 1
D20

OBJECTIVE

D20

Test Run

Data Scan

Experimental Drug

Telemetry

Data Scan

Experimental Drug

Telemetry

Test Run

Sabotage

Data Scan

Test Run

Telemetry

Telemetry

Experimental Drug

Data Scan

Test Run

Extreme Prejudice

Telemetry

10

Sabotage

10

Experimental Drug

11

Telemetry

11

Sabotage

12

Experimental Drug

12

Data Scan

13

Test Run

13

Sabotage

14

Data Scan

14

Test Run

15

Sabotage

15

Sabotage

16

Experimental Drug

16

Telemetry

17

Telemetry

17

Extreme Prejudice

18

Data Scan

18

Test Run

19

Test Run

19

Experimental Drug

20

Experimental Drug

20

Data Scan

ITS

MODEL 2

18

OBJECTIVE

MODEL 4

D20

OBJECTIVE

D20

OBJECTIVE

Experimental Drug

Telemetry

Test Run

Data Scan

Telemetry

Test Run

Experimental Drug

Data Scan

Test Run

Experimental Drug

Data Scan

Sabotage

Sabotage

Test Run

Experimental Drug

Telemetry

Data Scan

Experimental Drug

10

Telemetry

10

Test Run

11

Test Run

11

Data Scan

12

Telemetry

12

Sabotage

13

Data Scan

13

Experimental Drug

14

Sabotage

14

Telemetry

15

Experimental Drug

15

Extreme Prejudice

16

Extreme Prejudice

16

Test Run

17

Sabotage

17

Data Scan

18

Telemetry

18

Experimental Drug

19

Data Scan

19

Telemetry

20

Test Run

20

Sabotage

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