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ITS 2015 v0.

INFINITY TOURNAMENT SYSTEM 2015


Rules and Scenarios

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ITS 2015 v0.0

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TABLE OF CONTENTS

ITS: BASIC RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3


ITS: TOURNAMENT RULES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
ITS SCENARIOS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ANNIHILATION (LOW TIER) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
ANNIHILATION (MID TIER) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
ANNIHILATION (TOP TIER) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
SUPPLIES. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
FRONTLINE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
EMERGENCY TRANSMISSION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
SEIZE THE ANTENNAS. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
QUADRANT CONTROL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
LIFEBLOOD. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
BEACON RACE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
TRANSMISSION MATRIX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
ANTENNAS FIELD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
BEACONLAND. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
COLD SLEEP. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
COFFIN RAIDERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
BIOTECHVORE (LOW TIER) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
BIOTECHVORE (MID TIER). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
BIOTECHVORE (TOP TIER). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
SUPREMACY. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
HIGHLY CLASSIFIED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
NIMBUS ZONE. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
THE ARMORY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
CLASSIFIED OBJECTIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
ITS: ESCALATION LEAGUES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
ANNEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52

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ITS 2015 v0.0

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ITS: BASIC RULES

Infinity Tournament System (ITS) is Infinitys official system


for organized play, and features an International Ranking to
keep track of each players score.
There are a number of ways to participate in ITS, but all ITS
events share the basic rules provided in this document.
For an event to be officially sanctioned and its results recorded onto the International Ranking, it must comply with all
applicable rules.
The ITS rules are divided into those pertaining to the participants and those pertaining to the tournament organizers. The
purpose of these rules is to facilitate the organization of and
participation in Infinity tournaments in a way that allows all
members of the player community to be a part of a worldwide
system with common ground rules that are fair to all.

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

Use of converted figures is allowed, and in fact encouraged,


as long as most or all the figure is composed of parts from
Corvus Belli miniatures and the figure accurately represents
the unit and weapon option it stands for.

Army Lists

ARMY LISTS

Templates and markers

Participation in official Infinity events implies knowledge and


acceptance of all rules in this document as well as any rules
set forth by the event Organizer.

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.

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ITS 2015 v0.0

EVENT ORGANIZERS

RANKINGS

The Event Organizer is the person, store or club that will


organize and manage the event.

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.

Organizers are expected to be an example of good conduct,


whether they are participating in the event as players or not.

DUTIES OF THE ORGANIZER


The Organizer is responsible for:
Ensuring that the rules of the event and the game rules

are observed.

Informing Corvus Belli of the results of the event, as indi-

cated in the rules for that type of event.

Ensuring all participants are registered in the ITS before

the event takes place. Players can register using this form:
http://www.infinitythegame.com/its/signup

Providing an adequate venue for the event, as well as

anything else required to play (tables, scenery).

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.
The Referee and the Organizer of the event will often be
the same person. If they are not, the Organizer is bound by
the rulings of the Referee like any other participant, both in
matters of game rules and conflict resolution.
To prevent conflicts of interest, it is advisablebut not mandatoryfor the Referee to abstain from participating in the
event as a player.

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.

REGIONAL RANKINGS
There are a total of three separate Rankings: the Spanish
Ranking, the U.S. Ranking and the International Ranking.
Players that do not participate in the Spanish or the U.S.
ranking automatically participate in the International Ranking.
At the end of the season, prizes will be awarded to the winners
of each of the three Regional Rankings.

RANKS
Ranks are a series of digital medals awarded to players for
their participation in the Infinity Tournament System. A players Ranks are displayed in each of their posts in the Official
Infinity Forum.
Every time a player participates in an ITS event, their rank
in the faction with which they played increases. A better
performance in the event causes that Rank to increase more
dramatically.

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.

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ITS 2015 v0.0

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ITS: TOURNAMENT RULES

BASIC RULES

FINAL SCORES

As Official Events, all Tournaments must comply with the Basic


Rules of ITS. In case of discrepancy between these rules and
the Basic Rules, this document takes precedence.

Once the last Tournament Round has finished, it is the duty


of the Organizer to rank the players according to their total
Objective Points scores.

FORMAT OF THE EVENT

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.

This is the basic ITS format for tournaments. This format


pits 4 or more players in one-to-one games over 3 or more
Tournament Rounds.

TOURNAMENT CONTROL SHEET


At the start of the event, each player receives a Tournament
Control Sheet. Players must write down their name, ITS PIN
and faction or sectorial army in their sheets.
During the tournament, players are required to use the sheet
to write down the score of their game at the end of each
Tournament Round. They must also use their sheet to make
note of their Private Information so that it can be validated
by their opponents or by the Referee when needed.

NUMBER OF TOURNAMENT ROUNDS


The number of Tournament Rounds per tournament depends
on the number of players, as shown in this table:
PLAYERS
4-8
9 - 16
17+

TOURNAMENT ROUNDS
3
4
5

Treat this table as a guideline. The Organizer decides the


number of Tournament Rounds a tournament will have, but
it must never be less than 3.

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.

The winner of the tournament is the player who ranked first,


that is, the one with the highest Objective Points score.

ODD NUMBER OF PLAYERS (BYES)


If the number of players in the tournament is not even, each
Tournament Round one of the players will have to wait for
the next Tournament Round to play; that player is said to be
given a bye.
The Organizer must make sure that a single player is never
given more than one bye during a tournament.
In the first Tournament Round, the last player to arrive will
be the one to take a bye. In subsequent Tournament Rounds,
the player with the lowest score takes a bye.
When players take a bye, they must make a note of it in their
Tournament Control Sheet.
Once the last Tournament Round ends, players who were
given a bye follow these steps:
1. Add up all Objective Points the player earned during the

tournament.

2. Multiply the result by the number of Tournament Rounds

of the tournament.

3. Divide the result by the number of Tournament Rounds

played (one less than the total Tournament Rounds of the


tournament) and then round up.

The end result is their final tournament score. In the event of


a tie, repeat the process with the Victory Points.

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

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before the first Tournament Round begins. Additionally, every


player must carry a printed copy of each Courtesy Army List.
This version just contains the Open Information so it can be
shown to the adversaries upon request.
The Tournament Organizer can require players to turn in their
Army Lists in advance to check their validity.
The only officially sanctioned Army List management tool
for ITS play is Infinity Army, available for free on the Infinity
website.

CHOOSING AN ARMY LIST TO USE


Players choose which of their Army Lists to use in a Tournament
Round at the beginning of that Round, after they have been informed of who their opponent is, what his Classified Objectives
are, what faction they face, and what table they are using.

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.

The Organizer must make the Tournament Tier known when


it is announced so players can take that into account when
building their Army Lists.

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.

0 Unpainted: The majority of models are unpainted


beyond primer.
2 Tabletop Minimum: All models are painted to a basic
standard (few colors, rudimentary techniques, etc.), or some
models are unpainted beyond primer.
4 Tabletop Standard: All models are painted and have
their bases decorated. The ensemble shows a certain effort
and basic level techniques.
6 Tabletop Ideal: The army has a particularly attractive
finishing touch, or some of the models are painted using
advanced techniques.
8 Work of Art: All the models are painted using advanced
techniques and paying great attention to details.
10 Masterpiece: Models from this army are painted with
the highest standard.

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

For all purposes, each pair will be treated as a single player


when it comes to tallying the Victories, Objective Points, and
Victory Points.

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.

In the tournaments implementing this Extra, the players will


pair-up to play games of two vs. two.

GAME ROUND STRUCTURE


There are two different ways to structure the Game Rounds
in tournaments implementing this Extra. The Organizer must
make the chosen structure known when the tournament is
announced so that players can take it into account.

Players can modify their Army Lists at the beginning of each


Tournament Round, after they have been informed of who

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Structure A

SHOWDOWNS

In a Game Round with Structure A, members of a pair share


the same Player Turn, using these rules:

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.

All troops in a players army are treated as Friendly Models

by their owners partner.

Each player makes an Initiative Roll, but only the best roll

of each pair is used.

This Extra is not compatible with the Campaign Extra.

SPEC-OPS

Both players in a pair share the same Deployment Zone

This Extra allows the use of a Spec-Ops in their tournament


lists (see Infinity. Campaign: Paradiso).

During their Player Turn, both players in a pair can alternate

Spec-Ops can be customized with 12 Experience Points.

and deploy simultaneously.

their Order expenditure freely, but each player keeps their


own Order Reserve.

Players must wait for the previous Order to be entirely

resolved before declaring the next one, even if it had been


declared by their partner.

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

by their owners partner.

Each player makes an Initiative Roll and the player with

the best Roll chooses Initiative or Deployment Zone.

Both players in a pair share the same Deployment Zone

and deploy simultaneously.

Players can use a differently customized Spec-Ops for

each army list, but no alterations can be made during the


tournament.

Spec-Ops configurations must be noted in writing along

with the army list they are in.

Spec-Ops earn no further Experience Points during this type


of tournament.
This Extra is not compatible with the Campaign Extra.

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.

A Game Round is divided into four Player Turns instead

REPORTING RESULTS

Players take their Player Turns in sequence, following the

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

of two.

same order for the whole game:


1. First Player of the First Pair.

2. First Player of the Second Pair.

If you should encounter any problems during the reporting


process, please contact us at tournament@corvusbelli.com

3. Second Player of the First Pair.


4. Second Player of the Second Pair.

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ITS 2015 v0.0

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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 missions 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.

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.

ANNIHILATION (LOW TIER)


MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

To kill between 50 and 100 enemy Army Points (1 Objective

Point).

SCENARIO SPECIAL RULES

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

KILLING

To kill more than 150 enemy Army Points (3 Objective Points).

A trooper is considered Killed when enters Dead state, or is


in a Null state at the end of the game.

Points).

If you have between 50 and 100 surviving Army Points

Troopers that have not been deployed on the game table at


the end of the game are considered Killed by the adversary.

If you have between 101 and 150 surviving Army Points

NO QUARTER

(1 Objective Point).

(2 Objective Points).

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

Points).

CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).

In this scenario, Retreat! rules are not applied.

END OF THE MISSION


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

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ANNIHILATION (MID TIER)

MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

To kill between 75 and 150 enemy Army Points (1 Objective

Point).

SCENARIO SPECIAL RULES

To kill between 151 and 225 enemy Army Points (2 Objective

KILLING

To kill more than 225 enemy Army Points (3 Objective Points).

A trooper is considered Killed when enters Dead state, or is


in a Null state at the end of the game.

Points).

If you have between 75 and 150 surviving Army Points

Troopers that have not been deployed on the game table at


the end of the game are considered Killed by the adversary.

If you have between 151 and 225 surviving Army Points

NO QUARTER

(1 Objective Point).

(2 Objective Points).

If you have more than 225 surviving Army Points (3 Objective

Points).

CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).

In this scenario, Retreat! rules are not applied.

END OF THE MISSION


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

ANNIHILATION (TOP TIER)


MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

To kill between 100 and 200 enemy Army Points (1 Ob-

jective Point).

SCENARIO SPECIAL RULES

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

KILLING

To kill more than 300 enemy Army Points (3 Objective Points).

A trooper is considered Killed when enters Dead state, or is


in a Null state at the end of the game.

Points).

If you have between 100 and 200 surviving Army Points

Troopers that have not been deployed on the game table at


the end of the game are considered Killed by the adversary.

If you have between 201 and 300 surviving Army Points

NO QUARTER

(1 Objective Point).

(2 Objective Points).

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

Points).

CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points for
each one).

In this scenario, Retreat! rules are not applied.

END OF THE MISSION


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

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10
SUPPLIES

MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

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 Points).

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

12

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


Coffins.

SCENARIO SPECIAL RULES


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 Pods by Customeeple).

24

CAPTION
12

DEPLOYMENT ZONE A

Tech-Coffin

12

DEPLOYMENT ZONE B

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TO EXTRACT THE SUPPLY BOXES

SPECIALIST TROOPS

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, or an ARO, and succeed
at a Normal WIP Roll. If the roll fails, this can be repeated as
many times as necessary, each time spending the corresponding Short Skill, or ARO, and making the roll.

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.

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.

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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of 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.

END OF THE MISSION


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

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).

Only figures and not Markers (Camo, Impersonation,


Holoechoes) can carry the Supply Boxes.

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12
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
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES


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 is a strip 4
inches wide in the central area of the table (See map below).

Players will consider a trooper is inside a Domination Area


when more than half the troopers base is inside the area.
SHASVASTII
Troops possessing the Shasvastii Special Skill placed inside
a Domination Area will always be counted while they are in
Normal 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.

END OF THE MISSION


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

12

DEPLOYMENT ZONE A

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 Null state
will not be counted. 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.

DEPLOYMENT ZONE B

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EMERGENCY TRANSMISSION

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

SYNCHRONIZE THE CONSOLES

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
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.

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
16 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,
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, or ARO
and making the roll.
A Synchronized Console can be Synchronized again by another 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.

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

Console

DEPLOYMENT ZONE B

16

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CONNECT THE ANTENNA

SPECIALIST TROOPS

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).

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.

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,
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, 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 Null state cannot be counted for this.

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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of 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.

END OF THE MISSION


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

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SEIZE THE ANTENNAS

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

SEIZE THE ANTENNAS

For each Seized Antenna at the end of the scenario

(3 Objective Points).

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

There are 3 Antennas, 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 Antennas 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, or an
ARO, and succeed at a Normal WIP Roll. If the roll is failed,

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

12

DEPLOYMENT ZONE B

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


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

REMEMBER
Troops with the Specialist Troop Special Skill can accomplish the
different functions Specialist Troops have in this scenario.

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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of this scenario.

Possessed (POS) or Immobilized (IMM) Markers can be used


to mark the Seized Antennas. It is recommended each player
uses a different kind of Marker.

HACKER BONUS
Troops possessing the Hacker Special Skill have a MOD of +3
to the WIP Rolls necessary to Seize the Antennas.

SPECIALIST TROOPS

END OF THE MISSION

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.

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


finish at the end of the third Game Round.

Doctors, Engineers and Hackers cannot make use of Repeaters


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

If one of the players starts his active turn in a Retreat! state,


the game will end at the end of that Turn.

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17
QUADRANT CONTROL

MISSION OBJECTIVES
MAIN OBJECTIVES
Dominate the same number of Quadrants as the adversary

at the end of each Game Round (1 Objective Point, but only


if at least 1 Quadrant is Dominated by the player).

Dominate more Quadrants than the adversary at the end of

each Game Round (3 Objective Points).

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 Null state
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.
Players will consider a trooper inside a Quadrant when more
than half the troopers base is inside that Quadrant.

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.

SCENARIO SPECIAL RULES


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 they are dominating and Objective
Points are counted.

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.

END OF THE MISSION


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

24

12

DEPLOYMENT ZONE A

QUADRANT 2

QUADRANT 3

QUADRANT 4

12

QUADRANT 1

DEPLOYMENT ZONE B

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LIFEBLOOD

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

SUPPLY BOXES

Check more Supply Boxes than the adversary (2 Objective

Points).

For each Destroyed Supply Box at the end of the scenario

(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

A total of 6 Supply Boxes must be placed on the game table


before the Initiative Roll is made, after both players have
chosen their Army Lists.
Supply Boxes are deployed by applying a variant of the
Dispersion rule. The players will place 6 Circular Templates
as shown in the map below, placing one of the Supply Boxes
in the center of each of the Circular Templates. Then two rolls
will be made for each Supply Box to know where it must be
really placed. The second digit of the first result marks the
distance (in inches) the Supply Box is placed from the center
of the Template, and the second roll marks the direction of the
dispersion roll. If any Supply Box lands in the same place as
another Supply Box or ends up inside an area with no access,
the dice must be re-rolled for that Supply Box. After all the
Dispersion Rolls are done, the Circular Templates have to be
removed from the table.

24

12

DEPLOYMENT ZONE A

12

DEPLOYMENT ZONE B

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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 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.
However, a Supply Box cannot be chosen as the target of an
Attack that would also affect troopers, be they enemy or allied.
Supply Boxes can only be Destroyed using a weapon that has
the Anti-materiel Trait or a Fire Mode with that Trait.
Supply Boxes cannot be Destroyed prior to the second Game
Round.
Players cannot to Destroy a Supply Box which has not been
Checked by any of their own troops.
SUPPLY BOX

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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of 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.

END OF THE MISSION


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

Once a Supply Box has been completely Destroyed it must be


removed from the game table.

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BEACON RACE

MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

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 between both players).

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

Deploying inside or in base contact with the Beacon Generator


Room is not permitted.

SCENARIO SPECIAL RULES


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).

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna
Beacon
Generator

12

DEPLOYMENT ZONE B

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To represent the Objective Room, we recommend using the


Objective Room by Micro Art Studio or the Command Bunker
by Warsenal.
The Gates of the Objective Room are closed at the start of
the game. To open them, a Specialist Troop must be in base
contact with one of them, spend one Short Skill 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. The Objective
Room Gates have a Narrow Gate Width.

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 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 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 confusion, each player
must choose a different type of Beacon Marker (BEACON A
or BEACON B), or a scenery item easy to identify.
The players cannot generate a Beacon (BEACON A or B) while
they have another one of the same kind placed on the table.

21
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).

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 a Null 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
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.

When a Beacon is generated, a Beacon Marker (BEACON A or


B) is placed in base contact with the model that generated it.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of this scenario.

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


the table, even if the miniature carrying it passes to a Null state.

CHAIN OF COMMAND BONUS

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.
Only figures and not Markers (Camo, Impersonation,
Holoechoes) can carry the Beacons.
REMEMBER
Performing a Short Skill, for example extracting or recovering a
Beacon, automatically reveals those troops in Marker state (Camouflaged troops, Impersonators, Holoechoes).

Troops possessing the Chain of Command Special Skill have a


MOD of +3 to the WIP Rolls necessary to Generate the Beacons.

END OF THE MISSION


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

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TRANSMISSION MATRIX

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

TRANSMISSION AREAS

Dominate the same number of Transmission Areas as the

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.

Dominate more Transmission Areas than the adversary at

The center of each Transmission Area 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).

adversary at the end of each Game Round (1 Objective


Point, but only if at least 1 Transmission Area is Dominated
by the player).
the end of each Game Round (2 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (2 Objective Points

each).

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

The Transmission Antennas are Repeaters for the Hackers


of both players. The Transmission Antennas dont apply the
Firewall MODs.
A Transmission Area is considered Dominated by a player if
he has more Army Points than the adversary totally inside
the area. Only troops considered as miniatures or Markers

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

12

DEPLOYMENT ZONE B

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(Camouflage, Spawn-Embryo, Seed-Embryo) count, as well


as AI Beacons, Proxies and G: Servant Remotes. Those troops
in Null state 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.

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.

Players will consider a trooper totally inside a Transmission


Area when the troopers entire base is inside that area.

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


finish at the end of the third Game Round.

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.

If one of the players starts his active turn in a Retreat! state,


the game will end at the end of that Turn.

END OF THE MISSION

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24
ANTENNA FIELD
CLASSIFIED

MISSION OBJECTIVES
MAIN OBJECTIVES

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

Control more Transmission Antennas than the adversary at

DEPLOYMENT

Control the same number of Transmission Antennas as the

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

the end of each Game Round (2 Objective Points).

adversary at the end of each Game Round (1 Objective Point,


if the player Controls at least 1 Transmission Antenna).

SECONDARY OBJECTIVES
Control the Main Transmission Antenna at the end of the

game (2 Objective Points).

Control the Transmission Antenna in the enemy Zone of

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

12

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


Antennas.

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 is not applied to Dispersion rules.

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

16

DEPLOYMENT ZONE B

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SCENARIO SPECIAL RULES

SPECIALIST TROOPS

TRANSMISSION ANTENNAS

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.

There is a total of 5 Transmission Antennas:


The Main Transmission Antenna is placed in the center of

the game table.

There are 2 Transmission Antennas placed along the central

line and 12 inches from the edges.

There is 1 Transmission Antenna placed on the border of each

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

Each Transmission Antenna 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).

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.

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.

A Specialist Trooper with a Disabled Marker 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 Round.
If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.

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BEACONLAND
CLASSIFIED

MISSION OBJECTIVES
MAIN OBJECTIVES

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

DEPLOYMENT

Have one Connected Console in the Exclusion Zone at the

end of the game (1 Objective Point, up to a maximum of


1 per player).

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

Have the same number of Activated Beacons in the Exclusion

EXCLUSION ZONE

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 Exclusion Zone).

Troopers may not use Airborne Deployment, Mechanized


Deployment, and Infiltration Special Skills or the deployment
rule of the Impersonation Special Skill to deploy inside of an 8
inch area on either side of the central line of the game table.
Exclusion Zone is not applied to Dispersion rules.

Have more Activated Beacons in the Exclusion Zone than

the adversary at the end of the game (2 Objective Points).

Have the same number of Activated Beacons in the enemys

SCENARIO SPECIAL RULES

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
There are two Dead Zones on the battlefield, 4 inches deep
between the Deployment Zone and the Exclusion Zone (See
the map below).

Have more Activated Beacons in the enemys Dead Zone than

the adversary at the end of the game (2 Objective Points).

Have more Activated Beacons in the enemys Zone of

CONNECT THE CONSOLE

Deployment than the adversary at the end of the game


(3 Objective Points).

The Consoles will add improved precision to the data supplied


by the Beacons.

SECONDARY OBJECTIVES

There are 2 Consoles, placed in the central line of the game


table, each of them 12 inches from from the edge of the

Reconfigure more enemy Beacons than the adversary (1

Objective Point).
12

12

CAPTION
12

DEPLOYMENT ZONE A

Console

16

DEPLOYMENT ZONE B

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table. 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
and the Communications Array by Warsenal or the Comlink
Console by Customeeple).

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 for its player.

To Connect a Console a Specialist Troop must be in base contact with the Console, 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 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 player can Connect a Console which has been previously


Connected by his adversary by using the same procedure.
In such a situation, that Console stops counting as being
Connected by the enemy.

RECOVER BEACONS

A Recovered Beacon will be considered as an Activated Beacons


for its player. In addition, it is no longer considered as a
Reconfigured Beacon for the adversary.

BEACONS

BAGGAGE BONUS

Beacons are a very useful tool to map by satellite the unexplored territories.

If the players possess at least one troop having the Baggage


Special Skill not in a 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.

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.
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).

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.

A Specialist Trooper with a Disabled Marker 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 Round.
If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.

Only figures and not Markers (Camo,Impersonation,Holoechoes)


can carry the Beacons.

RECONFIGURE ENEMY BEACONS


To Reconfigure enemy Beacons a Specialist Troop must be in
base contact with one of them, spend one Short Skill or an
ARO, and succeed at a Normal WIP Roll, placing a Disabled
Marker (DIS) in base contact with the Beacon. If the roll is
failed, it can be repeated as many times as necessary, each
time spending the corresponding Short Skill or ARO.

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COLD SLEEP

MISSION OBJECTIVES

DEPLOYMENT

MAIN OBJECTIVES

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

Have the same amount of Activated Tech-Coffins as the

It is not allowed to deploy in base contact with the TechCoffins or a Console.

adversary at the end of the game (1 Objective Point, only if


the player has Activated at least 1 Tech-Coffin).

INNER AREA

Have more Activated Tech-Coffins than the adversary at the

end of the game (4 Objective Points).

This scenario happens inside a vessel, so the use of the Levels


3, 4 and 5 of the Airborne Deployment: Combat Jump Special
Skill is not permitted. However, the rest of the Levels of this
Special Skill are allowed. AI Beacons must be deployed on
the edge of the game table, outside the Zones of Deployment.

Have the same amount of Connected Consoles as the ad-

versary at the end of the game (1 Objective Point, only if


the player has Connected at least 1 Console).

Have more Connected Consoles than the adversary at the

SCENARIO SPECIAL RULES

end of the game (3 Objective Points).

ACTIVATE THE TECH-COFFINS

Have the same amount of Controlled Consoles as the ad-

versary at the end of the game (1 Objective Point, only if


the player Controls at least 1 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
and 12 inches from the edge of the table (See map below).
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 Pods by Customeeple).

Have more Controlled Consoles than the adversary at the

end of the game (2 Objective Points).

CLASSIFIED

To Activate a Tech-Coffin it is necessary that a Specialist Troop


be in base contact with the Tech-Coffin, spend one Short Skill,

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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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, or ARO
and making the roll.
An Activated Tech-Coffin can be Activated again by other player,
applying the same procedure. In such a situation, the TechCoffin is no longer considered as Activated to the adversary.
Possessed (POS) or Immobilized (IMM) Markers can be used
to mark the Activated Tech-Coffins. It is recommended each
player uses a different kind of Marker.

CONNECT THE CONSOLES


There are 2 Consoles placed in the central line of the table,
8 inches from the edge of the table. The Consoles must be
represented by a Console A or B Marker (CONSOLE A or B)
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 Connect the Console it is necessary that a Specialist Troop
be in base contact with the Console, spend one Short Skill,
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, or ARO
and making the roll.
A connected Console can be Connected again by other player,
applying the same procedure. In such situation, the Console
is no longer considered as Connected to the adversary.

CONTROL THE CONSOLES

29
DOCTOR AND PARAMEDIC BONUS
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
bonus is not stackable with the bonuses provided by Doctor
Plus and Akbar Doctor.

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.

A Specialist Trooper with a Disabled Marker 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 Round.
If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.

A Console 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 Console.
Models in a Null state cannot be counted for this.

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COFFIN RAIDERS

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

OBJECTIVE 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).

Download the Med-Data Packs from the Tech-Coffins (1

Objective Point for each Med-Data Pack downloaded).

Transmit the Med-Data Packs from the Transmission Consoles

(1 Objective Point for each Med-Data Pack transmitted).

To represent the Objective Room, we recommend using the


Objective Room by Micro Art Studio or the Command Bunker
by Warsenal.

Control more enemy Med-Data Packs than the adversary at

the end of the game (1 Objective Point).

CLASSIFIED

The Gates of the Objective Room are closed at the start of the
game. To open them, a Specialist Troop must be in base contact
with one of them, spend one Short Skill and succeed at a WIP
Roll. This opens all Gates to the Objective Room.

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

DEPLOYMENT

The Objective Room Gates must be represented by a Narrow


Gate Marker or a scenery piece with the same size. The Objective
Room Gates have a Narrow Gate Width.

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

DOWNLOAD THE MED-DATA PACKS


EXCLUSION ZONE

The Med-Data Packs are downloaded from the 4 Tech-Coffins


placed in the four corners of the Objective Room. Each TechCoffin 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 Pods by Customeeple).

Troopers may not use Airborne Deployment, Mechanized


Deployment, and Infiltration Special Skills or the deployment
rule of the Impersonation Special Skill to deploy inside of an 8
inch area on either side of the central line of the game table.
Exclusion Zone is not applied to Dispersion rules.

12

CAPTION
12

DEPLOYMENT ZONE A

Tech-Coffin
Console

EXCLUSION ZONE

DEPLOYMENT ZONE B

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To Download a Med-Data Pack it is necessary that a Specialist


Troop be in base contact with the Tech-Coffin, spend one Short
Skill, 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, or ARO,
and making the roll.

To Transmit a Med-Data Pack it is necessary that a Specialist


Troop carrying a Med-Data Pack be in base contact with the
Transmission Console, spend one Short Skill, 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, or ARO, and making the roll.

Each player can only get a maximum of 1 Med-Data Pack


from each Tech-Coffin.

CONTROLLING THE ENEMY


MED-DATA PACKS

MED-DATA PACKS

Players can steal the Med-Data Packs from their adversary to


prevent them from Transmitting the 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).

Only figures, and not Markers, (Camo, Impersonation,


Holoechoes) can carry the Med-Data Packs.

TRANSMITTING THE MED-DATA PACKS


The Med-Data Packs can be Transmitted using the Transmission
Consoles.
There are 4 Transmission Consoles, placed on different halves of
the game table, each of them 12 inches from the central line
of the table and 8 inches from the edge of the table (See map
below). Each Transmission 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 and the Communications Array by Warsenal or the
Comlink Console by Customeeple).

An enemy Med-Data Pack is considered to be Controlled by


a player if, at the end of the game, that player has a model,
but not a Marker, carrying it. That trooper cannot be in a Null
state or in base contact with any enemy figure.

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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of this scenario.

DOCTOR AND PARAMEDIC BONUS


Troops possessing the Doctor or Paramedic Special Skill
have a MOD of +3 to the WIP Rolls necessary to Download
and Transmit the Med-Data Packs. The MOD provided by this
bonus is not stackable with the bonuses provided by Doctor
Plus and Akbar Doctor.

END OF THE MISSION


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

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BIOTECHVORE (LOW TIER)


MISSION OBJECTIVES

DEPLOYMENT

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).

To kill more enemy Army Points than the adversary

(3 Objective Points).

If you have between 50 and 100 surviving Army Points

(2 Objective Point).

If you have between 101 and 150 surviving Army Points

(3 Objective Points).

If you have more than 150 surviving Army Points

(4 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point

for each one).

CONFUSED DEPLOYMENT
Any trooper possessing a Deployment Skill that allows it to
deploy outside the Deployment Zone must make a PH-3 Roll. If
the player fails the roll, the trooper will be deployed anywhere
his Deployment Zone. Special Skills, pieces of Equipment, or
rules that apply any PH or WIP Roll to deploy must replace it
with this roll. Any MOD applied to the Deployment by a Special
Skill, piece of Equipment, or rule will be added to this roll.

SCENARIO SPECIAL RULES


BIOTECHVORE AREA
There is a 16 inches deep area infested by a Biotechvore
plague in each half of the table, This Biotechvore Area includes
the Deployment Zone.

CAPTION
8

DEPLOYMENT ZONE A

Biotechvore Zone

16

DEPLOYMENT ZONE B

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At the end of each Active Player Turn, all troopers belonging


to the Active Player that are inside a Biotechvore Area must
make a BTS Roll against Damage 14.

Those troopers that have not been deployed at the end of


the game on the game table, will be considered as Killed by
the adversary.

The Biotechvore Plague is more aggressive against artificial


beings. Troopers with the STR Attribute must make two BTS
Roll instead one.

NO QUARTER

At the end of the third Game Round any trooper inside a


Biotechvore Area will be considered automatically Killed.

END OF THE MISSION

KILLING

In this scenario, Retreat! rules are not applied.

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


finish at the end of the third Game Round.

A trooper is considered Killed when it enters a Dead state,


or is in a Null state (Unconscious, Dead, Sepsitorized) at the
end of the game.

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BIOTECHVORE (MID TIER)

MISSION OBJECTIVES

DEPLOYMENT

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).

To kill more enemy Army Points than the adversary

(3 Objective Points).

If you have between 75 and 150 surviving Army Points

(2 Objective Point).

If you have between 151 and 225 surviving Army Points

(3 Objective Points).

If you have more than 225 surviving Army Points

(4 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point

for each one).

CONFUSED DEPLOYMENT
Any trooper possessing a Deployment Skill that allows it to
deploy outside the Deployment Zone must make a PH-3 Roll. If
the player fails the roll, the trooper will be deployed anywhere
his Deployment Zone. Special Skills, pieces of Equipment, or
rules that apply any PH or WIP Roll to deploy must replace it
with this roll. Any MOD applied to the Deployment by a Special
Skill, piece of Equipment, or rule will be added to this roll.

SCENARIO SPECIAL RULES


BIOTECHVORE AREA
There is a 16 inches deep area infested by a Biotechvore
plague in each half of the table, This Biotechvore Area includes
the Deployment Zone.

CAPTION
8

DEPLOYMENT ZONE A

Biotechvore Zone

16

DEPLOYMENT ZONE B

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At the end of each Active Player Turn, all troopers belonging


to the Active Player that are inside a Biotechvore Area must
make a BTS Roll against Damage 14.

Those troopers that have not been deployed at the end of


the game on the game table, will be considered as Killed by
the adversary.

The Biotechvore Plague is more aggressive against artificial


beings. Troopers with the STR Attribute must make two BTS
Roll instead one.

NO QUARTER

At the end of the third Game Round any trooper inside a


Biotechvore Area will be considered automatically Killed.

END OF THE MISSION

KILLING

In this scenario, Retreat! rules are not applied.

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


finish at the end of the third Game Round.

A trooper is considered Killed when it enters a Dead state,


or is in a Null state (Unconscious, Dead, Sepsitorized) at the
end of the game.

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BIOTECHVORE (TOP TIER)

MISSION OBJECTIVES

DEPLOYMENT

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).

To kill more enemy Army Points than the adversary

(3 Objective Points).

If you have between 100 and 200 surviving Army Points

(2 Objective Point).

If you have between 201 and 300 surviving Army Points

(3 Objective Points).

If you have more than 300 surviving Army Points

(4 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (1 Objective Point

for each one).

CONFUSED DEPLOYMENT
Any trooper possessing a Deployment Skill that allows it to
deploy outside the Deployment Zone must make a PH-3 Roll. If
the player fails the roll, the trooper will be deployed anywhere
his Deployment Zone. Special Skills, pieces of Equipment, or
rules that apply any PH or WIP Roll to deploy must replace it
with this roll. Any MOD applied to the Deployment by a Special
Skill, piece of Equipment, or rule will be added to this roll.

SCENARIO SPECIAL RULES


BIOTECHVORE AREA
There is a 16 inches deep area infested by a Biotechvore
plague in each half of the table, This Biotechvore Area includes
the Deployment Zone.

CAPTION
8

DEPLOYMENT ZONE A

Biotechvore Zone

16

DEPLOYMENT ZONE B

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At the end of each Active Player Turn, all troopers belonging


to the Active Player that are inside a Biotechvore Area must
make a BTS Roll against Damage 14.

Those troopers that have not been deployed at the end of


the game on the game table, will be considered as Killed by
the adversary.

The Biotechvore Plague is more aggressive against artificial


beings. Troopers with the STR Attribute must make two BTS
Roll instead one.

NO QUARTER

At the end of the third Game Round any trooper inside a


Biotechvore Area will be considered automatically Killed.

END OF THE MISSION

KILLING

In this scenario, Retreat! rules are not applied.

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


finish at the end of the third Game Round.

A trooper is considered Killed when it enters a Dead state,


or is in a Null state (Unconscious, Dead, Sepsitorized) at the
end of the game.

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SUPREMACY

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

QUADRANTS

Dominate the same number of Quadrants as the adversary

at the end of the Game Round (1 Objective Point, but only


if at least 1 Quadrant is Dominated by the player).

Dominate more Quadrants than the adversary at the end of

the Game Round (2 Objective Points).

Hack a Console (1 Objective Point).

CLASSIFIED
Each player has 1 Classified Objective (1 Objective Point only

if the player has less than 10 Objective Points).

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

12

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.

DOMINATE THE QUADRANTS


A Quadrant is considered Dominated by a player if he has
more Army Points than the adversary inside the area. Only
troopers that are miniatures or Markers (Camouflage, TO,
Impersonation) count. Troopers in a Null state will not be
counted. Markers representing weapons or pieces of equipment (Like Mines or Deployable Repeaters), and any Marker
that does not represent a trooper will not be counted either.
Players will consider a trooper inside a Quadrant when more
than half the troopers base is inside that Quadrant.

24

CAPTION
12

DEPLOYMENT ZONE A

Console

QUADRANT 2

QUADRANT 3

QUADRANT 4

QUADRANT 1

12

DEPLOYMENT ZONE B

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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
There are 4 Consoles, placed on the center of each Quadrant,
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).
In this scenario, the Consoles have a Scenery Item Profile, so
they can be targeted, applying the Scenery Structures rules,
but not before the second Game Round.

HACKING THE CONSOLES


To Hack a Console it is necessary that a Specialist Trooper be
in base contact with the Console, spend one Short Skill, 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, or ARO, and making
the roll.
Hackers avoid penalties to Hack a Console so do not suffer
the -3 WIP MOD.
A player can Hack a Console previously Hacked by the other
player.
At the end of the game, players will make a Face to Face WIP
Roll for each Console that has been hacked by both players.

39
Each player can Roll the WIP of every Specialist Trooper which
survived the scenario. This can result in a Face to face Roll
with several participants. The winner of the Face to Face Roll
will get the Objective Point provided by that Console. In case
of a tie, the Face to Face Roll will be re-rolled. If only one of
the players has surviving Specialist Troops, that player will
automatically get the Objective Point directly. If neither player
has any Specialist Troopers, the Objective Point is lost.

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.

A Specialist Trooper with a Disabled Marker 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 Round.
If one of the players starts his active turn in a Retreat! state,
the game will end at the end of that Turn.
TYPE OF
ELEMENT

Scenery

NAME

Console

ARM BTS STR

AW

TRAITS

--

Hackable
(WIP-3 Roll)

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40
HIGHLY CLASSIFIED

MISSION OBJECTIVES
MAIN OBJECTIVES
To have accomplished more Classified Objectives than the

adversary at the end of the game (4 Objective Points).

To have accomplished the same number of Classified Objectives

as the adversary at the end of the game (2 Objective Points,


but only if at least 1 Classified Objective has been accomplished).

Accomplish Classified Objectives (1 Objective Point each).

SECONDARY OBJECTIVES
Each player has 1 Secondary Classified Objective (2 Objective

Points).

player must pick a new one, until there are four different
Main Classified Objectives.

SECONDARY CLASSIFIED OBJECTIVE


Players will choose their Secondary Classified Objective after
they have selected the Main Classified Objectives. Each player
will pick two cards from his Classified Deck and must choose
and discard one of them.
The Secondary Classified Objective must be different to the
Main Classified Objectives. So, the player will discard any
card repeating a Main Classified Objective, picking a new card
until he has two different options to choose his Secondary
Classified Objective from.
The Secondary Classified Objective is considered Private
Information.

DEPLOYMENT

SECURE THE HVT

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

In this scenario, the option Secure the HVT is only allowed to


replace the Secondary Classified Objective.

SCENARIO SPECIAL RULES

HIGH DIFFICULTY MODE

MAIN CLASSIFIED OBJECTIVES

This scenario can be played at a higher level of difficulty. In


this Mode, players cannot choose their Secondary Classified
Objective.

Players have 4 Main Classified Objectives which are the same


for both players. The Main Classified Objectives are considered
Open Information.
To choose them, each player will shuffle his own Classified
Deck in front of his opponent and pick two cards he will show
to the adversary. These four cards will be the Main Classified
Objective of both players.
The four Main Classified Objectives must be different and
cannot be repeated. If one of the cards picked is the same
as a previously selected one, it must be discarded and the

In High Difficulty Mode, each player can only pick one card to
determine his Secondary Classified Objective. As before, this
Secondary Classified Objective must be different from the Main
Classified Objectives.

END OF THE MISSION


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

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41
NIMBUS ZONE

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

NIMBUS ZONE

Download a Data Pack from a Console (1 Objective Point for

each Data Pack downloaded).

To have Disconnected more Antennas than the adversary at

the end of the game (3 Objective Points).

Control more Consoles than the adversary at the end of the

game (2 Objective Points).

This Nimbus Zone will vanish automatically at the end of the


Order in which the last Nimbus Antenna is Disconnected or
enters the Destroyed state.

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
Troopers may not use Airborne Deployment, Mechanized
Deployment, and Infiltration Special Skills or the deployment
rule of the Impersonation Special Skill to deploy inside of an 8
inch area on either side of the central line of the game table.
Exclusion Zone is not applied to Dispersion rules.

12

In an area of 8 inches on both sides of the central line of the


game table, the effects of the Nimbus Special Ammunition
(Low Visibility Zone + Saturation Zone) are applied constantly.

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
from the edges. Each Nimbus Antenna 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).
In this scenario the Nimbus Antennas have a Scenery Item
Profile. They can be targeted, applying the Scenery Structures
rules, but not before the second Game Round.

DISCONNECT THE NIMBUS ANTENNAS


To Disconnect a Nimbus Antenna it is necessary that a Specialist
Trooper be in base contact with the Nimbus Antenna, spend
one Short Skill and succeed at a Normal WIP-3 Roll. If the roll
is failed, this can be repeated as many times as necessary,

24

CAPTION
12

DEPLOYMENT ZONE A

Nimbus Antenna

Console
8
12

DEPLOYMENT ZONE B

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each time spending the corresponding Short Skill and making


the roll.
Engineers avoid penalties to Disconnect a Nimbus Antenna so
do not suffer the -3 WIP MOD.
Once a Nimbus Antenna has been Disconnected, it cannot be
Disconnected again by any player.
Disabled Markers (DIS) will be used to mark Disconnected
Nimbus Antennas.

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).

DOWNLOAD THE DATA PACKS


To Download a Data Pack it is necessary that a Specialist Trooper
be in base contact with a Console, spend one Short Skill 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 and making the roll.

42
CONTROL THE CONSOLES
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. Nonspecialist 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
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.

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of this scenario.

END OF THE MISSION

Hackers avoid penalties to Download a Data Pack so do not


suffer the -3 WIP MOD.

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! state,


the game will end at the end of that Turn.

Data Packs cannot be downloaded until the second Game Round.

TYPE OF
ELEMENT

Props

NAME

Nimbus
Antenna

ARM BTS STR

AW

TRAITS

--

Nimbus
Antenna

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43
THE ARMORY

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

THE ARMORY

Dominate the Armory at the end of the Game Round

(1 Objective Point).

Dominate the Armory at the end of the game (3 Objective

Points).

Acquire more weapons or items from the Panoplies than

the adversary at the end of the game (2 Objective 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
Troopers may not use Airborne Deployment, Mechanized
Deployment, and Infiltration Special Skills or the deployment
rule of the Impersonation Special Skill to deploy inside of an 8
inch area on either side of the central line of the game table.
Exclusion Zone is not applied to Dispersion rules.

Placed in the center of the table, it covers an area of 8 by


8 inches. To represent the Armory, we recommend using the
Objective Room by Micro Art Studio, the Command Bunker
by Warsenal or the Panic Room by Customeeple.
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).
The Gates of the Armory are closed at the start of the game.
To open them, a Specialist Troop must be in base contact with
one of them, spend one Short Skill, and succeed at a WIP Roll.
This opens all Gates of the Armory.
The Armory Gates must be represented by a Narrow Gate
Marker or a scenery piece with the same size. The Armory
Gates have a Narrow Gate Width.
The Scenery Structure rules are allowed in this scenario.

DOMINATE THE ARMORY


The Armory is considered Dominated by a player if he has
more Army Points than the adversary inside the area. Only
troopers that are miniatures or Markers (Camouflage, TO,
Impersonation) count. Troopers in a Null state will not be
counted. Markers representing weapons or pieces of equipment

24

CAPTION
12

DEPLOYMENT ZONE A

Panoply

8
12

DEPLOYMENT ZONE B

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44

(Like Mines or Deployable Repeaters), and any Marker that


does not represent a trooper will not be counted either.
SHASVASTII
Troopers possessing the Shasvastii Special Skill placed inside
the Armory will always be counted while they are in Normal
or Spawn-Embryo states.
BAGGAGE
Troops possessing the Baggage Special Skill placed inside the
Armory will also be counted, providing the extra Army Points
this Special Skill grants.

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).

A Specialist Trooper with a Disabled Marker can still accomplish


the Objectives of this scenario.

Players can use the Logistics Trait of each Panoply in the game.

END OF THE MISSION

Specialist Troops can roll twice in the Booty Chart, but they
can only choose one of the results.

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


finish at the end of the third Game Round.

Players cannot declare any Attack against the Panoplies prior


to the second Game Round.

If one of the players starts his active turn in a Retreat! state,


the game will end at the end of that Turn.

Each Panoply must be represented by an Objective Marker or


by a scenery piece of the same diameter.

TYPE OF BUILDING

TYPE OF STRUCTURE

TYPE OF ACCESS

ACCESS WIDTH

TRAITS

Armory

Outer Wall (x4)

Security Gate (x4)

Narrow Access (x4)

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
-

Hackable (WIP Roll)


Logistics

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45
CLASSIFIED OBJECTIVES

In the Infinity Official Scenarios, the Classified Objectives are


additional objectives a player can accomplish to get more
Objective Points.
Usually, each Classified Objective provides 1 Objective Point,
but this amount can vary due to the special conditions of
the scenario.
Each Classified Objective provides its Objective Points one time
in each scenario. Even if the requirements of the Classified
Objective are achieved again, it will not provide additional
Objective Points.
A trooper possessing a Disabled Marker (DIS) can still accomplish the Classified Objectives.

CLASSIFIED OBJECTIVES SELECTION


The amount of Classified Objectives that can be fulfilled during
the mission is listed on the scenario report. In the ITS, players
have only one way of choosing the Classified Objectives, with
the Classified Deck.
Players select their Classified Objectives after learning what
mission will be played and what faction his opponent will
be playing with, but always before choosing one of the two
Army Lists shown to the tournament organizer.

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.

HIGH VALUE TARGET (HVT) MODEL


The HVT (High Value Target) represents a non-combatant
character belonging to the enemy side and placed on the
game table as the target of Classified Objectives.
The deployment of one of these models is compulsory for
both players, as their presence and interaction with other
models in-game has consequences for the achievement of
Classified Objectives when playing scenarios.
You can use any figure from the Infinity or the Infinity Bootleg
range, preferably those designated as HVT or as a Civilian.
Good examples of this are the O-12 High Commissioner, the
Tohaa Diplomat, Go-Go Marlene, the Fusilier Angus, the TAG
Pilots, the VIP Executive or the HAZMAT A1 Specialist.

The HVT models may be necessary to accomplish some


Classified Objectives. However, these models are especially
useful when used to replace one of the Classified Objectives
assigned to the player.
REQUIREMENTS
Each player must deploy one HVT model at the beginning
of his Deployment Phase.
The players must deploy their HVT models a minimum of

4 inches outside of any Deployment Zones. Moreover, the


players cannot place their HVT models either on top of or
inside of any Scenery Item or Building, always deploying it
in an accessible location on the table.

EFFECTS
HVT models are Neutral to both players.
HVT models dont belong to the Army List, and thus cannot

provide or receive Orders from the players.

If either player hurts a HVT model (leaving it in a Null state),

then that player will automatically lose the scenario and


any Objective Points achieved in it. Moreover, his adversary
receives 2 extra Objective Points (never exceeding the
maximum of 10).

Some scenario special rules or Classified Objectives can


modify this rule.

SECURE HVT CLASSIFIED OBJECTIVE


When in game, the player can replace one of his Classified
Objectives with Secure HVT. This is an optional Classified
Objective all players can choose to replace one of the Classified
Objectives they drew from the Classified Deck.
The Secure HVT optional Classified Objective is accomplished
when at the end of the game the player has one of his troopers (who is not in a Null state) inside the Zone of Control of
the enemy HVT and at the same time, the Zone of Control of
his own HVT is free of enemy troops (Not counting those in
a Null state).
The Secure HVT optional Classified Objective provides the
same number of Objective Points the scenario provides for
each normal Classified Objective accomplished.

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 it is (LI, MI, HI) and even if the Data Scan is
performed outside his LOF.

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46

SABOTAGE

HVT: ESPIONAGE

Requirements: D-Charges.

Requirements: Hacker.

Special: The player must choose a Scenery Building or a


Scenery Item placed entirely inside the enemys half of the
table. This piece of scenery will be considered the target of
the Classified Objective.

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.

Objective: To detonate a D-Charge on the targeted piece of


scenery. It is not required to make an ARM Roll for the piece of
scenery. When detonating the D-Charge, the rules for Scenery
Structures do not apply.

Requirements: Engineer.

HVT: RETROENGINEERING

EXPERIMENTAL DRUG

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.

Requirements: Doctor or Paramedic.

HVT: INOCULATION

Objective: To get an allied trooper recovered from Unconscious


to Normal state by using the Doctor Special Skill, or by using
a MediKit.

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.

Objective: A Doctor or Paramedic 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.

HVT: DESIGNATION
Requirements: Forward Observer or Spotlight Hacking Program.
Objective: The player must succeed at two Forward Observer
Rolls or two Spotlight Hacking Program Rolls against the
enemy HVT model. The player is authorized to perform this
type of Attack against the HVT model.

TEST RUN
Requirements: Engineer.
Objective: To succeed at an Engineer Roll on any allied trooper,
getting it to recover 1 STR point.

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47
ITS: ESCALATION LEAGUES

These rules apply to leagues organized using a Classic League


Pack, a Lowcost League Pack or a Virtual League Pack.

BASIC RULES
As Official Events, all leagues must comply with the Basic
Rules of ITS. In case of discrepancy between these rules and
the Basic Rules, this document takes precedence.

FORMAT OF THE EVENT


This is the basic ITS format for leagues. This format pits 4
or more players in one-on-one games over 8 league rounds.

LEAGUE CONTROL SHEET


At the start of the event, each player receives a League
Control Sheet. Players must write down their name, ITS PIN
and faction or sectorial army in their sheets.
During the League, players are required to use the sheet to
write down the score of their game at the end of each league round. They must also use their sheet to make note of
their Private Information so that it can be validated by their
opponents or by the Referee when needed.

1. Add up all Objective Points the player earned during the league.
2. Multiply the result by 10.
3. Divide the result by the number of league rounds played

(should be 9) and then round up.

The end result is their final league score. In the event of a


tie, repeat the process with the Victory Points.

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.
The Tournament Organizer can require players to turn in their
Army Lists in advance to check their validity.

PAIRINGS

The only officially sanctioned Army List management tool


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, the player with the highest
total Objective Points score is paired against the second best,
the third against the fourth, and so on.

The Organizer can determine the length of each league round


to better suit the players involved.

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 League.

ODD NUMBER OF PLAYERS (BYES)


If the number of players in the League is not even, each league round one of the players will have to wait for the next
league round to play; that player is said to be given a bye.
The Organizer must make sure that a single player is never
given more than one bye during a league.
In the first league round, the last player to arrive will be the
one to take a bye. In subsequent league rounds, the player
with the lowest score takes a bye.

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.

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.

REPORTING RESULTS

When players take a bye, they must make a note of it in their


League Control Sheet.

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

Once the last league round ends, players who were given a
bye follow these steps:

If you should encounter any problems during the reporting


process, please contact us at tournament@corvusbelli.com

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48
FIRST LEAGUE ROUND

MISSION OBJECTIVES

FORCES

MAIN OBJECTIVES

SIDE A: 120 points.

Cause the enemy between 30 and 60 Army Points in ca-

sualties (1 Objective Point).

Cause the enemy between 61 and 90 Army Points in ca-

sualties (3 Objective Point).

Cause the enemy more than 90 Army Points in casualties

but less than their total value (5 Objective Points).

SIDE B: 120 points.

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES

Have between 30 and 60 of your Army Points survive the

TRAINING MISSION

Have between 61 and 90 of your Army Points survive the

Armies must not include a Lieutenant, so Loss of Lieutenant


rules do not apply.

encounter (1 Objective Point).

encounter (3 Objective Points).

Have more than 90 of your Army Points survive the en-

counter (5 Objective Points).

Any troops that have not been deployed by the end of the
game are considered casualties.

Players cannot make use of the Advanced Rules.

END OF THE MISSION


This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
Retreat! rules do not apply during this mission.

SECOND LEAGUE ROUND


MISSION OBJECTIVES

FORCES

MAIN OBJECTIVES

SIDE A: 150 points.

Cause the enemy between 35 and 75 Army Points in ca-

sualties (1 Objective Point).

Cause the enemy between 76 and 110 Army Points in

casualties (3 Objective Point).

Cause the enemy more than 110 Army Points in casualties

but less than their total value (5 Objective Points).

Have between 35 and 75 of your Army Points survive the

encounter (1 Objective Point).

Have between 76 and 110 of your Army Points survive the

encounter (3 Objective Points).

Have more than 110 of your Army Points survive the en-

counter (5 Objective Points).

Any troops that have not been deployed by the end of the
game are considered casualties.

SIDE B: 150 points.

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES


TRAINING MISSION
Players cannot make use of the Advanced Rules.

END OF THE MISSION


This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
Retreat! rules do not apply during this mission.

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49
THIRD LEAGUE ROUND

MISSION OBJECTIVES
MAIN OBJECTIVES
Cause the enemy between 50 and 100 Army Points in

casualties (1 Objective Point).

Cause the enemy between 101 and 150 Army Points in

casualties (3 Objective Point).

Cause the enemy more than 150 Army Points in casualties

but less than their total value (5 Objective Points).

CLASSIFIED
Each player has 2 Classified Objectives (worth 2 Objective

Points each).

FORCES
SIDE A: 200 points.
SIDE B: 200 points.

DEPLOYMENT

Have between 50 and 100 of your Army Points survive the

Both players will deploy on opposite sides of the game table,


in a standard Deployment Zone 12 inches deep.

Have between 101 and 150 of your Army Points survive

END OF THE MISSION

Have more than 150 of your Army Points survive the en-

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


finish at the end of the third Game Round.

encounter (1 Objective Point).

the encounter (3 Objective Points).


counter (5 Objective Points).

Any troops that have not been deployed by the end of the
game are considered casualties.

Retreat! rules do not apply during this mission.

FOURTH LEAGUE ROUND


MISSION OBJECTIVES

FORCES

MAIN OBJECTIVES

SIDE A: 250 points.

Cause the enemy between 60 and 125 Army Points in

casualties (1 Objective Point).

Cause the enemy between 126 and 185 Army Points in

casualties (3 Objective Point).

Cause the enemy more than 185 Army Points in casualties

but less than their total value (5 Objective Points).

SIDE B: 250 points.

DEPLOYMENT
Both players will deploy on opposite sides of the game table,
in a standard Deployment Zone 12 inches deep.

SCENARIO SPECIAL RULES

Have between 60 and 125 of your Army Points survive the

SPEC-OPS

Have between 126 and 185 of your Army Points survive

Each player can field one Spec-Ops with 12 Experience Points


(see Infinity. Campaign: Paradiso).

encounter (1 Objective Point).

the encounter (3 Objective Points).

Have more than 185 of your Army Points survive the en-

counter (5 Objective Points).

Any troops that have not been deployed by the end of the
game are considered casualties.

END OF THE MISSION


This scenario has a limited time frame, so it will automatically
finish at the end of the third Game Round.
Retreat! rules do not apply during this mission.

CLASSIFIED
Each player has 2 Classified Objectives (worth 2 Objective

Points each).

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FIFTH LEAGUE ROUND

MISSION OBJECTIVES

SCENARIO SPECIAL RULES

MAIN OBJECTIVES

CAPTURING THE ANTENNAS

For each Captured Antenna at the end of the game

(3 Objective Points).

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

FORCES

Three Antennas are placed on the table, one on the center


and one on each side of the table, 12 inches from the center
and 24 inches from the side edges.
Antennas are represented by a Transmission Antenna Marker
(TRANS. ANTENNA) or a piece of scenery of similar diameter.
To Capture an Antenna, a Specialist Troop must be in base
contact with it, 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.

SIDE A: 300 points


SIDE B: 300 points

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.

A player can Capture an Antenna that had been previously


captured by the enemy. Doing so makes the Antenna not count
as Captured by the enemy anymore.
You may use Possessed (POS) and Immobilized (IMM) Markers
to keep track of the captured Antennas. We recommend you
use a different type of marker for each player.

24

CAPTION
12

DEPLOYMENT ZONE A

Antenna

12

DEPLOYMENT ZONE B

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51

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.

END OF THE MISSION


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

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

CLASSIFIED CHART MK. 1

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

CLASSIFIED CHART MK. 2


OBJECTIVE

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

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D20

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

52

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

CLASSIFIED CHART MK. 4


OBJECTIVE

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

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