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ENG ITS 14 Thunderclap Libreto PDF

The document discusses the events surrounding the second wave of attacks by the Combined Army through the Cerberus wormhole into the Concilium system. It describes how the initial second wave overwhelmed the defenses at Cerberus until reinforcements from the Steel Phalanx arrived. Two boarding parties from the Steel Phalanx then launched a suicide mission that severely damaged the invading fleet but could not prevent some ships from breaking through Cerberus into the Concilium system. Representatives now discuss the need to further deter future waves by sending a strong message to both the invading forces and their own troops.
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© © All Rights Reserved
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0% found this document useful (0 votes)
136 views74 pages

ENG ITS 14 Thunderclap Libreto PDF

The document discusses the events surrounding the second wave of attacks by the Combined Army through the Cerberus wormhole into the Concilium system. It describes how the initial second wave overwhelmed the defenses at Cerberus until reinforcements from the Steel Phalanx arrived. Two boarding parties from the Steel Phalanx then launched a suicide mission that severely damaged the invading fleet but could not prevent some ships from breaking through Cerberus into the Concilium system. Representatives now discuss the need to further deter future waves by sending a strong message to both the invading forces and their own troops.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 74

THUNDERCLAP

3
ITS: BASIC RULES 5
ITS: TOURNAMENT RULES 7
SEASON 14 10
EXTRAS 13
CLASSIFIED OBJECTIVES 14
ITS RATING 15
ITS SCENARIOS 15
MISSIONS
ACQUISITION 16
ANNIHILATION 18
BIOTECHVORE 20
CAPTURE AND PROTECT 22
COUNTERMEASURES 24
CRYOGENICS 26

INDEX DECAPITATION 29
FIREFIGHT 31
FROSTBYTE 33
FRONTLINE 36
HIGHLY CLASSIFIED 38
LOOTING AND SABOTAGING 40
MINDWIPE 43
PANIC ROOM 46
POWER PACK 49
QUADRANT CONTROL 51
RESCUE 53
SUPPLIES 55
SUPREMACY 58
THE ARMORY 60
UNMASKING 63
ITS DIRECT ACTION
BATTLEGROUND 66
CUTTHROAT 68
SUPERIORITY 70
UPLINK CENTER 72

2
THUNDERCLAP
“We failed to discern it at the time, but the reports from the Defiance crew THE SOUND OF THUNDER
were the sound of distant thunder heralding an impending storm.”
Our situation was dire after Durgama, but it seemed like we could
Report by Saladin, Bureau Aegis liaison officer, to the Combined still secure a victory. The Combined Army’s troops gained ground,
Threat Monitoring Committee, O-12 Senate, Concilium Prima. endangering several research centers, stealing information that
could help them in their search for the Penny Arcade and the T’zechi
Digester, the EI’s main goal. None of that was good, but neither was it
FOREWARNING definitive. We still had some room to maneuver. The alien forces hadn’t
“What did you and the other crew members of the Defiance see in that secured their position; a quick advance is always fragile and can be
system?” broken. We could’ve turned this scenario around.

“It looked to us like a whole fleet of battleships were reinforcing their That is until the Second Wave hit us.
structures to tackle crossing through an unstable wormhole.”
The Combined Army continued sending ships through Cerberus, the
“Do you believe it was the fleet that subsequently went through the wormhole connecting their territories with the Concilium system,
Cerberus wormhole and stormed Helheim?” but up to this point it was only a trickle. Incessant, yes, but a trickle
nonetheless. Never before had it been like the Second Wave, a surging
“I believe, sir, that if that entire fleet had come through Cerberus, it tide of ships that took the forces of the Cerberus Blockade completely
would have caused way more damage than that assault on Helheim.” off guard.

“What are you implying, officer?” Wolfssegen—Cerberus’ advanced and lethal network of automated
defensive platforms—was overwhelmed by the massive influx of
“I mean if that was the invading fleet bound for Concilium Prima, then targets that poured out of the wormhole. Although they kept firing until
what came through the Cerberus wormhole was merely a first wave they ran out of ammunition or were destroyed by the hostile aliens’
consisting only of the ships that were already out of their mobile intense barrage, the Wolfssegen platforms were unable to contain
shipyards.” them. The joint defensive fleet stationed there went above and beyond
what anyone could’ve expected from it, but at a certain point it seemed
“Do you believe there will be a second wave, then?” like all hope was lost and that the Cerberus Blockade was about to be
broken.
“God forbid, sir. But even considering the casualty rate of crossing an
unstable wormhole, there were enough battleships back there to drown Then the Steel Phalanx showed up.
us in several successive waves.”
A battle group of the Assault Subsection of ALEPH’s SSS had been
Flight Officer Agnes Ferreira, pilot of the Defiance, operational debriefing sent to the Concilium system and, by request of Hector—one of their
after all charges of high treason to all humankind were dropped upon leaders—the Homerid were diverted towards Cerberus with the plan of
the return of said vessel to the Human Sphere. Concilium Coordinated deploying some of their members. Hector knew Cerberus well; he had
Command headquarters. City of Edda. Concilium Prima. fought there with the Starmada fleet, which leads the space operations
in the Concilium system. He knew how strategically important the
“Obviously, the implications and the gravity of the warnings of all intelligence blockade was. He intended for everyone in the battle group to be made
reports were neglected. Had it not been for the proverbially serendipitous fully aware that the blockade was the system’s first line of defense and
arrival of reinforcements from the Homerids and their Steel Phalanx in the that its outcome would affect the other theaters of operation.
Concilium System, the second wave could never have been contained. Still,
despite the final sacrifices of Diomedes, Patroclus, Thamyris, and many What Hector found on arrival surpassed even his wildest expectations.
other anonymous heroes, numerous Combined Army ships managed to Soon every vessel in the SSS battle group was locked in combat.
overrun the blockade, thus putting our forces on the planet in check.” Nevertheless, despite the ferocity of the Steel Phalanx’s members, their
numbers didn’t seem to be enough to tip the scales. So, discarding a
Lieutenant Yoon Hee-won, Psi Unit liaison, Bureau Aegis’ intelligence service, victory in numbers, they opted for a quality approach.
with the Concilium Coordinated Command. City of Edda. Concilium Prima.

3
Cramped in small stealth shuttles, two boarding parties, led In any case, it’s paramount that the forces of Concilium’s Coordinated
respectively by Diomedes and Patroclus, hurled themselves towards Command put the hammer down so hard that the EI won’t be able to
a couple of heavily armed transports navigating between the tight ignore its thunderous echo, showing once and for all that it won’t be
alien formation. Both teams managed to get to their target command able to break the Cerberus Blockade. We need to send a thundering
bridges and take over the enemy ships, opening fire against the rest message, both for the enemy and for our own troops, who so
of the Combined Army fleet and turning the transport itself into a desperately need a morale boost. The truth is that we’re being left with
projectile launched from hell towards the aliens’ flagships. It was a no room to maneuver and we may very well be one unfortunate event
suicide action from which none of those brave souls would return. away from not being able to turn this situation around.

Following SSS protocol, heroes who fall while behind enemy lines Saladin, Starmada and Bureau Aegis’ naval liaison officer. Map room
risk being sepsitorized—meaning their security copies could’ve been of the O-12 frigate “Epistemic Principle”. Informative meeting with the
corrupted even without their knowledge—and therefore are denied representatives of the different forces and powers that make up the
Resurrection. This was something they were acutely aware of, gladly Concilium Coordinated Command. Concilium Prima’s far orbit.
accepting the consequences in defense of humanity and their oath to
protect it.
ON A TOUR OF CERBERUS
This heroic action, coupled with the unrelenting attack of the rest of the “There won’t be any meaningful competition in the next three months,
blockade forces, severely damaged the Combined Army fleet. However, so we’ll take advantage of this window of opportunity to send you on a
it wasn’t enough to prevent a number of ships that hadn’t been seen promotional tour around the frontline.”
since the very opening of the Concilium wormhole from penetrating
into the inner reaches of the Concilium system. The Surt monitor “Where will you send me, then?”
network, located in the orbit of Muspelheim, the fifth planet of the
system, dealt a heavy blow to the bulk of the forces that had pushed “To the Cerberus Blockade. It appears that there’s where most of
through the blockade. But it too was overwhelmed in the end and a the action is, or at least it’s what worries the Concilium Coordinated
small number of enemy ships managed to reach Concilium Prima, Command the most. We want to score some points with them. We’re
falling like thunder over Helheim and reinforcing their positions there, in the middle of negotiating a new contract with the StateEmpire Army
which has put a severe strain on both that section of the frontline and as we speak, and a letter of commendation from Edda City would
Durgama’s. greatly help furthering our interests.”

Nonetheless, several experts have confirmed that the ships that “And since it was the Dágang Corporation’s interests that gave me a
reached Concilium Prima’s orbit weren’t the entire contingent that career and a brand-new pair of legs, it seems only fair that I return
managed to surpass the Surt firewall. One section must’ve broken off the favor by once more risking my life in defense of the comrades
the main fleet, hiding in the dark void of space, waiting for the right and ideals of the StateEmpire for whom I lost my original ones. Just
moment to attack. They became a silent threat added to the Cerberus another Tuesday in the Jade Champion’s schedule.”
Blockade, whose forces have sustained heavy casualties and are in dire
need of reinforcements to face a persistent influx of Combined Army Meeting between Bìxié and her corporate liaison and manager.
ships that have kept up the pressure so high that we’d be hard pressed Boardroom on the 234th floor of the Executive Level of the Dágang
to say whether the Second Wave has ended or if we’re witnessing the Corporation’s arcology. Tian di Jing. Yu Jing system.
beginning of a Third Wave.

4
ITSः BASIC RULES
Infinity Tournament System (ITS) is Infinity’s official system for
organized play and features an International Ranking to keep track of
MINIATURES
each player’s score. All miniatures used by the players must be from Corvus Belli’s official
Infinity range and must be assembled—with at least their main
There are a number of ways to participate in ITS, but all ITS events components—and based, using the base supplied with the figure or
share the basic rules set forth in this document. another of the same size.

For an event to be officially sanctioned and its results recorded onto Each figure must represent faithfully the Trooper it stands for, including
the International Ranking, it must comply with all applicable rules. its equipment and weapon options. If a player does not have the official
miniature, then at the tournament organizer’s discretion, they can use
The ITS rules are divided into those pertaining to the participants and a different Corvus Belli miniature as a stand-in, but they must clearly
those pertaining to the tournament organizers. The purpose of these inform their opponent of what that figure represents.
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
LINE OF FIRE (LOF)
fair to all. For the sake of clarity and agility, every figure in play must display
its 180º Line of Fire arc by means of distinct painted markings on its

EVENT PARTICIPANTS base or the appropriate markers (such as Corvus Belli’s new bases,
Customeeple’s Line of Sight Markers or Antenociti’s Workshop’s Visual
In order to take part in an official ITS event, players are required to Arc Markers).
bring everything they need to play, including:
»  
»  
Miniatures.
Tape measure.
PAINTING
»  Templates and markers. Unless otherwise specified by the rules of the event, figures do not
»  Dice. need to be painted. But it is recommended to enjoy the experience of
»  Classified Deck. hobby to the maximum.
»  Army lists.

Participation in official Infinity events implies knowledge and


PROXIES
acceptance of all rules in this document as well as any rules set forth Under no circumstances can miniatures from other brands or
by the event Organizer. manufacturers be used as proxies. The use of other Corvus Belli
miniatures is allowed; however, players must inform their adversary

SPORTSMANSHIP which Trooper is being represented. The figure must use the same size
base as the Trooper being represented.
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,
CONVERTED FIGURES
the Organizer may penalize them or altogether remove them from play. 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
Minimum player etiquette includes giving the opponent time to clearly miniatures and the figure accurately represents the unit and weapon
see the results on your dice before picking them up, sharing with the option it stands for. The figure must use the same size base as the
opponent all open information from your army list and clarifying it as Trooper being represented.
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.

5
ARMY LISTS REFEREES
Army Lists must conform to the rules laid out in the Infinity rulebooks During events, Referees are the ultimate authority in matters of
and the special rules of the event, if there are any. 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
All participating Players must use the Infinity Army web app or mobile make the Referee’s job easier, players are encouraged to try to solve
app (available for free on the Infinity website) to create and check their their disputes in a friendly manner, and only turn to the Referee if an
Army Lists. Should there be a discrepancy, the information available on agreement cannot be reached. Once requested, the Referee’s rulings
the official Infinity website takes precedence. are final.

MERCENARIES In the same way, the Referee can establish the sanction he considers
appropriate if a player doesn’t follow the rules determined by the
Mercenary Troops, such as the Yuan Yuan or Avicenna, can be fielded Organizer.
only as part of the Generic or Sectorial Armies in which they are
available. 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

RULES Referee like any other participant, both in matters of game rules and
conflict resolution.
The Official Game Rules and Official Army Lists are those
published by Corvus Belli on the official Infinity website (www. To prevent conflicts of interest, it is advisable—but not mandatory—for
infinitytheuniverse.com/) and on the official Infinity Army builder (www. the Referee to abstain from participating in the event as a player.
infinitytheuniverse.com/army).

All game rules, FAQs, Infinity Wiki, Rules Errata, and army lists
RANKINGS
published up to one week before the date of an event apply to that Every Official ITS event counts towards Infinity Player Rankings.
event.
Rankings rate players according to their performance in officially

EVENT ORGANIZERS sanctioned events, as indicated by their ITS Rating.

The Event Organizer is the person, store, or club that will organize and Players start the season with an ITS Rating of 1000. Their performance
manage the event. in each Official ITS event they take part in modifies that Rating,
depending on whether the result was better or worse than expected as
Organizers are expected to be an example of good conduct, whether predicted by an Elo rating system.
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 indicated 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 the form available at:
https://its.infinitythegame.com
»   Providing an adequate venue for the event, as well as anything
else required to play (tables, scenery, etc.).
»   Establishing the times and duration of each game.

6
The amount by which the ITS Rating of a player varies with each event
depends on the event’s K factor, as follows:
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
TOURNAMENT
400-TIER 300/250-TIER 200/150-TIER participate in the Spanish or the U.S. ranking automatically participate
TYPE
in the International Ranking.
Tournament
K+15% K=32 K-15%
or League
At the end of the season, the winners of each of the three Regional
Rankings will receive the following prizes:
One Shot K=4 K=4 K=4
»   A guaranteed seat in the next season Interplanetario
Tournament.
Special events, such as the Interplanetario Tournament, might have »   The current ITS Season exclusive miniature, painted by the
different K factors Corvus Belli team.
»   An official current ITS Season trophy.
At the end of the season, the winner of the Ranking will receive the
following prizes:
»  Unlocking the Quantronic Crown achievement in the player’s
profile.

ITSः TOURNAMENT RULES


BASIC RULES NUMBER OF
As Official Events, all Tournaments must comply with the Basic Rules
of ITS. In case of discrepancy between these rules and the Basic Rules,
TOURNAMENT ROUNDS
this document takes precedence. The number of Tournament Rounds per tournament depends on the
number of players, as shown in this table:

FORMAT OF THE EVENT


PLAYERS TOURNAMENT ROUNDS
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. 4-8 3

TOURNAMENT
9-16 4

17+ 5
CONTROL SHEET
At the start of the event, each player receives a Tournament Control Treat this table as a guideline. The Organizer decides the number of
Sheet. Players must write down their name, ITS PIN and faction or Tournament Rounds a tournament will have, but there must never be
sectorial army on their sheets. fewer than 3.

During the tournament, players are required to use their sheet to


write down the score of their game at the end of each Tournament
KEEPING SCORE
Round. They must also use their sheet to make note of their Private Ranking during a tournament is determined by the player’s Tournament
Information so that it can be validated by their opponents or by the Points score.
Referee when needed.
After each Round, players are awarded Tournament Points depending
on their game’s outcome. The decisiveness of a player’s victory and its
associated Tournament Points reward is measured by the difference in
Objective Points scored by each player, as per this table:

7
OUTCOME
TOURNAMENT
POINTS PAIRINGS
Earning more Objective Points Pairings for the first Tournament Round are assigned at random.
Victory 4
than the opponent.
From the second Tournament Round on, a Swiss system is used.
Earning as many Objective
Tie 2 Players are ranked according to their Tournament Points scores, and
Points as the opponent.
ties are broken by comparing total Objective Point scores. If the tie
Earning fewer Objective Points persists, compare the players’ total Victory Points and, if this fails to
Defeat 0
than the opponent.
break the tie, the total Objective Points achieved by their previous
Earning 5 or more Objective opponents in the tournament. Once all players are ranked, opponents
Offensive
+1 Points. This Tournament Point is are assigned in descending order of ranking (first against second, third
Bonus
added to the obtained result.
against fourth, etc.).
Losing by 2 or less Objective
ODD NUMBER
Defensive
+1 Points. This Tournament Point is
Bonus
added to the obtained result.

OF PLAYERS (BYES)
Example 1
If the number of players in the tournament is not even, each
» Player A scored 4 Objective Points during this Tournament Round,
Tournament Round one of the players will have to wait for the next
while her opponent, Player B, scored 1 Objective Points. The outco-
me of the game was a Victory for Player A (4 Tournament Points) Tournament Round to play; that player is said to be “given a bye”. A
and a Defeat for Player B (0 Tournament Points). player who takes a bye is awarded a Victory (worth 3 Tournament
Points), 0 Objective Points and 0 Victory Points for that Round.
Example 2
» Player A earned 7 Objective Points and Player B earned 6 Objective The Organizer must make sure that a single player is never given more
Points. Player A is the winner of this match and will obtain 4 than one bye during a tournament.
Tournament Points for the Victory + 1 for the Offensive Bonus = 5
Tournament Points. Player B obtains nothing for the Defeat, but adds
2 Tournament Points for the Offensive Bonus and the Defensive For the first Tournament Round, the player given a bye is determined
Bonus. at random. In subsequent Tournament Rounds, the player with the
lowest ranking takes a bye, unless that player had already taken a bye
If both players tie on Tournament Points, determine the winner by in one of the previous Tournament Rounds. In that case, the player with
comparing each player’s Objective Points. If there is still a tie, break it the next lowest ranking who had not previously taken a bye is given
by comparing each player’s Victory Points, that is, their Surviving Army the bye.
Points.
When players take a bye, they must make a note of it in their

FINAL SCORES Tournament Control Sheet.

Once the last Tournament Round has finished, it is the duty of the Once the last Tournament Round ends, players who were given a bye
Organizer to rank the players according to their total Tournament follow these steps:
Points scores. »  Add up all Objective Points the player earned during the
tournament.
The winner of the tournament is the player who ranked first, that is, the »  Multiply the result by the number of Tournament Rounds of the
one with the highest Tournament Points score. tournament.
»  Divide the result by the number of Tournament Rounds played
If two or more players are tied for the same position, they are ranked (one less than the total Tournament Rounds of the tournament) and
according to their total Objective Points. then round up.
»  The end result is their final Objective Points score.
If both their Tournament Points and Objective Points scores are equal,
players are ranked according to their total Victory Points. If this fails to In the event of a tie, repeat the process with the player’s Victory Points.
break the tie, players are ranked according to the total of the Objective
Points achieved by their opponents in the tournament.

8
ARMY LISTS SCENARIOS
Each player submits two Army Lists to the Online Tournament Manager The Organizer must choose an Official ITS Scenario for each
(OTM), both from a single Generic or Sectorial Army. Tournament Round. The same Scenario cannot be played twice during
a tournament. The Organizer must make the chosen Scenarios known
Lists must observe all rules for army building set forth in the Infinity when the tournament is first announced so that players can take them
rulebooks. into account when building their Army Lists.

Each player must bring two printed copies of each of their Complete In addition to the list of selectable Scenarios, the Organizer may add a
Army Lists – the lists that contain all of the army’s information, personalized Scenario to the tournament.
Open and Private – and give one to the Organizer before the first
Tournament Round begins. Additionally, every player must carry a
printed copy of each Courtesy Army List. This version contains only
DIAMETER OF ITS TOKENS
the list’s Open Information so it can be shown to his adversaries upon To make the work of an Organizer easier when preparing an ITS
request. Tournament, this chart contains the diameters of all the Tokens that
are used in the different missions.
The Tournament Organizer can require players turn in their Army Lists
in advance to check their validity. TOKEN DIAMETER

The only officially sanctioned Army List management tool for ITS play Trans. Antenna 40mm
is Infinity Army, available for free on the Infinity website. Tech-Coffin 40mm

CHOOSING AN Console

Objective
40mm

40mm
ARMY LIST TO USE Supply Box 25mm
Players choose which of their Army Lists to use in a Tournament Beacon 25mm
Round at the beginning of that Round, after they have been informed of
who their opponent is, what their Classified Objectives are, what faction Player A o B 25mm
they face, and which table they will be using. Data Pack 25mm

TOURNAMENT TIERS Defensive Turret 25mm

CivEvac 25mm
Tournament Tiers determine the number of Army Points players can
use to build their armies.
»   400-Tier: 400 Army Points and 8 SWC.
»   300/250-Tier: 300 Army Points and 6 SWC, or 250 Army Points
and 5 SWC.
»   200/150-Tier: 200 Army Points and 4 SWC, or 150 Army Points
and 3 SWC.

The Organizer must make the Tournament Tier and the Army Points
known when the event is first announced so players can take that into
account when building their Army Lists.

9
SEASON 14
During this season the following rules are applied:
CIVEVAC
CIVILIANS IN INFINITY This Common Skill allows a Model to control a Civilian in game.

Covert operations are the brand of Infinity, and those are usually
highly precise and surgical missions executed when there is no one to CIVEVAC
witness, just to keep their secrecy. SHORT MOVEMENT SKILL

However, sometimes the objectives of the mission can include Optional


civilians. In these situations, Troopers can interact with non-combatant
personnel, synchronizing with them and performing what is called a REQUIREMENTS
CivEvac. ► Only Models, and not Markers (Camouflage, for example) can perform this
Common Skill. Any Marker which declares CivEvac is automatically revealed.
The rules of engagement however prevent causing harm to civilians. ► Troopers must be in or reach Silhouette contact with the targeted Civilian.
► The targeted Civilian cannot be in Silhouette contact with an enemy Model,
EFFECTS and cannot have a CivEvac Token.
► A Civilian is a game element with a Unit Profile that does not belong to the ► A Trooper cannot declare this Common Skill if any of the following is true:
Army List of any player. ► It is already CivEvacing two Civilians.
► Therefore, Civilians cannot be part of any Combat Group and don’t provide ► It possesses the Impetuous Special Skill, or has gained it via the Frenzy Special
Orders to any Order Pool. Skill, or other game circumstance.
► Civilians are Neutral, unless some rule, Special Skill or piece of Equipment ► It possesses the Peripheral Special Skill.
states the contrary. ► Its Troop Type is REM.
► Civilians do not block LoF. ► It is performing a Coordinated Order or is part of a Fireteam.
► Civilians do not provide CC MODs.
► Civilians ignore the Effects and Damage they could suffer, whether from an Attack EFFECTS
or any other source. Therefore, they lack the ARM, BTS, and Wounds Attributes. ► If the Trooper successfully passes a WIP+3 Roll, a Trooper can CivEvac the Civilian,
► Some Scenario Special Rules or mission Objectives can modify this rule. placing a CivEvac Token by the Civilian to indicate this.
► Civilians cannot activate Deployable weapons or pieces of Equipment. ► If the roll is failed, this can be repeated as many times as necessary, each time
► Synchronized Civilians do not generate AROs. spending the corresponding Short Skill and making the roll.
► Templates that affect a Civilian are not cancelled, but will have no effect on ► The CivEvaced Civilian always remains in Silhouette contact with the Trooper
the Civilian. which is CivEvacing it.
► The maximum number of Civilians a Trooper can have CivEvaced with them is two.
Important ► The Civilian must always be kept on the table, even if the Trooper which is
Being in Silhouette contact with a Civilian does not CivEvacing it enters a Null State.
activate Engaged State. ► In the following situations the CivEvac is automatically cancelled at the end of
the Order, removing the CivEvac Token:
► ISC: CIVILIAN ► The Trooper that is CivEvacing the Civilian enters the Isolated State, any Null
MOV CC BS PH WIP ARM BTS W S DISP or Immobilized State, or any other State that indicates so.
4-4 6 5 10 11 -- -- -- 2 -- ► The Trooper that is CivEvacing the Civilian becomes part of a Fireteam.
► CIVILIAN BS Weapon: --- ; CC Weapon: --- ; SWC: --- ; Cost: --- ► The Trooper that is CivEvacing the Civilian enters a State that replaces the
Model with a Marker (Camouflaged, Impersonation, Holoecho…).
► The Trooper that is CivEvacing the Civilian gains the Impetuous Skill via the
Frenzy Special Skill, or other game circumstance.
► The Trooper can cancel the CivEvac voluntarily when activated by any Order or
ARO, removing the CivEvac Token, with no Roll required.
► When the CivEvac is cancelled the Civilian must be left on a horizontal surface
of the game table.
► If the Civilian is Hostile, due to any game condition or Scenario Special Rule,
then the WIP Roll to CivEvac does not apply the +3 MOD.
► A Hostile Civilian is identified by a Hostile Token.

10
Civilian Rule and CivEvac Game Example CASEVAC
» During her Active Turn, the PanOceanian player declares the first
Short Movement Skill of her Orc Trooper: Move until they reach This skill allows Troopers to carry other figures that are in a Stunned,
Silhouette contact with a Neoterran Corporate Executive, the Immobilized, or Unconscious State.
PanOceanian HVT, a Civilian. With the second Short Skill of the
Order, the player declares CivEvac and succeeds at a WIP+3 Roll,
placing a CivEvac Token besides the HVT.
CASEVAC
In the next Order, the PanOceanian player declares Move again as SHORT SKILL
the first Short Movement Skill of their Orc Trooper. Now, the HVT will
move in Silhouette contact with the Orc Trooper. In the second Short Optional.
Movement Skill of the Order, the PanOceanian player declares Dodge
to avoid an incoming Attack. As the Orc Trooper success in the Face
to Face Roll, he can also Move up to 2 inches, with the HVT moving REQUIREMENTS
besides him in Silhouette contact. In the next Order, the PanOceanian ► Only Models and not Markers can perform this Common Skill. Any Marker which
player declares Jump, so the Orc Trooper and the HVT in Sihouette
contact can avoid an obstacle, placing them on the other side of it.
declares Casevac is automatically revealed.
► The Trooper must be in Silhouette contact with an allied Trooper in a Stunned,
In a further Order, the PanOceanian player declares Move again Immobilized (IMM-A or IMM-B), or Unconscious State. Some Scenario Special
as the first Short Movement Skill of their Orc Trooper. That move Rules may modify this.
places the HVT in the Line of Fire of a Gangbuster. However, as
Civilians don’t trigger AROs, the O-12 Trooper cannot react. Then, ► The Trooper must have a PH value equal to or greater than the PH value of the
the PanOceanian player declares the second short Skill of the Order: Trooper it intends to carry. Troopers with the Baggage piece of Equipment can
Move again. Now the Orc Trooper enters the Line of Fire (LoF) of ignore this Requirement.
the Gangbuster, who can declare an ARO: a BS Attack with his Light
Riotstopper. As this is a Direct Template Weapon it affects the HVT.
The PanOceanian player declares the second Short Skill of the Order: EFFECTS
a BS Attack with his MULTI Rifle against the Gangbuster, because the ► This allows a Trooper to activate Casevac State.
HVT, as a Civilian, doesn’t block LoF. The HVT will ignore the Effects
of the Adhesive Ammunition. However, the Orc is affected normally
by the Template and will have to perform a PH-6 Roll.

In the next Game Round, an Epsilon has used his Climbing Plus
Special Skill to end a Move hanging halfway up a wall with a
CivEvaced HVT in Silhouette contact. During the player’s Active Turn,
the Epsilon enters the Unconscious State. The HVT is no longer
CivEvaced, so the player must remove the CivEvac Token and place
the HVT on the game table, in contact with the wall, since the HVT
cannot stay hanging halfway up the wall.

DESIGNATED TARGET
In some scenarios, the enemy HVTs are considered enemy Troopers
instead of Neutral Civilians, so they can be targeted by Attacks.

HVTs that are Designated Targets are reactive and hostile, reacting as
if they are an enemy Trooper.

In these scenarios, players will use the following Trooper Profile for
HVTs:
► ISC: (Designated Target) HVT
MOV CC BS PH WIP ARM BTS W AVA S
4—4 6 8 11 11 1 0 1 -- 2
► DESIGNATED TARGET: Stun Pistol
► SWC: -- Cost: --

11
CASEVAC STATE LONG SERVICE
CASEVAC During this season any Trooper whose Trooper Classification is listed
ACTIVATION as ‘Character’ also have the Trooper Classification of Veteran Troop.
► A Trooper uses the Casevac Common Skill on an allied Trooper in
Immobilized (IMM-A or IMM-B), Stunned, or Unconscious State.
► Troopers can only activate the Casevac state if they possess a PH Attribute
TACHIMOTOS
equal to or higher than the PH Attribute of the Trooper they want to carry. Some types of Remotes benefit from enhanced connectivity with the
EFFECTS ships and orbitals that compose the Cerberus Blockade, increasing
► While in Casevac State, the player activates both Troopers with one single their efficiency and performance levels.
Order or ARO.
► In Casevac State, the player will move both troopers simultaneously in During Season 14, those Remotes with both the Forward Observer
Silhouette contact, using the MOV values of the carrying Trooper. Special Skill and the Repeater piece of Equipment gain the
►  In this State, the carried Trooper (who is in an Immobilized, Stunned, or Marksmanship and Tactical Awareness Special Skills and the ECM:
Unconscious State) cannot declare or perform Orders or AROs. Any Order or Hacker (-3) piece of Equipment with no change in their Cost and SWC.
ARO will be always declared and performed by the carrying Trooper.
► In Casevac State, both Troopers provoke only one ARO from each enemy If the Trooper already possesses the ECM: Hacker piece of Equipment,
within LoF or ZOC. they do not gain the ECM: Hacker (-3) piece of Equipment provided by
► Players declaring an Attack with a Template Weapon against a Trooper that this rule.
declared Casevac or the carried Trooper must apply the Template Weapons
Into Close Combat rule. In addition, during this season the Traktor Mul Unit gains a new option
► In Casevac State, the carried Trooper does not block LoF. with Forward Observer and Repeater, so Ariadna can enjoy this extra
► In Casevac State, the carried Trooper does not provide the MOD of +1 to B too. In the same way, this Traktor Mul option is also available to Tohaa
when engaging in CC. and Spiral Corps.
► Unless a Special Scenario Rule indicates the contrary, a Trooper in Casevac
State cannot carry more than one Immobilized, Stunned or Unconscious
Trooper.
CANCELLATION
► Casevac State is automatically cancelled if the Trooper that declared Casevac
declares a Skill other than Cautious Movement, Climb, Dodge, Jump, Reset,
or a Short Movement Skill.
► This State is also cancelled if the Trooper that declared Casevac is activated in
the Impetuous Phase.
► In the same way, Casevac State is cancelled when the Trooper that declared
Casevac the State enters any Immobilized or Null State, or any other State
that indicates so.
► This State is also cancelled if the Trooper that declared Casevac enters a State
which replaces the Model with a Marker (Camouflaged, Impersonation,
Holoecho…).
► This State is automatically cancelled if the carried Trooper recovers from the
Immobilized(IMM-A or IMM-B), Stunned, or Unconscious State.
► The Trooper that declared Casevac can cancel it voluntarily by spending a
Short Skill of an Order, with no Roll required.

12
EXTRAS
The Organizer may choose to use one or more of the following The Mercenary Troops can be different for each of the two player Army
modifiers of the tournament format. In that case, the Organizer must Lists.
specify which Extras will be used when the event is first announced.
Fielding mercenaries in this way COSTS 1 SWC in that Army List.

ESCALATION TOURNAMENT The use of this Extra does not allow duplication of Characters.
The tournaments applying this Extra will only have three Tournament
Rounds, independently of the number of players. The first Round will be
played with a 200/150-Tier, the second Round with a 300/250-Tier and
REINFORCED COMMAND
the last Round of the Tournament with a 400-Tier. The Organizer must With this Extra, the Loss of Lieutenant rule is not applied during the
make the Army Points known when the event is first announced. Each tournament.
Round will apply the pertinent K factor of the tournament.

With this Extra, each player must have three Army Lists, each one
DOUBLE DECK
adapted to the corresponding Tier. Choosing this Extra means both versions of the Classified Deck will be
used (the Standard Green and the Extreme Red versions), composing a

FREE GAME single Classified Deck.

This Extra removes the limit of 15 Troopers in an Army List. So, a The usual Classified Deck rules must be applied.
player can use Army Lists with more than 15 Troopers in them.

CQB
SPEC-OPS The structure of the zone of operations restricts the range of firearms.
This Extra allows players to field a Spec-Ops in their tournament lists (see With the selection of this Extra, any BS Attack where the range to the target
Daedalus’ Fall). is 32 inches or more is an automatic failure with no need to roll the die.

Spec-Ops can be customized with 12 Experience Points.

Players can use a differently customized Spec-Ops for each army list, but
DIRECT ACTION
no alterations can be made during the tournament. The Direct Action extra consists of a complete set of four scenarios,
which you will find at the end of this booklet, that don’t make use of the
Spec-Ops configurations must be noted in writing along with the army list Classified Deck or HVT Models.
they are in.
This is the ‘no frills’ tournament extra. Without terrain rules or Classified
The Spec-Ops have the Specialist Operative Special Skill and will be Objective mechanics. Just a set of main objectives and your tactical skills
considered a Specialist Troop in those scenarios that state it, and can versus those of your opponent.
apply the Special Rules the scenario specifies for these Troopers.
If you have recently started playing Infinity and are eager to put your
Spec-Ops earn no further Experience Points during this type of skills to the test right away, before learning the full mechanics of ITS
tournament. tournaments, Direct Action is perfect for you. A set of scenarios that will
allow you to focus on the mission at hand and test your tactical abilities.

SOLDIERS OF FORTUNE But make no mistake, because these scenarios are not easier: although
they don’t include all the ITS mechanics, they don’t leave out anything
This Extra lets players include Mercenary Troops in their Army List. else. In Direct Action, the mission comes first.

Players must respect the Availability within the Unit Profile, ignoring the For veteran players who are well versed in Infinity, a word of warning:
limitations established by the Army or Sectorial. these are not the exact same scenarios you are familiar with. Objectives
and scoring have been modified, so the game experience is different.
Each player can include up to 85 points of Mercenary Troops in their Here your Terrain Special Skills will not give you advantages, and you
Army List. won’t enjoy the flexibility for scoring points that Classified Objectives offer.
If you thought you were on safe ground, you are about to find out how
wrong you were!

13
CLASSIFIED OBJECTIVES
In the Infinity Official Scenarios, the Classified Objectives are additional Each player must shuffle their own Classified Deck in front of their
objectives a player can accomplish to get more Objective Points. opponent and pick two cards for each Classified Objective determined
in the scenario. He will be allowed to discard one of them. The discard
Usually, each Classified Objective provides 1 Objective Point, but this will take place before picking the next two cards for the following
number can vary due to the special conditions of the scenario. Classified Objective.

Each Classified Objective provides its Objective Points one time in The Classified Objectives are Private Information until they are fulfilled.
each scenario. Even if the requirements of the Classified Objective are The player must keep their Classified Objective cards and show them to
achieved again, it will not provide additional Objective Points. their opponent if he demands it once the Objective has been fulfilled.

CLASSIFIED UPDATE
OBJECTIVES SELECTION With the release of Infinity N4, the Classified Deck has minor modifications to
the following cards:
The number of Classified Objectives that can be fulfilled during the ► Predator - The following phrase is deleted: “Performing a Coup de Grâce
mission is listed on the scenario report. In the ITS, players have only doesn’t count towards this objective.”
one way of choosing the Classified Objectives, with the Classified Deck. ► Experimental Drug – where it says “...use of MediKit/Medjector”, it should say
“...use of MediKit”.
Players select their Classified Objectives after learning what mission ► Nanoespionage – where it says “Requirements: Engineer, Doctor, Paramedic
will be played and what faction their opponent will be playing with, or DataTracker”, it should say “Requirements: Engineer, Doctor or Paramedic.
but always before choosing one of the two Army Lists shown to the where it says “... be in Engaged state...”, it should say “...be in Silhouette
tournament organizer. contact...”.
► HVT: Identity Check – where it says “inside his Sensor Area” it should say “…

INTELCOM CARD inside his Zone of Control…”.


► In Extremis Recovery – where it says “... be in Engaged state...”, it should say “...
As stated in some scenarios, it is possible to renounce the use of a be in Silhouette contact...”. in addition, you cannot use In Extremis Recovery
Objective Classified, to use it as INTELCOM Card (Support and Control, against a Trooper that has activated the Dogged or No Wound Incapacitation
or Interference). Special Skills.
► HVT: Inoculation – where it says “… Troopers possessing G: Servant…”, it
Before the beginning of the game, but after choosing the Classified should say “…Troopers possessing Peripheral (Servant)…”.
Objective, each player must decide if that card will be their Classified ► HVT: Retroengineering – where it says “… Troopers possessing G: Servant…”, it
Objective or their INTELCOM Card, announcing their decision to their should say “…Troopers possessing Peripheral (Servant)…”.
adversary. Each player rolls a die and the one who gets the highest
score must make their decision first and inform their adversary. The
content of the card, whether the mission, the card numeric value or
HIGH VALUE
symbol, is Private Information, no matter which use the player has TARGET (HVT) MODEL
chosen for it.
The HVT (High Value Target) represents a non-combatant character
When specified in the mission, and in Initiative order, the player can belonging to the enemy side and placed on the game table as the
use their INTELCOM Card. target of Classified Objectives.

CLASSIFIED DECK The deployment of one of these Models is compulsory for both players,
as their presence and interaction with other Troopers in-game has
The organizer must choose which version of the Classified Deck will be consequences for the achievement of Classified Objectives when
used during the Tournament. The Green Classified Deck is the Standard playing scenarios.
Mode and the Red Classified Deck is the Extreme Mode. If the Double
Deck Extra has been selected, both Green and Red Decks are shuffled You can use any figure from the Infinity or the Infinity Bootleg range,
together to form a single Deck. preferably those designated as HVT or as a Civilian. Good examples
of this are the O-12 High Commissioner, the Tohaa Diplomat, the
Freelance Stringer, Fusilier Angus, the VIP Executive or the HAZMAT A1
Specialist.

14
The HVT Models may be necessary to accomplish some Classified
Objectives. However, these Models are especially useful when a player
SECURE HVT
replaces one of their Classified Objectives with Secure the HVT. CLASSIFIED OBJECTIVE
At the end of the game, the player can replace one of their Classified
REQUIREMENTS Objectives with Secure HVT. This is an optional Classified Objective
►  Each player must deploy one HVT Model at the beginning of their all players can choose, replacing one of the Classified Objectives they
Deployment Phase. drew from the Classified Deck.
►  The players must deploy their HVT Models a minimum of 4 inches
outside of any Deployment Zones. Moreover, the players cannot The Secure HVT optional Classified Objective is accomplished when, at
place their HVT Models either on top of or inside of any Scenery the end of the game, the player has one of their troopers (who is not
Item or Building, always deploying them in an accessible location in a Null State) inside the Zone of Control of the enemy HVT and at
on the table. the same time, the Zone of Control of their own HVT is free of enemy
Troopers (not counting those in a Null State).
EFFECTS
► HVT Models are Neutral Civilians to both players. The Secure HVT optional Classified Objective provides the same
number of Objective Points the scenario provides for each normal
Classified Objective accomplished.

A Classified Objective that has been renounced, to be used as an


INTELCOM Card, cannot be replaced with Secure HVT.

ITS RATING
Players’ ITS Ratings change depending on their results in each Organizers are welcome to read the tutorial guide to Infinity’s Official
tournament’s rounds, as well as the event’s K factor, as detailed in the Tournament Manager, which is the guide available for ITS Tournament
ITS Basic Rules document. organizing.

REPORTING RESULTS Should you encounter any problems during the reporting process,
please contact us at [email protected].
In order to update the ITS Ranking with the results of a tournament,
Organizers must report those results using the Official Tournament
Manager (OTM) found at https://its.infinitytheuniverse.com.

ITS SCENARIOS
The tactical flexibility of the game mechanics of Infinity allows for the highest levels. Granted, a mission or a scenario means a higher level of
games to be much more than simply setting out to exterminate the difficulty, requiring greater planning of the Army List as well as a more
enemy. In the ITS (Infinity Tournament System), the organized game polished set of tactical and gaming abilities on the part of the player.
system of Infinity, games are laid out with a set number of objectives However, they also mean a greater level of fun and entertainment than
to meet (e.g. take control of a building), or specific game conditions the regular extermination game.
(e.g. Special Terrain Areas). These kinds of games are referred to as
missions or scenarios, and they recreate tactical situations as well Thanks to the Warcor Tristan228 for his invaluable help
as operations from the military sphere and espionage circles of the and incredible work with the scenario maps.

15
ACQUISITION
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES COMMUNICATION ANTENNAS
»  At the end of the game, have an Activated Communication There are 2 Communication Antennas on the central line of the table.
Antenna (2 Objective Points for each Activated Communication They are placed 12 inches from the table edges in 300/400 point
Antenna). games, 8 inches in 200/250 point games, and 4 inches in 150 point
»  At the end of the game, Control a Communication Antenna (1 games. Each Communication Antenna must be represented by a
Objective Point for each Controlled Communication Antenna). Transmission Antenna Token (TRANS. ANTENNA) or with a scenery
»  At the end of the game, Control the Tech-Coffin (3 Objective piece of the same diameter (such as the Communications Array by
Points). Warsenal or the Sat Station Antenna by Customeeple).

CLASSIFIED
ACTIVATE COMMUNICATION ANTENNA
»  
Each player has 1 Classified Objective (1 Objective Point). SHORT SKILL

FORCES AND DEPLOYMENT Attack

SIDE A and SIDE B: Both players will deploy on opposite sides of the REQUIREMENTS
game table, in Deployment Zones whose size depends on the number ► Only Specialist Troops can declare this Skill.
of Army Points in the Army Lists. ► The Specialist Troop must be in Silhouette contact with a Communication Antenna.

EFFECTS
ARMY GAME DEPLOYMENT ► Allows the Specialist Troop to make a Normal WIP Roll to Activate a
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
Communication Antenna.
► If the roll is failed, this can be repeated as many times as necessary, each time
A and B 150 3 24 in x 32 in 12 in x 24 in
spending the corresponding Short Skill and making the roll.
► An Activated Communication Antenna can be Activated again by the other player,
A and B 200 4 32 in x 48 in 16 in x 32 in applying the same procedure. In this situation, the Communication Antenna is
no longer Activated by the adversary.
► Player A and Player B Tokens can be used to mark the Activated Communication
A and B 250 5 32 in x 48 in 16 in x 32 in
Antenna. It is recommended each player uses a different kind of Tokens.

A and B 300 6 48 in x 48 in 16 in x 48 in CONTROL A


COMMUNICATION ANTENNA
A and B 400 8 48 in x 48 in 16 in x 48 in
A Communication Antenna is Controlled by a player as long as that
player is the only one with at least one Trooper (as a Model, not a
It is not permitted to deploy in Silhouette contact with the Tech-Coffin Marker) in Silhouette contact with it. So there cannot be any enemy
or with the Communication Antennas. Troopers in Silhouette contact with the Communication Antenna.
Models in a Null State cannot do either.

16
TECH-COFFIN ENGINEER
There is 1 Tech-Coffin placed in the center of the table. AND HACKER BONUS
Troopers possessing the Engineer or Hacker Special Skill have a MOD
The Tech-Coffin must be represented by a Tech-Coffin Token or with of +3 to the WIP Rolls necessary to Activate a Communication Antenna.
a scenery piece of the same diameter (such as the Stasis Coffins by In addition, they will be able to make two WIP Rolls each time they
Warsenal or the Cryo Pods by Customeeple). spend a Short Skill to Activate a Communication Antenna.

CONTROL THE TECH-COFFIN CORSAIR


The Tech-Coffin is Controlled by a player as long as that player is In this scenario, both players can add one extra Bashi Bazouk (any
the only one with at least one Trooper (as a Model, not a Marker) in weapon option) even if they are not available in their army—without
Silhouette contact with it. So there cannot be any enemy Troopers in applying Cost or SWC. This Trooper does not count towards a
Silhouette contact with the Tech-Coffin. Models in a Null State cannot Combat Group’s limit of ten Troopers or the Army List’s limit of fifteen
do either. Troopers. For the purposes of this scenario, the Bashi Bazouk is a
Specialist Troop with no change in their Cost and SWC.
SPECIALIST TROOPS
LOW GRAVITY AREA
For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain The zone of operations is a low gravity area. Movement restrictions
of Command or the Specialist Operative Special Skill are considered are not applied, however, all Troopers possessing Terrain (Zero-G) or
Specialist Troops. Terrain (Total) get automatically the Super-Jump Special Skill.

Hackers, Doctors, and Engineers cannot make use of Repeaters or This Bonus is only applied during a Move Skill.
Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

17
ANNIHILATION
MISSION OBJECTIVES
MAIN OBJECTIVES
150-POINT GAME 200-POINT GAME 250-POINT GAME 300-POINT GAME 400-POINT GAME OBJECTIVE POINTS

To Kill 40 to 75 enemy Army To Kill 50 to 100 enemy To Kill 65 to 125 enemy To Kill 75 to 150 enemy To Kill 100 to 200 enemy
1 Objective Point.
Points. Army Points. Army Points. Army Points. Army Points.

To Kill 76 to 125 enemy To Kill 101 to 150 enemy To Kill 126 to 200 enemy To Kill 151 to 250 enemy To Kill 201 to 300 enemy
3 Objective Points.
Army Points. Army Points. Army Points. Army Points. Army Points.

To Kill more than 125 To Kill more than 150 To Kill more than 200 To Kill more than 250 To Kill more than 300
4 Objective Points.
enemy Army Points. enemy Army Points. enemy Army Points. enemy Army Points. enemy Army Points.

If you have 40 to 75 surviv- If you have 50 to 100 surviv- If you have 65 to 125 surviv- If you have 75 to 150 surviv- If you have 100 to 200
1 Objective Point.
ing Victory Points. ing Victory Points. ing Victory Points. ing Victory Points. surviving Victory Points.

If you have 76 to 125 surviv- If you have 101 to 150 surviv- If you have 126 to 200 If you have 151 to 250 surviv- If you have 201 to 300
3 Objective Points.
ing Victory Points. ing Victory Points. surviving Victory Points. ing Victory Points. surviving Victory Points.

If you have more than 125 If you have more than 150 If you have more than 200 If you have more than 250 If you have more than 300
4 Objective Points.
surviving Victory Points. surviving Victory Points. surviving Victory Points. surviving Victory Points. surviving Victory Points.

To Kill the enemy Lieutenant. 2 Objective Points.

CLASSIFIED SCENARIO SPECIAL RULES


»  
There are no Classified Objectives.

KILLING
FORCES AND DEPLOYMENT Troopers are considered Killed by the adversary when they enter Dead
SIDE A and SIDE B: Both players will deploy on opposite sides of the State, or they are in a Null State at the end of the game.
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. Troopers that have not been deployed on the game table, as a Model
or Marker, at the end of the game will be considered to be Killed by the
adversary.
ARMY GAME DEPLOYMENT
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
NO QUARTER
A and B 150 3 24 in x 32 in 8 in x 24 in
In this scenario, the Retreat! rules are not applied.

A and B 200 4 32 in x 48 in 12 in x 32 in

A and B 250 5 32 in x 48 in 12 in x 32 in

A and B 300 6 48 in x 48 in 12 in x 48 in

A and B 400 8 48 in x 48 in 12 in x 48 in

18
HVT AND CLASSIFIED Defiance Scenery, or Fiddler’s Turrets).

DECK NOT USED The Defensive Turrets F-13 are Deployable Weapons, reacting with BS
In this scenario, the HVT Model and Secure HVT rules are not applied. Attack or CC Attack to any Order declared by an active Enemy Model
Players will not deploy the HVT Model on the game table and they will (but not Markers) in LOF or in Silhouette contact.
not use the Classified Deck in this scenario.
When the STR Attribute value of a Defensive Turret F-13 is 0 or less, it
LOW GRAVITY AREA is removed from the game table.

The zone of operations is a low gravity area. Movement restrictions DEFENSIVE TURRET F-13
are not applied, however, all Troopers possessing Terrain (Zero-G) or
► ISC: TURRET F-13
Terrain (Total) get automatically the Super-Jump Special Skill.
MOV CC BS PH WIP ARM BTS STR S
-- 5 10 -- -- 2 3 1 2
DEFENSIVE TURRET F-13 ► Equipment: 360º Visor
► Special Skills: Total Reaction
► BS Weapons: Combi Rifle
► Melée Weapons: PARA (-3) CCW

Before the Deployment Phase, each player must place a Defensive


Turret F-13 totally inside their Deployment Zone.
END OF THE MISSION
The player that kept Deployment is the first one to place their This scenario has a limited time frame, so it will automatically finish at
Defensive Turret F-13. the end of the third Game Round.

These turrets are fixed to the floor and cannot move. They must be
represented by a Player A or Player B Token or by a Model or piece of
scenery with the same Silhouette value (for example Turrets from the

24 in x 32 in 32 in x 48 in 48 in x 48 in

19
BIOTECHVORE
MISSION OBJECTIVES
MAIN OBJECTIVES
»   To accomplish more Classified Objectives than the adversary
(2 Objective Points).
»   To Kill more enemy Army Points than the adversary (2 Objective
Points).

150-POINT GAME 200-POINT GAME 250-POINT GAME 300-POINT GAME 400-POINT GAME OBJECTIVE POINTS

If you have 40 to 75 sur- If you have 50 to 100 If you have 65 to 125 sur- If you have 75 to 150 sur- If you have 100 to 200
1 Objective Point.
viving Victory Points. surviving Victory Points. viving Victory Points. viving Victory Points. surviving Victory Points.

If you have 76 to 125 sur- If you have 101 to 150 If you have 126 to 200 If you have 151 to 250 If you have 201 to 300
2 Objective Points.
viving Victory Points. surviving Victory Points. surviving Victory Points. surviving Victory Points. surviving Victory Points.

If you have more than If you have more than If you have more than If you have more than If you have more than
125 surviving Victory 150 surviving Victory 200 surviving Victory 250 surviving Victory 300 surviving Victory 3 Objective Points.
Points. Points. Points. Points. Points.

CLASSIFIED Confused Deployment. Any Trooper deploying outside their Deployment


»   Each player has 3 Classified Objectives Zone must make a PH Roll with a -3 MOD. This Roll replaces any PH or
(1 Objective Point for each one). WIP Roll that the Trooper would normally make to deploy. Any MODs
from Special Skills, pieces of Equipment, or rules that apply any Roll to

FORCES AND DEPLOYMENT deploy will be added to this Roll.​

SIDE A and SIDE B: Both players will deploy on opposite sides of the For example a Trooper with Infiltration must make a Roll if they deploy
game table, in Deployment Zones whose size depends on the number outside their Deployment Zone. There will be a -3 MOD to deploy in
of Army Points in the Army Lists. their half of the game table, or a -6 MOD to deploy in the opponent’s
half of the game table.​

SIDE
ARMY
SWC
GAME DEPLOYMENT If the player fails the Roll, the Trooper will be deployed anywhere in
TABLE SIZE ZONE SIZES
POINTS their Deployment Zone. Additionally, after failing the Roll, the user
loses the option to deploy in a Marker State or Hidden Deployment
A and B 150 3 24 in x 32 in 4 in x 24 in State and is always deployed as a Model. Any Deployable Weapons
and Equipment deployed alongside them are removed from the
game table.
A and B 200 4 32 in x 48 in 8 in x 32 in

A and B 250 5 32 in x 48 in 8 in x 32 in

A and B 300 6 48 in x 48 in 8 in x 48 in

A and B 400 8 48 in x 48 in 8 in x 48 in

20
SCENARIO SPECIAL RULES KILLING
BIOTECHVORE PLAGUE AREA
Troopers are considered Killed by the adversary when they enter Dead
State, or they are in a Null State at the end of the game.
There is a 16 inches deep area infested by a Biotechvore plague in
each half of the table, including the Deployment Zone (8 inches in 150 Troopers that have not been deployed on the game table, as a Model
point games). or Marker, at the end of the game will be considered to be Killed by the
adversary.
After each End of the Turn Step of the Active Player, all Troopers
belonging to the Active Player that are inside a Biotechvore Plague NO QUARTER
Area must make a Saving Roll against BTS, with Damage 14.
In this scenario, the Retreat! rules are not applied.
Failing the Saving Roll results in the loss of one point of the Wounds/
Structure Attribute. EVO HACKER BONUS
The Biotechvore plague is more aggressive against artificial beings. In this scenario, those Troopers possessing an EVO Hacking Device
Troopers with the STR Attribute must make two Saving Rolls instead provide 1 extra Regular Order to their Combat Group’s Order Pool. The
one. maximum number of extra Orders they can provide is 1 per Army List.

At the end of the third Game Round any Trooper inside a Biotechvore
Plague Area is automatically Killed.
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 in x 32 in 32 in x 48 in 48 in x 48 in

21
CAPTURE AND PROTECT
The Beacons must be represented by a Beacon Token (BEACON) or by
MISSION OBJECTIVES a scenery piece of the same diameter (such as the Tactical Beacons by
Micro Art Studio, the Tracking Beacons by Warsenal or the Mark One
MAIN OBJECTIVES Beacons by Customeeple).

»  At the end of each Game Round, have the Enemy Beacon
Captured (2 Objective Points). PICK UP BEACON
»  At the end of the game, have the Enemy Beacon Captured in your SHORT SKILL
own Deployment Zone (2 Objective Points).
»  At the end of the game, have your Beacon not be Captured by the Attack
enemy (1 Objective Point).
REQUIREMENTS
CLASSIFIED The Trooper must be in one of the following situations:
► The Trooper is in Silhouette contact with a friendly Trooper in a Normal State
»  
Each player has 1 Classified Objective (1 Objective Point). that has an Enemy Beacon.
► The Trooper is in Silhouette contact with an Enemy Beacon with no enemy

FORCES AND DEPLOYMENT Troops also in contact with it.

SIDE A and SIDE B: Both players will deploy on opposite sides of the EFFECTS
game table, in Deployment Zones whose size depends on the number ► A Trooper can pick up an Enemy Beacon in any of the situations previously
of Army Points in the Army Lists. mentioned by spending one Short Skill, without needing to perform a Roll.
► The Troopers must satisfy the Common Rules of Beacons.

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES COMMON RULES OF BEACONS
»  Each Model can carry a maximum of 1 Beacon. As an exception,
A and B 150 3 24 in x 32 in 8 in x 24 in
Troopers possessing the Baggage Special Skill can carry up to 2
Beacons.
A and B 200 4 32 in x 48 in 12 in x 32 in »  Only Models, and not Markers, (Camouflaged, Impersonation,
Holoechoes…) can carry the Beacons.
»  If the Model carrying a Beacon enters a Null State, then the
A and B 250 5 32 in x 48 in 12 in x 32 in
player must leave the Beacon Token on the table.

A and B 300 6 48 in x 48 in 12 in x 48 in CAPTURED ENEMY BEACON


An Enemy Beacon is Captured by a player as long as that player is the
A and B 400 8 48 in x 48 in 12 in x 48 in
only one with at least one Trooper (as a Model, not a Marker) in Silhouette
contact with it. So there cannot be any enemy Troopers in Silhouette
It is not allowed to deploy in Silhouette contact with the Beacons. contact with the Beacon. Models in a Null State cannot do either.

SCENARIO SPECIAL RULES SPECIALIST TROOPS


BEACONS For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain
There are a total of 2 Beacons, 1 corresponding to each player, placed of Command or the Specialist Operative Special Skill are considered
in different halves of the table, each in the middle of the front edge of Specialist Troops.
the Deployment Zone. (see map below).
Hackers, Doctors, and Engineers cannot make use of Repeaters or
The Enemy Beacon is the one on the edge of the enemy Deployment Peripheral (Servant) Models to perform tasks reserved for Specialist
Zone. Troops.

22
DECOMPRESSION The Master Breacher possesses the Terrain (Zero-G) Special Skill and
also D-Charges, even if those are not listed on their Unit Profile.
Before the Deployment Phase, each player must place two Circular
Templates. They can be placed on any surface of the game table that is The Master Breacher is identified with a Player A or B Marker.
equal or larger in size than the Template, and they must be completely
outside any Deployment Zones. HVT NOT USED
The player that kept Deployment must place their Circular Templates first. In this scenario, the HVT Model and Secure HVT rules are not applied.
Players will not deploy the HVT Model on the game table and they must
During the game, each of these Circular Templates is an area of Difficult remove all the HVT Classified Objective cards from the Classified Deck.
Terrain (Zero-G) and a Saturation Zone.
INTELCOM CARD (PROVISIONS)
MASTER BREACHER The Classified Objectives with the symbol give 1 extra Objective Point,
The Master Breacher is an operative with a wide expertise in breaching but only if the player has less than 10 Objective Points.
accesses during a space boarding action.

At the end of the Deployment Phase, in Initiative order, players must


END OF THE MISSION
declare which Trooper from their Army List is their Master Breacher. The This scenario has a limited time frame, so it will automatically finish at
Trooper chosen must be always one of the models deployed on the game the end of the third Game Round.
table. Players are not allowed to choose Troopers in Hidden Deployment
or in Marker state. This Trooper must always be on the game table as a If one of the players starts their Active Turn in a Retreat! situation, the
Model and not as a Marker (Camouflaged, TO, Holoecho…). Also, Irregular game will end at the end of that Turn.
Troops and those whose Troop Type is REM are not eligible to be Master
Breachers.

24 in x 32 in 32 in x 48 in 48 in x 48 in

23
COUNTERMEASURES
Scenario by Micky Ward ‘Leviathan’ from the White
Noise ‘Design a Mission’ Contest.
SCENARIO SPECIAL RULES
CLASSIFIED OBJECTIVES
MISSION OBJECTIVES At the start of the game, using a single Classified Deck (Standard Mode),
draw three cards and set them beside the playing area. These three

MAIN OBJECTIVES cards are the Current Mission Objectives. Place the rest of the deck
beside them, leaving space for a discard pile.
»   At the end of the game, have accomplished more Current Mission
Objectives than the adversary (2 Objective Points). At the start of the Tactical Phase of each player’s turn, that player may
»   At the end of the game, have accomplished the same number of choose and discard one of the three Current Mission Objective cards,
Current Mission Objectives as the adversary (1 Objective Points, but place it on the discard pile, and draw a replacement card from the deck.
only if at least 1 Current Mission Objective has been accomplished).
»   Accomplish Current Mission Objectives (1 Objective Point each, up During each Player Turn, if a Current Mission Objective is accomplished,
to a maximum of 8 Objective Points). the card is retained by the player who accomplished it. If both players
accomplished the same Current Mission Objective in the same Order,
CLASSIFIED both Troopers count as having accomplished it. At the end of that Player
Turn, draw new cards from the deck until there are three Current Mission
»  
See the Scenario Special Rules. Objectives.

FORCES AND DEPLOYMENT If the deck runs out of cards, shuffle the discard pile into a new deck. Any
Current Mission Objective that is checked “at the end of the game” can be
SIDE A and SIDE B: Both players will deploy on opposite sides of the accomplished at the end of any Player Turn.
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. MULTIPLE HVTS
Each of the players will deploy three HVTs, following the usual rules for
ARMY GAME DEPLOYMENT deploying HVTs. Each HVT may only be used to accomplish one Classified
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
Objective - once a Classified Objective targeting an HVT has been
completed, that HVT Model is removed from the game table.
A and B 150 3 24 in x 32 in 8 in x 24 in

SECURE HVT NOT USED


A and B 200 4 32 in x 48 in 12 in x 32 in
In this scenario, the Secure HVT rule is not applied.

A and B 250 5 32 in x 48 in 12 in x 32 in
EXTREME MODE
A and B 300 6 48 in x 48 in 12 in x 48 in This scenario can be played at an extreme level of difficulty. In this Mode,
players must use the Extreme Classified Objective Deck (The red one).
This mode is not compatible with the Extra Double Deck.
A and B 400 8 48 in x 48 in 12 in x 48 in

SECURITY DETACHMENT
(SECDET)
Exclusion Zone. The Exclusion Zone is the area covering 8 inches (4
inches in 150 point games) either side of the central line of the game
table. Any Special Skill with the Airborne Deployment (AD) or Superior In this scenario, both players can add one extra CSU (any weapon option),
Deployment Labels cannot be used to deploy inside this area. even if that is not available for their armies—without applying Cost or
SWC. This Trooper does not count towards a Combat Group’s limit of ten
It is not allowed to deploy in Silhouette contact with any HVT. Troopers or the Army List’s limit of fifteen Troopers. For the purposes of
this scenario, the CSU is a Specialist Troop and possesses the Terrain
(Zero-G) Skill with no change in their Cost and SWC. In addition, this
Trooper is a CSU for all intents and purposes when creating Fireteams.

24
EVO HACKER BONUS
In this scenario, those Troopers possessing an EVO Hacking Device
provide 1 extra Regular Order to their Combat Group’s Order Pool. The
maximum number of extra Orders they can provide is 1 per Army List.

END OF THE MISSION


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

If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

25
CRYOGENICS
MISSION OBJECTIVES SCENARIO SPECIAL RULES
»   At the end of the game, have Activated two or more Tech-Coffins
(2 Objective Points).
QUADRANTS (ZO)
»   At the end of the game, Dominate a Quadrant containing an HVT At the end of each Game Round, but not before, the table is divided into
(2 Objective Points for each Quadrant with an HVT). four areas as seen on the map. Each player then checks if they have a
»   Alternatively, at the end of the game, Threaten an HVT (1 Dominant Master Breacher and counts their Objective Points.
Objective Point for each Threatened HVT).
»   At the end of the game, Threaten an HVT with your Master In the same way, at the end of the match the table is divided into
Breacher (1 extra Objective Point for each Threatened HVT). four areas. Each player then checks how many Quadrants they are
»   At the end of each Game Round, have a Dominant Master dominating and counts their Objective Points.
Breacher (1 Objective Point).
In this scenario each Quadrant is a Zone of Operations (ZO).
CLASSIFIED
DOMINATE ZO
Each player has 1 Classified Objective (1 Objective Point, or 2 Objective
Points if using the Command Token Bonus). A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
FORCES AND DEPLOYMENT represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
SIDE A and SIDE B: Both players will deploy on opposite sides of the in a Null State do not count. Tokens representing weapons or pieces of
game table, in Deployment Zones whose size depends on the number equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
of Army Points in the Army Lists. any Token that does not represent a Trooper does not count either.

A Trooper is inside a Zone of Operations when more than half the


ARMY GAME DEPLOYMENT Trooper’s base is inside that ZO.
SIDE SWC
POINTS TABLE SIZE ZONE SIZES

A and B 150 3 24 in x 32 in 8 in x 24 in
SHASVASTII
Troopers possessing the Shasvastii Special Skill that are inside a ZO
A and B 200 4 32 in x 48 in 12 in x 32 in count while they are in the Shasvastii-Embryo State or any non-Null
State.

A and B 250 5 32 in x 48 in 12 in x 32 in
BAGGAGE
A and B 300 6 48 in x 48 in 12 in x 48 in Troopers possessing the Baggage piece of Equipment that are inside
a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.
A and B 400 8 48 in x 48 in 12 in x 48 in

TECH-COFFINS
It is not allowed to deploy in Silhouette contact with a Tech-coffin.
There are 4 Tech-Coffins placed at the center of each Quadrant (see
map).

Each Tech-Coffin must be represented by a Tech-Coffin Token or by


a scenery piece of the same diameter (such as the Stasis Coffins by
Warsenal, or the Cryo-Pod by Customeeple).

26
ACTIVATE TECH-COFFIN
SPECIALIST TROOPS
SHORT SKILL For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain
Attack of Command or the Specialist Operative Special Skill are considered
Specialist Troops.
REQUIREMENTS
► Only Specialist Troops can declare this Skill. Hackers, Doctors, and Engineers cannot make use of Repeaters or
► The Specialist Troop must be in Silhouette contact with the Tech-Coffin. Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
EFFECTS
► Allows the Specialist Troop to make a Normal WIP Roll to Hack the Tech-Coffin. DOCTOR AND PARAMEDIC
BONUS
► 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.
► If the roll is successful, the player can roll on the Tech-Coffin Chart and check Troopers possessing the Doctor or Paramedic Special Skill have a MOD
the result. The HVT of each player is considered to be inside of one of the Tech- of +3 to the WIP Rolls necessary to Activate the Tech-Coffins. This
Coffins, so only two of the Tech-Coffins contain HVTs. Ignore the “Empty” or MOD is not cumulative with any Unit Profile MODs for the Doctor or
“HVT” results once they have been rolled twice, and automatically apply the Paramedic Special Skills. In addition, they will be able to make two WIP
alternative result. Rolls each time they spend a Short Skill to Activate the Tech-Coffins.

MASTER BREACHER
TECH-COFFINS CHART The Master Breacher is an operative with a wide expertise in breaching
accesses during a space boarding action.
Empty. This Tech-Coffin has no HVT, remove it from the
1-12
game table. At the end of the Deployment Phase, in Initiative order, players must
declare which Trooper from their Army List is their Master Breacher.
HVT. Replace the Tech-Coffin with your HVT, or your
13-20 The Trooper chosen must be always one of the models deployed
adversary’s HVT if you have already rolled this result.
on the game table. Players are not allowed to choose Troopers in
Hidden Deployment or in Marker state. This Trooper must always be
HVT on the game table as a Model and not as a Marker (Camouflaged, TO,
Holoecho…). Also, Irregular Troops and those whose Troop Type is REM
In this scenario, the HVTs of the players are not deployed as usual. are not eligible to be Master Breachers.
Each of the two HVTs must be placed on the game table only when the
players get the corresponding result on the Tech-Coffins Chart. The Master Breacher possesses the Terrain (Zero-G) Special Skill and
also D-Charges, even if those are not listed on their Unit Profile.
THREATEN HVT
The Master Breacher is identified with a Player A or B Marker.
An HVT (no matter if it is the adversary’s one or not) is Threatened by
a player if they have at least one Trooper (as a Model, not a Marker) in DOMINANT
MASTER BREACHER
a non-Null state inside the HVT’s Zone of Control.

This Mission Objective does not count if the player already Dominates Players who have their Master Breacher in any non-Null State in a ZO
the Quadrant containing the HVT. Dominated by them, have a Dominant Master Breacher.

COMMAND TOKEN BONUS


When the game ends and the players count up their points, they can
each use one single unspent Command Token to add 1 extra Objective
Point to their Classified Objective. This bonus can be only applied if the
player has less than 10 Objective Points.

27
NO GRAVITY ZONE The Defensive Turrets F-13 are Deployable Weapons, reacting with BS
Attack or CC Attack to any Order declared by an active Enemy Model
The zone of operations is located in a section without gravity. This (but not Markers) in LOF or in Silhouette contact.
does not apply movement restrictions on the game table, however all
Troopers possessing the Terrain (Total), Terrain (Zero-G) or Climbing When the STR Attribute value of a Defensive Turret F-13 is 0 or less, it
Plus Special Skills get a +1 inch bonus to their first MOV value. is removed from the game table.

This Bonus is only applied during a Move Skill. DEFENSIVE TURRET F-13
► ISC: TURRET F-13
DEFENSIVE TURRET F-13 MOV CC BS PH WIP ARM BTS STR S
-- 5 10 -- -- 2 3 1 2
Before the Deployment Phase, each player must place a Defensive ► Equipment: 360º Visor ► BS Weapons: Combi Rifle

Turret F-13 totally inside their Deployment Zone. ► Special Skills: Total Reaction ► Melée Weapons: PARA (-3) CCW

The player that kept Deployment is the first one to place their
Defensive Turret F-13.
END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at
These turrets are fixed to the floor and cannot move. They must be the end of the third Game Round.
represented by a Player A or Player B Token or by a Model or piece of
scenery with the same Silhouette value (for example Turrets from the If a player starts their Turn with all Troopers in their Army List in a Null
Defiance Scenery, or Fiddler’s Turrets). state, the mission will finish at the end of that Player Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

 Tech-coffin

28
DECAPITATION
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES REINFORCED TACTICAL LINK
»   To Kill more Army Points than the adversary (3 Objective Points). In this scenario the Loss of Lieutenant rule does not apply.
»   To Kill the same number of Lieutenants as the adversary
(2 Objective Points, but only if at least 1 Lieutenant is killed by the In this mission, the identity of the Lieutenant is always Open
player). Information. The player must indicate which Marker is the Lieutenant if
»   To Kill more Lieutenants than the adversary (3 Objective Points). it is in a Marker State (Camouflaged, Decoy...) or which Markers are the
»   To Kill the Designated Target (2 Objective Points for each one). Lieutenant in the case of a Holoprojector.

CLASSIFIED The Lieutenant must be placed on the game table at the beginning of
the first Game Round, either as a Model or as a Marker. Players may
»  
There are no Classified Objectives. not deploy their Lieutenants in Hidden Deployment State.

FORCES AND DEPLOYMENT If the player lacks a Lieutenant during the Tactical Phase of their
Active Turn because this Trooper was not deployed or because
SIDE A and SIDE B: Both players will deploy on opposite sides of the it is in the Isolated State or any Null State (Unconscious, Dead,
game table, in Deployment Zones whose size depends on the number Sepsitorized…), then the player must name a new Lieutenant, without
of Army Points in the Army Lists. Order expenditure. The identity of this new Lieutenant is also Open
Information. It is compulsory that this Lieutenant be a Model or a
Marker placed on the game table.
ARMY GAME DEPLOYMENT
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
MULTIPLE HVTS
A and B 150 3 24 in x 32 in 12 in x 24 in
Each of the players will deploy two HVTs, following the usual rules for
deploying HVTs.
A and B 200 4 32 in x 48 in 16 in x 32 in

DESIGNATED TARGET
A and B 250 5 32 in x 48 in 16 in x 32 in
In this scenario, the enemy HVT is considered an enemy trooper
instead of a Neutral Civilian so, it can be targeted by Attacks.
A and B 300 6 48 in x 48 in 16 in x 48 in
HVTs that are Designated Targets are reactive and hostile, reacting as
if they are an enemy Trooper.
A and B 400 8 48 in x 48 in 16 in x 48 in

KILLING
Troopers are considered Killed by the adversary when they enter Dead
State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model
or Marker, at the end of the game will be considered to be Killed by the
adversary.

29
NO QUARTER At the end of the Deployment Phase, in Initiative order, players must
declare which Trooper from their Army List is their Master Breacher.
In this scenario, the Retreat! rules are not applied. The Trooper chosen must be always one of the models deployed
on the game table. Players are not allowed to choose Troopers in
CLASSIFIED DECK NOT USED Hidden Deployment or in Marker state. This Trooper must always be
on the game table as a Model and not as a Marker (Camouflaged, TO,
Players will not use the Classified Deck in this scenario. Holoecho…). Also, Irregular Troops and those whose Troop Type is REM
are not eligible to be Master Breachers.
NO GRAVITY ZONE
The Master Breacher possesses the Terrain (Zero-G) Special Skill and
The zone of operations is located in a section without gravity. This also D-Charges, even if those are not listed on their Unit Profile.
does not apply movement restrictions on the game table, however all
Troopers possessing the Terrain (Total), Terrain (Zero-G) or Super-Jump The Master Breacher is identified with a Player A or B Marker.
Special Skills get a +1 inch bonus to their first MOV value.

This Bonus is only applied during a Move Skill.


END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at
MASTER BREACHER the end of the third Game Round.

The Master Breacher is an operative with a wide expertise in breaching


accesses during a space boarding action.

24 in x 32 in 32 in x 48 in 48 in x 48 in

30
FIREFIGHT
MISSION OBJECTIVES NO QUARTER
MAIN OBJECTIVES In this scenario, the Retreat! rules are not applied.

»   To Kill more Specialist Troops than the adversary DESIGNATED LANDING AREA
(2 Objective Points).
»   To Kill more Lieutenants than the adversary (2 Objective Points). The whole game table is a Designated Landing Area. Any Trooper with
»   To Kill more Army Points than the adversary (2 Objective Points). the Combat Jump Special Skill can apply a +3 MOD to their deployment
»   At the end of the game, acquire more weapons or items from the PH Roll. This MOD is cumulative with any other MOD provided by any
Panoplies than the adversary (1 Objective Point). other rule.

CLASSIFIED Moreover, Troopers with any Special Skill with the Airborne Deployment
(AD) Label ignore the prohibition of the Deployment rules against
»   Each player has 3 Classified Objectives deploying inside the enemy Deployment Zone.
(1 Objective Point for each one).
PANOPLIES
FORCES AND DEPLOYMENT There are 3 Panoplies, placed on the central line of the game table.
SIDE A and SIDE B: Both players will deploy on opposite sides of the One of them is in the center of the table and the other two are 8 inches
game table, in Deployment Zones whose size depends on the number from the edges in 300/400 point games, 4 inches in 200/250 point
of Army Points in the Army Lists. games, and touching the table edges in 150 point games (see map
below).

ARMY GAME DEPLOYMENT


SIDE SWC Each Panoply must be represented by an Objective Token or by a
POINTS TABLE SIZE ZONE SIZES
scenery piece of the same diameter.

A and B 150 3 24 in x 32 in 12 in x 32 in

USE PANOPLIES
A and B 200 4 32 in x 48 in 16 in x 32 in SHORT SKILL

Attack
A and B 250 5 32 in x 48 in 16 in x 32 in

REQUIREMENTS
A and B 300 6 48 in x 48 in 16 in x 48 in ► The Trooper must be in Silhouette contact with a Panoply

A and B 400 8 48 in x 48 in 16 in x 48 in
EFFECTS
► By succeeding at a WIP Roll, a Trooper can make a Roll on the Panoply Chart to
obtain one weapon or piece of equipment. Once a success has been rolled, that

SCENARIO SPECIAL RULES Trooper cannot use this Panoply again.


► Troopers possessing the Booty Special Skill, or any other Skill which specifies

KILLING
so, don’t need to make the WIP Roll.
► A Trooper in Silhouette contact with this piece of scenery may spend one Short
Troopers are considered Killed by the adversary when they enter Dead Skill of an Order to cancel their Unloaded State.
State, or they are in a Null State at the end of the game. ► If a Trooper rolls a weapon or piece of equipment they already have, they can
repeat the roll on the Panoply Chart.
Troopers that have not been deployed on the game table, as a Model
or Marker, at the end of the game will be considered to be Killed by the
adversary.

31
PANOPLY CHART SPECIALIST TROOPS
For the purposes of this scenario, only Hackers, Doctors, Engineers,
1-2 +1 ARM 13 Panzerfaust
Forward Observers, Paramedics, and Troopers possessing the Chain
3-4 Light Flamethrower 14 Monofilament CCW of Command or the Specialist Operative Special Skill are considered
Specialist Troops.
5-6 Grenades 15 MOV 8-4

TAG: BS Attack (Shock) Hackers, Doctors, and Engineers cannot make use of Repeaters or
7-8 DA CCW 16 Other TroopTypes: MULTI Peripheral (Servant) Models to perform tasks reserved for Specialist
Rifle Troops.

9 Multispectral Visor L1 17 MULTI Sniper Rifle

TAG: Immunity (Total)


CORSAIR
10 EXP CCW 18
Other Troop Types: + 4 ARM In this scenario, both players can add one extra Bashi Bazouk (any
weapon option) even if they are not available in their army—without
Adhesive Launcher
11 19 Mimetism (-6) applying Cost or SWC. This Trooper does not count towards a Combat
(+1B)
Group’s limit of ten Troopers or the Army List’s limit of fifteen Troopers.
TAG: Immunity (AP) TAG: BS Attack (+1B) For the purposes of this scenario, the Bashi Bazouk is a Specialist
12 Other Troop Types: + 20
Troop with no change in their Cost and SWC.
2 ARM Other Troop Types: HMG

LOW GRAVITY AREA END OF THE MISSION


The zone of operations is a low gravity area. Movement restrictions This scenario has a limited time frame, so it will automatically finish at
are not applied, however, all Troopers possessing Terrain (Zero-G) or the end of the third Game Round.
Terrain (Total) get automatically the Super-Jump Special Skill.

24 in x 32 in 32 in x 48 in 48 in x 48 in

32
FROSTBYTE
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES KILLER COLD
»  To kill more Army Points than the adversary (2 Objective Points). A failure in the life support system has caused so extreme low
»  At the end of the game, dominate the Exclusion Zone (3 Objective temperatures that only those possessing personal heating units can
Points). tolerate them.
»  At the end of the game, have as many Active Heating Units as
the adversary (2 Objective Points, but only if the player has at least 1 In game terms, all those Troopers who at the end of the third Game
Active Heating Unit). Round are inside the Exclusion Zone, or inside a Deployment Zone/
»  At the end of the game, have more Active Heating Units than the Dead Zone lacking an Active Heating Unit, must be considered as Killed
adversary (3 Objective Points). by the enemy.

CLASSIFIED This rule is not applied to all those Troopers whose Troop Type is
Heavy Infantry (HI), Remote (REM) or TAG. It is not applied to the
Each player has 2 Classified Objectives (1 Objective Point for each one). Trooper the player has designated as Master Breacher.

FORCES AND DEPLOYMENT DEAD ZONES


SIDE A and SIDE B: Both players will deploy on opposite sides of the There are two Dead Zones, one in each half of the game table. The
game table, in two Deployment Zones whose size depends on the Dead Zones are the area between the Deployment Zone and the
number of Army Points in the Army Lists. Exclusion Zone (see the map below).

SIDE
ARMY
SWC
GAME DEPLOYMENT
DOMINATE ZO
POINTS TABLE SIZE ZONE SIZES
A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
A and B 150 3 24 in x 32 in 8 in x 24 in
represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
A and B 200 4 32 in x 48 in 12 in x 32 in in a Null State do not count. Tokens representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
any Token that does not represent a Trooper does not count either.
A and B 250 5 32 in x 48 in 12 in x 48 in

A Trooper is inside a Zone of Operations when more than half the


A and B 300 6 48 in x 48 in 12 in x 48 in Trooper’s base is inside that ZO.

A and B 400 8 48 in x 48 in 12 in x 48 in HEATING UNITS


There is a total of four Heating Units, two of them on each half of the
Exclusion Zone. The Exclusion Zone is the area covering 8 inches (4 table. The Heating Unit placed 10 inches from the center of the table
inches in 150 point games) either side of the central line of the game and 24 inches from the edge of the table is the Heating Unit of that
table. Any Special Skill with the Airborne Deployment (AD) or Superior Dead Zone (6 inches from de center of the table and 12 inches from
Deployment Labels cannot be used to deploy inside this area. the edge of the table in 150-point games). The Heating Unit placed
20 inches from the center of the table and 24 inches from the edge
In this scenario the Exclusion Zone is a Zone of Operations (ZO). of the table is the Heating Unit of that Deployment Zone (12 inches
from de center of the table and 12 inches from the edge of the table in
It is not allowed to deploy in Silhouette contact with a Heating Unit. 150-point games).

33
Each Heating Unit must be represented by an Objective Token
(OBJECTIVE) or by a scenery piece of the same diameter (such as the
CONSOLES
Info Hubs by Micro Art Studio). There are three Consoles, placed on the central line of the game table.
One of them is in the center of the table and the other two are 12
Player A and Player B Token can be used to mark the Activated Heating inches from the central Console (8 inches in 150 point games), see
Units. It is recommended each player uses a different kind of Token. map below.

In this scenario the Heating Units have a Profile and can be targeted. Each Console must be represented by a Console A Token or by a
However, the Heating Unit cannot be chosen as the target of an Attack scenery piece of the same diameter (such as the Human Consoles
that would also affect Troopers, be they Enemy or Allied. by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink
Console by Customeeple).

NAME ARM BTS STR S


CONNECT A CONSOLE
HEATING (SHORT SKILL)
2 0 3 3
UNIT
Attack
FIXED CC ROLL=8, GIZMOKIT (PH=9)
REQUIREMENTS
►  Only Specialist Troops can declare this Skill.
AUTOMATED DEFENSE SYSTEM (ADS) ► The Specialist Troop must be in Silhouette contact with the Console.
Every Heating Unit is equipped with an ADS to avoid tampering with
the life-saving heat system. Any Attack made against the Heating Unit EFFECTS
will trigger a CC Attack in reaction, which automatically rolls an 8. Any ► Allows the Specialist Troop to make a Normal WIP Roll to Connect a Console.
CC Attack against the Heating Unit is automatically a Face to Face Roll If the roll is failed, this can be repeated as many times as necessary, each time
even if the Berserk Special Skill is used. No MODs can be applied to the spending the corresponding Short Skill and making the roll.
attacker’s CC Attribute. If the ADS’s Roll of 8 is a success, the attacker ► When Connecting a Console, the player declares which Heating Unit is Activated.
suffers a Stun Ammunition hit, forcing them to make two Saving Rolls ► You cannot Activate more than one Heating Unit for each Console.
against BTS, with Damage 15. The Immunity (Total) Special Skill is not
effective against this hit. KILLING
DAMAGE AND DESTROY A Trooper is considered Killed when he enters Dead state, or is in a
Null state at the end of the game.
THE HEATING UNITS
A Heating Unit can only be damaged by CC Attacks with Weapons Troopers that have not been deployed on the game table at the end of
possessing the Anti-materiel Trait, or by placing D-Charges. the game will be considered to be Killed by the adversary.

If a Heating Unit’s Structure Attribute is reduced to 0 or below, it is SPECIALIST TROOPS


Destroyed and removed from the game table.
For the purposes of this scenario, only Hackers, Doctors, Engineers,
The Heating Units can be the target of the Engineer Special Skill or the Forward Observers, Paramedics, and Troopers possessing the Chain
GizmoKit piece of Equipment of Command or the Specialist Operative Special Skill are considered
Specialist Troops. Hackers, Doctors, and Engineers cannot make use of
A Heating Unit that is Destroyed is not considered to be Active. Repeaters or Peripheral (Servant) Models to perform tasks reserved for
Specialist Troops.

34
DECOMPRESSION The Master Breacher possesses the Terrain (Zero-G) Special Skill and
also D-Charges, even if those are not listed on their Unit Profile.
Before the Deployment Phase, each player must place two Circular
Templates. They can be placed on any surface of the game table that is The Master Breacher is identified with a Player A or B Marker.
equal or larger in size than the Template, and they must be completely
outside any Deployment Zones. MASTER BREACHER SPECIAL
The player that kept Deployment must place their Circular Templates ORDER
first. The Trooper with the Data Pack Token during the Order Count is
granted an extra Irregular Order in addition to the one provided by their
During the game, each of these Circular Templates is an area of Training (Regular or Irregular). This exclusive Irregular Order cannot be
Difficult Terrain (Zero-G) and a Saturation Zone. transformed into a Regular Order, or be used in a Fireteam.

MASTER BREACHER NO QUARTER


The Master Breacher is an operative with a wide expertise in breaching In this scenario, the Retreat! rules are not applied.
accesses during a space boarding action.

At the end of the Deployment Phase, in Initiative order, players must


END OF THE MISSION
declare which Trooper from their Army List is their Master Breacher. This scenario has a limited time frame, so it will automatically finish at
The Trooper chosen must be always one of the models deployed the end of the third Game Round.
on the game table. Players are not allowed to choose Troopers in
Hidden Deployment or in Marker state. This Trooper must always be
on the game table as a Model and not as a Marker (Camouflaged, TO,
Holoecho…). Also, Irregular Troops and those whose Troop Type is REM
are not eligible to be Master Breachers.

35
FRONTLINE
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES SECTORS (ZO)
»   At the end of the game, dominate the nearest Sector to your When the game is finished, but not before, 3 Sectors are marked out.
Deployment Zone (1 Objective Point). In 200/250/300/400 point games, these Sectors are 8 inches deep
»   At the end of the game, dominate the central Sector and as wide as the game table. Two of these Sectors are placed 4
(2 Objective Points). inches from the central line of the game table, one on each side, and
»   At the end of the game, dominate the farthest Sector from your the third Sector is a strip 8 inches deep in the central area of the table.
Deployment Zone (3 Objective Points).
In 150 point games, these Sectors are 4 inches deep and as wide as
CLASSIFIED the game table. Two of these Sectors are placed 2 inches from the
central line of the game table, one on each side, and the third Sector is
Each player has 4 Classified Objective (1 Objective Point for each one). a strip 4 inches deep in the central area of the table.

FORCES AND DEPLOYMENT In this scenario each Sector is a Zone of Operations (ZO).

SIDE A and SIDE B: Both players will deploy on opposite sides of the DOMINATE ZO
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
ARMY GAME DEPLOYMENT
SIDE SWC Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
POINTS TABLE SIZE ZONE SIZES
in a Null State do not count. Tokens representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
A and B 150 3 24 in x 32 in 8 in x 24 in
any Token that does not represent a Trooper does not count either.

A and B 200 4 32 in x 48 in 12 in x 32 in A Trooper is inside a Zone of Operations when more than half the
Trooper’s base is inside that ZO.

A and B 250 5 32 in x 48 in 12 in x 32 in
SHASVASTII
A and B 300 6 48 in x 48 in 12 in x 48 in Troopers possessing the Shasvastii Special Skill that are inside a Zone
of Operations count while they are in the Shasvastii-Embryo State or
any non-Null State.
A and B 400 8 48 in x 48 in 12 in x 48 in

BAGGAGE
Troopers possessing the Baggage piece of Equipment that are inside
a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.

36
INTELCOM CARD DEFENSIVE TURRET F-13
(SUPPORT AND CONTROL) Before the Deployment Phase, each player must place a Defensive
Before the beginning of the game, but after choosing the first Classified Turret F-13 totally inside their Deployment Zone.
Objective, the player must inform to their adversary if that card will
be their Classified Objective or their INTELCOM Card. Each player rolls The player that kept Deployment is the first one to place their
a die and the one who gets the highest score must be the first who Defensive Turret F-13.
announces their decision to their adversary. The content of the card,
whether the mission or the card numeric value, is Private Information, These turrets are fixed to the floor and cannot move. They must be
no matter which use the player has chosen for it. represented by a Player A or Player B Token or by a Model or piece of
scenery with the same Silhouette value (for example Turrets from the
At the end of the last Game Round, when the players count up their Defiance Scenery, or Fiddler’s Turrets).
points and in Initiative order, the player can use their INTELCOM Card in
Support and Control Mode. The Defensive Turrets F-13 are Deployable Weapons, reacting with BS
Attack or CC Attack to any Order declared by an active Enemy Model
Support and Control Mode: The player can add the value of the Support (but not Markers) in LOF or in Silhouette contact.
and Control Card to their Victory Points in the Zone of Operations (ZO)
of their choice. The player must have at least one Trooper inside that When the STR Attribute value of a Defensive Turret F-13 is 0 or less, it
ZO, in a non-Null State. is removed from the game table.

DECOMPRESSION DEFENSIVE TURRET F-13


► ISC: TURRET F-13
Before the Deployment Phase, each player must place two Circular
MOV CC BS PH WIP ARM BTS STR S
Templates. They can be placed on any surface of the game table that is -- 5 10 -- -- 2 3 1 2
equal or larger in size than the Template, and they must be completely ► Equipment: 360º Visor ► BS Weapons: Combi Rifle

outside any Deployment Zones. ► Special Skills: Total Reaction ► Melée Weapons: PARA (-3) CCW

END OF THE MISSION


The player that kept Deployment must place their Circular Templates
first.
This scenario has a limited time frame, so it will automatically finish at
During the game, each of these Circular Templates is an area of the end of the third Game Round.
Difficult Terrain (Zero-G) and a Saturation Zone.

24 in x 32 in 32 in x 48 in 48 in x 48 in

37
HIGHLY CLASSIFIED
MISSION OBJECTIVES The four Main Classified Objectives must be different and cannot
be repeated. If one of the cards picked is the same as a previously

MAIN OBJECTIVES selected one, it must be discarded and the player must pick a new one,
until there are four different Main Classified Objectives.
»  At the end of the game, have accomplished more Main Classified
Objectives than the adversary (3 Objective Points). SECONDARY
CLASSIFIED OBJECTIVE
»  At the end of the game, have accomplished the same number of
Main Classified Objectives as the adversary (2 Objective Points, but
only if at least 1 Classified Objective has been accomplished). Players will choose their Secondary Classified Objective after they have
»  Accomplish Main Classified Objectives (1 Objective Point for selected the Main Classified Objectives. Each player will pick two cards
each one). from their Classified Deck and must choose and discard one of them.

SECONDARY OBJECTIVES The Secondary Classified Objective must be different to the Main
Classified Objectives. So, the player will discard any card repeating
»   Each player has 1 Secondary Classified Objective a Main Classified Objective, picking a new card until they have two
(3 Objective Points). different options to choose their Secondary Classified Objective from.

FORCES AND DEPLOYMENT The Secondary Classified Objective is Private Information.

SIDE A and SIDE B: Both players will deploy on opposite sides of the SECURE HVT
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. In this scenario, the option Secure HVT is only allowed to replace the
Secondary Classified Objective.

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES MASTER BREACHER
The Master Breacher is an operative with a wide expertise in breaching
A and B 150 3 24 in x 32 in 8 in x 24 in
accesses during a space boarding action.

A and B 200 4 32 in x 48 in 12 in x 32 in At the end of the Deployment Phase, in Initiative order, players must
declare which Trooper from their Army List is their Master Breacher.
The Trooper chosen must be always one of the models deployed
A and B 250 5 32 in x 48 in 12 in x 32 in
on the game table. Players are not allowed to choose Troopers in
Hidden Deployment or in Marker state. This Trooper must always be
A and B 300 6 48 in x 48 in 12 in x 48 in on the game table as a Model and not as a Marker (Camouflaged, TO,
Holoecho…). Also, Irregular Troops and those whose Troop Type is REM
are not eligible to be Master Breachers.
A and B 400 8 48 in x 48 in 12 in x 48 in

The Master Breacher possesses the Terrain (Zero-G) Special Skill and

SCENARIO SPECIAL RULES also D-Charges, even if those are not listed on their Unit Profile.

MAIN CLASSIFIED OBJECTIVES


The Master Breacher is identified with a Player A or B Marker.

Players have 4 Main Classified Objectives which are the same for both HIGH DIFFICULTY MODE
players. The Main Classified Objectives are Open Information.
This scenario can be played at a higher level of difficulty. In this Mode,
To choose them, each player will shuffle their own Classified Deck players cannot choose their Secondary Classified Objective.
in front of their opponent and pick two cards they will show to the
adversary. These four cards will be the Main Classified Objective of
both players.

38
In High Difficulty Mode, each player can only pick one card to
determine their Secondary Classified Objective. As before, this
NO GRAVITY ZONE
Secondary Classified Objective must be different from the Main The zone of operations is located in a section without gravity. This
Classified Objectives. does not apply movement restrictions on the game table, however all
Troopers possessing the Terrain (Total), Terrain (Zero-G) or Super-Jump
EXTREME MODE Special Skills get a +1 inch bonus to their first MOV value.

This scenario can be played at an extreme level of difficulty. In this This Bonus is only applied during a Move Skill.
Mode, players must use the Extreme Classified Objective Deck (the
red one).
END OF THE MISSION
This mode is not compatible with the Double Deck Extra. This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

39
LOOTING AND SABOTAGING SCENARIO SPECIAL RULES
MISSION OBJECTIVES THE AC2S
There is a total of 2 AC2s (Advanced Communications Consoles), one

MAIN OBJECTIVES corresponding to each player, placed in different halves of the table, each
in the center of the front edge of the Deployment Zone. (See map below.)
»  Protect your AC2 (1 Objective Point per STR point the AC2 still
has at the end of the game). The enemy AC2 is the one on the edge of the enemy Deployment Zone.
»  Damage the enemy AC2 (1 Objective Point per STR point the AC2
has lost at the end of the game, to a maximum of 3). The AC2s must be represented by a Transmission Antenna Token
»  Destroy the enemy AC2 (2 Objective Points, in addition to the (TRANS. ANTENNA) or with a scenery piece of the same diameter
previous Objective). (such as the Communications Array by Warsenal or the Sat Station
»  At the end of the game, acquire more weapons or items from the Antenna by Customeeple).
Panoplies than the adversary (1 Objective Point).
In this scenario the AC2s have a Profile and can be targeted. However,
CLASSIFIED an AC2 cannot be chosen as the target of an Attack that would also
affect Troopers, be they enemy or allied.
»  
Each player has 1 Classified Objective (1 Objective Point).

NAME ARM BTS STR S


FORCES AND DEPLOYMENT AC2 (Advanced
SIDE A and SIDE B: Both players will deploy on opposite sides of the Communications 8 9 3 5
Console)
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. FIXED CC ROLL: 8,, GIZMOKIT (PH=9)

SIDE
ARMY
SWC
GAME DEPLOYMENT AUTOMATED
POINTS TABLE SIZE ZONE SIZES
DEFENSE SYSTEM (ADS)
Every AC2 is equipped with an ADS to avoid tampering with the AC2
A and B 150 3 24 in x 32 in 8 in x 24 in
system. Any Attack made against the AC2 will trigger a CC Attack in
reaction, which automatically rolls an 8. Any CC Attack against the
A and B 200 4 32 in x 48 in 12 in x 32 in AC2 is automatically a Face to Face Roll even if the Berserk Special
Skill is used. No MODs can be applied to the attacker’s CC Attribute.
If the ADS’s automatic Roll of 8 is a success, the attacker suffers a
A and B 250 5 32 in x 48 in 12 in x 32 in
Stun Ammunition hit, forcing them to make two Saving Rolls against
BTS, with Damage 15. The Immunity (Total) Special Skill is not effective
A and B 300 6 48 in x 48 in 12 in x 48 in against this hit.

A and B 400 8 48 in x 48 in 12 in x 48 in DAMAGE


AND DESTROY THE AC2S
It is not allowed to deploy in Silhouette contact with an AC2 nor with a An AC2 can only be damaged by CC Attacks with Weapons possessing
Panoply. the Anti-materiel Trait, or by placing D-Charges.

If an AC2’s Structure Attribute is reduced to 0 or below, it must be


removed from the game table.

The AC2s can be the target of the Engineer Special Skill or the
GizmoKit piece of Equipment

40
ARMORED FURY PANOPLY CHART
In this scenario, TAGs apply the Anti-materiel Trait to their CC Weapons
1-2 +1 ARM 13 Panzerfaust
when making a CC Attack against an AC2.
3-4 Light Flamethrower 14 Monofilament CCW
LOW GRAVITY AREA 5-6 Grenades 15 MOV 8-4

The zone of operations is a low gravity area. Movement restrictions TAG: BS Attack (Shock)
are not applied, however, all Troopers possessing Terrain (Zero-G) or 7-8 DA CCW 16 Other TroopTypes: MULTI
Terrain (Total) get automatically the Super-Jump Special Skill. Rifle

9 Multispectral Visor L1 17 MULTI Sniper Rifle


This Bonus is only applied during a Move Skill.
TAG: Immunity (Total)
PANOPLIES 10 EXP CCW 18
Other Troop Types: + 4 ARM

Adhesive Launcher
There are 2 Panoplies, placed in the central line of the table. They are 11 19 Mimetism (-6)
(+1B)
placed 12 inches from the table edges in 300/400 point games, 8
inches in 200/250 point games, and 6 inches in 150 point games (see TAG: Immunity (AP) TAG: BS Attack (+1B)
map below). 12 Other Troop Types: + 20
2 ARM Other Troop Types: HMG

Each Panoply must be represented by an Objective Token or by a


scenery piece of the same diameter (such as the Info Hubs by Micro SPECIALIST TROOPS
Art Studio). For the purposes of this scenario, only Hackers, Doctors, Engineers, Forward
Observers, Paramedics, and Troopers possessing the Chain of Command or
the Specialist Operative Special Skill are considered Specialist Troops.
USE PANOPLIES
SHORT SKILL Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral
(Servant) Models to perform tasks reserved for Specialist Troops.
Attack

REQUIREMENTS
CORSAIR
► The Trooper must be in Silhouette contact with a Panoply In this scenario, both players can add one extra Bashi Bazouk (any
weapon option) even if they are not available in their army—without
EFFECTS applying Cost or SWC. This Trooper does not count towards a Combat
► By succeeding at a WIP Roll, a Trooper gets the D-Charges weapon or, if their Group’s limit of ten Troopers or the Army List’s limit of fifteen Troopers.
player prefer so, makes a Roll on the Panoply Chart to obtain one different For the purposes of this scenario, the Bashi Bazouk is a Specialist
weapon or piece of equipment. Once a success has been rolled, that Trooper Troop with no change in their Cost and SWC.
cannot use this Panoply again.
► Troopers possessing the Booty Special Skill, or any other Skill which specifies
so, don’t need to make the WIP Roll.
END OF THE MISSION
► A Trooper in Silhouette contact with this piece of scenery may spend one Short This scenario has a limited time frame, so it will automatically finish at
Skill of an Order to cancel their Unloaded State. the end of the third Game Round.
► If a Trooper rolls a weapon or piece of equipment they already have, they can
repeat the roll on the Panoply Chart. If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

41
24 in x 32 in 32 in x 48 in 48 in x 48 in

42
MINDWIPE
Scenario by the Warcors Blindside and CoveredinFish.
SCENARIO SPECIAL RULES
MISSION OBJECTIVES
CONSOLES
MAIN OBJECTIVES There are 2 Consoles placed on the central line of the table. They are
»   At the end of the game, have Destroyed the Enemy Server placed 16 inches from the table edges in 300/400 point games, 12
containing the Rogue AI (3 Objective Points). inches in 200/250 point games, and 8 inches in 150 point games (see
»   At the end of the game, have Destroyed the same number of map).
Enemy Servers as your opponent, (1 Objective Point, but only if at
least 1 Server has been Destroyed by the player). Each Console must be represented by a Console A Token or by a
»   At the end of the game, have Destroyed more Servers than your scenery piece of the same diameter (such as the Human Consoles
opponent (2 Objective Points). by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink
»   At the end of the game, if your Server with the Rogue AI is not Console by Customeeple).
Destroyed (2 Objective Points).
»   At the end of the game, if none of your Servers are Destroyed SERVERS
(1 Objective Point).
»   Activate one Console (1 Objective Point). There are 3 servers placed in each Deployment Zone.

CLASSIFIED In 300/400 point games they are 6 inches from the long edge of the
Deployment Zone, and 12 inches (Server A), 24 inches (Server B), and
»  
Each player has 1 Classified Objective (1 Objective Point). 36 inches (Server C) from the left table edge (see map).

FORCES AND DEPLOYMENT In 200/250 point games they are 6 inches from the long edge of the
Deployment Zone, and 6 inches (Server A), 16 inches (Server B), and
SIDE A and SIDE B: Both players will deploy on opposite sides of the 26 inches (Server C) from the left table edge (see map).
game table, in Deployment Zones whose size depends on the number
of Army Points in the Army Lists. In 150 point games they are 4 inches from the long edge of the
Deployment Zone, and 4 inches (Server A), 12 inches (Server B), and
20 inches (Server C) from the left table edge (see map).
ARMY GAME TA- DEPLOYMENT
SIDE SWC
POINTS BLE SIZE ZONE SIZES
The Servers must be represented by a Tech-Coffin Token or with a
scenery piece of the same diameter (such as the Stasis Coffins by
A and B 150 3 24 in x 32 in 8 in x 24 in
Warsenal or the Cryo Pods by Customeeple).

A and B 200 4 32 in x 48 in 12 in x 32 in The Enemy Servers are the ones in the enemy Deployment Zone.

In this scenario the Servers have a Profile and can be targeted.


A and B 250 5 32 in x 48 in 12 in x 32 in
However, the Servers cannot be chosen as the target of an Attack that
would also affect Troopers, be they Enemy or Allied.
A and B 300 6 48 in x 48 in 12 in x 48 in ARM BTS STR TRAITS

Server 4 6 2 Hackable
A and B 400 8 48 in x 48 in 12 in x 48 in

Servers cannot be target of the Engineer Special Skill or the GizmoKit


It is not permitted to deploy in Silhouette contact with the Consoles or piece of Equipment.
with the Servers.

43
DAMAGE AND DATA ERASURE
DESTROY THE SERVERS DATA ERASURE is a special experimental Hacker Program developed to
The Servers can only be damaged by CC Attacks with CC Weapons effectively erase Rogue AIs from server banks.
possessing the Anti-materiel Trait, with D-Charges, or with the Special
Hacking Program: Data Erasure. At the end of the Deployment Phase, the player must declare which
Hacker from their Army List has access to Data Erasure. The Trooper
Servers cannot be attacked during the first Game Round. chosen must be always one of the Models deployed on the game table.
This Trooper must always be on the game table as a Model or as a
Servers cannot be attacked by a player until that player has activated Marker.
a Console.
The Hacker with Access to the Hacker Program Data Erasure is
If a Server’s Structure Attribute is reduced to 0 or below, it is Destroyed identified with a Data Pack Token (DATA PACK).
and removed from the game table.
If the Hacker enters a Null State or is killed the DATA PACK Token
remains on that spot and can be salvaged by an allied Hacker in
ACTIVATE CONSOLE Silhouette contact by spending a Short Skill.
SHORT SKILL

Attack
ÜBERHACKER SPECIAL ORDER
The Hacker with the Data Pack Token during the Order Count is
REQUIREMENTS granted an extra Irregular Order in addition to the one provided by their
► Only Specialist Troops can declare this Skill. Training (Regular or Irregular). This exclusive Irregular Order cannot be
► The Specialist Troop must be in Silhouette contact with the Console. transformed into a Regular Order.
► Each player can Activate a single Console.

EFFECTS DATA ERASURE


► Allows the Specialist Troop to make a Normal WIP Roll to Activate the Console. SHORT SKILL
► 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. Attack
► A player cannot Activate a Console if they already have activated a Console. A
player can only have one activated Console. REQUIREMENTS
► An Activated Console cannot be deactivated or Activated again by the other player. ► The target must be an Enemy Server.
► Once you successfully have Activated the Console, you will find out which Enemy
Server contains the wanted Rogue AI. Roll 1d20 and consult this table: EFFECTS
► This Program’s Burst of 1 allows the user to make a WIP Roll against the target.
► Each successful roll, due to DA Ammunition, forces the target to make two
Saving Rolls against BTS, with Damage 17.
1D20 RESULT
► For each failed Saving Roll, the target loses one point of its Structure.
1-6 Server A ► A Critical with Data Erasure forces its target to perform an additional Saving Roll.
► The range of this Program is the Hacker’s Zone of Control. It cannot be used
7-12 Server B
through a Repeater.
13-18 Server C

19-20 On the server of the player's choice SPECIALIST TROOPS


For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain
of Command or the Specialist Operative Special Skill are considered
Specialist Troops.

Hackers, Doctors, and Engineers cannot make use of Repeaters or


Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.

44
HACKER BONUS END OF THE MISSION
Troopers possessing the Hacker Special Skill have a MOD of +3 to the This scenario has a limited time frame, so it will automatically finish at
WIP Rolls necessary to Activate a Console. In addition, they will be able the end of the third Game Round.
to make two WIP Rolls each time they spend a Short Skill to Activate a
Console. If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

45
PANIC ROOM
Scenario by James ‘Gribbler’ Newman from the For example a Trooper with Infiltration must make a Roll if they deploy
White Noise ‘Design a Mission’ Contest outside their Deployment Zone. There will be a -3 MOD to deploy in
their half of the game table, or a -6 MOD to deploy in the opponent’s
half of the game table.​
MISSION OBJECTIVES
If the player fails the Roll, the Trooper will be deployed anywhere in

MAIN OBJECTIVES their Deployment Zone. Additionally, after failing the Roll, the user
loses the option to deploy in a Marker State or Hidden Deployment
»   At the end of each Game Round, Dominate the Panic Room State and is always deployed as a Model. Any Deployable Weapons
(1 Objective Point). and Equipment deployed alongside them are removed from the
»   At the end of each Game Round, have at least one Essential game table.
Personnel Trooper inside the Panic Room, in a non-Null State
(1 Objective Point) It is not allowed to deploy inside the Panic Room.
»   At the end of the game, have more Victory Points than the
adversary (3 Objective Points).
SCENARIO SPECIAL RULES
CLASSIFIED PANIC ROOM (ZO)
»  
Each player has 1 Classified Objective (1 Objective Point). In this scenario the Panic Room is a Zone of Operations (ZO).

FORCES AND DEPLOYMENT Placed in the center of the table, it covers an area of 8 by 8 inches. To
represent the Panic Room, we recommend using the Objective Room
SIDE A and SIDE B: Both players will deploy on opposite sides of the by Micro Art Studio, the Command Bunker by Warsenal, or the Panic
game table, in Deployment Zones whose size depends on the number Room by Customeeple.
of Army Points in the Army Lists.
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
ARMY GAME DEPLOYMENT
SIDE SWC each wall (see map below). The Gates of the Panic Room are open at
POINTS TABLE SIZE ZONE SIZES
the start of the game. The Biotechvore Gates must be represented by
Wide Gate Tokens or scenery pieces with the same size.
A and B 150 3 24 in x 32 in 4 in x 24 in

A and B 200 4 32 in x 48 in 8 in x 32 in
DOMINATE ZO
A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
A and B 250 5 32 in x 48 in 8 in x 32 in
represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
A and B 300 6 48 in x 48 in 8 in x 48 in in a Null State do not count. Tokens representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
any Token that does not represent a Trooper does not count either.
A and B 400 8 48 in x 48 in 8 in x 48 in

A Trooper is inside a Zone of Operations when more than half the


Confused Deployment. Any Trooper deploying outside their Deployment Trooper’s base is inside that ZO.
Zone must make a PH Roll with a -3 MOD. This Roll replaces any PH or
WIP Roll that the Trooper would normally make to deploy. Any MODs ESSENTIAL PERSONNEL
from Special Skills, pieces of Equipment, or rules that apply any Roll to
deploy will be added to this Roll.​ For the purposes of this scenario, Lieutenants, and Troopers
possessing the Number 2, NCO, or Chain of Command Special Skills are
considered Essential Personnel. Troopers with a Trooper Classification
of Headquarters Troopers or Character also are considered Essential

46
Personnel. Troops in Silhouette contact with a Biotechvore Antenna aren’t be
affected by the Biotechvore Plague Area.
BIOTECHVORE PLAGUE AREA
In this scenario the Biotechvore Antennas have a Profile and can be
A Biotechvore plague infests the game table, spreading towards the targeted. However, the Biotechvore Antennas cannot be chosen as the
Panic Room. target of an Attack that would also affect Troopers, be they Enemy or
Allied.
At the end of each Active Player Turn, all Troopers belonging to the
NAME ARM BTS STR S
Active Player that are inside a Biotechvore Plague Area must make a
Saving Roll against BTS, with Damage 14. Biotechvore
3 3 2 3
Antenna
Failing the Saving Roll results in the loss of one point of the Wounds/
Structure Attribute. DAMAGE AND DESTROY THE
The Biotechvore plague is more aggressive against artificial beings. BIOTECHVORE ANTENNAS
Troopers with the STR Attribute must make two Saving Rolls instead A Biotechvore Antenna can only be damaged with Weapons
one. possessing the Anti-material Trait.

At the end of the third Game Round any Trooper inside a Biotechvore If a Biotechvore Antenna’s Structure Attribute is reduced to 0 or below,
Plague Area is automatically Killed. it must be removed from the game table.

At the end of each Game Round the Biotechvore Plague Area will infest The Biotechvore Antennas cannot be target of the Engineer Special
the following area in 200/250/300/400 point games: Skill or the GizmoKit piece of Equipment.
»   In the first Game Round the Biotechvore Plague Area extends 4
inches from each edge of the table. HVT NOT USED
»   In the second Game Round the Biotechvore Plague Area extends
8 inches from each edge of the table. In this scenario, the HVT Model and Secure HVT rules are not applied.
»   In the third Game Round the Biotechvore Plague Area extends 12 Players will not deploy the HVT Model on the game table and they
inches from each edge of the table. must remove all the HVT Classified Objective cards from the Classified
Deck.
In 150 point games the Biotechvore Plague Area will infest the
following area: SPECIALIST TROOPS
»   In the first Game Round the Biotechvore Plague Area will extend
2 inches from each edge of the table. For the purposes of this scenario, only Hackers, Doctors, Engineers,
»   In the second Game Round the Biotechvore Plague Area will Forward Observers, Paramedics, and Troopers possessing the Chain
extend 4 inches from each edge of the table. of Command or the Specialist Operative Special Skill are considered
»   In the third Game Round the Biotechvore Plague Area will extend Specialist Troops.
6 inches from each edge of the table.
Hackers, Doctors, and Engineers cannot make use of Repeaters or
BIOTECHVORE ANTENNA Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
Each Deployment Zone has 2 Biotechvore Antennas placed on the front
edge of the Deployment Zone, 8 inches from the edges of the table EVO HACKER BONUS
(see map below). Each Biotechvore Antenna must be represented by
a Transmission Antenna Token (TRANS. ANTENNA) or with a scenery In this scenario, those Troopers possessing an EVO Hacking Device
piece of the same diameter (such as the Communications Array by provide 1 extra Regular Order to their Combat Group’s Order Pool. The
Warsenal or the Sat Station Antenna by Customeeple). maximum number of extra Orders they can provide is 1 per Army List.

47
NO QUARTER Troopers that have not been deployed on the game table, as a Model
or Marker, at the end of the game will be considered to be Killed by the
In this scenario, the Retreat! rules are not applied. adversary.

KILLING END OF THE MISSION


Troopers are considered Killed by the adversary when they enter Dead This scenario has a limited time frame, so it will automatically finish at
State, or they are in a Null State at the end of the game. the end of the third Game Round.

24 in x 32 in 32 in x 48 in 48 in x 48 in

48
POWER PACK
MISSION OBJECTIVES ANTENNAS
MAIN OBJECTIVES There are 3 Antennas placed on the central line of the table. One
is in the center of the table, and the other two are 12 inches from
»   At the end of the game, have Activated the same number of the central Antenna (8 inches in 150 point games). The Antennas
Antennas as the adversary (1 Objective Points, but only if the player must be represented by a Transmission Antenna Token (TRANS.
has Activated at least 1 Antenna). ANTENNA) or with a scenery piece of the same diameter (such as the
»   At the end of the game, have Activated more Antennas than the Communications Array by Warsenal or the Sat Station Antenna by
adversary (2 Objective Points). Customeeple).
»   At the end of each Game Round, Control the enemy Console
(1 Objective Point).
»   At the end of the game, have your Console not be Controlled by ACTIVATE ANTENNA
the enemy (3 Objective Points). SHORT SKILL

CLASSIFIED Attack

»   Each player has 2 Classified Objectives REQUIREMENTS


(1 Objective Point for each one). ► Only Specialist Troops can declare this Skill.
► The Specialist Troop must be in Silhouette contact with the Antenna.

FORCES AND DEPLOYMENT EFFECTS


SIDE A and SIDE B: Both players will deploy on opposite sides of the ► Allows the Specialist Troop to make a Normal WIP Roll to Activate the Antenna.
game table, in two Deployment Zones whose size depends on the ► If the roll is failed, this can be repeated as many times as necessary, each time
number of Army Points in the Army Lists. spending the corresponding Short Skill and making the roll.
► An Activated Antenna can be Activated again by the other player, applying the
same procedure. In this situation, the Antenna no longer counts as Activated
ARMY GAME DEPLOYMENT
SIDE SWC by the adversary.
POINTS TABLE SIZE ZONE SIZES
► Player A and Player B Tokens can be used to mark the Activated Antennas. It is
recommended each player uses a different kind of Token.
A and B 150 3 24 in x 32 in 8 in x 8 in

A and B 200 4 32 in x 48 in 12 in x 12 in
OVERLOAD
PREVENTION SYSTEM
A player cannot have more than two Activated Antennas at the same
A and B 250 5 32 in x 48 in 12 in x 12 in
time. Even succeeding the WIP Roll with a third Antenna, the player
cannot mark it as Activated.
A and B 300 6 48 in x 48 in 12 in x 16 in
CONSOLES
A and B 400 8 48 in x 48 in 12 in x 16 in
There are 2 Consoles placed in different halves of the table, 12 inches
from the center of the game table and 24 inches from the table edges
It is not allowed to deploy in Silhouette contact with the Consoles nor in 300/400 point games; 12 inches from the center of the game table
with the Antennas. and 16 inches from the table edges in 250/200 point games; and 8
inches from the center of the game table and 12 inches from the table

SCENARIO SPECIAL RULES edges in 150 point games.

SATURATION ZONE The enemy Console is the one in the enemy’s half of the table.

The 8 inches area on either side of the central line of the game table is The Consoles must be represented by a Console A Token (CONSOLE
a Saturation Zone (4 inches in 150 point games). A) 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).

49
CONTROL THE CONSOLES DEFENSIVE TURRET F-13
A Console is Controlled by a player as long as that player is the only Before the Deployment Phase, each player must place a Defensive
one with at least one Trooper (as a Model, not a Marker) in Silhouette Turret F-13 totally inside their Deployment Zone.
contact with it. So there cannot be any enemy Troopers in Silhouette
contact with the Console. Models in a Null State cannot do either. The player that kept Deployment is the first one to place their
Defensive Turret F-13.
SECURITY DETACHMENT
(SECDET)
These turrets are fixed to the floor and cannot move. They must be
represented by a Player A or Player B Token or by a Model or piece of
In this scenario, both players can add one extra CSU (any weapon scenery with the same Silhouette value (for example Turrets from the
option), even if that is not available for their armies—without applying Defiance Scenery, or Fiddler’s Turrets).
Cost or SWC. This Trooper does not count towards a Combat Group’s
limit of ten Troopers or the Army List’s limit of fifteen Troopers. For the The Defensive Turrets F-13 are Deployable Weapons, reacting with BS
purposes of this scenario, the CSU is a Specialist Troop and possesses Attack or CC Attack to any Order declared by an active Enemy Model
the Terrain (Zero-G) Skill with no change in their Cost and SWC. In (but not Markers) in LOF or in Silhouette contact.
addition, this Trooper is a CSU for all intents and purposes when
creating Fireteams. When the STR Attribute value of a Defensive Turret F-13 is 0 or less, it
is removed from the game table.
SPECIALIST TROOPS
DEFENSIVE TURRET F-13
For the purposes of this scenario, only Hackers, Doctors, Engineers,
► ISC: TURRET F-13
Forward Observers, Paramedics, and Troopers possessing the Chain
MOV CC BS PH WIP ARM BTS STR S
of Command or the Specialist Operative Special Skill are considered -- 5 10 -- -- 2 3 1 2
Specialist Troops. ► Equipment: 360º Visor ► BS Weapons: Combi Rifle
► Special Skills: Total Reaction ► Melée Weapons: PARA (-3) CCW

Hackers, Doctors, and Engineers cannot make use of Repeaters or


Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at
CHAIN OF COMMAND BONUS the end of the third Game Round.

Troopers possessing the Chain of Command Special Skill have a MOD If one of the players starts their Active Turn in a Retreat! situation, the
of +3 to the WIP Rolls necessary to Activate the Antenna. In addition, game will end at the end of that Turn.
they will be able to make two WIP Rolls each time they spend a Short
Skill to Activate the Antenna.  

50 24 in x 32 in 32 in x 48 in 48 in x 48 in
QUADRANT CONTROL
MISSION OBJECTIVES DOMINATE ZO
MAIN OBJECTIVES A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
»  At the end of each Game Round, dominate the same number of represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
Quadrants as the adversary (1 Objective Point, but only if at least 1 Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
Quadrant is Dominated by the player). in a Null State do not count. Tokens representing weapons or pieces of
»  At the end of each Game Round, dominate more Quadrants than equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
the adversary (2 Objective Points). any Token that does not represent a Trooper does not count either.
»  At the end of each Game Round, dominate one of the Quadrants
next to the Enemy Deployment zone (1 Objective Point). A Trooper is inside a Zone of Operations when more than half the
Trooper’s base is inside that ZO.
CLASSIFIED
SHASVASTII
»  
Each player has 1 Classified Objective (1 Objective Point).
Troopers possessing the Shasvastii Special Skill that are inside a Zone

FORCES AND DEPLOYMENT of Operations count while they are in the Shasvastii-Embryo State or
any non-Null State.
SIDE A and SIDE B: Both players will deploy on opposite sides of the
game table, in Deployment Zones whose size depends on the number BAGGAGE
of Army Points in the Army Lists.
Troopers possessing the Baggage piece of Equipment that are inside
a Zone of Operations and in a non-Null State provide an additional 20
ARMY GAME DEPLOYMENT
SIDE SWC Victory Points for Dominating the ZO.
POINTS TABLE SIZE ZONE SIZES

A and B 150 3 24 in x 32 in 8 in x 24 in DECOMPRESSION


Before the Deployment Phase, each player must place two Circular
A and B 200 4 32 in x 48 in 12 in x 32 in Templates. They can be placed on any surface of the game table that is
equal or larger in size than the Template, and they must be completely
outside any Deployment Zones.
A and B 250 5 32 in x 48 in 12 in x 32 in

The player that kept Deployment must place their Circular Templates
A and B 300 6 48 in x 48 in 12 in x 48 in first.

During the game, each of these Circular Templates is an area of


A and B 400 8 48 in x 48 in 12 in x 48 in
Difficult Terrain (Zero-G) and a Saturation Zone.

SCENARIO SPECIAL RULES INTELCOM CARD


(SUPPORT AND CONTROL)
QUADRANTS (ZO) Before the beginning of the game, but after choosing the Classified
At the end of each Game Round, but not before, the table is divided into Objective, the player must inform to their adversary if that card will
four areas as seen on the map. Each player then checks how many be their Classified Objective or their INTELCOM Card. Each player rolls
Quadrants they are dominating and counts their Objective Points. a die and the one who gets the highest score must be the first who
announces their decision to their adversary. The content of the card,
In this scenario each Quadrant is a Zone of Operations (ZO). whether the mission or the card numeric value, is Private Information,
no matter which use the player has chosen for it.

51
At the end of the last Game Round, when the players count up their
points and in Initiative order, the player can use their INTELCOM Card in
SECURITY
Support and Control Mode DETACHMENT (SECDET)
In this scenario, both players can add one extra CSU (any weapon
Support and Control Mode: The player can add the value of the Support option), even if that is not available for their armies—without applying
and Control Card to their Victory Points in the Zone of Operations (ZO) Cost or SWC. However, their Cost does count towards Dominating ZOs.
of their choice. The player must have at least one Trooper inside that This Trooper does not count towards a Combat Group’s limit of ten
ZO, in a non-Null State. Troopers or the Army List’s limit of fifteen Troopers. For the purposes
of this scenario, the CSU is a Specialist Troop and possesses the
Terrain (Zero-G) Skill with no change in their Cost and SWC. In addition,
this Trooper is a CSU for all intents and purposes when creating
Fireteams.

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 in x 32 in 32 in x 48 in
  48 in x 48 in

52
RESCUE
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES DEAD ZONES
»   At the end of the game, for each Civilian in CivEvac State There are two Dead Zones on the battlefield, 4 inches deep between
(1 Objective Point). the Deployment Zone and the Exclusion Zone (see the map below).
»   Have the same number of Civilians in CivEvac State in your Dead
Zone as the adversary has in their Dead Zone at the end of the The Dead Zone of each player is the one in their half of the table.
game (1 Objective Point, only if the player has at least 1 Civilian in
CivEvac State in the Dead Zone). CIVILIANS
»   Have more Civilians in CivEvac State in your Dead Zone than the
adversary has in their Dead Zone at the end of the game There are a total of eight Civilians on the game table, four of them
(2 Objective Points). belonging to each player.
»   At the end of the game, have more Civilians in CivEvac State in
your Deployment Zone than the adversary has in their Deployment Each player will place their four Civilians inside the Exclusion Zone,
Zone (3 Objective Points). but in Silhouette contact with the limit of the enemy Dead Zone, in the
adversary’s half of the table. Two of them must be placed 12 and 20
CLASSIFIED inches respectively from one of the edges of the table, while the other
two must be placed 12 and 20 inches respectively from the other edge
»  
Each player has 1 Classified Objective (1 Objective Point). for 400/300 Army points games (see the map below).

FORCES AND DEPLOYMENT For 250/200 Army points games, the Civilians will be in Silhouette
contact with the limit of the enemy Dead Zone, in the adversary’s half
SIDE A and SIDE B: Both players will deploy on opposite sides of the of the table. Two of them must be placed 4 and 12 inches respectively
game table, in Deployment Zones whose size depends on the number from one of the edges of the table, while the other two must be placed
of Army Points in the Army Lists. 4 and 12 inches respectively from the other edge (see the map below).

For 150 Army points games, the Civilians will be in Silhouette contact
ARMY GAME DEPLOYMENT
SIDE SWC with the limit of the enemy Dead Zone, in the adversary’s half of the
POINTS TABLE SIZE ZONE SIZES
table. Two of them must be placed 4 and 8 inches respectively from
one of the edges of the table, while the other two must be placed 4 and
A and B 150 3 24 in x 32 in 8 in x 24 in
8 inches respectively from the other edge (see the map below).

A and B 200 4 32 in x 48 in 12 in x 32 in Players cannot place their Civilians either on top of or inside of any
Scenery Item or Building, always deploying it in an accessible location
on the table. Scenery placement must facilitate this.
A and B 250 5 32 in x 48 in 12 in x 32 in

Players can only Synchronize their own Civilians.


A and B 300 6 48 in x 48 in 12 in x 48 in
In this scenario, Specialist Troops can have up to two Civilians
in CivEvac State at the same time. Other Troops able to declare
A and B 400 8 48 in x 48 in 12 in x 48 in
Synchronize Civilian can have only one Civilian in this State.

Exclusion Zone. The Exclusion Zone is the area covering 8 inches (4 Players can use any Model from the Infinity or the Infinity Bootleg
inches in 150 point games) either side of the central line of the game range, preferably those designated as HVT or as a Civilian. Good
table. Any Special Skill with the Airborne Deployment (AD) or Superior examples of this are the O-12 High Commissioner, the Tohaa Diplomat,
Deployment Labels cannot be used to deploy inside this area. Go-Go Marlene, the Fusilier Angus, the TAG Pilots, the VIP Executive
or the HAZMAT A1 Specialist. Players can also use the Player A and
It is not allowed to deploy in Silhouette contact with a Civilian. Player B Tokens to identify or even represent their Civilians.

53
SPECIALIST TROOPS CORSAIR
For the purposes of this scenario, only Hackers, Doctors, Engineers, In this scenario, both players can add one extra Bashi Bazouk (any
Forward Observers, Paramedics, and Troopers possessing the Chain weapon option) even if they are not available in their army—without
of Command or the Specialist Operative Special Skill are considered applying Cost or SWC. This Trooper does not count towards a Combat
Specialist Troops. Group’s limit of ten Troopers or the Army List’s limit of fifteen Troopers.
For the purposes of this scenario, the Bashi Bazouk is a Specialist
Hackers, Doctors, and Engineers cannot make use of Repeaters or Troop with no change in their Cost and SWC.
Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
END OF THE MISSION
NO GRAVITY ZONE This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.
The zone of operations is located in a section without gravity. This
does not apply movement restrictions on the game table, however all If one of the players starts their Active Turn in a Retreat! situation, the
Troopers possessing the Terrain (Total), Terrain (Zero-G) or Super-Jump game will end at the end of that Turn.
Special Skills get a +1 inch bonus to their first MOV value.

This Bonus is only applied during a Move Skill.

24 in x 32 in 32 in x 48 in 48 in x 48 in

54
SUPPLIES
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES TECH-COFFINS
»   At the end of the game, Control a Supply Box (2 Objective Point There are 3 Tech-Coffins placed on the central line of the table. One is
for each Supply Box). in the center of the table, and the other two are placed 12 inches from
»   At the end of the game, Control more Supply Boxes than your the table edges in 300/400 point games, 8 inches in 200/250 point
adversary (1 Objective Points). games, and 6 inches in 150 point games. Inside each Tech-Coffin there
»   At the end of the game, if your adversary does not Control any is one Supply Box.
Supply Boxes (1 Objective Points).
The Tech-Coffins must be represented by a Tech-Coffin Token or with
CLASSIFIED a scenery piece of the same diameter (such as the Stasis Coffins by
Warsenal or the Cryo Pods by Customeeple).
»  Each player has 2 Classified Objectives (1 Objective Point for
each one). SUPPLY BOXES
FORCES AND DEPLOYMENT The Supply Boxes must be represented by a Supply Box Token, or a
similar scenery item (such as the Tech Crates by Micro Art Studio,
SIDE A and SIDE B: Both players will deploy on opposite sides of the the Gang Tie Containers by Bandua Wargames, the Supply Boxes by
game table, in Deployment Zones whose size depends on the number Warsenal or the Cargo Crates by Customeeple)
of Army Points in the Army Lists.

EXTRACT SUPPLY BOXES


ARMY GAME DEPLOYMENT
SIDE SWC
POINTS TABLE SIZE ZONE SIZES SHORT SKILL

Attack
A and B 150 3 24 in x 32 in 8 in x 24 in

REQUIREMENTS
A and B 200 4 32 in x 48 in 12 in x 32 in ► Only Specialist Troops can declare this Skill.
► The Specialist Troop must be in Silhouette contact with a Tech-Coffin.

A and B 250 5 32 in x 48 in 12 in x 32 in
EFFECTS
► Allows the Specialist Troop to make a Normal WIP Roll to Extract and pick up the
A and B 300 6 48 in x 48 in 12 in x 48 in Supply Box, with a succeed roll a SUPPLY BOX Token must be placed besides it.
► 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.
A and B 400 8 48 in x 48 in 12 in x 48 in
► Once the roll is successful, the Tech-Coffin Token is removed from the game table.
► If a scenery item is used instead of a Token, then it can be kept on the game
It is not permitted to deploy in Silhouette contact with the Tech-Coffins. table but a Player A and Player B Token must be placed besides it to mark that
the Supply Box was extracted.

55
PICK UP SUPPLY BOXES
DOCTOR AND
SHORT SKILL PARAMEDIC BONUS
Troopers possessing the Doctor or Paramedic Special Skill have a MOD
Attack of +3 to the WIP Rolls necessary to Extract the Supply Boxes. This
MOD is not cumulative with any Unit Profile MODs for the Doctor or
REQUIREMENTS Paramedic Special Skills. In addition, they will be able to make two WIP
The Trooper should be in one of the following situations: Rolls each time they spend a Short Skill to Extract the Supply Boxes.
► Be in Silhouette contact with an allied Trooper in a Normal State with a SUPPLY
BOX Token. LOW GRAVITY AREA
► Be in Silhouette contact with an unaccompanied SUPPLY BOX Token.
The zone of operations is a low gravity area. Movement restrictions
EFFECTS are not applied, however, all Troopers possessing Terrain (Zero-G) or
► Spending one Short Skill, without Roll, any Trooper can pick up a Supply Box in Terrain (Total) get automatically the Super-Jump Special Skill.
any of the situations previously mentioned.
► The Troops must accomplish the Common Rules of Supply Box. This Bonus is only applied during a Move Skill.

COMMON RULES SECURITY


OF SUPPLY BOXES DETACHMENT (SECDET)
»  Each Model can carry a maximum of 1 Supply Box. As exception, In this scenario, both players can add one extra CSU (any weapon
Troopers possessing the Baggage Special Skill can carry up to 2 option), even if that is not available for their armies—without applying
Supply Boxes. Cost or SWC. This Trooper does not count towards a Combat Group’s
»  Only Models, and not Markers, (Camo, Impersonation, limit of ten Troopers or the Army List’s limit of fifteen Troopers. For the
Holoechoes…) can carry the Supply Boxes. purposes of this scenario, the CSU is a Specialist Troop and possesses
»  The Supply Box Token must always be kept on the table, even if the Terrain (Zero-G) Skill with no change in their Cost and SWC. In
the Model which is carrying it passes to a Null State. addition, this Trooper is a CSU for all intents and purposes when
creating Fireteams.
CONTROLLING
THE SUPPLY BOXES INTELCOM CARD
A Supply Box is Controlled by a player if, at the end of the game, that (COUNTERESPIONAGE)
player has a Model, but not a Marker, carrying it. That Trooper cannot When the game ends and the players count up their points, each
be in a Null State or in Silhouette contact with any enemy Model. Classified Objective fulfilled by a player that has the symbol will
cancel a Classified Objective fulfilled by the opposing player that has
SPECIALIST TROOPS the symbol .

For the purposes of this scenario, only Hackers, Doctors, Engineers,


Forward Observers, Paramedics, and Troopers possessing the Chain
END OF THE MISSION
of Command or the Specialist Operative Special Skill are considered This scenario has a limited time frame, so it will automatically finish at
Specialist Troops. the end of the third Game Round.

Hackers, Doctors, and Engineers cannot make use of Repeaters or If one of the players starts their Active Turn in a Retreat! situation, the
Peripheral (Servant) Models to perform tasks reserved for Specialist game will end at the end of that Turn.
Troops.

56
24 in x 32 in 32 in x 48 in 48 in x 48 in

57
SUPREMACY
MISSION OBJECTIVES Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
in a Null State do not count. Tokens representing weapons or pieces of

MAIN OBJECTIVES equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
any Token that does not represent a Trooper does not count either.
»   At the end of each Game Round, dominate more Quadrants than
the adversary (2 Objective Points). A Trooper is inside a Zone of Operations when more than half the
»   At the end of the game, have a Hacked Console (1 Objective Point Trooper’s base is inside that ZO.
for each Hacked Console, up to a maximum of 3 Objective Points).
SHASVASTII
CLASSIFIED
Troopers possessing the Shasvastii Special Skill that are inside a Zone
»  
Each player has 1 Classified Objective (1 Objective Point). of Operations count while they are in the Shasvastii-Embryo State or
any non-Null State.

FORCES AND DEPLOYMENT BAGGAGE


SIDE A and SIDE B: Both players will deploy on opposite sides of the
game table, in Deployment Zones whose size depends on the number Troopers possessing the Baggage piece of Equipment that are inside
of Army Points in the Army Lists. a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES CONSOLES
There are 4 Consoles, placed on the center of each Quadrant
A and B 150 3 24 in x 32 in 8 in x 24 in
(See map below).

A and B 200 4 32 in x 48 in 12 in x 32 in Each Console must be represented by a Console A Token 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
A and B 250 5 32 in x 48 in 12 in x 32 in
Console by Customeeple).

A and B 300 6 48 in x 48 in 12 in x 48 in
HACK CONSOLES
A and B 400 8 48 in x 48 in 12 in x 48 in SHORT SKILL

Attack

SCENARIO SPECIAL RULES REQUIREMENTS

QUADRANTS (ZO)
Only Specialist Troops can declare this Skill.
The Specialist Troop must be in Silhouette contact with a Console.
At the end of each Game Round, but not before, the table is divided
into four Quadrants as seen on the map. Each player then checks how EFFECTS
many Quadrants they are dominating and counts their Objective Points. ► Allows the Specialist Troop to make a Normal WIP Roll to Hack the Console.
► If the roll is failed, this can be repeated as many times as necessary, each time
In this scenario each Quadrant is a Zone of Operations (ZO). spending the corresponding Short Skill and making the roll.
► A Hacked Console can be Hacked again by the other player, applying the same
DOMINATE ZO procedure. In this case, both players will count that Console as Hacked.
► Player A and Player B Tokens can be used to mark the Hacked Consoles. It is
A Zone of Operations (ZO) is Dominated by a player if they have more recommended each player uses a different kind of Tokens.
Victory Points than the adversary inside the area. Only Troopers
represented by Models or Markers (Camouflaged, Shasvastii-Embryo,

58
SPECIALIST TROOPS SECURITY
For the purposes of this scenario, only Hackers, Doctors, Engineers, DETACHMENT (SECDET)
Forward Observers, Paramedics, and Troopers possessing the Chain In this scenario, both players can add one extra CSU (any weapon
of Command or the Specialist Operative Special Skill are considered option), even if that is not available for their armies—without applying
Specialist Troops. Cost or SWC. However, their Cost does count towards Dominating ZOs.
This Trooper does not count towards a Combat Group’s limit of ten
Hackers, Doctors, and Engineers cannot make use of Repeaters or Troopers or the Army List’s limit of fifteen Troopers. For the purposes
Peripheral (Servant) Models to perform tasks reserved for Specialist of this scenario, the CSU is a Specialist Troop and possesses the
Troops. Terrain (Zero-G) Skill with no change in their Cost and SWC. In addition,
this Trooper is a CSU for all intents and purposes when creating
HACKER BONUS Fireteams.

Troopers possessing the Hacker Special Skill have a MOD of +3 to the INTELCOM CARD (PROVISIONS)
WIP Rolls necessary to Hack a Console. In addition, they will be able
to make two WIP Rolls each time they spend a Short Skill to Hack a The Classified Objectives with the symbol give 1 extra Objective
Console. Point, but only if the player has less than 10 Objective Points.

NO GRAVITY ZONE END OF THE MISSION


The zone of operations is located in a section without gravity. This This scenario has a limited time frame, so it will automatically finish at
does not apply movement restrictions on the game table, however all the end of the third Game Round.
Troopers possessing the Terrain (Total), Terrain (Zero-G) or Super-Jump
Special Skills get a +1 inch bonus to their first MOV value. If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.
This Bonus is only applied during a Move Skill.

24 in x 32 in 32 in x 48 in 48 in x 48 in

59
THE ARMORY
MISSION OBJECTIVES 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

MAIN OBJECTIVES each wall (See map below). The Gates of the Armory are closed at the
start of the game. The Armory Gates must be represented by a Narrow
»   At the end of each Game Round, Dominate the Armory Gate Token or a scenery piece with the same size.
(2 Objective Points).
»   At the end of the game, Dominate the Armory (1 Objective Point).
»   At the end of the game, have acquired more weapons or items OPEN THE ARMORY GATES
from the Panoplies than the adversary (2 Objective Points). SHORT SKILL

CLASSIFIED Attack

»  
Each player has 1 Classified Objective (1 Objective Point). REQUIREMENTS
► Only Specialist Troops can declare this Skill.

FORCES AND DEPLOYMENT ► The Specialist Troop must be in Silhouette contact with a Gate.

SIDE A and SIDE B: Both players will deploy on opposite sides of the EFFECTS
game table, in Deployment Zones whose size depends on the number ► Allows the Specialist Troop to make a WIP Roll to Open the Gates. A success opens
of Army Points in the Army Lists. all Gates to the Armory. 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.

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES DOMINATE ZO
A Zone of Operations (ZO) is Dominated by a player if they have more
A and B 150 3 24 in x 32 in 8 in x 24 in
Victory Points than the adversary inside the area. Only Troopers
represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
A and B 200 4 32 in x 48 in 12 in x 32 in Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
in a Null State do not count. Tokens representing weapons or pieces of
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
A and B 250 5 32 in x 48 in 12 in x 32 in
any Token that does not represent a Trooper does not count either.

A and B 300 6 48 in x 48 in 12 in x 48 in A Trooper is inside a Zone of Operations when more than half the
Trooper’s base is inside that ZO.

A and B 400 8 48 in x 48 in 12 in x 48 in
SHASVASTII
Exclusion Zone. The Exclusion Zone is the area covering 8 inches (4 Troopers possessing the Shasvastii Special Skill that are inside a Zone
inches in 150 point games) either side of the central line of the game of Operations count while they are in the Shasvastii-Embryo State or
table. Any Special Skill with the Airborne Deployment (AD) or Superior any non-Null State.
Deployment Labels cannot be used to deploy inside this area.
BAGGAGE
SCENARIO SPECIAL RULES Troopers possessing the Baggage piece of Equipment that are inside

THE ARMORY (ZO) a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.
In this scenario The Armory is a Zone of Operations (ZO).
PANOPLIES
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 There are 2 Panoplies, placed inside the Armory on different corners
by Micro Art Studio, the Command Bunker by Warsenal, or the Panic (see map below).
Room by Customeeple.

60
Each Panoply must be represented by an Objective Token or by a
scenery piece of the same diameter.
EVO HACKER BONUS
In this scenario, those Troopers possessing an EVO Hacking Device
provide 1 extra Regular Order to their Combat Group’s Order Pool. The
USE PANOPLIES maximum number of extra Orders they can provide is 1 per Army List.
SHORT SKILL

Attack
DEFENSIVE TURRET F-13
Before the Deployment Phase, each player must place a Defensive
REQUIREMENTS Turret F-13 totally inside their Deployment Zone.
► The Trooper must be in Silhouette contact with a Panoply
The player that kept Deployment is the first one to place their
EFFECTS Defensive Turret F-13.
► By succeeding at a WIP Roll, a Trooper can make a Roll on the Panoply Chart to
obtain one weapon or piece of equipment. Once a success has been rolled, that These turrets are fixed to the floor and cannot move. They must be
Trooper cannot use this Panoply again. represented by a Player A or Player B Token or by a Model or piece of
► Troopers possessing the Booty Special Skill, or any other Skill which specifies scenery with the same Silhouette value (for example Turrets from the
so, don’t need to make the WIP Roll. Defiance Scenery, or Fiddler’s Turrets).
► A Trooper in Silhouette contact with this piece of scenery may spend one Short
Skill of an Order to cancel their Unloaded State. The Defensive Turrets F-13 are Deployable Weapons, reacting with BS
► If a Trooper rolls a weapon or piece of equipment they already have, they can Attack or CC Attack to any Order declared by an active Enemy Model
repeat the roll on the Panoply Chart. (but not Markers) in LOF or in Silhouette contact.

PANOPLY CHART When the STR Attribute value of a Defensive Turret F-13 is 0 or less, it
is removed from the game table.

+1 ARM Panzerfaust
1-2 13
DEFENSIVE TURRET F-13
3-4 Light Flamethrower 14 Monofilament CCW ► ISC: TURRET F-13
MOV CC BS PH WIP ARM BTS STR S
5-6 Grenades 15 MOV 8-4
-- 5 10 -- -- 2 3 1 2
► Equipment: 360º Visor ► BS Weapons: Combi Rifle
TAG: BS Attack (Shock)
► Special Skills: Total Reaction ► Melée Weapons: PARA (-3) CCW
7-8 DA CCW 16 Other TroopTypes: MULTI
Rifle

9 Multispectral Visor L1 17 MULTI Sniper Rifle


INTELCOM CARD
TAG: Immunity (Total)
(SUPPORT AND CONTROL)
10 EXP CCW 18 Before the beginning of the game, but after choosing the Classified
Other Troop Types: + 4 ARM
Objective, the player must inform to their adversary if that card will
Adhesive Launcher be their Classified Objective or their INTELCOM Card. Each player rolls
11 19 Mimetism (-6)
(+1B)
a die and the one who gets the highest score must be the first who
TAG: Immunity (AP) announces their decision to their adversary. The content of the card,
TAG: BS Attack (+1B)
12 Other Troop Types: + 20 whether the mission or the card numeric value, is Private Information,
2 ARM Other Troop Types: HMG
no matter which use the player has chosen for it.

SPECIALIST TROOPS At the end of the last Game Round and at the end of the game, when
the players count up their points and in Initiative order, the player can
For the purposes of this scenario, only Hackers, Doctors, Engineers, use their INTELCOM Card in Support and Control Mode.
Forward Observers, Paramedics, and Troopers possessing the Chain of
Command or the Specialist Operative Special Skill are considered Specialist Support and Control Mode: The player can add the value of the Support
Troops. and Control Card to their Victory Points in the Zone of Operations (ZO)
of their choice. The player must have at least one Trooper inside that
Hackers, Doctors, and Engineers cannot make use of Repeaters or ZO, in a non-Null State.
Peripheral (Servant) Models to perform tasks reserved for Specialist Troops.

61
END OF THE MISSION
This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

62
UNMASKING
Scenario by the Warcor HurVo It is not allowed to deploy in Silhouette contact with any HVT.

MISSION OBJECTIVES SCENARIO SPECIAL RULES


SUBTERFUGE
MAIN OBJECTIVES Each of the players will deploy three HVTs, applying the conventional
»   To Kill the enemy Designated Target, but only if it has been rules, but only one of them will be the Designated Target. This choice
previously Revealed (3 Objective Points). will be made by each player during the Deployment Phase. It is Private
»   To Kill enemy Target Decoys, but only if they have been previously Information and must be written down to show to your opponent if
Revealed (1 Objective Point for each Target Decoys). necessary. The other two HVTs are Target Decoys.
»   To Kill more enemy Target Decoys, but only if they have been
previously Revealed (1 Objective Point). All the HVTs have an HVT Profile (Neutral Civilian) until they are
»   At the end of the game, have the same number of Activated Revealed as a Designated Target, or as a Target Decoy.
Consoles as the adversary (1 Objective Point but only if the player has
at least 1 Activated Console). An HVT applies the HVT Profile (Designated Target) at the end of the
»   At the end of the game, have more Activated Consoles than the Order in which it has been Revealed as a Designated Target, or as a
adversary (2 Objective Points). Target Decoy.
»   At the end of the game, have your Designated Target not Killed
(2 Objective Point). CONSOLES
CLASSIFIED There are three Consoles, placed on the central line of the game table.
One of them is in the center of the table and the other two are 12
»  
There are no Classified Objectives. inches from the central Console (8 inches in 150 point games), see
map below.

FORCES AND DEPLOYMENT Each Console must be represented by a Console A Token or by a


SIDE A and SIDE B: Both players will deploy on opposite sides of the game scenery piece of the same diameter (such as the Human Consoles
table, in Deployment Zones whose size depends on the number of Army by Micro Art Studio, the Tech Consoles by Warsenal or the Comlink
Points in the Army Lists. Console by Customeeple).

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES
ACTIVATE CONSOLE
SHORT SKILL
A and B 150 3 24 in x 32 in 8 in x 24 in Attack

A and B 200 4 32 in x 48 in 12 in x 32 in
REQUIREMENTS
► Only Specialist Troops can declare this Skill.
► The Specialist Troop must be in Silhouette contact with a Console.
A and B 250 5 32 in x 48 in 12 in x 32 in

EFFECTS
A and B 300 6 48 in x 48 in 12 in x 48 in ► Allows the Specialist Troop to make a Normal WIP Roll to Activate the Console.
► 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.
A and B 400 8 48 in x 48 in 12 in x 48 in
► When Activating the Console, the player may choose one of the enemy HVTs
and the adversary must Reveal if it is the Designated Target, or if it is one of
Exclusion Zone. The Exclusion Zone is the area covering 8 inches the Target Decoys.
(4 inches in 150 point games) either side of the central line of the game ► A Console cannot be Activated again by the same player to Reveal another HVT.
table. Any Special Skill with the Airborne Deployment (AD) or Superior
Deployment Labels cannot be used to deploy inside this area.

63
► An Activated Console can be Activated again by the other player, applying the
same procedure. In this situation, the Console no longer counts as Activated IMPORTANT:
by the adversary. Players are not allowed to Kill an enemy HVT until it has
► Player A and Player B Tokens can be used to mark the Activated Consoles. It is been revealed as the Designated Target, or as one of the
recommended each player uses a different kind of Token. Target Decoys.

SPECIALIST TROOPS
KILLING
For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain Troopers are considered Killed by the adversary when they enter Dead
of Command or the Specialist Operative Special Skill are considered State, or they are in a Null State at the end of the game.
Specialist Troops.
Troopers that have not been deployed on the game table, as a Model
Hackers, Doctors, and Engineers cannot make use of Repeaters or Peripheral or Marker, at the end of the game will be considered to be Killed by the
(Servant) Models to perform tasks reserved for Specialist Troops. adversary.

HACKER BONUS CLASSIFIED DECK NOT USED


Troopers possessing the Hacker Special Skill have a MOD of +3 to the WIP Players will not use the Classified Deck in this scenario.
Rolls necessary to Activate a Console. In addition, they will be able to make
two WIP Rolls each time they spend a Short Skill to Activate a Console.
END OF THE MISSION
DESIGNATED TARGET This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.
In this scenario, the enemy HVTs that have been Revealed are
considered enemy Troopers instead of Neutral Civilians, so they can be If one of the players starts their Active Turn in a Retreat! situation, the
targeted by Attacks. game will end at the end of that Turn.

Revealed HVTs are reactive and hostile, reacting as if they are an


enemy Trooper.

24 in x 32 in 32 in x 48 in 48 in x 48 in

64
65
BATTLEGROUND
MISSION OBJECTIVES SCENARIO SPECIAL RULES
MAIN OBJECTIVES SECTORS (ZO)
»  At the end of the game, dominate the nearest Sector to your When the game is finished, but not before, 3 Sectors are marked out.
Deployment Zone (1 Objective Point). In 200/250/300/400 point games, these Sectors are 8 inches deep
»  At the end of the game, dominate the central Sector (3 Objective and as wide as the game table. Two of these Sectors are placed 4
Points). inches from the central line of the game table, one on each side, and
»  At the end of the game, dominate the farthest Sector from your the third Sector is a strip 8 inches deep in the central area of the table.
Deployment Zone (4 Objective Points).
»  Kill the enemy Key Ops (2 Objective Points). In 150 point games, these Sectors are 4 inches deep and as wide as
»  Alternatively, at the end of the game, Threaten the enemy Key the game table. Two of these Sectors are placed 2 inches from the
Ops (1 Objective Point). central line of the game table, one on each side, and the third Sector is
a strip 4 inches deep in the central area of the table.

FORCES AND DEPLOYMENT In this scenario each Sector is a Zone of Operations (ZO).
SIDE A and SIDE B: Both players will deploy on opposite sides of the
game table, in Deployment Zones whose size depends on the number DOMINATE ZO
of Army Points in the Army Lists.
A Zone of Operations (ZO) is Dominated by a player if they have more
Victory Points than the adversary inside the area. Only Troopers
ARMY GAME DEPLOYMENT represented by Models or Markers (Camouflaged, Shasvastii-Embryo,
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
in a Null State do not count. Tokens representing weapons or pieces of
A and B 150 3 24 in x 32 in 8 in x 24 in
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and
any Token that does not represent a Trooper does not count either.
A and B 200 4 32 in x 48 in 12 in x 32 in
A Trooper is inside a Zone of Operations when more than half the
Trooper’s base is inside that ZO.
A and B 250 5 32 in x 48 in 12 in x 32 in

SHASVASTII
A and B 300 6 48 in x 48 in 12 in x 48 in
Troopers possessing the Shasvastii Special Skill that are inside a Zone
of Operations count while they are in the Shasvastii-Embryo State or
A and B 400 8 48 in x 48 in 12 in x 48 in
any non-Null State.

BAGGAGE
Troopers possessing the Baggage piece of Equipment that are inside
a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.

KILLING
Troopers are considered Killed by the adversary when they enter Dead
State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model
or Marker, at the end of the game will be considered to be Killed by the
adversary.

66
KEY OPS THREATEN KEY OPS
The Key Ops is a special tactics operator with unique training to A Key Ops is Threatened by a player if they have at least one Trooper
conduct multi-domain reconnaissance and combat across the full (as a Model, not a Marker) in a non-Null state inside the Key Ops’ Zone
spectrum of conflicts. of Control.

At the end of the Deployment Phase, in Initiative order, players must HVT AND CLASSIFIED DECK
NOT USED
declare which Trooper from their Army List is their Key Ops. The
Trooper chosen must be always one of the models deployed on the
game table. Players are not allowed to choose Troopers in Hidden In this scenario, the HVT Model and Secure HVT rules are not applied.
Deployment or in Marker state. This Trooper must always be on the Players will not deploy the HVT Model on the game table and they will
game table as a Model and not as a Marker (Camouflaged, Holoecho…). not use the Classified Deck in this scenario.
Also, Irregular Troops and those whose Troop Type is REM are not
eligible to be Key Ops.
END OF THE MISSION
The Key Ops possesses the Dodge (+3) and Tactical Awareness Special This scenario has a limited time frame, so it will automatically finish at
Skills, even if those are not listed on their Unit Profile. These Special the end of the third Game Round.
Skills are not cumulative, if the Trooper already has them, then they
are not applied.

The Key Ops is identified with a Player A or B Marker.

24 in x 32 in 32 in x 48 in 48 in x 48 in

67
CUTTHROAT
MISSION OBJECTIVES If the player lacks a Lieutenant during the Tactical Phase of their
Active Turn because this Trooper was not deployed or because
»  To Kill more Army Points than the adversary (3 Objective Points). it is in the Isolated State or any Null State (Unconscious, Dead,
»  To Kill the same number of Lieutenants as the adversary (2 Sepsitorized…), then the player must name a new Lieutenant, without
Objective Points, but only if at least 1 Lieutenant is killed by the Order expenditure. The identity of this new Lieutenant is also Open
player). Information. It is compulsory that this Lieutenant be a Model or a
»  To Kill more Lieutenants than the adversary (3 Objective Points). Marker placed on the game table.
»  To Kill the enemy Key Ops (1 Objective Point).
»  To Kill more enemy Troopers with your Key Ops than the KEY OPS
adversary does with theirs (3 Objective Points).
The Key Ops is a special tactics operator with unique training to

FORCES AND DEPLOYMENT conduct multi-domain reconnaissance and combat across the full
spectrum of conflicts.
SIDE A and SIDE B: Both players will deploy on opposite sides of the
game table, in Deployment Zones whose size depends on the number At the end of the Deployment Phase, in Initiative order, players must
of Army Points in the Army Lists. declare which Trooper from their Army List is their Key Ops. The
Trooper chosen must be always one of the models deployed on the
game table. Players are not allowed to choose Troopers in Hidden
ARMY GAME DEPLOYMENT Deployment or in Marker state. This Trooper must always be on the
SIDE SWC
POINTS TABLE SIZE ZONE SIZES
game table as a Model and not as a Marker (Camouflaged, Holoecho…).
Also, Irregular Troops and those whose Troop Type is REM are not
A and B 150 3 24 in x 32 in 12 in x 24 in
eligible to be Key Ops.

A and B 200 4 32 in x 48 in 16 in x 32 in The Key Ops possesses the Dodge (+3) and Tactical Awareness Special
Skills, even if those are not listed on their Unit Profile. These Special
Skills are not cumulative, if the Trooper already has them, then they
A and B 250 5 32 in x 48 in 16 in x 32 in
are not applied.

A and B 300 6 48 in x 48 in 16 in x 48 in The Key Ops is identified with a Player A or B Marker.

A and B 400 8 48 in x 48 in 16 in x 48 in
KILLING
Troopers are considered Killed by the adversary when they enter Dead

SCENARIO SPECIAL RULES State, or they are in a Null State at the end of the game.

Troopers that have not been deployed on the game table, as a Model
REINFORCED TACTICAL LINK or Marker, at the end of the game will be considered to be Killed by the
In this scenario the Loss of Lieutenant rule does not apply. adversary.

In this mission, the identity of the Lieutenant is always Open The Key Ops counts as Killing a target if they cause the target to be in
Information. The player must indicate which Marker is the Lieutenant if a Null State at the end of the game, or if they cause the loss of one or
it is in a Marker State (Camouflaged, Decoy...) or which Markers are the more Wounds/STR points during the Order in which the target enters
Lieutenant in the case of a Holoprojector. Dead State.

The Lieutenant must be placed on the game table at the beginning of NO QUARTER
the first Game Round, either as a Model or as a Marker. Players may
not deploy their Lieutenants in Hidden Deployment State. In this scenario, the Retreat! rules are not applied.

68
HVT AND CLASSIFIED END OF THE MISSION
DECK NOT USED This scenario has a limited time frame, so it will automatically finish at
In this scenario, the HVT Model and Secure HVT rules are not applied. the end of the third Game Round.
Players will not deploy the HVT Model on the game table and they will
not use the Classified Deck in this scenario.

24 in x 32 in 32 in x 48 in 48 in x 48 in

69
SUPERIORITY
MISSION OBJECTIVES A Trooper is inside a Zone of Operations when more than half the
»   At the end of each Game Round, dominate more Quadrants than Trooper’s base is inside that ZO.
the adversary (2 Objective Points).
»   At the end of the game, have a Hacked Console (1 Objective Point SHASVASTII
for each Hacked Console, up to a maximum of 3 Objective Points).
»   At the end of the game, have a Dominant Key Ops (1 extra Troopers possessing the Shasvastii Special Skill that are inside a Zone
Objective Point). of Operations count while they are in the Shasvastii-Embryo State or
any non-Null State.

FORCES AND DEPLOYMENT BAGGAGE


SIDE A and SIDE B: Both players will deploy on opposite sides of the
game table, in Deployment Zones whose size depends on the number Troopers possessing the Baggage piece of Equipment that are inside
of Army Points in the Army Lists. a Zone of Operations and in a non-Null State provide an additional 20
Victory Points for Dominating the ZO.

SIDE
ARMY
POINTS
SWC
GAME
TABLE SIZE
DEPLOYMENT
ZONE SIZES CONSOLES
There are 4 Consoles, placed on the center of each Quadrant (See map
A and B 150 3 24 in x 32 in 8 in x 24 in
below).

A and B 200 4 32 in x 48 in 12 in x 32 in Each Console must be represented by a Console A Token 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
A and B 250 5 32 in x 48 in 12 in x 32 in
Console by Customeeple).

A and B 300 6 48 in x 48 in 12 in x 48 in
HACK CONSOLES
SHORT SKILL
A and B 400 8 48 in x 48 in 12 in x 48 in
Attack

SCENARIO SPECIAL RULES REQUIREMENTS


► Only Specialist Troops can declare this Skill.
QUADRANTS (ZO) ► The Specialist Troop must be in Silhouette contact with a Console.
At the end of each Game Round, but not before, the table is divided
into four Quadrants as seen on the map. Each player then checks how EFFECTS
many Quadrants they are dominating and counts their Objective Points. ► Allows the Specialist Troop to make a Normal WIP Roll to Hack the Console.
► If the roll is failed, this can be repeated as many times as necessary, each time
In this scenario each Quadrant is a Zone of Operations (ZO). spending the corresponding Short Skill and making the roll.
► A Hacked Console can be Hacked again by the other player, applying the same
DOMINATE ZO procedure. In this case, both players will count that Console as Hacked.
► Player A and Player B Tokens can be used to mark the Hacked Consoles. It is
A Zone of Operations (ZO) is Dominated by a player if they have more recommended each player uses a different kind of Tokens.
Victory Points than the adversary inside the area. Only Troopers
represented by Models or Markers (Camouflaged, Shasvastii-Embryo, SPECIALIST TROOPS
Seed-Embryo…) count, as well as Proxies and Peripheral Troops. Troops
in a Null State do not count. Tokens representing weapons or pieces of For the purposes of this scenario, only Hackers, Doctors, Engineers,
equipment (like Mines or Deployable Repeaters), fake Holoechoes, and Forward Observers, Paramedics, and Troopers possessing the Chain
any Token that does not represent a Trooper does not count either. of Command or the Specialist Operative Special Skill are considered
Specialist Troops.

70
Hackers, Doctors, and Engineers cannot make use of Repeaters or
Peripheral (Servant) Models to perform tasks reserved for Specialist
DOMINANT KEY OPS
Troops. Players who have their Key Ops in any non-Null State in a ZO
Dominated by them, have a Dominant Key Ops.
HACKER BONUS
SECURITY
DETACHMENT (SECDET)
Troopers possessing the Hacker Special Skill have a MOD of +3 to the
WIP Rolls necessary to Hack a Console. In addition, they will be able
to make two WIP Rolls each time they spend a Short Skill to Hack a In this scenario, both players can add one extra CSU (any weapon
Console. option), even if that is not available for their armies—without applying
Cost or SWC. However, their Cost does count towards Dominating ZOs.
KEY OPS This Trooper does not count towards a Combat Group’s limit of ten
Troopers or the Army List’s limit of fifteen Troopers. For the purposes
The Key Ops is a special tactics operator with unique training to of this scenario, the CSU is a Specialist Troop and possesses the
conduct multi-domain reconnaissance and combat across the full Terrain (Zero-G) Skill with no change in their Cost and SWC. In addition,
spectrum of conflicts. this Trooper is a CSU for all intents and purposes when creating
Fireteams.
At the end of the Deployment Phase, in Initiative order, players must
declare which Trooper from their Army List is their Key Ops. The HVT AND CLASSIFIED DECK
NOT USED
Trooper chosen must be always one of the models deployed on the
game table. Players are not allowed to choose Troopers in Hidden
Deployment or in Marker state. This Trooper must always be on the In this scenario, the HVT Model and Secure HVT rules are not applied.
game table as a Model and not as a Marker (Camouflaged, Holoecho…). Players will not deploy the HVT Model on the game table and they will
Also, Irregular Troops and those whose Troop Type is REM are not not use the Classified Deck in this scenario.
eligible to be Key Ops.

The Key Ops possesses the Dodge (+3) and Tactical Awareness Special
END OF THE MISSION
Skills, even if those are not listed on their Unit Profile. These Special This scenario has a limited time frame, so it will automatically finish at
Skills are not cumulative, if the Trooper already has them, then they the end of the third Game Round.
are not applied.
If one of the players starts their Active Turn in a Retreat! situation, the
The Key Ops is identified with a Player A or B Marker. game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

71
UPLINK CENTER
MISSION OBJECTIVES SCENARIO SPECIAL RULES
»  At the end of the game, have an Activated Communication
Antenna (2 Objective Points for each Activated Communication
Antenna).
COMMUNICATION ANTENNAS
»  At the end of the game, Control a Communication Antenna (1 There are 2 Communication Antennas on the central line of the table.
Objective Point for each Controlled Communication Antenna). They are placed 12 inches from the table edges in 300/400 point
»  At the end of the game, Control the Tech-Coffin (3 Objective games, 8 inches in 200/250 point games, and 4 inches in 150 point
Points). games. Each Communication Antenna must be represented by a
»  At the end of the game, have an Active Lieutenant (1 Objective Transmission Antenna Token (TRANS. ANTENNA) or with a scenery
Point). piece of the same diameter (such as the Communications Array by
Warsenal or the Sat Station Antenna by Customeeple).
FORCES AND DEPLOYMENT
SIDE A and SIDE B: Both players will deploy on opposite sides of the ACTIVATE COMMUNICATION ANTENNA
game table, in Deployment Zones whose size depends on the number SHORT SKILL
of Army Points in the Army Lists.
Attack

SIDE
ARMY
SWC
GAME DEPLOYMENT REQUIREMENTS
POINTS TABLE SIZE ZONE SIZES
► Only Specialist Troops can declare this Skill.
► The Specialist Troop must be in Silhouette contact with a Communication Antenna.
A and B 150 3 24 in x 32 in 12 in x 24 in

EFFECTS
A and B 200 4 32 in x 48 in 16 in x 32 in ► Allows the Specialist Troop to make a Normal WIP Roll to Activate a
Communication Antenna.
► If the roll is failed, this can be repeated as many times as necessary, each time
A and B 250 5 32 in x 48 in 16 in x 32 in
spending the corresponding Short Skill and making the roll.
► An Activated Communication Antenna can be Activated again by the other player,
A and B 300 6 48 in x 48 in 16 in x 48 in applying the same procedure. In this situation, the Communication Antenna is
no longer Activated by the adversary.
► Player A and Player B Tokens can be used to mark the Activated Communication
A and B 400 8 48 in x 48 in 16 in x 48 in
Antenna. It is recommended each player uses a different kind of Tokens.

It is not permitted to deploy in Silhouette contact with the Tech-Coffin CONTROL A


COMMUNICATION ANTENNA
or with the Communication Antennas.

A Communication Antenna is Controlled by a player as long as that


player is the only one with at least one Trooper (as a Model, not a
Marker) in Silhouette contact with it. So there cannot be any enemy
Troopers in Silhouette contact with the Communication Antenna.
Models in a Null State cannot do either.

TECH-COFFIN
There is 1 Tech-Coffin placed in the center of the table.

The Tech-Coffin must be represented by a Tech-Coffin Token or with


a scenery piece of the same diameter (such as the Stasis Coffins by
Warsenal or the Cryo Pods by Customeeple).

72
CONTROL THE TECH-COFFIN CORSAIR
The Tech-Coffin is Controlled by a player as long as that player is In this scenario, both players can add one extra Bashi Bazouk (any
the only one with at least one Trooper (as a Model, not a Marker) in weapon option) even if they are not available in their army—without
Silhouette contact with it. So there cannot be any enemy Troopers in applying Cost or SWC. This Trooper does not count towards a Combat
Silhouette contact with the Tech-Coffin. Models in a Null State cannot Group’s limit of ten Troopers or the Army List’s limit of fifteen Troopers.
do either. For the purposes of this scenario, the Bashi Bazouk is a Specialist
Troop with no change in their Cost and SWC.
SPECIALIST TROOPS
ACTIVE LIEUTENANT
For the purposes of this scenario, only Hackers, Doctors, Engineers,
Forward Observers, Paramedics, and Troopers possessing the Chain At the end of the game, a Lieutenant is Active if they are not in any
of Command or the Specialist Operative Special Skill are considered Null state (Unconscious, Dead, Sepsitorized…), Isolated State, or any
Specialist Troops. Immobilized State.

Hackers, Doctors, and Engineers cannot make use of Repeaters or HVT AND CLASSIFIED DECK
NOT USED
Peripheral (Servant) Models to perform tasks reserved for Specialist
Troops.
In this scenario, the HVT Model and Secure HVT rules are not applied.
ENGINEER Players will not deploy the HVT Model on the game table and they will

AND HACKER BONUS not use the Classified Deck in this scenario.
Troopers possessing the Engineer or Hacker Special Skill have a MOD
of +3 to the WIP Rolls necessary to Activate a Communication Antenna.
In addition, they will be able to make two WIP Rolls each time they
END OF THE MISSION
spend a Short Skill to Activate a Communication Antenna. This scenario has a limited time frame, so it will automatically finish at
the end of the third Game Round.

If one of the players starts their Active Turn in a Retreat! situation, the
game will end at the end of that Turn.

24 in x 32 in 32 in x 48 in 48 in x 48 in

73
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