Introduction to the Infinity Tournament System

Scenarios

Let’s take a quick look at all the possible ITS scenarios you will be playing. All ITS scenarios last three game turns, though they may end earlier if one player is put in to retreat. In that case, the player who was put in to retreat before the beginning of his round will get the final scoring turn before the game ends. Be careful not to put your opponent into retreat if it means you will lose Objective Points.

In scenarios that use troop value to calculate Objective Points, the Shasvastii special skill causes those troops to count even in the Unconscious or Embryo state. So if you’re playing against opponents with the rule, don’t forget to double-tap!

Many of these scenarios require scenery elements or a specific sized tokens to act as objective. Customeeple even offers an ITS objective pack that will give you every piece you need to run one table. Both Shark Mounted Lasers and Underground Lasers carry decently priced objective rooms. Or if you’re cheap like me, there’s always paper and beer caps.

You can find the full, official scenarios PDF here.

Annihilation

Annihilation is the basic firefight game mode with some additional structure. You receive points for the value of enemy models you put into the Unconscious or Dead state, and more for the value of your surviving troops. Annihilation is the only scenario that ignores the Retreat rule, so it’s great for beginners and a nice transition into ITS scenarios. So kill, but don’t be killed. Simple enough?

Note: There are different versions of this scoring system based on how many points what tier you are using. This one is for a mid-tier, 300 point game.

NO SPECIAL TERRAIN REQUIREMENTS.

MAIN OBJECTIVES
» To kill between 75 and 150 enemy Army Points (1 Objective Point).
» To kill between 151 and 250 enemy Army Points (2 Objective Points).
» To kill more than 250 enemy Army Points (3 Objective Points).
» If you have among 75 and 150 surviving Army Points (1 Objective Point).
» If you have among 151 and 250 surviving Army Points (2 Objective Points).
» If you have more than 250 surviving Army Points (3 Objective Points).

Those miniatures that, at the end of the game, have not been deployed on the game table, will be considered casualties.

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

Frontline

Frontline is a zone control scenario where the middle 24” of the board is divided into three sections, one closest to each player’s deployment zone and one in the middle. At the end of the game (but never before), you measure out these zones and compare how many points you have in each to your enemy.

NO SPECIAL TERRAIN REQUIREMENTS.

MAIN OBJECTIVES
» To dominate the nearest area to your Deployment Zone (1 Objective Point).
» To dominate the central area (3 Objective Points).
» To dominate the farthest area from your Deployment Zone (4 Objective Points).

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

Quadrant Control

Quadrant Control is one of two ITS scenarios that is scored at the end of each round. Like Frontline, it is a game of zone control where the middle 24” of the table is divided into four quadrants but instead of waiting until the end, the point values are calculated and points are gained at the end of each turn. Taking second turn in this scenario is actually a great benefit since you can make a final push into the quadrants just before the score is tallied.

NO SPECIAL TERRAIN REQUIREMENTS.

 MAIN OBJECTIVES
» At the end of each Game Turn: Dominate the same number of Quadrants as the adversary (1 Objective Point, but only if at least 1 Quadrant is Dominated by the player).
» At the end of each Game Turn: Dominate more Quadrants than the adversary (3 Objective Points).

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

Seize the Antennae

Seize the Antennae takes it easy on the complicated mechanics. Two antennae are placed on the edge of each players deployment zone and one in the middle. Move a specialist into base-to-base contact of an antennae and make a WIP roll to capture it. At the end of the game, each antennae you control counts as three points.

REQUIRED TERRAIN: Three antennae or three 40mm tokens.

 MAIN OBJECTIVES
» For each Seized Antenna at the end of the scenario (3 Objective Points).

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

Supplies

Supplies is a simple objective game where three supply boxes are positioned equidistant along the centerline halfway between the players. A specialist must get be in base-to-base contact with a supply box and succeed in a WIP check to take possession of said box. You can force an enemy model to drop a supply box by putting them in the Unconscious or Dead state, though dropped boxes can be retrieved by any model, including non-specialists. Supplies favors a strategy of forward deployed troops with mechanized deployment or infiltration, and fast-moving specialists. Against poorly deployed or ill-equipped opponents, going first will give you an almost insurmountable advantage. So don’t be that guy: Prepare to be close to the objectives early.

REQUIRED TERRAIN: Three tech coffins or three 40mm tokens.

MAIN OBJECTIVES
» For each Supply Box your miniatures have at the end of the battle (1 Objective Point).
» If you have more Supply Boxes than your adversary at the end of the battle (3 Objective Points).
» If your adversary has no Supply Boxes at the end of the battle (2 Objective Point).

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

Beacon Race

Beacon Race isn’t a scenario that would fit into the “realistic” category, but it’s a fun sport. An 8”x8” closed objective room is placed in the center of the board which contains a console that generates beacons. Specialists can open the door (which opens all four simultaneously) and activate the beacon generator in the middle, both requiring a WIP check. Activating the beacon generator creates one beacon and each player may only have one for themselves on the board at a time. The goal is to get as many beacons as possible into four circular template-sized security zones,  which could be described as a bank. You can pass the beacons off to non-specialists using a short skill and pick beacons up off of dead comrades. Move a model holding a beacon into the security zone and you’ve scored a point. Just do it three more times.

REQUIRED TERRAIN: One 8”x8” objective room with a small doorway in the middle of each side; and four security zones marked with antennae, 40mm tokens or (unofficially) with a circular template .

MAIN OBJECTIVES
» To dominate the nearest area to your Deployment Zone (1 Objective Point).
» To dominate the central area (3 Objective Points).
» To dominate the farthest area from your Deployment Zone (4 Objective Points).

CLASSIFIED

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

Antennae Field

Antennae Field is a moderately complicated scenario and another that calculates points at the end of each game turn. In the scenario, a specialist can take control of one of five antennae by standing in base-to-base contact, with the central antenna counting for more points than the others at the end of the game. Again, taking the second turn is a benefit in this scenario, and a high number of specialists is necessary to capture the majority of the antennae.

REQUIRED TERRAIN: Five transmission antennae or five 40mm tokens.

MAIN OBJECTIVES
» At the end of each Game Turn: Control more Transmission Antennae than the adversary (2 Objective Points).
» At the end of each Game Turn: Control the same number of Transmission Antennae as the adversary (1 Objective Point, if the player Controls at least 1 Transmission Antenna).

SECONDARY OBJECTIVES
» Control the Main Transmission Antenna at the end of the game (2 Objective Points).
» Control the Transmission Antenna in the enemy Zone of Deployment at the end of the game (1 Objective Point).

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

Lifeblood

Lifeblood is an oddity for ITS as the six objective crates are randomly dispersed from the table center. That means you can have games where all of the crates could start in one player’s table half. But aside from the occasional lopsided battle, it’s a unique and more complex scenario than most others. Specialist troops can check the crates by making a WIP roll and then attempt to destroy it using specific kinds of weapons and ammo: D-Charges, Explosive, Viral, Double Action and K1 ammos—though crates cannot be destroyed in the first turn. So not only do you have to create a list with enough specialists to chase the crates, you will need to be mindful of the types of weapons you have on the board.

REQUIRED TERRAIN: Six ~25mm crates or six 25mm tokens.

MAIN OBJECTIVES
» Check the same number or more Supply Boxes than the adversary (4 Objective Points, but only if at least 1 Supply Box has been checked).
» Destroy the same number of Supply Boxes as the adversary, but not more (3 Objective Points, but only if at least 1 Supply Box has been destroyed).
» Destroy more Supply Boxes than the adversary (4 Objective Points).

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

Emergency Transmission

Emergency Transmission is one of the more complicated scenarios and also the only ITS scenario that doesn’t count doctors as a Specialist. Six consoles are placed in an array around a central antennae. Specialists must make a WIP-3 roll to activate a console, and after activating two or more consoles, a specialist can attempt a normal WIP roll to take control of the central antennae to collect the big points if he’s in base-to-base contact at the end of the game. But unlike Antennae Field, the score is only taken at the end of the game, so last round upsets should be expected. You can capture an enemy’s console for your own, or snipe an enemy specialist off of the antennae in with the last order of the game.

REQUIRED TERRAIN: Six consoles and one antenna, or seven 40mm tokens.

MAIN OBJECTIVES
» Have the same amount of Synchronized Consoles as the adversary at the end of the game (2 Objective Points, only if the player has Synchronized at least 1 Console).
» Have more Synchronized Consoles than the adversary at the end of the game (4 Objective Points).
» Have connected the Antenna at the end of the game (2 Objective Points).
» Control the Antenna at the end of the game (2 Objective Points).

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

Now that you’ve got a feel for what ITS is all about, I hope you give it a chance. Play the scenarios. Get your PIN registered. And I hope to see you at the next tournament!

Got a tip for a new ITS player? Do you have a favorite scenario? Let us know in our comments section.

Thijs "Scorch" van Tienen

Infinity enthusiast and longtime cyberpunk fan. Also enjoys some good quality tea and Thai food. Runs Data Sphere together with Arachas.

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