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ITS Season 9


Raindog

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What is new!

 

  1. If a player takes a single combat group, that is, ten models or less in a single group and not other combat groups, he cannot be effected by the strategic use of command tokens. You cannot strip two order or limit him to a single coordinated order.
  2. The HVT: Retro-engineering card is no more. HVT: Kidnapping replaces it.  Troops that are elite, veteran, or have chain of command must Civevac the HVT at the end of the game.
  3. T.A.G.s now have the Fatality 1 Rule (I might have predicted this rule at Game Night....)
  4. Some scenarios require a model on each force to be a designated Data Tracker. Hidden units, marker units (Camo or holo), irregular, and remote units cannot be Data Trackers.
  5. The ALIVE group is done. BIT and Kiss are allowed by the Combined Army.
  6. Since PAN-O won Wotan, they are allowed to take one of several predetermined lists. The lists revolve around Jotums, Nisse, Knights Hospitalers, Order Sergeants, and Fussiliers. Nisse are in Haris!
  7. Other closed lists may be added later in the season.
  8. If a tournament allows Soldiers of Fortune, up to 75 points of Mercs may be selected. Of course, named characters cannot be duplicated in the same force. This privilege cost 1 S.W.C.
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Missions:

 

All Missions that used the Command Center like Armory and Engineering Deck are gone.

 

Annihilation

There are no HVTs and No High Classified Cards. 

Killing the enemy Data Tracker is worth 2 points.

Killing the enemy is worth up to 4 points.

Having your units survive is worth up to 4 points.

There is no retreat in this scenario.

 

Biotechvore 

Biotechvore is basically the same. 

There are two classifieds worth a point each.

There is a point for having accomplished more classifieds than your opponent.

Three points are awarded for killing more of the enemy.

Up to four points are granted for surviving troops.

There is no retreat in the scenario. 

 

Quadrant Control

Scoring is calculated at the end of each turn.

Controlling the same amount of quadrants at the end of the Game Turn is worth a point.

Controlling more quadrants is worth 3 points.

Having your Data Tracker in a quadrant you control at the end of the Game Round is worth a bonus point (This makes it seem a player can score up to 13 points in a game).

Finally, there  is one classified worth a point.

 

 

Decapitation

 

This mission has changed.

First, there is no retreat.

Second, there are no classifieds.

Third, the HVT acts enemy model. It is placed the same, but has a set of stats and is armed with a stun gun.

Fourth, there must be a Data Tracker.

Fifth, the LT is public information. The LT. cannot be hidden or not deployed on the table at the beginning of the game.

 

Scoring is a follows:

 

2 points for Killing more of the enemy .

2 point for killing the same number of LTs as your opponent (minimum of one).

3 points for killing more LTs.

2 points for killing the HVT.

3 extra points for killing the HVT with your Data Tracker.

 

It looks like up to 12 points can be scored........

 

Show of Force

No HVT or Classifieds

TAGS may deploy as if they have the Forward Deployment 1 rule!

There must be a Data Tracker.

There are 2 Panoplies to loot. 

Scoring is a follows:

Control the Antenna at the end of the game: 2 Points

Control the Antenna at the end of the game with a TAG: 3 extra Points.

Kill More than your Opponent: 2 points

Kill the enemy Data Tracker: 3 Points

 

Looting and Sabotaging

A Wotan Mission! 

Okay, the mission evolves around protecting a piece of scenery on the edge of your deployment zone. The scenery is like a static Jotum. It is hard to kill. You can shoot it, but only CC weapons with anti-material trait can hurt it.

 

Special Rules:

All TAGs have the anti-material trait when attacking the special piece of scenery.

There are two panoplies for your looting pleasure. Specialist had always pick D-Charges from the panoplies. 

You cannot deploy touching the special piece of scenery.

 

Scoring:

Protect your special piece of scenery: 1point per Structure remaining at the end of the game.

Damage the opposing special piece of scenery. 1 point per Structure damaged.

Destroy the opposing special piece of scenery. 1 extra point

Destroy the opposing special piece of scenery with your Data Tracker. 1 extra point.

Acquire more goods from the panoplies: 1 point

Achieve your classified: 1 Point

 

Frontline

The mission is similar to the previous version. 

 

First, there is one classified worth one point

Winning the first range band is worth one point. 

Winning the middle range is worth three points.

There is bonus point for winning the center band while having your Data Tracker in it.

Winning far range band is worth five points.

 

Firefight.

The mission is fairly similar to the previous version.

 

There is no retreat is this mission.

There are three panoplies to loot.

The deployment zone is still 16 inches deep.

The designated landing zone is still in effect.

The mission has two classified worth a point each.

Killing more specialists is worth a point.

Killing more LTs. Is worth two points.

Killing more of the enemy is worth three points.

Killing the Data Tracker is worth a point.

Finally, acquiring more loot is worth a points.

 

 

Supremacy 

 

The scenario still has four scoring quadrants with a console in the center of each quadrant. The players score for dominating quadrants at the end of the game round.

Starting in the second game round, the consoles can be destroyed.

 

To score, you must dominate quadrants. 

One point is awarded for tying you opponent in the number dominated.

Two points are awarded for having more.

Each console hacked is worth one point. 

Any specialist can hack the consoles, but hackers have a +3 bonus to their WIP roll.

A hacked console can be re-hacked by the opposing side.

 

If a console is hacked by both sides, at the end of the game, each side must WIP off with their remaining specialists. If one side has no living specialists, the other side is given the objective. If neither side has specialists, neither side is award the console.

Finally, there is one classified point, but only if the player had less than 10 points.

 

 

 

Safe Area

The set up for the mission is the same as Supremacy, but is a very different mission.

 

First, scoring is done at the end of the game. Consoles are not hacked and cannot be destroyed. To control a console, a specialist (and no opposing models) must touch it.

 

Scoring:

Dominating the same amount of Quadrants: 3 points

Dominating more than your opponent: 4 Points

Having your Data Tracker in a dominated quadrant: 1 point

Each console controlled: 1 point

There is one classified worth one point.

 

Transmission Matrix

The mission still has the five "friendemy" repeaters with control zones of 4 inches. The repeaters do not have firewall mods.

The scenario uses hostile HVTs.

 

To score, the player needs to control the repeaters at the end of each round.

 

One point is awarded for having the same number of controlled repeaters.

Two points are awarded for having more.

One point is awarded for killing the enemy HVT.

Two bonus points are awarded for killing the HVT with your Data Tracker.

Finally, there is a one classified worth one point.

 
Power Pack

This is a new scenario with a really different set up.

 

First, each player has two deployment zones. Each deployment zone is sixteen inches deep and twelve inches wide in the corners of the same side of the table! Models with Forward Deployment 1 can deploy up to twenty inches in the twelve inch width. Models with Forward Deployment 2 can deploy anywhere in their half of the table.

 

Second, there is a Saturation Zone on four inches on either side along the center line on the width of the table. Saturation Zones reduce bursts by one.

 

There are three antennas in the Saturation Zone along the center of the table.

 

Then, there are two consoles twelve inches apart from the center line on the width of the table.

 

To score, the players must connect and control the consoles and activate the antennas. 

 

To control an console, a specialist must pass a WIP roll after touching it. Models with a Chain of Command have a +3 bonus to connect the console.

 

Only Specialists can activate antennas. A player can only have two antenna activated at one time. The opposing player can re-activate an antenna controlled by another player to take possession of it.

 

Scoring:

 

Activate the same number of antennas: 2 Points

Activate more antennas: 4 points 

Control the Enemy Console: 2 points

Control the enemy Console with your Data Tracker: 2 Extra Points

Prevent the enemy from connecting your console: 1 point 

There is one classified worth 1 point.

 

 

Capture and Protect.

This a capture the flag scenario. 

 

The flags are placed twelve inches from the center line alone the length of the table.

To score, grab the opposing beacon and try to keep it for the rest of the game.

There are no HVTs in this scenario, but there is a classified, so all HVT classified cards need to be discarded from the deck before drawing classifieds.

 

Scoring: 

Control the enemy beacon at the end of the game: 3 points

Control the enemy beacon at the end of the game with your Data Tracker:  2 extra points

Control the enemy beacon at the end of the game in your deployment zone: 1 point

Prevent you opponent from capturing your beacon: 3 points

There is one classified worth one point.

 

 

Tic-Tac-Toe

Control three antenna in a row.

Only specialists can do it.

EVO Hackers are granted a +3 mod.

 

Scoring:

If both players have three connected Antennas in a row: 2 points

If only you have has three connected Antennas in a row: 4 points

Have more connected Antennas than your opponent: 3 Points

Have a connected Antenna in the opposing player's half of the table: 2 Points

There is one Classified worth a point.


 

 More later......

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Okay, so looking at these rules now that I'm no longer grumpy about entirely unrelated things, this is actually pretty good. I like the way they're handling mercs with that, it gives you a little bit more flexibility without allowing an entire mercenary force, which would kind of ruin the fun to me. I'm very curious as to how the storyline will have BIT and Kiss! with CA... did she get sepsitorized? 

Retroengineering was a joke. Nobody ever took it, because nobody (with the exception of Nomads, because Tomcats) was able to run an engineer that far up the table in time to get the damn classified. I'm glad they got rid of it, now they just need to start sending everyone free replacements for the cards. 

And it's about goddamn time they did that with single combat group lists. Now it's actually viable to run a super-elite list and not get screwed by going first turn.

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I have to say, the more I think about it, the more I like TAGs having Fatality L1. I thought it was a dumb skill, but when you apply it to TAGs, it makes more sense. I mean, seriously, how am I supposed to believe that that giant cannon the Squalo is toting has the same damage code as the little number that lady Fusilier is bandying about? They can be the same gun, sure, but being scaled up for TAG size means they should fire bigger rounds, dealing more damage. I like it.

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On 9/5/2017 at 1:06 AM, Sgt. Rock said:

Retroengineering was a joke. Nobody ever took it, because nobody (with the exception of Nomads, because Tomcats) was able to run an engineer that far up the table in time to get the damn classified.

<3 Tomcats  :wub:

 

So being relatively new to Ordo and community gaming, how are "always on" seasonal rules like TAGs having Fatality L1, single combat group lists' immunity to order pool reduction, and CBL usage treated? Are they applicable only when playing Season 9 scenarios (granted, likely most games) or to all games played while Season 9 is active?

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1 hour ago, Omx8 said:

<3 Tomcats  :wub:

 

So being relatively new to Ordo and community gaming, how are "always on" seasonal rules like TAGs having Fatality L1, single combat group lists' immunity to order pool reduction, and CBL usage treated? Are they applicable only when playing Season 9 scenarios (granted, likely most games) or to all games played while Season 9 is active?

Unless otherwise stated, for an event or that sort of thing, the Club is very hands off on this note.  Want to play a game with SoF and all the other extras?  Go for it! Want to play a non-ITS scenario or ruleset? Go for it!  Just make sure to talk to your opponent so that you are both on the same page.

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Good to know! A further question then - so, more specifically, when the weekly game night thread goes up and whoever makes the post throws out a scenario for the week, should it be assumed games would include the "always on" season rules or only if stated? The Extras, like SoF, I'm assuming would only be when stated but I wasn't sure about the rules that are "official" for the season (Ironclad, Reduced Combat Groups, CBLs).

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