Wrapping up the scoring every turn exercise, we will be playing Supremacy. This is one of my favorite scenarios that forces you to do a lot of different tasks at once. It is the rub your belly and pat your head of ITS Scenarios.
This scenario has a lot in common with Quadrant Control, but instead of gaining bonus points for your DataTracker (which this scenario doesn't use at all), you need to HACK the four consoles on the board.
As we can see, this scenario uses standard 12" deployment zones, with the central area divided into four quadrants, and in the center of each of these quadrants is a console. Each turn you will score 1 point if you DOMINATE the same number of quadrants as the opponent, and you will score 2 points if you DOMINATE more quadrants than the opponent. Much like in Quadrant Control, you will need to move your units out of your deployment zone if you want them to dominate a quadrant for you, as the deployment zones are not part of any of the quadrants.
Instead of scoring each game turn, the four consoles are scored at the end of the game. To score one of these consoles, you need to have a specialist (ideally a hacker who gets +3 WIP), perform the Hack Consoles short skill on the console, and pass a WIP roll. Unlike other scenarios, if you hack a console that has already been hacked, you do not automatically take control of it. At the end of the game, both players make a face-to-face roll, rolling against their WIP for every specialist remaining, to determine who will control each of the contested consoles. You do this for EACH contested console, and is not just one roll to win them all, and you re-roll ties. If neither player has any surviving specialists, then neither player will score the contested consoles.
An interesting quirk of this scenario is that they do have a Scenery Item Profile, and so can be targeted applying the scenery structure rules, though not before the second game round. It is an incredibly viable strategy in this scenario to hack a console, then attack it with an anti-materiel weapon so that the enemy cannot hack it themselves. Remember that the Consoles only need to be Damaged to make it so that they cannot be interacted with, so dealing 1 STR of damage is plenty, no need to blast it with a missile launcher.
Finally, this scenario uses a single Classified Objective, which can also be used for INTELCOM (Interference). In this mode, you are able to negate a single enemy model Specialist at the end of the game, for the big face-to-face roll I mentioned above. Using INTELCOM in this way can be very handy, especially if you can negate their last surviving specialist. The usefulness of Interference is debatable, so I would use it on a case-by-case basis, if you draw an easy objective to score, or if you are comfortable tackling the consoles, it may be worth keeping the card, otherwise go for INTELCOM.
When writing lists for Supremacy, be sure that you have plenty of high WIP specialists at your disposal, plus some ranged anti-materiel, or alternatively, bring specialists and some anti-materiel weapons to chop up consoles after you have hacked them. Engineers are handy at this role as they often carry D-Charges, but units like the Umbra Legate who are hackers with DA CCW's, are perfectly suited for this duty. It is easy to get caught up on controlling the quadrants, or the consoles, but don't forget that you need to do BOTH!
Be mindful of the score during the game, even if you dominate more quadrants for two turns of the game, the enemy can easily turn it in their favor by controlling the consoles, scoring their classified objective, and pushing you out of objectives.
Rules for ITS Season 9: Treason, can be found here: