London Infinity Tabletop

London Infinity Tournaments

ITS 18 // 300pts // 16 Players
London Infinity Tabletop // Tournaments
London
Infinity
Tournaments // Bromley, London
Format ITS 18
Points 300pts
Rounds 3 × 2h15
Venue Troll Trader
Next Event
To Be Announced
Date and venue to be confirmed
--Days
--Hrs
--Min
Register Interest
No commitment — we'll be in touch when tickets go live.

London Infinity Tabletop

LIT is a community built around Infinity by Corvus Belli, running out of South London. We put on one-day tournaments through the year, record battle reports, and are generally trying to make it easier to find a game in this city.

Our events are competitive but relaxed — good terrain, sporting play, and a crowd that wants you to enjoy your day more than thrash you! New players are welcome at every event, and we run dedicated beginner days alongside the main season.

The LIT Season

  • Spring Offensive — April
  • Summer Conflict — June
  • Autumn Lockdown — September
  • Winter Siege — December

Events are usually held on the third weekend of the month. Autumn Lockdown is the first event of a new ITS season, so expect a fresh mission pool from September onwards.

First Contact — relaxed beginner days for players new to Infinity. Shorter games, smaller lists, proxies and unpainted models all fine, and someone on hand to walk you through the rules. We run these on request, so get in touch if you'd like one organised.

What We Do

  • London Infinity Tournaments — the events
  • London Infinity Tabletop — battle reports on YouTube
  • London Infinity Transmissions — event photos on Instagram
  • Terrain and table setup guidance at every event
  • Coming Soon London Infinity Tactica — the podcast
  • Coming Soon A Discord that stays active between events

Stay in the Loop

📍 Venue

Troll Trader
Unit 3 The Mall, Bromley BR1 1TS

View on Maps
▶ YouTube

Battle reports from our events and from the wider London scene.

@LITabletop
📷 Instagram

Photos from event day — tables, armies, and the odd painting progress shot.
@londoninfinitytransmissions

Follow Us
💬 Discord

The quickest way to find a game, ask a rules question, or hear about the next event first.

Stay Tuned
✉ Get in Touch

Questions about an event, or want to bring a board? Drop us a line.

londoninfinitytournaments@gmail.com
ITS Extra in play
This is a Team-Ops event
Team-Ops rules are switched on for Winter Siege. The Spec-Ops Special Skill is not permitted, and neither are units possessing it. Read the full rules before you write your lists.
Read the Team-Ops guide
Season 2026 // Event 04 // Upcoming
Winter
Siege
Date 19 Dec 2026
Format ITS 18
Points 300pts
Players 16
Rounds 3 × 2h15
Registration
Interest Open
16 places // tickets not yet on sale
Register Interest
No commitment — we'll be in touch when tickets go live.

Winter Siege

The season closer. Winter Siege is a one-day event rounding off the 2026 calendar — three rounds, good terrain, and the usual focus on sporting play over cutthroat winning.

The event uses the standard ITS 18 rules pack and is capped at 16 players — fewer tables means more room to play. We'll play 3 rounds of 2 hours 15 minutes each, with time between missions to debrief, fuel up, and get ready for the next game.

We will be playing at Troll Trader, Unit 3 The Mall, Bromley BR1 1TS, with access to the store from 9:00am. Please arrive no later than 9:45am.

Bromley is an easy drive for out-of-towners — about 20 minutes in from the M25 — and well connected from London Victoria and Kent stations, with the store 3 minutes from Bromley South. There's paid parking at NCP Bromley in The Mall, and plenty of food options nearby.


The Details

What to Expect

  • 8 tables of excellently laid-out terrain
  • Prizes & swag, including Best Painted
  • TO support throughout the day
  • A relaxed, welcoming crowd with competitive games

What to Bring

Your Army
2 Lists (Corvus Sphere)
Operations Deck
Dice & Tape Measure
Templates & Tokens
Order Tokens
HVT (25mm)
Lists: Submitted via Corvus Sphere. The tournament link and submission deadline will go out with ticket details.

Schedule

09:00 – 09:45
Registration & Setup
Arrive to set up!
Admin
10:00 – 12:15
Round 1 — Crossing Lines
Round 1
12:15 – 13:00
Lunch Break
Break
13:00 – 15:15
Round 2 — Double Bind
Round 2
15:15 – 15:30
Short Break
Break
15:30 – 17:45
Round 3 — B-Pong
Round 3
18:00 – 18:30
Results & Wrap-Up
Prizes and packdown
Admin
Winter Siege // ITS Extra
Team
Ops
Group LI + HI + REM
Tacball Once per game
Spec-Ops Not permitted

What Team-Ops Is

Team-Ops lets you field a small squad of customisable troopers — you pick their gear and skills when you write your list, rather than taking a fixed profile off the shelf. Think of it as three blank slots you specialise to cover whatever your army is missing.

Once the game starts, those troopers can also call in a Tacball — a one-use airborne drop capsule that lands, brings in an upgrade, is equipped with an armed turret, and becomes a secondary mission objective.

It is an ITS Extra, so it is switched on per event rather than being part of the standard rules pack.

Entirely optional. You do not have to take a Team-Ops group. Bring one if it suits your list, leave it out if it does not — both are perfectly valid.

How It Works at an Event

  • Each player may include one Team-Ops group in their Army List. It is optional.
  • The Spec-Ops Special Skill is not permitted, and neither are units possessing it, for the whole tournament.
  • Your two lists may each have a different Team-Ops composition.
  • Once the tournament begins, neither composition can change.
In short: decide both groups before you submit, because you are locked in from round one.

Building Your Group

Team-Ops
Automatic Skill — Obligatory
Requirements
  • You must include all three different Team-Ops Units — LI, HI and REM, or their equivalents. It is all three or none.
Effects
  • Lets you customise each trooper's profile as you write the list.
  • Configure every Team-Ops trooper in two steps — see below.
Restriction: your Army List cannot include more than one Team-Ops group.

Configuring Each Trooper

Pick one option from the Team-Ops Chart. Each trooper in your group must take a different option — no doubling up.
Pick a Skill, Weapon or Equipment option, exactly as you would for any other trooper.
Team-Ops charts are available in the Army app.

Fireteam Team-Ops

  • Troopers from your Team-Ops group can form a Fireteam Duo or a Fireteam Haris.
  • This Fireteam does not count toward the maximum number of Fireteams allowed on the table at once.
  • Wildcards cannot join a Team-Ops Fireteam.
Worth knowing: because it sits outside the Fireteam cap, this is a free extra team on top of whatever your army already runs.

Requesting a Tacball

Team-Ops troopers can call for tactical support on the ground, sending airborne supplies down to the battlefield in Tacball drop capsules.

Request a Tacball
Short Skill — Attack, Optional
Requirements
  • The trooper must have the Infinity Team-Ops Special Skill.
  • It must be the second Game Round. Not the first, not the third.
Effects
  • No Roll required.
  • Place a 55mm Tacball Token in Silhouette contact with any part of the trooper's route.
  • As you place it, choose one item from the Tacball Chart. Tacball items are unique and non-transferable.
  • At the end of that Order, the requesting trooper applies the chosen item.
  • The token stays on the table until the end of the game, until it is destroyed, or until it is removed.
  • The Tacball Token counts as a Deployable piece of Equipment.
Restriction: each player can use this skill once per game only.
Tacball charts are available in the Army app.

The Tacball Itself

  • The Tacball is a Deployable Weapon. It declares a BS Attack or CC Attack against any Order declared by an active enemy Model — not a Marker — within its LoF or in Silhouette contact.
  • Thanks to the Deployable Trait, Tacballs do not trigger other Deployable Weapons or Equipment.
  • It is removed from the table once it takes Wounds equal to or above its STR.
  • It is stationary and cannot move.
  • Represent it with a 55mm Tacball Token, or a model or piece of scenery of the same Silhouette.
At the table: with Total Reaction and a 360° Visor it will shoot at anything that activates in its line of fire, so place it where it threatens ground you care about.
ISC: Tacball
Tacball
Equipment: Baggage, 360° Visor
Special Skills: Total Reaction
MOVCCBSPHWIPARMBTSSTRSAVA
–510––2314–
NameWeaponry || PeripheralMelee WeaponsSWCC
TacballCombi RiflePARA CC Weapon (-3)––

Tacball Classified Objectives

  • Before the Deployment Phase, if both players have Team-Ops units in their lists, each player rolls on the Tacball Classified Objectives Chart. The results are Public Information.
  • During the game you may swap one Classified Objective you drew from the deck for the Tacball Classified Objective you rolled.
  • It is worth the same Objective Points as any normal Classified in that scenario.
Restrictions: a Classified renounced to be used as an INTELCOM Card cannot be swapped for a Tacball Classified. And you can only make one swap in total — either for a Tacball Classified or for Secure HVT, not both.

The Chart

RollObjectiveWho can do it
1–5Destroy the enemy TacballAny Trooper
6–8Target the enemy Tacball with a Forward ObserverForward Observers only
9–11Hack the enemy TacballHackers only
12–14Analyze the enemy TacballDoctors, Paramedics, Specialist Operative
15–17Scan the enemy TacballEngineers, Chain of Command, Specialist Operative
18–20Threaten the enemy TacballAny Trooper

What Each One Means

Destroy
The enemy Tacball is Destroyed if it takes Wounds equal to or above its STR, or is otherwise removed from the table.
Any Trooper
Target
Make a successful Forward Observer Roll against the enemy Tacball, applying a +1 SD MOD. On success, place your Player Token beside it.
Forward Observer
Hack
Enemy Tacball inside your ZoC, spend a Short Skill, make a successful WIP Roll. On success, place your Player Token beside it.
Hacker
Analyze
Enemy Tacball inside your ZoC, spend a Short Skill, make a successful WIP Roll. On success, place your Player Token beside it.
Doctor, Paramedic, Specialist Operative
Scan
Enemy Tacball inside your ZoC, spend a Short Skill, make a successful WIP Roll. On success, place your Player Token beside it.
Engineer, Chain of Command, Specialist Operative
Threaten
At the end of the game, have at least one Trooper — as a Model, not a Marker — in a non-Null state inside the enemy Tacball's Zone of Control.
Any Trooper
Important

At the end of the game, your Tacball Classified Objective is automatically accomplished if your opponent never deployed a Tacball on the table.

This only applies if both players have Team-Ops units in their Army Lists.


At the Table

Remember

  • All three units or none — LI, HI and REM
  • Each trooper takes a different chart option
  • Tacball can only be called in Round 2
  • One Tacball per player, per game
  • Roll Classified before deployment, and say it out loud — it is public

Easy to Forget

  • No Spec-Ops anywhere in the tournament
  • The Team-Ops Fireteam is free — it is outside the cap
  • Your opponent not deploying a Tacball gives you your Classified
  • One swap only: Tacball Classified or Secure HVT
  • Lists are locked once the event starts
Winter Siege // Round 1
Crossing
Lines
DZ size 12″ + 4″ strip
Exclusion zone Yes
Classifieds None
Ends in retreat Yes
Mission Overview
Both players deploy twice — a rear zone plus a narrow strip in the opponent’s half — so the fight starts at arm’s length from turn one. Score by holding the two Dead Zones between the zones and by activating the two Antennas on the centre line.

The Table

12" 12" 4" 8" 12" 12" DZ A DZ B Antenna Dead Zone

300 POINTS // 48″ × 48″


Mission Objectives

ObjectivePoints
At the end of each Game Round, Dominate a Dead Zone1 OP each
At the end of the game, Dominate both Dead Zones2 OP
At the end of the game, have an Activated Antenna1 OP each
Classified: There are no Classified Objectives in this scenario, and the Classified Deck is not used.

Special Rules

Dead Zones

  • There are two Dead Zones, one in each half — the 8″ bands between the Deployment Zones.
  • Each Dead Zone is a Zone of Operations (ZO).

Dominate ZO

  • A ZO is Dominated by whoever has more Victory Points inside it.
  • Models and Markers count, as do Proxies and Peripherals. Troops in a Null State do not. Nor do Mines, Deployable Repeaters, fake Holoechoes or any token that is not a Trooper.
  • A Trooper is inside a ZO when more than half its base is inside.
  • Shasvastii: count in Shasvastii-Embryo State or any non-Null State.
  • Baggage: a non-Null Trooper with Baggage inside a ZO adds 20 Victory Points for Domination.

Antennas

  • There are 2 Antennas on the central line, 12″ in from each side edge.
  • Represented by Transmission Antenna Tokens or 40mm scenery pieces.
  • You may not deploy in Silhouette contact with an Antenna.
Activate Antenna
Short Skill — Attack, Scenario
Requirements
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with an Antenna.
Effects
  • Make a Normal WIP Roll to Activate the Antenna. Failed rolls can be retried, each costing a Short Skill.
  • An Activated Antenna can be Activated again by the other player — it then stops counting for the first.
  • Mark it with a Player A or Player B Token.

Deployment Restrictions

  • Each player has a rear Deployment Zone (12″) and a forward strip (4″) in the opponent's half.
  • Up to 75 points may deploy in the central-strip Deployment Zone.
  • Special Skills with the Superior Deployment Label cannot be used, except Impersonation.
  • AD and Superior Deployment cannot be used to deploy inside the Dead Zones.
No HVT, no Classified Deck: the HVT model is not deployed and Secure HVT does not apply. There are no Classified Objectives in this scenario.

Specialist Troops

For this scenario, only these count as Specialist Troops:

HackersDoctorsEngineersForward ObserversParamedicsChain of CommandSpecialist Operative
Note: Hackers, Doctors and Engineers cannot use Repeaters or Peripheral (Servant) models to perform Specialist tasks.

End of Mission

3
Game Rounds
Ends automatically at the end of the third Game Round.
!
Retreat
If a player starts their Active Turn in Retreat!, the game ends at the end of that Turn.
Winter Siege // Round 2
Double
Bind
DZ size 12″
Exclusion zone Yes — 4″
Classifieds 1
Ends in retreat Yes
Mission Overview
You and your opponent each pick a different set of objectives at deployment — so you will be playing a different game to the one across the table. Score by holding Activated Antennas (Encryption), destroying them (Sabotage), or dominating the Zones of Influence around them (Secure Vector), plus 2 points for killing more Army Points than your opponent.

The Table

12" 12" 4" 12" 12" 12" DZ A DZ B Antenna Zone of Influence Exclusion

300 POINTS // 48″ × 48″


Mission Objectives

ObjectivePoints
Encryption — at the end of each Game Round, have an Activated Antenna1 OP
Encryption — at the end of each Game Round, have two or more Activated Antennas+1 OP
Sabotage — at the end of the game, have Destroyed an Antenna2 OP each
Secure Vector — at the end of each Game Round, Dominate a Zone of Influence1 OP
Secure Vector — at the end of each Game Round, Dominate two or more Zones of Influence+1 OP
Secondary — Kill more Army Points than your opponent2 OP
Classified Objective completed2 OP
Classified: Each player has 1 Classified Objective, worth 2 Objective Points.

Special Rules

Pick Your Objectives

This scenario has three sets of Main Objectives. The player who chose Deployment picks one set at that moment; the opponent then picks one of the two remaining sets.

You and your opponent score different things. Read all three sets before you choose — and watch which one your opponent takes.

Antennas

  • There are 3 Antennas on the central line, at 12″, 24″ and 36″.
  • Represented by Transmission Antenna Tokens or 40mm scenery pieces.
  • Antennas have a Profile, and can only be targeted as an Objective by the player who chose Sabotage.
ISC: Antenna
Antenna
Special Skills: Fixed CC Roll = 8, GizmoKit (PH=9)
MOVCCBSPHWIPARMBTSSTRSAVA
–––––5533–

Automated Defense System

  • Any CC Attack against an Antenna triggers a CC Attack in reaction that automatically rolls an 8.
  • It is always a Face to Face Roll, and no positive MODs apply to the attacker's CC.
  • If the ADS succeeds, the attacker takes a Stun hit — one Saving Roll against BTS at PS 5. Immunity (Enhanced) and Immunity (BTS) do not help.

Destroying Antennas

  • Only CC Attacks with the Anti-materiel Trait, or D-Charges, can target an Antenna.
  • Destroyed when it takes Wounds equal to or above its STR, then removed from the table.
  • Only one Antenna can be destroyed per turn. In a turn where one is destroyed, damage to any other Antenna does not apply.
  • A Destroyed Antenna that was Activated still counts as Activated.
  • Antennas can be targeted by the Engineer Special Skill or a GizmoKit.
Activate Antenna
Short Skill — Attack, Scenario
Requirements
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Antenna.
Effects
  • Make a Normal WIP Roll. Failed rolls can be retried, each costing a Short Skill.
  • An Activated Antenna can be Activated again by the other player — it then stops counting for the first.
  • Mark it with a Player A or Player B Token.
Activate Antenna (Destroyed)
Short Skill — Attack, Scenario
Requirements
  • Only Troops with the Hacker Special Skill can declare this Skill.
  • The Troop must be totally inside a Zone of Influence whose Antenna has been Destroyed.
Effects
  • Make a Normal WIP-3 Roll. Failed rolls can be retried, each costing a Short Skill.
  • Mark it with a Player A or Player B Token.

Zones of Influence

  • Three Zones of Influence, each a Circular Template centred on an Antenna. Each is a Zone of Operations.
  • A ZO is Dominated by whoever has more Victory Points inside it. A Trooper counts when more than half its base is inside.
  • Models and Markers count, as do Proxies and Peripherals. Null State troops, Mines, Deployable Repeaters, fake Holoechoes and non-Trooper tokens do not.
  • Shasvastii: count in Unconscious State or any non-Null State.
  • Baggage: a non-Null Trooper with Baggage inside a ZO adds 20 Victory Points.
Watch the Shasvastii wording: here they count while Unconscious, which differs from Crossing Lines where it is the Shasvastii-Embryo State.

Killing

  • A Trooper counts as Killed when it enters Dead State, or is in a Null State at the end of the game.
  • Troopers never deployed on the table, as Model or Marker, count as Killed at the end of the game.

Specialist Troops

For this scenario, only these count as Specialist Troops:

HackersDoctorsEngineersForward ObserversParamedicsChain of CommandSpecialist Operative
Note: Hackers, Doctors and Engineers cannot use Repeaters or Peripheral (Servant) models to perform Specialist tasks.

End of Mission

3
Game Rounds
Ends automatically at the end of the third Game Round.
!
Retreat
If a player starts their Active Turn in Retreat!, the game ends at the end of that Turn.
Winter Siege // Round 3
B-Pong
DZ size 16″
Exclusion zone Yes — 4″
Classifieds 2
Ends in retreat No
Mission Overview
A single Tracking Beacon starts in the centre and both players spend the game shoving it towards the other half, by hand or by activating the two Consoles to nudge and drag it. Score 1 point a round for Controlling the Beacon and 1 for Controlling a Console, with 2 more if the Beacon ends the game fully inside the enemy half — and Retreat never applies, so nobody bows out early.

The Table

16" 16" 4" 12" 12" DZ A DZ B Console Tracking Beacon Exclusion

300 POINTS // 48″ × 48″


Mission Objectives

ObjectivePoints
At the end of the game, the Tracking Beacon is totally inside the enemy half of the table2 OP
At the end of each Game Round, Control the Tracking Beacon1 OP
At the end of each Game Round, Control at least one Console1 OP
Each Classified Objective completed1 OP
Classified: Each player has 2 Classified Objectives, worth 1 Objective Point each.

Special Rules

Tracking Beacon

  • There is 1 Tracking Beacon, placed in the centre of the table.
  • Represented by a Beacon Token or a scenery piece of 40mm diameter.
Relocate the Tracking Beacon
Short Skill — Attack, Scenario
Requirements
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Tracking Beacon.
  • Each Specialist Troop can only declare this Skill once per Game Round.
Effects
  • Spending one Short Skill, with no Roll required, Relocate the Tracking Beacon.
  • Place it anywhere within 4 inches of its previous position.

Moving the Beacon

  • Its final position must be fully supported by the surface, and never on a vertical surface.
  • A path must be drawable between start and finish — not blocked by an impassable obstacle, nor through a gap narrower than the Beacon.
  • It is placed in its final position at the Conclusion of the Order.

Consoles

  • There are 2 Consoles on the central line, 12″ in from each side edge.
  • Represented by a Console A Token or a 40mm scenery piece.
Activate Console
Short Skill — Attack, Scenario
Requirements
  • Only Specialist Troops can declare this Skill.
  • The Specialist Troop must be in Silhouette contact with the Console.
  • The Tracking Beacon cannot be in Silhouette contact with any Trooper.
  • Each Specialist Troop can only successfully Activate a Console once per Game Round.
Effects
  • Make a Normal WIP Roll to Activate the Console. Failed rolls can be retried, each costing a Short Skill.
  • On success, choose one: Nudge — place the Beacon within 2″ of its current position.
  • Magnetize — place the Beacon within 6″ of its current position, directly towards the centre of the table. This cannot move it past the centre.

Control

  • At the end of each Game Round, you Control the Beacon or a Console if you are the only player with at least one Trooper (as a Model, not a Marker) in Silhouette contact with it.
  • Any enemy Trooper in Silhouette contact denies Control. Models in a Null State never count.
No Quarter: the Retreat! rules are not applied in this scenario.

Specialist Troops

For this scenario, only these count as Specialist Troops:

HackersDoctorsEngineersForward ObserversParamedicsChain of CommandSpecialist Operative
Note: Hackers, Doctors and Engineers cannot use Repeaters or Peripheral (Servant) models to perform Specialist tasks.

End of Mission

3
Game Rounds
Ends automatically at the end of the third Game Round.
∞
No Quarter
The Retreat! rules are not applied in this mission.
Season 2026 // Event 03
Autumn
Lockdown
Date 19 Sep 2026
Format ITS 18
Players 14
Rounds 3

Podium


Final Standings


How It Went

Event three, and a slightly smaller afair, with 14 players in at Troll Trader for Autumn Lockdown, playing Akial Interference, Battleground and Crossing Lines.

We had some more new players, alongside some veterans and regulars, and even had a guest visit from one of the Finish meta - who managed to snag victory in round one by being tactically put into retreat; painful for his opponent, for sure!

Congratulations to MrLazr, who took it with Aleph on 13 points. Time Bandit finished 2nd and picked up Best Painted with his Dashat, and Mayday took 3rd with Shasvastii. Thanks as always to Troll Trader, and to everyone who brought boards.

Missions Played

R1Akial Interference//
R2Battleground//
R3Crossing Lines//

Awards


    Photos

    Season 2026 // Event 02
    Summer
    Conflict
    Date 20 Jun 2026
    Format ITS 17
    Players 16
    Rounds 3

    Podium


    Final Standings


    How It Went

    Oooooh man was it a hot one! 16 players crammed into Troll Trader really did make for some sweaty gaming! It was great fun though, and I think everyone had a good time!

    The usual faces were in attendance, but we were also joined by some new players to LIT, and some folks who’d recently got into the game. As always, the boards and the armies on show were all glorious.

    Congratulations to Chappers who walked away with his first tournament win! Nice one dude — glory for the Yu Jing State Empire!

    Missions Played

    R1Area of Interest//
    R2Hard Lock//
    R3Safe Area//

    Awards


      Photos

      Season 2026 // Event 01
      Spring
      Offensive
      Date 18 Apr 2026
      Format ITS 17
      Players 16
      Rounds 3

      Podium


      Final Standings


      How It Went

      This was it — our first ever event! 16 players (thanks to Liam’s brave sacrifice to prevent byes!) descended on the store, dice and minis in hand, and battled it out to be the champion of the very first LIT tournament.

      The standard of hobby was incredibly high, and the painting competition did not disappoint — apologies if your work wasn’t shared here; I’m not a very good photographer it turns out.

      Congratulations to Peakede for taking 1st place — a truly cracking performance — but closely followed by Mayday who was repping Shasvastii, no small feat — and a huge thanks to Liam for helping TO!

      Missions Played

      R1Provisioning//
      R2Cutthroat//
      R3Corporate Appropriation//

      Awards


        Photos