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SotC CollectorsEdition

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100% found this document useful (1 vote)
1K views311 pages

SotC CollectorsEdition

Uploaded by

Samuel DiRocco
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
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CONTENTS

SIEGE OF THE CITADEL SIEGE OF THE CITADEL LUNA PD EXPANSION 133


RULE BOOK 5 CROSSOVER BOOK 49 Luna PDExpansion Component List................................... 134
Welcome to the Dark Side of the Moon............................ 135
Siege of the Citadel Component List.................................... 6 INTRODUCTION: SIEGE OF THE CITADEL....................51 Dread and Dread Dice........................................................ 136
Welcome to the Citadel.......................................................... 8 Dark Manifestations............................................................. 137
Setup......................................................................................... 9 CHAPTER 1:SIEGING THE SYSTEM...............................53 New Map Features: Corners and Hazards......................... 138
Overview of Play.................................................................... 13 Critical Injury Cards.............................................................. 139
Rules of Play........................................................................... 14 CHAPTER 2: WEAPONS, POWERS AND TALENTS ������������� 62
Move Action........................................................................... 15 CAMPAIGN 1: DOOMSDAY........................................140
Attack Actions........................................................................ 16 CHAPTER 3: Case File 1: Intel Run........................................................... 140
The Dark Legion Player’s Turn............................................... 20 HEROES OF THE SIEGE.................................................70 Case File 2: Asset Retrieval................................................. 141
The Dark Legion Figure Actions........................................... 21 Lori Faust............................................................................. 72 Case File 3: The Ritual......................................................... 142
Promotion Pojnts................................................................... 22 Vince Diamond.................................................................... 74 Case File 4: In the Nick of Time.......................................... 143
Completing a Mission........................................................... 23 Coral Beach ........................................................................ 76 Case File 5 Hunt for the Zenithian Soulslayer.................... 144
Rank Cards.............................................................................. 25 Valerie Duval........................................................................ 78
Equipment Bunker................................................................. 26 Max Steiner.......................................................................... 80 CAMPAIGN 2: DARK SIDE OF LUNA...........................146
Dark Legion Reference Board............................................... 29 Carl Lind............................................................................... 82 Case File 1: Access Denied................................................. 146
Missions.................................................................................. 30 Angelina Drake.................................................................... 84 Case File 2: The Long Way Home...................................... 148
Doomtrooper Cards.............................................................. 31 Mitch Hunter........................................................................ 86 Case File 3: Luna City Blues................................................ 149
AI / Solo & Cooperative Rules.............................................. 31 Big Bob Watts...................................................................... 88 Case File 4: In the Dark....................................................... 150
Sean Gallagher.................................................................... 90 Case File 5 Von Holle’s Last Verdict.................................... 151
Edward Murdoch................................................................. 92
SIEGE OF THE CITADEL Selina Kingsfield.................................................................. 94 Luna PD................................................................................. 152
Tatsu..................................................................................... 96 Dark Legion.......................................................................... 152
MISSION BOOK 33 Oshiro Makiko..................................................................... 98
Tetsukage........................................................................... 100
CAMPAIGN 1: SECOND ASSAULT................................34 Sebastian Crenshaw.......................................................... 102 BROTHERHOOD EXPANSION 153
Mission 1: Battle Plans........................................................... 34 Inquisitor Nikodemus ������������������������������������������������������ 104
Mission 2: You Got in / Now Get out................................... 35 Maria Costellanos............................................................. 106 Brotherhood Expansion Component List.......................... 154
Mission 3: High Command Error!......................................... 36 There is No Limit to the Power of Brotherhood................ 155
Mission 4: Secret Mission...................................................... 37 CHAPTER 4: BLACK HACKS........................................108 Corruption............................................................................ 156
Mission 5: Throne of Alakhai................................................. 38 Brotherhood Doomtroopers............................................... 157
CHAPTER 5: BAALZACHT’S BLACK GATE..................112 Dark Legion Reference........................................................ 157
CAMPAIGN 2: DAY OF RECKONING............................39 Level 1: The Catacombs �������������������������������������������������� 115
Mission 1: No Soldier Left Behind........................................ 39 Level 2: The Preparation Chambers ������������������������������� 116 THE SCOURGING OF THE CATHEDRAL CAMPAIGN ���������159
Mission 2: Supply Raid........................................................... 40 Level 3: The Furnace......................................................... 117 Mission: Dark Ritual............................................................. 159
Mission 3: Attack of the West Tower.................................... 41 Level 4: Tekronmancy ������������������������������������������������������� 118 Mission: Deep Distortions................................................... 160
Mission 4: Nepharite Summoning........................................ 42 Level 5: Entrance Chambers �������������������������������������������� 119 Mission: Feast of Innocence................................................ 161
Mission 5: Ezoghoul Destruction.......................................... 43 Level 6: Barracks................................................................ 120 Mission: Forbidden Relics................................................... 162
Level 7: Baalzacht’s Eyrie ������������������������������������������������� 121 Mission: Exorcising Corruption........................................... 163
Corporation Doomtroopers.................................................. 44 Level 8: The Black Gate ��������������������������������������������������� 122 Mission: The Cursed Stairwell............................................. 164
Kickstarter Backers................................................................. 46 Aftermath........................................................................... 122 Mission: The Tome of Devastation..................................... 165
Dark Legion Creatures........................................................... 48 Mission: Abiding Darkness.................................................. 166
CHAPTER 6: ALL ENCOMPASSING DARKNESS ���������123 Mission: Maelstrom of Destruction.................................... 167
Mission: Wrath of the Faithful............................................. 168

SIEGE OF THE CITADEL

2
CONTENTS
DARK APOSTLES EXPANSION 169 HEROES EXPANSION 203 Mission 2: Fifty Shades of Darkness...................................263
Mission 3: Formidable Weapon..........................................265
Dark Apostles Component List...........................................170 MAJOR TANG MISSIONS...........................................204
Dark Apostles Rules.............................................................171 Mission 1: Training Day........................................................204 CAMPAIGN 3: THE CITADEL OF SHADOWS...............267
Dark Apostle Mission: Algeroth..........................................172 Mission 2: Black Ops............................................................205 Mission 1: Under a Pale Grey Sky.......................................267
Dark Apostle Mission: Ilian..................................................173 Mission 3: Explosive Argument..........................................206 Mission 2: The Queen of Blood..........................................268
Dark Apostle Mission: Demnogonis...................................174 Mission 4: The Menace Beyond the Void..........................207 Mission 3: A Game of Shadows..........................................269
Dark Apostle Mission: Semai..............................................175 Mission 5: Walking Away from Explosions.........................208 Mission 4: Hello Alakhai, My Old Friend............................270
Dark Apostle Mission: Muawijhe........................................176 Ending...................................................................................271
SEAN D’ARMATTO MISSIONS....................................209
Mission 1: The War Correspondent....................................210
DARK LEGION Mission 2: Heroism in Pictures............................................212 MISSION GUIDE 272
Mission 3; Curiosity Killed the Car......................................214
REINFORCEMENTS 177 Mission 4: The Sockpuppet.................................................216 Mission 1: The Final Confrontation....................................274
Mission 5: Breaking News: Breaking Free..........................218 Mission 2 The Chase............................................................275
KARAK MISSIONS......................................................179 Mission 3: The Three Thrones of the Sewer Prince...........276
Mission 1: Karak the Trickster..............................................179
Mission 2: Damocles’ Sword; Karak’s Hand.......................180 A BROADCAST EPIC 221
Mission 3: Diplomatic Aftermath........................................181 DEVELOPMENT DIARY 277
GOLGOTHA MISSIONS...............................................183 MISSION GENERATOR DECK 248 GENESIS OF THE CITADEL..........................................278
Mission 1: The Two Hearts of Golgotha.............................183 PAUL BONNER ART GALLERY.....................................289
Mission 2: Golgotha’s Rage.................................................184
Mission 3: Golgotha’s Web.................................................185 DESIGNER’S PACK MISSIONS 250
CAMPAIGN 1: PERSEPHONE RISES...........................251
Mission 1: Cast Aaway.........................................................251
HEROES EXPANSION 187 Mission 2: Knocking on Heaven’s Door..............................252
Mission 3: Against All Odds................................................254
CARDINAL DURAND MISSIONS.................................189
Mission 1: Bringing the House Down.................................190 CAMPAIGN 2:
Mission 2: Labyrinth of Destruction....................................191 THROUGH MUAWIJHE’S LOOKING GLASS................254
Mission 3: Into Eternal Darkness.........................................192 Mission 1: Follow the White Rabbit....................................255
Mission 2: Ezoghoul’s Gambit.............................................256
IMPERIAL REGIA MISSIONS.......................................193 Mission 3: Waking Bells.......................................................257
Mission 1: Astraea Refinery.................................................194
Mission 2: The Seed of Kaithiel..........................................195
Mission 3: Victoria................................................................196 CARTEL CAMPAIGN 258
TSARINA MISSIONS...................................................197 CAMPAIGN 1: WELCOME TO THE JUNGLE................259
Mission 1: Operation Prague..............................................198 Mission 1: Saving Agent Afton...........................................259
Mission 2: Relics of a Glorious Past....................................199 Mission 2 With Claws and Fangs........................................260
Mission 3: The Cost of Arrogance......................................200 Mission 3: No Rest for the Wicked.....................................261

CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG ��������262


WHITESTAR EXPANSION 201 Mission 1: Ghosts in the Machine.......................................262

RULE BOOK

3
SIEGE OF THE CITADEL COMPONENT LIST
CARDS

15 character cards (3 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima) 30 rank cards (6 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima)

6 door cards 51 equipment cards 22 event cards 54 AI cards 22 Doomtrooper cards 36 force cards 6 quick start cards 18 secondary
mission cards

MINIATURES

12 Legionnaires 9 Necromutants 3 Centurions 2 Razides 2 Praetorian Stalkers 1 Nepharite 1 Ezoghoul

3 Bauhaus Doomtroopers 3 Capitol Doomtroopers 3 Cybertronic Doomtroopers 3 Imperial Doomtroopers 3 Mishima Doomtroopers

SIEGE OF THE CITADEL

6
7 double-sided sector tiles (numbered 1–7 & 9–15) 1 stairs sector tile (numbered 8 & 16)

15 colored plastic pegs (3 each:


yellow, green, red, blue, white)

Rule book Mission book 3 Dark Legion 12 combat dice 5 player trays
reference boards (5 white, 4 red & 3 black) Plastic stairs inlay

TOKENS

6 identification markers 50 Corporation tokens (10 each: 28 creature tokens


(Bauhaus, Capitol, Cybertronic, Imperial, Mishima & Bauhaus, Capitol, Cybertronic, (10 Legionnaire, 7 Necromutant, 6 Dark Legion portals
Dark Legion) Imperial & Mishima) 6 Centurion & 5 Razide)

2 time bombs 1 cell sample 4 combat 8 reckless 1 message 2 primary 4 scan 20 Dark Legion
medic units maneuvers targets tokens activation tokens 6 Citadel doors

12 plastic stand-up bases

4 equipment 9 traps 3 defense 4 terminals 18 entrances 1 commander 2 smoke 1 north token 8 assorted debris
containers turrets token grenades tokens

RULE BOOK

7
WELCOME TO THE CITADEL
INTRODUCTION
In this dramatic adventure game, you com-
mand a team of brave Doomtroopers. They
are sent to strike deep into the Citadel of
the Nepharite Alakhai, whose corrupt Dark
Legion forces are trying to conquer the
solar system. In the depths of this Citadel,
Doomtroopers battle Alakhai’s Dark Legion,
perform perilous missions, and attempt to
outdo the other Corporation teams as they
Hordes of Dark Legion marching from their Citadel.
take their heroic stand to save Mankind.

CREDITS
GAME DESIGN GRAPHIC DESIGN 3D DESIGN FOR MODIPHIUS: PLAYTESTERS
PRODUCTION MANAGER
RICHARD BORG CHRIS WEBB, MICHAL E. CROSS, DOMINGO DIAZ FERMIN, CHRIS AARON BAUMBACH, AARON GRENSETH, ‘COLA’ VIDENHART, JORDAN HANSEN,
STEPHEN DALDRY ALEX DEPUIS, ALEXANDER JOHANSSON, JORGE MADRIGAL, JOSHUA FORD, JOSHUA
HEAD OF DEVELOPMENT ALEX BUND, MATTHEW COMBEN PEACEY, DOMINGO DIAZ FERMIN,
AND PRODUCER EXECUTIVE PUBLISHER ANDREW MADSEN, ANDREW WHITE, ARAD KLUG, KAITLYN TOOKER, KITT EULER,
ART DIRECTION ARCHON STUDIOS, GAEL GOUMON, CHRIS BIRCH
ROB HARRIS MISCHA THOMAS, PAOLO PARENTE KEDAR, BEATRIX SANDMAN, BILL STILSON, LARS-MAGNUS FRANZÉN, MADELENE
GINO CRUZ, JAMIE PHIPPS, FOR CABINET BJÖRN TUFVESSON, BRETT PETERSEN, AHLROS, MAGNUS NYBERG, MARCUS
DEVELOPMENT TEAM ENTERTAINMENT:
MAP ILLUSTRATION QUESTRON, VALERIO TERRANOVA, PRESIDENT & CEO BRODIE ANGUS, CARL TCHORYK, CHARLES PEHRSSON, MARCUS STAHL, MARK WIKER,
FEDERICO SOHNS, JAVIER ANGERIZ- HENNING LUDVIGSEN ANTON ANGHELUTA, ALEX GARGETT FRED MALMBERG BOURGEOIS, CHARLES STURGILL III, CHRIS MARKUS DANIELSSON, MARTINA ‘TINA’
CABURRASI, STEFANO GUERRIERO, COVER ART
COMMUNITY MANAGER EVP STADLER, CHRIS THESING, CHRISTIAN ENGSTRÖM, MATTHEW EVRARD, MAXIME
KATYA THOMAS, JAMES BARRY, STEFAN KOPINSKI LINDKE, CHRISTOPHER LUNDBERG, BOUCHARD, NATHAN SMELA, RASMUS
BART KOLODZIEJCZYK, CHRISTOPHER LLOYD GYAN JAY ZETTERBERG
ARTWORK COO
DAN MOORE, DAVID NILSSON, DENIS FAERGE, RICHARD KHOURY, RICK WENDORF
LUNDBERG, JAY LITTLE, ALISTAIR BIRCH PAUL BONNER, DOMINIC KASRZYCKI, OPERATIONS MANAGER
ROUGÉ, DENNY BACHA, DOUG MOORE, II, SCOTT TOOKER, SCOTT VENABLE,
GARRY HARPER STEVE BOOTH
EDITORIAL AND TOMA FEIZO GAS, PAOLO PARENTE, DYLAN CARTER, ED MILNES, EMYA SHAWN HOWSON, STEFAN NILSSON,
BACKGROUND SPECIAL THANKS
CONSULTANT TOMEK TWOREK, WITOLD TRZCIONKA, EXECUTIVE ASSISTANT ‘LILLAN’ VIDENHART, ERIK LINDSTROM STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’
JOHN M. DUDLEY AT LIYA FUTRAL, FELIPE MORALES, FRANCESCO MÖLLER, THADDEUS MOORE, THOMAS
MARC LANGWORTHY ANNA MITURA, ALEX INNOCENTIE SALWA AZAR
INTERNATIONAL, KATARINA AND ADAM BELLAGAMBA, GARRET MILNES, GENE BLACK, THOMAS C PHILLIS, THOMAS
MANUFACTURING
STORIES LOGO DESIGN HARRIS FOR THEIR SUPPORT, ALL OUR DVORCHAK, GORMAN CHRISTIAN, ISAK SHEFFIELD, TIM RENZ, TODD JORDAN
ANDERS FAGER ALEX BUND LIYA INTERNATIONAL KICKSTARTER BACKERS AND THOSE ‘FENGULF’ STENBERG, JAMES WALKER II, MICHAEL PEACOCK, TOM CONNER,
DESIGN STUDIO MANAGER SENIOR SCULPTOR DATA ANALYSIS WHO HAVE PLAYED SIEGE OF THE JOHANNA JOHANSSON, JOHN H ZIELINSKY, TONY KARLSTRÖM, WILLIAM ‘WILLY’
MICHAL E. CROSS JONNY LA TROBE-LEWIS BENN BEATON CITADEL SINCE ITS FIRST EDITION! JOHN NILSSON, JONAS STOHR, JONAS JOHANSSON, WILLIAM G TINNIN-TIMM

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
www.facebook.com/mutantchroniclesrpg and www.modiphius.com

Modiphius Entertainment Product Number: MUH050531

The Modiphius Logos is copyright Modiphius Entertainment Ltd 2018. Any unauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.

© 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license.
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is ©
Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is
purely coincidental and unintentional except for those people and events described in an historical context.

SIEGE OF THE CITADEL

8
SETUP
STEP 1. CORPORATION SELECTION
Each player picks a Corporation to play, takes a player tray, Corporation identification
Game setup depends on the type of game the players wish to play: a single mission marker, Corporation tokens, and the Doomtroopers for that Corporation. (See Corporation
or a campaign. rank cards.)

- Single mission games are one-time sessions with a winner declared after the
mission is completed. Promotion points earned during a single mission are used
to determine a winner, but do not need to be tracked between games.
STEP 2. DETERMINE DARK LEGION PLAYER
Each player places their identification marker, face-down together with the other player
markers. Mix the markers. Randomly select one of the markers and turn it over. The player

- A campaign is played over a series of missions linked together in an ongoing


of that Corporation is designated the Dark Legion player for this mission and for this mission
takes the Dark Legion identification marker.
story. Each player represents one of the Corporations for the entire campaign,
and promotion points are tracked game-to-game. The Doomtroopers become
more experienced, gain access to more powerful gear, and face more dangerous
Dark Legion forces.
- When playing a single mission, a player with more game experience may be the
best choice to play the Dark Legion player, especially if there are a number of first
time players.

With a few exceptions, the rules are the same whether playing a single mission or a
campaign. Differences are noted where applicable.
- When playing a campaign, the role of the Dark Legion player changes from mission to
mission. Over the course of a campaign, each player has the opportunity to control the
forces of the Dark Legion.

STEP 3. MISSION SELECTION


Select a mission from the mission book. Different missions have different requirements, goals,
and levels of difficulty.

- When playing a single mission, any mission can be selected.

- When playing a campaign, players may want to start with mission number one and
advance to the next mission as they advance the storyline. (See Missions.)

STEP 4. BUILD MISSION MAP


Set up the game board sector tiles according to the mission diagram. Then, position the
white entrance tokens for the Doomtroopers and the red entrance tokens for the Dark
Legion reinforcements next to the relevant entrance points as shown in the diagram. It is very
important that the sector tiles and the Citadel are arranged exactly the way they are illustrated.

STEP 5. EVENT CARDS


The Dark Legion player sorts through the event cards and takes the card numbers listed under
the Time Limit section of the mission brief. The event cards not listed are not used in the
mission. The Dark Legion player then shuffles the event cards and draws one event card for
each round listed under the mission’s Time Limit to create the event card deck for the mission.
Place these cards face-down in a pile in front of the Dark Legion player. The remaining event
cards are not used in the mission.

A Dark Legion Citadel on the surface of Venus.

RULE BOOK

9
STEP 6. FORCE CARDS STEP 9. CORPORATION PLAYER TRAY SETUP
The Dark Legion player sorts through the force cards and takes the card numbers listed under While the Dark Legion player prepares their forces, the Corporation players set up their
the Dark Legion Resources section of the mission brief. The force cards not listed are set aside player trays.
and are not used in the mission. After the force card deck is created, the Dark Legion player
shuffles these cards and places the force cards on sector tiles as instructed by Dark Legion Each Corporation player chooses two Doomtrooper characters from the team of three available
Resources. The remaining force cards form a draw pile and are placed in front of the Dark characters and places the corresponding Doomtrooper character cards in the card slots
Legion player. provided on the tray. Doomtroopers not selected are returned to the box. They will not be
used during the current mission.
STEP 7. DETERMINE RANK
The rank of the Corporation players and Dark Legion player depends on whether it is a single Each Doomtrooper begins a mission at full health. The Corporation players place a peg on the
mission or a campaign. “5” space on the health track for their Doomtroopers.

- When playing a single mission game, there is no need to track rank and promotion
points between missions. The players decide the rank of all the players before the
mission starts.
Note: The Corporation players may choose different Doomtroopers for each mission. In fact,
the mission selected during Step 3 may influence which Doomtroopers they choose. The
players are allowed to discuss their choices and work together to make sure the Corporations

- When playing a campaign, all players keep their accumulated rank and promotion
points from the previous missions. Each player places their promotion point tracking
peg to the corresponding number.
send Doomtroopers with different specialties on the mission.

If this is the first mission of a new campaign, the players start at Rank 1 and the
promotion point tracking peg is placed on the zero ‘0’ space.

After determining their rank, all players place the corresponding rank card in the lower card
slot of their player tray. The rank card shows the combat dice, defense die, credits, and
number of Doomtrooper cards available at this rank. (See Coporation rank cards.)

If at the start of a mission, one Corporation player has a greater


rank and more promotion points than any other player, they
receive the commander token and place it in front of them for
the duration of the mission.

Note: All players, including the Dark Legion player, track their
rank and promotion points continuously during each mission on
their player trays.

STEP 8. DARK LEGION CREATURES


The Dark Legion player commands the Dark Legion creatures. Take the Dark Legion
identification marker and the appropriate Dark Legion reference board according to the rank
of the Corporation player with the second-highest rank and promotion points. (See Dark
Legion reference board.)

If teams are tied for highest rank and promotion points, their ranks determine the rank of the
Dark Legion reference board. If there is only one Corporation player, their rank determines the
appropriate Dark Legion reference board.

Note: The appropriate Dark Legion reference board is determined at the start of a mission and
will not change during the course of a single mission. Additionally, it is not determined by the
rank of the Dark Legion player for this mission.
Mitch Hunter cutting through Undead Legionnaires.

SIEGE OF THE CITADEL

10
STEP 10. EQUIPMENT SELECTION STEP 11. DEAL SECONDARY MISSION CARDS
Now the Corporation players select equipment cards for their Doomtroopers. (See If the mission brief indicates the use of secondary missions, the secondary mission cards are
Equipment Bunker.) shuffled together. Then each Corporation player draws two secondary mission cards and
chooses one for the mission, unless otherwise stated in the mission brief. (See Secondary
Mission Cards.)
QUICK START EQUIPMENT
New players can use a quick start card for their Corporation and select default equipment. If the mission brief does not indicate the use of secondary missions, these cards are returned
to the box. They will not be used during this mission.

The current rank of a Corporation’s Doomtrooper team determines the number of credits a STEP 12. DEAL DOOMTROOPER CARDS
team has, in order to acquire equipment, as well as which equipment cards are available to During a mission, each Doomtrooper has access to special abilities and tactics, referenced on
them from the Equipment Bunker (equipment card deck). Some weapons and equipment the relevant Corporation rank card. The Doomtrooper cards are shuffled together and each
require a team to achieve a certain rank before a weapon card or equipment card can be Corporation player draws the number of Doomtrooper cards indicated on their rank card. (See
selected. The equipment deck is organized by rank. Doomtrooper Cards.)

A Doomtrooper team receives the credits listed on their rank card at the start of each mission. Once all these steps have been completed, the players are ready to begin the mission.
Equipment may only be purchased at the start of a mission and any left-over credits are lost.
At the end of each mission, all equipment cards are returned to the Equipment Bunker.

Each Doomtrooper has an attack specialty in either close combat, firearms, or tech as
determined by the icon on their character card. If a weapon card does not share the same
icon as the Doomtrooper’s specialty, they cannot equip that item.

- In a single mission, the Corporation player to the left of the Dark Legion player makes
the first selection and continues with the player to their left.

- In a campaign, the team with the lowest rank and fewest number of promotion points
makes the first selection, followed by the next lowest, and so on. If there is a tie (such
as in the first mission in a campaign), shuffle the tied Corporation’s tokens and randomly
draw to determine the turn order.

After making the first selection, the deck is passed to the next Corporation in order. The deck
continues to be passed around in this way, with each player selecting one card at a time, until
all players have used all of their credits.

After selecting a card from the Equipment Bunker, that player must allocate that piece of
equipment to one of their Doomtroopers. The cards are placed on the appropriate weapon or
equipment space on the same side of the tray as the Doomtrooper who will carry that piece
of equipment or weapon.

During a mission, when a Doomtrooper is eliminated, all equipment they were carrying is lost
and returned to the equipment card deck. Equipment may not be given or exchanged between
Doomtroopers during a mission.

Note: The Dark Legion player does not select equipment.

Note: Players may not select equipment cards their Doomtroopers cannot equip in order to
deny them to other players. Each card selected must be assigned to an eligible Doomtrooper
or returned to the Equipment Bunker.

Example Cybertronic player tray setup

RULE BOOK

11
EXAMPLE FIRST MISSION SETUP Standing tall and proud on
the observation platform,
Cardinal Nathaniel Durand
appeared to dwarf both the
supreme military leaders of
the human race surrounding
him and the elite guard
flanking them all. The
commanders were peering
west using binoculars of
every imaginable shape.

Even fifty kilometers distant


from the Citadel’s heart, the
barrages sounded like an
endless thunderclap. Entire
divisions of howitzers and
mortars were making an
endless, earth-shaking
din, though even that was
occasionally dimmed by the
roar of a siege-gun.

Armadas of aircraft above


added to the cacophony,
while thousands of muzzle-
flashes turned the night
into day. It was beyond
awe-inspiring and beyond
words; it was madness.

“Master Durand,” roared a


Bauhaus artillery general.
“Big Bertha hit the central
spire! Spot on! A two-
ton grenade!”

“I saw that,” answered


Nathaniel calmly, his deep
voice somehow eclipsing
the din. “I guess you woke
Alakhai up! Good work!”

As Nathaniel Durand and


his brothers laughed, it
began to grow on some
of the generals that the
Durand brothers were
enjoying themselves…

SIEGE OF THE CITADEL

12
OVERVIEW OF PLAY
Siege of the Citadel is played in rounds. During a round, each
Doomtrooper team and the Dark Legion player take one turn.
After all players have completed their turn, the round ends. CORPORATION PLAYER TURN OVERVIEW: DARK LEGION PLAYER TURN OVERVIEW:
When a Corporation player’s token is drawn, they The Dark Legion’s turn consists of performing the
STEP 1. DETERMINE PLAYER ORDER may activate both of their Doomtroopers. The following steps, in order.
Turn order is determined by drawing Corporation and Dark Doomtroopers may be activated in any order, but one
Legion identification markers. At the beginning of each new Doomtrooper’s actions must be completed before 1. Draw one event card and follow its instructions.
round, all of the identification markers are placed face-down, another Doomtrooper is activated.
and one is selected at random. 2. Place any indicated reinforcements, if available,
Each Doomtrooper performs up to 2 actions. They may at entry points off the board. Valid entry points
STEP 2. INDIVIDUAL PLAYER TURN MOVE and/or ATTACK in any order. (For example, a are indicated on the mission map and by red
Each player takes their individual turn when their Corporation Doomtrooper may move twice, or attack and then entrance tokens.
or Dark Legion identification marker is drawn. The actions move, or attack twice, etc.) Some missions require a
they perform on their turn depends on whether they are a Doomtrooper to perform a SPECIAL action to fulfill 3. If there are any remaining face-down force cards
Corporation or the Dark Legion player. mission objectives. SPECIAL actions can be swapped on any sector tiles, choose one force card and turn
in for a MOVE or ATTACK action at any time. it over. Then place the corresponding Dark Legion
A new identification marker is only revealed after the current creatures on that sector tile.
player has completed their turn. Then, Step 1 and Step 2 are A player may also play one Doomtrooper card on their
repeated until all players have taken an individual turn, then turn. A Doomtrooper card may be played to give one 4. Perform up to 2 actions with each Dark Legion
proceed to Step 3. of their Doomtroopers an extra action or used for its unit. Like Doomtroopers, Dark Legion units may
text effect, but not both. (See Doomtrooper Cards.) MOVE and/or ATTACK in any order. The Dark
STEP 3. CHECK FOR END OF MISSION Legion player must complete all actions with one
After all players have had their identification marker drawn of their units before activating a different unit.
and individual turns have been completed, next they check
to see if the current mission has been completed. 5. If applicable, discard the Event card.

Missions have specific goals the Corporation players must Note: Some powerful enemies may perform more
achieve to complete and win the mission. Many missions have than 2 actions. For example, the Nepharite and the
a time limit and if the Corporation players’ specific mission Ezoghoul may perform up to 3 actions
goals have not been completed within that time limit, the
Dark Legion player wins.

A Citadel of Alakhai emerges on Venus.

RULE BOOK

13
Imperial forces engaging a Razide.

RULES OF PLAY
DETERMINE CORPORATION DOOMTROOPER CARDS
PLAYER ORDER: PLAYER TURN DETAILS:
During their turn, a Doomtrooper card may be discarded
Player order for the round is determined by randomly drawing The first time a player’s Corporation identification marker is to allow one of their Doomtroopers to take one additional
one identification marker from the pool of Corporation and drawn, the player places both of their Doomtroopers outside action or it may be played for the special effect indicated by
Dark Legion player markers. one sector tile, next to the white entrance tokens, as indicated the card’s text, but not both.
on the mission map.
Step 1. The players place their Corporation identification
markers face-down, along with the Dark Legion player’s
- Both Doomtroopers must enter through the
A Corporation player may use only one Doomtrooper
card on their turn, regardless of whether it is used for an
marker. Mix the face-down markers.

- same entrance.
The player places one of their Corporation tokens next
additional action or for the card’s text effect. Discard any
Doomtrooper card once they have been played and their
Step 2. Select one of the markers and turn it face up.

Step 3. The player whose marker is drawn takes their turn.


Once that player completes their turn, select another marker
- to their entrance.
More than one player can use the same entrance.
effects resolved.

Imperial Doomtroopers start each mission


for the next player’s turn. During their turn, the two Doomtrooper’s of each Corporation with additional Doomtrooper cards.
player perform up to two actions each: MOVE and/
After the last marker is revealed and that player’s turn is or ATTACK.
completed, the current round ends. To start the next round,
place all the markers face-down, mix them together, and start
- A Doomtrooper may perform these actions in
Note: Some special Doomtrooper cards are played on
another player’s turn. These cards are not affected by this
the sequence again.

- any order.
A Doomtrooper may perform the same action more
restriction.

It takes a number of rounds to determine a winner. The event


cards usually track the number of rounds remaining before a
mission must be completed.
- than once.
One Doomtrooper must complete all of their actions
before another Doomtrooper acts.

If both of a Corporation player’s Doomtroopers are Some Equipment cards, missions, or abilities allow a
eliminated, remove that player’s Corporation marker from the Doomtrooper to perform a SPECIAL action. A SPECIAL
mix. That player no longer participates in the current mission. action can be substituted for a MOVE or ATTACK action.

SIEGE OF THE CITADEL

14
MOVE ACTION
A Doomtrooper may move up to 3 squares in any direction MAP DETAILS
per Move action, including diagonally. They may move
diagonally between two figures. Unless specifically described in a mission brief, fixtures and
fittings printed on a sector tile (such as boxes, barrels, tubes,
A Doomtrooper may not move through a Dark Legion statues, chairs, or tables) do not stop or block movement.
creature or walls. They may move through their own
Corporation’s Doomtroopers. They may move through other Squares which are completely obstructed (such as debris) or
Corporation Doomtroopers if they have permission from that completely vacant (such as a pit) cannot be moved onto. In
Corporation’s player. addition, these items do not block line of sight or provide any
protection during an attack.
If a Doomtrooper moves off the map and is no longer on a
sector tile, it is out of play for the rest of the mission. DOORS
A Doomtrooper may not end a Move action on the same Doors are a special type of terrain. Doomtroopers may move
square as another Doomtroooper, a Dark Legion creature, through doors as part of a Move action, at no additional
a trap, a turret, or any other token unless explicitly stated. cost. However, the first Doomtrooper to move through a
door represented by a door token must draw a door card to
BLOCKING see if the door was trapped. Once the door card is resolved,
replace it in the deck and shuffle.
If a Doomtrooper starts a Move action adjacent to one or
more Dark Legion figures, that Doomtrooper is blocked and If a Doomtrooper Tech specialist is the first Doomtrooper
may only move 2 squares. Dark Legion figures behind walls to move through a door any trap present is automatically
do not block Doomtroopers . disabled and no door card is drawn. After moving through a
door, whether or not a trap was triggered, the door token is
removed from the map.

Doors may not be attacked, unless otherwise stated.

FORCE CARD SPAWNS


When a Doomtrooper team ends a Move action on a map
sector tile for the first time, reveal one force card in that sector
and mark the sector with the appropriate Corporation token.
Other force cards remain face-down until other Doomtrooper
teams enter the sector tile. The Dark Legion player places the
figures listed on the card in any squares in that sector, except for
squares adjacent to a Doomtrooper. These Dark Legion figures
may not move or attack until it is the Dark Legion player’s turn.

Example: A Cybertronic Doomtrooper (green) is blocked by When a force card lists figures that are not available in the
2 adjacent Dark Legion figures (red) and may only move up Dark Legion Player’s figure pool, the placement of those
to 2 squares (instead of 3) during its Move action. figures is ignored.

Dark Legion figures are not blocked by Doomtrooper figures Once all the figures are deployed, the force card is placed
or other Dark Legion figures. face-up on the discard pile. If the force card draw pile is
Vince Diamond in action.
depleted, shuffle the discard pile and create a new draw pile.

RULE BOOK

15
ATTACK ACTIONS
ATTACK SEQUENCE
Doomtrooper characters perform Attack actions to
engage Dark Legion creatures in combat or in an DETERMINE COMBAT DICE
attempt to hack the Citadel.
Doomtroopers attack by rolling combat dice of the same
A figure can only make one type of attack (firearm, color as the dice shown on their rank card. The type of atttack
close combat, or tech) during an Attack action. For (firearm, close combat, or tech) and number of combat dice
each Attack action the attacker declares one enemy rolled are shown on each Doomtrooper’s weapon card.
figure as the target of the attack. Some equipment
cards or Doomtrooper cards may allow a figure to If a weapon card indicates 3 combat dice, all 3 of the
target more than one enemy figure at a time. combat dice shown on the player’s rank card are rolled to
determine successes.
A figure cannot perform an Attack action if it is off the
map. A figure can attack an enemy figure on a different
sector tile. Example: a close combat attack with a plasma carbine
indicates 1 combat die , therefore the Doomtrooper
ATTACK TYPES player may choose any one of the three combat dice
shown on their player rank card to roll. At player rank 2,
Combat between the Corporation Doomtroopers and the Doomtrooper may choose a red die or a white
minions of the Dark Legion is tense and dangerous! die for their one combat die.
This fierce combat is resolved with Attack actions. There
are three different types of Attack actions in Siege
of the Citadel: Close Combat, Firearm, and Tech. ROLL AND RESOLVE COMBAT DICE
Each type of attack is resolved using the combat dice, Once the number and color of combat dice are determined,
defense, and damage rules discussed in this chapter. the player rolls the combat dice and counts the number of
However, there are several special rules that make each hits (explosion icons) rolled. If the number of hits is greater
type distinct, as noted in their descriptions. than the target’s defense value then the attack is a success.
Example: a close combat attack with a Punisher
Shortsword indicates 3 combat die , therefore Successful attacks inflict damage for the number of hits rolled
the Doomtrooper player rolls all three combat dice above the target’s defense value after modifiers and re-rolls
shown on their player rank card to roll. At player rank have been applied.
2, this is two white dice and one red dice .

When a weapon card indicates fewer than 3 combat dice are


used, the Doomtrooper player may choose any combination
of combat dice from those shown on the player’s rank card.
When an attack uses more than 3 combat dice, the number and
color of the extra combat dice are listed on the weapon card.

Example: a Punisher Shortsword rolls against


a target with defense 1, the attack inflicts 1 damage.

SIEGE OF THE CITADEL

16
COMBAT RE-ROLLS
The Dark Legion player earns promotion
CLOSE COMBAT ATTACK
A number of Corporation powers, Doomtrooper cards, or points for injuring and eliminating
other effects allow a player to re-roll one or more combat Doomtroopers. (See Promotion Points) Close combat attacks represent direct face-to-face combat
dice. After the initial combat dice roll, the player chooses with melee weapons, close quarter equipment, or natural
which of their combat dice to re-roll before the attack is weapons like deadly claws or teeth. To initiate a close combat
resolved. Re-rolled dice cannot be re-rolled again if the player Dark Legion figures do not track health like Doomtroopers. If attack, the attacker selects an enemy figure in an adjacent
has more re-roll effects to apply. a Dark Legion figure suffers at least 1 point of damage, it is square. The targeted enemy can be adjacent orthogonally or
eliminated and removed from the board. The Doomtrooper diagonally, but cannot be behind terrain or a wall.
ARMOR CHECK players earn promotion points for eliminating Dark Legion
figures (See Promotion Points).
The defense value of some targets also shows a die. These Once per attack action, based on their
targets may cancel 1 point of damage by rolling a hit icon TERRAIN rank, Mishima Doomtroopers may re-roll a
on their defense die. This is in addition to any defense value number of unsuccessful combat dice from a
number listed. Certain terrain tokens (such as terminals, turrets, traps, and close combat attack.
dark portals) in a sector tile may be targeted with an Attack
If after rolling defense dice, all points of damage are action. Terrain defense values are indicated on the Dark
cancelled, the target suffers no damage and the attack is not Legion reference board, with possible exceptions on the CLOSE COMBAT
considered a success. mission brief. If an Attack action against terrain rolls more SPECIALISTS
hits than the terrain defense value, then the terrain tokens
SUCCESS are removed from the sector tile and any promotion points
awarded as appropriate. Debris tokens cannot be targeted OVERRUN
After potentially canceling hits with an armor check, if an with an Attack action. After a Close Combat Specialist
attack inflicts at least 1 point of damage it is considered a eliminates a Dark Legion unit, they may
successful attack. This may result in a Dark Legion figure FRIENDLY FIRE perform an overrun for free. Performing
being eliminated, a Doomtrooper losing health, or a hack an overrun allows the Close Combat Specialist to
attempt succeeding. A Doomtrooper team receives a reckless maneuver token for immediately advance into the square vacated by the
each point of damage inflicted against another Doomtrooper eliminated unit. This is not considered a Move action.
Doomtroopers can withstand multiple hits. For each point (even their own). This counts as -3 promotion points to
of damage taken, a Doomtrooper loses 1 health. The the Doomtrooper at the end of the mission unless stated
Corporation player moves that Doomtrooper’s health peg on otherwise in the mission briefing. If no reckless maneuver
their player board down 1 space. If the health peg reaches the tokens remain keep track with pen and paper. CHARGE
skull icon on their health track, the Doomtrooper is eliminated After a Close Combat Specialist ends
and removed from the board. a Move action adjacent to an enemy
figure, they may perform a charge attack
for their next action in this round. A charge attack allows
a Close Combat Specialist to use one additional white
combat die while performing a close combat attack
against the adjacent enemy figure. The Move action
and charge attack must occur in the same turn.

Note: Overrun and charge are tactics specifically available


only to Close Combat Specialist characters. Firearm and Tech
Specialists who are able to make close combat attacks cannot
benefit from overrun or charge.

Mishima troops force a breach.

RULE BOOK

17
FIREARM ATTACK
LINE OF SIGHT EXAMPLES
Firearm attacks represent long distance combat using These creatures cannot be targetted by Coral Beach
weapons ranging from standard plasma carbines to the (orange outline) because they are behind a wall.
deadly Nimrod Autocannon.

Doomtroopers may not make firearm attacks against adjacent These creatures cannot be targetted by Coral Beach
Dark Legion creatures, but while adjacent they may still (green outline) because they are adjacent to the
perform a firearm attack against another non-adjacent Dark attacking Doom Trooper.
Legion creatures.
These creatures cannot be targetted by Coral Beach
Remember, a Doomtrooper that starts a Move action adjacent (green outline) because they are considered behind
to one or more Dark Legion figures is blocked and may only other figures.
move 2 squares. Firearm attacks require mobility and careful
planning for maximum effect.

Once per attack action, based on their


rank, Bauhaus Doomtroopers may re-roll LINE OF SIGHT ON THE STAIRS
a number of unsuccessful combat dice from The map sector with the stairs is a key strategic point in the Citadel. The
a firearm attack. stairs impact line of sight, based on the following guidelines.

RANGE & LINE OF SIGHT - Figures in squares 1 or 2 only have line of sight to the top of the

- stairs, square 5 and 6, but not beyond.


Figures in squares 3 or 4 only have line of sight to squares 1, 2, 5
To attack with a firearm, the target figure must be in range
and the attacking figure must be able to see the target.

Firearm attacks have varying ranges, see the relevant


- and 6. Figures on squares 3 or 4 cannot use firearm attacks.
Figures at the top of the stairs in squares 5 or 6, have line of sight
down the stairs to squares 1, 2, 3, and 4, but not beyond and also
have line of sight to any squares on the top level of the sector.
equipment cards for details. A weapon’s minimum range is
indicated by a red number, maximum range by black. Specific
weapons may vary. See their equipment cards for details.

Checking if the attacker can see their target is called determining


line of sight. Line of sight is established by drawing an imaginary COVER This creature can
straight line from the exact center of the square occupied by During some missions, terminal tokens, defense be shot at by Coral
the attacker to the exact center of the square occupied by the turret tokens, equipment container tokens, and Beach (orange
target. If the imaginary line does not go through a wall or any debris tokens may be added to sector tiles to outline) without penalty, as the
part of a square occupied by another figure, there is a clear line indicate terrain that provides cover. line of sight is not obstructed
of sight and a firearm attack is possible. by the debris squares.
Doomtrooper and Dark Legion figures
Establishing line of sight has some special situations requiring automatically gain cover if a firearm attack These creatures can
clarification. Line of sight is not blocked if it goes through against them draws its line of sight through be shot at by Coral
the point of two diagonal squares with figures in them. This the marker providing cover. Figures considered Beach (orange
happens when the shot is along a diagonal line of squares. to be in cover from an attack increase their outline), but as the line of sight
Line of sight is also not blocked when it goes through the defense value by 1, making it harder to hit passes through the debris
point of two diagonal squares with one figure and a wall or them. Some missions or terrain may have squares the creatures get a
an empty square and a wall / figure. unique rules regarding cover. bonus white defense dice.

Some terrain or special conditions may affect line of sight, as


well. See the terrain descriptions or mission brief for details.

SIEGE OF THE CITADEL

18
FIREARM SPECIALIST TECH ATTACK TECH SPECIALIST

Doomtrooper engineers spend countless hours studying the


CONCENTRATED FIRE workings of the Citadel and can use their tech to hack into DOOR HACKS
After a Firearms Specialist makes a the very fabric of the Citadel Tech Specialists automatically disable
firearm attack, they may choose to door traps as they move through them
immediately attack the same figure using a Move action, preventing the
with their next firearm attack to perform concentrated Once per attack action, based on their need to draw a door card.
fire. When performing concentrated fire, for the rest rank, Cybertronic Doomtroopers may re-
of that player’s turn, their Firearms Specialist gains one roll a number of unsuccessful combat dice
additional white combat die, for free. from a tech attack.
TERMINAL HACKS
This bonus is cumulative. For example, if a Firearms Tech Specialists are able to use an Attack
Specialist performs concentrated fire for a second TECH WEAPON ATTACKS action to hack into a terminal if they are
time during their turn (by using a bonus action gained standing adjacent to the terminal and
by discarding a Doomtrooper card) they gain two Doomtrooper Tech Specialists have access to hacking they have line of sight to the terminal. The difficulty
additional white combat dice. weapons that can attack Dark Legion creatures. Many of these of the terminal hack is detailed on the Dark Legion
hacking weapons have special restrictions or guidelines to reference board for the mission. The mission briefing
describe their use, such as being adjacent to a wall. Some will explain the result of a successful terminal hack.
Note: Concentrated Fire is a tactic specifically available only Tech Specialist weapons leave trap tokens on the board. See
to Firearm Specialist characters. Close Combat and Tech the corresponding equipment card for more details
Specialists who are able to make firearm attacks cannot
benefit from concentrated fire. CONCENTRATED TECH ATTACKS
After a Tech Specialist makes a tech
TECH ATTACKS AND LINE OF SIGHT attack, they may choose to immediately
Many tech weapons can target figures more than one attack the same figure with their next
square from the attacker, but are not considered firearm tech attack to perform a concentrated tech attack.
attacks. Because they are not firearm attacks, the attacking When performing a concentrated tech attack, for the
figure does not need line of sight to the target figure. rest of that player’s turn, their Tech Specialist gains one
additional white combat die, for free.

This bonus is cumulative. For example, if a Tech


Specialist performs a concentrated tech attack for a
second time during their turn (by using a bonus action
gained by discarding a Doomtrooper card) they gain
two additional white combat dice.

Note: Door hacks, terminal hacks, and concentrated


tech attacks are a tactic specifically available only to Tech
Specialist characters. Close Combat and Firearm Specialists
who are able to make tech attacks cannot benefit from these
special actions.
For example: a Tentacle Tech Attack may target a Dark
Legion figure 2-3 squares away from the attacking
Doomtrooper (purple outline) by opening up a trap
beneath their target, but this requires the Doomtrooper
to be adjacent to a wall section. If the attack is
successful, a tentacle trap marker remains on the map.

A Nepharite of Algeroth in combat.

RULE BOOK

19
THE DARK LEGION PLAYER’S TURN
The Dark Legion player moves and attacks with the creatures STEP 2. Note: These figures are placed on the sector tile instead of
of the Citadel much like the Corporation players do with PLACE INITIAL REINFORCEMENTS. at red entrance tokens off the map like the reinforcements
their Doomtroopers. However, the Dark Legion player must placed during Step 2.
complete the following five steps during their turn. When adding Dark Legion reinforcements, the Dark Legion
player places them off the board, outside sector entrances Later in a mission, once more of the map has been explored,
STEP 1. marked with a red entrance token or as otherwise stated. there may no longer be any face-down force cards. When
DRAW AND RESOLVE THE TOP EVENT CARD. Different reinforcement figures may enter through different there are no more face-down force cards, this step is skipped.
Dark Legion entrances.
Read the top event card out loud and follow its instructions. If any figures indicated by the face-down force card are not
Event cards regulate the number of turns in the mission. available, the Dark Legion player places as many of those
Drawing the last event card from the event card deck signals figures as possible. If there are no figures of the correct type
the last round of the mission. Sometimes the event card will available, the Dark Legion player does not place any figures.
detail which Dark Legion reinforcements to place, otherwise
draw one force card for each Corporation player to indicate Figures placed after revealing a face-down force card can be
the Dark Legion reinforcements. If the draw pile is exhausted, activated during Step 4.
shuffle and create a new draw pile.
STEP 4.
If any reinforcement figures indicated by the force cards are not ACTIVATE THE DARK LEGION FORCES.
available, the Dark Legion player places as many of those figures
as possible. If there are no figures of the correct type available, On the Dark Legion player’s turn, each
the Dark Legion player does not place any reinforcements. Dark Legion figure may perform a
number of actions as shown on the
STEP 3. Dark Legion reference board. For most
REVEAL A FACE-DOWN FORCE CARD. creatures, this is 2 actions. Some powerful
creatures like the Ezoghoul and the Nepharite may perform
The Dark Legion player must reveal one face-down force card up to 3 actions per turn.
on a sector tile, if any remain. The figures listed are placed
in any square in the sector not adjacent to a Doomtrooper. Dark Legion figures may move and / or attack in any order
and even repeat the same action during the turn.

A Dark Legion figure must complete all of its actions before


another Dark Legion figure is activated.

Note: If the Dark Legion player is the last player to go during STEP 5.
the round with the last event card, the Corporation players DISCARD THE EVENT CARD.
do not get any more turns – they need to plan accordingly!
This is done at the end of the Dark Legion player’s turn so
the card acts as a reminder for any game effects it may have.

SIEGE OF THE CITADEL

20
THE DARK LEGION FIGURE ACTIONS
The forces of the Dark Legion move and attack much like the
Corporation Doomtroopers, but with some minor differences.
ATTACK ACTIONS DOOMTROOPER ARMOR CHECKS
Some powerful and unique creatures can even use special Doomtroopers wear sturdy armor that helps absorb some of
abilities the Doomtroopers do not have access to. Dark Legion figures can engage a Doomtrooper using their the damage they would otherwise suffer. This is represented
firearms combat dice or their close combat dice as indicated by their defense value and defense die. When attacked,

MOVE ACTIONS by the Dark Legion reference board. Doomtroopers subtract their defense value from the number
of hits rolled. If there are any hits remaining, they may attempt
Firearm attacks by Dark Legion have a range of 16 squares, an armor check by rolling their defense die. On a hit icon,
Dark Legion figures may move up to three squares per unless stated otherwise on a weapon or event card. Dark one additional point of damage is canceled. It is possible
Move action. Movement may be diagonal or orthogonal Legion figures need to have Line of Sight to their target for for a successful armor check to prevent the Doomtrooper
in any direction. a firearm attack, and cannot make firearm attacks against from taking any damage from an otherwise successful attack.
adjacent Doomtroopers, but while adjacent they may still Even if the armor check succeeds, any excess damage is still
Dark Legion figures may not move through Doomtrooper perform a firearm attack against another non-adjacent applied and the Doomtrooper loses one health for each point
figures, but they can move through other Dark Legion figures. Doomtroopers. of damage suffered.

Dark Legion figures may not end a Move action on the same Dark Legion figures can only make one type of attack (firearm
square as another Dark Legion creature, a Doomtrooper, a or close combat) during an Attack action. Unless otherwise
trap, a turret, or any other token unless explicitly stated. stated by an equipment or event card, only one enemy figure SUCCESS
can be targeted by each attack. A figure cannot perform an The Dark Legion player receives 1
Doors on the map automatically open when a Dark Legion Attack action while it is off the map. promotion point for each point of
figure is on an adjacent square without setting off any health lost by a Doomtrooper, even
traps. The doors will close again if no Dark Legion creature ATTACK SEQUENCE if it is subsequently cured.
remains adjacent.

DETERMINE COMBAT DICE


TYPES OF ATTACKS
MAP DETAILS When a Dark Legion figure attacks, the color and number of
Remember, unless explicitly described in a mission combat dice used are listed on the current Dark Legion rank Dark Legion creatures make one of two types of attacks: close
brief, details printed on a sector tile (such as boxes, reference board. (See Dark Legion reference board.) combat or firearm. Dark Legion creatures do not perform
barrels, tubes, statues, chairs, or tables) do not stop or tech attacks.
block movement.

Squares which are completely obstructed (such as


rubble) or completely vacant (such as a pit) cannot be
ROLL AND RESOLVE COMBAT DICE
Determining a successful attack and inflicted damage work
the same way as attacks made by Doomtroopers against
- CLOSE COMBAT ATTACK: The target of the
close combat attack must be in a square adjacent
(orthogonally or diagonally) to the attacking figure and
moved onto. In addition, these items do not block line Dark Legion figures. The Dark Legion player rolls the combat not hidden by terrain or a wall.
of sight or provide any protection during an attack. dice and counts the number of hits rolled. If the number of
hits is greater than the target’s defense value, the attack is
successful and the targeted Doomtrooper loses one health
for each hit above the target’s defense value.
- FIREARM ATTACK: A Dark Legion figure cannot make a
firearm attack against an adjacent Doomtrooper figures,
but while adjacent they may still perform a firearm attack
against another non-adjacent Doomtrooper.
DOOMTROOPER DEFENSE VALUE
Unless otherwise stated, Doomtroopers have a Defense
Value of 1.
- SPECIAL ATTACKS: Some Dark Legion creatures may
have special attacks listed in the mission brief, which
explains their use.

RULE BOOK

21
PROMOTION POINTS
Both the Corporation players and the Dark Legion player
track promotion points earned during the mission on their
player tray. ADVANCING A RANK DURING MISSIONS
It is possible to go up a rank during a mission. If a
DOOMTROOPER PROMOTION POINT AWARDS player goes above ‘9’ on the promotion point tracker
on the player tray, they replace the rank card on their
A Doomtrooper team immediately receives player board with the next rank card in sequence.
promotion points for each Dark Legion creature
eliminated. For example, at Rank 1-2 this is as follows:

CREATURE PROMOTION POINTS


A player immediately benefits from their new rank’s
LEGIONNAIRE 1 combat dice values and defense die. Since credits and
the number of Doomtrooper cards a player starts with
NECROMUTANT 2 is determined before the mission, changes to these
values are not reflected during a mission.
CENTURION 3
Promotion points above and beyond what was
RAZIDE 4 necessary to increase in rank carry over into the new
rank. (See Rank Cards.)
PRAETORIAN STALKER 5
If a Doomtrooper team is reduced to rank 1 and no
NEPHARITE 6 promotion points, ignore any further deductions.

EZOGHOUL 8

(See the relevant Dark Legion reference board) With Coral Beach and his Cybertronic troopers shooting “My, my. You are touchy, Major,” shouted Drake over
up a large Dark Legion contingent to their rear, Angelina the noise of a huge explosion from behind them.
DARK LEGION PROMOTION POINT AWARDS Drake and Sandra Tang hustled towards the medivac- Peripheral debris showered the area and pattered from
track with a wounded comrade slung across each of their armor, drawing more groans from the wounded.
The Dark Legion player immediately receives 1 promotion their shoulders.
point for each point of health lost by a Doomtrooper, even if ”You have to pick the men in your life carefully, Drake.
that health is subsequently recovered. “He ain’t heavy,” Drake half-hummed, half-sang. “He’s Otherwise you end up having to carry them everywhere.”
my brother.”
The Dark Legion player immediately receives an additional “That why you picked the biggest guy in the pile?”
2 bonus promotion points if a Doomtrooper loses their last “That hick,” Tang replied. “Is too idiotic to be your
point of health and is eliminated from the mission. These brother. You wouldn’t get clipped like that.” “No. Just being pragmatic. Next time, I might need to
points are awarded regardless of how the Doomtrooper be the biggest meat sack in the pile. Besides, I like this
was defeated – even if it was due to friendly fire by a “It wasn’t my fault,” groaned the trooper on Drake’s guy. He has the sense to shut up and be grateful. And
Corporation player! shoulders. the grace not to bleed all over me.”

“That’s what everyone says. You should dump him, Drake.” “You’re a true romantic.”

SIEGE OF THE CITADEL

22
COMPLETING A MISSION
Each mission takes several rounds to complete. Unless the
mission brief states otherwise, the final round of the mission
If the primary mission was not successfully completed, refer
to the mission brief to see if the Dark Legion player earns any
CAMPAIGN VICTORY
occurs when the last Dark Legion event card is drawn. If this additional promotion points.
occurs before all Corporation players have had a turn, the rest A campaign is made up of a number of individual missions
of the round is resolved normally. Once the final identification Award Secondary Mission Points. Individually, the played in sequence. In a campaign, as the players play
marker has been drawn, that player completes their turn, then Corporation players determine if they successfully completed and complete missions, their Doomtroopers advance in
the mission is over. their secondary missions (if present). Each secondary mission rank, become more proficient in combat, and earn the
has its own rewards for achieving its goals and may list credits needed to access the most powerful weapons and
penalties if the mission failed. equipment available.

SINGLE MISSION VICTORY In some case, the Dark Legion player may earn promotion The total number of missions in a campaign should be
points for failed secondary missions. determined prior to starting the first mission. Five missions
To determine the winner of a single mission game, the players are recommended for a short campaign. Ten missions are
must determine their total earned promotion points based DECLARING A WINNER recommended for a longer, extended campaign. Another
on their performance during the mission and any additional option is to choose a number of missions equal to the number
promotion points awarded or lost after the mission is completed. After adjusting their in-mission promotion point total based of players participating in the campaign so everyone has an
on the success or failure of any primary or secondary mission opportunity to play as the Dark Legion player.

--
DOOMTROOPER
Tracked In-Game Promotion Points
requirements, the player with the most promotion points is
declared the Victor! Note: When playing a campaign, players may choose

-- Primary Mission Bonuses or Penalties (as Commander)


Secondary Mission Bonuses or Penalties In the case of a tie between the Dark Legion player and one
to begin at Rank 2 or higher. However, for the true
Siege of the Citadel experience, it is recommended to

- Secondary Mission Bonuses or Penalties (as Commander)


-3 Promotion Points for each Reckless Maneuver Token
or more Corporation players, the Dark Legion player wins the
mission. If one or more Corporation players are tied, those
players share a joint win.
start the campaign at Rank 1 – seeing the Corporation
teams advance and grow is part of what makes playing a
campaign so rewarding.

--
DARK LEGION
Tracked In-Game Promotion Points
Primary Mission Bonuses or Penalties

POST-MISSION AWARDS
Promotion points are tracked cumulatively both during
and after each mission. Make sure to add any post-mission
rewards to the total number of promotion points already
earned during the mission.

POST-MISSION PENALTIES
Corporation players subtract 3 Promotion Points for each
reckless maneuver token they received during the mission.
(See Friendly Fire.)

Award Primary Mission Points. Collectively, the Corporation


players determine if the primary mission was successfully
completed based on the goals outlined in the mission brief.
If the primary mission was successful, each Corporation player
Imperial forces ambushing a Nepharite.
gains the number of promotion points listed in the mission brief.

RULE BOOK

23
Note: When choosing to play at a higher rank, all players--
including the Dark Legion player--start at the same rank with As Sean Gallagher ran his sword through the
the same number of starting promotion points. COMMANDER TOKEN first Necromutant, the next one in line shoved its
The Doomtrooper player with the commander token kin along the runic-encrusted blade. Suddenly
IN-MISSION ACHIEVEMENTS has a greater responsibility to ensure the mission is unbalanced, Gallagher fell backwards, connected
successful, so if the mission is failed, they are demoted hard with the earth, and lost his grip on his sword.
Corporation players mark promotion points earned for one rank. (This is the equivalent of a 10 promotion The world went black for a moment. Murdoch
eliminating Dark Legion creatures and for other objectives point penalty.) and Duval were yelling from far away. It suddenly
detailed in the mission brief, while the Dark Legion player seemed like everybody cared for him. Thoughts of
earns promotion points for injuring and eliminating the sunrise over New Bristol skittered across his
Doomtroopers, just as they would during a single consciousness… bagpipes playing Hinterlands…
mission game. that he was the last of his clan.

Since progress is tracked cumulatively over the course of a The crushing weight of the Necromutants piled
campaign, the most significant difference with tracking in- atop him brought Gallagher round. One of them
mission achievements between a single mission game and a was snapping its teeth inches from his face.
campaign game is that the individual players may be starting They must take the rank card one lower than their
out a mission at different ranks and promotion point totals. current rank card and place it on their player tray “I WILL TEAR YOUR HEAD OFF!!!” it roared as iron
instead, removing the previous rank card. In future claws gripped Gallagher’s throat and squeezed.
POST-MISSION AWARDS mission, this may affect their combat dice and other
rank dependant benefits. They do not alter the position “Not if I take yours first,” choked Gallagher as his
Like a single mission game, during a campaign mission, of their promotion point tracking peg. hand grasped his sword hilt. The awkward thrust into
promotion points are tracked cumulatively both during the Necromutant’s throat caused its head to came
and after each mission. Make sure to add any post-mission away in his hand, it’s startled rictus frozen in pain.
rewards to the total number of promotion points already
earned during the mission. RECKLESS MANEUVER He staggered to his feet still clutching it. Duval
looked more disgusted than impressed. Sean
Award Primary Mission Points. Collectively, the Corporation Corporation players receive 3 promotion point penalties for shrugged. Seems like he’d have to figure out some
players determine if the primary mission was successfully every reckless maneuver token acquired during the mission. other way to impress her.
completed based on the goals outlined in the mission brief.
If the primary mission was successful, each Corporation DECLARING A WINNER
player gains the number of promotion points listed in the
mission brief. After each mission in a campaign, players announce their
current rank and promotion point total, but a final winner
If the primary mission was not successfully completed, refer is not declared until after the last mission of the campaign.
to the mission brief to see if the Dark Legion player earns any
additional promotion points. After the rewards and penalties for the final mission are
tallied, the player, with the highest rank and total number of
Award Secondary Mission Points. Individually, the promotion points, is declared the winner of the campaign.
Corporation players determine if they successfully completed If one or more Corporation players are tied, those players
their secondary missions (if present). Each secondary mission share a joint win.
has its own rewards for achieving its goals and may list
penalties if the mission failed. Regardless of the actual winner, the biggest victory is the
shared experience and fun players have while playing
through the campaign!

SIEGE OF THE CITADEL

24
RANK CARDS
The rank card on a player tray shows a variety of information
that dictates the power, abilites, and choices the Doomtrooper DOOMTROOPER CARDS COMBAT DICE
teams have before and during missions. The number shows the number
of Doomtrooper cards the
Doomtrooper team are dealt at the
start of each mission. These cards
represent special abilities or tactics
the teams can use during missions.
(See Doomtrooper Cards.) As a Doomtrooper team increases in rank, their combat
dice become better, leading to more successes. White
combat dice are the weakest, red combat dice are
stronger, and black combat dice are the most powerful
DOOMTROOPER DEFENSE DICE dice Doomtroopers can use. (See Attack Actions.).
This shows the color of dice (white,
red, or black) a Doomtrooper can roll
when attacked to cancel points of
The Ezoghoul appeared from nowhere. Twice as
damage. (See Armor Checks.) high as a man and fifty steps away.

“Damn,” cursed Bob Watts.

CREDITS It launched itself at him, eerily silent in its charge.

When a Corporation player increases in rank during a mission, The number of credits each team has “Double damn.”
the amount of Doomtrooper cards and credits only changes allocated to them at the start of each
He raised the Deathlockdrum. Yelled.
at the start of the next mission. mission to “Checkout” items from the
Equipment Bunker. “Damn, die!”

CORPORATION RANK Credits indicate the maximum total value of equipment The gun’s da-da-da-da-da-da didn’t bother Bob.
Corporation Doomtrooper teams cards a team can check out for a particular mission.
“Damn-damn-damn-damn-damn!” he cussed.
typically start at rank 1 and can Some equipment can only be checked out of the
progress as far as rank 12 during a Equipment Bunker when a team achieves a certain The impacts walked up the Ehzoghoul’s body. It
campaign as they gain experience rank. Any remaining credits are lost and new credits didn’t even miss a step.
and are awarded Promotion points. are allocated at the start of the next mission. (See
Twenty steps away. Headshot!
Equipment Bunker, pg. 22.)
Which Equipment cards a Doomtrooper team can “Die, damn you!”
select is determined by this rank. The Doomtrooper
Fifteen steps away. It finally staggered!
teams’ rank also dictate the Dark Legion player’s
rank used in the mission (See Dark Legion CORPORATION SPECIAL ABILITY “Damned die!”
reference board.).
Ten steps away. Still rolling like a Martian freight
train.

Doomtroopers cannot progress beyond rank 12. For “Damned!”


scoring purposes, at rank 12 add a Corporation token Each Corporation Doomtrooper team has a special ability
that distinguishes its team members from the other Five steps away. Click. Click. Click
to the rank card each time you progress beyond 9
promotion points and reset to zero as usual. Corporations. (See Corporation rank cards.)
“Dang!”

RULE BOOK

25
EQUIPMENT BUNKER
Collectively, the deck of equipment cards is referred to as the
Equipment Bunker. The equipment bunker is the Corporation
warehouse for all types of advanced equipment and powerful DOOMTROOPER SPECIALITIES
weapons. Each equipment card in the bunker represents one Each Doomtrooper has a specialty in Close Combat
weapon, a weapon combo, or one piece of equipment. Some (red), Firearms (cyan), or Tech (gold) as determined
equipment can only be checked out of the equipment bunker by the icon on their character card. The weapon they
when a team achieves a certain rank level. equip must share the same icon on its weapon card or
the Doomtrooper cannot equip the item.
WEAPON CARDS
Weapon cards have a brief description of the weapon,
the number of close combat, firearm or tech combat dice
used, attack range, cost in credits, and rank requirement to
checkout from the equipment bunker. A Doomtrooper can
only have one weapon card. MANUS KIT
The Manus Kit encases a detached necromutant’s
forearm, which it uses to access the Citadel’s defenses.
WEAPON RANK CREDIT
Example: Valerie Duval is a close combat specialist and It works like a Tentacle Kit, and in addition barbed spores attack
REQUIRED COST
can only be armed with a close combat weapon or a all figures in accessible squares adjacent to the trap (including
TENTACLE KIT 1 0 weapon combo that features a close combat weapon. Doomtrooper figures). Roll one combat die of the player’s choice
once for each square. Barb combat dice may not be re-rolled.
PUNISHER SHORT 1 0
SWORD

PLASMA CARBINE 1 0 SPECIAL WEAPONS


MANUS KIT 3 2 The Doomtroopers have access to a broad array of weapons,
many of which have special features and abilities beyond the
VIOLATOR SWORD 3 3 combat dice provided during combat.

DEATHLOCKDRUM 3 3 TENTACLE KIT


The Tentacle Kit taps into the defenses of the
PUNISHER COMBO 4 2 Citadel. To attack with the Tentacle Kit, the
Doomtrooper must be adjacent to a wall of the Citadel.
TENTACLE COMBO 4 2 This tech attack can target a Dark Legion figure 2-3 squares
away and does not require line of sight. The Doomtrooper
TALON COMBO 4 3 player rolls combat dice against the Dark Legion figure’s
defense value as usual. If successful, the Dark Legion figure
GEHENNA PUKER 5 2 is eliminated and a trap token is placed on the vacant square.
Later, any Doomtrooper or Dark Legion figure passing Capitol Doomtroopers start each mission
VIOLATOR COMBO 6 4 through this square is attacked according to the Dark Legion with additional credits, depending on their
reference board. A tech specialist may only maintain two rank. Additionally they can equip items
MANUS COMBO 6 4 traps on the board at the same time. If a third trap is to be 1 rank above.
placed, one of the previous traps must first be removed from
NIMROD AUTOCANNON 8 4 the board. A Doomtrooper or Dark Legion figure may not end
their Move action on a square with a trap token. The Tentacle
Kit also provides a blade for a small close combat attack.

SIEGE OF THE CITADEL

26
VIOLATOR SWORD TALON COMBO KIT EQUIPMENT CARDS
A Violator Sword can be used in close combat All combo kits may be equipped by multiple
to either target a single Dark Legion figure or types of Doomtrooper Specialists. The Talon Non-weapon equipment cards have a brief description,
swung in a circle, starting with one target figure adjacent Combo Kit may be equipped by a Firearm Specialist or a Tech which includes the effect of the equipment, and its cost in
to the attacker, then going clockwise or counter-clockwise Specialist and allows either to do an enhanced tech attack or credits. Each Doomtrooper can carry up to three non-weapon
around the Doomtrooper. The attack strikes all figures in alternatively a firearm attack with a powerful Deathlockdrum. equipment cards into a mission. Some equipment cards
adjacent squares and only stops if it strikes a wall or has To tech attack a target with a trap the Doomtrooper must augment a weapon. Each weapon card can be augmented
attacked each adjacent figure once. The Doomtrooper rolls be adjacent to a wall of the Citadel and within 2-3 squares by no more than one additional equipment card.
3 combat dice plus the combat die indicated on the weapon of the target. A target of the Deathlockdrum must be in line
card. The number of hits rolled are applied against all figures. of sight and in this combo the weapon’s range is reduced. EQUIPMENT CARD COSTS
All targeted Dark Legion figures with a defense value less Both attacks use one white die in addition to the player’s
than the number of hits rolled are eliminated. Doomtrooper combat dice.
RANK CREDIT
figures hit by the attack can attempt an armor check to WEAPON
REQUIRED COST
negate one point of damage.
COAGULANT AUTO- 1 1
INJECTOR

COMMAND HELMET 1 1

SMOKE GRENADE 1 1

TIME BOMB 1 1

MOLECULAR PHASER 1 2

EXPLOSIVE AMMUNITION 2 2

LASER SIGHT 2 2

NIMROD AUTOCANNON GLYPH DECRYPTER 2 2


GEHENNA PUKER The two barrels of the Nimrod Autocannon allow
The Gehenna Puker firearm attack inflicts hits on a Doomtrooper to target one or two figures with SECURITY DOWNLOAD 2 2
all targets in its line of fire, which is a straight the same firearm attack between 4 and 12 squares away. The
line in a diagonal or orthogonal direction. The Gehenna weapon is too unwieldy to use against Dark Legion creatures CYBERNETIC POWER 2 2
ARM
Puker attack always fills its entire range of 7 squares. The up to only 3 squares away. The Doomtrooper must have a
Doomtrooper rolls combat dice once to determine the line of sight to both targeted figures and the targets must be CHAIN BLADE 2 2
number of hits inflicted against every figure in the line of no further than 4 squares apart. If only one figure is targeted,
fire. All targeted Dark Legion figures with a defense value less the combat dice are rolled twice against one figure. If two NEURAL JACK 2 2
than the number of hits rolled are eliminated. Doomtrooper figures are targeted, the combat dice are rolled separately
figures in the line of fire may attempt an armor check to against each. DARK ENERGY SHIFT 3 3
negate one of the hits.
COMBAT MEDIC UNIT 4 2
DISRUPTOR 4 2
RUNE INSCRIBED
POMMEL 4 2
GRENADE LAUNCHER 6 2

RULE BOOK

27
SPECIAL EQUIPMENT TIME BOMB
Takes one Special action to The sentience stirred at the heart of the Citadel.
GRENADE LAUNCHER place the time bomb and set Something was nestled inside its very nervous
A Grenade Launcher is a special piece of the timer. Place the Time Bomb token in an empty accessible system, an alien presence hidden amongst the
equipment mounted on a Plasma Carbine. When square adjacent to your Doomtrooper. The bomb does not tubes and wiring, the nerves and cogs. Like a
used in a firearm attack, the Doomtrooper targets a square block or impede movement. The bomb explodes in the dream that refused to dissipate despite the fact
within line of sight, up to 8 squares away. The combat dice are next round, at the start of the Dark Legion player’s turn. The you were awake. And the Citadel sure was awake.
rolled once to determine the number of hits applied to any explosion inflicts a trap attack (according to the Dark Legion Constantly hammered, hurt, bombed, and burned
figure in the target square. Figures in squares adjacent to the reference board) to any figure on the square with the bomb by its master’s enemies, it was hard to get even
target square suffer one fewer point of damage. Figures on and all figures in adjacent squares not protected by walls. a moment’s rest, and now this presence. It was
the other side of a wall are not affected. Dark Legion figures Discard after one use. niggling away… right there. Clinging to the nodes
in or adjacent to the target square with a defense value less and iron-studded brains controlling the Gate of Lost
than the number of hits rolled are eliminated. Doomtroopers Hope. Such a tiny, tiny thing.
may attempt an armor check to negate one point of damage
from the attack. May only be equipped to Plasma Carbine. “Little thing,” the Citadel hissed. “Who are you?”

“Me?” the little thing replied. “I am nobody.”

“Do you not have a name?”

“No.”

“That reminds me of the tale where a human tells a


Nepharite his name is ‘nobody’ and then the human
picks out the Nepharite’s eye and the Nepharite
screams ‘nobody plucked out my eye’ and… I KNOW
DISRUPTOR THAT IS A TRICK!!! Everybody has a proper name.”
A fearsome underslung weapon mounted to the
barrel of appropriate firearms, it alters the target’s For a while it was quiet in gore-space. Then came:
atomic structure to inflict severe wounds. During a firearm “Ok. I am Carl.”
SMOKE GRENADE attack, all targets are prevented from rolling their defense die,
Take one Special action to if applicable. This cannot be fitted to a Nimrod Autocannon
throw to the floor in your or a Grenade Launcher.
current sector. The entire sector fills with smoke. All Move
actions in the sector are reduced to 2 squares. No firearm
attacks are possible. Place a Smoke Grenade token on the
sector. The Smoke Grenade token is removed from play at
the end of the round. Discard after one use.

SIEGE OF THE CITADEL

28
DARK LEGION REFERENCE BOARD
There are three double-sided Dark Legion reference boards.
The Dark Legion rank referred to on the reference board CLOSE COMBAT
depends on the ranks of the Corporation teams going DARK LEGION RANK The number of and colors of the combat
into the mission. In a single mission game, the rank used IN SINGLE MISSION GAMES dice the Dark Legion creature rolls when
for the Dark Legion reference board is the same rank as the In a single mission game, the rank used for the making close combat attacks.
Corporation players. The rank of the Dark Legion reference Dark Legion reference board is the same rank as the
board may only increase at the start of a mission and not Corporation players. The rank of the Dark Legion
during a mission. reference board may only increase at the start of a
mission and not during a mission. FIREARM COMBAT
The Dark Legion reference board indicates the current level, The number of and colors of the combat
defense value, number of actions per turn, and the number IN CAMPAIGN MISSIONS dice the Dark Legion creature rolls when
of combat dice rolled for close combat and firearm attacks. In a campaign mission, the rank of the Dark Legion making firearm attacks.
It also lists the number of promotion points earned by reference board is the same rank as the second-
Corporation players for each Dark Legion figure eliminated highest ranked Corporation team participating in the
or terrain piece destroyed by their Doomtroopers. mission. (If only one Doomtrooper team remains or
teams are tied for highest rank and promotion points, DEFENSE VALUE
their ranks determine the rank of the Dark Legion The number a Doomtrooper’s hits needs
reference board.) to exceed in order to eliminate the Dark
Legion creature.
The rank of the Corporation played by the Dark
Legion player is not taken into account. This means it
is possible that the Dark Legion forces may be several
ranks higher or lower than the Corporation run by the DEFENSE DIE
current mission’s Dark Legion player. The color of die a Dark Legion creature
can roll to soak up damage from a
At the start of a campaign, the Dark Legion player uses Doomtrooper’s attack.
the Rank 1-2 reference board. Then, when at least two
Corporations reach the next highest rank, the Dark
Legion player uses the reference board with the same
rank as those two Corporations. ACTIONS
The number of actions the Dark Legion
After the first mission, when at least two Corporations creature can take during its activation.
reach rank 3 or higher, the Dark Legion player uses
the rank 3-4 reference board. When at least two
Corporations reach rank 5 or higher, the Dark Legion
player uses the rank 5-6 reference board. This
progression continues until at least two Corporations PROMOTION POINTS
reach rank 11 and the Dark Legion player uses the rank The number of Promotion Points awarded
11-12 reference board. to a Doomtrooper for eliminating the Dark
Legion creature.

RULE BOOK

29
MISSIONS
PRIMARY MISSION REWARDS SECONDARY MISSION REWARDS
STRUCTURE
This section indicates the promotion point rewards a Corporation At the end of the mission, if a secondary mission is successfully
gains when the primary mission is successfully completed and completed, that Corporation player’s team receives the
MISSION MAP the promotion point rewards the Dark Legion player gains if number of promotion points and any other rewards indicated
the Corporation players fail to complete their primary mission. on the secondary mission card. When a secondary mission
The Primary Mission features a diagram for the setup of the fails, the Corporation player loses promotion points as
mission’s map. The diagram clearly indicates: When the primary mission is accomplished, all Corporation indicated on the card.

-- Which sector boards to use.


The orientation and placement of the sector boards.
When building the map, make sure the double-sided
players with at least one surviving Doomtrooper receive the
same number of promotion points.

A Corporation player who lost both Doomtroopers during


A Corporation player who lost both Doomtroopers during
the mission still receives the awards (or penalties) based on
whether or not they completed their secondary missions.

- sector map has the correct side face up.


Doomtrooper sector entrance points are marked with
the mission receives no primary mission rewards, but they
do retain all promotion points earned by their Doomtrooper

- white entrance tokens.


Dark Legion reinforcement sector entrance points are
team during the mission.

SECONDARY
COMMANDER

- marked with red entrance tokens.


The location of any closed doors. If there are
any closed doors, place a door marker in the
corresponding space on the indicated sector.
MISSION CARDS
Most primary missions feature secondary missions unique
Since the player with the commander token held a
higher rank at the start of the mission, their risks are
greater if they fail to complete their secondary mission.

to each Corporation player. Unless stated differently in the


HIGH COMMAND BRIEF mission brief, each Corporation player draws two secondary
mission cards during mission setup. They choose one of the
This section presents background information and describes secondary mission cards to keep and return the other card to
how the mission impacts its campaign storyline. the secondary mission card deck.

MISSION BRIEF All Corporation players should try to accomplish both the
primary mission and their own secondary mission to receive Note: If a mission commander fails their secondary
This section details the task that the Corporation the maximum rewards possible. Whether or not the primary mission card, they can still receive promotion points
Doomtrooper teams must accomplish. mission is accomplished, each Corporation player determines for a successful primary mission.
any secondary mission rewards individually.
TIME LIMIT
COMPLETING SECONDARY MISSIONS
This section indicates which of the numbered event cards
are used to create the event card deck for the mission. The Secondary missions are secret and only revealed when the
event cards act as the mission timer, with one event card goal listed on the card is accomplished. A player must be
drawn by the Dark Legion player at the start of their turn. able to prove the completion of their secondary missions or
When the last event card is drawn, the round is completed their secondary mission is a failure.
and the mission ends.
Normally after a Dark Legion enemy is eliminated, the figure
DARK LEGION RESOURCES is returned to the Dark Legion player’s pool of figures. Some
secondary missions, however, require a player to place
This section lists which numbered force cards are used in the eliminated figures on the secondary mission card. In these
mission and how the Dark Legion player deploys these cards. cases the figures are returned to the Dark Legion player’s
creature figure pool after the secondary mission is completed
and has been revealed.

SIEGE OF THE CITADEL

30
DOOMTROOPER CARDS
Each Doomtrooper card can be used for When a player uses a Doomtrooper card, its
one of two purposes: it may be discarded to effect must be resolved before the player
perform an extra action with a Doomtrooper may use another Doomtrooper card.
figure or played for its text effect. A player
may only use one Doomtrooper card on their Players should not reveal their Doomtrooper
turn, regardless of how it is used. cards until used. Once a Doomtrooper card
is used and its effect is resolved, the card
Some Doomtrooper cards can be played for is discarded. Doomtrooper cards cannot be
their text effect during another player’s turn. saved from mission to mission.
These do not count against a player’s card
limit on their own turn.

AI / SOLO & COOPERATIVE RULES


In the Siege of the Citadel board game,
players may choose to band together with COMPASS SYSTEM
their Corporations and use the AI cards to On each AI card a pair of compass results are displayed, which
control the forces of the Dark Legion. If indicate a primary and secondary direction, such as East-North
playing solo, it is advisable that you control on the card example. This system is used to locate specific
two Corporations instead of just one. elements on the game board. It refers to a compass made up
of four directions: North, East, South, and West. Each compass
The AI cards can replicate the decisions that has a primary gold dial (pointing at the primary direction) and
a human Dark Legion player is required to a secondary silver dial (pointing at the secondary direction).
make by the game. All you need to do is
reveal the top card from the AI card deck For example, if the AI Dark Legion player is required to
and follow the instructions. If for some choose between several Doomtroopers and pinpoint one
reason you don’t know how to proceed, use specific Doomtrooper, the players reveal the top AI card:
your best judgement.
1. Refer to the primary direction (for example, East) and
look for the easternmost Doomtrooper that you can
find on the board.

2. If there’s more than one Doomtrooper that could be selected, refer to


the secondary direction, (for example, North) and find the northernmost
Place the Compass token to indicate the Doomtrooper of this eastern Doomtrooper selection.
direction of North for this mission.
3. This Doomtrooper is the selected target.

This technique can be used to select sector tiles within the game board, as well as objects,
Dark Legion units, etc.

RULE BOOK

31
THE MATRIX EXAMPLE DECISIONS AN AI CARD CAN MAKE: STEP 4:

This element of the AI card is


used solely to select a specific
- Which Dark Legion figure takes their actions first? Use
the compass system to identify the Dark Legion figure.
ACTIVATE THE DARK LEGION FORCES.
Reveal the top AI card and place it apart. This Tie Breaker
card will determine the order of activation for the Dark Legion
square within a sector tile. This is
referenced via co-ordinates on the
grid below.
- Where to place new reinforcements? Use the compass
system to identify the Dark Legion entrance token.
forces using the compass system.

For each Dark Legion creature action, reveal another AI card

- Which Corporation is affected by the event card? The


Corporation indicated by the Corporation icon present
on the AI card.
to determine their actions. When executing an attack, the
target Doomtrooper is always the nearest one to the attacking
unit. If two or more Doomtroopers are eligible targets, use
the Tie Breaker AI card and the compass system.

DARK LEGION TURN STEP 5:


RETURN ALL AI CARDS TO THE AI CARD
In Solo & Coop mode, the Dark Legion turns follows the usual DECK AND SHUFFLE THOROUGHLY.
steps, with the following alterations: every time a decision Note: On occasion, when the Dark Legion player would be
that would normally be enacted by a Dark Legion player required to make a decision on a Corporation player’s turn,
is required, reveal the top card of the AI deck, follow the reveal the top AI card to determine the result.
instructions, then place it in the discard pile.
For example, if a Doomtrooper enters a sector tile, Dark
STEP 1: Legion figures may spawn on the tile. Use the matrix to
DRAW AN EVENT CARD AND determine their position on the tile. Remember Dark Legion
RESOLVE AS USUAL. forces may not be placed adjacent to a Doomtrooper. If this
If the event card requires a decision, reveal the top card from rule is breached, reveal another AI card until all the rules
the AI deck and follow the instructions: are followed.

If you are required to Target a Doomtrooper, Target a Dark


CORPORATION TARGET ICON Legion Unit, Target a Tile, or Target an Entrance use the
If you are required to Target a compass system to determine the result.
Corporation, or decide a tiebreak
between two different corporations the If you are required to Target a Square use the matrix.
result is determined by this icon.
If you are required to Target a Corporation the result is
determined by the Corporation icon on the AI card.

ACTION SELECTION STEP 2:


To determine the action that a PLACE INITIAL REINFORCEMENTS AS USUAL.
Dark Legion figure takes next, To determine where the reinforcements enter the game
reveal the top AI card and follow board, use the compass system to identify Dark Legion
the instructions in priority order. entrance tokens.

First of all, follow the first STEP 3:


instruction; if the conditions REVEAL A FACE-DOWN FORCE CARD.
are not appropriate then follow Identify the sector tile that is nearest to the Doomtroopers
the second instruction; if these (including any they are currently on) and still contains force
conditions are not appropriate, cards. Use the compass system if necessary to identify the tile.
follow the third instruction (if Reveal the top force card there and place any Dark Legion
present). reinforcements using the matrix. Normal placement rules
apply. If any rules are breached, reveal another AI card until
Reveal a new AI card for each all the rules are followed.
new Dark Legion figure action.

SIEGE OF THE CITADEL

32
CAMPAIGN 1: SECOND ASSAULT

MISSION 1: BATTLE PLANS

Door

Dark Legion
Reinforcement
Entrance Point

Doomtrooper
Entrance Point

D Desk

D D
HIGH COMMAND BRIEFING EVENTS
Intelligence reports indicate that the forces The Dark Legion player shuffles event cards
of the Dark Legion are amassing for another numbered 1–12 and draws 5 cards. The rest
While the others cleansed the The years had been rough on Eva attack. It is imperative that the battle plans for of the event cards are set aside and are not
sanctum, Samantha Kempf searched Kempf’s looks, but those eyes! One Alakhai’s next assault are located before the used in the mission. Reinforcements on the
the small rooms behind it. She tore could still drown in them. Pretty and plans are finalized. event cards enter the Citadel at entrance
down tapestries and kicked things charming Eva. Little sister Eva. Always points in sector tiles 14 & 15.
over, longing for something to kill. in the shadow of her brash big sister. MISSION
The corpses in the sanctum had been Samantha, her father’s pride. Eva, her The Doomtroopers must enter the DARK LEGION RESOURCES
mangled beyond belief. mother’s daughter. Samantha, the Citadel, make their way to the War Room, The Dark Legion player removes force cards
athlete. Eva, the socialite. Samantha, photograph Alakhai’s battle plans, and then numbered 33–36 and sets them aside.
The one on the rack had whispered the officer. Eva, the Heretic. Samantha upload the plans to High Command. Before They are not used in this mission. The
to them in Mishiman before Steiner thought of that day at the beach. When the end of the mission, a Doomtrooper must remaining force cards are shuffled. For each
smashed its head in. they were still kids and friends. The occupy a square adjacent to one of the Doomtrooper team, place one force card face-
parasols. The ice cream. desks [D] in sector tile 12 and for one action, down on each game board sector tile. The
With her AG-11 ready, she burst into photograph the plans and upload them. All remaining force cards form a draw pile and
another room and came face-to-face Tears ran down the Centurion’s face. Doomtroopers carry a photography device. are placed in front of the Dark Legion player.
with a Centurion’s Voriche. She stared
down the twin barrels for what felt
like an eternity before realizing that
the Centurion hadn’t fired. Raising her
“The beach,” the thing that had been
Eva rasped. “The ice cream.”

They fired at the same time.


- Doomtrooper entrance points in sector
tiles 14 & 15 are marked with white
entrance tokens.
-
REWARDS
COMPLETE MISSION: Doomtrooper
Teams receive 4 promotion points.
gaze, she met the eyes of her sister.
And forgot about firing.
- Secondary mission cards are not used.
- FAILURE: Dark Legion player receives

- TIME LIMIT: 5 Rounds


4 promotion points. A Doomtrooper
team with the commander token
deducts 2 additional promotion points.

SIEGE OF THE CITADEL

34
CAMPAIGN 1: SECOND ASSAULT

MISSION 2: YOU GOT IN / NOW GET OUT


Centurion Ozelo double-timed his five hundred Ozelo took stock as he walked towards the Necromutant, “I want to eat daisies,” the Necromutant bellowed back.
Legionnaires along the Hallway of the Screaming then felt the rage rising in him. A deserter! A stay-behind! Then emptied its Belzarach into Ozelo’s face.
Maid. Turning sharply at Whispering Junction, he Red motes danced in front of his eyes. Cowardice!
almost barrelled into a motionless Necromutant that Algeroth’s worst considerable sin. Standing order As the Centurion crashed to the floor, the Necromutant
was staring at the high ceiling. Ozelo roared a halt. number one: forbid cowardice. returned to contemplating the high-arched ceiling. The
The Legionnaires stopped without hesitation and Legionnaires remained frozen, all five hundred of them
waited further orders as other cohorts rushed by. The “You pile of dung!” he bellowed. “We are under attack! waiting for orders. The ghosts of the junction howled
Necromutant remained oblivious. You cannot just stand there!” with laughter.

HIGH COMMAND BRIEFING DARK LEGION RESOURCES


Intel reports the best possible escape route The Dark Legion player removes force cards
is through the Infestation Chamber (sector numbered 33–36 and sets them aside.
tile 13) to the North-East. They are not used in this mission. The
remaining force cards are shuffled. For each
MISSION Doomtrooper team, place one force card
Doomtroopers must exit the game board face-down on game board sector tiles 2, 9,
from either exit point in sector tile 13 before 13 & 14. The remaining force cards form a
the mission ends to collect mission rewards. draw pile and are placed in front of the Dark

- Doomtroopers start on any square in


Legion player.

sector tile 12. They are only allowed


to exit the board from the designated
exit points.
-
REWARDS
COMPLETE MISSION: Each
Doomtrooper team will receive 3
Doomtrooper
Starting
- Secondary mission cards are used.
promotion points when one of the
members of your team exits the board.
Sector

- TIME LIMIT: 5 Rounds


An additional 1 promotion point is
gained when both team members exit.

EVENTS
The Dark Legion player shuffles event cards
numbered 1–12 and draws 5 cards. The rest
- FAILURE: The Dark Legion player
receives 3 promotion points for each
team that fails to exit at least one
of the event cards are set aside and are not Doomtrooper. Door
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tile 9.
Dark Legion
Reinforcement
Entrance Point

Doomtrooper
Exit Point

MISSION BOOK

35
CAMPAIGN 1: SECOND ASSAULT

MISSION 3: HIGH COMMAND ERROR!


HIGH COMMAND BRIEFING Doomtrooper team, place one force card
Contrary to High Command info, the most face-down on sector tiles 2, 4, 6 & 7. Then Twelve Legionnaires hunkered behind a “We have no orders,” another replied.
viable escape route was not through the place the Ezoghoul figure on square [E]. The pile of broken furniture in a corner of
infestation chamber (sector tile 13). remaining force cards form a draw pile and the 23rd Hall of Waiting. They would “They are not coming our way.”
are placed in front of the Dark Legion player. be waiting indeterminately with no
MISSION Centurions in sight. Three huge humans “Because that would trigger standing
Doomtroopers must leave the game board
from any exits in sector tiles 4, 6 or 7, after
achieving a minimum of 5 promotion points
per team before the mission ends to collect
-
REWARDS
COMPLETE MISSION: Each
Doomtrooper team will receive 3
promotion points when one of the
began picking their way amongst the
debris at the other end of the hall.

Each was emblazoned with blue insignia


order two about defending oneself to
the uttermost.”

“They are not coming our way.”


mission rewards. members of your team exits the board. and they were led by a tall woman

- Doomtroopers start on any square in


An additional 1 point is gained when
both members of a team exit.
armed with a chainsword. Some of
the Legionnaires vaguely remembered
“No order.”

sector tile 13. They are only allowed


to exit the board from the designated
exit points.
- FAILURE: The Dark Legion player
receives 3 promotion points for each
being human. A few of them still
remembered being female. One even
recalled having a blonde mane, just like
Several of the Legionnaires grunted.
And went back to being quiet and
remembering being human.

- Secondary mission cards are used.


team that fails to exit at least one
Doomtrooper.
that tall woman at the other end of the
mess hall.

- TIME LIMIT: 5 Rounds

EVENTS
“What do we do about them humans?”
one of the Legionnaires thought, rather
than whispered.
The Dark Legion player shuffles event cards
numbered 1-17 and draws 5 cards. The rest
of the event cards are set aside and are not
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tiles 4, 6
& 7 on the red entrance tokens. Dark Legion
Reinforcement
DARK LEGION RESOURCES
Entrance Point
The Dark Legion player removes force
cards numbered 33-36 and sets them aside. Ezoghoul
E Starting Location
They are not used in this mission. The
remaining force cards are shuffled. For each

Doomtrooper
Starting
E Sector

SIEGE OF THE CITADEL

36
CAMPAIGN 1: SECOND ASSAULT

MISSION 4: SECRET MISSION


Tetsukage signaled a halt. Without
a sound or rattle of equipment,
Dark Legion the warriors behind her ghosted
Reinforcement to a stop. She sensed, rather than
Entrance Point heard, Tatsu raising his Screechgun.
The perfection of the gracefulness
Doomtrooper brought a cold smile to Tetsukage’s
Entrance Point face, despite the things in front of
her. She drew her Darkslayer katana
and slid forwards.

Two Praetorian Stalkers sat on


the floor of an apse, a small table
between them. Even sitting, their
hulking metal-clad carcasses were
taller than Tetsukage. They seemed
oblivious to the world, both bent
over things in their hands.

Signaling to those behind her to wait,


she slid closer, Darkslayer ready. The
Praetorians remained motionless as

HIGH COMMAND BRIEFING


Aware that there is an informant somewhere
in the organization, your mission is classified
- Doomtrooper entrance points in sector
tiles 5 & 14 are marked with white
entrance tokens.
each sector tile, then forms the rest into a
deck. Remove the top card from this deck and
replace it with force card 34. Shuffle this deck
Tetsukage’s shadow crept towards
them. Their eyes were slitted, almost
shut. They seemed solemn, thought
Tetsukage, like monks at prayer. It
as top secret. Open the mission packet just
before entering the Citadel.
- Secondary mission cards are not used
because they are the primary mission.
and place one card per Corporation player
on each sector tile. The Dark Legion player
now shuffles all the remaining force cards and
was insanely unnerving.

The first Praetorian cradled a set of


MISSION
Secondary mission cards will act as the primary
mission for this secret mission. Remove
secondary mission card 13 and then shuffle
- TIME LIMIT: 7 Rounds

EVENTS
forms a draw pile, which is placed in front of
the Dark Legion player.

When a Doomtrooper enters a sector tile, the


seemingly ordinary keys in its hands.
Keys that were no different to the
bunch Tetsukage used for her home
back on Luna. She circled around
the remaining secondary mission cards before The Dark Legion player shuffles event cards Dark Legion player looks at all the force cards them for a better view of the second
the start of the mission and draw one card numbered 1–19 and draws 7 cards. The rest of there and chooses which force card to reveal. creature’s object.
plus one more for every Doomtrooper team the event cards are set aside and are not used
participating in the mission. This collection
of cards is the primary mission all teams are
trying to complete. The Corporation players
may see all the cards. It will require some
in the mission. Reinforcements on the event
cards enter the Citadel at entrance points in
sector tiles 10 & 11 red entrance tokens.
-
REWARDS
COMPLETE MISSION: All
Doomtrooper teams receive 2
promotion points per completed
It was a piece of paper. With a child’s
drawing on it.

cooperation and prior planning to complete DARK LEGION RESOURCES secondary mission card.
all or most of these missions. The teams do
have one advantage, as the Dark Legion
player is blind as to what missions the teams
are trying to accomplish.
Remove force cards 33 & 35 and return to the
box. The Dark Legion player shuffles force
cards 1–32 and draws enough force cards
to place one card per Corporation player on
- FAILURE: The Dark Legion player
receives 3 promotion points for each
secondary mission card not completed.
Note: The 12 central squares of sector tile
10 are inaccessible, but do not block line
of sight.

MISSION BOOK

37
CAMPAIGN 1: SECOND ASSAULT

MISSION 5: THRONE OF ALAKHAI


HIGH COMMAND BRIEFING requirements may be disregarded. DARK LEGION RESOURCES
“Team three,” Valerie Duval
murmured into her headset. “This is
Base, we received some vital information from
one of the creatures just before it died. East
- Secondary mission cards are not used.
The Dark Legion player removes force cards
numbered 32–36 and sets them aside.
Team One at Green Junction. Where
are you guys?”
of the tower is the throne of Alakhai. We went
in, but it was all a trap. They are coming. We’ll
- TIME LIMIT: 6 Rounds
They are not used in this mission. The
remaining force cards are shuffled. For each

She took stock of her teammates


as she talked, who were eyeing up
the walls around them. But then,
hold them back.

MISSION
Survive 6 rounds of Dark Legion attacks.
- The Dark Legion player takes the first
turn in round one. (Remove the Dark
Legion identification marker from the
Doomtrooper team, place one force card
face-down on sector tiles 5, 11 & 9. The
remaining force cards form a draw pile and
are placed in front of the Dark Legion player.
the diffuse electric blue glow had a
strangely mesmerising effect.

“Team three reporting!” replied


- Place the Doomtroopers on any of the
16 central squares on sector tile 11. The
force cards on the same sector tile are then
-
draw pile on for the first round.)

The Dark Legion player does not


gain promotion points for wounding
Each time a Doomtrooper kills a Dark Legion
creature, flip the top card of the reinforcement
draw deck. The listed creature(s) enter as
Oshiro Makiko. “We have gained the revealed and the figures added to any Doomtroopers during this mission, but additional reinforcements on the next Dark
third corridor. Heading for Junction squares not adjacent to a Doomtrooper. instead gains 7 promotion points for Legion player turn. The Dark Legion player
Green. ETA ten minutes.”

“Perhaps you should have


mentioned,” offered Carl Lind, his
- When a Doomtrooper ends its Move
action on a square with the equipment
token, take and keep the token from
each Doomtrooper they eliminate.

EVENTS
The Dark Legion player shuffles event cards
stops drawing standard reinforcements on
round 4, although reinforcement cards may
still be drawn via the elimination of Dark
Legion creatures.
hand cupping his mike to stop it the sector. Shuffle all the equipment numbered 1–17 and draws 6 cards. The rest
transmitting. “That there is a major
Dark Legion onslaught happening at
Green Junction.”
cards and draw three cards randomly,
choosing one card to equip for the
remainder of the mission. If the card
is a weapon, the Doomtrooper may
of the event cards are set aside and are not
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tiles 5 & 9
red entrance tokens. Reinforcements are not
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 3 promotion points if
a single Doomtrooper survives the
“Oh, did I forget to mention that?” discard the weapon they are carrying allowed during round 6. mission, or 4 if both survive.
replied Valerie with a wry smile.

“And this is Blue Junction.”


and keep the one just found. If a piece
of equipment, the card is placed next
to the Doomtrooper’s side of the
Corporation tray. Credit cost and rank
- FAILURE: The Dark Legion player
receives 3 promotion points for each
Corporation they eliminate completely.
“You’re sure?”

“It is Blue,” Carl stated. Then


reinforced his understanding with a
finger jab at the walls.
Doomtrooper
“Hmm. Blame the miscalculation on Starting
the Dark Symmetry.” Sector

Dark Legion
Reinforcement Equipment Token
Entrance Point

SIEGE OF THE CITADEL

38
CAMPAIGN 2: DAY OF RECKONING

MISSION 1: NO SOLDIER LEFT BEHIND


HIGH COMMAND BRIEFING
A secret Doomtrooper squad collected important intel “Imagine,” said Selina Kingsfield as she examined the “Why?” asked Oshiro finally.
before being decimated in an ambush. One Doomtrooper huge necrotechnological lock on the next door. “If this
survived and must be rescued to get this information back to ends up being another Sarial’s Citadel, like on Luna?” “Sarial, the Laughing Mistress, had killed off her
High Command. worshippers and gone back to Nero. Seems she
Answered with silence, she shrugged to herself and somehow missed the poor girl we found.”
MISSION kept talking as she connected something to the lock.
The Doomtroopers must get the injured Doomtrooper [T] out Something gave inside the lock, rewarding Selina with a
of the safe exit in sector tile 1. “You remember? We cleared that one out room by moaning hiss; a sound not dissimilar to the groans of the
room, chamber by chamber, and found just the odd dead dead or dying. The lock shattered and fell to the floor.
The injured Doomtrooper is a figure from the Corporation Heretic. Deeper and deeper we went until we reached
usually played by the Dark Legion player and may not attack the central chamber, where my squad found a perfectly “You think an empty citadel would fire back like this?”
or move independently as they only have 3 health remaining. normal looking woman just standing and staring at a asked Mitch Hunter gruffly.
The injured Doomtrooper does not get to attempt an armor mirror. ‘Please let me in’ she screamed. Over and over.
check if attacked and the Dark Legion player does not gain any Even as we dragged her away and smashed the mirror.” “No, but you can’t blame me for wishing.”
promotion points for attacking the injured Doomtrooper. This
health is tracked on the Dark Legion player board.

The injured Doomtrooper may be moved by an adjacent four debris tokens of their choice anywhere in sector tile 1 to
Doomtrooper figure who is using their Move action and may use as cover. Each debris token must not be placed adjacent
only move as many squares as the Doomtrooper. If the injured to a wall or another debris token, including diagonally.
Doomtrooper is killed, his body must still be recovered. T

- Doomtrooper entrance points in sector tile 15 are


marked with white entrance tokens.
-
REWARDS
COMPLETE MISSION: Each Doomtrooper team
receives 4 promotion points if the injured Doomtrooper

- Secondary mission cards are used.


escapes out of the Safe Exit alive, or 2 promotion points
if their dead body is taken out of the Safe Exit.

- TIME LIMIT: 7 Rounds

EVENTS
- FAILURE: The Dark Legion player receives 4 promotion
points if the injured Doomtrooper is prevented from
exiting and an additional 2 promotion points if the
The Dark Legion player shuffles event cards numbered 1–17 injured Doomtrooper has been killed. A Doomtrooper
and draws 7 cards. The rest of the event cards are set aside team with the commander token deducts 2 promotion
and are not used in the mission. Dark Legion Reinforcements points if the injured Doomtrooper is killed.
enter the Citadel at entrance points in sector tiles 1, 5 & 6.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered 32–36 Door
and sets them aside. They are not used in this mission. The
remaining force cards are shuffled. For each Doomtrooper Dark Legion Doomtrooper
team, place one force card face-down on sector tiles 1, 5, 6 & Reinforcement
Safe Exit
15. The remaining force cards form a draw pile and are placed Entrance Point
in front of the Dark Legion player.
Doomtrooper Injured
Entrance Point
T Doomtrooper
Sector tile 1 is strewn with debris from the previous fighting.
Before the mission starts, the Dark Legion player may position

MISSION BOOK

39
CAMPAIGN 2: DAY OF RECKONING

MISSION 2: SUPPLY RAID


Attacking both Doomtroopers and Dark
Legion figures, turrets fire in all four
orthogonal directions (refer to the Dark
Door Legion board for combat dice). Normal
line of sight rules apply. Turrets destroyed
by tech/close combat/firearm attacks are
Dark Legion removed from play.
Reinforcement
Entrance Point

Doomtrooper
- Doomtrooper entrance points in sector
tiles 7 & 16 are marked with white
entrance tokens.
Entrance Point

Equipment Token - Secondary mission cards are used.

Turret
- TIME LIMIT: 5 Rounds

EVENTS
HIGH COMMAND BRIEFING The Dark Legion player shuffles event cards
The Dark Legion is starting to stock pile numbered 1–17 and draws 5 cards. The rest
equipment and weapons near the east tower. of the event cards are set aside and are not
Break into the Citadel and locate these used in the mission. Reinforcements enter the
goods. You may even find something useful Citadel at entrance points in sector tiles 2 & 14.
the team can use.
DARK LEGION RESOURCES
Despite being splayed on the floor with “Shut up!” snapped Steiner. Testily, he MISSION The Dark Legion player removes force cards
its body spread out like a map of the pulled back the AG-11’s charging handle Doomtrooper teams must locate all the numbered 32–36 and sets them aside.
solar system, the Centurion was still and took out the magazine. available Dark Legion stockpiles before They are not used in this mission. The
conscious. It glared at Max Steiner with the end of the mission. The Dark Legion remaining force cards are shuffled. For each
malice as he kicked its foot. “The forward ejector mechanism,” the player takes one equipment token for each Doomtrooper team, place one force card
Centurion whispered. “Only thing that Doomtrooper team and chooses which of the face-down on each sector tile. The remaining
“Monster,” he asserted. “Are you the makes an AG-11 jam. Too much dirt on four marked points on sector tiles 14 & 2 to force cards form a draw pile and are placed
one that goes by the name of Lori the forward ejector mech.” place them. Only one equipment token may in front of the Dark Legion player.
Bloodrinker?” be placed at each marked point.

“Of course not”, it gurgled through the


foul liquid oozing from its lips. “Do I
look female to you?”
“How would you know?”

“Yes, fool,” it taunted. “How can it be


that I know about an AG-11?”
When a Doomtrooper ends its move action
on a square containing an equipment token,
collect and keep the token. Shuffle all the
-
REWARDS
COMPLETE MISSION: A Doomtrooper
team receives 2 promotion points for
every equipment token that it captures.

“No idea,” replied Steiner as he


brought up his AG-11 and aimed at the
Centurion’s head. The weapon clicked.
“Traitor!” barked Steiner.

The Centurion was, however, correct.


equipment cards and draw three cards
randomly, then choose one card to equip for
the remainder of the mission. If the card is a
weapon, the Doomtrooper may discard the
- FAILURE: The Dark Legion player
receives 2 promotion points for each
equipment token remaining on the
This time the AG-11 did not jam. weapon they are carrying and keep the one game board. A Doomtrooper team
“Built by Bauhaus,” it sneered. just found. If a piece of equipment, the card with the commander token deducts 2
is placed next to the Doomtrooper’s side of promotion points if it doesn’t capture
the Corporation tray. Credit cost and rank an equipment token.
requirements may be disregarded.

SIEGE OF THE CITADEL

40
CAMPAIGN 2: DAY OF RECKONING

MISSION 3: ATTACK ON THE WEST TOWER


HIGH COMMAND BRIEFING Dark portals in this mission are immune to DARK LEGION RESOURCES
“I am talking to the Citadel,” said Intelligence has targeted an area of the Citadel attacks. Movement is not blocked but a The Dark Legion player removes force cards
Carl Lind excitedly as he tore off his in which the Dark Legion are entering from figure may not end an action on a square with numbered 33–36 and sets them aside.
headset. “I’m doing it for real.” another dimension in the distortion chamber. a dark portal. Terminal 3 may be hacked by a They are not used in this mission. The
Tech Specialist or destroyed via firearm/close remaining force cards are shuffled. For each
Steiner, Hunter and Murdoch stared MISSION combat attacks. Doomtrooper team, place one facedown
at him wordlessly.

“You talked to the whole complex?”


asked a bemused Hunter.
Doomtroopers must hack or destroy terminal
3 in sector tile 4 to destroy the two dark
portals in sector tile 4.
- Doomtroopers enter through the
entrances in sector tile 5 & 10 as
indicated on the map.
force card on sector tiles 4, 5, 7, & 10. The
remaining force cards form a draw pile and
are placed in front of the Dark Legion player.

“Seems so. The whole thing is one


big organism. It talked to me.”
Turrets fire in all four orthogonal directions
with the combat dice indicated on the Dark
Legion reference board at the start of the Dark
- Secondary mission cards are used in
the mission.
-
REWARDS
COMPLETE MISSION: If Terminal 3
is destroyed or hacked and the dark

“And what did it say?” asked Steiner


Legion players turn, attacking Doomtroopers
as well as Dark Legion figures. Normal Line of
- TIME LIMIT: 7 Rounds
portals are closed, each Doomtrooper
team receives 4 promotion points.
with a hint of amusement.

“It asked me a riddle. If I can solve


it, it will open the gate. If not, it will
sight rules apply. Turrets destroyed by firearm
/close combat attacks are removed from play.

A terminal may be hacked by a Tech Specialist


EVENTS
The Dark Legion player shuffles event cards
numbers 1–12 and draws 7 cards. The rest of
- FAILURE: The Dark Legion player
receives 4 promotion points,
Doomtrooper with the Commander
bring the ceiling down.” from an adjacent square. If successfully the event cards are set aside and are not used in token is deducted 4 promotion points.
hacked terminal 1 will remove turret 1 from the mission. Reinforcements enter the Citadel at
As one, Steiner, Hunter and Murdoch the board. Same with terminal 2 / turret 2. entrance points in sector tiles 7 & 14. From turn Note: The 12 central squares of sector tile 10
glanced at the ceiling. It was fifteen Terminals 1 & 2 are immune to firearm and 6 the Dark Legion may use any adjacent square are inaccessible, but do not block line of sight.
meters up and solid. They looked at close combat attacks. to the dark portals to place reinforcements.
Lind again.

“What is the riddle?” asked Steiner, Door Terminal


suddenly all serious. 1
Dark Legion Turret
“The fat cardinal and his two fat
Reinforcement 1
brothers are standing under a very
Entrance Point
small umbrella. And yet they are not Dark Portal
getting wet. Why?”
2
Doomtrooper
Entrance Point 2
“The cardinal isn’t fat,” stated
Murdoch. “Neither are his brothers.”

“I’m almost certain that is not the


right answer, replied Carl. “And,”
he continued once no other answers
presented themselves. “It gave me
two minutes. Though I’m pretty sure
it can’t tell time.”
3

MISSION BOOK

41
CAMPAIGN 2: DAY OF RECKONING

MISSION 4: NEPHARITE SUMMONING


With a tweak of the chrome-plated object
on her chest, Lori Faust disappeared.
“So where did she go?” asked
Murdoch, his tally also building as the
- Doomtroopers enter at the entrance
tokens at sector tiles 9 & 12. For this
mission, all teams must enter through a
force cards form a draw pile and are placed in
front of the Dark Legion player.

“By her Imperial Grace,” gasped


Murdoch. “Where did she go?”
Necromutants closed

“No idea. This is experimental tech,” said


Diamond. He shot another creature, then
-
different entrance token.

Secondary missions are not used in


this mission.
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers manage to remove the
portal/s before the summoning, each
“Experimental teleporter,” answered
Vince Diamond flatly as he turned
towards the large horde of Necromutants
with very spiky weapons closing on their
raised his hand to the chrome-plated
object on his own chest. “Though I am
hopeful that I will wind up somewhere
near her.”
- TIME LIMIT: 7 Rounds

EVENTS
team receives 5 promotion points. If the
Doomtroopers defeat the Nepharite
after the summoning each team
receives 4 promotion points.
position. He felled the first row with a
devastating burst of fire.

“Teleporting flirts with the Symmetry,”


“Madness!” exclaimed Murdoch. He
blasted another three Necromutants,
but the rest kept coming.
The Dark Legion player shuffles event cards
numbered 1–12 and draws 7 cards. The rest
of the event cards are set aside and are not
used in the mission. Reinforcements enter
- FAILURE: If the Nepharite survives
to the end of the mission, the Dark
Legion player gets 5 promotion
muttered Murdoch as he also opened fire. the Citadel at entrance points in sector points. A Doomtrooper team with
“So is staying here. The device will also tiles 11 & 16. the commander token deducts an
“Quite the opposite,” replied Vince be able to transport you if you take hold additional 2 promotion points.
conversationally, demolishing a of my harness.” DARK LEGION RESOURCES
Necromutant every other syllable. The Dark Legion player removes force cards
“Our innovators have found ways to “I’d rather die,” Murdoch snorted. numbered 33–36 and sets them aside.
teleport that relies on pure science, They are not used in this mission. The
not dark magic.” “Ok,” shrugged Diamond. And vanished. remaining force cards are shuffled. For each
Doomtrooper team, place one force card face-
down on sector tiles 9, 11 & 12. The remaining

HIGH COMMAND BRIEFING A terminal may only be hacked by a Tech


The Dark Legion are opening a portal to Specialist from an adjacent square in the
summon a high-ranking Nepharite into the inner sanctum sector tile. Terminals destroyed 2 4
Citadel to transport a Dark Legion army from by firearm / close combat / tech attacks are
Nero. The Doomtroopers must stop the removed from play. If a terminal is successfully
Nepharite before it is too late. hacked or destroyed the associated portal is T
removed from the board. Dark portals may
MISSION not be destroyed by firearm / close combat /
The Doomtroopers must attempt to stop the tech attacks and block line of sight.
summoning by destroying the portals. If at
1 3
least one portal is still active, the Nepharite will Turrets fire in all four orthogonal directions
be summoned at the start of the Dark Legion with the combat dice indicated on the Dark
player’s turn on round 4 and will appear on the Legion reference board at the start of the Dark
Door Terminal
throne [T]. The Nepharite must then move as Legion players turn, attacking Doomtroopers
soon as possible to sector tile 16 and stay there. as well as Dark Legion figures. Normal line of
Dark Legion Turret
sight rules apply. Turrets destroyed by tech /
There are the same number of portals and firearm / close combat attacks are removed Reinforcement
terminals as Doomtrooper teams, i.e. two from play. The Dark Legion reference board Entrance Point Dark Portal
teams require terminals/portals 1 & 2, three details the attack required to hack or destroy
teams require terminals/portals 1-3, etc. terminals and turrets.
Doomtrooper
Entrance Point T Throne

SIEGE OF THE CITADEL

42
CAMPAIGN 2: DAY OF RECKONING

MISSION 5: EZOGHOUL DESTRUCTION


HIGH COMMAND BRIEFING
You have finally battled to the inner sanctum of the Citadel,
where the Ezoghoul’s quarters can be found. You must
destroy this beast. High Command have found the key to the
Ezoghoul’s astonishing endurance. There are five dark portals
that feed power to the Ezoghoul. If you destroy them we might
have a chance.

MISSION
You must destroy the portals that can be found on sector tiles
2, 3, 4, 7 & 14. Each portal destroyed will bring the Ezoghoul’s
defense value down by one point.

Depending on the rank you are playing this level on, the
Ezoghoul will start the mission with a different defense value
(ignore the defense value from the Dark Legion reference board).

If your Dark Legion reference board is rank 1–6, the Ezoghoul


has a starting defense value of 7. However, if your Dark Legion
reference board is rank 7–12, the Ezoghoul has a starting
defense value of 8.

The Ezoghoul will enter the board from the dark portal on Dark Legion
sector tile 8 in round 5 at the beginning of the Dark Legion Reinforcement
player’s turn (if the Doomtrooper teams didn’t successfully Entrance Point
complete the previous mission, Nepharite Summoning, then
N
a Nepharite is present at the start of the mission in front of
Doomtrooper
Entrance Point
dark portal N.

- Doomtroopers enter through the entrances in sector


tiles 2 & 3 as indicated on the map.
Dark Portal

- Secondary mission cards are not used in the mission.


DARK LEGION RESOURCES
The Dark Legion player shuffles force cards 1–33. For each

- TIME LIMIT: 10 Rounds

EVENTS
Doomtrooper team, place one force card face-down on
game board sector tiles 2, 3, 4, 7 & 14. The remaining force
cards will form a draw pile and are placed in front of the Dark
Legion player.
The Dark Legion player shuffles event cards numbered 1–20
and draws 10 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through the Dark Legion entrance tokens
-
REWARDS
COMPLETE MISSION: The Doomtroopers receive 8
promotion points if they successfully destroy the Ezoghoul.
on tiles 8, 3 & 2. If there are Doomtroopers on a sector
tile where there is a portal, reinforcements may also enter
from that portal. Once the dark portal is destroyed or there
are no Doomtroopers on sector tile, reinforcements will
- FAILURE: If the Ezoghoul and the Doomtroopers are
still alive at the end of round 10, no promotion points
are awarded. If all the Doomtroopers are dead, the Dark
enter as usual. Legion player receives 4 promotion points.

MISSION BOOK

43
CORPORATION DOOMTROOPERS

VALERIE DUVAL CARL LIND MAX STEINER


The daughter of a A scion of House Phillipe, An officer, but no
prominent Field Marshall, he put his family’s gentleman, many a
a career in the Bauhaus electronic facilities to scandal followed in the
military was inevitable. good use from an early wake of his early career,
She joined the ranks
age. As an adherent of the much to the chagrin of his
of the Etoiles Mortant
Order of the Devilcat, he esteemed noble family.
through cunning, deadly
is as deadly a warrior on Chiselled, handsome
precision, and iron will
the electronic battlefield features, and deadly
to become a spectre
of death. Her renown as he is on the physical. skills honed beneath the
grew, which led the His talents have cracked Venusian jungle canopy
Doomtroopers to call open numerous Dark have made him a media
at her door. Legion Citadels. sensation.

MITCH HUNTER ANGELINA DRAKE BIG BOB WATTS


Having survived the mean Orphaned at an early After single-handedly
streets of San Dorado age, her drive to enact saving his unit, he was
from a very young age, revenge against Mishima court-martialled from
Mitch has always been the Heavy Infantry for
saw her take to the
master of his own destiny. assaulting the officer
skies with the Howling
Blessed with rugged responsible for the
Banshees. An epiphany
good looks, seemingly calamity. He earned
over her self-destructive
endless luck, and battle a pardon from the
prowess that borders bloodlust opened her
Free Marines and a
on supernatural, every eyes, since then the place amongst the
would-be Doomtrooper Doomtroopers offered Doomtroopers. His heart,
strives to emulate the chance to destroy however, remains with
his example. humanity’s true enemy. the Marines.

SIEGE OF THE CITADEL

44
CORAL BEACH VINCE DIAMOND LORI FAUST
A lively personality and The poster boy for the Originally a Bauhaus
vulgar sense of humor grandeur and superiority Blitzer, Lori was mortally
clash bizarrely with his that Cybertronic can wounded by the Dark
cybernetic exterior. Not achieve, he is a cold Legion, she was rescued
much of him remains that and calculating killing by Cybertronic and
hasn’t been upgraded or machine graced with the given a new lease of
replaced at least once. He best technology humanity life. A hatred of the Dark
always leads the charge, can offer. There have Legion burns hotly at the
testing his mettle against been many Diamond core of her scrambled
the toughest opponents incarnations over the memory. She has led the
with deadly efficiency and years, but none as deadly way in adapting hacking
grim humor. or vicious than this one. techniques.

SEAN GALLAGHER EDWARD S. SELINA KINGSFIELD


The Gallaghers were MURDOCH She bears a surname that
renowned as the most An honorable street draws disdain with honor
proficient swordsmiths urchin from Fukido, his and distinction. A stint
antics soon drew the
and runic masters in the in the trenches led to
attention of a Golden
solar system. Sean is recruitment by the Blood
Lions recruiter. His drive
the sole survivor of the Berets, who taught her
and abilities eventually
entire Clan thanks to his how to fight her enemies
led him to become a
own stubbornness and with fury and valor. Asked
training instructor for the
insistence on becoming legendary unit. Despite to join the Doomtroopers,
a warrior. He joined the being forced to reluctantly they have since taught
Wolfbanes to unleash his apply, he relishes the her how to carve open
fury and guilt on his foes. Doomtrooper life. a Citadel.

OSHIRO MAKIKO TATSU TETSUKAGE


Obligated by tradition The sole survivor of a Taken as a child and
to become the personal botched hostile takeover, indoctrinated into the
bodyguard of a Mishiman drunk, d i s h o n o re d , Shadow Walkers, she
lord’s daughter, she is peerless, and Ronin clung onto her humanity
now similarly bound to w e re stigma that and fled when she could.
the Doomtroopers by followed him wherever Now she is a whisper in
duty and honor. She he went. A brush with a the dark, the silent breeze
fights the enemies of Semai cult gave him a on the skin, the Steel
humanity with cold fury new focus. Joining the Shadow of death. There
and consummate skill so Doomtroopers gave him are few places that can
that she might return to a new lease of life, a new remain secure against her
her Lady’s retinue. family, and a new home. skills, Citadels included.

MISSION BOOK

45
KICKSTARTER BACKERS
H
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I
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E
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Alessandro Lago, Alex, Alex, Alex Hoffman, David Holton, David Norstebon, Emil Ernberg Björk, Jacob MacGregor, Jacob Stocke, Jérôme Archer, Jerry Autieri, Jerry
Antonio Roldan Patron, Antonio Bryan Wade, Bryce Nielsen, Bryce Pickens, Christopher Pings, Hoskins, David Ian Spencer, David Geoff Coves, Geoff King, Geoff Jacopo Gardini, Jacques Grenier, Weiler, Jesper Jönsson, Jesper
Buckley, Alex Chin, Alex Cochran, Veronese, Antti Alatalo, Antti Undy, Bucky Thuerwachter, BuekyA, Christopher Reid, Christopher Rubak, Emil Lindblom, Emil Lundqvist, Stahl, Geoffrey Coffin, Geoffrey F.
Alex Davidson, Alex Draper, Alex Johnson, David Kapp, David Karoski, Emilio Aliberti, EM-J Hill, Emma Jacques Lux, Jaime Cardona, Jake, Svensson, Jesper Vas Järnnatt , Jesse
Iso-Markku, Antti Kinnunen, Anwar Bukhari Abdulbarr, Bum Suk Yang, Christopher Spence, Christopher David Kerfoot, David Kilburn, David Eid, Geoffrey Green, Geoffrey H Jake Anthony Crowe, Jake Daniel Escobedo, Jesse Goodman, Jesse
Grant, Alex Grolleman, Alex J. Cantillo, Aramanth Dawe, Arash Bunny Cheung, Bursi Daniele, Byron Sprunger, Christopher Stone, Hansen, Emmanuel Chastellière, Bride, Geoffrey Murrish, Geoffrey
Whitfield, Alex K, Alex Kanous, Alex Kirlin, David Kovar, David Laplante- Emmanuel Tabarly, EN, Enivek, Hicks, Jake Fernandez, Jake Legg, Jesse Wieman, Jessica
Namvar, Arian van Gend, Aric Horst, Deming, Byron Jorjorian Christopher Sulat, Christopher Dieumegarde, David Lee Seymour, Rugg, Geoffrey Sherman, Geoffrey Merriman, Jake Turner, Jake Unrein, Rickardsson, Jessie D Carlile, Jesus
Lee, Alex Nelder, Alex Nesenjuk, Alex Aric Wieder, Arie Kusnadi, Arksine, Tamplin, Christopher Urbanczyk, EnochSeven, Enrico Ascari, Enrico

C
C. Michael Hall, Cabel Dawson, David Levy, David Lian Yoon Wai, Smith, Geoffrey Squire, Georg Jake Waltier, Jakkapat Quesada, Jill Fazio, Jill Hauck, Jim
Parker, Alex Rodriguez, Alex Rotini, Armin Kessner, Arnaldo Horta, Chrystelle Dion, Chuck Dee, Chuck Donaggio, Enrico Ermanno Dall’Ara,
Caitlin Jane Hughes, CaliAlpha, David M. Daniels, David Mandeville, Heinz, George Bozikas, George Aswaphongchote, Jakob Johansson, Bellmore, Jim Crimmins, Jim Dice,
Alex Rouget, Alex Schutz, Alex Arnaud Duchesne, Arno Businski, Wainman, Chung Yuan Chou, Enrico Ghé, Enrico Salvato, Enrico
Thomson, Alexander “Dawnreader” Calle Sundstedt, Callum Muntz, David Mannion, David Marble, David Ellis, George Fama, George Halbert, Jakob P. Thomsen, Jakub Fučík, Jim Fruit, Jim Getz, Jim Heivilin, Jim
Arnold Canaria, Aron Berge, Aron Chun-Hung Lin, Cindy Genetti, Turcato, Enrique Avalos, Enrique
Pushkarev, Alexander Alsén, Cameron Marschall, Cameron Marí Suárez, David Matl, David George Kapp, George Ogata, George Jakub Hejda, Jakub Ondračka, Jakub McCollum, JIm Owczarski, Jim
Britchford, Art Murphy, Arthur Cintar Madalin, Claire Thomson, Espinetti, Enrique Pineda Rodriguez,
Alexander Andersson, Alexander McElwrath, Cameron Tudball, Matthews, David McLeod, David Pengas, George Powell, George Stulik, Jakub Tersa, Jakub Tracz, Rogan, Jimmie Andersson, Jimmie
Lender, Arthur Noseda, Arthur van Claude Linden, Claudio Bellomo, Enzo Russo, Eoin Burke, Eran
Anthony Go Galang II, Alexander Camilla, Cang Ling Yee, Carey Moorehead, David Morgans, David Boudjnah, Eran Ringgenberg, Erek Wilson, George Young, Georges Jakub Vosáhlo, James, James Uppa, Jimmy Andersson, Jimmy
der Ster, Artur Długosz, Artúr Előd Claudio Lancellotti, Clay Skaggs, Morris, David Murias Taboada, David Lekeu, Georgina Duy, Geppetto_O, Applegarth, James Beall, James Dillon, Jimmy Man, Jimmy
Bogner, Alexander Danefjord, Némeh, Artur Felipe Barbosa De Page, Carinn Seabolt, Carl Ouellet, Clayton Younkin, Clemens Heilmann, Ruebig, Eric, Eric A. Wheeler, Eric
Alexander F. S. Putzendopler, Carl Dorrintgon, Carl Dunfield, Mussan-Levy, David Nadj, David Ng, Andersson Forsman, Eric Aubey, Geraint Thomas, Gerald Niggl, Beattie, James Benavides, James Söderman, Jimmy Wilhelmsson, Jiri
Carvalho Fonseca, Arturo Mancilla, Clemens Sasse, Clemens Wagner, David Nguyen, David Nicoloro, David Gérard Kraus, Gerhard Frey, Gerhard Boyd, James Bullen, James Burke, Betak, Jiri Pazdera, Jiri Tomasek, Jiri
Alexander Granlund, Alexander Juri, Arturo Mora, arturo182, Ash Carl Kyhlberg, Carl Maquere, Carl Clement Bouvier, Cliff Churgin, Cliff Eric B. Johnson, Eric Benson, Eric
Alexander Kapustjansky, Alexander Nolander, Carl Swienton, Carl Otero Losada, David Parr, David Berglund, Eric Broussard, Eric Bryson, Hutterer, Gerhard-Swen Weinhold- James Burton, James C. Zavrel, JJ, JM - Dungeon Crawler, Jo
Arsenault, Ash Brown, Ash Ley, Ash W. Gilmore, Clifford Mudd, Clint Parrish, David Peters, David Pokorny, Schwerdtfeger, James Caldwell, Yong Bin, Joachim Eckert, Joakim,
Kihl, Alexander Kristinsson, Tchoryk, Carl Tees, Carl Walmsley, Eric Coker, Eric Ebbs, Eric Franklin, Markus, Gerry Tolbert, Gestaltar
Ross, Ashe Marler, Ashley Bedford, Rogers, Clint Williams, Clive Patmore,
Alexander Kuegler, Alexander Carlo Bombonati, Carlos, Carlos David Polomis, David Powell, Eric Goodman, Eric Hamilton, Skiten, Giang Vo, Gianluca Gurrado, James Carpendale, James Cornwell, Joakim Guding, Joakim Lindqvist,
Ashley Cook, Ashley Scharffbillig, Clyne Miles, CmdrKiley, Cody D. David Rapp, David Rauscher, David James Cruise, James Curtis, James Joan Miquel Pou González, Joaquin
Lecocq, Alexander ljung, Alexander Delgado, Carlos Espinosa Sánchez, Williams, Cody Gramm, Cody Taylor, Eric Hand-Smith, Eric Harlacher, Giannis Manolopoulos, Giap Chin,
Ashlon, Ashok Sharma, Assaf Becker, Redfern, David Riffault, David Rolton, David Tandy, James Davis, James Mercado, Jobindex A/S, Jochen Hein,
Mauler, Alexander Milgrom, Astor Sigma, Attila Donaberger, Carlos Huaman De Los Heros, Colby Young, Colin Finkbeiner, Eric Harlaux, Eric Haverberg, Eric Gilad Daniel, Gilbert Martin, Gildas
Alexander Moody, Alexander Carlos Leon, Carlos Pedraz, Carlos David S. Robinson, David Saunders, Holweck, Eric Hopkins, Eric Keuchel, Quinquis, Ginés Pérez, Gionata Dal Faucher, James Funfer, James Gaines, Jody Johnson, Jody Walker, Jody Yue,
Aubrey Grossman, Aubrey Knight, Colin Harris, Colin Jackson, Colin David Schlossman, David Schuhkraft, James Garland, James Glore, James Joe, Joe Brown, Joe Crane, Joe
Mundt, Alexander Padberg, Aude et Edmond Gravel, Aveareya Pedraz Muñoz, Carlos Salcedo, Peake, Colin Pearse, Colin Stoy, Eric Lan, Eric Larsen, Eric Leet, Eric Farra, Giorgio Colombo, Giorgio G.
Alexander Schmidt, Alexander Carlos Sandico IV, Carlos Santillana David Senior, David Shefet, David LeFeber, Eric Marsing, Eric Neszpaul, P., Giovanni Ruiz, Giraud Florian, Gorman, James Gould, James Gengler, Joe Grams, Joe Krisciunas,
L Stembridge, Aventum GmbH, Colly Lustre, Colton Hoerner, Con Shivley Jr., David Skoghem, David Groeling, James H. Henderson, Joe LaPorta, Joe Rodriguez, Joel
Schneider, Alexander Strandberg, Avery Friend, Avi Zacherman, Aware López, Carmine Laudiero, Carsten Mchugh, Conny Karlsson, Conrad Eric O’Donnell, Eric Oestrich, Eric Giulio Cazzoli, Glaucio Santos dos
Alexander Strid, Alexander Sunday, Damm, Cary Brandon Bishop, Skogstad, David Slabbert, David Rennie, Eric Rupert, Eric Smailys, Eric Reis, Glen Eis, Glenn Allan, Glenn James Helms, James Ho, James Coldwell, Joel Downie, Joel G. Clift,
Mustafa Taher, Axel, Axel Davidsson, Earl, Cooper Christian, Corey Smith, David Stacchetti, David Stoy, Ilijevich, James Jennings, James Joel Gilbert, Joel Ruben, Joel Tolbirt,
Alexander Urbanek, Alexandre Axel Fredell, Axel Mellgren, Axel Casey D. Mines, Casey Lent, Casey Grove, Corey Wagemann, Cornelia Smith, Eric Starling, Eric Taylor, Eric Cole, Glenn Davies, Glenn Foden,
Dupuis, Alexandre Godin, Alexandre Lowe, Casey O’Connor, Casper David Sussman, David Swanston, Tighe, Eric Tweten, Eric Westphal, Glenn Karlsson, Glenn Mochon, Keller, James Lowe, James Joerg Nellen, Joerg Redder, Joeri
Vidmark, Azirisstar Moehring, Cornelis DeBruin, Corwyn David Thomas, David Tracy, David Matthewson, James McAdams, Braeken, Joey Boyd, Joey Grennan,
Granotier, Alexandre Larouche, Mads Rojahn, Cassandra, Cassie Frierson, Cory Cook, Costa Karamalis, Eric Zheng, Eric Zimmer, Erica, Erica Glenn P Mardis, Glenn Trembath,

B
Alexandre Magnant, Alexandre Roof, B Nadey, B. Niluk Peiris, babofox, E Dollison, Cato Vandrare, Cave Uroz Soriano, David Villalta Martin, Pettit, Erik Agrell, Erik Andersson, Erik Goessens Jean-Marc, Google Inc., James McHugh, James Mickelson, Joey Oravec, Johan “Madwizz”
CottonCthulhu, Courtland Moseley, David Voderberg, David White, James Molloy, James Moore, James Samuelsson, Johan Andersson,
Alexandre Semennikov, Alexandru bakumaru, Baldomero Lara, Hinds, Cecil F. Williams, Cedric Craig Andrews, Craig Blackwood, Birgersson, Erik Brammer, Erik Dalin, Gordon Holton, Gorman Christian,
Nistor, Alexandru Toader, Alexis Baltoumas Dimitrios, Barchie, Balmat, Cedric Fanna, Cereal, killer of Craig Fish, Craig Gaddis, Craig David White, David Widing, David Erik Gottschalk, Erik Häggblad, Erik Gottfried Schmidt, Gottlieb Wick, Moreland, James O’Sullivan, James Johan Carstensen, Johan Hansson,
“Kiddo” Schantz, AlexR, Alfon Keteli, Barrett Bishop, Barrett Brooks, Barry Brimstone, Cezary Opalinski, Chace Mercer, Craig Milne, Craig O’Neil, Williams, David Winters, David Woof, Halen, Erik Kjellberg, Erik Lagerstedt, Götz Kirchhauser, Gozuja, Gracjan Payne, James Reed, James Resner, Johan Hast, Johan Karlsson, Johan
Alfred Granger, Alfred Lee, Alfredo Clarkson, Barry K. Seebo, Barry Orton, Chad Bowser, Chadwick David Yeomans, Davide Emanuele Erik Lindbom, Erik Lindström Futral, Marcol, Graeme Huizinga, Graham James Robertson, James Robinson, Kristian Worm, Johan Lundqvist
Craig Sardone, Craig Spooner, Desana, Davide Malvestuto, Davide James Scherkenbach, James Mattsson, Johan Lundström, Johan
Locarini, Alfredo Nava Mediavilla, Mesrits, Barry Stockinger, Barry Vaupel, Chainbreaker, Chalermkiat Craig Stahl, Craig Thompson, Craig Erik Löfström, Erik Rynhag, Erik Hall, Graham Johnson, Graham
Ali El Hassan El Rifai, Alicia Morse, Weatherstone, Bart Miller, Bartlomiej Taweesuksiri, Chan Jianwen, Pezzini, Davin Hatsengate, Davy Samuelsson, Erik Sandström, Erik Sherlock, James Stewart, James Märs, Johan Nordsten, Johan Quant,
Weston, Crispin Vasquez, Cristiano Lane, Graham Murphy, Graham
Alissa Scire, Alistair Collins, Alistair Kolodziejczyk, Bastian Nonnenberg, Chance Woods, Chandler Tate, Régent, Dawfydd Kelly, Dawid Käpa, Sundberg, Erik Szpyra, Erik Tengblad, Watts, James Williams, James Johan Rönnlund, Johan Svanborg,
Cozzolino, Cristy L Alexander, Owens, Graham Robinson, Graham Willman, James Zimmermann, Jamie
Hoppe, Allen Blount III, Allen Becky Glenn, Belisarius, Belkin Charles Barton, Charles D. Osborn, Dawid Wojcieszynski, De Raeve Erik Ylipää, Erik Zakrisson, Erin Burke, Johan Tanuwijaya, Johann Mayac,
Crochet Nicolas, Curtis Hnatiuk, Schneider, Graham Tormey, Gran Buckley, Jamie Heidenreich, Jamie
Crimmins, Allen Ramirez, Allon Andrey, Beloud Alexandre, Ben & Charles Fodel, Charles Heckman, Jeroen, Dean Kirkpatrick, Dean Ernie Juan, Ernie Prescott, Eros Johanna Johansson, Johanna Slotte,
Curtis Nelson, Curtis Plunk, Curtis Thurizmo, Grandbarbe Martin, Sanchez, Jan Bilek, Jan Colpaert, Jan
Fennell II, Almer, Alton Bucky Carlile, Heather Rogers, Ben Baxter, Ben Charles J Manley, Charles John Maki, Dean Wilson, Deane L. Geiken, Torre, Erwan Rauwel, Erwin Indarto, Johannes Algotsson, Johannes
Roberts, Cyril Hoden, Cyrille Bernard, Grant Chapman, Grant Ferguson, Eriksson, Jan Formánek, Jan
Alun Williams, Alvin Lam, Amandine Cardnell-Hesketh, Ben Dards, Ben Skender, Charles Johnson, Charles Debra Pollak, Decatur Cavender, Esbjörn Rundberg, Esko Vähätalo, Blomstervall, Johannes Haglund,
Cyrille Humberdot, Cyterreo Grant Muir, Gras, Greg Bartman, Hulverscheidt, Jan Jensen, Jan
Remy, Amaury Farce, Amber Beccari, Fardon, Ben Guarino, Ben Hewlett, Lucazeau, Charles Martinez, Charles Declan Ellery, Dee Jay Roxas, Espen Frøystad, Esteban Vasquez Johannes Janda, Johannes Kirsten,
Greg Betchart, Greg Buron, Greg

D
Amit Dedhia, Ammon Redman, Ben Isaacs, Ben Kipper, Ben Kuehn, McKimmey, Charles Parks, Charles Dal Anders Lund, Damian, Dee Williams, Delmas Sébastien, Moraga, Esther Benjert, Ethan Konerding, Jan Lackmann, Jan Johannes Ryding, Johannes Wallin,
Ben Naylor, Ben Owens Matibag, Pearson, Charles Phillips, Charles Damian Hibbard, Damian Demetrius Smith, Demis Paoletti , Hardy, Greg Parsons, Greg Pattison, Sandbladh, Jan Svoboda, Jan Triest, John Allen, John Beatty, John
Amos Baker, Amund Trovåg, Anders Bates, Ethan Chun, Ethan Jacobs, Greg Richardson, Greg S. Mueller,
Thorvik, Anders Forslund, Anders Ben Thornton, Ben Turner, Ben Ryan, Charles Sousa, Charles Steve Schumm, Damien Chua, Denis Boisvert, Denis Maddalena, Ethan Lind, Ethan Parker, Etienne Jan Vogelaar, Jan Walder, Jan Woletz, Bourne, John Brah, John Brown,
Waxman, Ben White, Benedikt Booth, Charles Timtim, Charles Damien Pearse, Damion Lewis, Denis Proulx, Dennis Brännvall , Greg Wood, Gregory Auld, Gregory Janeck Jensen, Janos Lacza, John Bua, John Burnham, John
Hedvall, Anders Herbst Pedersen, Breaud, Etienne Deborde, Eugene Detrez, Gregory J. Pullinger, Gregory Jan-Philipp Koll, Jared Taranto, Jared
Anders Hermann Pedersen, Anders Müller, Benedikt Steinmetz, Zammit, Charlie Bijmans, Charlie Damjan Makuc, Dan Adamski, Dennis FitzPatrick, Dennis Heitz, Tam, Eugenio Santiago García Busse, John C. McCartan V, John Card
Benedikt Windaus, Bengt Wickstrom, St Clair, Chase Brenenstall, Chase Dan Arntsen, Dan Bergman, Dan Dennis Jansson, Dennis Karlström, Little, Gregory Maxwell Dyke, Teslow, Jari Eerola, Jarle Waage, II, John Clary, John Constantine,
Johansson, Anders Mörch, Anders Espejo-Saavedra, Eusebio Valero, Gregory Milken, Greig Galletly,
Öhman, Anders Pedersen, Anders Benjamin Barton, Benjamin Carlton, Hennion, Chaz Hardesty, Chelle Bruhn, Dan Derby, Dan Ellingsen, Dennis Luk, Dennis M, Dennis Evan Anderson, Evan de Sousa, Jaromir Maracek, Jaron Frost, John Dale Quimpo, John di Battista,
Benjamin Cossum, Benjamin Gates, Muth, Chen Jia, Cheshiremonkey, Dan Harwood, Dan Långström, Makowsky, Dennis McCarthy, Dennis Grenson Yvan, Griffin Brunk, Grischa Jaroslav Kraif, Jarosław Jarzębiak, John Dodd, John Dony, John Foster,
Stavnshöj, Anders Strömstedt, Evan Feldman, Evan Hawbaker, Evan Zimmermann, Grizzly Lizard, growls, Jarred Rice, Jarrod Christensen,
Anders Thuresson, Andi McLean, Benjamin Hewlett, Benjamin Koch, Chester Hsu, Chin Kit Lai, Chisholm Dan Massey, Dan McCarthy, Dan McNicholas, Dennis Saathoff, Dennis Hicks, Evan Keller, Evan Radovanovic, John Fu, John Garcia, John Gullick,
Benjamin Kubczak, Benjamin Shade, Gentry, Chocolate Eclair, Chris McIntosh, Dan Milazzo, Dan Olsson, Smith, Dennis Ueland, Dennis Grzegorz Rzaca, Guido Dieteren, Jason, Jason Adams, Jason Ashman, John Hazlett, John Heluk, John
Andre Bishop, André Fredriksson, Evert Koopman, Eyal Aradi,
Benjamin Stevens, Benjamin Tham, Adcock, Chris Alexander Skeie, Dan Parkington, Dan Start, Dan Vandebroek, Deon Beswick, Derek Guillaume Bernard, Guillaume Jason Baldwin, Jason Ballweg, Jason Hodgkinson, John Hsiu, John Huang,
André Kleilein, André Levan, Andre Eyal Grossman
Benny Letfors, Benny Nielsen, Benoit Chris Alley, Chris Beery, Chris Bizich, Webb, Dan White, Dan Yarrington, Allgire, Derek Christensen, Derek Juneau, Guillaume Petitjean, Bernstein, Jason Borden, Jason John Hultenius, John Ibarzabal, John
Luis Couto Cavalcanti, Andre

F
McInnis, Andre Moldovan, André Kusters, Benton Wilson, Berglund Chris Carde, Chris Carpenter, Chris Dana Kretschmar, Dana Wilkinson, DK, Derek Dugan, Derek Jankowski, Fabien Lozach, Fabien Mazzocchi, Guillaume Reissier, Guillaume Bossert, Jason Brown, Jason ‘johnkzin’ Rudd, John L. Vogt, John
Sigurdsson, Andre Smothers, Rogert Jakob, Bernard Donohue, Challacombe, Chris Conrad, Chris Dane Levi, Dani Tishler, Daniel A. Derek Osborne, Derek Sykes, Derelle Fabien Morisson, Fabio Dall’Ara, Royer, Guillermo Garcia, Guillermo Buchanan, Jason Chen, Jason LeCruise, John Lee, John Lennon,
Andre Wicke, Andrea Colletti, Bernard Gravel, Bernardini Gilles, ‘Curis’ Webb, Chris Davis, Chris Rodríguez Sánchez, Daniel Adam, Redmond, Derren Gurnett, Derrick Fabrice Gatille, Fabrice Le Llamazares Prieto, Guillermo Soria, Connerley, Jason Dickerson, Jason John MacDonald, John Madigan,
Andrea Maione, Andrea Nini, Bernd Lindenberger, Bernd Perplies, Edwards, Chris flores, Chris Fosburg, Daniel Barroga, Daniel Bennett, Thomas, Devilution, Devin Ashley, Moullec, Fabrice Masson, Fabrizio Gunnar Karl Pálmason, Gurtan Dreger, Jason Farrow, Jason Freston, John Mahaffy, John Marriner, John
Andrea Prosperi, Andreas, Andreas Bernhard Roeder, Bert Valkenburg, Chris Greenfield, Chris Hartford, Daniel Betts, Daniel Brochs, Devon Harmon, dhesse, Diana Falcomer , Fabrizio Incerti, Fahad Atamturk, Gustaf Geterud, Gustav Jason Frowde, Jason Garcia, Jason Marwick, John Matic, John Matta,
Andersson, Andreas Bjärnemalm, Bertrand Richard, Bill Caro, Bill Chris Henderson, Chris Hinkle, Daniel Chis, Daniel Cooper, Daniel Stoneman, Diego Antonio Lopez Mustafa, Fairytail92, Falcon, Weberup, Gustavo da Rocha Pereira Greenfield, Jason Hartloff, Jason John Mullens, John Muncy, John
Nemeth, John Nosbusch, John Paul Kernbanks, Kevan Harrison, Kevin Jonge, Marc Galvez Agustin, Marc Thiemens, Mazinman, Mclean Danielsson, Nicklas Lundström, Axelsson, Pontus Welin, Popular Rui Avelino, Ruiqing Peng, Rune Ettengruber, Stefan Feist, Stefan Tom Hughes, Tom Maguire, Tom
Kilcrease, John Payne, John Perkins, Andersen, Kevin Badgett, Kevin Hamonic, Marc Hutsebaut, Marc Oshiokpekhai, Medwynd, Melanie Niclas Robert Björck Bergström, Dumpling, Postman, Postumus, Poul Gamborg, Rus Ivan Syfargo, Rusinau Fröse, Stefan Karges, Stefan Schmidt, McCarthy, Tom McDnald, Tom
John Perkins, John Potter, John Bates, Kevin Bates, Kevin Billman, Langworthy, Marc Lim, Marc McGreevey, Melanie Renison, Niclas Stenberg Krona, Nico Koenig, Christian Secher, Pranav Sondhi, Konstantsin, RUSL, Russ Dennison, Stefan Tanjsek, Stefan Winkler, Morello, Tom Ryan, Tomas, Tomas
Reiners, John Roberts, John Kevin Cattanach, Kevin Chua, Kevin Noordzij, Marc van Wanrooij, Marc Melissa cotnoir, Meloney Buehl, Nicola Brunoni, Nicola Mazzoleni, prdatur, Preston McWhirter, Preston Russell Auer, Russell Corbally, Russell Stefano Berio, Stefano De Prophetis, Åbrandt, Tomas Andersson, Tomas
Rockidge, John Roda, John Rose, Coleson, Kevin Cook, Kevin Freksen, von Canal, Marc-André Fecteau, Melvin Chew, Menion Croll, Merijn Nicolas Barbezat, Nicolas Dufour, Ward, Przemek Piekarski Fleischhacker, Russell Malo, Russell Stefano Ferrero, Stefano Gie, Stefano Daniel, Tomas Engblom, Tomas
John Salisbury Jones, John Silveira, Kevin Gerl, Kevin Hann, Kevin Marcel Abt, Marcel Pauly, Marcel van Erp, Merik Derath, Merrick Nicolas Hullmann, Nicolas Klie, McKee, Russell Miller, Russell Pereira, Molinari, Stefano Peron, Stepan

QR
Qasim Ali, Quentin Rognant, Russell Prideaux, Russell Webb, Ryan Hultgren, Tomas Johansson, Tomas
John Stock, John Vanartsdalen, John Heagerty, Kevin Hill, Kevin J. Thomas, Torz, Marc-Emmanuel Bouche, Schincariol, MHP Montfrooij, Nicolas Patrier, Nicolas Thorny Papez, Stephan Gust, Stephan Khek, Tomas Syrovatka, Tomáš
Wagner, John Weber, John Webster, Kevin Jung, Kevin Knox, Kevin Lai, Marcin, Marcin Bogusz, Marcin Michael, Michael “Ludi” Ludwig, Bowyer, Nicole Wasch, Nigel Swan, QUESTRON, Quinton Sung, Allen, Ryan Buerger, Ryan C. Cain, Langer, Stephan Szabo, Stephane
R. A. Ferrara, R. Jon Rock, Zatíranda, Tomasz Klos, Tomasz
John Zrimc, Johnathan Slivkoff, Kevin Leadbeater, Kevin MacLean, Sierpinski, Marco Aguilar, Marco Michael Annerl, Michael Baker, Nightmare, the Hell Steed of Ryan Chamberlain, Ryan Collins, Dufour, Stéphane Idczak, Stephane
R. Schubert, R. Schulte-Ladbeck, Kheyari, Stephane Ronin, Stephane Pawlak, Tomasz Sierakowski, Tomasz
Johnnie Chau, Johnny Kants, Jon Kevin McLean, Kevin Mercier, Cantin, Marco Doepke, Marco Michael Bär, Michael Barrio, Michael Arcadia, Nikali Starkovich, Niklas Ryan Cote, Ryan Craig, Ryan Dell,
Back, Jon Biscoe, Jon Darlington, Jon Kevin Mitchell, Kevin Moore, Kevin Barron, Michael Bedggood, Michael Fält, Niklas Greve, Niklas Lindeberg, Rachel Bridge, Radek Adámek, Ryan Dorney, Ryan Finkenbinder, Scavee, Stephano Filandro, Stephen Siudzinski, Tomasz Skołudek, Tomasz
Grillini, Marco Griva, Marco Hiraki,
Finn, Jon Francum, Jon Harrison, Jon O’Mara, Kevin Porcel, Kevin Richards, Bosma, Michael Broer, Michael Niklas Norén, Nikola Gotsev, Radoslaw Bien, Radoslaw Ciesielski, Ryan Fleming, Ryan Goodrich, Ryan Banfield, Stephen Berry, Stephen Szwedow, Tommaso Mazzoli,
Marco Lanzerstorfer, Marco Messina,
Högman, Jon Kimmich, Jon Martin, Burns, Michael Carricato, Michael Rafael Cerrato Castellote, Rafael Graff, Ryan Hanson, Ryan Hopkins, Chiu, Stephen Dillon, Stephen Tommaso Terenziani, Tommi Hölttä,
Kevin Riddle, Kevin Shoulars, Kevin Marco Nahrgang, Marco Nurmi, Nikolai Witschl, Nikolaos Diavatis,
Jon Vasil, Jon Wiersma, Jonah Carson, Michael Charvát, Michael Gutierrez-Torres, Rafael Ibarra, Rafael Ryan Hull, Ryan Jenkins, Ryan Keyte, Donaldson, Stephen Elliott, Stephen Tommie Löfgren, Tommy Forsberg,
Skelley, Kevin Smith, Kevin Tavares, Marco Oreste Migliori, Marco Nikolaus Sheehan, Nils Fredrik
Benterbusch, Jonas Bondesson, Clark, Michael Dadisman, Michael Moreno, Rafał Panek, Raffaello Ryan Knight, Ryan Kokai, Ryan Hartman, Stephen Ho, Stephen Tommy Fredriksson, Tommy Roju,
Kevin Wicks, Kevin Wiesner, Kevin Schmitz, Marco Signore, Marco van Nilsson, Nils Hensel, Nils Idemalm,
Jonas Daneby, Jonas Hällström, Daley, Michael Denneborg, Michael Trevisiol, Raimund Ruppel, Rain Kuan Choon Lee, Ryan Michel, Ryan J. Woodman, Stephen Jasper, Tommy Wallin, Toni Apostoloski,
Wine, Kevin Work, Keygnaert Birger, Donderen, Marcus Arena, Marcus Nils Löw, Nils Paetzold, Nimrod
Jonas Hansson, Jonas Karlsson, Donnell, Michael Doran, Michael Kirjanen, Rain Pletcher, Rainer Morgan, Ryan Mucklin, Ryan Oshiro, Stephen Kieswetter, Stephen Kong, Tony Alvarez, Tony Edwards, Tony
Khaled Alim, Kien-Peng Lim, Kieran Berg and Yuki Sato, Marcus Breger, Nizaamodien Abdool, Noah
Jonas Lidén, Jonas Mäki, Jonas Elias, Michael Emminger, Michael Hummelsbeck, Rajnesh Jindel, Ralf Ryan Rathsam, Ryan Schneider, Ryan Stephen Kowal, Stephen Murrell, Egan, Tony Menzie, Tony Shook,
Birks, Kiernan Grotheer, Kim Choy, Lauterbach, Marcus Örneståhl, Patterson, Nogueira Fabio, Norman
Nordund, Jonas Nyren, Jonas Ens, Michael F. Zabkar, Michael Grasser, Ralf Meyer, Ralph Chilton, Schoon, Ryan Siebrands, Ryan Silva, Stephen Naron, Stephen Peters,
Kim Christiansen, Kim Della Porta, Marcus Pehrsson, Marcus Stahl, Günther, Norman Kwong, Norman Tony Söderqvist, Tony Tran, Top Deck
Pauquet, Jonas Videnhart, Jonatan Farcus, Michael Feigl, Michael Geiser, Ralph Curtis, Ralph McDonald, Ryan Stump, Ryan Tacdiran, Ryan Stephen Prazenica, Stephen Price,
Kim Hocking, Kim Hyun Jun, Kim Marcus Thelander, Marek, Marian Trinh, Nua a.k.a Dennis, Nuno Games, Tor Ebbesson, Tor Harald
Stenmark, Jonathan, Jonathan A. Michael Gelker, Michael Gonzales, Ralph Pickard, Ramin Sobhany, Upjohn, Ryan Whalen, Ryan White, Stephen Rodger, Stephen Rowley,
MyungSan, Kim Pettersson, Kim Lengert, Marianne Osborne, Marijn Duarte Santos Brenne, Torben Schmidt, Torbjörn
Gillett , Jonathan Ayres, Jonathan B. Michael Hollinger, Michael Johansen, Ramsey Landry, Ran Liu, Randal Rysaer, Ryszard Hermaszewski Stephen Sekela, Stephen Shedden,
Sagström, Kim Yonghoo, Kimberly Bierhof, Marinus Vallgren, Mario

O
Obsidian Entertainment, Kmak, Randall Ettori, Randall Fischer, Johansson, Torgeir Gyllensten,
Bolt, Jonathan Bäck, Jonathan Roller, Kimmo Paija, Kiran J. Oliveira, Bonassin, Mario Florez, Mario Michael Jones, Michael Jönsson, Stephen T. Gordon, Stephen

S
Octave Villar, Oldřich Jochec, Randolph Killmer, Randolph Streich, Sabrina Rongen, Said Kalateh Torsten Sattler, Tracy Bixby, Trapdoor
Baxter, Jonathan Bowen, Jonathan Kirk Agathon, Kirk Grentzenberg, Hoppmann, Mario Kellermann, Michael Keith, Michael Kirschbaum, Townsend, Stephen Wandzek, Technologies, Travis & Jared Nietz,
Corneau, Jonathan DeYoung, Michael Kohlbacher, Michael Kovacs, Oli Goodman, Oliver Engel, Randy Bias, Randy Davis, Randy Hall, Mehmandust, Sal Vador, Salvatore Stephen Weightman, Stephen, the
Kirk Krikorian, Kjell Ahlström, Mario Martinez, Mario Pawlowski, Randy Lofton, Randy Martin, Randy Travis Bivens, Travis Carpenter,
Jonathan Dixon, Jonathan Farmer, Michael Kramer, Michael L. Kaufhold Oliver Josefsson, Oliver Kohrs, Oliver L. Puma, Sam Chapman, Sam Painter, Sterling Brucks, Sterner
klcmzjx, Kleanthis Mantzaris, Mario Tijero, Marius Flagstad, Marius Mosiondz, Randy Stricker, Raoul Cleveland, Sam Harvey, Sam Travis D. Johnsen, Travis Hunter,
Jonathan Goodwins, Jonathan Koen Hallaert, Konrad Dienst, Jr., Michael Lawson, Michael Lee, Kreuels, Oliver Maschmeier, Oliver Tor, Steve Baylus, Steve Benton,
Thomassen, Mark 12, Mark Hagenbeek, Raphaël Bellefleur, Hoffman, Sam Hutchinson, Sam
Goosens, Jonathan Hamstead, Konrad Kaczmarek, Konstantinos Michael Leers, Michael Lodahl, Mayer, Oliver Schaaf, Oliver Zoellner, Steve Bodnum, Steve Cox, Steve Travis J. Bentz, Travis Phelps, Travis
Alexander, Mark Anticole, Mark Raphael Leduc, Raphael McAndrew, McArdle, Sam Thrower, Sam Wong,
Jonathan Hanks, Jonathan Harden, Karayiannis, Konstantinos Kostulas, Michael Marcelo, Michael Martin, Olivier Durand, Olivier Faivre, Olivier Cox, Steve Cuffe, Steve Hamm, S., Travis Schachtner, Trent Wakelin,
Augustyniak, Mark Berchowitz, Mark Rasmus, Rasmus Larsson, Rasmus Samantha Clayton, Samuel Chan,
Jonathan Hyatt, Jonathan Lea, Kosit Phanthanusorn, Kovács Róbert, Michael McVeigh, Michael Mingers, Guerard, Olivier Raquin, Olivier Steve Hanson, Steve Harbron, Steve Trevor Anderson, Trevor Chadwick,
Biffin, Mark Bigney, Mark Coutu, Pultz, Rasmus Randeris Andersen, Samuel Chang, Samuel Henderson,
Jonathan Maness, Jonathan Martens, Kraig E. Koranda, Kreindl Sascha, Michael Morley, Michael Moss, Saffre, Olle Bohman, Olle Sahlin, Olof Harrison, Steve Irvine, Steve Liu, Trevor Christensen, Trevor Eubank,
Mark Crudo, Mark Daszkiewicz, Mark raso, Raul Gil Caraballo, Raul Peral Samuel Houle, Samuel Jackson,
Jonathan Nilsson, Jonathan Kris Dalman, Kris McKiernan, Kris Michael Mueller-Trudrung, Michael Nilsson, Olof Seiler, Olov Wallner, Steve Lord, Steve Ludwig, Steve Trevor Heshka, Trevor Leviathan
De Lorenzo, Mark Engelbert, Mark Blazquez, Ravi Melaram, Raymond Samuel Linde, Samuel Ortuño
Petersen, Jonathan Petryk, Jonathan Vincent, Krister Sevä, Krister Waara Nguyen, Michael Ohlsson, Michael P. Omar Antonio Cardona, Omar Luigi McHugh, Steve Rubino, Steve Triggs, Trevor Neeb, Trevor Phillip,
Etwell, Mark Geller, Mark Gottlieb, Banfield, Raymond Chong, Raymond Salmeron, Samuel Robert, Samuel
S. McDonald, Jonathan Steer, Mejsholm, Kristian Hyttel, Kristian Jung, Michael Pace, Michael Ruoti, Ondåej Kuhn, Onelio Antonio Shaughnessy, Steve Weidner, Trevorkian, Tripp Smith, Tristan Carl,
Mark Horneff, Mark Innerebner, Mark Diebel, Raymond Fowkes, Raymond Thomasson, Samuel Yeoh, Sandei
Jonathan Theriault, Jonathan Jaech, Kristian Törnkvist, Kristoffer Petrosky, Michael Probst, Michael Coli, Oren Douek, Orestes Albo, Steven Barham-Nokes, Steven Tristan Hase, Troels Kastrup, Troels
Jackson, Mark Johnson, Mark Haaken, Raymond Lahann, Raymond Soleado, Sander van der Drift,
Underwood, Jonathan Wood, Ejebro, Kristopher Buller, Kristopher Raevis, Michael Rannie, Michael Orvar Safstrom, Oscar Diaz, Oscar Bice, Steven Danielson, Steven Rohde Hansen, Troiani Samuele,
Kilsgaard, Mark Larson, Mark Lee, Raymond Lifely, Raymond Sandor Szucs, Sanson, Santos
Jonathon Byrer, Jonathon Neff, Dawson, Kristopher Volter, Krzysztof Rhodes, Michael Rivers, Michael Rix, Gamez, Oskar Forsslund, Oskar Elsbury, Steven Howland, Steven
Lesniewski, Mark Maxey, Mark Lim, Raymond Meyer, Raymund Artigas Malo, Sarah Kelley, Sarah Troy Byrne, Troy Grillo, Troy Nichols,
Jonathon Paul DeMare, Jongdae Lipka, Ksenzov Aleksei, Kung Ogge, Michael Russo, Michael S. Bartolo, Gargas, Oskar Joelson, Oskar Sibeck, Johnson, Steven Johnson, Steven
Minchell, Mark Patrylak, Mark Pierce, Tesoro, Råzan Ali, RaZe, RE CN, Mayfield, Sarah-Jane Bonney, Saša Ttippi, Tuomas Jurvanen, tygacil,
Han, Joni Ahonen, Joni Skonbäck, Kurlin, Kurt Onofrey, Kurt Rauer, Michael S. Morales, Michael S. Otto Cargill, Otto Sandström Krebs, Steven Lee, Steven Mack,
Mark Pond, Mark Rowe, Mark S, Mark Rebecca Mallenby, Reed Dawley, Rašić, Sascha Haberland, Sascha Tyler, Tyler BIshop, Tyler Hamm,

P
JonniMag, Jonny Hansen, Jonny Kurt White, Kyle Denna, Kyle Dooley, Sheane Padua, Mark Sinclair, Mark Pendergast IV, Michael S. Wardle, Pablo Malenki, Pablo Prieto Steven McCreery, Steven McSwan, Tyler Menzer, Tyler Montgomery,
Hjorter, Jonny Lindquist, Jon-Paul Michael Sammut, Michael Sanders, Reine Strömstedt, Remenyik Géza, Knauer, Sascha Schewe, Sascha Steven Mewett, Steven Pattison,
Kyle Hibbard, Kyle Massey, Kyle Stannard, Mark T - Snagger of Satan Torralbo, Pablo Smet, Painless Rémi Guittière, Remy van Vliet, Simon, Sascha Stand, Sasquatch Tyler Swofford, Tyrel Fredericks,
Klepacz, Jordan Carasa, Jordan Matsumura, Kyle Miller, Kyle Murphy, pledges!, Mark Theurer, Mark Michael Sauer, Michael Sauter, James, Paireon, lumberjack of Steven Pepe, Steven Prosser, Steven
Hansen, Jordan Jeffries, Jordan Michael Schultz, Michael Seay, Renato Gondo, Renato Tuason, Incognito, Satish Sharma, Saud R. Waterworth, Steven Rideout, Tyson O’Haver
Kyle Naylor, Kyle Noseworthy, Kyle Thomas, Mark W. Bruce, Mark Wang, Brimstone, Paladin, Paladin von Rene Kerkdyk, Rey Ng, Rhea Shelley, Al-Mutawa, Savas Giarenakis,

UV
Kellicut, Jordan Meyers, Jordan Russell, Kyle Warmack, Kyner Thorne Mark Wiker, Mark-Antony Benedetti, Michael Sherman, Michael Korff, Palombo Guido, Panda GM, Steven Rushton, Steven Shelton, Ulf Kaupisch, Ulf Magnusson,
Ramsden, Jordan Springer, Jordi Simmonds, Michael Stacey, Michael Rhuadrhi Oliver, Rhys Fitzgerald, Sawitzky Alexandre, Schel S. Straw Steven Smolders, Steven Tooze,
Markus Almberg, Markus Berger, Paolo Domenico Mustica, Paolo Ulf Nilsson, Ulf-Gerrit

L
Aldeguer Pueyo, Jordi Morató Pujol, L. A. Scammell, La Donn Stevens, Michael Stief, Michael Rhys Lee Hong, Ricardo Gonzalez, II, Schuyler Kreitz, Scott, Scott A. Steven Tremblay, Steven Veraert,
Markus Drews, Markus Fors, Markus Esuperanzi, Paolo Guizzon, Paolo Ricardo Huertas Francisco, Ricardo Maretka, Scott Bassett, Scott Brewer, Kespelher, Ulrica Palmér,
Jorge Gil Bescós, Jorge Martãn Wittenburg, La Tana snc, Lachlan Symborski, Michael Thomsen, Steven Wagner, Stewart Voss, Stewe
Jablonski, Markus Jessenberger, Massa Tofo, Paolo Rescalli, Paolo Magon Limonete, Ricardo Martinez Scott Butcher, Scott C. Bourgeois, Umberto Borredon, Vaccari Massimo,
Ãlvarez, Jorge Mata Garrido, Jörgen Conley, Lachlan Robson, Ladislav Michael Tidman, Michael Tisdel, Lundin, Stian Molvik, Stranglebat,
Markus Käll, Markus Liebal, Markus Teti, Paolo Varotto, Parker Baum, III, Ricardo Mendonca, Riccardo Di Scott E. Sanders, Scott Ferguson, Vaclav Kubicek, Václav Štěp, Vae
Karlsson, Jort Feenstra, José “Gigio”Kiáts, Ladislav Wolf, Ladry Jean Michael Van Biesbrouck, Michael Van Stu Bowman, Stuart Climpson,
Ljudvåg, Markus Martin, Markus Patric Koßler, Patrick, Patrick, Patrick Giovanni, Riccardo Freguja, Riccardo Scott Hamilton, Scott Hillman, Molitor, Valdemar Jakobsen, Valerio
Esterás, Jose Antonio Garcia Burgos, François, Lam Nguyen, Lampourde, O’Linda, Michael VanDenBerg, Stuart Davies, Stuart Dean, Stuart
Norrman, Markus Öhrling, Markus Andrew, Patrick Bloomer, Patrick Malnati, Riccardo Piccione, Rich Scott Isensee, Scott Jennings, Scott Franchini, Valerio Miconi, Valerio
Jose Antonio Pinilla Gomez, José Lane D’Alessandro, Lankeshire, Michael Verleysen, Michael Walker, Eastman, Stuart Edmond, Stuart
Ploetz, Markus Stief, Markus Byrne, Patrick Cassidy, Patrick Foster, “Lonely Tree” Hensch, Rich Bream, Lewis, Scott Mann, Scott Mullock, Vitelli, Vance Rawson, vandewattyne,
Antonio Rodríguez Becerra, Jose Lanny Gonsoulin, Lapja, Larry Michael Walsh, Michael Whiteley, Florence, Stuart Hemmings, Stuart
Sudbrock, Maros Belko, Marshall Patrick Grosjean, Patrick Havel, Rich Budzinski, Rich Canino, Rich Scott Myers, Scott Nisenfeld, Scott Vasileios Kakkos, Vasileios Rigkos,
Carlos Vera Iceta, José Ignacio Bartels, Larry Rice, Lars Audun Michael Wilhelm, Michael Williams, Michael Larmer, Stuart Park, Stuart
Jones, Mårten Lagerstedt, Martijn Patrick Heron, Patrick Jones, Patrick Edwards, Richard A. Rodgers, Ruffing, Scott Schwab, Scott Short, Vegar Fristad, Velter, Velvet Mark,
Macaya Sanz, Jose Luis Guitian Ragnvaldjord, Lars Konenkamp, Lars Michael Wood, Michael Yoo, Michal Walker, Stuart Watkins, Sugunan
Broenland, Martin Aas Andersen, K. Petersen, Patrick Maschmeyer, Richard August, Richard Berry, Scott Sims, Scott Sorensen, Scott Velveteen Darkhop, Vergely Amaury,
Gallego, Jose Manuel, Jose Manuel Mallach, Lars Michael Hoffmann, Lars Buskiewicz, Michal Chlad, Michal Karthigeyan, Surgeon Sturgeon,
Martin Beijer, Martin Blum, Martin Patrick McGuire, Patrick McGuire, Richard Cornie, Richard Diosi, Stewart, Scott Timsit, Scott Tooker,
Delgado-Gomez, Jose Palma Gil, Petersson, Lars-Emil Silvstål, Lars- Florczyk, Michal Gmitrasiuk, Michal Svante Jonstrand, Sven Alfonsson, Vermonter, Verne C. Anderson,
Boulianne, Martin Buresch, Martin Patrick Murray, Patrick Nix, Patrick Richard Fearn, Richard Fluck, Richard Scott Turns, Scott Twombly, Scott
Jose Toledo, Jose Vicente Benavides, Jacob Hove, Lars-Petter Steen, Laszlo Jarolím, Michal Maděra, Michal Mela, Sven Braun, Sven Sierwald, Sven Van Vernon Piper, Vico Montomoli, Victor
Eide, Martin Gallo, Martin Glos, Odell, Patrick Ogenstad, Patrick Gaston, Richard Griffith, Richard Versteegh, Scott Vranes, Scott
Josep Eduard Baró Queralt, Joseph B. Szidonya, Laurent Goldman, Lauri Michal Siroky, Michal Suchánek, Roeyen, Svend Andersen, Sylvain Araujo, Victor Bugg, Victor Catania,
Martin Handrejk, Martin Houlden, O’Neil, Patrick Perl, Patrick Quinn, Harrison, Richard Hensman, Richard Weber, Scott Williams, Scotty Ford,
Black, Joseph B. Prozinski, Joseph Suomalainen, Lavigne Sébastien, Michal Vitkovsky, Michel D’Hondt, Sylvain Rodney Víctor Guerrero Vilches, Victor
Martin Isaksson, Martin Patrick Scheller, Patrick Schultheis, Hickman, Richard J. Donato Jr., Scribbles and Flapjacks, Sean
Berriman, Joseph Bertucci, Joseph Lawren Somer, Lawrence Caskey, Claussmann, Michel Kuechlin, Michel Luchangco, Victor Manuel Martos

T
Johannesson, Martin Kjellgren, Patrick Stangier, Patrick Vanhoorne, Richard Jenkin, Richard L. Smith, Blanquart, Sean Couch, Sean Daly, T Whiting, T.R. Knight, T3 Terminal
Bryant, Joseph Clarke, Joseph Lawrence Lubomski, Lawrence Pettersson, Michel Robitaille, Clapp, Victor Munoz, Victor Siönäs,
Martin Krag, Martin Lampitt, Martin Patrick Waldbuesser, Patrick Winter, Richard Linnell, Richard Lloyd-Nash, Sean Gross, Sean Hogan, Sean Kirk, Entertainment, Tabletophunter,
Cortese, Joseph Fife, Joseph Lang, Quek, Leandro Saraiva, Leaonne Hall, Michele Montanari, Michele Sommi, Victor Wheeler, Victoria Price, Viktor
Letendre, Martin Lutz Carlsson, Patrick Wright, Patrick Zuidhof, Richard Moberg, Richard Nodesjö, Sean Kirkland, Sean Leavey, Sean M. Taehee Jang, Tahd Inskepp, Tal
Joseph Lei, Joseph Leonard, Joseph Lee Carter, Lee Drechsler, Lee Health, Michele Temporin, Michiel de Groot,
Martin Lynn, Martin Monrad, Martin Patrik Ax, Patrik Berglund, Patrik Richard Pogue, Richard Rognlie, Smith, Sean Martin, Sean McCarthy, Horowitz, Talavou Alailima, Talian, Rosencrantz, Viktor von Brömsen,
M. Louis, Joseph Meeks, Joseph Lee Moneta-Koehler, Lee Pickett, Mick Ehrs, Mickael Larroque, Mickey
Osiak, Martin Overfield, Martin Byhmer, Patrik Fransson, Patrik Richard Scrase, Richard Sea, Richard Sean McLaughlin, Sean Michael Tamas Arato, Tamas Lehoczky, Tang Villars Alain, Ville Philippe, Vince
Neher, Joseph Penzo, Joseph Ploch, Lee Ramos, Lee Wygant, Lee Yan Catron, MidKnight Heroes, Miguel
Pacheco, Martin Peladeau, Martin Höglund, Patrik Jönsson, Patrik Stephens, Richard Taylor, Richard Whipkey, Sean Obom, Sean O’Hayer, Wei Shiong, Tanya GIldea, Tara Wells, Verwilligen, Vincent Arebalo, Vincent
Joseph Procopio, Joseph R. White, Kai, Leevi Rasila, Leif Wallsby, Leith Angel de la Torre Martinez, Miguel
Persson, Martin Pieczkowski, Martin Ljungberg, Patrik Vågehed, Patrik Taylor, Richard Tomsett, Richard Trub Sean Pollman, Sean Silva-Miramon, Tarron Wheeler, Taylor Hardin, Taylor Boily, Vincent Bouchage, Vincent
Joseph Schafer, Joseph Sharkey, Williams, Leiv Morten Brautaset, Ángel Manzo Martínez, Miguel
Pöchtrager, Martin Smedjevik, Vilhelmsson, Patrik Wallberg, Patrik Jr., Richard Tyrer, Richard V. Adkins II, Sean Simpson, Sean T. Nyhan, Majewski, Taylor Muvrin, Taz Sekhon, DiCello, Vincent E. Hoffman, Vincent
Joseph Stivala, Joseph Wojtas, Josh Len Brody, Lenard Orpilla, Lennart Angel San José Torres, Miguel Flores,
Martin Söderberg, Martin Stahl, Winlöf, Pau Miret, Paul Aceto, Paul Richard Veglia, Richard Vogtmann, Sean Walsh, Seb_Super, Sebastian Team AlecSanChar, Ted Conn, Ted Metais, Vincent Serret, VinRen, Vinyl
Glover, Josh Hash, Josh Holland, JoshJönsson, Leon Godchaux, Leon Miguel Gillis, Miguel Martinez,
Martin Thoroughgood, Martin Toft Anderson, Paul Andre, Paul Barolet, Richard Winters, Rick Hewitt, Rick L. Andersson, Sebastian Elliker, Gunnarsson, Ted Rosander, Tedric Aroma, Virginia Calvo Mangas, Vivian
Jenkins, Josh Johnston, Josh Wragg, Leonardo Francesconi, Miguel Moreno Fernandez,
Hansen, Martin Wakefield, Martyn Paul Bauman, Paul Beck, Paul Vinyard Jr., Rick Steinhaus, Rickard Sebastian Fredenberg, Sebastian Miller, Temo deGaunza, Temple, Boyer, Vladimãr Nekvasil - Order of
Leonardo Rina, Lester Lau, Lester
Langley, Josh Nixon, Josh Sliker, Josh Miguel-Eduardo D. Fuentes, Mikael
Findley, Marvin Dueck, Marvin E. Belemjian, Paul Chang, Paul Cox, Frisk, Rickard Waern, Rikhard Gutsche, Sebastian Jende, Sebastian Teng Yong Fong, Teofilo Hurtado the Goat, Vladimir Tomandl, Vlastimil
Stoll, Josh Utley, Joshua, Joshua Tan, Levavasseur Gaspard, Levi Åkesson, Mikael Andersson, Mikael
Taylor, lewho, Lex Valkenburg, Knighton, Jr., Masema, Mason Jones, Paul Currie, Paul D. Steinke, Paul Hänninen, Rita, Rob, Rob Bendig, Kriesch, Sebastian Masannek, Navarro, Terence Teng, Terje Green,
Cameron, Joshua Conrad, Joshua Bergström, Mikael Brauer, Mikael Kubí ek, Vlastimil Musil, Volker
Lexicon, Liam, Liam Tormey, Lieve Massimo Gelosini, Massimo La Torre, Delles, Paul Doucet, Paul Eckner, Rob Christoffel, Rob Genadio, Rob Sebastian Muhs, Sebastian Nowak, Tero Oksala, Terrell Garret, Terrence
Cupp, Joshua DeVaney, Joshua Matej Brinza, Mateusz Kalinowski, Götesson, Mikael Hall, Mikael Paul Garrett, Paul Goldstone, Tietjen, vonDorffy, vsampedro
DiSimone, Joshua Ford, Joshua Teugels, Lieven Stassen, Lin Cailong, Langner, Mikael Mattsson Ulfstedt, Grealy, Rob Harper, Rob Hobart, Rob Sebastian Ross, Sebastian Schaper, Rideau, Terry, Tester, Teys Xavier NV

W
linchuantai YFLIEB, Lindon Paxton, Mateusz Płoszczyca, Mathew Hill, Paul Gothard, Paul Gyugyi, Paul McKavanagh, Rob Scheuermann, Sebastian Suarez, Sebastian Melis, Tgmoore, Thaddeus Griebel, W. Onstein, Wade A. Wilcox,
Gordon, Joshua Hart, Joshua Hebert, Mathew Lanyon, Mathew Wellisch, Mikael Pettersson, Mikael Place, Haberstock, Paul Hamblin, Paul
Joshua Howard, Joshua Klug, Joshua Lindsay Cunningham, Lionel Mikael Sofran, Mike Adolphs, Mike Rob Thomas, Rob Wayda, Robb Swainsbury, Sebastian Wäscher, Thaddeus Ryker, Thaine Hepler, The Wade Geer, Wade Woelfle,
Johnson, Lisa Heavens, Lisa Nowak, Mathias S. Fleck, Mathieu Leblanc Harris, Paul Hastings, Paul Haswell, Anthony, Robb Goldstein, Robert Sebastian Wojcicki, Sébastien Thiré, Game Steward, Theo Clarke, Theodor Waldemar Horak, Walter
McMinn, Joshua Pelkey, Joshua Ritz, Cartier, Mathieu Rischebe, Mathieu Alexander, Mike Bayless, Mike Beck, Paul James, Paul Jefferies, Paul
Joshua Shadle, Joshua Smith, Joshua Lisa Wright, Liu Ting-Chang, Livio Mike Becker, Mike Brosco, Mike Della Bailey, Robert Barkhald, Robert Seongjoon Fred Cho, Sequoyah Girouard, Therond, TheSilencer, Cavalcante, Walter Mulder, Walter
Nicoletti, Lloyd Moore, Logan Theriault, Matias Rivero, Matloob Lenkic, PauL Lilley, Paul Lipori, Billups, Robert Biskin, Robert Wright, SerenityNow98, Serge Caron, Thibaut De Balmain, Thierry Staiano, Warren Lawson, Warren
Strickland, Joshua Zwadlo, Jozef Qureshi, Mats Carlsson, Mats Edlund, Porta, Mike Dougan, Mike Harper, Paul Lucas, Paul Mulski, Paul
Stefkovic, Juan Carlos Betancourt, Holmberg, Logan Laren Liuzzo, Mike Hogan, Mike Houser, Mike Blankenship, Robert Boeck, Robert Serge Lavoie, Sergey Popov, Sergey Joannette, Thomas, Thomas, Thomas Sistrom, Wayne, Wayne Harley,
Logan Richard Johnston, Logus Vile, Mats Elfstrom, Mats Hellström, Mats Newsham, Paul Niechwiedowicz, Businski, Robert Calpo, Robert Vlasenko, Sergio, Sergio Gutiérrez A. Stratton, Thomas Aniruddha Wayne Rankin, Wayne Welgush,
Juan Carlos Casas Rios, Juan Carlos Nyholm, Mats Sjögren, Mats Hutton, Mike J. Murtha, Mike Paul Nowak, Paul Rist, Paul Round,
Lozano Gomez, Juan Carlos Loic Pouliquen, Lon Porter, Lone MacMartin, Mike Ostojic, Mike Corbett, Robert da Silva, Robert De Aguirre, Sergio Martínez Calvo, Brahm, Thomas Bengtsson, Thomas Wayne Young, Wei Wang, Wei-yu
Shark Games, Lonestarr Paul Starr, Söderlund, Matt, Matt, Matt Barker, Paul Sacco, Paul Shorten, Paul Luna, Robert Drummond, Robert Sergio Roscini, Sergio Wu, Seth Blake, Thomas Boughton, Thomas
Peñaranda Domínguez, Juan Ignacio Matt Baxter, Matt Bolte, Matt Rhodes, Mike Sanchez, Mike Smith, Paul Taylor, Paul Thompson, Chen, Wendy Neeld, Wes Hitchens,
Corujo, Juan Jose Mijarra, Juan Long Nguyen, Lorenzo Giorgioni, Schmitzer, Mike Urbanski, Mikoåaj Duman, Robert Farmer, Robert Hartley, Seth Hooks, Seth Rosen, Bowman, Thomas Braeuer, Thomas Wesley, Wesley Hayward, Wesley
Lou Machado, Lou Yardley, Louis Carlson, Matt Corr, Matt DeBackere, Paul Thompson, Paul Truong, Paul Feather, Robert Feczer, Robert Seth Stewart, Seungsu Yoo, Severin Carr, Thomas Copher, Thomas
Miguel Martin, Juan Suzanne, Juan Matt Della Porta, Matt Drake, Matt Wägrzyn, Mikola Gergely, Milan Underwood, Paul Vincent Hathaway, Lunsford, Weyne Andersson,
Tran, Juanfra, Judd Jensen, Gowers, Louis R. Puffpaff, Louis Kocica, Milan Šoc, Miquel Andolz Gano, Robert Gardunia, Robert Rytz, Shabir Satya, Shahin Yazdani, Cornhill, Thomas Darlington, Thomas
Ebzery, Matt Glafcke, Matt Hendricks, Paul Webster, Paulo - Drifter of Gauthier, Robert Graham, Robert Shane C Bradley, Shane Brennan, Ebert Hansen, Thomas Eichenseher, Whitsett Rice, Wilbert Galapon,
Judgement Dave, Juergen Bioly, Sylvester, Louise Neill, Louis-Etienne Linares, Miquel Vila Costa, Mirage Wilfredo Morales, Will Leader,
Forcier, Love Kindstrand, Luc Matt Kwan, Matt Leveque, Matt Brimstone, Paulo Fernandes, Paulo Grant, Robert Gräsberg, Robert Shane Claridge, Shane Hoffman, Thomas Escoto, Thomas Gaczkowski,
Julian Chan, Julian Coles, Julian McCallum, Matt Povey, Matt Price, Knight, Miranda Fuller, Mirko Picolomini, Pauwels David, Pavel Will Lybrand, Will Morgan, Willem
Gräßel, Julian Hood, Julian Sotirov, Decamp, Luca Bernardini, Luca Zennaro, Miroslav Petrović, Misha Greco, Robert Greco, Robert Griffiths, Shannan Drakkon, Shannon Bourke, Thomas Goessel, Thomas Gras,
Matt Strand, Matt Strange, Matt “Juegologia” Ojeda, Pawel Daruk, Robert Hahn, Robert Henriquez, Shaun Allen, Shaun Halter, Shaun Thomas Graßl, Thomas Heck, Goethals, William Ameigh, William
Julie Harding, Julie Jensen, Julien Lettieri, Luca Reina, Luca Ruggeri, Hanin, Miska Fredman, mistborn,
Trent, Matthew Abendroth, Matthew Pawel Seczkowski, Pedro Esteban Robert Huss, Robert Jan Schutten, J. Beckett, Shaun M Ledgerwood, Thomas Heider, Thomas Hurrion, Atkinson, William C. Hadjison,
Luca Serasin, Luca Speretta, Luca
Dumas, Julien Martinel, Julien Prince, Mitch Lusas, Mitch Moore, Mitch
Vanella, Lucas Curell, Lucas DP, Lucas Beck, Matthew Becker, Matthew Garcia Rioja, Pedro Gomes, Pedro Robert Johnson, Robert K. Higdon, Shaun Magowan, Shaun Marshall, Thomas J. Hurst Jr., Thomas Koppitz, William C. Semler, William Chew,
Jun Kim, Juncheng Chen, Jürgen Blanc, Matthew Boudreau, Matthew Schroeder, Mitchell King, Mitchell W. Jose Lopez Gomez, Pedro Kialanda,
Gast, Justin Bennett, Justin Boehm, Gil Barbosa, Lucas Meier, Lucas Kidder, Miyaka Cochrane, Montiel Robert Kamphaus II, Robert Karlsson, Shaun Neal, Shaun O’Neill, Shaun Thomas Krug, Thomas Lee, Thomas William Clemons, William Collins,
Salton Cardinali, Lucas Wase, Lucia Brose, Matthew Croughton, Pedro Martinez, Pedro Tomás Robert Koch, Robert Kuster, Robert Varsos, Shavar Stephens, Shawn Loschy, Thomas Michael Reimann, William Cope, William De Prêtre,
Justin Brown, Justin Eyre, Justin Matthew de Korte, Matthew Dill, Olivier, Morgan Davenport, Morgan García Ortega, Peer Holbeck, Per
Garcia, Justin Gephart, Justin Gerle,Bruno, Lucie Kralova, Ludek Straka, Kollin, Morgan Vening, Morten Birch Lesciotto, Robert Lewis, Robert Alexander, Shawn Donaldson, Thomas Michel, Thomas Millard, William Dovan, William E. Copeland,
Ludovit Fekete, Ludvig Bowallius, Matthew Dowd, Matthew Foster, Andersson, Per Josefsson, Per Stalby, Maddox, Robert Maefs, Robert Mair, Shawn Driscoll, Shawn Elliott, Shawn Thomas Neidigk, Thomas Nimmo, William F. Bidlack, William Garrison,
Justin Jones, Justin Kieft, Justin Lee, Matthew Foster, Matthew Fyfe, Heide-Jørgensen, Morten Roaldset, Pernille Seest, Peter, Peter Askling,
Justin LoRusso, Justin May, Justin Lugan, Luis Colon, Luis Enrique Diaz, Morton Weisman, Mr. Robot, Robert McKeagney, Robert Mitchell, Gage, Shawn Grubaugh, Shawn Thomas Odder Offersen, Thomas William Goodell, William Grimaldi,
Luis Enrique Requena Ruiz, Luis La Matthew Green, Matthew Hain, Peter Batterton, Peter Berneiser, Robert Moses, Robert Muncy, Hanson, Shawn Kelce, Shawn M. Overbey, Thomas Peterson, Thomas William Guyaux, William Hasten,
McFarland, Justin Michael, Justin Matthew Hoeveler, Matthew Jeffery, Muhammad Moazzam, Murray Peter Blake, Peter Bogdasarian, Peter
Orton, Justin Reynard, Justin Luz Montañez, Luis Luque Caurel, Bennett, Mykola, Myles Buck Robert Noble, Robert Pavlas, Robert Greenleaf, Shawn Malone, Shawn Phillis, Thomas Pinette, Thomas William Hensley, William Jordan
Luis Miguel, Luis Rodriguez, Lukas Matthew Johnson, Matthew Kokaly, Bruhn, Peter Congedo, Peter Dean, Rallison, Robert Rees, Robert Roig, Michener, Shawn Simas, Shawn Rybak, Thomas S., Thomas S.
Shepard, Justin Simmons, Justin Holton, William Knox, William

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Doubravsky, Lukas Kacinetz, Lukas Matthew M. Beard, Matthew M. Nadav Abramovitz, Namit Kaura, Peter Duchak, Peter Gifford, Peter Robert Russell, Robert Schutter, Stauffer, Shawn Stevens, Shawn Darragh, Thomas Schliecker, Thomas
Smead, Justin Smith, Justin Stowers, Glaas, Peter Gurnett, Peter Guthrie, Koontz, William Leary, William
Konicek, Lukas Kozar, Lukáš Melkus, Mesina, Matthew Mackiewicz, Nan Chang Chiu, Nat Lanza, Nat Robert Short, Robert Strawder, Torno, Shawn Varsho, Shawn Schutte, Thomas Varga, Thomas
Justin Wisniski, Justin Ziegler Peter Hegedus, Peter Hewitt, Peter McCurdy, William Miller, William
Lukasz Kopczyk, Lukasz Miernik, Matthew McCarty, Matthew Sahlstrom, Nate Sickler, Nathan Robert Street, Robert Sundqvist, Zumwalt, Shawna Lee, Shayne Vaught, Thomas Vest, Thomas
Morton, William Newbury, William

K
Ka Yu Fung, Kai Becker, Kai Lukasz Skolasinski, Luke Amery, Luke McComb, Matthew McMahon, Adsett, Nathan Baumbach, Nathan Hörlin, Peter Jonsson, Peter Keyser, Robert Svärdström, Robert Van Judkins, Sheila Davis, Sheila Dixon, Walker, Thomas Wohl, Thon Saetern,
Nesbit, Kamil Swierkot, Kaminski Butler, Luke Howell-Williams, Luke Matthew Monin, Matthew Pettifer, Clancy, Nathan Ehlers, Nathan Peter Kjelgaard, Peter Korcz, Peter Natter, Robert Vlček, Robert Shelby Babb, Sheng-Yang Pan, Sheri Thor Söderlund, Thorben Wöhler, Newton, William O. Lewis, William
Lionel, Kanjo N. Edris, Kardoth, Matthew Phillion, Matthew Provisor, Green, Nathan Hopkins, Nathan Landén, Peter Leung, Peter Lindqvist, Walker, Robert Warfield, Robert Paschen, Shevek, Shiro the white Thorsten Asal, Thorsten Sänger, Pessel, William Piens, William R
LaJoie, Luke Lin, Luke Willis, Lumír Ruemmler Jr, William Rullenraad,
Karel Luska, Karen J. Grant, Karin Kvita, Lupe Murillo, Lyal Clough, Matthew Schilling, Matthew Hundley, Nathan Martin, Nathan Peter Marosvolgyi, Peter Mikkelsen, Weaver, Robert Wesche, Robert wolf, Silke Priesterath, Silver Bowen, Thue Eriksen, Tiago Alexandre Telo,
Strauchova, Karl Bibby, Karl Scroggy, Matthew Slack, Matthew Owen, Nathan Pifko, Nathan Rucci, Peter Mulder, Peter Norlen, Peter Wilson, Robert Woehrle, Robert Wu, Silvia Tanner, Silvio Fontevivo, Simon Ti-Hsien Cheng, Tim, Tim & Jamie William S. R. Thain, William Shaffer,
Lyonnel Lee
de-Boorder, Karl McConnachie, Smith, Matthew Smith, Matthew Nathan Sayre, Nathan Smela, Nathan Orrmalm, Peter Piechocinski, Peter Roberto Bontemps, Roberto Chacon Avander, Simon Berg Jakobsen, Buckley, Tim Bosmans, Tim Burnett, William Staab, William Stinissen,

M
Karl Petterson, Karl Sundin, Karl M Alexander Jurkat, M. Tinaud, Snyder, Matthew Soares, Matthew Ware, Nathanael Bryan, Nathanael Poobo, Peter Prince, Peter Sagefjord, Baez, Roberto Faenza, Roberto Simon Boynton, Simon Briggs, Tim Carmody, Tim Clarke, Tim William Warren, William Warren,
Truong, Karl-Mikael Svensson, Karol Maarten Cleirbaut, Mace, Maciej Truscello, Matthew Tsushima, Durbin, Nathaniel Beers, Nathaniel Peter Sandbeck Nielsen, Peter Hernandez, Roberto Ruiz Garcia, Simon Brinkmann, Simon Brown, Driedger, Tim Harding, Tim Hoyt, Tim Willsdorff, Willy Lim, Wilper, Wilson
Kozłowski, Kasper Bøgh Pedersen, Cielecki, Maciej Wlosowicz, Matthew Wang, Matthew Wasiak, D Wolf, Nathaniel Foster, Nathaniel Scholtz, Peter Simunovich, Peter Robin Allesiardo, Robin Archer, Simon Dunkley, Simon Hilton, Simon Isakson, Tim Kelly, Tim Kilgore, Tim Mead III, Wim T’Kindt, WMAngus,
Kasper Luiten, Kasper Vinther Maciek Kandula, Madelaine Dumas, Matthew Weeks, Matthew Williams, Lindén, Nathaniel Madara, Nathaniel Skanes, Peter Strömhielm, Peter Robin Hagendorn, Robin Leighton, Hunt, Simon Isley, Simon Johansson, Lawlor, Tim Lensing, Tim Leuftink, Wojciech Bakalarski, Wojciech
Rasmussen, Katerina Caslavova, Madison Blair, Maggers, Magnus Matthew Woodard, Matthew Yohe, Schultz, Nathaniel Tan, Necrofer, Strömstedt, Petey Potterool, Petr Robin Smorenberg, Robin Svensson, Simon Jones, Simon Mansfield, Tim Millar, Tim Owen, Tim Pilotto, Liwanowski, Wojciech Pukrop,
Katerina Pechalova, Katherine Andersson, Magnus Andersson, Matthias Caryn, Matthias Erkmann, Neil Anderson, Neil Armstrong, Neil Baumgartner, Petr Majzlík, Petr Roby Knapen, Rod Hart, Roderick Simon Mayes, Simon Pitts, Simon Tim Ridgeway, Tim Sanders, Tim Wolfang Faerber, Wolfgang Kunz,
Crispin, Kay Hirschfeld, kcBagz, Magnus Berglund, Magnus Eriksson, Matthias Riegler, Matthieu Saunier, D. Molyneaux, Neil Ferguson, Neil Plášil, Petr Vilimek, Petri Laitala, Petri Brooks, Roderick Cardwell, Rodger Roe, Simon Sarrasin, Simon Strauss, Shirk, Tim Smith, Timo Karhunen, Wolfgang Reinthaler, Word Forge
Kean Stuart, Keats Montrose, Magnus Erlandsson, Magnus Matti Häkli, Mattia Macchelli, Mattias Gorman, Neil Siddons-smith, Neil Toropainen, Petros Psarris, Petrovic B. Myers, Rodney Crain, Rodney Simon Taylor, Simon Taylor, Simon To, Timo Praß, Tim-Oliver Kunte, Timothy
Eliott, Phil, Phil Bordelon, Phil C., Phil Games, Wshep001, Wurtz Laurent,
Keefen, Keenan Tan, Keith Banks, Fjaestad, Magnus Hedlund, Magnus Danielsson, Mattias Elblaus, Mattias Thomson, Neil Tustin, Neil Valentine, Leary, Rodolfo Molina, Rodrigo Simon Ward, Simon Waugh, Simon Ahern, Timothy Anderson, Timothy
Keith Brandsma, Keith DuFresne, Höijer, Magnus Johansson, Magnus Erhardsson, Mattias Fredriksson, Nekosluagh (AKA Necroslug), Nelson Ogden, Phil Wellings, Phil Wossilek, Guerrero, Rodrigo Maia Manique, White, Simone Cortesi, Simone Busdieker, Timothy Cox, Timothy Wyatt Pittman

XYZ
Keith Einess, Keith Emin, Keith Jonsson, Magnus Körberg, Magnus Mattias Hägglund, Mattias Isaksson, Rusk, Neophytos Tsangarides, Philip Chrysler, Philip George, Roger Blewitt, Roger Boop, Roger Gallerini, Simone Gianighian, Evinger, Timothy McFadden, Timothy Xabier Escudero Martin,
Hall, Keith Hughes, Keith Marston, Mirkovic, Magnus Möckelind, Mattias Karlsson, Mattias Kling, Ng Hon Chung, Ngoc Hai Pham, Philip Kharma, Philip Loftus, Philip Forsman, Roger Orth, Roger Sato, Simone Matzanke, Simone Rovito, Peterson, Timothy Williamson, Xav de Matos, Xavier
Keith Mitchell, Keith Mudgett, Magnus Nyberg, Magnus Sandqvist, Mattias Lönnqvist, Mattias Nilsson, Nguyen Vincent, Nicholas Adegite, Peersman, Philip Reed, Philip Stokes, Roger Sjögren, Roland Bruno, Roland Sir Chaos, Siraseth Sujaritskulvong, Timsit Olivier, Tina Engström, San Antonio Gonzalez,
Keith Neufeld, Keith Pepin, Keith Magnus Serratusell Wallin, Magnus Mattias Östklint, Mattias Rippe, Nicholas Brauer, Nicholas Brechtel, Philip Szczypinski, Philip Williams, Schruff, Roland Wilke, Roman Janda, Skander Ballard, Skarlix, Skyler Ting Cheung Leung, TJ White, xxxx, Yair Mayer, Yan Shengchun,
Philliben, Keith R. Hayden, Keith Seter, Magnus Stalby, Magnus Mattias Sossna, Mattias the mad Nicholas Cotton, Nicholas Kelsch, Philipp Harsdorf-Enderndorf, Philipp Roman Kuzyk, Ron Dautzenberg, Harris, Solarious Mecharious, Somkid Tobias Ander, Tobias Aumueller, Yann Salaün, Yannick Bergeron,
Roberts, Kellen Cozzens, Kelly le Westerlund, Magnus-André Vinsnes viking vajda, Mattias Thomsen, Nicholas Lawson, Nicholas Lundy, Jostkleigrewe, Philipp Metz, Philipp Ron Musial, Ronald A. Spreckels Jr., Lertpiriyaprasert, Sonia de Llanos, Tobias Dworschak, Tobias Edin, Yannick Huth, Yap Zhi An, Yashar
Vann, Kelly McGraw, Kelly Moore, Jessen, Maik Knopf, Maik Prilop, Mattias Wikström, Mattiaz Nicholas Matzen, Nicholas Parr, Schäfer, Philipp Skandera, Philipp Ronald Hooks, Ronald James, Ronald Sonny Bundgaard, Soren Haurberg, Tobias Eklund, Tobias Häggquist, Basseri, Yasmin Matthews, YC,
Kelly Taylor, Kelsey Miller, Ken Malcolm Smith, Malte Hansson, Fredriksson, Mattijs Reinen, Mattis Nicholas Rowe, Nicholas Singleton, Speh, Philipp Ullmann, Philippe Kent, Ronald King, Ronald Novicky, Soren Nutting, Soulsorcerer, Sozin, Tobias Hebel, Tobias Wieczorek,
Yehuda Halfon, Yeji Kim, Ygouf
Bradford, Ken Chan, Ken Erickson, Manfred Leitner, Manne Ekhöjd, Olsson, Maugli, Mauii, Maurice, Nicholas Switzer, Nicholas Tvrdy, Ebersold, Phillip Perry, Phillip Pierce- Ronald Olexsak, Ronald Plunk, Spencer Armstrong, Spencer D. Tod Jeffcoat, Tod Sistrunk, Todd
Ken Lo, Ken Robinson, Ken Shannon, Manolis Trachiotis, Måns Olson, Mauricio Vives, Maurizio Belli, Nicholas V. Passalacqua, Nicholas Savoie, Phillip Schrader, Phillippe Ronald Shenck Jr., Ronald Stalter, Taylor, Spencer Johnson, Spencer Colby, Todd Curtis, Todd Dowling, Antoine, Yoann Lebreton, York Kries,
Ken Staples, Ken Washington, Manuel Anthoff, Manuel Antonio Maurizio De Guidi, Maurizio Mazza, Wallace, Nick Adams, Nick Brooker, Caminha, Phonenix Dice, Piczil Zsolt, Ronald Watkins, Ronny Dannler, Marstiller, Spencer Olson, Spyros, Todd Ehrenfels, Todd Hayes, Todd Yosu Gomez Irigoyen, Youri Janse,
Kenneth Burgener, Kenneth Coble, Vega Marquez, Manuel Fontaiña Mauro Ortolani, Max, Max, Max, Max Nick Dianatkhah, Nick Hornby, Nick Pierre Chaloux, Pieter Buntinx, Pietro Ronny Heinz, Rory Haran, Rory Klein, Spyros Bogdanos, Stamati Kenzie, Todd Seitz, Todd Wagner, Yvonne Hayes, Zachary Vail, Zachery
Kenneth E Mashburn, Kenneth Castro, Manuel Joseph Ibañez III, Jansson, Max Morell, Max Spielberg, Litavec, Nick Mance, Nick McIntee, de Martino, Piotr Bałut, Piotr Buchali, Ross, Ross A. Isaacs, Ross Allison, Stamatiou, Stan Lee, Stanislas Toke Fonsboel, Tom, Tom A. Brown, L. Goldsmith, Zack Johnson, Zain
Falls, Kenneth Gatt, Kenneth Page, Manuel Miranda, Manuel Reisner, Maxime Bouchard, Maxime Bruno, Nick Nyaiesh, Nick Patterson, Nick Piotr Ciesielski, Piotr Jurkiewicz, Ross O’Dell, Ross Richards, Roux Biron, Stanislav Adamek, Stanley Tom aka “Original Timmy”, Tom “SUNIONBRO” Hamzah, Zdeněk
Kenneth Sweeney, Kenneth Tedrick, MANUEL TERAN IGLESIAS, Marc Maxime David, Maxime Mougin, Riggs, Nick Short, Nick Smith, Piotr Kowalski, Piotr Kraciuk, Nicolas, Roy Davis, Roy Hoglund, Seow, Stathis Kokkinakis, Statua Aukner, Tom Burdak, Tom Duerinckx, Bartek, Zdeněk Skoupý, Zeke Walker,
Kenneth Watson, Kenshin, Kent Bennett, Marc Burnell, Marc Maximilian Wopfner, Maximilien Nick Vo, Nick Young, Nicklas “Akui” Piotr Modzelewski, Pixel_Kitty, Roy Miller, Roy Thorsby, RT, Ruben Oliver, Stavros Tsiakalos, Ste, Steen Tom Evans, Tom Geraghty, Tom Zen Bins, Zenon Berg, ZetaRec,
Shuford, Kenton White, Kernan Funk, Butterweck, Marc Casteel, Marc De Chagnon, Maxo_Q, Maxwell Nordqvist, Nicklas Collin, Nicklas PJ Ehrenburg, PlanBee, Pontus Eguidazu, Ruben Perez Huidobro, Pedersen, Stefan Anundi, Stefan Henderson, Tom Hoefle, Tom Holm, Zhang Hao, Zindo Nicolas, 杨泽敏
DARK LEGION CREATURES
LEGIONNAIRES PRAETORIAN STALKERS
The Undead Legionnaires of Algeroth march against humanity
These terrifying machines of war are Algeroth’s
in seemingly numberless silent hordes. These soldiers are
greatest achievement, a vision of the ultimate
essentially zombies, humans killed in battle and reanimated
frontline soldier. They are also a horrendous
with the help of necrotechnology. Their equipment is a mix
parody of the noble Doomtroopers. Crafted
of scavenged parts reshaped using black technology. Slaves
in twin pairs that operate seamlessly together,
under the control of a Nepharite or their subordinates, the
they are the perfect killing machines.
mindless Legionnaires act without any will of their own.
A fusion of the dark technologies available to
Algeroth, almost their entire bodies consist of
highly advanced, Dark Symmetry powered servo
NECROMUTANTS engines, hydraulics, and necrotechnological
Massively built warriors transformed by the twisted
organs. They are fast and relentless mobile
science of the Dark Legion, their bodies are
weapon platforms without peer.
perfectly adapted to combat. Soot colored skin
stretches tight across broad shoulders and muscular
arms, the veins beneath pulsating with an unholy
glow. Necromutants act as frontline infantry in the
THE NEPHARITES
battles fought by the Dark Legion, with the best
Nepharites are the highest servants of the
gaining their own command. They carry out fearless
Apostles and the eternal enemies of mankind.
assaults using hordes of Legionnaires.
Algeroth’s chosen seek solace in the chaos of war
and stalk the battlefields in search of slaughter.
Nepharites are huge — often twice as tall as any
CENTURIONS man — and are often garbed in shining dark
One of Algeroth’s most successful creations,
armor coated with evil runes and sharp spikes.
Centurions are created from wounded commanders
They radiate deadly calm, lead their armies with
who are mind-wiped then repurposed, their bodies
cold efficiency, and command their forces with
infused with bio and necrotechnology. Their black
mighty battlecries that strike fear into the hearts
or red eyes and hardened green skin forever set
of those who hear them and pave the way for the
them apart from humanity. Centurions often act as
carnage to follow.
the commanders of the Dark Legion. Selected for
their combat abilities, they are sometimes given
special missions by their own leaders.

EZOGHOULS
Drawn from an alien and hellish dimension,
RAZIDES the gigantic Ezoghoul is a being with one
Beasts from another time and existence that sole purpose: the destruction of other
have been enhanced by Algeroth’s Tekrons, beings and the glory of battle. They fly
they walk taller than any human and are able across battlefields raining destruction on
to crush stone with their powerful hands. A those below. The Ezoghoul’s quadrupedal
Razide appears to be a hybrid of flesh, black body is fused with an external metal
iron, glass, and stone. As it draws breath skeleton, with much of it made of artificial
through a biotechnological breathing vane, materials. Unable to breathe a standard
unearthly organs connected to endless tubes atmosphere, the creatures rely on a
ripple beneath its reddish skin, pumping dark parasitic symbiote to draw breath and
liquids throughout the Razide’s muscular body. silently communicate via telepathy.

© 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved.

SIEGE OF THE CITADEL

48
2D20 LEAD GAME DESIGN
JAY LITTLE
ADDITIONAL DESIGN AND DEVELOPMENT BY
NATHAN DOWDELL, CHRIS BIRCH, MICHAL E. CROSS, BENN BEATON, JOHN DUNN, MARC LANGWORTHY
WRITTEN BY
MISCHA THOMAS, NATHAN DOWDELL, MARC LANGWORTHY, BILL HERON
EDITED BY
BRIAN CASEY, MARC LANGWORTHY
GRAPHIC DESIGN BY LAYOUT BY COVER ARTWORK BY
MATTHEW COMBEN THOMAS SHOOK STEFAN KOPINSKI

ARTWORK BY
ALEX INNOCENTI, CHRISTIAN QUINOT, DOMINIK KASPRZYCKI, JEFF PORTER, JOHAN FREDRIKSSON,
PETER BERGTING, RICHARD HANUSCHEK, WITOLD TRZCIONKA, DARIUSZ ZABROCKI, EMILIEN FRANCOIS,
YANA DMITRUK, OILIVER WETTER, MATEUSZ WILMA, ALEX DRUMMOND, PIOTR NOWOJEWSKI
CARTOGRAPHY BY MUTANT CHRONICLES 3RD PRODUCED BY
EDITION & UPDATED FACTIONS
HENNING LUDVIGSEN LOGOS BY CHRIS BIRCH, MARC LANGWORTHY
ALEX BUND
PROOFREADING BY ART DIRECTED BY COMMUNITY MANAGERS
BILL HERON, JUAN ECHENIQUE, JAVIER MISCHA THOMAS, MARC LANGWORTHY LLOYD GYAN
ANGERIZ-CABURRASI AND OUR BACKERS!

Published by: Modiphius Entertainment Ltd. 39 Harwood Rd, Fulham, London SW6 4QP. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
www.facebook.com/mutantchroniclesrpg and www.modiphius.com
Modiphius Entertainment Product Number: MUH050006. ISBN: 978-1-910132-31-9

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment MUTANT CHRONICLES and related logos, characters, names, and distinctive
Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any likenesses thereof are trademarks or registered trademarks of Mutant
unauthorised use of copyrighted material is illegal. Any trademarked names are Chronicles International Inc. All rights reserved. Artwork and graphics © Mutant
used in a fictional manner; no infringement is intended. Chronicles International Inc, except the Modiphius Logo which is © Modiphius
This is a work of fiction. Any similarity with actual people and events, past or Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
present, is purely coincidental and unintentional except for those people and events, past or present, is purely coincidental and unintentional except for those
events described in an historical context. people and events described in an historical context.
INTRODUCTION

SIEGE OF THE CITADEL


HISTORIC MUSE with their progenitor. This not only allowed the use of the a tactical grid. With some of the weapons and powers of the
components of the board games in the RPG, but also simplified setting being as iconic as its factions and personalities, however,
THE CHRONICLES COMMENCE and standardised conversion so that Mutant Chronicles be this second chapter focuses purely on the weapons and effects
could easily enjoyed in whichever medium was preferred. available for use within the game, translating ranges, skills, and
As a setting, the dark, dieselpunk future depicted in Mutant effects from zones to grid squares.
Chronicles has enjoyed a presence on gaming tables worldwide BRIDGING THE DIVIDE
since the early nineties. The first and second editions of Mutant CHAPTER 3 — HEROES OF THE SIEGE
Chronicles not only introduced a dark yet vibrant solar system The third edition of the Mutant Chronicles Roleplaying
that still somehow managed to poke fun at national stereotypes Game reinvigorated the armies of the megacorporations and For the first time ever within the Mutant Chronicles
of the time, but also took a departure from the mechanics of introduced a fresh new ruleset in the form of the 2d20 system. Roleplaying Game, players can now step into the ichor-stained
some of the roleplaying games (RPGs) that were popular in that As before, key elements of some of the mechanics that gave boots of the legendary heroes that have thrown back the Dark
period; a certain fantasy giant was enjoying a second edition the first and second editions their flavour were translated into Legion’s assault time and again. Presented alphabetically by
of its advanced ruleset when Mutant Chronicles first launched, the new mechanics, while other elements–such as combat and megacorporation, the character sheets in this chapter allow
whilst a setting that allowed groups to play as vampires, use of the Art–were updated to incorporate the streamlined, players to field the heroes from the Siege of the Citadel
werewolves, and other supernatural creatures in a dark reflection action-driven mechanics of the new system. Although they can board game through the platform of RPG. Guidelines for the
of our own world was also becoming extremely popular. Mutant still be used if preferred, tactical grids have given way to the creation of legendary characters are also presented, as is new
Chronicles and a handful of other systems and settings, however, open flow of zones while the number of actions based on an experimental equipment they have access to.
offered a few unique mechanics that diverged from the arguably attribute have been removed in favour of a more defined set
more open rulesets of the two previously mentioned, particularly of options. One feature that has stayed constant throughout, CHAPTER 4 — BLACK HACKS
so far as combat and character creation were concerned. of course, is the vast array of guns, melee weapons, and heavy
firepower on offer! By providing a means to hack the living Biotechnology of the
Combat in the first and second editions of Mutant Chronicles very Citadels themselves, the update to the Siege of the Citadel
took place on a tactical grid in a very strategical manner, with In the wake of Mutant Chronicles enjoying a breath of new board game has introduced an all-new method of taking the
both Player Characters (PCs) and their enemies enjoying a light, one of the iconic and extremely popular board games fight to the Dark Legion. This chapter presents the rules for
certain number of action points each round for movement, that stemmed from it has also been brought forth from history’s how the characters can achieve the very same results within the
attacks, and supernatural abilities. Action points spent for shadow. The new edition of Siege of the Citadel is a fast- roleplaying game. All thanks to the generosity of the Cybertronic
movement allowed a character to move a number of squares paced cooperative board game that updates, yet stays true to, technicians and their experimental technology, of course.
specified by the relevant attribute, while using spells of the its predecessor. With the RPG having taken a step away from
Art drew upon from a character’s inner pool of finite power. the tactical mechanics that originally drove combat, however, CHAPTER 5 — BAALZACHT’S BLACK GATE
Character creation involved a very robust and intransigent it is slightly more difficult to step between the two mediums.
system that shepherded a character from their adolescent years Difficult, but not impossible. Which is where this book steps in. A classic Citadel crawl updated in line with the re-envisioning
through to their intended career path. This final example is one of the Mutant Chronicles Roleplaying Game and Siege of
of many that served to furnish Mutant Chronicles with its very CHAPTER 1 — SIEGING THE SYSTEM the Citadel board game, Baalzacht’s Black Gate revisits the
own characterful flavour. twisted halls of a buried Citadel that is in the grip of a deadly
The first chapter of this crossover book takes a look at the 2d20 Nepharite with a lust for power. Will the legendary heroes
TACTICAL PRODIGY system through a tactical lens. Drawing inspiration from earlier thwart Baalzacht’s plans, or will they end up as new fodder for
iterations of the Mutant Chronicles Roleplaying Game, this his distortion chambers?
The roleplaying game also paved the way for a tabletop chapter offers mechanics and guidance that will allow GMs and
miniatures game, a collectible card game, and several players alike the opportunity to stomp through the halls of a CHAPTER 6 — ALL-ENCOMPASSING DARKNESS
board games. Although the Warzone miniatures game and Citadel using the grid squares and board tiles of the Siege of
Doomtrooper collectible card game drew upon the essence of the Citadel board game. The final chapter of the crossover book provides statistics for
Mutant Chronicles, their rulesets were, by necessity, far different all of the creatures from the Black Gate, plus three new iconic
from the RPG’s. The board games, however, were able to draw CHAPTER 2 — WEAPONS AND POWERS beasts from within the Dark Legion’s arsenal. Presented with
direct influence from the tactical elements of the RPG. Though their RPG stats for the first time, the Mercurian Maculator,
the gameplay of the board games was heavily streamlined, The tactical rules of the first chapter relate to characters and Metropolitan Prophet, and Praetorian Behemoth offer
easy comparisons of some of their elements could be drawn their interaction with the environment through the medium of gargantuan foes to terrorise any battlefield.

SIEGE OF THE CITADEL

51
The sieging of a monstrous Citadel begins in earnest.

INTRODUCTION

52
CHAPTER 01

SIEGING THE SYSTEM

The heroes of the solar system tear into the Dark Legion.

CROSSING OVER OPENING SALVOS tokens or miniatures, which is not a strict requirement for any
roleplaying game. Second, the roleplaying game employs
The dieselpunk future explored by the Mutant Chronicles The 2d20 system that powers the roleplaying game is clearly an abstract zonal system which does not require the use
3rd Edition Roleplaying Game is fuelled by the 2d20 a much different system to that of the Siege of the Citadel of precise range and distance, whereas the board game
system, a fast-paced ruleset fuelled by the Momentum board game, but there are foundations of the two that allow presents a grid square system that strictly defines both.
and Dark Symmetry Point mechanics that allows the action conversion elements to be explored. For the purposes of this
and drama to remain free-flowing and intuitive across a crossover supplement, this has largely been approached with
stage that encompasses the entire solar system. The Siege a view to extrapolating the well-established roleplaying game
of the Citadel board game translates iconic elements of mechanics into a structure suitable for use within the tactical ROUNDING NOTE
the setting and key portions of the descriptive rules from environment of the board game, thereby creating a hybrid of
the roleplaying game into an intuitive, rules-light tactical the two. There are several factors related to the introduction A number of the following crossover rules and
format that intensifies the action and speeds up the of the board game tiles into the roleplaying environment that suggestions will require some division and rounding.
gameplay beyond the boundaries set by the traditional must be dealt with in order to facilitate their use, such as Unless, otherwise stated, characters and GMs should
pen and paper system, but keeps them firmly within the movement, line of sight (or LOS), and range. always round down.
confines of the board tiles. The purpose of this crossover
book is to attempt to bridge the gap between these two TACTICAL MOVEMENT
mediums, so that RPG players, including GMs, can take full
advantage of the board game components as the fuel for There are certainly major differences between how movement TOKENS & FIGURES
a full-throttle ride through the Citadels and battlegrounds of individuals is dealt with between the roleplaying and The Siege of the Citadel board game makes use of an
of humanity’s dark future. board game systems. First, the board game makes use of amazing array of table top miniatures to conduct warfare

SIEGING THE SYSTEM

53
between the desperate forces of humanity and the For instance, a creature with Supernatural Agility (1) and Movement action declares that they will be using both of
destructive Dark Legion troops, all of which have been Supernatural Physique (1) will add one square movement to their actions to perform one single move through difficult
scaled to fit within the grid system printed on the board their calculated total from the table below. terrain. The character would only have been able to complete
tiles. This means that some form of representative marker 2 squares of movement without this declaration: 3 squares
will be required to indicate each individual figure’s position per Movement action, but each square of difficult terrain
TACTICAL MOVEMENT TABLE
when using the board tiles and crossover rules as part of a requires 2 squares, meaning the remaining 1 square from
roleplaying game session. Though the board game itself is each individual action would be lost. Declaring the use of
AGILITY + PHYSIQUE MOVEMENT IN SQUARES
already packed with a large number of miniatures and tiles two actions as one single move in difficult terrain allows the
that are perfectly designed for combat using a grid system, 2-10 2 character to effectively move 3 full squares in that round.
there are a number of alternative options that involve much 11-18 3
less expense, such as representative illustrations printed 19-26 4 MOVING THROUGH AND BETWEEN
onto free-standing upright or flat circular cardboard tokens;
27-34 5
OCCUPIED SQUARES
even simple counters with handwritten notations can suffice Characters or creatures may move through squares occupied
35+ 6
if nothing else is to hand. by another friendly character or creature, but not through a
square occupied by an enemy. Cutting across the corner of
SQUARING ZONES MOVEMENT AND ENCUMBRANCE a square occupied by any character or creature is allowed,
With tokens or miniatures to hand and tiles placed, the next In addition to the normal penalties for encumbrance whether friendly or not. In the case of diagonal movement
stage to consider is movement. As previously mentioned, (Mutant Chronicles rulebook pg. 205), characters who are past an enemy, however, an opposed test is required to avoid
this is handled within the roleplaying game by depicting or encumbered suffer from reduced movement. The effects of inviting a Retaliate Response Action from the character or
describing loose zones that allow the players to describe encumbrance are further explained under each movement creature that is being moved past if the movement is not part
the relative position and actions of their character relative action type on p. 54. of a Withdraw or Adjust Stance action–see Movement Actions,
to the zone. Movement within and between zones is below, and Retaliation Zones, p. 57. The moving character
enacted through several actions that range from a simple THE ACTION OF MOVEMENT may use either Acrobatics, Athletics or Close Combat for
Adjust Stance Free Action (Mutant Chronicles pg. 123) that A character may move orthogonally or diagonally as part the purposes of this test, but will always be opposed by the
allows a character to move to any point within their current of their movement, which includes cutting across corners enemy’s Close Combat skill.
zone, to the more involved Sprint Standard Action (Mutant of doorways and walls (though exceptions to this are listed
Chronicles pg. 124) that enables a character to cross several below). Changing facing does not require any movement MOVEMENT ACTIONS
zones with one action. The board game assumes that most and may be performed freely at any time. Opening a door Having already discussed the types of actions available within
creatures and characters can take three squares of movement requires the equivalent of one square of movement. the roleplaying game, the following suggestions are made
as standard. for each category in terms of how they relate to movement
Unless they are dead, unconscious, hampered by critical in the tactical sense:
Of course, there is nothing wrong with GMs simply using injury, or have their legs restrained, characters may always
the tiles to define zones, thereby ignoring the grid system take 1 square of movement so long as they have at least one ADJUST STANCE FREE ACTION: In tactical terms, this
completely. Most rooms and corridors can easily represent a Wound remaining in at least one of their leg locations. represents 1 square of movement. Like all Free Actions,
single zone, whilst larger rooms–such as the one at the heart this action may still only be performed once per round.
of the Citadel–might need to be allocated as zones that are Each square of difficult terrain requires 2 squares of a Additionally, it may not be performed in the same round that
restricted by the physical size of their tile. character’s movement. Note that this means the Adjust a character takes a Movement Restricted or Sprint Standard
Stance Free Action may not be used to enter or when within Action. This action may be used to safely take short steps
For the purposes of this crossover, however, there will need difficult terrain, although a Chronicle Point may be used to within a melee engagement and does not provoke the
to be some conversion work undertaken to establish exactly overcome this restriction. A character that either begins play Retaliate Response Action.
how many squares each model may move in one action; in difficult terrain or enters it as part of their movement must
specifically, a Movement Restricted Action. Unless otherwise attempt an Acrobatics or Athletics test, made at a difficulty Regardless of their level of encumbrance, characters or
stated, the rules within the Mutant Chronicles 3rd Edition of Average (D1) for the Movement action or Challenging creatures who are encumbered may always make use of the
rulebook take precedence. (D2) for Sprint. They may continue their full movement on Adjust Stance action.
success, otherwise they only perform 1 square of movement
When converting characters or creatures for use with these into the difficult terrain. MOVEMENT RESTRICTED ACTION: This action will allow a
tactical rules, combine their Agility and Physique attributes character to take their full movement in squares as calculated
and refer to the following Tactical Movement Table. Any At the start of a round, a character may declare that they are by referring to the Tactical Movement Table, above. A
creature or character in possession of a Supernatural rating spending their entire round taking two Movement actions character or creature may not perform an Adjust Stance
in either Agility or Physique, or a combination of both, through difficult terrain, which effectively allows the character Free Action or Sprint Standard Action in the same round
adds one square of movement to their total for every two to combine both actions into one pool of movement. For that they use this type of movement. They may, however,
complete points of relevant Supernatural rating they possess. example, a character that benefits from 3 squares per choose to downgrade a Standard Action to perform a second

CHAPTER 01

54
OPTIONAL RULE–MOVING DIAGONALLY BETWEEN OCCUPIED SQUARES player attempts to make a diagonal movement that will
take her between an Elite Necromutant and an Undead
The following optional rule is a potential means to provide movement into the square unhindered. If they fail the Legionnaire. The player elects to use her Athletics skill in
more open movement across condensed battlefields. test, this ends their current movent action and, in case opposition to the Undead Legionnaire’s Close Combat
Movement on a diagonal between two models into of an opposed test, provides an enemy model with the skill and pays three Dark Symmetry Points for the test.
an unoccupied square is handled slightly differently opportunity to perform a Retaliate Response Action. Valerie’s player then rolls all five dice, which result in a
depending on whether either model is friendly or not. 1, 6, 8, 16, and 18. Thanks to her Athletics Focus (2) and
In the case of a diagonal between two friendly models, GMs may increase the difficulty of a test to dodge between Rigorous Training (2) talent, she nets 6 successes in total.
a Challenging (D2) Acrobatics or Athletics test will friendly models, or increase the bonus Momentum The GM opposes this with the Elite Necromutant’s Close
allow the moving character or creature to slip or shoulder gained towards an opposed test in the case of enemies, Combat skill–the stronger of the two creatures–but adds
their way between the models. If one of the models is depending on the size of a creature or character, or the one d20 for the Undead Legionnaire. She elects to spend
friendly and one an enemy, then an opposed test is taken type of armour that is being worn. Ducking between two Dark Symmetry points for bonus d20s to their roll,
against the enemy model exactly as described in the characters wearing bulky power armour or two hulking which also results in her rolling five d20s for the test. The
previous paragraph, though the enemy model gains one Brass Apocalypts, for instance, will be more difficult than dice result in a 3, 8, 13, 15, and 17, netting two successes
bonus Momentum for the opposed test. If both models attempting the move between two characters in skin-tight from the roll, plus the three bonus Momentum they gain
are enemies, then they gain three bonus Momentum to body suits or two Undead Legionnaires. because of the diagonal movement Valerie is taking, for
their opposed test. Note that in this final case, the GM a total of five successes. Having taken them by surprise,
should nominate one model as the primary antagonist Example: Valerie Duval is facing a horde of Necromutants Valerie has managed to shoulder her way between the
for the test, with the other model providing a supporting and Undead Legionnaires that are using their bodies to slow-witted creatures into an unoccupied square before
role–i.e. adding one d20 to the opposed test. If the shield a weakened Tekron. Spotting an opening in their they can react. The way is now clear to the Tekron, but she
moving player succeeds at the test, they complete their lines that will allow her to get closer to the Tekron, her had better hope that her team has her back!

Movement Restricted Action–in effect taking a double move tests, although any Fatigue remains and must be removed as action may not be performed if two squares of movement will
without sprinting. Characters can crawl or climb at half normal (Mutant Chronicles rulebook pg. 104). not allow the character to disengage safely from all enemies
their normal movement (round down) with this action, to a within the current melee engagement, though they are free
minimum of 1 square. Characters who are Encumbered or wearing any Armour to use other types of movement.
that provides a Soak value of 3 or greater to the legs may
Characters or creatures who are encumbered reduce their only move at three times their movement with this action. Regardless of their level of encumbrance, characters who are
movement by 1 square if carrying more than their limit, by 2 Characters who are carrying more than twice their limit may encumbered may only move 1 square with a Withdraw action.
squares if more than twice their limit, by three squares if more only move at twice their movement rate with this action, or
than three times their limit, and so forth. Regardless of their at their normal movement rate if carrying more than three Just as with the standard rules, if a character attempts to
level of encumbrance, however, they may always take at least times their limit. It is impossible to use Sprint if carrying four leave a melee engagement with a Movement or Sprint action,
1 square of movement. or more times their encumbrance limit. they must make an opposed Close Combat test against the
most skilled enemy amongst the combatants. They may
SPRINT STANDARD ACTION: A character can run up to A character may usually only Sprint in a straight line, although move freely on success, otherwise each enemy combatant in
four times their usual number of squares with this type of GMs may allow the character to alter course once or twice the melee engagement may perform a Retaliate Response
movement. An Adjust Stance or Movement action may not following successful Acrobatics or Athletics tests taken as part Action to strike at the character.
be taken in the same round that a character takes a Sprint of the movement.
action. During combat, a character can run for a number of MOMENTOUS MOVEMENT
rounds equal to their Physique attribute without hindrance. Outside of combat–where adrenaline is not a factor–characters Introducing combat and movement into a tactical
During each round following this, the character must succeed may instead run for a number of minutes equal to their environment also allows for the use of unique Momentum
at an Average (D1) Resistance test or suffer one Fatigue. Physique attribute before needing to test for Fatigue. This options to be included. Any time that a character benefits
Each successive Resistance test taken without rest adds one represents a pace of approximately 19-20 kph; GMs may allow from Momentum gained due to a skill test that involves some
to the difficulty of the test for each point of Fatigue that characters running at a slower pace to test less frequently. form of movement, one Momentum from the test may be
has been suffered due to the prolonged run. A character spent to gain one additional square of movement for the
must rest for a number of rounds equal to half the amount WITHDRAW STANDARD ACTION: This unique action current movement action, to a maximum of two Momentum
of rounds that they spent running (round down) before being allows a character to move up to 2 squares away from and two additional squares.
able to run again without requirement for further Resistance opponents in order to disengage from melee combat. This

SIEGING THE SYSTEM

55
creature to occupy a cube, instead of a square. Counting but must succeed at a Challenging (D2) Acrobatics or
the number of cubes away from an attacker is equivalent to Athletics test to do so. This is increased to a Dire (D3) test
BONUS MOVEMENT FROM MOMENTUM, counting the number of squares. if the creature moves backwards. Any of these tests can result

TALENTS, POWERS, OR ABILITIES Creatures that use wings or require continuous momentum
in Momentous Movement. Creatures that fail the test have
become unstable and end their movement. At the start of
If enough Momentum is generated, the Swift Strike for flight are bound by some applications of physics in their next turn, they drop a number of squares equal to half
Combat Momentum spend provides for an additional order to remain aloft. They must fly a number of squares their movement unless they succeed at Challenging (D2)
Standard Action each round. Additionally, some in a round equal to half their movement or risk stalling. Acrobatics or Athletics test made as a Standard Action.
characters or creatures may be able to access unique They can also only make diagonal movement as part of
abilities–in the form of Ki Powers, DNA Mutation, or any movement action (not sideways). Once movement has LINE OF SIGHT
spells and powers, that enable them to take extra begun, the creature must maintain forward or diagonal
Standard Actions during a combat round. Should they movement, i.e. it cannot move sideways or backwards In order to make a ranged attack, a character must have line
choose to take a bonus movement action as a result of as part of the movement once it has taken a square of of sight to their target. The attacker traces a line from the
either Momentum or an ability’s effect during combat, movement to begin its action (it must continue forwards or centre of their square to any point on the closest side of their
it is recommended that the character is limited to only diagonally from this line). Note that a creature may begin target’s square. If this line intersects a wall or creature, then
being able to employ a Movement Restricted Action. its flight movement by moving a square in any direction, line of sight is blocked.
This will provide a character with more than enough but is bound by the preceding rules once it has moved.
movement during a combat round and account Regardless of clear line of sight, making a ranged attack
for the fact that they will need to remain aware of Creatures can also rise at a rate of 1 square (or cube) for against an enemy engaged in melee with a friendly character
the tactical situation around them. Generous GMs every 2 squares of forward movement, or may descend 1 will increase the difficulty of the test by one. Friendly
who allow the use of a second Sprint action should square for each square moved. A creature that chooses to characters and creatures are classed as engaged in melee
ask for Insight or Observation tests in order for the fly straight up can ascend a number of squares equal to half if they are adjacent to an enemy and within their Retaliation
character to remain aware of their surroundings at their flight speed as a Movement Restricted Action, or up to Zone; see Retaliation Zones on pg. XXX. This penalty can be
such dizzying speeds, with failure resulting in a one two times as a Sprint Standard Action. negated at the GMs discretion if the enemy is larger in size
level difficulty increase to all movement, perception, than the engaged friend–a Monstrous Creature engaged with
and combat related skill tests during that round. A creature can attempt to remain aloft and move at less than a human-sized friendly, for instance.
half speed, hover, or move sideways as part of its movement,

In a strict sense, this rule only relates to skill tests that


specifically require movement on the character’s part
and therefore can only be triggered by either Acrobatics,
Athletics, Stealth, or Thievery tests that are taken as part of
a requirement to accomplish an action, including the Dodge
Response Actions.

Momentous Momentum may be used in addition to–and as


part of–any Swift Strike movement action.

FLYING CREATURES
Flying creatures–such as the Ezoghoul–are another
consideration for tactical movement. Most flying creatures
should be able to fly at least as many squares as they are
capable of walking. Not all flying creatures will move at the
same speed of course, so GMs should make their players
aware of any variations to this rule whenever a model with
flight is introduced.

A creature’s altitude should also be tracked, as this will


affect their range from an attacker. Either note their height
in squares down, or use a die to track it–just remember to
A Twisted Marionette charges into a hailstorm of bullets!
avoid using the altitude die for anything else! Imagine a flying

CHAPTER 01

56
During their turn, if they choose not to move, a character than their intended target, in which case the target gains no RETALIATION ZONE
or creature may lean around a blocking obstacle (such as benefits (including any Cover Soak). Short Cover may also be Each model has a Retaliation Zone, which is effectively the
a wall) to gain line of sight and therefore make a ranged Light or Heavy for the purposes of Soak (Mutant Chronicles number of squares around themselves that they threaten in
attack, though they expose themselves to the potential rulebook p. 130) combat terms. This is used for the purposes of the Retaliate
of return fire until the start of their next turn when doing Response Action and the actual physical reach of their attacks.
so. When leaning out, a character or creature may make a RANGE
normal ranged attack against any target they gain line of Unless they possess some form of melee attack or weapon
sight to. The obstacle that is being circumvented to gain a Range between combatants is counted in squares. In non- with the Reach quality, most human-sized weapons have a
shot, however, will be considered Short Cover (see below) game terms, one square is approximately 1.5 metres or 5 feet. Retaliation Zone that covers each of the 8 squares adjacent
until the start of their next turn, instead of blocking. to their own model or token. Any enemy movement
TACTICAL COMBAT within this zone that is not an Adjust Stance or Withdraw
#1 action risks provoking a Retaliate Response Action.
The actual basics of combat remain largely unaffected. Unless
the GM interrupts through Dark Symmetry, initiative remains Creatures with the Monstrous Creature quality take up an
with the players. As with movement however, there are some amount of space equivalent to a large square consisting of 2
#1 #3 specific points and alterations to actions that need to be squares by 2 squares on the grid tiles. Their Retaliation Zone
considered. encompasses the next two layers of squares immediately
surrounding their occupied space, i.e. the 12 squares
SURPRISE immediately surrounding their token or model, plus the 20
In addition to being ambushed–which is normally pre- squares immediately surrounding that.
planned and premeditated–characters or creatures can also
be surprised by the events of the game. For example, guards Creatures that possess the Colossal Creature special ability
on a routine patrol might be momentarily struck immobile at occupy a space that is at least 3 squares by 3 squares on the
discovering the characters mid-heist, whilst the characters tactical grid, though some are likely even larger than this. The
themselves may have been so focussed on their actions that final call on how many squares a Colossal Creature occupies–
they failed to hear the guards approach. In this instance, which may even be a rectangular pattern on the tactical grid,
#2 either group could suffer the effects of surprise. rather than a square–is at the GM’s discretion; a Bio-Giant, for
instance, should occupy at least a 4 square by 4 square space,
Ambush tactics allow for an opposed Stealth roll against the possibly even more. A Colossal Creature that is 3 squares by
target’s Observation, but, in situations such as the example 3 squares has a Retaliation Zone that extends to 6 squares
LINE OF SIGHT given above, Observations tests for one or both groups away from itself and encompasses everything in between, a
1. The character has clear line of sight from the centre of would be more effective. These are not opposed tests. They creature that is 4 squares by 4 squares will extend 8 squares,
their square to anywhere on the closest edge of the are straightforward skill tests at a difficulty determined by the and so on.
enemy’s square. GM. Momentum from the tests can be carried forward into
2. The character has clear line of sight from the centre of any subsequent combat round that ensues. If all tests fail, or Ultimately, GMs should strive to establish the Retaliation
their square to one corner of the closest edge of the all tests succeed, then there is no need for surprise–other Zones of large creatures ahead of play and should always
enemy’s square than perhaps as a story narrative. make their players aware of the possible extent of each
3. The character is unable to draw line of sight from the creature’s reach.
centre of their square to anywhere on the closest edge A combat that begins with some of the combatants unaware
of the enemy’s square. of their opponents opens with a surprise round. If they are RETALATION ZONE
aware of any enemies, the player characters still act first in the •• Human sized creatures have a Retalaton Zone of 1 square
SHORT COVER surprise round. Any character or creature that is aware of any around them (denoted in green).
If the attacker is only able to draw line of sight to the closest opponents during the surprise round may take Free Actions
corner of their target’s square in order to avoid intersecting and a Standard Action. •• Monstrous creatures have a Retalation Zone of 2 squares
an obstacle (example #1 in the Line of Sight diagram), the around them (denoted in red).
target is considered to be in Short Cover and the difficulty of Those combatants who begin the surprise round unaware of
the ranged attack test is increased by one. their opponents do not get to act in the surprise round. The
only exceptions to this are player characters and Nemesis
Targets within six squares of a low obstacle–i.e. anything NPCs, who may still take Response Actions, but at double the
that would effectively cover less than half of their body–also required Dark Symmetry Point cost. Trooper and Elite NPCs
gain the benefits of Short Cover when line of sight intersects may not act at all in the surprise round.
the obstacle; unless the attacker is closer to the Short Cover

SIEGING THE SYSTEM

57
OPTIONAL RULE: ACTIONS AND RETALIATIONS
It stands to reason that other actions taken within a Retaliation Zone would prompt an opportunistic attack from canny
opponents; clearing a jammed weapon or using a skill that consumes a large portion of a character’s attention are two
examples of actions that might leave them open to Retaliation. As an optional rule, the following list provides guidance
on whether an action is likely to incite a Retaliation Response Action. In some instances, GMs may allow a skill check to
negate the Retaliation opportunity–the successful use of the Ranged Weapons skill to clear a jam, for instance.

FREE ACTION RETALIATE STANDARD ACTIONS (CONT.)


Adjust Stance No Coup de Grace Yes
Drop Item No Draw/UseNo
Fall Prone  No Exploit Weakness No
Stand Up Yes PassNo
ReadyNo
RESTRICTED ACTIONS Shake It Off No
MovementYes SprintYes
RecoverNo Withdraw  No
UnjamYes
RESPONSE ACTIONS
STANDARD ACTIONS Covering Fire
No
Activate Power Yes DodgeNo
Attack, Close Combat
No GuardNo2
Attack, Ranged Yes1 ParryNo
BraceNo RetaliateNo

1
Weapons that possess the Close Quarters quality will not incite a Retaliate action.

2
If it is necessary for the character taking the Guard action to perform movement in order to complete the action, then
they may open themselves up to a Retaliate action from nearby enemies. Refer to the description of the Guard Response
Action under the Tactical Actions heading for more information.

In the case of Monstrous Creatures, attacking characters


should be able to draw an imaginary line between
themselves that passes through opposite borders or corners
DISRUPTING of the Monstrous Creature. In the Sample Disrupting Diagram,
Two characters that are in close combat, attacking the same the two characters are able to trace an imaginary line across
enemy, and diagonally or orthogonally opposite each other opposite borders, despite not being directly opposite each
with the enemy between them are Disrupting the enemy’s other. The Necromutant and Razide are also considered to
focus, i.e. the enemy is forced to split its attention between be Disrupting the character between them thanks to the
both characters in order to defend itself. Characters that increased size of the Razide’s Retaliation Zone.
qualify as Disrupting benefit from one bonus Momentum on
successful melee attacks against the enemy they are attacking. DISRUPTING
•• Green lines show Distruption.
To qualify as Disrupting, both characters must also have the
enemy within their own Retaliation Zone and be positioned •• Red lines no Disruption
directly opposite each other on the enemy’s border or
diagonal–refer to the Disrupting Diagram if unsure.

CHAPTER 01

58
TACTICAL ACTIONS the Guard action. If the Acrobatics or Close Combat test Vehicles also have a base speed for the purposes of the
Movement actions have already been covered, but the does not generate enough Momentum for the movement, tactical environment–refer to the Vehicle Tactical Movement
following alterations apply to the listed actions: the Response Action fails though still counts towards the Table. This speed is not proportional or representative
character’s limit (usually one per turn). of a vehicle’s top speed or cruising speed, it is simply
FREE ACTIONS a suggested movement allowance designed to keep a
FALL PRONE: This action represents 1 square of movement. VEHICLES vehicle’s speed within the realms of the tactical environment.
As previously stated, characters can crawl at half their normal
movement (round down) with this action, to a minimum It is recommended that the more abstract vehicle rules Driving or piloting a vehicle across a battlefield normally
of 1 square. presented within the Mutant Chronicles 3rd Edition requires an Average (D1) Pilot test as part of the vehicle’s
rulebook are used for scenarios such as fast-moving car action (see Tactical Actions and Crew Roles below), though
STAND UP: Standing up from prone requires 2 squares of chases across the packed streets of Luna, or dogfights above difficult terrain and/or making a manoeuvre will increase the
movement. If this action is taken within an enemy model’s the jungles of Venus. To maintain the intensity and drama difficulty of the test.
Retaliation Zone, an opposed Acrobatics, Athletics, or of such high-octane scenes, the action and dynamics can
Close Combat test is required to avoid a potential Retaliate be tracked more quickly and will flow much better using Vehicles can move using forward or diagonal movement.
Response Action. narrative descriptions and abstract zones than they will if they Each square of diagonal movement requires 2 squares of
are played out on a tactical grid. movement. For vehicles with the Agile quality, each diagonal
RESPONSE ACTIONS movement only requires 1 square of movement.
DODGE: Characters that use Acrobatics to perform the But what of key battles that involve vehicles, yet by necessity
Dodge Response Action may make use of Momentous move at a slower pace? Most characters would jump at the A vehicle cannot make forwards and backwards movement
Movement, although this may initiate Retaliate Response chance to tear through the halls of a Citadel on a Hedgehog within the same round. Unless the driver succeeds at an
Actions from nearby enemies. In order to be successful, any Necromower or ride through the sewers of Luna on a customised Average (D1) Pilot test, a vehicle must also remain at a
enemy choosing to perform a Retaliate action must exceed LPD Jetcycle. The rules presented here offer the opportunity stand for one round following forwards movement before
the number of successes achieved on the character’s Dodge. to integrate smaller scale vehicles into a Mutant Chronicles being able to begin backwards movement. If a driver
roleplaying set within the boundaries of the tactical grid. succeeds at the Pilot test to move backwards, they may use
GUARD: When guarding against ranged attacks, the the vehicle to move backwards as normal. A vehicle moves
character attempting to perform the Guard Response SPACE CONSIDERATIONS backwards at half its normal speed, rounding fractions up.
Action must be within or adjacent to a square that allows Presented in a length × width format, the Vehicle Tactical Driving backwards increases the difficulty of all Pilot tests
the reacting character to draw a clear line of sight to the Scale Table offers guidelines to establish the effective size for by one step.
attacker without the model they are protecting blocking some vehicles within the tactical environment.
their view, i.e. they cannot defend against attacks made MOMENTOUS VEHICULAR MOVEMENT
from the opposite side of the model they are protecting. Momentum generated by a Pilot test involving a vehicle’s
VEHICLE TACTICAL SCALE
movement may be used for the vehicular equivalent of
When guarding against melee attacks, the attack that the SIZE IN GRID Momentous Movement (see p. 55), to a maximum of two
VEHICLE TYPE
reacting character is attempting to block must be coming SQUARES (L × W) Momentum and two additional squares.
from within or adjacent to their own Retaliation Zone. Motorcycle 2×1
Jetcycle or Small Car 2×2
In either of the above cases, a character wishing to perform
a Guard Response Action may attempt to provide protection Standard Car 3×2 DESIGN NOTE–VEHICLE SPEEDS
against an attack from outside of the limits described. To Armoured Security Van, Large
4×2
do so, the character must pay the required Dark Symmetry MPV, or APC Not every vehicle moves at the same speed of course.
Points and attempt an Acrobatics or Close Combat test as Medium Tank 5×3 Neither do these tactical rules take into consideration
normal. They must generate enough Momentum to allow other factors such as acceleration. The rules presented
Articulated Lorry 12×2
them to make the required movement into the danger zone here will suffice to incorporate smaller vehicles into a
(two points of Momentum to gain one additional square tactical environment without the need to present large
of movement, to a maximum of four Momentum and two MOVEMENT amendments and statistical inclusions for the various
additional squares). The character must be able to make the Unlike models or tokens on foot, it is necessary to establish vehicles of the Mutant Chronicles setting. Later
required movement unhindered–i.e. their path or the square a vehicle’s facing. Almost all vehicles are designed with sourcebooks or alternate rules compendiums may
they are moving to cannot be blocked by another character forward movement as their primary focus, with limited further expand upon the rules presented here.
or creature–and the actual movement still invites possible backwards momentum a secondary consideration. In most
Retaliate actions if it passes through enemy Retaliation cases, the model or token will provide a clear indication of its
Zones. Any Retaliate actions that the character is subjected forward–or leading–edge, though GMs should clearly define
to occur simultaneously, so it will still be possible to complete this for every vehicle when establishing an action scene.

SIEGING THE SYSTEM

59
VEHICLE GUN THE ENGINES (STANDARD): Following an Average standard turning, there is no minimum movement required
TACTICAL MOVEMENT TABLE (D1) Pilot test, the vehicle moves up to twice its standard for this action–so long as the vehicle undertook movement in
MOVEMENT IN number of squares. If this test is failed, the vehicle may the previous turn (i.e. it cannot be made from standing still).
VEHICLE TYPE GRID SQUARES still take a Standard Motion movement. Attacks made by A vehicle may not move any further once the turn is complete,
Articulated Lorry, Van, APC, or Tank 6 the vehicle have their difficulty increased by two steps. which also prevents Momentous Vehicular Movement.
Attempting to turn whilst using Gun the Engines increases Additionally, the pilot may only perform a Standard Motion
Car, Motorcycle, Hedgehog
8 the difficulty of the test by two, though terrain and conditions action at half standard movement on the subsequent round.
Necromowert
may also affect this. Failure on the roll to complete a turn at Failure on the roll to complete the action will result in a roll on
Jetcycle 10
this speed will result in a roll on the Runaway Vehicle Table, the Runaway Vehicle Table, whilst a Repercussion will result
whilst a Repercussion will result in additional effects from in additional effects from the Vehicle Complication Table on
TURNING the Vehicle Complication Table on page 189 of the Mutant page 189 of the Mutant Chronicles rulebook.
As part of a Standard Motion action, a vehicle may make Chronicles rulebook.
a 90-degree turn. To do so, the pilot must succeed at an RUNAWAY VEHICLES
Average (D1) Pilot test and the vehicle must move at least DEFENSIVE DRIVING (STANDARD): Following a successful Pilots and drivers that perform manoeuvres at high speeds risk
a number of squares of forward movement equal to half of Average (D1) Pilot test, the vehicle moves its standard losing control of their vehicles. The table (above) is designed
its length in squares. For example, a Hedgehog Necromower number of squares and all attacks made by or against the to supplement–not replace–the Vehicle Complication Table
must move at least 2 squares forward before executing a vehicle are increased by one difficulty. On failure, the vehicle on page 189 of the Mutant Chronicles rulebook, with an
90-degree turn, a car at least 3 squares, and so on. may still make its normal movement. Momentous Vehicular Out of Control Repercussion instead resulting in a roll on the
Movement may be taken, but the pilot may not make use of Runaway Vehicle Table.
Tracking from a vehicle’s rear edge, the vehicle is moved Combat Momentum (which are wholly focussed on avoiding
forward the required number of minimum squares and then danger). Turning whilst using this action increases the

Leading Edge
Rear Edge
turned 90 degrees in the direction of the pilot’s choice. To difficulty of the Pilot test by one, with standard associated
complete the turn and the action, the vehicle’s rear edge is failure and Repercussion results.
then placed to sit atop the line of the inside edge’s position
prior to the movement. The vehicle may then complete any ON TARGET: This and the Standard Motion action are
Leading Edge
movement it has remaining. essentially the same thing, but the acting character chooses Inside Edge

Inside Edge
to place Momentum into the group pool instead.
In the example diagram on this page, both the car (3×2
squares) and the Necromower (2×2 squares) have executed RAMMING SPEED (STANDARD): Following an Average
a left turn. For a right turn, the inside edge would be on the (D1) Pilot test, the vehicle moves up to its standard speed
Rear Edge
opposite side. and collides with a vehicle, object, or person. A turn may

Leading Edge
not be performed as part of this action, though diagonal

Rear Edge
Failure on the Pilot test to turn the vehicle means that movement may be taken. If there would not otherwise
only forward or diagonal movement may be taken, whilst be enough movement available, Momentous Vehicular
a Repercussion will result in a roll on the Runaway Vehicle Movement as a result of the Pilot test may be used to
Leading Edge
Table (p. 15). complete the Ramming Speed action. Inside Edge

TACTICAL PILOT ACTIONS EVASIVE ACTION (RESPONSE): Momentous Vehicular

Inside Edge
Pilot tests taken during a combat scene are likely to Movement may be generated by the opposed test, which
generate Momentum. Pilots may use Momentum for Combat may be taken in a forward, backward, or diagonal movement.
Momentum Spends as normal. The Swift Strike Momentum Any diagonal movement requires only 1 square of movement
spend may not be used for additional movement actions, for all vehicles. Note this is the only time a vehicle may move
although it may be used to make Close Combat or Ranged backwards in the same turn that it has moved forwards, as it Rear Edge
Weapons attacks at the same time as driving or piloting; the represents a pilot applying the brakes to avoid danger.
GM has the final veto on whether this would be feasible.
The following additional action is also introduced:
The Pilot actions presented within the Mutant Chronicles
rulebook on page 186 are amended as follows: HANDBRAKE TURN (STANDARD): Following a Daunting
(D3) Pilot test, the vehicle may move up to twice its standard
STANDARD MOTION (RESTRICTED): The vehicle moves its movement and then turn either 90 or 180 degrees. if 180
standard number of squares. No roll is required unless turning. degrees is chosen, place the inside edge in the reverse
direction along the same line it had been travelling. Unlike

CHAPTER 01

60
RUNAWAY VEHICLE TABLE

ROLL EFFECT
Slide: Roll 1d6. The vehicle completes half its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a
1-4
Scrape result on the Vehicle Complication Table.
Skid: Roll 1d6. The vehicle completes its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a Scrape
5-8
result on the Vehicle Complication Table.
Drift: Roll 1d6. The vehicle completes its standard movement and drifts 90 degrees to the left (1-3) or right (4-6). Resulting collisions are equivalent to a Scrape result on the
9-12 Vehicle Complication Table. A Challenging (D2) Pilot test must be made in the subsequent round to regain control, with failure resulting in another roll on this table. On success,
the vehicle may move as normal.

Spin: The vehicle completes half its standard movement and is then turned to face in the opposite direction of travel, exactly as if the pilot had attempted a Handbrake Turn.
13-17 Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. The pilot and passengers suffer 1+3 damage to a random location from the wrenching
manoeuvre. Soak cannot prevent this damage.

Roll Over: The vehicle completes a Drift result, then rolls over. Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle rolls over that many times. As a non-
18-19 repeatable spend, GMs may spend two Dark Symmetry Points to increase the result by one. The vehicle rolls sideways a number of squares equal to its width in squares times the result
from the Dark Symmetry roll. The vehicle, driver, and passengers all suffer the vehicle’s Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry.

End Over: Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle flips end over end that many times. As a non-repeatable spend, GMs may spend two
20 Dark Symmetry Points to increase the result by one. The vehicle moves forward a number of squares equal to it length in squares times the result from the Dark Symmetry roll.
The vehicle, driver, and passengers all suffer Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry.

Night Witches speed out on patrol.

SIEGING THE SYSTEM

61
CHAPTER 02

WEAPONS, POWERS & TALENTS


Moving from Zones to squares affects more than just A weapon’s Shrapnel Rating is equal to its static damage value; CLOSE QUARTERS
movement and combat of course. All of the weapons and i.e. the fixed number before the bonus . If a weapon’s static
powers that are presented in the core rulebook, supplements, damage value has been increased due to a Supernatural Using a weapon with this quality inside an enemy’s Retaliation
and campaigns are provided with an indicator that fits into Attribute, then the Shrapnel Rating is also increased. Zone will not invite a Retaliate Action.
the range categories of the Zone system, so conversion work
has been necessary to establish a weapon’s effective range in Additional characters hit by the blast may make their KNOCKDOWN
relation to squares. Several of the qualities attached to both own Dodge Response Actions against a fixed difficulty of
powers and weapons must also be given some consideration. Challenging D2 as normal (Mutant Chronicles rulebook p. 210). If the Actions and Retaliation optional rule is being used,
standing up from prone may invite a Retaliate Action.
WEAPON QUALITIES SHRAPNEL ZONE DIAGRAM
REACH
The following weapon qualities have been amended for use
within the tactical grid environment: The wielder may make a Withdraw action as a Free Action so
long as they are not within the Retaliation Zone of an enemy
BLAST (CLOSE, MED) with a Reach weapon. Additionally, rather than increase the
difficulty of the first close combat attack, weapons with this
Blast weapons produce an explosive force that is easily quality extend the wielder’s Retaliation Zone by one square
capable of affecting several enemies at once. Provided the and allow melee attacks to be made against any target within
attack is successful, a weapon with the Blast (Close) quality this extended zone.
will deal normal damage to any model or token within
the target square and each orthogonally adjacent square, TORRENT
called the Impact Zone. It will also deal damage equal to its
Shrapnel Rating to each model or token within its Shrapnel The line of effect for a Torrent weapon is taken as the shortest
Zone. For each Momentum spent, one model or token within route from the corners closest to each other on both the
the Shrapnel Zone may be nominated to instead receive the wielder’s and the target’s square. Any square that this
full amount of damage from the weapon. Alternatively, one line incorporates is considered to be in the line of effect.
model on an unaffected diagonal square adjacent to the Momentum may be spent to affect creatures within the line
Impact Zone or Shrapnel Zone can be considered to be within of effect exactly as if they were within a square adjacent to
the adjacent zone, suffering damage and effects relevant to BLAST (MED) TEMPLATE the target square. Creatures outside cannot be affected.
the zone that it has now been encompassed within. These
two Momentum spends may be combined. The line of effect for a Torrent weapon is taken as straight
line drawn from the corners closest to each other on both
The Shrapnel Zone includes the squares immediately adjacent the wielder’s and the target’s square. Any square that this line
to the Impact Zone, and extends outwards for a number of bisects is considered to be in the line of effect. Momentum
squares equal to the grenade’s Shrapnel Rating. See the may be spent to affect creatures within the line of effect
Shrapnel Zone Diagram for examples. exactly as if they were within a square adjacent to the
target square.
Use the Blast (Med) Template to determine the squares
Impact Zone
affected by Blast (Med) Weapons. Any model or token within Torrent weapons cannot target creatures beyond twice their
the orange area is subjected to the full amount of damage, effective range (flamers possess a maximum range lower
whilst any model within the blue area is subjected to the than this anyway), although a creature occupying a square
weapon’s Shrapnel Rating damage and all other qualities of Shrapnel Rating 1 adjacent to the weapon’s maximum range will be subjected
the weapon. For each Momentum spent, one model or token to Shrapnel Rating damage. Momentum cannot be spent to
that is in the Shrapnel Rating area may instead be nominated Shrapnel Rating 2 inflict the weapon’s full damage to creatures that are within
to receive the full amount of damage from the weapon. the Shrapnel Rating area of a weapon with the Torrent quality,
but beyond twice the effective range.

CHAPTER 02

62
Note: Torrent weapons use flame or liquid to assault their RANGE DIFFICULTY MODIFIERS TABLE HANDGUNS AND MACHINE PISTOLS
targets, rather than explosive fragments. Shrapnel Rating has
been used to minimise terminology for effects that essentially RANGE DIFFICULTY MODIFIER EFFECTIVE MAXIMUM
produce the same result.
Less than Effective Range +1 difficulty NAME RANGE RANGE
(SQUARES) (SQUARES)
TORRENT WEAPON DIAGRAM No change
Within Effective Range M13 Bolter 1-4 10
to difficulty
M15 Ironfist 1-5 12
Beyond Effective Range, but
+1 difficulty
within 2x No.3 Ronin 1-5 12

Equal or greater than 2× Effective P1000 1-7 16


+2 difficulty
Range, within Max Range Mk. XIV Aggressor 1-5 12
No ranged MP-105 1-6 14
Beyond Max Range
attack possible P60 Punisher 1-6 14
Iron Hand Autopistol 1-6 14

Arranged by weapon classification, the following tables


provide effective and maximum ranges for all of the weapons SUB-MACHINE GUNS AND
presented within the core rulebook, plus additional statistics PERSONAL DEFENCE WEAPONS
for Dark Legion weaponry. Note that the ranges listed are
related to squares for a board game in which the action EFFECTIVE MAXIMUM
usually occurs within confined spaces; combat is more often NAME RANGE RANGE
that not a close fought, frenetic affair that presents few (SQUARES) (SQUARES)
opportunities for long range aimed shots taken at leisure. CAR-24 1-7 16
GMs are free to adjust these ranges as they see fit for fire
No.4 Windrider 1-8 18
fights that take place under different circumstances.
CAW2000 1-10 22
Mk. III Interceptor 1-6 14
Mk. IVP Plasma Intruder 1-6 14
MP-105GW 1-8 18
MP-103 Hellblazer 1-5 12

TACTICAL RANGE
AND WEAPONS
Effective range is something that the 2d20 system clearly
HANDGUNS, MACHINE PISTOLS,
defines as a factor where ranged combat is concerned. Ranged SUB-MACHINEGUNS AND PIRANHA
HANDGUN
weapons are designed to have an effective range; a particular
distance at which their accuracy and ballistics are at their most
PERSONAL DEFENCE WEAPONS
efficient factor. Using a weapon outside of its effective range
is still possible, but will be slightly more difficult.

Increase the difficulty of the test by one for ranged attacks


P1000 P60
made against targets at a range lower than the weapon’s ‘PUNISHER’ MP-105GW
effective range. Also increase the difficulty by one step for
ranged attacks made against targets that are beyond the
weapon’s effective range but within a range that is up to
twice this number, or by two steps against targets that are
at a distance that is equal to or beyond twice the weapon’s
effective range but within maximum range. Ranged CAR-24 CLOSE CAW2000
ASSAULT RIFLE
attacks may not be made against targets that are beyond
maximum range.

WEAPONS, POWERS & TALENTS

63
SNIPER RIFLES

EFFECTIVE MAXIMUM
NAME RANGE RANGE ASSAULT RIFLES,
(SQUARES) (SQUARES) BATTLE RIFLES
SR-50 Manstalker 6-30 75
AND CARBINES
No.15 Archer 6-24 60
M50 ASSAULT RIFLE
SR3500 6-35 90
Mk. XII Assailant 6-24 60
PSG-99 6-30 75
Mephisto 6-35 90
Okhotnik 778 6-30 75

ASSAULT RIFLES, BATTLE


RIFLES, AND CARBINES AG-17 ‘PANZERKNACKER’

EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
M50 4-12 30 LIGHT MACHINE GUN
No.1 Shogun 3-10 25
AR3000 4-15 35
AC-40 ‘JUSTIFIER’
Mk. XIB Invader 4-12 30
Mk. XLIII Plasma Carbine 3-8 20
AG-17 Panzerknacker 4-12 30
AC-19 Volcano 4-12 30
Zhivotnoye Infantry Weapon 3-10 25

LMGS AND SQUAD AUTOMATIC WEAPONS

EFFECTIVE MAXIMUM SNIPER RIFLES


NAME RANGE RANGE
(SQUARES) (SQUARES)
M606 4-16 40
SR3500
No.11 Kensai 4-12 30
TSW4000 4-18 45
Mk. XXIII Destroyer 4-16 40
MG-40 4-12 30
AC-40 Justifier 3-8 20
Rebrov LMG 4-12 30
SQUAD AUTOMATIC WEAPONS
MEPHISTO SNIPER RIFLE

M606

CHAPTER 02

64
FLAMERS

M516D SHOTGUNS EFFECTIVE MAXIMUM


NAME RANGE RANGE
AND FLAMERS (SQUARES) (SQUARES)
Light Flamer 1-5 10

Flamer 1-8 12
HG-14
AC-41 Purifier Flamer 1-5 10

Gehenna Puker 1-8 16

AUTOCANNONS

EFFECTIVE MAXIMUM
ZHUKOV 4 TUNNEL CLEARER NAME RANGE RANGE
(SQUARES) (SQUARES)
CA-451 ‘GEHENNA PUKER’ CA-138 Deathlockdrum 3-20 50
HEAVY PLASMA FLAMER
MISSILE LAUNCHERS Nimrod Autocannon 3-18 45

GRENADE LAUNCHERS

EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
GL-240 3-8 18
RL MK XIIC ‘SOUTHPAW’ No.23 3-6 14
ROCKET LAUNCHER
GL2000/GL3000 3-8 18
Mk. III Interceptor GL 3-8 18
GW-1055 3-6 14
HMGS AND SUPPORT MACHINE GUNS SHOTGUNS M509 3-10 22
GW-170 3-8 18
EFFECTIVE MAXIMUM EFFECTIVE MAXIMUM CA-138 Grenade Launcher 3-10 22
NAME RANGE RANGE NAME RANGE RANGE
(SQUARES) (SQUARES) (SQUARES) (SQUARES)
Improved M89 4-20 50 M516S 1-3 8
No.45 Dragonfire 4-16 40 M516D 1-2 6
SSW4200P 4-24 60 50/50 Airbrush 1-4 10
Mk. XIXB Charger 4-16 40 SA-SG72001 1-5 12
MG-80 4-20 50 Mk. XIV Mandible 1-4 10
AC-41 Purifier 4-16 40 HG-14 1-4 10
Nova Vesna 4-16 40
Sawn-off HG-14 1-2 6
Sawn-off Bryzgi 1-2 6
Zhukov 4 Tunnel Clearer 1-4 10

WEAPONS, POWERS & TALENTS

65
MISSILE LAUNCHERS

HEAVY MACHINE GUNS AND EFFECTIVE MAXIMUM


SSW4200P
SUPPORT MACHINE GUNS NAME RANGE RANGE
(SQUARES) (SQUARES)
AC-41 ‘PURIFIER’
DPAT-9 Deuce 6-20 50
No. 86A5 Daimyo 6-20 50
SSW5500 6-18 45
Mk. IIIC Southpaw 6-16 40
ARG-17 6-18 45
Pushkin 6-18 45

AUTOCANNONS A NOTE ON TILES & RANGES


The weapons and ranges in this chapter account for
the fact that many scenes within a game will take place
outside of a Citadel. For more compact scenarios
MK. I ‘NIMROD’ making use of the Siege of the Citadel tiles, GMs can
AUTOCANNON
opt to limit ranges to reflect those presented within
the board game’s rules (though effective ranges will
also need to be reduced comparatively). After all, a
Doomtrooper will rarely be able to take a clear shot
across two connecting tiles in such confines, so will
adjust their zeroing and tactics accordingly.

In general, most ranged weapons will have a minimum


GRENADES GRENADE MISS DIAGRAM of 2 (up to 4 for very special weapons) and a maximum
range of 8 (up to 16 for long-distance weapons).
Thrown grenades generally have an effective range consisting Intened target 1 2-3 4
of between zero squares and a number of squares equal to Square. This
may be empty
the throwing character’s Strength attribute, to a maximum
range of 20 squares. Line of sight for grenades is not blocked
or obscured. 5 6
by miniatures or tokens–although a Repercussion could be
used to alter this fact–but will be blocked by walls, tall cover, 7 8-9 10
or similar obstructions.

Attacks with a grenade that miss–including those launched by


a weapon mounted grenade launcher–will land in a random
square. Use the Grenade Miss Diagram to determine the The attacker is located in this general direction
grenade’s new target square (numbers from 1-10 can be
determined by halving the result of a d20 roll, rounding up). If
this is impossible due to some intervening feature, it instead
explodes within the original target square.

CHAPTER 02

66
POWERS:
ART SPELLS & DARK GIFTS
DARK LEGION In conjunction with mundane weaponry, tactical ranges need
WEAPONRY to be established for both Art spells and Dark Gifts. Unlike
ranged weapons, there is no effective range to be considered,
only a maximum range.
DARELECH

The following tables provide maximum range parameters


for individual Art spells and Dark Gifts that require them.
Subsequent to each table are descriptions for any spells
or gifts that require further clarification–indicated with an
asterisk in the relevant table, below.

KRATACH DESOVACH
AUTO-SHOTGUN
ART SPELLS
ART SPELLS MAXIMUM RANGE TABLE

MAXIMUM
SPELL NAME ASPECT RANGE
(SQUARES)
Contempt Basic 6*
CARCASS
NAZGAROTH GRENADE LAUNCHER Succour Basic 6*
Barrier Kinetics 10*
Singularity Kinetics 8
DARK LEGION WEAPONRY Some Dark Legion creatures–and indeed, some mundane Strike Kinetics 10
creatures–possess abilities that provide them with ranged Communion Manipulation 10*
EFFECTIVE MAXIMUM capabilities; such as a Defiled Avatar’s Symmetry Torrent ability,
Hypnosis Manipulation 6
NAME RANGE RANGE Mutant Chronicles rulebook p. 291, for instance. To establish
(SQUARES) (SQUARES) effective and maximum ranges for these attacks, the GM should
Missive Manipulation LOS

Plague Gun 1-4 10 consider the listed range and abilities of the attack, compare
Shrieketh 1-5 12 those qualities against the statistics for an equivalent weapon General note for all spells: The Increase Range Momentum
from within the Mutant Chronicles core rulebook, then cross- spend increases a spell’s maximum range in squares by a
Sinarack SMG 1-7 16
reference the selected weapon with the tables presented here. multiplication factor equal 1 plus the amount of Momentum
Belzarach Rifle 3-8 20
The aforementioned Symmetry Torrent ability, for instance, is spent, i.e. spending 1 Momentum to increase the range of
Kratach Assault Rifle 4-12 30 comparable to a flamer (Mutant Chronicles rulebook p. 229) in the Strike spell would multiply its maximum range by 2, for a
Carcass Grenade Launcher 3-8 18 range, damage, and qualities; cross-referencing here provides total of 20 squares., spending 2 Momentum would multiply
Darelech Sniper Rifle 6-35 90 an effective range of 1-8 squares and a maximum range of 12 the maximum range by 3, for a total of 30 squares, etc. Spells
squares. These base numbers can then be tweaked as necessary with a range stated in a distance other than squares follow
Valcheck LMG 4-16 40
for particularly potent or weak creatures and their attacks. the normal rules stated on the Common Momentum Spends
Blutarch Hand Cannon 2-10 25
Table (Mutant Chronicles corebook p. 171).
Fist of Malice HMG 4-16 40
Nazgaroth HMG 4-20 50 BARRIER
Plaguebringer Cannon 4-16 40 Creates a barrier that hinders movement and ranged attacks,
Scythe of Semai HMG 4-20 50 but not line of sight. Use the Blast [Close] template and a
Shrapnel Rating of 2 to determine where the barrier may
Desovach Shotgun 1-4 10
be placed. The shield is considered to occupy the entire
Tzoteth Symmetry Flamer 1-5 10
square. Doubling the width or height doubles the number
of squares occupied for each Momentum, e.g 1 Momentum
would create a shield that occupies 2 squares, 2 Momentum
would create a shield that occupies 4 squares, etc.

WEAPONS, POWERS & TALENTS

67
A Brotherhood Inquisitor smites an enemy of the Light

COMMUNION DARK GIFTS DIMENSIONAL FLENSING


The caster does not necessarily require line of sight, but The wielder chooses a square within maximum range, which
must be aware of the target’s presence within the 10 squares DARK GIFTS MAXIMUM RANGE TABLE then becomes the centre of the Impact Zone. Use the
maximum range, or further if Momentum is spent to extend Blast [Close] template with a Shrapnel Rating of 2 to then
the range of the spell. Once a link is established, it can MAXIMUM determine who is affected.
be maintained indefinitely so long as the caster maintains GIFT NAME APOSTLE RANGE
Concentration and the target remains within 100 squares (SQUARES) SENSE WEAVES OF POWER
(multiply this figure by a factor equal to any Momentum spent
Corrupt Device All 10
to increase the range of the spell during casting). The target is stated as Self, as the wielder is the one who
Sense Weaves of Power All LOS*
receives the benefits of the gift. The effects of the gift can
CONTEMPT Dimensional Flensing Ilian 10* be applied to the resultant skill test to against any target or
Use the Blast [Close] template and a Shrapnel Rating of 2 to True Corruption Ilian 8* effect within line of sight.
determine how many allies are affected by the spell, with the Black Fire Algeroth 10
caster as centre of the Impact Zone. All allies within the template Vile Cloud Algeroth 3* TRUE CORRUPTION
are affected, i.e. there is no requirement to spend Momentum. For the Bleed effect, any additional device must be within
Black Rot Spew Demnogonis 4
range of a number of squares equal to half the corruption
Muddle the Memory Semai 6
SUCCOUR damage rolled for the primary target.
This spell functions in the same manner as Contempt, above. Pluck Mind Semai 6
Stir the Dark Heart Semai 10 VILE CLOUD
True Fear Semai 8 The wielder becomes the centre of the Impact Zone. Use the
Lunacy Muawijhe 6 Blast [Close] template with a Shrapnel Rating of 2 to then
determine who is affected.
Veil of Enemies Muawijhe 10
Waking Nightmare Muawijhe 10

CHAPTER 02

68
TALENTS CLIMBING STEALTHY MOVEMENT
A character can move 1 square with a successful Challenging A character moving stealthily can move up to half their normal
Some skills are directly related to movement and/or combat (D2) test as a Standard Action when climbing unaided on distance in squares (rounding up) as a Movement Restricted
and include talents that have an effect on, or are affected by, a wall that has accessible hand and foot ledges, plus 1 Action, plus 1 square per Momentum (to a maximum of the
movement and/or combat. Much like weapons and powers, it is square per Momentum. The climbing surface, gradient of character’s normal movement when not moving stealthily). If
therefore necessary to provide some guidance where required the slope, available equipment, and weather conditions not opposed by a potential observer’s Observation, the base
to translate these abilities into the tactical grid environment. The can all increase or decrease the difficulty of the test. difficulty is Average (D1), although this may be increased or
following skills and listed associated talents operate differently decreased dependant on external factors such as lighting,
when using squares for range and movement: SWIMMING noise, weather conditions, etc. In the case of an opposed test,
In relatively calm waters, a successful Average (D1) Atheltics external factors provide a potential observer with 1 bonus
test allows a character to swim 2 squares with a Movement Momentum for every two factors. Moving at greater than half
Restricted Action, plus 1 square per Momentum, to a the normal rate in squares for a Movement Restricted Action
maximum equal to the character’s normal movement on land. increases the difficulty of the test by two steps, or provides a
Encumbered characters increase the difficulty of the test by potential observer with 2 bonus Momentum. It is impossible
ACROBATICS one step and may only swim 1 square. Characters wearing any to move stealthily whilst attacking, running, or charging. At
armour with a Soak of 1 increase the difficulty of swim test by the GMs discretion, small creatures might gain additional
Acrobatics is largely used for the Dodge Response Action one step, plus one step per point of Soak above this. Weather benefits, whilst large creatures might suffer additional
(see p.10) and jumping, diving, or tumbling. conditions and current can increase the difficulty of the test. detriments. If a character has been observed, or is being
observed as they begin to move stealthily, it is impossible to
JUMPING •• STRONG SWIMMER: If the character possesses enough gain the benefits of stealth against the observer.
A successful Average (D1) Athletics test as a Sprint ranks in this talent reduce the skill test to Simple
Standard action allows a character to jump 1 square (D0), additional ranks beyond this instead provide
horizontally, plus 1 additional square for each Momentum. additional Momentum (rather than being wasted).
Unless the GM deems that a creature or character is capable
of such feats, no jump may exceed 6 squares. A long jump HEAVY WEAPONS
requires a running start of 2 squares, with the difficulty The skill used to operate heavy, man-portable weapons that
increasing by one step for each square less than this, whilst typically require special equipment, bracing, etc.
encumbered characters increase the difficulty of the test
by one step (which can be in addition to the modifier for •• FIRE FOR EFFECT: To be affected by this talent, a group
lack of a running start). A vertical high jump of 1 square (Horde or Squad) must have at least one third of their
that will allow a character to land on their feet requires a number covered by the relevant Blast template.
Daunting (D3) Athletics test, which is subject to a running
start exactly as long jumps. Underfoot conditions, high OBSERVATION
winds, steep slopes, and slippery surfaces can all affect the The ability to notice and details and subtle environmental clues.
difficulty of either type of jump.
•• TOSS THE ROOM: In this instance, Close range equates
FALLING anything within the Blast (Close) template with a Shrapnel
Falling damage (Mutant Chronicles corebook p. 129) is Rating of 2.
suffered for every 2 squares fallen after the first 2, rounding
up (i.e. 3 squares fallen results in 1+2 falling damage). •• RANGED WEAPONS: The use and maintenance of
ranged weaponry, including pistols, sub-machine guns,
•• CATFALL: Reduce the distance fallen by 2 squares for shotguns, assault rifles, sniper rifles, and both grenades
each rank. and grenade launchers.

•• FREE RUNNER: Difficult terrain only requires 1 square •• CLEAR SHOT: Optimal range refers to effective range.
of movement for characters with this talent, instead of 2.
STEALTH
ATHLETICS
The art of going unnoticed, such as staying hidden or moving
Amongst others, this skill is used for climbing, swimming, silently. This skill includes the creation and use of camouflage
and running. and disguises, and also the ability to cover one’s tracks.
Shadow Walkers are experts in stealth.

WEAPONS, POWERS & TALENTS

69
CHAPTER 03

HEROES OF THE SIEGE


This chapter introduces the brave Doomtroopers that have •• Rather than follow each stage of the lifepath through,
earned a place as legendary figures amongst the very best use a template relevant to the fledgling Doomtrooper’s NEW EQUIPMENT
of the best. The statistics provided here will allow players and faction to determine the number of skills available
GMs to recreate the epic actions of the heroic Doomtrooper and their expertise/focus. For instance, a Cybertronic ATLAS RIG
teams as they blast, stalk, and hustle their way deeper into character will have twelve skills: two at Exp +1, two at
the dark hearts of the Citadels. Doomtroopers normally form Exp +2, one at Exp +1/ Foc 1, three at Exp +2/Foc 1, RESTRICTION: 3 COST: 8
paired teams that operate as close combat or ranged experts. etc. Ensure that the skill selections match at least the ENCUMBRANCE: 8 RELIABILITY: 3
The Siege of the Citadel board game, however, introduced mandatory skills of the character’s adolescence and Similar to a Support Rig (Mutant Chronicles rulebook pg.
the concept of a hacking speciality; a Doomtrooper who is primary career path. 263), these specialist rigs have been designed to provide
fully capable of bypassing or disarming the alien systems of the Heavy Infantry with the option to carry the unstoppable
a Citadel. Each faction therefore presents a trio of characters •• Repeat the above step to determine the number of firepower of the Atlas Megacannon into battle on the backs of
to choose from: one each from a close combat, ranged, or talents available in each of tier one/two, tier three, and their soldiers. A Support Rig provides the benefits of a Stable
hacking speciality. tier four talents. Two or three talents may be ‘traded in’ Platform (the character is always considered Braced when
for their relevant XP value in order to purchase another using Unwieldy weapons and may use 2H or Unbalanced
To further define their unique characteristics and abilities, tier two or tier three talent, or vice versa. weapons one-handed without penalty) and halves the
the characters have been designed using the relevant encumbrance value of the Atlas Megacannon. Thanks to load
sourcebooks for their factions. Some of the Mishima • • Choose either a unique Doomtrooper talent from distribution dynamics and a superior feed system, the rig also
characters, for instance, have access to Ki Powers, whilst those presented here, or design a new one. In any contains four Reloads at a reduced weight.
those from Cybertronic have been furnished with an ample case, the talents offered here will be a good starting
array of cybernetics. If access to a faction sourcebook is point when designing a new one. The focus here CHROME MASTIFF
not available, GMs should work with the players to provide should again be on the character’s background but
alternative talents and abilities, i.e. a Ki Power might emulate should also represent their chosen function within the RESTRICTION: 5 COST: 20
an Art spell, or a cybernetic augmentation a talent. Note, Doomtroopers (close combat, ranged, or hacking). Following the initial success of the hacking devices, the
however, that the characters presented here may occasionally Doomtroopers requested some way to be able deploy its effects
deviate from the lifepaths as presented within the main •• Remembering that the character is a Doomtrooper and remotely. Any member of their teams would be considered as
rulebook and supplements–these iconic heroes are anything would usually be furnished with the best gear available, a high-profile target to the Dark Legion, but hacking experts
but the norm after all. Each Doomtrooper also has access to decide on a suitable array of equipment. For Cybertronic that could shut down parts of a Citadel would be even more
their own unique talent. These singular abilities have been characters, be sure to provide a wide array of cybernetics so; machinery is easier to replace than elite super soldiers.
designed to draw upon the traits that have woven these as these items compensate for their slightly reduced Although fit for purpose, Cybertronic’s initial offerings were
characters into the fabric of legends. number of skills and talents. deemed too aesthetically…’Cyber’. Almost in exasperation
and not expecting to reach a compromise, the technicians
Of course, it is inevitable that players will seek to create NOTE: The legendary Brotherhood characters Sebastian repackaged everything into a remodelled Iron Mastiff and
their own heroic characters with which to hunt the Dark Crenshaw and Nikodemus are exceptions to the above offered it up as a solution. Despite rumours of one of the newly
Legion in their own backyard. Use the following guidelines guidelines. If seeking to create a Brotherhood character, the designated Chrome Mastiff’s disappearing into the hands of
to enable this: template for Maria Costellanos will provide a result that is ISC-20, delivery of the prototypes has allowed Cybertronic to
more closely balanced to the other Doomtrooper heroes. reach an uneasy business alliance with the Imperial corporation.
•• Ignoring the usual method of determining a character’s
birth faction, choose an affiliation to use as a basis for CHROME MASTIFF 
creating a short background that cumulates with the ATTRIBUTES
character joining the Doomtroopers. Select a faction- STRENGTH PHYSIQUE AGILITY AWARENESS
based initial Signature Skill. 10 10 9 10
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
•• Divide seventy-six points between the ten Attributes. No 8 8 12 2

attribute be lower than seven, though a minimum of five


can be achived based on background and GM approval.

CHAPTER 03

70
•• Remote Access Point: A Chrome Mastiff may connect ETOILES MORTANT BREASTPLATE
FIELDS OF EXPERTISE to a Citadel’s systems and act as a remote experimental
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL hacking device. The handler must be within 12 squares RESTRICTION: 5 COST: 12
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC (but may be outside of line of sight) and connected with ENCUMBRANCE: 2 RELIABILITY: 4
2 1 2 – 2 1 3 2 1 – 3 2 their own device to use the Chrome Mastiff as a remote Based on standard Hussar armour, these lightweight
access point. breastplates have been constructed with advanced polymers
WOUNDS: 7 •• Superior Cybernetics: Chrome Mastiff’s possess to reduce weight and aid movement whilst still maintaining
enhanced systems and an AI to rival a Cuirassier. significant protection. They are then further blessed by the
SOAK: Armoured Chassis: (All 5) They may act independently, but will always respond Light with spells that enhance the wearer’s resistance to
to their handler.” or “They may act independently, corruption and blur their spiritual presence to creatures of
ATTACKS: but will always respond to their handler’s commands. Darkness. When worn, an Etoiles Mortant breastplate does
•• Cybernetic Jaws (melee): 1+6, Armour Piercing 1, not count against the wearer’s weight limit for encumbrance.
Vicious 1 DARK SYMMETRY SPEND Additionally, increase the difficulty by one for any creature of
•• Stinger Implant (ranged): Range C, 1+7, •• Dark Defense: When using its Stinger Implant attack, Darkness that uses an Insight test, Dark Gift, or power as part
Munition, 1H, Close Quarters, Hidden 3, Stun, Vicious 1 the handler of the Chrome Mastiff may pay two Dark of an attempt to detect the wearer’s current location.
„„ Internal: The implant is internal and not visible. The Symmetry Points. If they do so, all Dark Symmetry powers
weapon has a single Reload, which recharges after and gifts used before the next round within Close range EXPERIMENTAL HACKING DEVICE
five minutes. of the original point of pulse generation have their
difficulty increased by one. RESTRICTION: 5 COST: 10
SPECIAL ABILITIES The Cartels’ first experience of the experimental hacking
•• Grasping devices came following a probing assault into the outer
•• Night Vision chambers of the Citadel of Saladin that led to several
•• Unliving Doomtrooper teams being cut off and pinned down. A
•• Protective Umbrella: A Chrome Mastiff may expend its Cybertronic strike team cut their way into the raging battle
initial Stinger Implant charge and the Reload in a single before shutting down nearby systems and opening an exit
attack to add Burst (Close) to the weapon’s qualities. route from the slaughter. Thankfully, more sensible heads
than most prevail amongst the ranks of the Doomtroopers,
so rather than cry foul corruption, they asked their
comrades-in-arms exactly how they had managed to
achieve the impossible. Almost as though they had been
anticipating the question, their Cybertronic teammates
introduced the experimental hacking device: an entirely
new weapon against the Dark Legion that can override and
shut down even certain necrotechnological functions of the
cancerous Citadels. Despite being asked, they have never
revealed how they managed to develop this technology,
though they did agree to train their fellow Doomtroopers–
and only their fellow Doomtroopers–in their use.

An experimental hacking device can be used to hack and


access the systems of Citadels and certain other technological
devices of the Dark Symmetry. Hacking requires a Sciences
test. Full rules for hacking a Citadel’s systems are provided
in Chapter 4: Black Hacks. For software ratings, see p. 108

Imperial Blood Berets tussle with a Nepharite of Algeroth deep inside the Venusian jungle

HEROES OF THE SIEGE

71
LORI FAUST All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• AR3000 (RANGED)
– LINGUISTICS Range M, 1+6, Burst, Unbalanced
Reloads 
– SCIENCE +2 1
• MECHANICS +2 2 •• GL3000 GRENADE LAUNCHER (RANGED)
• SURVIVAL Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
Incendiary grenades 
• TREATMENT
– MEDICINE •• CSA400 COMBAT SWORD (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Parry 1
•• BATON (MELEE)
MENTAL STRENGTH: 9 1+3, 1H, Stun
SKILL EXPERTISE / FOCUS
• WILLPOWER
• MYSTICISM +2
EQUIPMENT & CYBERNETICS
Titanium-plated cybernetic arms, electric fists, artificial lungs, skeletal reinforcement,
PERSONALITY: 11 mitochondrial infusion, synth-blood transfusion, femoral enhancement, Subreal receptor,
SKILL EXPERTISE / FOCUS cellular link, weapon cyber-link, SARaH, EYE-Tronic (night vision), Mark 2 XLR8, utilitarian
• ANIMAL HANDLING military clothing in a Cybertronic style, basic jungle survival kit, basic repair kit, basic medkit,
• LIFESTYLE +1 mini-torch, AR3000 (+2 Reloads and a safe target system), CSA 400, anti-personnel grenades
• PERSUADE (5), incendiary grenades (5), experimental hacking device, ten Assets.
– COMMAND

PHYSIQUE: 11 CAREER PATH


SKILL EXPERTISE / FOCUS
Cybertronic, TIFF–SWI, Heritage World–Venus, MCR TIFF ×2, Enhanced Chasseur
• RESISTANCE

STRENGTH: 11 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Employee of Cybertronic
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. LORI FAUST
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism A former Bauhaus Blitzer, Lori was fatally wounded
test, but keep the new result. by a Dark Legion grenade and cut off from support.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the A Cybertronic patrol drove back the encroaching
new results. enemy, scraped her off the jungle floor and took her
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the to their field facility, where a Dr Diana clone carried
weapon’s optimal range by one, to a minimum of zero. out reconstructive surgery and replaced Lori’s lost
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new limbs with cybernetics.
result.
•• TECHNICIAN: Dark Symmetry Points paid to add additional dice to a Sciences Scrambled as it was, Lori’s memory underwent
test dealing with complex mathematics or physical sciences add two dice, instead of a mind-wipe to the point that little of her old self
one. remained, although the memories of her brush with
•• RESEARCHER: May substitute Sciences for any tests of Mechanics or the Legion were retained. She has since gone on to
Education. become one of Cybertronics’ best field soldiers, while
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to her hatred of the Dark Legion has led to her fostering
comptography by one step, to a minimum of one. an expertise in combating the forces of Darkness
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new across multiple arenas.
result.
•• IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum
spent when taking the Shake It Off action.

DOOMTROOPER ABILITY
•• HATRED OF THE DARK: Both Cybertronic and Lori have honed her hatred
of the Darkness into an almost supernatural capability to inflict the utmost harm
against creatures of the Dark Legion. She benefits from one additional d20 to her test
when making an attack against creatures of Darkness, which includes any skill test
made to hack the systems of a Citadel. If this additional d20 results in a success, it
generates an additional point of Momentum.
VINCE DIAMOND All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 1
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 1 1
• CLOSE COMBAT 9-14
– UNARMED COMBAT  +2 1
• STEALTH
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +2 1
20
19-20
DREAD 01

– HEAVY WEAPONS  +3 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• SSW4200P (RANGED)
– LINGUISTICS Range L, 2+8, Automatic, Unwieldy, Armour Piercing 1, Spread 1
Reloads 
– SCIENCE +1 1
• MECHANICS •• TITANIUM COMBAT KNIFE (MELEE)
• SURVIVAL 1+6, 1H, Armour Piercing 1
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT & CYBERNETICS
– PSYCHOTHERAPY Cybernetic arms and legs (coated with synthetic flesh), artificial organs, skeletal
reinforcement, mitochondrial infusion, synth-blood transfusion, Subreal receptor, cellular
MENTAL STRENGTH: 9 link, weapon cyber-link, compu-brain and DIANA, EYE-Tronic (night vision), Mark 2 XLR8,
utilitarian military clothing in a Cybertronic style, basic repair kit, basic medkit, mini-torch,
SKILL EXPERTISE / FOCUS
• WILLPOWER +2 1 SSW4200P (+4 Reloads, a safe target system, a complex targeting computer, and a Guncam),
• MYSTICISM titanium knife, ten Assets.

PERSONALITY: 9 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Cybertronic, TIFF–SWI, Heritage Foothold, MCR TIFF, APH TIFF, Enhanced Chasseur
• LIFESTYLE +1
• PERSUADE
– COMMAND +2 2 CITIZEN TALENT
Employee of Cybertronic
PHYSIQUE: 11
SKILL EXPERTISE / FOCUS
• RESISTANCE +3 3

STRENGTH: 13
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. VINCE DIAMOND
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the The current Chasseur known as Vince Diamond is not
new result. only a poster celebrity for Cybertronic; he is also one
•• RAIN OF FIRE: Re-roll up to three  when using Heavy Weapons, but keep the of the deadliest soldiers to have been given life by
new results. Cybertronic’s enhancement program.
•• SMOOTH RELOAD: Use a Restricted Action to increase rate of fire and spend
one more Reload than normally allowed. Known as Victor Blain in his former life, he took
•• SUPPRESSIVE: When performing a Covering Fire action with a heavy weapon, pleasure in his role as a brutal and vicious enforcer for
increase the difficulty of attacks against the assisted character by two, instead of one. a Capitolian crime syndicate. Caught and convicted
•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep of multiple gangland slayings, he was given the
the new result. choice of death by firing squad or service in the
•• HARDY: Re-roll any dice that did not generate a success on an initial Resistance Freedom Brigades. He joined the Brigades.
test, but accept the new results.
•• JUST A SCRATCH: Regain an additional Light Wound when resting or After seven relentless years on the McCraig line,
recovering naturally. Blain finally met his end at the hands of the Dark
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep Legion. Officially classified as deceased, his corpse
the new result. was interred and released from all indentured service.
•• MARTIAL ARTIST: Re-roll up to two  when making an Unarmed Attack, but Dr Diana, however, had found herself a perfect
keep the new results. specimen. Following successful resuscitation, Blain
•• AVOIDANCE: Substitute Unarmed Combat for Acrobatics when taking a Dodge was placed into the Diamond program and subjected
Response Action. to months of cybernetic surgery, implantation, and
brain augmentation until he was forged anew as

DOOMTROOPER ABILITY Vince. His former psychopathic homicidal tendencies


have been rewired and placed under tight control
•• DIAMOND CUT: Vince’ compu-brain is married to his SSW4200P more deeply so that they now only activate and focus on
than any other system has ever been integrated before. When making an attack with
relevant threats.
his SSW4200P, he may pay two Dark Symmetry Points to increase its Armour Piercing
quality to 2 and add the Dreadful quality.
CORAL BEACH All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 5
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 4 4
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT  +2 2
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• PR4000 (RANGED)
– LINGUISTICS Range M, 1+7, Burst, 2H, Incendiary 2, Vicious 2
Reloads 
– SCIENCE
• MECHANICS +2 •• P1000 (RANGED)
• SURVIVAL Range C, 1+4, Burst, 1H, Close Quarters
– VACUUM •• CSA400 SHOCKSWORD (MELEE)
• TREATMENT 1+6, 1H, Parry 1, Stun
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT & CYBERNETICS
MENTAL STRENGTH: 10 Cybernetic arms and legs, artificial organs, skeletal reinforcement, mitochondrial infusion,
synth-blood transfusion, Subreal receptor, cellular link, weapon cyber-link, SARaH, EYE-
SKILL EXPERTISE / FOCUS
• MYSTICISM +2 Tronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic
• WILLPOWER +2 1 repair kit, basic medkit, mini-torch, PR4000 (+2 Reloads and a safe targeting system), P1000
(+2 Reloads and a safe targeting system), titanium combat knife, ten Assets.
PERSONALITY: 8
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE Cybertronic, TIFF–SWI, Luna, MCR TIFF, APH TIFF, Enhanced Chasseur
• PERSUADE +1 1
– COMMAND
CITIZEN TALENT
PHYSIQUE: 11 Employee of Cybertronic
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 11
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. CORAL BEACH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• LEVERAGE 1: Roll one additional d20 on tests to lift or move inanimate objects. Very little is known of the background of Coral Beach.
Ignore any Repercussion generated by this die. Some say he hailed from Bauhaus, others Capitol,
•• IRRESISTIBLE FORCE: Gain the Knockdown weapon quality on all melee but in truth, no one knows. Only two statements are
attacks. known to be fact where he is concerned: first, that
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Coral Beach is not his birth name and, second, that
the new results. he left his original military career–wherever that took
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry place–at the age of twenty-four to join Cybertronic’s
Response Action. Security, Warfare, and Intelligence Pillar.
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay
a Dark Symmetry point to make a melee attack against the parried foe. Throughout the years since, due to a hunger
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep to upgrade as much as a necessity to replace
the new result. damaged limbs, Beach has undergone
•• SNIPER: Re-roll up to two  when making an attack with a ranged weapon, but cutting-edge cybernetic enhancement.
keep the new results. Although he is now more machine than man in
•• THROUGH AND THROUGH 1: The Secondary Target Momentum spend body, his brain–excepting a few reflexive and
only costs one Momentum when using Ranged Weapons. coordinative enhancements–is still almost entirely
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the human; Coral’s dry and crass sense of humour
weapon’s optimal range by one, to a minimum of zero. can seem jarringly at odds with his machine-like
appearance to those who first meet him. He joined

DOOMTROOPER ABILITY the Doomtroopers for no other reason than to test his
skills and enhancements.
•• PRECISION COORDINATION: Coral’s enhancements and re-wiring allow
him to coordinate his attacks to unparalleled levels when fighting with two weapons.
He may use the Swift Strike Momentum spend for free when dual-wielding, so
long as the second attack is made with the other weapon (see Mutant Chronicles
rulebook pg. 126). The attack made with the Swift Strike benefits from one additional
Momentum if successful.
VALERIE DUVAL All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ETOILES MORTANT
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT
• STEALTH +4 3
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 1 1 1
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +2 •• ETOILES MORTANT BREASTPLATE: Valerie wears the specialised
– LINGUISTICS armour that is unique to the Etoiles Mortant. See p. 71.
– SCIENCE
• MECHANICS 
• SURVIVAL
+1 1 ATTACKS
– VACUUM •• P-60 PUNISHER (RANGED)
Range C, 1+6, Burst, Unbalanced, Close Quarters, Knockdown, Pious
• TREATMENT +1 1 Reloads 
– MEDICINE +1
– PSYCHOTHERAPY •• BLADED NIGHTSTICK–BATON (MELEE)
1+5, 1H, Parry 2, Pious, Stun

MENTAL STRENGTH: 10 •• BLADED NIGHTSTICK–BLADE (MELEE)


1+5, 1H, Armour Piercing 1, Parry 2, Pious
SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1
• WILLPOWER +2 1 EQUIPMENT
Military dress uniform, basic medkit, climbing gear, mini-torch, P60 Punisher (+3 Reloads
PERSONALITY: 9 and silencer), 2× bladed nightstick, ten Assets.
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +1 CAREER PATH
• PERSUADE Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Hussar), Blitzer,
– COMMAND Etoiles Mortant

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS CITIZEN TALENT
• RESISTANCE +2
Subject of Bauhaus

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
VALERIE DUVAL
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, As the daughter of a prominent Field Marshal, it
which may eliminate the need for a test. was almost preordained that Valerie would follow
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not the family’s long and honoured tradition of joining
including hazardous terrain. the Bauhaus military. Already able to push herself far
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge beyond her limits thanks to her cruel and calculating
Response Action. father, she excelled beyond all expectations and
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged became a member of the elite Etoiles Mortant.
attacks, including ones that might not be known about.
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Across the years, Valerie has dispatched both human
the new results. and inhuman enemies with silent and merciless
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using grace. She honed her body and mind into an
One-Handed weapons add two dice, instead of one. instrument of assassination, but took to accepting
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two missions that sought to remove the vile stain of the
damage, instead of one, when using One-Handed melee weapons. Dark Legion above anything else. Her outstanding
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism successes against high-profile targets garnered the
test, but keep the new result. attention of the Cartel and led to an invitation to join
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test the Doomtroopers. Valerie accepted on the premise
made to identify a creature or power of Darkness. that she would be able to remain active as an Etoile
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the Mortant, so she now divides her time between
new results. the affairs of both the Cartel and the Supreme
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the Ministry of Faith.
weapon’s optimal range by one, to a minimum of zero.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
•• LIVING SHADOW: Add two d20s to the stealth pool when attempting to
remain unseen or unnoticed.

DOOMTROOPER ABILITY
•• DANCE OF THE DYING STARS: Valerie has mastered a unique martial
art that is taught only to the Etoiles Mortant. As a Restricted Action, she may attempt
a Challenging (D2) Willpower test to make use of this technique, which remains
in effect for up to one minute. If successful, she gains one rank of Supernatural
Agility for the duration. If the tactical rules are being used, this will also increase
her movement. As a one-time spend, she can use two Momentum to increase the
Supernatural Agility rank to two. As a further option, each Momentum spent will
increase the duration by one minute.
MAX STEINER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

VENUSIAN RANGER
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 4 4
• CLOSE COMBAT +1 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• CA-138 DEATHLOCKDRUM (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 1
Reloads 
– SCIENCE
• MECHANICS •• GRENADE LAUNCHER (RANGED)
• SURVIVAL  +2 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
Incendiary grenades 
• TREATMENT +1 1
– MEDICINE •• P-60 PUNISHER (RANGED)
– PSYCHOTHERAPY 1+6, Burst, Unbalanced, Close Quarters, Knockdown
•• COMBAT KNIFE (MELEE)
MENTAL STRENGTH: 9 1+5, 1H, Armour Piercing 1
SKILL EXPERTISE / FOCUS
• MYSTICISM
• WILLPOWER
+2
+2
2
1
EQUIPMENT
Military dress uniform, heavy cloak (camouflage kit), jungle survival kit, mini-torch, basic
PERSONALITY: 11 medkit, Deathlockdrum (+3 Reloads), anti-personnel grenades (5), anti-armour grenades
SKILL EXPERTISE / FOCUS (5), incendiary grenades (5), combat knife, ten Assets.
• ANIMAL HANDLING
• LIFESTYLE  +2
• PERSUADE +2 2 CAREER PATH
– COMMAND +3 3 Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Dragoon),
Venusian Ranger
PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE CITIZEN TALENT
STRENGTH: 10 Subject of Bauhaus

SKILL EXPERTISE / FOCUS


• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MAX STEINER
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the The Steiner household are a small and affluent
new result. noble family that are held in high regard by all
•• FONT OF COURAGE 1: Reduce the difficulty of Willpower tests by one step the Great and Electoral Houses for their steadfast
for forces under his command. ability to remain impartial. A young and gregarious
•• RAIN OF FIRE: Re-roll up to four  when using Heavy Weapons, but keep the Max Steiner put this hard-earned reputation at risk
new results. thanks to numerous and oft-scandalous liaisons with
•• BIG BOOM 1: Successful heavy weapons attacks gain the Spread 1 quality (add many a noble lady, which led to his father delivering
this directly to the Spread quality if the weapon already possesses it). an ultimatum: cut out his antics and clean up his
•• FIRE FOR EFFECT: If a weapon possesses the Blast quality, he may pay one reputation, or lose his entire entitlement. His charm
Dark Symmetry Point to use this talent as a Standard Action against an enemy or and magnetism translated well to the military, where
group of enemies within a single zone. The attack becomes an opposed test using an officer draft eventually led to a commission with
Heavy Weapons against the target’s Willpower. If successful, no physical damage is the Venusian Rangers.
dealt, but one rank of Rattled is inflicted, plus one rank for each Momentum spent.
•• STEADY ARMS: Counts as being braced when firing a Deathlockdrum. Fierce battles against the Dark Legion under steaming
•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep jungle canopies and across frozen wastelands instilled
the new result. a healthy respect for everything that Bauhaus and
•• NETWORK 1: Reduce the difficulty by one whenever attempting to find a humanity were fighting to protect. His actions and
contact for assistance, which may eliminate the need for a test. leadership not only earned him a well-deserved
•• CHARISMATIC: +1 to his Influence. reputation as an inspiring hero, but also led to his
•• BEDROOM EYES: Dark Symmetry Points paid to add additional dice when father and superiors turning a blind eye towards his
attempting seduction add two dice, instead of one. antics when off the battlefield. Max readily accepted
•• SELF-SUFFICIENT: Re-roll one d20 when making a Survival test, but keep the the challenge when the Doomtroopers came calling,
new result. and not only because his latest dalliance had landed
•• TRACKER: Reduce the difficulty by one when tracking an opponent, which may him in hot water; he is truly dedicated to destroying
eliminate the need for a test. the Dark Legion and taking the
fight to them whenever and

DOOMTROOPER ABILITY wherever possible.

•• VAINGLORIOUS DETERMINATION: Not only has Max witnessed many


atrocities, but his pride and determination have kept him in the fight when others
have crumbled. He gains Soak 2 against any damage that targets his Mental
Wounds. Additionally, his Repercussion Range is always read from the line above
on the Dread Track.
CARL LIND All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

HUSSAR (BAUHAUS)
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +1
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 4 4
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 10 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +2 1 •• AG-17 PANZERKNACKER (RANGED)
– LINGUISTICS Range C, 1+6, Burst, 2H, Ammo (Armour Piercing 1, Spread 1)
Reloads 
– SCIENCE +2 2
• MECHANICS +3 3 •• GW-170 GRENADE LAUNCHER (RANGED)
• SURVIVAL +1 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
Incendiary grenades 
• TREATMENT +1 1
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Armour Piercing 1

MENTAL STRENGTH: 11 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1 Military dress uniform, jungle survival kit, mini-torch, basic medkit, CX-Multitool, advanced
• WILLPOWER +2 1 repair kit, AG-17 Panzerknacker (+4 Reloads), anti-personnel grenades (5), incendiary
grenades (5), combat knife, experimental hacking device, ten Assets.
PERSONALITY: 7
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +1 1 Bauhaus, Nobility, Heritage World–Venus, Post Graduate Technical/Scientific, Military
• PERSUADE (Hussar) ×2
– COMMAND

PHYSIQUE: 12 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Subject of Bauhaus
• RESISTANCE +2

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS  +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
CARL LIND
TALENTS
•• RIGOROUS TRAINING 2: Generate two additional successes on any
Athletics test that nets at least one success. BACKGROUND
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but Born into the powerful House Philippe, the quiet
keep the new result. and unassuming Carl Lind often avoided using his
•• DESIGN SAVANT 1: When designing new or modifying existing equipment, family name as his size and strength already garnered
reduce the difficulty of the Mechanics test by one, which may eliminate the need for him more attention than he was comfortable with.
a test. He did, however, put his family’s electronic faculties
•• REPURPOSE DEVICE: Succeed at a Challenging (D2) Mechanics test to to good use from an early age, which led him to
adapt an existing piece of equipment and overcome a problem. The item is good for joining the tech-savants of the Order of the Devilcat
one use, plus one use per Momentum spent. The equipment is completely ruined at the age of sixteen. Continuing his preference for
once the final use has been completed.
avoiding the limelight, he shunned the opportunity
•• GREASEMONKEY: When attempting a repair, each point of Momentum spent to draw on his birth right to garner a position as an
reduces the repair time by two steps, rather than one.
officer and instead entered the military as a non-
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the commissioned Hussar.
new results.
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. Fighting alongside his comrades in the heat of the
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which
jungle and the fellow members of his order on the
prevents their attack if it kills or incapacitates them.
Venusian communications networks, he waged a
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a deadly war on two fronts, but never once wavered.
ranged weapon than would normally be allowed.
The more death and destruction he was subjected
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase to or misinformation and sabotage he exposed,
in difficulty for any subsequent attack performed as part of a Swift Strike.
the more determined he became to destroy the
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new Darkness. It took a while for them to trace him, but
result.
his extraordinary abilities on and off the battlefield
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to eventually drew the attention of the Cartel, who
comptography by one step, to a minimum of one.
wasted no time in offering Carl an opportunity to
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new test his unique skills in the very heart of his enemy’s
result.
stronghold. And the rest is history.

DOOMTROOPER ABILITY
•• SPECTRE OF THE DEVILCAT: Carl has become a master at hiding his
trail when accessing information systems and data networks, which seems to have
made him a ghost to the active systems of Citadels. Attempts to detect the intrusion
or pinpoint the location of an experimental hacking device used by Carl have their
difficulty increased by one, as do attacks or effects that target Carl from a Citadel or
any of its automated systems.
ANGELINA DRAKE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

MARTIAN BANSHEE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 3
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +3 3 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
Coordination: 11
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT  +2 2 16-20 04
– SPACE

INTELLIGENCE: 10 ARMOR
SKILL EXPERTISE / FOCUS
•• PREDATOR MK. I ARMOUR: Incorporates a rocket pack (see p. 70 of the
• EDUCATION +1
Capitol sourcebook) and jet boots (gain one bonus Momentum on all Acrobatics tests
– LINGUISTICS made to jump, leap, or avoid falling damage).
– SCIENCE +2 1
• MECHANICS +3 3
• SURVIVAL +1 ATTACKS
– VACUUM •• M516D (RANGED)
• TREATMENT +1 1 Range C, 1+6, Semi-Automatic, 2H, Knockdown, Spread 2
– MEDICINE Reloads 
– PSYCHOTHERAPY •• P-60 PUNISHER (RANGED)
1+5, Burst, Unbalanced, Close Quarters, Knockdown
MENTAL STRENGTH: 10 Reloads 
SKILL EXPERTISE / FOCUS •• ANTI-ARMOUR GRENADES 
• MYSTICISM +2 1
•• COMBAT KNIFE (MELEE)
• WILLPOWER +2 2 1+4, 1H, Armour Piercing 1

PERSONALITY: 7 EQUIPMENT
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Corporate quality military dress uniform, basic medkit, mini-torch, CX-Multitool, advanced
• LIFESTYLE repair kit, M516D (+3 Reloads), P-60 Punisher (+2 Reloads), anti-armour grenades (3),
• PERSUADE combat knife, experimental hacking device, ten Assets.
– COMMAND

PHYSIQUE: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
Capitol, Working Class, Heritage World–Mars, Military Academy, Military (Airborne Cavalry),
• RESISTANCE +2
Martian Banshee

STRENGTH: 9 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1 Shareholder of Capitol
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
ANGELINA DRAKE
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, A raid against the perceived corruption and
which may eliminate the need for a test. decadence of Capitol by Mishiman extremists struck
•• CATFALL 1: Reduce the distance fallen by three metres (one floor) when at the heart of San Dorado and robbed Angelina
calculating falling damage. Drake of her parents at an early age. Having delivered
•• ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response a statement, the extremists also planted a seed of
Action against a melee attack, or a ranged attack with the Blast quality. vengeance. Though the terrible incident has never
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but been forgotten, life soon returned to normal, but for
keep the new result. Angelina, that tiny seed blossomed into a towering
•• SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which need for retribution of her own.
may eliminate the need for a test. When an Exploit Weakness action is taken, add
Armour Piercing 3 to her subsequent attack. As soon as she was able, she signed up for the Capitol
•• ACE: Re-roll one d20 when making a Pilot test, but keep the new result. Armed Forces, where her dedication and skill swiftly
•• PUSH THE ENVELOPE: Dark Symmetry Points paid to add additional dice led her to joining a unit that consider themselves the
when increasing the speed or performance of an airborne vehicle add two dice, sworn enemies of Mishima: the Martian Banshees.
instead of one. As the years passed and her enemies fled from her
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the wrath, she would pause more often to consider her
new results. own cold and merciless reflection. Through months of
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the introspection, Angelina came to understand that her
weapon’s optimal range by one, to a minimum of zero. hatred was fulfilling the Dark Legion’s designs and
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit pitting the corporations against each other. Worse
location by two, instead of one, when using ranged weapons. yet, her own hands had become responsible for new
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new generations of orphans whose sole objective would
result. also be an all-consuming revenge, thus perpetuating
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to a never-ending cycle. She could never reclaim her
comptography by one step, to a minimum of one. past nor forget the horrors she had witnessed, but
she could turn her awesome talents towards crushing

DOOMTROOPER ABILITY the true enemy of all humanity: the Dark Legion. The
Doomtroopers accepted her application and began
•• BANSHEE’S WAIL: Angelina has been trained to overwhelm an opponent honing her talents in a new direction.
within the initial exchanges of a battle through shock tactics and lightning strikes.
During the first and second rounds of a combat scene, she may spend two Dark
Symmetry Points to gain +2 damage to her successful attacks. Additionally, each
attack gains the Armour Piercing 1, Stun, and Vicious 1 qualities. This includes attacks
made against the systems of a Citadel.
MITCH HUNTER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

SEA LION (CAPITOL)


1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
2
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 1 •• M13 BOLTER (RANGED)
– LINGUISTICS Range C, 1+5, Semi-Automatic, Unbalanced, Armour Piercing 1, Close Quarters
Reloads 
– SCIENCE
Anti-perspmmel Grenades 
• MECHANICS Incendiary Grenades 
• SURVIVAL  +2 1
– VACUUM •• CAPITOL SWORD OF HONOUR (MELEE)
1+7, Unbalanced, Parry 2
• TREATMENT +1
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+5, 1H, Armour Piercing 1

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1 Military dress uniform, jungle survival kit, mini-torch, basic medkit, M13 Bolter ×2 (+4
• WILLPOWER +3 3 Reloads and laser sight for each), anti-personnel grenades (3), incendiary grenades (5),
Capitol sword of honour, combat knife, ten Assets.
PERSONALITY: 9
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +2 Capitol, Unemployed Underclass, Heritage World–Mars, Teenage Draft, Military
• PERSUADE +2 (Basic), Sea Lion
– COMMAND +2 2

PHYSIQUE: 10 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Shareholder of Capitol
• RESISTANCE +2 1

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MITCH HUNTER
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• STRONG SWIMMER 1: Reduce the difficulty of any swimming test by one, Mitch survived the mean streets of San Dorado by
which may eliminate the need for a test. learning how to handle himself from a very young
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the age. By the time he hit his teens, he had become
new result. embroiled in gang activity that ultimately led to
•• AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of him being detained. The arresting officer sensed
a large group, who stop what they are doing for the duration of a brief monologue. something different in Mitch; a deep passion for
Requires a Command test with a difficulty equal to the number of NPCs if used in life and a potential for greatness. He convinced the
combat. If successful, they are distracted and may not act against Mitch until after his impressionable teenager to enrol in a cadet program,
next turn. Other actions attempted by the NPCs have their difficulty increased by one
and from there on Mitch never looked back.
during this time.
•• COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by Through sheer luck, gritty determination, and fearless
one, which may eliminate the need for a test.
bravado, he rocketed his way up the military ladder
•• NO MERCY: Re-roll up to four  when making a close combat attack, but keep and earned a place amongst the elite Sea Lions. His
the new results.
legend grew with every battle that took place and
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry promotion followed promotion until Colonel Mitch
Response Action.
Hunter’s name became known all over the solar
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay system. He became Capitol’s military superstar and
a Dark Symmetry point to make a melee attack against the parried foe.
their living embodiment of each shareholder’s ability
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he to succeed no matter their start in life. Along the
attempts a Dodge Response Action.
way, Mitch learned that his accolades meant little
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the in comparison to the implacable threat of the Dark
new results.
Legion, so he joined the Doomtroopers in order to
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend take the fight to the very doorstep of the Nepharites
only costs one Momentum when using ranged weapons. Further, he may select two
additional Secondary Targets with each use. and Apostles. If there is anyone who can give the
Darkness a bloody nose and swagger out alive with a
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
smirk on his face, it is Mitch Hunter!

DOOMTROOPER ABILITY
•• HERO’S FORTUNE
No matter the situation he finds himself in, Mitch always walks out with a sardonic
smile and barely a scratch. He begins each session of play with four Chronicle Points.
BIG BOB WATTS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

FREE MARINE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 2 2
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 2 2
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +2 2
20
19-20
DREAD 01

– HEAVY WEAPONS  +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION •• ATLAS MEGACANNON (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 3, Vicious 1
Reloads 
– SCIENCE
Anti-perspmmel Grenades 
• MECHANICS +2
• SURVIVAL +2 1 •• BIG BOB’S RIG: Big Bob’s unique Atlas Rig (see p. 70) has been further
– VACUUM modified to take advantage of his superior strength. Power-assisted load-bearing
and counterbalance engineering reduce the weight of each weapon to one-third
• TREATMENT +1 1
normal when fitted with two autocannons (rounding up). The weight of the rig itself
– MEDICINE is increased to ten and the number of Reloads to five. This allows Bob to mount and
– PSYCHOTHERAPY wield two Atlas Megacannons in battle and remain lightly encumbered.

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1 Military dress uniform, mini-torch, basic medkit, 2× Atlas Megacannon (+5 Reloads), Big
• WILLPOWER +2 2 Bob’s Atlas Rig, anti-personnel grenades (3), combat knife, ten Assets.

PERSONALITY: 9 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Capitol (Criminal), Unemployed Underclass, Heritage World–Mars, Grew Up on the Streets,
• LIFESTYLE Military (Basic), Heavy Infantry, Free Marine
• PERSUADE
– COMMAND +2
CITIZEN TALENT
PHYSIQUE: 10 Shareholder of Capitol
SKILL EXPERTISE / FOCUS
• RESISTANCE +3 3

STRENGTH: 12
SKILL EXPERTISE / FOCUS
• ATHLETICS  +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
BIG BOB WATTS
TALENTS
•• RIGOROUS TRAINING 2
Generate two additional successes on any Athletics test that nets at least one BACKGROUND
success. Brought up in The Sprawl, the bleak DMZ just outside
•• LEVERAGE 1 of San Dorado’s walls, Big Bob Watts dragged himself
Roll one additional d20 on tests to lift or move inanimate objects. Ignore any free on his eighteenth birthday to join Capitol’s 53rd
Repercussion generated by this die. Heavy Infantry unit, the Heartbreakers. After six
•• RAIN OF FIRE years of service that brought Bob commendations
Re-roll up to four  when using Heavy Weapons, but keep the new results. for bravery and valour, his squad found itself squaring
•• BIG BOOM 1 off against a full host of Dark Legion creatures in the
Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the Martian desert. The bungled orders of the 53rd’s
Spread quality if the weapon already possesses it).
commander–a weak man who held his position
•• FIRE FOR EFFECT thanks to politics more than anything else–led to the
If a weapon possesses the Blast quality, he may pay one Dark Symmetry Point to
devastation of almost the entire company. Enraged
use this talent as a Standard Action against an enemy or group of enemies within a
single zone. The attack becomes an opposed test using Heavy Weapons against the and grief-stricken, Watts beat the Major to within an
target’s Willpower. If successful, no physical damage is dealt, but one rank of Rattled inch of his life.
is inflicted, plus one rank for each Momentum spent.
•• BOOYA! When they finally cleared the shrapnel, the inquest
Spend a Chronicle Point when firing an Autocannon to prevent the target from taking found that Sergeant Watt’s assault had actually saved
a Dodge Response Action. the Heartbreakers from total destruction, however,
•• SNIPER they could not allow an assault on an officer to go
Re-roll up to two  when attacking with Ranged Weapons, but keep the new results. unpunished. Bob was offered a lifeline in the form
•• CLEAR SHOT of the Free Marines. He gleefully accepted the
Reduce the range penalty for firing at a range other than the weapon’s optimal range ‘punishment’ and the opportunity to once again fight
by one, to a minimum of zero.
against Capitol’s enemies. Although he has since
•• HARDY earned a pardon for his crime and now serves with
Re-roll any dice that did not generate a success on an initial Resistance test, but
the Doomtroopers, Bob will always consider himself
accept the new results.
an active member of the Free Marines.
•• JUST A SCRATCH
Regain an additional Light Wound when resting or recovering naturally.
•• RUB SOME DIRT ON IT
Reduce the difficulty by one when attempting to recover from a temporary status
effect, to a minimum of one.
•• STUBBORN
Re-roll one d20 when making a Willpower test, but keep the new result.

DOOMTROOPER ABILITY
•• THE CHOPPER EFFECT: Big Bob can cause serious mayhem when stalking
into battle with his Atlas Rig. When Bob successfully attacks a target behind Cover
with both Atlas Megacannons in a single round, he may choose to spend one Reload.
If he does so, the Cover is destroyed if Light, or has its Soak value halved if Heavy
(which may reduce it to Light Cover). The Reload to create this effect can be spent in
addition to any other Reloads that Bob has spent.
SEAN GALLAGHER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

WOLFBANE COMMANDO
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 2 3 3
• CLOSE COMBAT  +4 3 9-14
– UNARMED COMBAT
• STEALTH +1
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 3 3
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. XIV AGGRESSOR (RANGED)
– LINGUISTICS Range C, 1+5, Burst, Unbalanced, Close Quarters
Reloads 
– SCIENCE
• MECHANICS +2 •• GALLAGHER CLAYMORE (MELEE)
• SURVIVAL 2+8, 2H, Parry 2, Pious 4
– VACUUM •• GALLAGHER RELIC BLADE
• TREATMENT The claymore that Sean wields is the ancestral weapon of the Gallagher heirs. If the
– MEDICINE Imperial Sourcebook is available, it has been inscribed with the following runes:
– PSYCHOTHERAPY Beith, Dair, Gort, Luis, Muin, Sail, and Tinne. It also increases his Corruption Soak to 4.

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 2 Military dress uniform, basic medkit, mini-torch, Wolfbane cloak, Mk. XIV Aggressor (+3
• WILLPOWER +3 3 Reloads), Gallagher Claymore, ten Assets

PERSONALITY: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Imperial, Upper, Sequestered–Keep Gladius, Paxton, Military (Clan Regimental [Vengeance
• LIFESTYLE +1 Company]), Military (Wolfbairn), Wolfbane Commando
• PERSUADE +1
– COMMAND +2 1
CITIZEN TALENT
PHYSIQUE: 10 Kinsman of Imperial
SKILL EXPERTISE / FOCUS
• RESISTANCE +2

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SEAN GALLAGHER
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge The Gallaghers were once renowned as the most
Response Action. prolific and proficient of swordsmiths within the entire
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged solar system. Their smiths were masters of the runic
attacks, including ones that might not be known about. arts and their blades were cherished as weapons of
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics war that cleave aside the Darkness. That all changed
test that nets at least one success. following a brutal raid on their ancestral homeland that
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the wiped out almost the entire clan, save one. Sean is the
new result. sole surviving member of the Gallagher Clan, Baron
•• NO MERCY: Re-roll up to six  when making a close combat attack, but keep the of a dead rock, and master of all the clan’s holdings.
new results.
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Spurning his family’s insistence that he become a
Response Action. smith, Sean trained since childhood to become a
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay warrior. It was this point of contention that had kept
a Dark Symmetry point to make a melee attack against the parried foe. him away from the family home when the massacre
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he happened. Alone, bereft, and tormented by guilt,
attempts a Dodge Response Action. he joined the Wolfbanes, where his leadership,
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using ferociousness, combat skill and tactical acumen soon
Two-Handed weapons add two dice, instead of one. became legendary. He was recently accepted into the
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two Doomtroopers and has taken to volunteering for the
damage, instead of one, when using Two-Handed melee weapons. most dangerous of already perilous missions. Rumours
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism have always been rife that the Dark Legion were behind
test, but keep the new result. the annihilation of his clan; some now say that Sean
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test has uncovered the name
made to identify a creature or power of Darkness. of the very Nepharite that
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the ordered it and is carving his
new results. way through their ranks
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the in search of ultimate
weapon’s optimal range by one, to a minimum of zero. vengeance.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result.

DOOMTROOPER ABILITY
•• FURY OF THE CLANSMEN: Sean can draw upon his guilt and anger to
enter a berserk fury. By paying two or more Dark Symmetry Points, he enters a rage
and gains two additional Momentum on each successful melee attack. The rage
last for a number of rounds equal to the number of Dark Symmetry Points paid.
He cannot fire any ranged weapons whilst in this state, though he may still make
improvised ranged attacks.
EDWARD MURDOCH All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

GOLDEN LION
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +4
BONUS RANGE DAMAGE: +3
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 5 5
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT +3 +3
• STEALTH
SOAK
TORSO
4
AWARENESS: 12
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS +1 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT  +1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. IVP PLASMA INTRUDER (RANGED)
– LINGUISTICS Range C, 1+7, Burst, 2H, Ammo (Blast [Close], Vicious 1)
Reloads 
– SCIENCE
• MECHANICS +2 •• MK. XIII PLASMA ENRAGER (RANGED):
• SURVIVAL +2 Range C, 1+7, Burst, Unbalanced, Ammo (Blast [Close], Vicious 1), Spread 1
– VACUUM Reloads 
• TREATMENT •• COMBAT KNIFE (MELEE)
– MEDICINE 1+6, Armour Piercing 1
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 8 Military dress uniform, mini-torch, basic medkit, Mk. XIVP Plasma Intruder (+4 Reloads), Mk.
SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1 XIII Plasma Enrager (+2 Reloads), anti-personnel grenades (3), combat knife, ten Assets.
• WILLPOWER  +3 3

PERSONALITY: 8 CAREER PATH


SKILL EXPERTISE / FOCUS Imperial, Working Lower, Foothold–Fukido, Paxton, Military (Basic), Golden Lion
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND +2 1 Kinsman of Imperial

PHYSIQUE: 9
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 2

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
EDWARD MURDOCH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism Although he bears the Murdoch name with dignity
test, but keep the new result. and pride, familial misfortune meant that Edward
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep grew up on the fast-paced mean streets of Fukido.
the new result. He fought for respect from an early age and added
•• SNIPER: Re-roll up to seven  when attacking with Ranged Weapons, but keep fear to a list of swear words that would have no place
the new results. in his vocabulary. Always aiming to be part of the
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. military, he earned a place at the prestigious Paxton
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which Military Academy and garnered the attention of the
prevents their attack if it kills or incapacitates them. Golden Lions whilst there. He was asked to join the
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a Murdoch clan’s clandestine special forces unit not
ranged weapon than would normally be allowed. long after his induction into the Imperial Defence
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase Forces and readily accepted.
in difficulty for any subsequent attack performed as part of a Swift Strike.
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend Edward took part in dozens of covert operations,
only costs one Momentum when using ranged weapons. Further, he may select two rose through the ranks to command his own team,
additional Secondary Targets with each use. and eventually became a training instructor for
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the rookie Lions, though this came to an end when the
weapon’s optimal range by one, to a minimum of zero. head of the clan requested that he apply for the
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit Doomtroopers. Edward would have preferred to have
location by two, instead of one, when using ranged weapons. stayed with his beloved unit, but understood that it
•• MARTIAL ARTIST: Re-roll up to two  when making an Unarmed Attack, but was an order rather than a suggestion. The Murdoch
keep the new results. clan had decided that they needed more insight into
•• BLOCK THE ARM: Using Unarmed Combat, he can attempt to parry even the operations of the Doomtroopers. Enlisting one
when not holding a close combat weapon. of their favoured sons would also curry favour with
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new the Cartel and the Brotherhood. Politics. Although he
result. reluctantly accepted, he now relishes taking the fight
•• IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum to the Darkness and giving the Dark Legion a bloody
spent when taking the Shake It Off action. nose beside his fellow
•• COURAGEOUS 1: Reduce the difficulty by one step when attempting a Doomtroopers.
Willpower test due to exposure to a traumatic event, which may eliminate the need
for a test.

DOOMTROOPER ABILITY
•• MAD MURDOCH’S ENCOURAGEMENT: Despite humble beginnings,
Edward’s implacable and irrepressible nature have allowed him to rise above his
peers. These characteristics have translated into an ability to draw the very
best out of his comrades and recruits. He gains Soak 1 against any attacks that
target his Mental Wounds. Additionally, he may pay one Dark Symmetry Point
as a Restricted Action to shout encouragement or bolster the nerve of nearby
comrades. If he does so, friendly characters within Close range (6 squares)
benefit from Murdoch’s Irrepressible talent if they take a Shake It Off action
during their next turn.
SELINA KINGSFIELD All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

BLOOD BERET
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +1 4 4
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH  +3 3
SOAK
TORSO
5
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS +2 2 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 10 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• POWER ASSISTED: Mk. V armour is power assisted, granting one bonus
– LINGUISTICS Momentum on all strength-based tests and having zero encumbrance whilst the suit
is active. Additionally, melee damage bonus increases by 2 (already included in
– SCIENCE +2
profile), but the difficulty of Acrobatics and Stealth tests is increased by one.
• MECHANICS +3 3
• SURVIVAL  +2 1 •• STABLE PLATFORM: Mk V armour means she is always considered Braced
– VACUUM when using Unwieldy weapons and may use 2H or Unbalanced weapons one-handed
without penalty
• TREATMENT
– MEDICINE
– PSYCHOTHERAPY ATTACKS
•• GEHENNA PUKER (RANGED)
MENTAL STRENGTH: 11 Range C, 2+8, Munition, Unwieldy, Incendiary 4, Torrent 1, Vicious 1
SKILL EXPERTISE / FOCUS Reloads 
• MYSTICISM +1 1 •• MK. XIV AGGRESSOR (RANGED)
• WILLPOWER +1 1 Range C, 1+6, Burst, Unbalanced, Close Quarters
Reloads 
PERSONALITY: 8 •• COMBAT KNIFE (MELEE)
SKILL EXPERTISE / FOCUS 1H, 1+4, Armour Piercing 1
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE EQUIPMENT
– COMMAND Military dress uniform, mini-torch, basic medkit, basic repair kit, Gehenna Puker (+2 Reloads),
Mk. XIV Aggressor (+2 Reloads), combat knife, experimental hacking device, ten Assets.
PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +1 1 CAREER PATH
Imperial, Working Lower, Heritage Foothold–Mckenzie Base (Venus), New Bristol, Military
STRENGTH: 9 (Basic), Blood Berets
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SELINA KINGSFIELD
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not Living with the stigma of the Kingsfield name
including hazardous terrain. eventually forces most who do so onto a path that
•• RAIN OF FIRE: Re-roll up to three  when using Heavy Weapons, but keep the perpetuates their reputation. Selina, however, was
new results. cut from a different cloth and vowed to alter people’s
•• BIG BOOM 2: Successful heavy weapons attacks gain the Spread 1 quality (add perception of her clan from the moment she first
this directly to the Spread quality if the weapon already possesses it). gained an understanding of why doors were so
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but often closed to her. Seeking honour, renown, and an
keep the new result. opportunity to prove her clan’s worth, Selina signed
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep up for the Imperial Defence Forces. She was hustled
the new result. through basic training and sent to the trenches.
•• QUICK SURVEY: Spend one Momentum to recognise the reason an
Observation test was made. If made prior to combat, add one d20 to any skill test Hardened by her experiences there, Selina’s fortune
made during the first turn (at no additional Dark Symmetry point cost). finally changed at the age of twenty-two following
•• BATTLEFIELD PERCEPTION: Make an Average (D1) Observation test as a a commendation for almost single-handedly saving
Restricted Action during combat. Success allows her to determine the severity of her her squad from a rampaging Razide. The Blood
opponent’s wounds. Each Momentum allows her to know remaining Light Wounds on Berets sent her a personal invitation to try out
a location of her choice.
for membership of their unit. She accepted the
•• FIND THE WEAK SPOT: Make an Average (D1) Observation test as a challenge and gained the honour of wearing the
Restricted Action during combat. If she succeeds and immediately makes an attack,
claret barely breaking a sweat. After four years of
apply additional damage dice equal to her Observation focus level to the attack’s
result. facing down the Dark Legion across all manner of
drop zones, she was asked to represent the Blood
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the
new results. Berets amongst the Doomtroopers. Selina seized the
opportunity to finally prove that being a Kingsfield
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the
weapon’s optimal range by one, to a minimum of zero. does not always warrant a hallmark of corruption and
bitter disappointment. As with all of the challenges
•• JUST A SCRATCH: Regain an additional Light Wound when resting or
recovering naturally. placed before her, she has taken to the experimental
technology with a taciturn stoicism that has seen
•• RUB SOME DIRT ON IT: Reduce the difficulty by one when attempting to
recover from a temporary status effect, to a minimum of one. her make great strides towards mastering the art of
stealing in to peel open a Citadel’s defences. Selina
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result. picks up her Gehenna Puker to melt anything she is
unable to hack into.

DOOMTROOPER ABILITY
•• DOOM OF THE KINGSFIELDS: Doom and dishonour have followed the
Kingfield’s ever since their foiled attempt at seizing power, though Selina’s good
heart seems to have turned this against her foes. When using her Find the Weak
Spot talent, she may pay X Dark Symmetry points, where X is equal to her current
Observation focus. If she does so, her Observation focus is doubled for the purposes
of the subsequent attack. Additionally, Selina may apply her Observation talents to
any tests taken against a Citadel’s defence systems.

CITIZEN TALENT
Kinsman of Imperial
TATSU All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

RONIN
SAMURAI (MISHIMA) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +3
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT +3 9-14
– UNARMED COMBAT
• STEALTH  +2 2
SOAK
TORSO
3
AWARENESS: 12
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +5 4
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• NO. 11 KENSAI (RANGED)
– LINGUISTICS Range M, 1+8, Automatic, 2H, Spread 1
Reloads 
– SCIENCE
• MECHANICS •• KATANA (MELEE)
• SURVIVAL  +2 1 1+6, Unbalanced, Parry 1
– VACUUM •• WAKIZASHI (MELEE)
• TREATMENT 1+5, 1H, Parry 1
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 7 Good quality kimono, ballistic nylon training suit, shinken, urban survival kit, basic medkit,
mini-torch, No. 11 Kensai (+3 Reloads), Daisho (katana and wakizashi), ten Assets.
SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1
• WILLPOWER +2 1
CAREER PATH
PERSONALITY: 8 Mishima, Samurai (Low Shareholder), Heritage Foothold–Mars, Bushido Training, Military
SKILL EXPERTISE / FOCUS (Bushi), Hatamoto, Ronin
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND +1 1 Vassal of Mishima

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
TATSU
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics Once part of the Kojo keiretsu on Mars, this former
test that nets at least one success. Samurai lost everything following his master’s botched
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the attempt at a hostile takeover of a Capitol subsidiary.
new result. Tatsu was the sole survivor of his unit and his house.
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Badly beaten, abused, and now Ronin, he sunk into
the new results. a morbid cycle of blood and sake as he struggled to
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using cope with his altered fortunes. His prowess in battle
Unbalanced weapons add two dice, instead of one. became almost as legendary as his drunkenness, yet
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two he always found employment. It was at the height
damage, instead of one, when using Unbalanced melee weapons. of one drunken stupor that he finally found a clue
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism to the real villains behind the fall of his house.
test, but keep the new result.
•• SNIPER: Re-roll up to six  when attacking with Ranged Weapons, but keep the A cult of Semai had been watching him from afar
new results. for months and had been slowly fostering his hatred.
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. Transporting him to their hidden temple whilst inebri-
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which ated, they hoped to finally convert him. A horrified
prevents their attack if it kills or incapacitates them. Tatsu tore through the cell and uncovered clues that
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a connected them to the fall of his house. He vowed
ranged weapon than would normally be allowed. from that day to focus and purify his anger so that it
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase remained directed against the Dark Legion. He began
in difficulty for any subsequent attack performed as part of a Swift Strike. stalking the most dangerous streets and darkest of
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend alleys, rooting out Heretics in pur-
only costs one Momentum when using ranged weapons. Further, he may select two suit of the trail that would uncover
additional Secondary Targets with each use. the Nepharite that had ordered
•• CLEAR SHOT: Reduce the range penalty for firing at a range other his master’s death. He
than the weapon’s optimal range by one, to a minimum of zero. discovered that the
•• PRECISE TARGETING: The Called Shot Momentum spend
shifts the hit location by two, instead of one, when using ranged
weapons.
•• HARDY: Re-roll any dice that did not generate a success on an
initial Resistance test, but accept the new results.
conspir-
•• STUBBORN: Re-roll one d20 when making a Willpower test, but acy went all the
keep the new result.
way to the dark
•• JADED 1: Gain one additional Mental Wound (already included). Citadels themselves
and sought out mem-
DOOMTROOPER ABILITY bership of the Doomtroop-
ers to get himself
•• DISHONOURED UNTO DEATH: Tatsu’s unbreakable core
has allowed him to pursue those responsible for the death of his house closer. Tatsu did
relentlessly and without mercy. He will seek vengeance or die trying, not have the of-
and only then will he consider his debt of honour fulfilled. His Repercussion ficial credentials and mer-
Range is always read from the line above on the Dread Track. Additionally, its that would normally
when Critically Injured, he may pay two Dark Symmetry Points to ignore the
be required to try out for
negative effects of this status until the end of the current combat scene.
the Doom Troopers, but
the severed head of the
Nepharite he tossed
onto the admissions
desk more than made of
their absence.
OSHIRO MAKIKO All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

SAMURAI (MISHIMA)
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +4
BONUS RANGE DAMAGE: +3
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 2 3 3
• CLOSE COMBAT +5 4 9-14
– UNARMED COMBAT  +3 3
• STEALTH +2
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION  +3 2 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 3 3
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 +2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• NO. 1 SHOGUN (RANGED)
– LINGUISTICS Range M, 1+5, Burst, Unbalanced
Reloads 
– SCIENCE
• MECHANICS •• KATANA (MELEE)
• SURVIVAL  1+8, Unbalanced, Parry 1
– VACUUM •• WAKIZASHI (MELEE)
• TREATMENT 1+5, 1H, Parry 1
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 10 Good quality kimono, ballistic nylon training suit, shinken, basic medkit, mini-torch, No. 1
Shogun (+2 Reloads), Daisho (katana and wakizashi), ten Assets.
SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1
• WILLPOWER +2 1
CAREER PATH
PERSONALITY: 8 Mishima, Samurai (Low Shareholder), Heritage World–Mercury, Bushido Training, Military
SKILL EXPERTISE / FOCUS (Bushi), Samurai
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND Vassal of Mishima

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
OSHIRO MAKIKO
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• NO MERCY: Re-roll up to five  when making a close combat attack, but keep Born as a Samurai to a small Mishima clan, Makiko
the new results. has trained with sword in hand since she could walk.
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Her allotted duty would be a position of great honour
Response Action. as the personal bodyguard of her lord’s daughter,
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay Akane, and she trained relentlessly to fulfil her role.
a Dark Symmetry point to make a melee attack against the parried foe. Thanks to a life of virtual seclusion, she had mastered
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using the Blademaster school by the time her charge came
Unbalanced weapons add two dice, instead of one. of age and was granted the distinct privilege of
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two tutelage in a second martial school at the ceremony
damage, instead of one, when using Unbalanced melee weapons. that saw her invested with her duties. She has almost
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep mastered the Storm Warrior school as well.
the new result.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the Oshiro’s sworn duty was altered on the very night
new results. that saw her liege lord murdered. Assassins infiltrated
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the the clan’s compound intent on murdering the lord
weapon’s optimal range by one, to a minimum of zero. and his family. Oshiro saved Akane and took care of
•• BLADEMASTER TALENTS the assassins that had attacked her lord, though too
late to save his life. Learning that the assassins were
•• WEAPON LINK: +2 damage with Katana
linked to the Shadow Walker Cult, she petitioned
•• THE TOAD’S GREAT LEAP: Average (D1) Willpower test as a Restricted to be temporarily released from her duties so that
Action to leap to any adjacent zone, including into Reach of an enemy or a zone
above or below the starting point. she might exact revenge. Akane agreed and Oshiro
began a merciless pursuit of the clan’s attackers. Her
•• NOMURA’S QUICKENED STEP: Average (D1) Willpower test as a
Restricted Action to gain one additional Standard Action this turn. successes, however, drew a surprise intervention
from Lord Heir Moya himself, who made a personal
•• YORAMA’S DEFLECTING HANDS: Average (D1) Willpower test as a
Free Action to grant the Full Defence 1 quality to any melee weapon currently being visit to Akane and ordered her to send Oshiro for
wielded (for Concentration). Doomtrooper selection. Trapped by duty and honour,
•• YIZO’S PRESCIENCE: Average (D1) Willpower test as a Free Action she fears for her lady’s life yet is determined to ensure
to become perfectly aware of everything and everyone within Close range (for that she returns to her side. Oshiro fights
Concentration). This extends through walls and other obstacles, includes hidden or furiously against the Darkness so that she
invisible creatures, and uses of supernatural powers. can finish her term and return
to her liege lady.
STORM WARRIOR TALENTS
•• THE RHINO’S IMPREGNABLE SKIN: One additional Soak in all
locations.
•• DIAMOND WILL: Challenging (D2) Willpower test as a Free Action to ignore
status effects caused by injury and Dread (for Concentration). She is also
immune to any powers or effects that are reliant on pain.
•• HOODED VIPER STYLE: Gain one bonus Momentum when
wielding a melee weapon in each hand, which must be
used for the Swift Strike Momentum spend.

DOOMTROOPER ABILITY
•• INNER FOCUS: Although she has been sorely
tested by recent events, Oshiro has completely mastered
her Ki. She gains one additional d20 on any tests to manifest Ki powers. If this
additional d20 results in a success, it generates an additional point of Momentum.
TETSUKAGE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

FORMER SHADOW
WALKER (MISHIMA) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +1 1 3 3
• CLOSE COMBAT  +2 2 9-14
– UNARMED COMBAT
• STEALTH  +5 4
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY  +3 3 3 3
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• WHISPER MACHINE PISTOL (RANGED)
– LINGUISTICS Range C, 1+4, Burst, 1H, Close Quarters, Hidden 1
Reloads 
– SCIENCE
• MECHANICS +2 2 •• SHURIKEN (RANGED)
• SURVIVAL Range C, 1+3, Munition, Hidden 2
– VACUUM
• TREATMENT •• KATANA (MELEE)
– MEDICINE 1+6, Unbalanced, Parry 1
– PSYCHOTHERAPY •• WAKIZASHI (MELEE)
1+5, 1H, Parry 1
MENTAL STRENGTH: 7
SKILL
• MYSTICISM
EXPERTISE / FOCUS
+1 1
EQUIPMENT
• WILLPOWER +2 1 Shinobi Robes, mini-torch, basic medkit, security suppression kit, 2× Whisper Machine Pistol
(+4 Reloads), 4× Shuriken, Daisho (katana and wakizashi), experimental hacking device,
PERSONALITY: 8 ten Assets.
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE CAREER PATH
• PERSUADE Mishima, Samurai (Ronin/Life), Sequestered, Bushido Training, Intelligence Operative,
– COMMAND Shadow Walker Cult

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS CITIZEN TALENT
• RESISTANCE +2 1 Vassal of Mishima

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
TETSUKAGE
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Tetsukage is something of an anomaly. Taken as a
the new results. child and indoctrinated into the Shadow Walker
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using Cult, she managed to retain and hide some of her
Unbalanced weapons add two dice, instead of one. humanity from her masters despite their best efforts
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two to mould her into a remorseless assassin. Seizing
damage, instead of one, when using Unbalanced melee weapons. upon an opportunity to flee and not caring whether
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep she lived or died, she threw herself at the mercy of
the new result. the Demon Hunters. They cleansed her of any dark
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the influences and determined that she truly wished to
new results. atone or the path she had been forced onto, but
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the could not agree on the best path for her.
weapon’s optimal range by one, to a minimum of zero.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. In a rare moment of collaboration, they consulted
with the Brotherhood on the possibility of
•• LIVING SHADOW: Add four d20s to the stealth pool when attempting to
remain unseen or unnoticed. rehabilitation. Having performed their own exorcism
and determined the full extent of her skills, they
•• CAMOUFLAGE: Dark Symmetry Points paid to add additional dice to a Stealth
tests when hiding anything vehicle sized or larger add two dice, instead of one. concluded that Tetsukage was too much of an asset
and would face too many risks where she to be
•• INSERTION: Substitute Stealth for Thievery when attempting to bypass physical
security measures. returned to society, though neither the Brotherhood
or the Masters of the Forbidden Isle wished to offer
•• LIFE OF CRIME: Re-roll one d20 when making a Thievery test, but keep the
new result. her sanctuary. After much discussion, they offered
her an opportunity to try out for the Doomtroopers.
•• BYPASS SECURITY: Re-roll up to three d20s when attempting to pick a lock
or overcome a security measure, but keep the new results. Tetsukage “The Steel Shadow” has been the bane
of every Dark Legion minion she has encountered
so far, and with only the highest-ranking members of
DEATHBRINGER TALENTS the Cartel aware of her dark history, she is enjoying a
•• THE CHAMELEON’S SKIN: Average (D1) Willpower test as a Standard certain amount of freedom
Action to gain two bonus Momentum on all Stealth tests whilst not moving (for that she has never
Concentration or until she moves).
experienced before.
•• THE CROW’S PIERCING GAZE: Average (D1) Willpower test as a
Restricted Action to grant Armour Piercing 1 to her next ranged or melee attack
made within Close range. Must be used before the end of the current turn.
•• CATSIGHT: Tests are never increased in difficulty due to poor lighting.
•• THE MONGOOSE’S ARTFUL DODGE: Do not pay a Dark Symmetry
Point for the first Dodge Response Action of any round..

DOOMTROOPER ABILITY
•• SHADOWS UNSEEN: Despite being cleansed of any taint, Tetsukage will
forever walk the grey shadows between Darkness and Light. The gloom that seems
to surround her is a double-edged sword; her associates often mistrust her, but the
Darkness can mistakenly read her as an ally. As a Restricted Action, Tetsukage may
pay two Dark Symmetry Points and undertake an opposed Stealth test against the
Willpower of any creatures of Darkness within line of sight (for multiple opponents,
use the highest Willpower of those present). If successful, those creatures consider
her to be an ally until she proves herself otherwise and increase the difficulty of
any attack–including supernatural powers–made against her by two steps.
SEBASTIAN CRENSHAW All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

MORTIFICATOR
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 2
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 1 1
• CLOSE COMBAT +4 3 9-14
– UNARMED COMBAT
• STEALTH +3 2
SOAK
TORSO
2
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +2 1 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MP-210 NEMESIS PISTOL (RANGED)
– LINGUISTICS Range C, 1+5, Semi-Automatic, 1H, Close Quarters, Hidden 1, Pious 1
Reloads 
– SCIENCE
• MECHANICS •• MORTIS SWORD (MELEE)
• SURVIVAL 1+6, Unbalanced, Parry 1 Pious 1, Vicious 2
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT
– PSYCHOTHERAPY Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit,
mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword.
MENTAL STRENGTH: 9
SKILL
• MYSTICISM
EXPERTISE / FOCUS
+3 2 CAREER PATH
• WILLPOWER +2 1 Imperial, Upper, Heritage World–Asteroid, Brotherhood Apprenticeship, Paladin, Mortificator

PERSONALITY: 9 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Brother, Book of Law, Mystic
• LIFESTYLE +2
• PERSUADE +1
– COMMAND DOOMTROOPER ABILITY
•• MASTER OF ASSASSINS: There are many stories and legends surrounding
PHYSIQUE: 10 Sebastian, but two of the most prominent avow that he is death incarnate and that
he has never failed a solo mission. The former is rarely disputed, but the latter is
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 undeniably true. He gains one bonus Chronicle Point at the start of each scene
when operating on his own to fulfil a mission (maximum five). Additionally, also

STRENGTH: 9 when operating alone and only once each session, he may spend a Chronicle Point
to immediately reduce the Dark Symmetry Pool by an amount equal to twice his
SKILL EXPERTISE / FOCUS Mysticism Focus.
• ATHLETICS  +2 2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SEBASTIAN CRENSHAW
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, With a name that is often used to paralyse and
which may eliminate the need for a test. terrify, Crenshaw is a legendary figure among fabled
•• CATFALL 1: Reduce the distance fallen by three metres (one floor) when assassins. No other Mortificator in the history of the
calculating falling damage. Brotherhood comes close to equalling his kill ratio,
•• ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response which is made even more incredible by the fact that
Action against a melee attack, or a ranged attack with the Blast quality. most of his missions have been against supposedly
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not unreachable, high-profile targets. Official records of
including hazardous terrain. his past have been cleansed from the Brotherhood’s
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics annals, but his Imperial ancestry is clearly identifiable
test that nets at least one success. in his crisp, cultured accent and proud bearing.
•• NO MERCY: Re-roll up to four  when making a close combat attack, but keep
the new results. Until recently, he would never remove his helmet
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry within the presence of others and will still never
Response Action. do so when on the hunt. Aided by his stark white
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay hair, bushy eyebrows, mischievous blue eyes, and
a Dark Symmetry point to make a melee attack against the parried foe. cultured moustache, Sebastian portrays the perfect
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he witty gentleman when not on task. In the field,
attempts a Dodge Response however, he is utterly cold, calculated, and focused
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism on his mission He is often relied upon to train and
test, but keep the new result. educate new Moritifactors in the merciless arts of
•• SNIPER: Re-roll up to three  when attacking with Ranged Weapons, but keep assassination, and though he makes for a harsh
the new results. taskmaster, those who meet his strict criteria always
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the move on to also become trusted and valued servants
weapon’s optimal range by one, to a minimum of zero. of the Cardinal’s will.
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit
location by two, instead of one, when using ranged weapons.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new
result.
•• LIVING SHADOW: Add two d20s to the stealth pool when
attempting to remain unseen or unnoticed.
•• CAMOUFLAGE: Dark Symmetry Points paid to add additional
dice to a Stealth tests when hiding anything vehicle sized or larger add
two dice, instead of one.
•• INSERTION: Substitute Stealth for Thievery when attempting to bypass
physical security measures.

ASPECT OF MENTALISM TALENTS


•• PURITY OF SELF: Gain an additional Momentum on all spell with
Concentration as a duration. Spend one Momentum to change the duration to
five minutes.
•• SELF-DISCIPLINE: Immediately roll one additional d20 when casting
any Mysticism spell from the Aspect of Mentalism and scoring at least one
success.
•• VIOLACEUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, he may use the spell Inner Gaze.
•• VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and
Regeneration.
•• VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and
Swiftness.
INQUISITOR NIKODEMUS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

INQUISITOR MAJORIS
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 3 3
• CLOSE COMBAT +3 3 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
4
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +3 3 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +2 2 •• NIKODEMUS’ AC-40 JUSTIFIER ‘GABRIEL’ (RANGED)
– LINGUISTICS Range C, 1+7, Automatic, Unbalanced, Pious 1, Spread 1
Reloads 
– SCIENCE
• MECHANICS  +1 •• AC-40 JUSTIFIER CHAINBLADE (MELEE)
• SURVIVAL 1+6, Pious 1, Vicious 2
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT
– PSYCHOTHERAPY Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit,
mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword.
MENTAL STRENGTH: 12
SKILL
• MYSTICISM 
EXPERTISE / FOCUS
+4 3 CAREER PATH
• WILLPOWER +2 2 Bauhaus, Commoner, Heritage World–Venus, Brotherhood Apprenticeship, Qualifier,
Inquisitor
PERSONALITY: 8
SKILL
• ANIMAL HANDLING
EXPERTISE / FOCUS
CITIZEN TALENT
• LIFESTYLE +2 Brother, Book of Law, Mystic
• PERSUADE +2 2
– COMMAND +3 2
DOOMTROOPER ABILITY
PHYSIQUE: 10 •• THE ART OF WAR: Nikodemus is an experienced and extremely capable
SKILL EXPERTISE / FOCUS commander who is renowned for his uncanny ability to punch his troops through
• RESISTANCE +2 1 enemy lines. At the start of each round of combat, he can make an Average (D1)
Observation test as a Restricted Action. If successful, he can spend Momentum

STRENGTH: 9 to issue orders (as a Free Action) to his comrades within earshot. Each point of
Momentum from the test can be used to grant one comrade a single additional d20
SKILL EXPERTISE / FOCUS
to any attack test taken before the end of the current round.
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
INQUISITOR NIKODEMUS
TALENTS
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the
new result. BACKGROUND
•• AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of Born as a commoner to a devout Bauhaus family, the
a large group, who stop what they are doing for the duration of a brief monologue. young man who would re-forge himself as Salvatore
Requires a Command test with a difficulty equal to the number of NPCs if used in Nikodemus showed potential with the Art from a
combat. If successful, they are distracted and may not act against Mitch until after his very early age. With his family’s blessing, he joined a
next turn. Other actions attempted by the NPCs have their difficulty increased by one
Brotherhood apprenticeship scheme and rapidly rose
during this time.
through the clergy’s ranks until he came to the notice
•• COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by of Lord Inquisitor Gabriel Victorios, who took the young
one, which may eliminate the need for a test.
Nikodemus into his retinue. The death of Victorios during
•• FONT OF COURAGE 1: Reduce the difficulty by one whenever someone a Dark Legion attack on the Venusian city of Kanark
under his direct command makes a Willpower test, which may eliminate the need for
a test. resulted in Salvatore leading a handful of Brotherhood
Troopers, Valkyries, Mortificators, and Sacred Warriors
•• DISCIPLINED STUDENT: Re-roll one d20 when making an Education test,
but keep the new result. in a successful defence against a much larger force.

•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep
the new result. Nikodemus took up the mantle of his fallen peer
at battle’s end and rapidly rose to become one
•• NETWORK 1: Reduce the difficulty by one whenever attempting to find a
contact for assistance, which may eliminate the need for a test. of the most respected war leaders amongst the
Brotherhood’s military. His even temperament and
•• REALLOCATE ASSET 1: Reduce the Restriction Rating of any item or service
by one, to a minimum of one, although obtaining said item skirts the Brotherhood’s fair judgements also led to his fame growing off the
principles and will likely be frowned upon. field of battle, to the point that he is now inundated
•• HIGH COMMAND: Nikodemus can make a Daunting (D3) Lifestyle test to ask a for requests for Confession whenever he arrives
favour of the Magistrate of Heimburg. This test can only be made once per month. at a destination. Possessing an impressive height
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism and build, unwavering faith, unshakeable sense
test, but keep the new result. of purpose, and unrelenting fury in the face of the
•• DARK KNOWLEDGE 1: Reduce the difficulty by one Dark Legion, he never fails to bolster those around
for any Mysticism test made to identify a creature or power him. Nikodemus understands that sacrifice is often
of Darkness. necessary to win for the greater good and never
•• DARK DEFENCE: Take an Average (D1) Mysticism test falters when issuing such orders,
as a Standard Action when fighting a Heretic or creature of though he also does so
Darkness. If successful, gain a free Response Action against an with a heavy heart.
attack from a Heretic or creature of Darkness, plus one additional
Response Action per Momentum spent. These free Response
Actions must be used at any point combat ends.
•• CHARISMATIC: +1 to his Influence.
•• NATURALLY CHARMING 1: A successful Persuade test yields
one additional Momentum.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but
keep the new results.
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the
weapon’s optimal range by one, to a minimum of zero.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result.
•• ASPECT OF MENTALISM TALENTS
•• PURITY OF SELF: Gain an additional Momentum on all spell with
Concentration as a duration. Spend one Momentum to change the duration to five
minutes.
•• MENTALFORTRESS2: Gain two Mental Wounds (already included in profile).
•• VIOLACEUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, he may use the spell Inner Gaze.
•• VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and
Regeneration.
•• VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and
Swiftness.
MARIA COSTELLANOS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

VALKYRIE
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 1 4 4
• CLOSE COMBAT  +5 4 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +1 1 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• AERIAL ASSAULT: Contains a jump pack that allows her to ignore falling
– LINGUISTICS damage when deploying from an aircraft. Usable once before refuelling is required.
– SCIENCE •• SHINING LIGHT: Gain one bonus Momentum to Dodge Response Actions.
• MECHANICS +2 2
• SURVIVAL
– VACUUM ATTACKS
• TREATMENT •• P-60 PUNISHER (RANGED)
– MEDICINE Range C, 1+5, Burst, Unbalanced, Close Quarters, Knockdown, Pious
– PSYCHOTHERAPY Reloads 
•• CASTIGATOR POWER SPEAR (MELEE)
MENTAL STRENGTH: 9 1+6, 2H, Armour Piercing 1, Parry 1, Pious 2, Reach
•• CASTIGATOR MACE HEAD (MELEE)
SKILL EXPERTISE / FOCUS
• MYSTICISM +3 2 1+6, 2H, Pious 1, Stun
• WILLPOWER +2 1 „„ MACE HEAD: She may freely choose to attack with the spear or mace head.
So long as she uses separate ends for each attack, she may also reduce the Swift

PERSONALITY: 9 Strike Momentum cost by one.

SKILL EXPERTISE / FOCUS


• ANIMAL HANDLING
• LIFESTYLE
EQUIPMENT
Brotherhood robes, Brotherhood pendant, Book of Law, power controller, P-60 Punisher (+3
• PERSUADE +2 Reloads), Castigator Power Spear.
– COMMAND

PHYSIQUE: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
Capitol, Elite, Heritage World–Mars, Brotherhood Apprenticeship, Valkyrie
• RESISTANCE +1 1

STRENGTH: 9 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Brother, Book of Law
• ATHLETICS +2 2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MARIA COSTELLANOS
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result.
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep BACKGROUND
the new results. Born to a family that has it all, Maria gladly turned
her back on their celebrity lifestyle in order to attend
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using
Two-Handed weapons add two dice, instead of one. to a higher calling. The Costellanos family are
household names on Mars, having become famous–
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two
damage, instead of one, when using Two-Handed melee weapons. or infamous, depending on the viewer’s perspective–
reality TV stars thanks to a rags to riches documentary
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but
keep the new result. that followed her mother’s rise from the depths of
the Sprawl and the trenches of the Doughpits to
•• SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which
may eliminate the need for a test. When an Exploit Weakness action is taken, add straight-talking diamond in the rough amongst San
Armour Piercing 2 to her subsequent attack. Dorado’s wealthy and elite. Ever desperate for a
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism diversion from the grim realities of the solar system
test, but keep the new result. and the encroachment of the Dark Legion, the media
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test circus surrounding Maria’s birth alone broke inter-
made to identify a creature or power of Darkness. megacorporate viewing figures.
•• DARK DEFENCE: Take an Average (D1) Mysticism test as a Standard Action
when fighting a Heretic or creature of Darkness. If successful, gain a free Response The Cardinal’s personal visit to San Dorado Cathedral as
Action against an attack from a Heretic or creature of Darkness, plus one additional part of a spiritual publicity tour was an opportunity for
Response Action per Momentum spent. These free Response Actions must be used increased coverage that served as an irresistible lure to
at any point combat ends.
Maria’s mother. The Costellanos family’s position near
•• SLAYER OF DARKNESS: Nominate a single creature of Darkness and the front of the sermon allowed them to bask in the
attempt a Challenging (D2) Mysticism test as a Restricted Action. If successful, the
Cardinal’s aura, and so it was that his calming presence
Bonus Damage Momentum spend inflicts one additional point of damage.
and powerful radiance drew Maria towards a different
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep life. At first, her family supported
the new result.
her apprenticeship, as they believed
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. they might boost ratings further
•• ASPECT OF KINETICS TALENTS by shadowing her training, but
•• VIOLENT FORCE 2: Gain two additional Momentum when successfully both Maria and the Brotherhood
casting an Aspect of Kinetics spell, which may only be used to increase forbade their intrusion. Showing
the damage of that spell.
an unprecedented mastery
•• RUBRUM MINORIS: In addition to the basic spells Blessing, of the Art, she has since
Contempt, and Succour, she may use the spell Impel.
risen to the ranks of the
•• RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier. Valkyries and mastered
•• RUBRUM MAJORIS: Maria may use the spells Singularity and her inner turmoil into a blast
Levitate. of pure Light that can be
channeled through her
ASPECT OF KINETICS TALENTS Castigator Spear.

•• VIOLENT FORCE 2: Gain two additional Momentum when


successfully casting an Aspect of Kinetics spell, which may only be used to
increase the damage of that spell.
•• RUBRUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, she may use the spell Impel.
•• RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier.
•• RUBRUM MAJORIS: Maria may use the spells Singularity and
Levitate.

DOOMTROOPER ABILITY
•• BLINDED BY THE LIGHT: Using her Castigator Spear as a focus, Maria
has displayed an unparalleled connection with the Aspect of Kinetics that has seen
her excel in its use and left her tutors astounded. Most recently, she has been able
to direct disabling blasts of power that can cripple the alien systems employed by
the Dark Legion. By increasing the difficulty of the test by one step, she may use
the Strike spell to target an item of Black or Necrotechnology, including features
such as the turrets or doorways of Citadels. If the attack succeeds, she may
spend two Momentum to inflict a Disable effect on the item.
CHAPTER 04

BLACK HACKS
THIS NET IS CLEAR THE ART OF HACKING INTERACTING WITH
DARK TECHNOLOGY
To understand the concept of hacking in a solar system driven Both Cybertronic and the technology they produce have
by dieselpunk technology, it is worth taking a moment to grown beyond the bounds of everything that humanity Performing a Black Hack is carried out in a similar manner
examine one of the more unique products that Cybertronic had considered forever beyond their grasp thanks to the to the data manipulations that take place within Subreality,
has to offer: Subreality. Dark Symmetry. The megacorporations internal networks, with one obvious difference: the user’ virtual form is not
data hubs, and associated processors handle vast amounts present within the Citadel’s systems. A human (or cyborg)
Despite the Brotherhoods’ protestations over its very of data every second. In order to be able to interpret and mind exposed to the pulsing inner workings of a Citadel
existence and warnings to users over its inherent dangers, manipulate this data, the technological capabilities of their would be swept away instantaneously without the buffer of
Subreality has piqued the interest of anyone seeking to employees have developed at a pace proportionate to the an experimental hacking device, which forces the operator to
escape the daily grind of life amongst the megacorporations, megacorporation’s technological advancements, i.e. at a carry out their intended actions with a degree of separation
which is pretty much any human being not allied with the superhuman rate. Although Cybertronic have no current from their objective.
Cardinal and his order. Although touted to the masses as intent to pass such knowledge and capability on to the
new and experimental technology on its release to the other megacorporations, the Three Pillars have agreed to A character hacking a Citadel’s systems uses the normal
general public, Cybertronic had been building, testing, and provide advanced training in the use of certain items of their rules of action. Rather than suffer physical damage, however,
upgrading Subreality for a number of years prior to this, technology to the Doomtroopers. any damage inflicted by the Citadel’s systems is applied to
including testing it for susceptibility to the corruption of the the character’s Mental Wounds. This means that characters
Dark Symmetry. risk exposing themselves to mental trauma and madness if
the tide of Symmetry is too great. The worst Citadels can
translate diseases and other insidious effects into real world
BLACK HACKS which remain with the character even after disconnection.
SUBREALITY
Dubbed Black Hacks by the Doomtroopers who carry them Despite the risks involved, properly-equipped and skilled
Although an enormous expense to institute and out, the specifics behind the act of hacking a Citadel’s users can reach into the underlying systems of a Citadel
maintain, Subreality has already begun to pay systems are carried out in a fairly similar manner to the and bend them to their will, accessing hidden reservoirs
dividends–particularly in the form of crucial data destructive data heists that were prevalent amongst the of data and defying the ‘laws’ that govern interactions
concerning the Dark Symmetry–in the few short years pre-Dark Symmetry era megacorporations. On the surface between the real and supernatural. Black Hacks follow
since its inception, for without the virtual cityscape at least. The operator of an experimental hacking device will the rules for hacking, which originally appeared within the
of Subreality and its hidden laboratories, it would be be shown data access points, coding, and solutions via a Cybertronic Sourcebook. They are repeated here with
decades before technology such as the experimental display that is a representation of many mid-21st Century minor adjustments to account for the Dark Symmetry’s
hacking devices now used by the Doomtroopers data pads. What is actually occurring behind the scenes corruptive influence.
became anything more than a concept. Subreality within the living and breathing veins and arteries of the
has finally begun to prove the truth of one of the Citadel’s systems is something else entirely. Fuelled and HACKING
theories for which it was designed: reversing the flow protected by Element 13, and driven by a miniscule copy
of corruption and turning it back against the Darkness. of a fragment of the Alexander AI’s mind bolstered by the Interacting with the underlying systems of a Citadel is
operator’s own spirit, the experimental hacking devices not reliant upon accessing its network of Nodes. Every function,
Subreality is a fully interactive setting that is presented only hold the corruption of the Dark Symmetry at bay, they system, structure or location within a Citadel is a simulation
to its users as something of a parody of a mid-20th turn the tables on the Darkness by cleansing and infecting built around a Node. Each Node is connected to a virtually
Century European city. A marvel to behold and select systems with functions useable by the operator. The limitless number of devices–physical objects and items that
offering a wide array of experiences, the virtual city operation of an experimental hacking device is not a flawless are dependent upon the Node. The corruptive influence of
has become an attraction to the wealthy, disillusioned, process, however, as the black tide of Dark Symmetry that the Dark Symmetry is also inter-connected in a vast pulsing
and curious of every megacorporation. More in-depth flows through the veins of each Citadel constantly seek to web, so it is also possible to access other technological
information concerning Subreality can be found within re-infest subverted systems. items not necessarily directly connected to a Node; although
the Cybertronic Sourcebook, beginning on p. 34. difficult, it might be possible to affect the Nazagaroth that a
Razide is wielding, for example.

CHAPTER 04

108
Relating the systems of a Citadel to real-world terms, Nodes
NODES
and devices are programmed with defensive software,
with the most common form called a Firewall. A typical
TYPE OF NODE RESTRICTION COST
Node–such as a simple doorway separating corridors–will
have Firewall 1. Devices not connected to the Citadel lack Standard Node (1 connection) with Cloak 1, Firewall 1, Shield 0) – –
Firewalls of their own, relying on the Node they’re closest
to and a degree of separation for defence. Each Node’s
identity is also smoke screened from any others to anyone Enhanced Node upgrade (5 connections) with Cloak 1, Firewall 2, Shield 1 2 5
not familiar with a Citadel’s systems; their alien nature
and bizarre coding make it difficult to determine which
Node refers to which object or location. This electronic Greater Node upgrade (10 connections) 3 10
obfuscation is known as Cloak, and all Nodes have at least
Cloak 1. The most important Nodes are protected by potent
Firewalls and extensive Cloaks. LOCATING A NODE MOMENTUM SPENDS
It should be remembered that every hacker is interacting with BENEFIT MOMENTUM EFFECT
a Citadel via a Node. A character has unlimited access to the
Locate an additional Node with Cloak X in the same zone as the initial
Node they have subverted with their experimental hacking
Widen Search 1+ target, where X is the Momentum spent. Multiple Nodes may be located in
device and may use its functions freely.
this way, paying Momentum for each Node.

LOCATING A NODE Scan for For every two Momentum spent, ignore one point of one located Node’s
2+
In order to attempt to hack a target Node, its representative Weaknesses Firewall or Shield.

coding must first be located. This means overcoming its For each Momentum spent, identify one device or subsystem connected to
Component Search 1+
Cloak, and thus identifying the correct subroutine to subvert. one located Node.
This requires a Sciences test with a difficulty equal to the
Cloak’s rating, as a Standard Action. This basic difficulty
applies to locating a Node within Close range. Within a BREACHING A NODE MOMENTUM SPENDS
Citadel, locating a Node from Medium range may only be
achieved by using a Chrome Mastiff or similar device as a BENEFIT MOMENTUM EFFECT
remote access point. The distance and distortions involved
Deeper Access 1+ Generate one additional Access per Momentum spent
in this increase the difficulty by one step.
Overwhelm 2+ Reduce the amount of free Access the Citadel has by one for every two Momentum spent
Once a Node has been subverted, it can be connected Intrusion Exploit 1 Re-roll all  from the attack software
to as a Free Action at any point. Connecting to a Node
confers no particular benefits by itself, though it permits BREACHING A NODE
direct communication which cannot be intercepted, and Once connected to a Node, the range of possible
the connection works both ways. A character may identify interactions are limited–the Firewall prevents essentially any
his own Node, or one he is otherwise in control of, to other action other than communication. In order to do anything
characters connected to any Node within Close range as a else, the Firewall will need to be overcome.
Free Action, allowing them to connect without needing to
overcome the Node’s Cloak. This can’t be done easily. Overcoming a Firewall requires
going on to the attack with the experimental hacking device’s
A character may not connect to more than one Node at a software and, to some degree, the operator’s own mental
time. This limit can be increased with certain upgrades. fortitude. These programs come in a variety of forms, each
You may attempt to connect to a Node that already has with their own strengths, weaknesses, and specialised uses.
its maximum number of connections, but this connection
automatically ends at the end of your turn (unless you can All attempts to breach a Node–regardless of the software used–
forcibly disconnect another Node to free up a connection are a Sciences test, with a difficulty equal to the target Node’s
before then). Maintaining connections with trusted friends is Firewall. As with locating a Node, this basic difficulty applies
a common way of protecting oneself from intrusion, through to locating a Node within Close range, with the difficulty
the simple principle of strength in numbers. increasing by one step against a Node at Medium range.

BLACK HACKS

109
If an attempt is successful, roll to generate access. Each form of NODE TYPES
attack software rolls 3, and grants a different benefit for each A standard node is the default level of system found in
Dark Symmetry Icon generated–lacking the proper software normal locations, such as mundane access doors and non- EXPERIMENTAL HACKING
means that you cannot attempt a breach. These represent
the opportunities to take action created by the attack, and
critical equipment.
DEVICE SOFWARE
how much can be undertaken before the target Node’s Enhanced nodes and greater nodes are intended to The attack software of experimental hacking devices
natural security close the breach. Roll 3, account for any allow several simultaneous connections at once, such as each possess a rating of 1, which grants one additional
Dark Symmetry Icons generated by this roll, and note the total a hardened security door defended by a turret and set to d20 on the Sciences test to breach a Node equal to
rolled. You may increase this total by +1 for each Momentum trigger an alarm for example. the software’s rating. The presence of Element 13
spent. This total can be divided up to create effects as listed on and a copied sliver of the Alexander AI mean that
the Hacking Effects table. User access–such as each character Nodes possess a Cloak and Firewall rating between 1-3, experimental hacking devices do not use up their
has for their own Node–allows the character to spend up to and a Shield rating of 0-4. Where different, Node ratings for attack software each time they are employed. They
3 points of Access for free as a Restricted Action, without locations are provided with a scenario, otherwise assume also contain Oculus software, which is a series of
requiring a Sciences test to Breach the Node. each Node has the standard ratings provided in the Type of routines and protocols designed to sift through
Node table, above. large amounts of ‘background noise’ data and aid a
The most common forms of attack software are as follows: hacker in locating a hidden Node. Oculus software
The three forms of attack software–strike, blitz, and reduces the difficulty of a Sciences test to locate a
•• SPIKE programs are the most common and versatile of whisper–are described above. An experimental hacking Node by one, which may eliminate the need for a test.
attack software. Spike generates one additional Access device provides one bonus d20 on breach attempts using
for the character for each Dark Symmetry Icon generated. the three forms of attack software (Spike, Blitz, or Whisper).

•• BLITZ programs are brute-force approaches, unsubtle


but effective. Blitz has Access 3, and reduces the
target Node’s Shield rating by one if one or more Dark
Symmetry icons are generated.

•• WHISPER programs are subtle, careful forms of software,


extremely difficult to detect and defend against, but
lacking in raw power. If one or more Dark Symmetry Icon
is generated, then the Whisper program is not expended
on that attack.

DEFENDING A NODE
There are two ways to defend against a breach attempt.
The first and most common method is the use of defensive
software–Firewall, and Shield. Firewall rating is discussed
above, and it increases the basic difficulty of breach attempts.
Shield software bolsters this defence, limiting the amount of
access an intruder can obtain. For each point of Shield rating
a Node has, a successful breach generates one fewer Access,
to a minimum of zero.

Alternatively, a skilled user can defend their Node manually.


As a Response Action, the owner of the target Node may turn
the attacker’s breach attempt into an opposed test, with the
defender making a Sciences test of his own. If the defender
wins, he may spend one Momentum to act against the
attacker–either using three Access to operate his own Node
(such as to disconnect the attacker’s Node), or to use attack
software of his own to breach the attacker’s Node, rolling to
generate Access immediately.
Undertaking a Black Hack is a strange and surreal experience

CHAPTER 04

110
HACKING EFFECTS
ACCESS HACKING EFFECTS
SPENT
Locate the Node’s physical location. This determines where in the real world the controlling system or originating location of the target Node can be found. In addition to
1
the obvious uses, reduces the difficulty to locate the Node in future by one step.

Disable Attached Device. A single device attached to any Node ceases to function. For example, this could cause a gun to become non-functional, or disable a simulated
1
lock.

Enable Attached Device. A single device attached to any Node resumes function, or is operated once. For example, this could cause a simulated gun to fire, or start the
1
engine of a vehicle Node.

1 Disconnect. You may disconnect one Node from the target Node.

1 Reveal. You may reveal the presence of the target Node to one other Node per Access Spent.

1 Repair Defences. Every point of Access spent restores one point of Shield to the Node, up to the Node’s normal Shield rating.

Secure or Hide the Node. Every two Access spent increases the Node’s Firewall or Cloak by one temporarily. If the Node had already been located, increasing the Cloak
2
means it must be located again by unconnected Nodes. This effect ends after one hour.

Crash. The Node is completely disabled, and shuts down. It can be reactivated from its source (by its intended user, for example, at the controlling system or originating
3
location) without difficulty.

4 Lockdown. The Citadel is locked out of the target Node’s functions, and must hack to gain access.

4 Claim Access. The character gains user access to the target Node, and may use its functions freely.

X Backlash. The target Node’s user must pass a Willpower test against Mental Assault, with a difficulty equal to the Access spent.

CITADEL RATINGS
Although not truly a conscious entity guided by a will of its of 13. It may also re-roll one d20 when making a Sciences Node to employ a Dark Gift, then spend an amount of
own, the systems of a Citadel will appear to react as such test, but must accept the new result. A Citadel may take a Dark Symmetry points equal to the difficulty of the gift.
thanks to the black technology and Dark Symmetry that Standard Action against each character hacking its systems For manifestation purpose, a Citadel has Willpower
power them seeking to purge or corrupt any intrusions to per round, though only to locate or breach Nodes that have ratings equal to its Sciences (usually Expertise 3, Focus
the collective structure. A Citadel will appear to seek to been subverted. In addition, a Citadel may supplement 1, TN 13). Only gifts that inflict damage to a target may
hide its Nodes, defend them from attack, and aggressively Dark Symmetry points for Momentum in order to generate be employed. Any resultant damage is applied to the
seek to recapture any that have been subverted with hacking effects (see Hacking Effects table, above). intruder’s Mental Wounds, although an experimental
torrents of Dark Symmetry. hacking device provides 3 Soak against such damage,
The more powerful Citadels are able to manifest Dark Gifts with any effects counting as 2 Soak. In this way, Citadels
For hacking purposes, a standard Citadel possesses against intruders, though only of the damaging kind. The are able to set their would-be enemies aflame, or infest
Sciences Expertise 3 and Sciences Focus 1 against a TN Citadel must have located and breached the intruder’s them with deadly contagions.

BLACK HACKS

111
CHAPTER 05

BAALZACHT’S BLACK GATE


Mighty heroes need epic assignments. In the Mutant 2nd Edition. Owning a copy of the board game is not essential SYNOPSIS
Chronicles setting, there are few greater undertakings to running the scenario, however, as the entire mission will still
for humanity’s finest than entering the depths of the Dark run equally well without any tiles or miniatures at all. To use A few days ago, a Black Ship under the command of the
Legion’s unholy Citadels. Yet enter they must, for these the scenario as presented here, GMs will either need a copy power-hungry Nepharite Warlord, Baalzacht, entered the
profane edifices relentlessly churn forth the unholy minions of the Dark Soul sourcebook, or else make substitutions for atmosphere of Venus and deposited a cancerous shard
of Darkness if left unchecked. creatures drawn from there (marked in the random encounter of Black Technology into the crust of the planet. Despite
tables with a Dark Symmetry symbol). Because they are such suffering massive damage from a combination of air strikes
legendary heroes with potent talents at their disposal, the and artillery, enough of the Black Ship survived to enable
scenario is designed with four PCs in mind. Scaling the mission itself to bore a hole into the planet and become operational.
for up to six PCs will require a small upwards adjustment in Usually, Black Ships shed their outer skin upon impact to
both the number of Dark Symmetry points gained from the reveal the aboveground structures of a Citadel, but this
Heart of Darkness additional rules and the number of creatures one seems to have been damaged enough to be wholly
encountered in random encounters. The players can either pick contained beneath the planet’s surface following its collision.
Offering a dangerous mission for experienced PCs, the one of their favourite personalities from Chapter 4: Heroes For now, at least.
Black Gate first appeared as a scenario within the Algeroth of the Siege, or else use the guidelines provided for heroic
sourcebook produced for the Mutant Chronicles 2nd Edition character creation within the very same chapter to generate Unfortunately, being encased below the planet’s surface
RPG (a free pdf copy of which can be downloaded from the one of their own. Although it is not recommended due to the also renders the remains of the Citadel immune to further air
mutantpedia website). The entire scenario has now been difficulty of the scenario, characters created using the standard strikes and artillery barrages, which poses distinct problems
updated and is presented here in a format that not only method in the Mutant Chronicles 3rd Edition Corebook can to any attempts at preventing it from becoming fully
incorporates the rules contained within both this book and also be used. If this is the case, in addition to providing access operational. Brotherhood Mystics from the Cell of Seers have
the Mutant Chronicles 3rd Edition Corebook, but also makes to the best arms and equipment available, the GM should also been experiencing powerful premonitions of a new conduit
use of the sector tiles and miniatures from Siege of the Citadel prepare several NPCs to bolster the group’s ranks. to Nero, a Black Gate that will allow the new Citadel to grow

Venusian Rangers hunt a Heretic in the Venusian Jungle.

CHAPTER 05

112
at an exponential rate until it rivals those of Algeroth’s most as the Apostle of War’s right-hand. I needn’t explain jungle. Although no encounters are presented for this part of
favoured generals–the Nepharite Overlords Alakhai the further what this would mean for the region, perhaps the scenario, uncompromising GMs may wish to include one
Cunning and Saladin. even Venus. Major Karlstein will further explain what is or two scenes with Dark Legion forces or jungle predators.
expected of you. The blessing of the Light be with you. Once at the fissure, Sergeant Stein informs the group that
Its position in the jungle to the west of Volksburg has the outer skin of the newly formed Citadel is a short distance
induced a dire situation, as all available troops and materiel Major Karlstein will further explain that the seers predict underground. An extended blast with the Gehenna Puker will
are currently deployed to counter a cunningly timed assault the gate will be operational within three days. Current allow them to breach its exterior (achieved by expending 2
from Alakhai’s forces. If the Citadel were allowed to grow troop deployments in the face of an aggressive assault by reloads once the end of the short tunnel is reached).
unhindered, the entire region would undoubtedly fall under Alakhai mean that Baalzacht’s Citadel can only be contained.
the sway of the Dark Legion. Dire situations call for extreme Despite intelligence indicating a low number of Dark Legion RANDOM ENCOUNTERS
measures, so the regional commander, Grand Marshall troops present, an underground campaign would also be The creatures harbouring within Baalzacht’s Citadel are
Isidora Romanov, has personally requested the assistance highly costly in terms of personnel. The PCs, therefore, are certainly not static. Fully aware of his current precarious
of the Cartel’s Doomtroopers to contain the situation to enter the Citadel via stealth, cripple the Black Gate, and position, the Nepharite Warlord has ordered frequent security
before it spirals out of control. Guided by advice from her eliminate Baalzacht. Once successful, of course, the entire patrols, plus additional tasks intended to prepare the Citadel
Brotherhood aides, she believes that a surgical strike against Citadel will be alerted to their presence, so they are to make for its glorious expansion. Rather than rolling for a random
the Citadel’s master and his infernal Black Gate will prevent haste towards their extraction point without delay. The main encounter, the GM may choose one from the list for the any
the structure from expanding and allow regional forces to access to the Citadel is aggressively patrolled by Praetorian level the PCs are occupying–which may be more than one if
mop up any remaining forces at their leisure. As the team Stalkers, though Venusian Rangers have traced a fissure that they are split across levels–and spend the associated Dark
chosen for the task, all the PCs have to do is find their way opened up in the wake of the shard’s impact. They believe Symmetry points. A random encounter may be introduced
to the very bowels of the Citadel, eliminate a powerful the tunnel will be able to provide access to the Citadel’s each time any PC enters a sector tile that does not contain
and favoured Nepharite of Algeroth, and somehow close upper levels. any friendly characters. Note: the sector tile does not need
a conduit of raw Dark Symmetry that connects to the Dark to be previously unexplored, just not occupied by any other
Legion’s seat of power of Nero. Just another day for the EXPEDITION friendly character.
illustrious Doomtroopers of course.
The PCs are provided with access to all of the equipment
Regrettably for the PCs, the Brotherhood Seers have their they could need–from armour, to weapons and Reloads.
timings wrong. Whether due to distortions induced by the The only Major highly recommends that the team equip
Dark Symmetry or the presence of a Black Gate, the Seers themselves with a Gehenna Puker and explosives, as GRANDER SCHEMES
have failed to determine that Baalzacht’s connection to Nero the Puker will facilitate a quieter entry to the Citadel
will actually be operational within twenty-four hours. If the than explosives ever could, yet the explosives will be Using the Mutant Chronicles roleplaying game as
PCs tarry, they may end up facing a much larger host than needed for the Black Gate. Once equipped, they are a platform to present a campaign based around an
they bargained for. ferried towards a rendezvous with members of the 1st assault on a major Citadel such as the ones operated
Battalion, 2nd Division of the Venusian Rangers–the by Alakhai or Saladin is a major undertaking. At the
BRIEFING Dschungelgeister (Jungle Ghosts) – in a sleek and least, it would require a book of its own of comparative
stealthy Cartel gunship. The helicopter hovers over the size to this one. That said, there is nothing wrong with
The PCs are called into action by the Cartel Security Council designated clearing, which requires a short drop and a using this scenario as the basis for a larger campaign,
Liaison (CSCL) stationed in Volksburg. Both a high-ranking successful Challenging (D2) Acrobatics or Athletics with the levels described here forming the core and
member of the Cartel and also a Bauhauser from a Great test to dismount without injury. Failure results in 1+1 any other sections added as necessary. Baalzacht can
House with estates nearby, the CSCL, Major Konrad Karlstein, damage that ignores Soak to a random Leg location. then be replaced with another Nepharite (the Dark
is overly eager to assign them with the mission at hand. Soul sourcebook offers plenty of alternatives) Of
Although he could have delivered the orders himself, he is Two members of a five-man squad of Venusian Rangers step course, gaining access to the Citadel will definitely not
accompanied by a Brotherhood Mystic from the Volksburg from the jungle once the gunship’s downdraft no longer be as straightforward as it is within this scenario; this
Cathedral’s Cell of Seers. In clipped tones, the Mystic delivers whips the foliage into a frenzy. They are here to escort the alone will warrant several sessions of play. Copying
the following report: PCs to the fissure, though they seem none too pleased to the layouts and scope of missions from the Siege of
be doing so. If pressed, their leader, Sergeant Johann Stein, the Citadel base game, translating them to the RPG
The shard of a Black Ship soiled the surface of Venus will admit that their team feel they could have taken care in terms of stats and mechanics, and adding them in
approximately three days ago. It burrowed itself deep in a of the mission themselves. A Daunting (D3) Persuade test a logical order to the layouts offered here is a good
location approximately one-hundred miles to the west of will thaw the Rangers’ cool exterior towards the PCs and net place to start. Though such a campaign is not for the
Volksburg. We have divined that the Citadel’s Nepharite, potential allies for future operations in this region. fainthearted–both in terms of GMs and players–it
Baalzacht, is attempting to connect with Nero via a Black would unfailingly deliver tales of epic heroism.
Gate. If this is allowed to happen, he will eventually The Rangers live up to their name as they guide the PCs to
grow in power until he vies with Alakhai for the position the fissure, which requires a hike of a few miles though dense

BAALZACHT’S BLACK GATE

113
LEVELS 1 – 2

RANDOM ENCOUNTER DARK SYMMETRY HEART OF DARKNESS


1 Human Captive (Escaping) 1 Citadels are semi-sentient constructions whose very lifeblood enters a new sector tile. This gain only applies the first
3 Kadavers 2 oozes with Dark Symmetry. Being inside such a vast edifice time any PC enters a previously unexplored sector tile.
that is quite literally powered by the Dark Symmetry will have Finally, one Dark Symmetry point is also added to the
3 Undead Legionnaires 2
severe consequences for anyone not of the Dark Legion. pool during each round of combat.
2 Undead Legionnaires,
2 Consequently, it also provides great boons for creatures
1 Necromutant (Trooper)
that are tied to the Dark Legion. While the PCs are within its •• Power Focus: The Citadel bolsters the use of Dark
2 Necromutants (Elite) 3 confines, the Citadel provides the following effects: Gifts used by Dark Legion creatures that are part of the
2 Necromutants (Trooper), 1 Centurion 3 Kohorts attached to it. Reduce the difficulty of ant Dark

3 Undead Legionnaires, 1 Necromutants (Elite) 4


•• Dark Symmetry Generator: The Citadel is a Gift used by a creature of Darkness that is part of the
thrumming vault of Dark Symmetry that is steadily Citadel’s forces by 1, to a minimum of (D1). In practice,
3 Undead Legionnaires, 2 Necromutants
5 increasing in power. The GM begins play with three this provides a free difficulty increase for any Dark Gifts
(Trooper), 1 Centurion
Dark Symmetry points in the pool for each PC in the that provide additional effects. Additionally, the user of
group, rather than two. Additionally, the GM can add the Dark Gift gains one bonus Momentum that may only
two points to the Dark Symmetry pool each time a PC be used for Bleed effects.
LEVELS 3 – 5

RANDOM ENCOUNTER DARK SYMMETRY


2 Undead Legionnaires 1
2 Undead Legionnaires, 1 Centurion 2
2 Necromutants (1 Elite, 1 Trooper) 2 TRAPS & TURRETS
1 Tekron 2
A number of traps and turrets are positioned throughout the Citadel. Activating a trap requires an expenditure of Dark
1 Centurion, 1 Razide 3 Symmetry points as indicated in the trap’s title. The activation requirements for turrets are specified in their description.
2 Praetorian Stalkers 3 (If no Dark Symmetry cost is specified for the turret, then it does not require any to activate.)

1 Brass Apocalypt, 1 Tekron 4


•• SYMMETRIC FURNACE TRAP (2 DARK SYMMETRY): Jets of violent Dark Symmetry drawn
2 Undead Legionnaires, 2 Razides,
5 directly from the Symmetric Furnace bathe the indicated square. The character triggering the trap
1 Praetorian Stalker
and any other character orthogonally adjacent must attempt a Challenging (D2) Acrobatics or
Athletics test. Failure results in 2+5 damage with the Armour Piercing 1, Incendiary 2, Mind
Breaker, and Vile qualities. Success results in 1+3 damage with the Mind Breaker quality.
LEVELS 6 – 8

RANDOM ENCOUNTER DARK SYMMETRY •• TELEPORT TRAP (3 DARK SYMMETRY): Inadvertently stepping into this trap risks the character
being yanked through the void to the area designated in the description, which is usually
3 Undead Legionnaires, 1 Centurion 2 somewhere far more harmful to their wellbeing than their previous position. Resisting the trap
4 Necromutants (3 Trooper, 1 Elite) 2 requires a Challenging (D2) Mysticism or Daunting (D3) Willpower test. Success means there
1 Dark Golem 2 is no effect. Failure means the victim suffers 1+4 damage with the Dreadful and Mind Breaker
qualities before being deposited in the area indicated in the trap’s text.
2 Praetorian Stalkers 3
2 Razides, 1 Centurion 3 •• TURRET: Essentially a pair of twin-linked Valcheck machine guns, turrets guarding the interiors of
1 Brass Apocalypt, 1 Tekron 4 Citadels are designed to lay down a withering rate of fire at closer range. They attack with a TN
of 13 and a Focus of 1, and may additionally add one d20 to the attack for each Dark Symmetry
1 Dark Golem, 1 Tekron 4
point spent (maximum of three).
3 Necromutants (Trooper), 2 Razides,
5
1 Praetorian Stalker
•• Turret: Range C, 2+6, Automatic, Mounted, Corruption Factor 5, Split Fire, Spread 1
•• Mounted: The weapon is always mounted on a weapon platform or vehicle, and cannot be operated without one.
•• Split Fire: The weapon with can use the Secondary Target Momentum spend for one Momentum, instead of two.

CHAPTER 05

114
LEVEL 1- gnashing jaws will feebly attempt to attack any PC that
THE CATACOMBS tarries here. The characters enter the Citadel through
portion of wall indicated on the map. GRIM REFLECTIONS
Breaching the outer wall of the Citadel allows the PCs to Although the PCs might be trepidatious over their
access the spare parts chamber–indicated by 3 on the map, 4. Razide Chamber: Two territorial Razides have claimed ability to infiltrate deep into the heart of an active
see description below–on the uppermost level of the infernal this chamber for their own. Baalzacht is not too concerned Citadel, there are a few key factors in their favour:
construction. The Citadel is an inverted reflection of the form over their aggressive posturing over this area at the
it will eventually take, with the uppermost floors being the moment, as they are well positioned to help defend •• The walls of the Citadel are still contorting and
most heavily guarded and the lowermost providing seclusion the main entrance. They will move to investigate any taking shape. Sounds reflect in strange ways,
for Baalzacht and his machinations. Strangely convoluted and sounds of combat they detect (remembering the difficulty or sometimes fail to echo at all. Noises might
contorted in cross-section, the Citadel’s floors do anything increase described in the Grim Reflections textbox). The reverberate as though emanating from a room
but stack neatly atop each other, leading to each level being stairwell down to level 2 is located in east wall of the despite actually taking place two floors below.
completely unlike any one other. The halls and rooms of corridor that runs parallel to their room. Not only does this allow the GM to build in some
this level are dimly lit with a sickly green glow that seems haunting effects, but it also makes the denizens
to emanate from pulsating veins in the walls–unless a more of the Citadel complacent. Creatures of Darkness
powerful light source is employed, the PCs suffer a one add one difficulty to any Insight or Observation
level difficulty increase in all ranged attacks beyond Close tests made to detect out of place sounds within
range. Hot, humid, and wracked by the sounds of tortured the Citadel, including the sounds of combat or
souls, the atmosphere of the Citadel impinges on even the screams of their allies.
strongest of minds.
•• Because of the above, combats that begin on a
IMPORTANT NOTE: Any break in the external walls of a level will usually be confined to the same level.
sector tile that is not specifically designated as an entrance The exceptions to this are battles that take place
or exit on any level is considered to be a continuous wall. next to stairwells connected to an occupied room
on the floor above or below (noted in the room’s
1. Entrance: This sealed doorway leads onto a short ramp description), or those that take place in rooms
that ends at a reinforced bulkhead set in the jungle floor. with openings in their floor or ceiling (such as the
Two Necromutants (Elite) permanently guard the Citadel Symmetric Furnace). Initiating a noisy combat in
side of the doorway, while the ramp to the bulkhead is one of these rooms immediately adds two Dark
filled with Undead Legionnaires standing immobile and Symmetry points to the pool and allows the GM to
shoulder-to-shoulder as a first line of defence. Dealing introduce a random encounter within 2 rounds
with the Necromutants before they can open the door will (minimum one round, Dark Symmetry Icons s
mean that the Undead Legionnaires remain frozen in place count as a one).
on the ramp, as they have simply been ordered to attack
anything that breaches the bulkhead. There are also two •• Baalzacht is intuitively connected to his Citadel’s
turrets in the entrance room–the northernmost mounted on Door adolescent intellect. If anyone uses the Art within
the ceiling, southernmost on the floor. They can swivel 360 the Citadel’s confines, he immediately rolls a
degrees, but will only activate if the main door is breached Challenging (D2) Insight test to detect its use.
by a non-Dark Legion creature or the Necromutants are Doomtrooper Two Momentum spent on the test will allow him
Entrance Point
attacked. The turrets can be deactivated by hacking the to pinpoint its location. What he does with this
terminal here (Cloak 2, Firewall 2). Dark Legion information is left up to the GM, but his response
Reinforcement will be comparable to the Cardinal detecting the
2. Kadaver Quarters: Seven Kadavers (Mutant Chronicles Entrance Point use of a Dark Gift inside Luna Cathedral.
Corebook p. 316) are currently squatting here. They will
immediately move to attack any character that enters the Terminal
sector tile. The teleport trap in this sector tile will deposit
any character activating the trap in room four of this level. Teleport
Trap

3. Spare Parts Chamber: A gruesome room that


Turret
contains the animated body parts of a large number of
different corpses, all ready to be reattached to Undead
Furnece
Legionnaires when required. Thrashing limbs and Traap

BAALZACHT’S BLACK GATE

115
LEVEL 2 - THE 4. Dark Huntsman Quarters: Sector tile fourteen contains
PREPARATION the living quarters for the handsome and charismatic Dark
CHAMBERS Huntsman, Alberto Gionetti (see p. 124 [Elite]). If not SKIN DEEP
attacked immediately, Alberto will attempt to play the part
The second level–referred to as the preparation chambers by of a privileged prisoner awaiting horrific transformation. Devolved as they are, most Karnofages are hideous
residents of this Citadel–consists of the remnants of waiting This story will be bolstered by Garcia if she is present (see abomin­ a tions of humanity, their physique and
victims, bizarre torture chambers, and a combat range. Skin Deep text). Should they buy his story, Alberto will intellect having devolved into something ghoulish
Instead of the sickly green glow of the previous level, the strike at the characters when they are vulnerable, i.e. in and subhuman. Once a wealthy Capitolian socialite,
pulsing seams that criss-cross this level emanate an angry combat or contending with traps. Garcia Prestonet has clung onto some of her former
volcanic ruddiness. The level is frequently suffused with beauty and wit thanks to the tender ministrations of
tortured screams and weapons fire, meaning that there is Tekrons and Eaonian Justifiers. Although her Stigmata
even less likelihood of any attention being drawn by the have been removed, she outwardly bears wicked scars
sounds of combat. and tattoos that mark her as afflicted with corruption.
She will attempt to deceive the PCs into believing
1. Cells: The first two rooms on this level contain a large she is nothing more than a victim. Appearing
array of cells. Each square compartment is made of unconscious initially, she will wake up sobbing and
round iron bars and is barely tall or wide enough to attempt to convince them that she understands there
hold a human-sized prisoner in a crouched position–the is no place in society for her now, so all she would like
cramped conditions force most captives into a foetal to do is accompany them in the hope of garnering
position. The cells hang from floor to ceiling in columns some revenge on her captors. Given the opportunity,
of three at two metre intervals, with the topmost also Door she will explain that she knows of an experienced
being approximately two metres from the chamber’s military prisoner who can also help their cause. If she
roof. The distance between each cell both vertically and Doomtrooper manages to get them to Alberto Gionetti’s chamber
horizontally prevents any physical contact at all by the Entrance Point (see 4 below), she will attack the PCs as soon as they
inmates. Their suspension on chains and the hot, sickly are distracted.
breeze that constantly flows through this area provides Dark Legion
Reinforcement
a persistent metallic tinkling to complement the tortured
Entrance Point
shrieks that often reverberate through the floor. Five of
the countless cells hold human remains in various states
Terminal
of decay, while one holds a Karnofage (see p. 126) who
still retains some semblance of humanity–refer to the Skin Teleport
Deep text for a description of her attempt at deceit. The Trap
teleport trap in sector tile 8 deposits a character in a cell
of the GM’s choice. The traps in both chambers can be Turret
deactivated at the terminal in the north-east of sector tile
8 (Cloak 2, Firewall 3). Furnece
Traap
2. Excrutiatorium: This set of chambers is where the Eaonian
Justifiers (see p. 125) carry out their hideous torture
practices, with each room set aside for a different form
of torment. There are always two Justifiers in attendance
here, one at work on victims, the other taking note.

3. Combat Training Area: The Dark Huntsman, Alberto,


and other occasional denizens use this area to hone their
weapon skills and work on their weaponry.

CHAPTER 05

116
LEVEL 3 - THE FURNACE pools here. The organs and body parts on display prompt
a Challenging (D2) Willpower test to avoid mental
In addition to the Symmetric Furnace that powers the Citadel, assault. On failure, the character suffers 1+2 Mental SYMMETRIC DISTORTIONS
level three contains the incubation and distortion chambers Wounds and suffers one Dread. The terminal here opens
that allow the Tekrons to twist and splice their captives into the door to area four. The Symmetric Furnace not only produces power
all manner of Dark Legion creatures. The thrum of the furnace and heat, but also creates other distortions that are
and other machinery on this level increases the difficulty of 4. Symmetric Furnace: The raging heart of the Citadel. barely contained by the shielding of its walls. These
Insight or Observation tests for Dark Legion creatures to hear Opening any of the doors to this area immediately bathes strange reality ripples allow the GM to introduce some
suspicious noises by two steps, instead of the usual one. anyone in either doorway square and the 4 squares additional Dark Symmetry spends:
beyond in a blast with an effect equal to the Symmetric
1. Spawning Grounds: The heat from the Symmetric Furnace Trap. Alighting on the roaring flames of the •• Gravity Shift (2 Dark Symmetry): Gravity shift
Furnace has caused a pool of water to collect in the central eight squares of this area, the middle four of cruelly in a square nominated by the GM. Any
south-east corner of this area. It is also fertile breeding which are open to the level above, is extremely hazardous character in the affected square must succeed at
ground for all manner of sickly-looking pupae. The to health. a Challenging (D2) Acrobatics or Athletics test.
bloated larvae are generally left to their own purposes, On failure, one item or weapon they are holding is
as they rarely roam from this area. They are harmless 5. Manufactory: A semi-automated area of machinery suddenly pinned to the ceiling some three metres
unless attacked, at which point they burst and shower producing weapons for the Citadel’s occupants. A Voriche above their head. If the item or weapon is secured
anyone within 2 squares with all manner of diseases (see and multiple Vasshts await collection. The terminal here to the character–such as a weapon on a sling–then
Mutant Chronicles Corebook, p. 308). The terminal opens the door to area six and shuts off the trap in the the character is also taken aloft (potentially causing
in this area shuts off the teleport trap–which deposits doorway (Cloak 2, Firewall 2). falling damage). The item remains pinned for 2
its victim in the Distortion Chamber–and opens the rounds, at which point it drops back to the floor.
door to the Brainpool in area 2 (Cloak 2, Firewall 2). 6. Distortion Chamber: This chamber is open to the full Two additional Dark Symmetry point may be spent
flow of Symmetry seeping from the Furnace. Occupants to increase the difficulty of the test by one, to a
2. Brainpool: This area houses the Citadel’s fledgling are deposited in here to soak up the emanations, which maximum of four additional Dark Symmetry and a
Brainpool. The central pit is actually open to level four eventually twists and distorts them into something else Dire (D4) difficulty.
above, which allows the Tekrons to dangle neural conduits entirely. Anyone entering this room suffers the effects of
down for information harvesting. a Symmetric Furnace Trap, which is then repeated for •• Memory Burst (2 Dark Symmetry): A random
every ten minutes they remain here. Each time a character memory leaks from the Brainpool and explodes into
3. Biotech Chamber: The proximity to the Symmetric suffers damage, the GM may spend one Dark Symmetry the mind of a target character. Unless they succeed
Furnace and its unique properties allows the Tekrons to to inflict a Tainted Mental Wound. An Ezoghoul (Mutant at a Challenging (D2) Insight or Willpower test,
grow all manner of implants and organs in the ectoplasmic Chronicles Corebook, p. 301) basks in the twisted the sudden influx of thoughts and sensations
radiation here, though it only carries its Ashreketh with it. threatens to overwhelm them. On a success there
is no effect. On a failure, the character gains the
Dazed condition for 1d6 rounds. The GM may
spend one additional Dark Symmetry point on a
failed test to inflict one Dread.
Door

Doomtrooper
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Terminal

Teleport
Trap

Turret

BAALZACHT’S BLACK GATE

117
LEVEL 4 - 4. Tekron Chambers: The Tekrons and their Brass Apocalypt
TEKRONMANCY minions use these quarters to oversee the Brainpool

This level is wholly the domain of the Citadel’s Tekrons. They


through the open pit to the level below in area two.
There is always one Tekron and Brass Apocalypt present
DARK CONSTRUCTION
work tirelessly to build creations for Baalzacht’s forces with here (see p. 130 and 78 respectively). The terminal here As they can see in the dark, the Tekrons and their
the few meagre contributions they currently receive, which unlocks the door to area two (Cloak 2, Firewall 3). Not Brass Apocalypt minions find little need for additional
includes extending the knowledge of the Brainpool and using the terminal to open the door triggers a Turret lighting. To that end, the glow that usually emanates
adding to available weaponry. Though noisy, this floor will Trap that attacks in a straight line to the south from the from the walls is more muted on this level. Every room
undoubtedly be the hardest to stealth through, as assistants doorway. Even then, finding the subroutine to deactivate bar the Harness Chamber in area four (which benefits
and constructs constantly hustle across the entire level on the trap requires a second hack of the terminal. from the Symmetric Furnace below–is poorly lit. This
various errands. Even more so than the rest of the Citadel, has the following effects on any character or creature
this level is brimming with grisly trophies and numerous body 5. Brainpool: A yawning hole in the floor leads down to the lacking Night Vision or not carrying a light source:
parts–both internal and external. Some of the limbs, organs Brainpool on the level below. Various neural connectors
and intestinal tracts still seem to be functioning despite lay strewn across the floor. •• Ranged attacks in poorly lit areas have their
lacking a body or connective parts. difficulty increased by one step, as do attempts to
Dodge or guard Response Actions against attacks
1. Preparation Chambers: These gruesome rooms are from range.
where unlucky souls are prepped for whichever alterations
and procedures they are due to undergo. A former Heretic Door •• Observation tests to spot anything beyond Close
and Tekron in the making, the Technomancer, is always range also have their difficulty increased by one
busy at work here. If she is attacked, the Tekron and Brass step. Conversely, however, attempts at Stealth gain
Doomtrooper
Apocalypt from area two will move to investigate. Use Entrance Point 1 Momentum against characters or creatures that
the Eaonian Justifier profile for the Technomancer (see p. lack Night Vision.
125). The terminal in here operates machinery and opens Dark Legion
the doors in area two. Reinforcement
Entrance Point

2. Alteration Chambers: Any advanced Biotechnological


Terminal
or Necrotechnological procedures take place in this
area, sometimes with the door to area three open so
that the Symmetric Furnace emissions can enhance the
procedures. There is always a Tekron and Brass Apocalypt
active in here (see p. 130 and 78 respectively).

3. Harness Chamber: A Symmetry-enforced steel harness


dangles over the central four squares of this room, the
entirety of which provides access to the Symmetric
Furnace on the level below. The harness, which is used for
Transfiguration after preparation in the outer chambers,
can be extended on chains into the Furnace.

CHAPTER 05

118
LEVEL 5 - 4. Baalzacht’s Audience Chamber: This throne room is
ENTRANCE CHAMBERS the main chamber in which Baalzacht intends to greet
any esteemed guests. It is continually guarded by two DANGER ZONE
This level will eventually become the main entrance level to Dark Golems (see p. 123). Accessing the terminal here
the Citadel once the Black Gate has finished its work. Although (Cloak 2, Firewall 3) will immediately alert Baalzacht to As the planned first line of defence and display of
it is currently inverted, the Black Gate’s energy will ripple and the fact that it has been tampered. To prevent this from power once the Citadel becomes fully operational,
distort the Citadel’s structure, reshuffling and strengthening happening, two momentum can be spent from any this level is by far the most dangerous yet that the PCs
the levels as the overload of Dark Symmetry courses through Sciences test made to hack the terminal. will have come across. Battling through the Tekrons
the building and surrounding environs. The entrance might have been tough, but facing down a Bio-Giant
chambers here are already situated to become the core 5. Bio-Giant Chamber: An enormous Bio-Giant (see p. 123) and Dark Golems will certainly top that. Stealth can
and ground level of the Citadel once the ritual is complete, is permanently stationed here, patiently awaiting the day it play an important part on this level, though this tactic
which includes a throne room to impress visitors, barracks for can be let loose to cause havoc. Its immense size provides will only get the PCs so far before the Dark Golems or
troops on guard, and a pit to house the resident Bio-Giant. it with a base footprint that is 4x4 Squares. Although other creatures detect their presence. As such, GMs
difficult, it can somewhat cumbersomely squeeze might want to avoid using random encounters on this
1. Antechambers: These are antechambers for visiting through into the Entrance Hall in area three if threatened. level; Dark Symmetry points can instead be used to
dignitaries of other Nepharites. The rooms here include Alternatively, it can simply blast enemies at range with power Dark Gifts and other Dark Symmetry effects, or
some of Balzaacht’s more significant trophies and some its Obliterator Cannon. In addition to opening all the even saved for later levels or the return journey. PCs
rare texts relating to the Dark Legion and the other doors on this level, the terminal in here (Cloak 2, Firewall that tackle this level without any sort of plan in mind
dimensions they inhabit. The teleport trap here deposits its 2) deactivates the Symmetric Furnace trap in this area. are very likely to suffer the consequences.
victims in the Bio-Giants chamber (area five), though it can
be switched off by the terminal here (Cloak 2, Firewall 2). 6. Elite Guard: The chambers here house Baalzacht’s elite As one final note, the polished construction and large
guard; a pair of Praetorian Stalkers and an Immaculate open areas of this level mean that sounds are less
2. Stores: This area houses stores and materiel for Fury (Mutant Chronicles Corebook, p. 302 and p. 126 prone to acting in a strange manner on this level, so
Baalzacht’s military efforts, which also makes sure they are respectively). If any one of the creatures detects the creatures of Darkness do not suffer the reduction in
at hand if this level should be assaulted once the Citadel’s sounds of combat on this level, they will immediately alert difficulty to Insight and Observation tests described
transformation is complete. Two Elite Necromutants the others and move to intercept. in the Grim Reflections textbox (p. 115). The noise
(Mutant Chronicles Corebook, p. 298) are permanently of combat is much more likely to draw the attention
stationed here. of other denizens of this level.

3. Entrance Hall: This will eventually be the main entrance


for the Citadel. The room is decorated with baroque
statues of Algeroth and other creatures of the Dark Legion
inset into the walls, while the south walls house massive
bronze-coloured double doors that as yet serve only as
trimmings. The two turrets that guard the throne room
Door
can only be deactivated by the terminal that is in the room
they protect.
Doomtrooper
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Terminal

Teleport
Trap

Turret

Furnece
Traap

BAALZACHT’S BLACK GATE

119
LEVEL 6 - BARRACKS 3. Training Area: This area sees frequent use as a fighting
pit, with the cruel and bloodthirsty Centurions using it as
When not patrolling or performing maintenance, the barracks an arena to bet on their favourite Undead Legionnaires EYE OF THE STORM
level is where most of Baalzacht’s forces wait listlessly for new in one-on-one combat. The loser is then put through the
orders. This floor will sit directly above the entrance level teleport trap to the Spare Parts Chamber on level one The Dark Legion creatures on this level are much more
once the Citadel’s transformation is complete. Baalzacht is in preparation for reassembly. An Elite Necromutant low-key than those of previous two floors. There are
currently distracted with the operation of the Black Gate guards the door to the armoury, another the door to the more of them however, meaning they can still pose
over the ordering of his troops, so this level is rather busier Centurion Barracks. a danger if they manage to swarm the PCs, even if
than normal. only to hold the heroes up whilst they wait for more
4. Necromutant Barracks: The Necromutants reside powerful creatures to back them up. This level can
1. Armoury: The door to this area is unlocked by the here when not looking after the unthinking Undead be used as a brief respite before the PCs tackle the
terminal in the Centurion Barrack. So as to not unduly Legionnaires. There are always at least four Trooper and Nepharite behind the current crisis, especially in
disturb the Tekrons during their creative processes, three Elite Necromutants spread between the four rooms the context of bolstering morale as they carve their
weapons that roll off the Manufactory on level three are of this sector tile. way through these lesser minions as they close in on
brought to the armoury here on a regular schedule. All the real foe. Alternatively, this level can be used to
of the rooms in this sector tile contain racks of weaponry, 5. Centurion Barracks: Each of the three walled rooms in maintain pressure and danger levels with a few well-
from twisted combat knives, to corrupted machine guns this sector tile houses a Centurion. The terminal in here placed random encounters, especially if the PCs have
and rocket launchers. It is evident that minor maintenance shuts off the teleport trap in area three and unlocks the been pushing their luck and faring just a little too well.
and repair also takes place in the larger of the three armoury (area one).
rooms. There are usually at least three Necromutants
(Trooper) at work in here.

2. Legionnaire Barracks: When not tasked with other duties,


the Undead Legionnaires that bulk out the forces of the
Citadel are largely confined to this batch of rooms. The
larger of the three rooms hold two Hordes both consisting
of six Undead Legionnaires, while the two smaller rooms
hold one Horde of six Legionnaires in each. There is
always one Necromutant on hand wandering between
each room, although it can only combine with one Horde
to form a Squad. The Symmetric Furnace trap in this room
is disabled by the terminal in area three.

Door

Doomtrooper
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Terminal

Teleport
Trap

Furnece
Traap

CHAPTER 05

120
LEVEL 7 - ATTACKS: 1. Baalzacht’s Sparring Pit: Aware that he needs to keep
BAALZACHT’S EYRIE •• Azogar (melee): 6+11, 2H, Reach, Gruesome, his skills honed on his scramble to the top of Algeroth’s
Vicious 3 most trusted lieutenants, Baalzacht occasionally uses
This level contains the personal chambers and stratagem •• Fist of Malice HMG (ranged): Range M, 2+10, this antechamber to spar with the best of his troops,
rooms of the Nepharite Warlord, Baalzacht. Ostentatious Automatic, Unwieldy, Spread, Ammo (Vicious 3) captured foes, or dangerous creatures summoned from
and indulgent, he maintains a second throne room here, •• Unholy Flechette shot: Range M, 2+8, Munition, other dimensions. The Symmetric Furnace and turret
along with a war chamber, personal sparring zone, and Unwieldy, Blast (Close) traps in here are deactivated by the terminal in area two.
contemplation rooms (which also doubles as a sacrificial altar). Destroying the turret in this room will provide the PCs with
Unless he is attending to the Black Gate or has taken a direct SPECIAL ABILITIES an opportunity to hack the door to area three.
hand in the defence of the Citadel elsewhere, Baalzacht will •• Dark Presence
be found here. All of the doors on this level are kept closed. •• Fast Healing (4) 2. Baalzacht’s Personal Throne: This impressive throne is
•• Fear (2) barely large enough to accommodate the Nepharite’s
BAALZACHT •• Inured to Pain corpulent bulk. Two Dark Golems flank either side of
•• Monstrous Creature the door that adjoins with area one. If Baalzacht has
A Nepharite Warlord of Algeroth with ambitions larger than •• Personal Dark Symmetry (5) not already fought the PCs or is not attending to the
his appetite, Baalzacht has been granted the rare honour of •• Slave to Symmetry (1) Black Gate, he will be in contemplation on his throne. In
an opportunity to found his own Citadel. Standing almost •• Supernatural Mental Strength (1) addition to opening any door on this level, the terminal
nine feet tall and grossly overweight, he is anything but the •• Supernatural Personality (2) next to the throne deactivates the Symmetric Furnace and
peak physical specimen of Nepharite usually associated with •• Supernatural Physique (1) turret traps in area one, and the teleport trap in area four.
Algeroth, but that makes him no less danger an opponent. •• Supernatural Strength (4)
In fact, his half-a-ton of weight sometimes works in his favour, 3. War Room: The arcane device in this room provides
as opponents tend to underestimate his speed and agility. DARK SYMMETRY SPEND an overview of the region, including dispositions of
Arcane sigils tattooed in seemingly random patterns across •• Creature of Symmetry: A Nepharite Warlord is able to megacorporate troops. The picture is scarily accurate.
his clammy, pasty white skin only add to his grotesque employ Dark Gifts as a powerful creature of Algeroth. Baalzacht can also instantly oversee any area of the
appearance. Nepharite Warlords know and can employ the following Citadel from this room. The terminal in this sector tile
Dark Gifts: Sense Weaves of Power, Dark Curse, opens the door to area one.
BAALZACHT  Symmetry Burst, Heightened Prowess, Invincible Army,
and Painless. 4. Worship Area: Baalzacht uses the chambers in this
ATTRIBUTES area for the sacrifice of important victims and personal
STRENGTH PHYSIQUE AGILITY AWARENESS contemplation of the inner mysteries of the Dark Soul and
17 (+4) 14 (+1) 14 16 the Dark Symmetry. The vary air of this sector tile feels oily
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY and corrupt. The teleport trap here deposits any victims
14 16 13 (+1) 14 (+2) with the Bio-Giant on level five.

FIELDS OF EXPERTISE
Doomtrooper
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
Entrance Point
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
Dark Legion
4 4 3 2 2 2 2 1 2 2 2 2
Reinforcement
Entrance Point
WOUNDS:
•• Head 10 • Torso 16 Door
•• Arm 12 • Leg 14
•• Serious Wounds 14 • Critical Wounds 11 Furnece
•• Mental Wounds 14 Traap

Turret
SOAK: Tough Hide and Necrotechnological Implants:
(Head 2, Torso 8, Arms 2, Legs 8)
Terminal

Teleport
Trap

BAALZACHT’S BLACK GATE

121
LEVEL 8 - THE
BLACK GATE
This level is completely dedicated to the Black Gate and its
ultimate destiny as a corrupt conduit to the foul energies on
Nero. Baalzacht spends the majority of his time here as the
final hours approach to the ritual.

1. Outer Sanctum: A domed chamber that provides an


overview of the Black Gate in the room beyond. Two Brass
Apocalypts are always on guard here, with express orders
to attack anyone that is not in the company of Baalzacht.

2. The Black Gate: A festering sore on the skin of reality,


the Black Gate is a glistening monolith of jet-black
obsidian. Although the its surface acts to absorb light,
the slimy coating layered on top of it gleams and sparkles
if any light source comes into contact with it. A satchel
of explosives at its base or several blasts from a rocket
launcher shatter the Black Gate into useless chunks.

AFTERMATH
Door
Disrupting Baalzacht in his ritual preparations will put the
opening of the Black Gate back by several days – perhaps
long enough to send in a second Doomtrooper team if the Terminal
first made the ultimate sacrifice during the mission. The
Nepharite will have cut unpleasant deals with Alakhai to
replenish his own troops if this is the case, bolstering his own Turret
forces beyond anything the PCs originally faced. He will also
be in no mood to allow them the opportunity to rampage
through his Citadel once again.

If the PCs manage to take care of the Black Gate, any


remaining Dark Legion creatures will be on high alert. The
PCs will also need to survive Baalzacht’s wrath if he is still
alive. Once the PCs are clear of the Citadel, the Venusian
Rangers will step in to ambush any pursuing Dark Legion
forces. While this is happening, a small team will lead the
PCs to their encampment where they can await extraction.
They can then bask in the warm glow of another successful
covert mission quietly carried out in the defence of humanity.

CHAPTER 05

122
CHAPTER 06

ALL-ENCOMPASSING DARKNESS
BIO-GIANTS  SOAK: Thick Armour Plate: (Head 7, Torso 8, Legs 7) Willpower test or suffer a mental assault. If one or more
Dark Symmetry Icons are generated when rolling to
Massive, hideous beings that stand about ten meters tall, Bio- ATTACKS: determine how much mental damage is inflicted, that
Giants are a patchwork of parts that have been vat-grown in •• Sweeping Smash (melee): 1+5, 1H, Reach, creature is knocked prone with shock and fright.
the Citadels with the intent to cause death and destruction. Knockback, Spread 2, Stun •• Thunderous Stomp: The Bio-Giant may stamp down on
It is hard to define them as creatures or a type of vehicle. •• Colossal Smash (melee): 11+7, 1H, Reach, Knockback, the ground, causing the ground to shake and knocking
Their parts are stitched together by Tekrons and infused with Stun, Vicious 1 foes aside. The Bio-Giant spends two Dark Symmetry
unholy life. The very ground shakes as they march and their „„ Clumsy: A Colossal Smash attack requires a Daunting points, and automatically inflicts 1+5 damage with the
rumbling voices shatter glass as they spearhead assaults D3 Close Combat attack against any target that is not Dreadful, Knockdown, and Stun.
aimed at enemy fortifications. Though slow and clumsy, they either a vehicle or a Monstrous Creature
possess an incredible destructive capability. The very sight •• Obliterator Cannon (ranged): Range M, 3+9, To add a Bio-Giant to the board game, use a Praetorian
of these undead abominations is enough to strike fear in the Munition, Blast (Close), Incendiary 4, Knockdown, Toxic 4 Behemoth figure and stats with a new special ability: There
hearts of the bravest of men. are no armor checks against its attacks.
SPECIAL ABILITIES
Possessing a humanoid shape, their skin is made of a twisted •• Colossal Creature: A Bio-Giant is an immense creature, BRASS APOCALYPT 
patchwork of stitches and scar tissue, with large spikes some ten metres tall, and terrifyingly strong. Few
protruding from the flesh of most. Their bodies are extremely things can face such a towering creature and survive. Many Tekrons use Brass Apocalypts, easily considered one
powerful, and they have been known to overturn and even A Bio-Giant may treat any creature within Close range of their top creations, as bodyguards. A mesh of mechanical
throw tanks. They are as hardy as they are strong but, luckily as being within Reach. Further, any creature making a parts forged of Dark Technology and Biotechnology,
for their enemies, they are also incredibly slow witted. close combat attack against a Bio-Giant increases the Apocalypts utilise the same core system as a Dark Golem
difficulty by one step, but any creature attempting but are torn from their artificial wombs in the Necrochambers
Often their arms have been partially replaced with giant a ranged attack against the Bio-Giant reduces the much earlier. Dark mechanics utilising the most powerful
flamethrowers, chain guns, or mortars on one side, and a difficulty by one step instead. The Bio-Giant inflicts systems Biotechnology and Necrobionics can muster are
gigantic chainsaw on the other. Some Bio-Giants, particularly an automatic 1+3 damage with the Spread 1 and then fused around this fleshy core. Extremely powerful
the largest, make use of a metal exo-skeleton, which they Knockdown qualities on any creature that attempts indeed, they are to Dark Huntsmen what Dark Huntsmen
need to support their own weight. Some even have a to make a close combat attack against it and fails. are to humans.
type of howdah on their backs where they carry provisions, •• Cumbersome: A Bio-Giant is a slow and awkward
ammunition, and other type of equipment troops might need, creature, unable to move quickly due to its sheer size Apocalypts, however, share the same weakness as Dark
or even mounted machineguns operated by Necromutants. and bulk. It may not take the Sprint Standard Action or Golems and are incapable of acting independently without
any Response Action. the orders of their masters. They also take longer to create, so
ATTRIBUTES •• Dark Presence Tekrons will only have one, or two at the most, as bodyguards.
STRENGTH PHYSIQUE AGILITY AWARENESS •• Fast Healing (2)
15 (+10) 1 (+10) 6 16 •• Fear (4) As large as Dark Golems, their faces have been crafted out
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY •• Grasping of brass in the likeness of Algeroth; their one and only true
8 3 8 10 •• Inured to Disease master. Pulsating, near indestructible tubes flow from the
•• Inured to Pain back of their heads and down over their necks, connecting
FIELDS OF EXPERTISE •• Inured to Poison their brain to their spine, and providing them with fluids
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL •• Slave to Symmetry (1) and nutrients. The rest of their bodies are covered by
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOCT •• Supernatural Physique (10) hardened, spiked metal armour, which is grafted directly on
1 1 4 4 – – 1 1 – – – – •• Supernatural Strength (10) to their bodies.

WOUNDS: DARK SYMMETRY SPEND


ATTRIBUTES
•• Head 25 • Torso 31 •• Bellowing Roar: The Bio-Giant unleashes a terrifying, STRENGTH PHYSIQUE AGILITY AWARENESS
•• Arms 27 • Legs 29 deafening roar. As a Restricted Action, it may spend three 17 (+4) 15 (+6) 14 (+2) 14 (+1)
•• Serious Wounds 29 • Critical Wounds 26 Dark Symmetry points to unleash this roar. All creatures COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
•• Mental Wounds 8 within Medium range must attempt a Challenging D2 14 (+2) 8 8 14

ALL-ENCOMPASSING DARKNESS

123
Acknowledged as some of the best combatants the Dark Legion
FIELDS OF EXPERTISE has ever produced, the Golems have one major weakness: they
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL lack the capacity to act on their own volition.
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
3 2 2 2 1 – 4 2 – – – – Huge, muscular humanoids that possess an unnatural
strength, even for creatures of their size, Dark Golems stand
WOUNDS: 19 approximately two-and-a-half meters tall and weigh some 200
kilos. Their pinkish flesh has thick blue veins visible through it,
SOAK: Metal Exoskeleton: (Head 5, Torso 5, Arms 5, Legs 4) and they are covered in thin, sharp spikes, that can retract or
extend at will to provide a clear advantage in close combat.
ATTACKS:
•• Rhagriin Shredder Shotgun (ranged): Range
ATTRIBUTES
C, 3+9, Semi-Automatic, Unwieldy, Armour Piercing 1, STRENGTH PHYSIQUE AGILITY AWARENESS
Knockdown, Spread 1 17 (+3) 17 (+3) 14 (+2) 8
•• Unarmed Strike (melee): 5+7, 1H COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
14 (+2) 8 8 8
SPECIAL ABILITIES
•• Fast Healing (3) FIELDS OF EXPERTISE
•• Fear (3) COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
•• Inured to Disease EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
•• Inured to Pain 2 2 2 2 – – 1 – – – – –
•• Inured to Poison
•• Inured to Vacuum WOUNDS: 15 A Dark Golem cannot be bargained or reasoned with.
•• Night Vision
•• Perfect Hearing: Brass Apocalypts have extraordinarily keen SOAK: Unyielding Flesh: (All 4) DARK HUNTSMEN  OR 
hearing, able to hear a man’s breath from a hundred metres
away. A Brass Apocalypt does not increase the difficulty of ATTACKS: Relentless, callous, and deadly, the Dark Huntsmen are
hearing-based Observation or Insight tests for distance. •• Massive Fists (melee): 4+7, 1H, Knockback a marvel of necrobionic engineering and epitomise the
•• Slave to Symmetry (2) •• Azoghar (melee): 5+11, Monstrous, Reach, Gruesome, brilliance of the Tekrons. These killing machines are
•• Supernatural Agility (2) Vicious 3 created from devoted, specially selected, and willing
•• Supernatural Awareness (1) cultists, or from wounded subjects found on the battlefield.
•• Supernatural Coordination (2) SPECIAL ABILITIES
•• Supernatural Physique (6) •• Extrude Spines: A Golem can extrude vicious spikes from its Becoming a Dark Huntsman is an honour for a cultist and
•• Supernatural Strength (4) body, giving it an additional way to inflict pain in combat. Any the process for these Heretics is a manageable one. They
failed close combat attack against the Golem inflicts 1+4 are committed, possess dark gifts and implants, and are
DARK GOLEM  damage with the Spread 1 and Vicious 1 qualities. physically and mentally ready for the change. For them,
•• Inured to Pain becoming a Dark Huntsman is simply the last step in a long
A sort of android. Dark Golems are born, much like Justifiers, •• Grasping series of active choices and transmutations. After the change,
from the artificial wombs of the Necrochambers fully grown •• Monstrous Creature they are reunited with their cell and returned to their temple,
and in possession of all the knowledge of combat they need. •• Night Vision where they begin performing their new tasks.
Created to be the perfect combatants, their main purpose •• Personal Dark Symmetry (3)
in life is to spar with the Destroyers and other legions. They •• Slave to Symmetry (1) For those captured on the battlefield, however, there is
are tireless, insensitive to pain, and able to constantly update •• Supernatural Agility (2) world of pain in store. These poor victims are dragged to
their knowledge flaws and tactics of their foes, which ensures •• Supernatural Coordination (2) a Citadel and subjected to a painful and near unimaginable
they cannot be beaten using the same method twice. When •• Supernatural Physique (3) process. They are placed in the Distortion Chambers and
sparring to train others, they instinctively match the skill •• Supernatural Strength (3) tortured until they grow near mindless and blind from the
level of their foe then adjust it slightly to keep pushing them •• Unliving pain. Tekrons, and even Nepharites, work on them incessantly,
to do better. Those in active service on the battlefield have infusing them with the Dark Symmetry. No matter how strong
been primed and programmed to perform at their very best, To add a Dark Golem to the board game, use a Brass their will, no human is capable of resisting the process for
and are truly formidable opponents. Mankind is fortunate Apocalypt figure and stats with a new special ability: The long. They break and submit. Though their memories and
that they are complex and time consuming to produce. Dark Legion player may force a Doomtrooper to reroll an knowledge are preserved, all their former loyalty and old
armor check against its close combat attack. emotions are stripped away. They are completely loyal to

CHAPTER 06

124
Algeroth at the end of the process, and are sent back out •• Supernatural Physique (1)
into the field in order to hunt down and slaughter their former •• Unliving ATTRIBUTES
brothers in arms. As their knowledge is intact, they have STRENGTH PHYSIQUE AGILITY AWARENESS
access to positions, passwords, and plans that allow them DARK SYMMETRY SPEND 13 13 14 16 (+1)
to get close to their victims or access secure locations. They •• Creature of Symmetry (Elite only): A few Dark COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
have also been known to feign injury on the battlefield and Huntsmen have been blessed with the powers of 14 16 (+1) 16 8
scream for help, then strike once aid arrives. This extremely Algeroth’s Pattern. An Elite Dark Huntsman knows the
demoralising tactic means many soldiers will refuse to help following Dark Gifts: Dark Curse, Symmetry Burst, Vile
FIELDS OF EXPERTISE
fallen comrades for fear that they have been replaced by Cloud, and Painless. COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
a Dark Huntsman. Most often used in warzones, they are To add Dark Huntsmen to the board game, use Castigator EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
sometimes sent into cities with orders to kill a specific target. figures and stats with a new special ability: They are 1 1 2 1 1 – 2 2 4 3 3 4
They will pursue their mark until they succeed or are killed controlled in the same way as a corrupted Doomtrooper.
themselves. WOUNDS: 5
EAONIAN JUSTIFIER 
Dark Huntsman look and sound exactly as they did while SOAK: Leathery Hide: (All 2)
still human, even so far as wearing an appropriate uniform. These interrogators and torturers, often simply referred to as
Severely injuring them can reveal the truth, as stripping their Justifiers, are some of the most foul, evil, and vile creations ATTACKS:
flesh away will reveal their internal necrobionic implants to ever be expulsed by the Necrochambers. A slave race •• Envenomed Claws (melee): 1+5, 1H, Toxic 5
and organs. under the command of the Tekrons, they were created using
biotechnology built around a core of human DNA crossed SPECIAL ABILITIES
ATTRIBUTES with an assortment of other beings, including that of spiders •• Envenomed Touch: Eaonian Justifiers can spontaneously
STRENGTH PHYSIQUE AGILITY AWARENESS and a sinister demonic race from an extra-dimensional generate venom and caustic substances within their
14 17 (+1) 14 11 hell. Born fully grown, and with all the knowledge they will bodies and then administer them through claws or
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY ever need already placed in their minds through memory mandibles. These include the poisons produced by
14 11 14 14 implantation by the Tekrons, they emerge naked from their the Poison Secretion implant (Dark Soul, p 160), and
artificial wombs dripping with unnatural amniotic fluids. They a number of others primarily useful during torture.
FIELDS OF EXPERTISE are then garbed in their ceremonial red robe and given a (Included in the effects of the Tormentor ability, below.)
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL small, defenceless creature, such as a kitten, a puppy, or a •• Fast Healing (2)
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC human infant, to play with. And what vile games they play. •• Fear (1)
2 2 1 1 2 1 2 – 1 – 1 – The goal is to subject the creature to the most atrocious and •• Feed Upon Fear
painful torture imaginable. This is done so the Tekrons can •• Inured to Pain
WOUNDS: 7 (Troopers) or 10 (Elites) make sure that the new Justifier has all the knowledge of •• Inured to Poison
anatomy and torture it needs. •• Grasping
SOAK: Corporate Combat Armour: (Head 3, Torso 3, •• Slave to Symmetry (2)
Arms 2, Legs 2) Justifiers live only to serve their masters, and their mindset is so •• Supernatural Awareness (1)
far off anything even remotely human that it would be impossible •• Supernatural Intelligence (1)
ATTACKS: to understand them. Cruelty, suffering, and the inflicting of pain •• Tormentor: Because of the unique method of their
•• Unarmed Strike (melee): 1+6, 1H is the norm, and they take great pride in devising new and more creation, Justifiers are born knowing more about torture
•• M50 Assault Rifle (ranged): Range M, 1+7, Burst, 2H efficient ways to cause excruciating but survivable pain though than most humans ever will. They may attempt a Medicine
„„ M509 Grenade Launcher (ranged): Range which they can extract information from a victim. Their minds test in order to torture a bound and conscious creature,
M, 2+6, 2H, Blast (Close) have been designed to relish in the suffering of others, which which may be resisted by a Willpower test from the
ensures that Justifiers never tire of their profession, and will always target. Each successful test inflicts one Mental Wound,
SPECIAL ABILITIES work on perfecting their art. They do prefer to have sophisticated plus one per Momentum spent. When a creature suffers
•• Deceptive: Their corruption hidden beneath the surface, equipment at hand, but with their naturally sharp claws and five or more Mental Wounds in one go, or is reduced to
Dark Huntsmen still clearly resemble the people they ability to secrete poison, they can put a human through the most zero Mental Wounds, the Justifier may give the victim
once were. If a Dark Huntsman has not been revealed horrendous torture imaginable without it. one command, which must be obeyed absolutely.
as a servant of Algeroth through injury or other means, a
Dire D4 Observation test or Daunting D3 Insight test can Justifiers stand tall and gaunt, and have leathery skin. They To add an Eonian Justifier to the board game, use a Curator
identify them as something other than they seem. have oblong, insectile heads with four mandibles, and long figure and stats with a new special ability: After a successful
•• Fast Healing (3) sharp claws from which they can secrete a caustic venom. They attack, the target Doomtrooper receives a Dark Legion token.
•• Grasping wear the symbol of a set of scales on their surcoats, which At the start of their next activation, roll a red attack die, apply
•• Slave to Symmetry (2) symbolises how they measure the life and truth of a person. the result (no armor check), then discard the token.

ALL-ENCOMPASSING DARKNESS

125
IMMACULATE FURIES 
These terrible beings are counted among the most fearsome
and deadly foes mankind has ever seen. Human soldiers
tremble when they hear their ululating cries, and the sight of
them is enough to scare a man senseless. The most brilliant
of Algeroth’s Technomancers and Necromagi designed this
creature with the intent of creating the perfect bodyguard.
One that would deter and strike fear into his enemies with
its mere presence. To this end, Algeroth incorporated several
unique abilities into their design.

Though created using biotechnology with a human DNA


base, they bear very little resemblance to a human aside
from their shape. The Furies stand almost two and a half
meters tall and weigh a little over 200 kilos. They possess
a tough leathery hide, are incredibly muscular, completely
hairless and have a frightening visage–in place of a nose and
mouth is a vertical, metal grill. Behind this there is a complex
filtration system, which makes them immune to all manner of
poisonous gases and atmospheres.
Immaculate Furies are formidable foes.
ATTRIBUTES
STRENGTH PHYSIQUE AGILITY AWARENESS •• Perfect Hearing: Immaculate Furies have extraordinarily
16 (+2) 17 (+1) 13 13 (+1)
KARNOFAGES 
keen hearing, able to hear a man’s breath from a hundred
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY metres away. An Immaculate Fury does not increase the Little more than predatory animals, Karnofages are driven
13 10 16 14 (+1) difficulty of hearing-based Observation or Insight tests solely by their need to feed. They are possessed of heightened
for distance. senses, razor sharp teeth and claws, utter fearlessness, and
FIELDS OF EXPERTISE •• Slave to Symmetry (2) a sort of animalistic cunning that makes them particularly
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL •• Supernatural Awareness (1) dangerous adversaries. Karnofages are uncontrollable,
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC •• Supernatural Personality (1) causing Heretics that begin to degenerate into one of these
2 3 1 1 1 – 3 2 – – 1 – •• Supernatural Physique (1) monsters to be driven from their temples. They shun light
•• Supernatural Strength (2) and usually find homes in caves in rural areas, or sewers,
WOUNDS: 12 abandoned subway tunnels, or condemned houses while
DARK SYMMETRY SPEND in the cities. Though quite mindless, they can at times work
SOAK: Fury Armour: (Head 1, Body 3, Arms 2, Legs 2) •• Fell Shriek: By forcing air through the filter grill on their as a pack while hunting, and seem to understand that their
faces, a Fury can emit an ear-piercing shriek. This can feasting should remain hidden. In most cases, they live off
ATTACKS: have a number of effects, and requires the Fury spend those that society probably would not miss. However, their
•• Desovach Auto-Shotgun (ranged): Range C, 2+9, three Dark Symmetry points as a Standard Action. Living insatiable hunger and need for flesh usually leads them to
Burst, 2H, Knockdown, Spread 1, Vile creatures within Long range must take an Average D1 take more and more risks when they run out of easy pickings.
•• Unarmed Strike (melee): 3+7, 1H Willpower test against a mental assault. Living creatures
within Close range must take a Challenging D2 Willpower ATTRIBUTES
SPECIAL ABILITIES test or become Perplexed. Living creatures within STRENGTH PHYSIQUE AGILITY AWARENESS
•• Fast Healing (2) Reach must attempt a Daunting D3 Resistance test or 16 (+1) 13 16 9
•• Fear (2) suffer 1+3 damage to the head with the Stun quality. COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
•• Inured to Disease Armour provides no protection. 8 3 13 8
•• Inured to Pain
•• Inured to Poison To add Immaculate Furies to the board game, use a Razide
FIELDS OF EXPERTISE
•• Inured to Vacuum figure and stats with a new special ability: All Doomtroopers COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
•• Night Vision on the creature’s sector tile are considered blocked. EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
2 3 – – 1 2 1 – – – – –

CHAPTER 06

126
Hulking, vaguely ape-like humanoids, Mercurian Maculators •• Ambush Predator: The Mercurian Maculator’s instincts
are powerfully built and stand two to three metres tall. Their give it great proficiency when it hunts. If a Mercurian
flesh is the colour of a pallid corpse and covered in a slick Maculator is currently hiding or otherwise concealed,
layer of slime. It is unclear what purpose the slime has in their any action it performs against a character also forces
accelerated regenerative processes, but appears to be part that character to take a Challenging D2 Willpower test
of the process in some unknown way. or suffer a mental assault.
•• Aquatic Affinity: A Mercurian Maculator is at home
Mercurian Maculators are amphibious and are often used in the water. When attempting a test in relation to
in aquatic assaults as support troops, scouts, and assassins swimming, they have Athletics Expertise 2 and Athletics
by Ilian’s forces. Although the Gorgoroth Heavy Machine Focus 1, and do not suffer penalties for difficult terrain
Gun they carry is far from subtle, the claws of a Mercurian whilst underwater. Additionally, it gains one bonus
Maculator have claimed many a careless sentry’s life. Momentum on Stealth tests whilst submerged. Finally,
they do not drown.
ATTRIBUTES •• Stealthy: A Mercurian Maculator gains two bonus
STRENGTH PHYSIQUE AGILITY AWARENESS Momentum on all Stealth Tests.
14 (+2) 14 (+2) 9 9
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY DARK SYMMETRY SPEND
8 8 10 10 •• Savage: For the cost of one Dark Symmetry point, the
Mercurian Maculator may also use its powerful bite in
FIELDS OF EXPERTISE melee doing 3+7 damage with Dreadful and Vicious 2
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL Qualities
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
No matter the terrrain, Mercurian Maculators are fearsome opponents.
3 1 3 1 2 2 2 2 1 – – – To add Karnofages to the board game, use Malignant figures
WOUNDS: 10 and stats with a new special ability: When it is attacked
WOUNDS: 13 successfully, roll a white attack die. On a hit, the attack is
SOAK: None now unsuccessful.
SOAK: Tough slimy hide: (All 1)
ATTACKS: METROPOLITAN PROPHET 
•• Ragged Claws (melee): 2+7, 1H, Gruesome ATTACKS:
•• Rending Claws (melee): 3+8, 1H, Vicious 2 One of the most insidious threats of all to Humanity, Semai’s
SPECIAL ABILITIES •• Gorgoroth HMG (ranged): Range L, 2+6, Metropolitan Prophets are massively muscled humanoids
•• Braindead Automatic, 2H, Ammo (Armour Piercing 2), Spread 1, born from the Ritual known as the Seed of Semai. Usually
•• Fast Healing (1) Subaqueous covered in the gore of their host, the taut muscles and
•• Fear (1) „„ Subaqueous: Weapons that possess the Subaqueous tendons of their face form a rictus grin that exposes their
•• Hungering for Flesh: After killing a creature, a Karnofage quality are designed to function effectively teeth in a feral snarl.
stops to feed. It will feed for three turns, regaining 3 underwater. Each point of Subaqueous will reduce the
wounds at the end of each turn. It will only stop feeding penalty applied to Ranged Weapons or Close Combat The one-way transformation brings forth the corruption of
if it’s attacked–at which point, it will attack the creature tests for underwater combat by one, to a minimum an individual in the most visceral way possible. Heretics
that interrupted its feeding. of zero. Additionally, each point of Subaqueous will volunteer for the blessing, often to conduct suicide missions
•• Inured to Pain negate one point of Soak provided by the cushioning or as a safeguard against capture, but cults of Semai have
•• Grasping effects of water, but has no effect on other sources of been known to target specific individuals in positions
•• Night Vision Soak value (such as armour). of power who are well-placed to carry out acts of terror
•• Slave to Symmetry (2) and sabotage.
•• Supernatural Strength (1) SPECIAL ABILITIES
•• Fast Healing (2) Metropolitan Prophets remain human in appearance
MERCURIAN MACULATOR  •• Fear (1) until the change is triggered, though their muscle mass
•• Inured to Cold increases and they become freakishly dense; more than
Brought from an alien world by Ilian, the Mercurian •• Inured to Pain one untransformed Prohpet has been given away by
Maculators are her favoured underwater assassins. First •• Personal Dark Symmetry (1) a vehicle’s suspension straining under their mass. This
encountered on Mercury by Mishima troops, they prefer dank •• Slave to Symmetry (1) has caused some Heretics to disrespectfully call the
environments such as caves or underwater. •• Supernatural Physique (2) creatures “Hydes”. With but a thought when the time is
•• Supernatural Strength (2) right, the Seed can be activated to transform the host,

ALL-ENCOMPASSING DARKNESS

127
THE SEED OF SEMAI (RITUAL)
Much like Dark Gifts, rituals are cast using
a Willpower test, which includes the fact
that the roll is effectively an attempt to
resist mental trauma. For more information
on rituals, see the Mutant & Heretics
Sourcebook.

•• DIFFICULTY: Dire D3

•• TARGET: One object or willing Heretic

•• COMPONENTS: One Object

•• TIME: 3 Hours

•• CORRUPTION: 3

•• EFFECT: Semai’s ways are those of


subtlety and guile. His rituals are no
different. This ritual allows the caster to
use the First Voice to embed the Seed
of Semai directly into a willing Heretic or
into an item of some kind.

For items, the caster holds it over their head


while intoning invocations to Semai, meaning
the ritual is often used on smaller objects such
as jewellery or business cards. This object is
then passed to the chosen victim, often under
the guise of a gift. If freely accepted by the
victim, the Seed of Semai gradually takes
root; like an inner voice, it begins whispering
to the victim in dreams, encouraging non-
Heretics along a path of corruption.

Each day, the victim must make a Challenging


D2 Willpower Test, increased by one difficulty
for every Corrupted Mental Wound they
possess (maximum of Epic [D5]). Failure
means they increase their Corrupted Mental
Wounds by one. Once all of their Mental
Wounds are corrupted, the Seed of Semai
has taken root and the Metropolitan Prophet
lurks underneath the victim’s skin. Heretics do
not need to make a Willpower Test–the Seed
of Semai takes root automatically.

Strict vigilance is required to deal with the insidious threat posed by Metropolitan Prophets.

CHAPTER 06

128
showering anyone nearby with the gore of their flesh as DARK SYMMETRY SPEND WOUNDS:
it is ripped asunder by muscles and skeleton that tauten •• Carnivorous Birth: For one Dark Symmetry point, the •• Head 17 • Torso 23
and thicken. The change to a Metropolitan Prophet is a Metropolitan Prophet bursts forth from in a shower of •• Arms 19 • Legs 21
one-way ticket; to all intents and purposes, the human gore. Anyone viewing the Carnivorous Birth must make a •• Serious 21 • Critical 18
host no longer exists and death is the only release. Challenging D2 Willpower Test or suffer a mental assault. •• Mental 9
When transformed, the creature benefits from increased
ATTRIBUTES strength and physique–these are noted as the secondary SOAK: Praetorian Armour: (All 5)
STRENGTH PHYSIQUE AGILITY AWARENESS statistics in the profile above. It also gains the Monstrous
12 (+1)/15 (+2) 12 (+1)/15(+3) 9 8 Creature special ability (noted in parentheses, above). ATTACKS:
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY The Prophet’s Handcannon remains disguised as a fairly •• Azoghar (melee): 8+11, 2H, Reach, Gruesome,
8 8 8 5 innocuous item until the transformation is triggered. Knockback, Vicious 3
•• Creature of Symmetry: As powerful tools of Semai, •• Decimator Hand Cannon (ranged): Range L, 2+8,
FIELDS OF EXPERTISE Metropolitan Prophets (and Heretics prior to the change) Munition, Blast (Close), Dreadful, Incendiary 2, Spread 3,
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL may use the following Dark Gifts: Sense Weaves of Power, Vicious 3
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC Dark Curse, Stir the Dark Heart, and True Fear.
2 2 – – 1 – 2 – 1 – 1 – SPECIAL ABILITIES
PRAETORIAN BEHEMOTH  •• Dark Presence
WOUNDS: 10/14 •• Fast Healing (3)
From a world completely given over to the Dark Soul, •• Fear (3)
SOAK: Toughened Hide: (All 1/All 3) Praetorian Behemoths resemble the Praetorian Stalkers in •• Feed upon Fear
many ways. However, they are far bulkier and tower above •• Grasping
ATTACKS: their smaller Stalker brethren and other Dark Legion troops, •• Inured to Fire
•• Fists (melee): 2+6/3+7, 1H, Knockdown, Stun and have four arms. •• Inured to Poison
•• Metropolitan Handcannon (ranged): Range M, 1+6, •• Monstrous Creature
Automatic, 2H, Ammo (Black Bullets), Vicious 1 Terrifying in battle, Praetorian Behemoths are almost the •• Night Vision
size of the Bio-giants and are often used to break through •• Slave to Symmetry (3)
SPECIAL ABILITIES lines and fortified positions, a role they are well-suited for. •• Supernatural Personality (3)
•• Fear (2) They are engines of destruction, laying waste to everything •• Supernatural Physique (6
•• Feed Upon Fear in their path. Even without the Decimator Hand Cannon and •• Supernatural Strength (6)
•• Inured to Pain Azogar they carry, their natural destructive power is difficult •• Colossal Creature: A Praetorian Behemoth is an
•• Inured to Poison to stand against. immense creature, several metres tall, and terrifyingly
•• (Monstrous Creature) strong. Few things can face such a towering creature
•• Night Vision It could be said that the Dark Symmetry itself powers and survive. A Behemoth may treat any creature within
•• Slave to Symmetry (1) the Praetorian Behemoth, and without the violence and Close range as being within Reach. Further, any creature
•• Supernatural Physique (1[2]) destruction of battle they quickly go insane. Despite their making a close combat attack against a Behemoth
•• Supernatural Strength (1[3]) rage and foul tempers, Praetorian Behemoths have a wily increases the difficulty by one step, but any creature
•• Flawless Infiltrator: When clad in a human form, a intelligence and grasp of tactics, and are far from the attempting a ranged attack against the Bio-Giant
Metropolitan Prophet is largely indistinguishable from an unthinking brutes they appear to be. However, most Dark reduces the difficulty by one step instead. The Bio-Giant
ordinary human being and fully able to pass unnoticed. Legion troops still give them a wide berth as Praetorian inflicts an automatic 1+3 damage with the Spread 1
Any tests attempting to discern their true nature or intent Behemoths care little for where they step, or whoever gets and Knockdown qualities on any creature that attempts
while operating in human guise are increased in difficulty in their way. to make a close combat attack against it and fails.
by two steps. •• Cumbersome: A Bio-Giant is a slow and awkward
•• Reading the Flows: Thanks to visions born from the ATTRIBUTES creature, unable to move quickly due to its sheer size
direct infusion of Symmetry during their transformation, STRENGTH PHYSIQUE AGILITY AWARENESS and bulk. It may not take the Sprint Standard Action or
Prophets gain a preternatural insight during combat. 16 (+6) 17 (+6) 11 10 any Response Action.
Metropolitan Prophet’s always act first during a combat COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
round (they do not need to spend Dark Symmetry 11 8 9 19 (+3) DARK SYMMETRY SPEND
Points to do so). If another creature possesses a similar •• Puny Human! Should a Praetorian Behemoth
ability, the creature with the highest Agility acts first.
FIELDS OF EXPERTISE successfully use its Grasping ability on a victim (or
•• Vile Dissolution: Thanks to mortuary enzymes, a COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL vehicle), it may spend two Dark Symmetry points
Metropolitan Prophet reduced to zero Wounds dissolves EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC to then either throw them or use them as a melee
into a pool of foul-smelling goo that quickly evaporates. 3 2 2 2 1 1 1 1 – – 1 – weapon. This makeshift “weapon” if thrown, has

ALL-ENCOMPASSING DARKNESS

129
Range M, Damage 2+6; and the Munition, other creature is viewed as a source of raw material and SPECIAL ABILITIES
Unwieldy, and Burst (Close) qualities. It inflicts 3+5 experimentation. They tend to cause an enormous amount •• Dark Presence
damage with the Dreadful and Stun qualities if of pain while conducting their business and lack any feelings •• Fast Healing (2)
used as a melee weapon. In both cases, the victim towards their own colleagues and creations. •• Fear (1)
also suffers any damage inflicted upon the target. •• Inured to Cold
•• Rage: By spending one or more Dark Symmetry Points, Quiet and expressionless, Tekrons communicate through •• Inured to Disease
the Behemoth enters a terrible rage. While in this gestures and strategic telepathic use. A mesh of man, •• Inured to Pain
state, the Praetorian Behemoth gains two additional machine, and necrobionics, their body parts can be mended •• Inured to Poison
momentum on a successful melee attack, but it cannot or replaced with ease, which renders them practically immortal. •• Inured to Vacuum
fire any ranged weapon it possesses (though it may still Exposed flesh is merged with pulsating tubes, wires, and •• Master of Dark Technology: A Tekron can understand
make improvised ranged attacks). This rage lasts for a implants. Some might have a gasmask melted and sewn into the function and operation of any machine simply by
number of rounds equal to the number of Dark Symmetry face, while others have a beautiful but expressionless face, or handling it, inspecting it for a minute, and attempting a
points spent. a skull of armoured glass through which the brain is clearly Daunting D3 Sciences test. Particularly complex devices
•• Thunderous Stomp: By spending one Dark Symmetry visible. There are even those whose legs have been replaced may increase the difficulty of this test.
point, the Behemoth slams its’ foot into the ground. with wheels or tracks. One Tekron never looks like the next. •• Necrotechnological Implants: Subjects of their
Anyone within Reach must make a Daunting (D2) Athletics own experiments, Tekrons are filled with a variety of
test or suffer the Staggered condition. Whilst equally brilliant, each Tekron specialises in a specific implants and necrobionics of their own creation. All
•• Wringing Rend: Should a Praetorian Behemoth field. Some are master weapon smiths, while others are brilliant Tekrons have the Eternal Life implants and Neural
successfully use its Grasping ability upon an individual bio-engineers or necrobionic experts. The internal hierarchy Conduit necrobionic. All the other implants are
with its claws, it may spend three Dark Symmetry points employed by Tekrons is a simple one. The more a Tekron reflected by the Tekron’s attributes and special abilities.
to try and pull the target apart. The victim suffers 2+5 knows, the higher it is ranked. When given specific orders by •• Night Vision
damage with the Vile quality that ignores Soak. The their Nepharite Overlords, the Tekrons compose a work group •• Personal Dark Symmetry (5)
target must also succeed at a Resistance test with a by linking their minds and comparing knowledge. The one with •• Slave to Symmetry (1)
difficulty equal to the number of Dark Symmetry icons the most relevant expertise for the current project is placed •• Supernatural Awareness (2)
rolled or be torn into two pieces, killing them instantly. in charge, then they silently and methodically get to work. •• Supernatural Intelligence (2)
This also inflicts one point of Dread on all opponents. •• Weakness of Flesh: The Tekron is a mixture of corrupted
ATTRIBUTES flesh and necrotechnology, and while the technology
STRENGTH PHYSIQUE AGILITY AWARENESS
TEKRON  12 11 14 14 (+2)
is resistant to most forms of damage, the flesh is not.
Any creature that makes an attack against a Tekron may
One of the few creatures in service to Algeroth that has COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY spend two Momentum to count its Armour Soak as half
not been created with the intent of wreaking havoc, they 14 14 (+2) 17 10 (rounding down) the listed value.
are instead tasked with building, designing, and bringing
forth other beings and objects capable of doing so. The
FIELDS OF EXPERTISE DARK SYMMETRY SPEND
brightest and most tech-savvy of Heretics chosen from COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL •• Creature of Symmetry: Tekrons are powerful servants
Algeroth’s faithful are taken to a Citadel and placed within a EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC of Algeroth, gifted with great power to better serve their
distortion cocoon, then bombarded with Dark Symmetry and 1 1 2 2 1 1 2 2 1 – 5 5 dark master. A Tekron knows the following Dark Gifts:
information packets from the Brainpool containing detailed Corrupt Device, Sense Weaves of Power, Black Fire,
knowledge of Algeroth’s technologies. Their bodies are WOUNDS: Distorted Armour, Vile Cloud, Aura of Absorption, Flow
twisted and augmented with necro-bionic parts until a fully- •• Head 4 • Torso 9 of Death, and Invincible Army.
fledged Tekron rolls out, ready to begin to serve as one of the •• Arms 5 • Legs 7 •• Necrotendril Onslaught: When making a close combat
most brilliant and malevolent scientists in the universe; if they •• Serious Wounds 7 • Critical Wounds 4 attack, a Tekron may spend 1-3 Dark Symmetry points in
survive, of course. Should they die, their bodies are taken •• Mental Wounds 17 order to make 1-3 Necrotendril attacks in addition to its
apart and converted into raw material, while their minds are normal attack.
absorbed into the Brainpool. SOAK: Necrotechnological Armour: (Head 4, Torso 6, •• Necrotic Conversion: Whenever Tekron slays a creature
Arms 5, Legs 5) using its Tekron’s Necrotendril attack (including the
Tekrons are extremely intelligent beings and technologically attack’s Toxic 3 quality), it may spend a Dark Symmetry
insightful beings. They are capable of instinctively ATTACKS: point to cause that creature to rise as an Undead
understanding the inner workings and mechanisms of a •• Necrobionic Claw (melee): 2+7, 1H, Armour Legionnaire.
piece of technology just by handling it. Ingenious yet devoid Piercing 2, Backlash 1, Vicious 2
of humanity, they lack any discernible personality or the •• Necrotendril (melee): 1+6, Spread 1, Toxic 3
capacity to experience any kind of emotion, which allows
them to conduct their work unhindered by morality. Every

CHAPTER 06

130
ALSO AVAILABLE
The CarTel SOurCe BOOk
MuTanTS & hereTiCS SOurCe BOOk
Dark SyMMeTry CaMpaign
Dark legiOn CaMpaign
Dark eDen CaMpaign
COlleCTOrS eDiTiOn COreBOOk
CarD DeCkS
gianT FaBriC MapS OF luna CiTy anD
The SOlar SySTeM
pOSTerS
rpg MiniaTureS
CuSTOM D20’S anD Dark SyMMeTry
DaMage DiCe
BrOTherhOOD penDanT
CarDinal’S COinS
T-ShirTS
eMBrOiDereD FaCTiOn paTCheS
CarTel COlleCTOrS Bag
LUNA PD EXPANSION COMPONENT LIST
CARDS

3 character cards 18 critical 18 dark 16 force cards 1 quick start card 8 secondary 6 rank cards 13 equipment cards 12 event cards
injury cards manifestation cards mission cards

MINIATURES, DICE, COUNTERS AND BOARDS

3 plastic pegs

3 Luna PD Doomtroopers (Detective Vance Ryder, 6 Heretics 4 Twisted Marionettes 2 Templars 1 Von Hölle 1 Zenithian Soulslayer 4 Dread dice
Freelancer McBride, Officer Arseni)

1 Luna PD 10 Luna PD 6 mission 15 progress 27 creature tokens


identification Corporation point tokens 2 terminals 6 acid 6 fire 6 EMP 6 broken (10 Heretic, 6 Twisted Marionette,
marker tokens tokens hazard tokens hazard tokens field tokens wall tokens 6 Templar, 1 Von Hölle, 4 Zenithian Soulslayer)

2 double-sided square sector tiles 2 L-shaped double-sided sector tiles Rules and Mission book 3 double-sided Player tray
(numbered 25/26, 31/32 ) (numbered 27/28, 29/30) Dark Legion
reference boards

LUNA PD EXPANSION

134
WELCOME TO THE DARK SIDE OF THE MOON
SETUP AND GAMEPLAY ADDITIONAL CONTENT
All game rules from the Siege of the Citadel base game apply The Luna PD expansion includes new cards that expand the EXPANSION SYMBOL
to the content found in the Luna PD expansion, except where content found in the Siege of the Citadel base game. These Cards and other materials
indicated otherwise. The new Dark Manifestation and critical cards follow the same rules as their base game equivalents from the Luna PD expansion
injury rules each require an additional step to resolve during and can be shuffled or added to the corresponding decks, as are marked with an
the Mission Setup process (see page 5 and 7). The three new directed by the missions. expansion symbol so players
characters representing the elite special forces of the Luna PD can easily identify these cards
can be added to the pool of available Doomtrooper teams and quickly separate them
when players are selecting which Corporation to play for a from cards found in the core
mission or campaign. set or other expansions.

CREDITS
GAME DESIGN GRAPHIC DESIGN 3D DESIGN FOR MODIPHIUS: PLAYTESTERS
PRODUCTION MANAGER
RICHARD BORG, JAY LITTLE CHRIS WEBB, MICHAL E. CROSS, DOMINGO DIAZ FERMIN, CHRIS AARON BAUMBACH, AARON GRENSETH, ‘COLA’ VIDENHART, JORDAN HANSEN,
ALEX BUND, MATTHEW COMBEN STEPHEN DALDRY ALEX DEPUIS, ALEXANDER JOHANSSON, JORGE MADRIGAL, JOSHUA FORD, JOSHUA
HEAD OF DEVELOPMENT PEACEY, ARCHON STUDIOS, GAEL
AND PRODUCER
ART DIRECTION
EXECUTIVE PUBLISHER ANDREW MADSEN, ANDREW WHITE, ARAD KLUG, KAITLYN TOOKER, KITT EULER,
ROB HARRIS GOUMON, GINO CRUZ, JAMIE PHIPPS, CHRIS BIRCH KEDAR, BEATRIX SANDMAN, BILL STILSON, LARS-MAGNUS FRANZÉN, MADELENE
MISCHA THOMAS, PAOLO PARENTE
DEVELOPMENT TEAM
MAP ILLUSTRATION QUESTRON, VALERIO TERRANOVA, FOR CABINET BJÖRN TUFVESSON, BRETT PETERSEN, AHLROS, MAGNUS NYBERG, MARCUS
ENTERTAINMENT:
FEDERICO SOHNS, JAVIER HENNING LUDVIGSEN ANTON ANGHELUTA, ALEX GARGETT PRESIDENT & CEO BRODIE ANGUS, CARL TCHORYK, CHARLES PEHRSSON, MARCUS STAHL, MARK WIKER,
ANGERIZ-CABURRASI, STEFANO COVER ART FRED MALMBERG BOURGEOIS, CHARLES STURGILL III, CHRIS MARKUS DANIELSSON, MARTINA ‘TINA’
COMMUNITY MANAGER
GUERRIERO, KATYA THOMAS, JAMES STADLER, CHRIS THESING, CHRISTIAN ENGSTRÖM, MATTHEW EVRARD, MAXIME
STEFAN KOPINSKI LLOYD GYAN
EVP
BARRY, BART KOLODZIEJCZYK, JAY ZETTERBERG LINDKE, CHRISTOFFER LUNDBERG, BOUCHARD, NATHAN SMELA, RASMUS
ARTWORK
CHRISTOFFER LUNDBERG, ALISTAIR OPERATIONS MANAGER DAN MOORE, DAVID NILSSON, DENIS FAERGE, RICHARD KHOURY, RICK WENDORF
PAUL BONNER, DOMINIK COO
ROUGÉ, DENNY BACHA, DOUG MOORE, II, SCOTT TOOKER, SCOTT VENABLE,
BIRCH, JUAN ECHENIQUE KASPRZYCKI, TOMA FEIZO GAS, GARRY HARPER STEVE BOOTH
DYLAN CARTER, ED MILNES, EMYA SHAWN HOWSON, STEFAN NILSSON,
EDITORIAL AND
BACKGROUND PAOLO PARENTE, TOMEK TWOREK, EXECUTIVE ASSISTANT SPECIAL THANKS
‘LILLAN’ VIDENHART, ERIK LINDSTROM STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’
CONSULTANT WITOLD TRZCIONKA, ANNA MITURA, SALWA AZAR JOHN M. DUDLEY AT LIYA FUTRAL, FELIPE MORALES, FRANCESCO MÖLLER, THADDEUS MOORE, THOMAS
MARC LANGWORTHY ALEX INNOCENTIE, CHRIS WEBB INTERNATIONAL, KATARINA AND ADAM BELLAGAMBA, GARRET MILNES, GENE BLACK, THOMAS C PHILLIS, THOMAS
MANUFACTURING
STORIES LOGO DESIGN HARRIS FOR THEIR SUPPORT, ALL OUR DVORCHAK, GORMAN CHRISTIAN, ISAK SHEFFIELD, TIM RENZ, TODD JORDAN
ANDERS FAGER ALEX BUND LIYA INTERNATIONAL KICKSTARTER BACKERS AND THOSE ‘FENGULF’ STENBERG, JAMES WALKER II, MICHAEL PEACOCK, TOM CONNER,
DESIGN STUDIO MANAGER SENIOR SCULPTOR DATA ANALYSIS WHO HAVE PLAYED SIEGE OF THE JOHANNA JOHANSSON, JOHN H ZIELINSKY, TONY KARLSTRÖM, WILLIAM ‘WILLY’
MICHAL E. CROSS JONNY LA TROBE-LEWIS BENN GRAYBEATON CITADEL SINCE ITS FIRST EDITION! JOHN NILSSON, JONAS STOHR, JONAS JOHANSSON, WILLIAM G TINNIN-TIMM

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
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Modiphius Entertainment Product Number: MUH050530

The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.
© 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license.
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is ©
Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is
purely coincidental and unintentional except for those people and events described in a historical context.

RULES AND MISSION BOOK

135
DREAD AND DREAD DICE
The Dark Legion’s growing power and threat are represented The Corporation players may use their Dread dice for: RESULT WHEN ATTACKING
by the new resource called Dread. This resource is represented
in the game by the Dread dice, also referred to as

The Dark Legion player begins each mission with a number


.
- HEALING CRITICAL INJURIES
The Corporation player may roll a Dread die to add a
progress token to any one critical injury of a singular
Counts as “Hit” or “Success”

Counts as “Hit” or “Success”


of Dread dice equal to the number of Corporation players. Doomtrooper. See page 7 for complete rules regarding
Dread is spent during a mission for a variety of effects. The critical injuries. Counts as 2 “Hit” or “Success”
Dark Legion player spends Dread by giving a Corporation
one of their Dread dice. If the Dark Legion player does
not have any Dread dice available, they cannot spend any
Dread. When the Dark Legion player gives a Dread die to a
-

PERFORMING A HEROIC FEAT
The Corporation players add their Dread die to any
attack they attempt against a Dark Legion figure. The
Counts as 2 “Hit” or “Success”

The attack automatically misses


Corporation player, they must give the new die to a player following table explains the result roll:
who does not already have one. The attacker loses 1 health

ACTIVATION DREAD
The Dark Legion player takes a Dread die from one
Corporation player of their choice when the Dark Legion
activation token is drawn.

Dread dice are spent by the Dark Legion player for:

- DARK MANIFESTATION ACQUISITION


The Dark Legion player will spend one Dread dice for
each Dark Manifestation they want to acquire during the
Setup phase. (see page 5).

- ACTIVATING DARK MANIFESTATIONS


The main use of Dread during a mission is to activate Dark
Manifestation cards. To use some of the more powerful
abilities, the Dark Legion player must spend an amount
of Dread equal to the manifestation’s Dread rating.

- EVENT CARD UPGRADES


The new event cards in the Luna PD expansion introduce
opportunities for the Dark Legion player to augment or
upgrade the effects by spending Dread.

- DICE RE-ROLLS
The Dark Legion player can spend one Dread to re-roll
any one die rolled by a Dark Legion figure. More than
one Dread can be spent to re-roll more than one die in
a single attack, but dice can only be re-rolled once per
attack by spending Dread.

Forget foolhardy or brave. Only the toughest LPD cops dare enter the city’s underbelly.

LUNA PD EXPANSION

136
DARK MANIFESTATIONS
Dark Manifestations are powerful abilities granted to the ASSIGNING DARK MANIFESTATIONS
Dark Legion minions by their alien masters. The introduction
of Dark Manifestations allows the Dark Legion player to During a mission, the first time a Dark Legion creature is DARK MANIFESTATION
customise their forces according to their style and tactics. revealed, either by a Doomtrooper entering a new sector or DOOMTROOPER BONUS
during the reinforcement phase, the Dark Legion player may
If the players choose to add Dark Manifestations to their assign any one of the Dark Manifestation cards they have The introduction of Dread provides the Dark Legion
game, a new phase is added to the setup of each mission: acquired to that specific creature. Place the relevant creature player with more powerful options to use against the
the Dark Manifestations Acquisition Phase. token on the card. All figures of that enemy type are now Doomtroopers. But the Corporations are resourceful in
associated with that Dark Manifestation card. the face these new threats.

DREAD COST For example, the Dark Legion player acquired the Dark When the players include the Dark Manifestations
Dark Manifestation cards vary greatly in power, Manifestation Acidic before the mission. A Corporation player ruleset in a mission, the Corporation players may
represented by their Dread cost. Lesser abilities and enters a new sector, revealing the first force card to feature draw one additional Doomtrooper card during Step
passive effects have a Dread cost of zero and are Templar units. The Dark Legion player chooses to reveal the 7. Determine Rank of Setup. Then, after looking at
always in effect. Traits with a Dread cost higher than Acidic Dark Manifestation card from his hand. For the rest all of their cards, each Corporation player discards
zero must be activated every time by the Dark Legion of the mission, all Templar units now benefit from the Acidic Doomtrooper cards from their hand until they have
player by spending a number of Dread dice equal to Dark Manifestation. the same number of Doomtrooper cards indicated by
the trait’s cost. their current rank.
An enemy unit type can only have one Dark Manifestation
assigned to them and each Dark Manifestation can be Example: Rank 7 Luna PD Doomtroopers normally
assigned to only one creature type. Once per Dark Legion begin a mission with 3 Doomtrooper cards. When
player turn, before performing any actions with their units, playing with Dark Manifestations, the Luna PD player
the Dark Legion player may discard a card already assigned would draw 4 Doomtrooper cards, choose the three
to a unit type in order to play a new Dark Manifestation card they wish to keep, and discard the fourth card.
DREAD COST: 0 DREAD COST: 1 DREAD COST: 2 to that unit type.

DARK MANIFESTATIONS ACQUISITION PHASE


While the Corporation players are spending their credits to
acquire equipment cards, the Dark Legion player has the
opportunity to acquire Dark Manifestations to augment
their units.

The Dark Legion shuffles the Dark Manifestations deck and


draws a number of cards equal to the number of players
(including the Dark Legion player). The Dark Legion player
may then acquire Dark Manifestation cards by spending Dread
dice. Each Dark Manifestation costs 1 Dread to acquire, so for
each card selected, the Dark Legion player must give one of
their starting Dread dice to one of the Corporation players.

The Dark Legion player cannot give a Dread die to a player


who already has a Dread die. Any Dark Manifestation cards
not selected during this phase are returned to the box; they
Air support is a serious advantage in an urban landscape that towers above its foundations.
will not be used in this mission.

RULES AND MISSION BOOK

137
NEW MAP FEATURES: CORNERS AND HAZARDS
CORNERS The supply of tokens for each type of hazard is limited. If
there are no more tokens of the appropriate type available, EMP FIELD
The Luna City expansion introduces one new type of map instructions for placing the corresponding hazard tokens The air is charged with a disruptive field of electromagnetic
tiles: corner sectors. These tiles are used to create interesting are ignored. energy, causing glitches in equipment and communications,
new maps and present new challenges to the players. The and making figures less effective in combat.
new tiles are treated for all intent and purposes as normal
tiles from the base game. FIRE HAZARO A figure on an EMP field is treated as two ranks lower
Dangerous flames potentially burn any figures standing when determining which combat dice and defense dice
in or passing through the fire. they use, minimum rank 1. For example, a rank 7 Bauhaus
Doomtrooper standing on an EMP field token makes
A Doomtrooper beginning their turn on a fire hazard Attack actions and armor checks as if it were a rank 5
token or moving onto a space with a fire hazard token character.
must make an armor check or suffer one wound.
Also, any Doomtrooper that begins their action in an
Dark Legion creatures starting their activation on a fire EMP field token is considered Blocked (see core rulebook
hazard token or moving onto a square with a fire hazard for details).
token will suffer two hits, armor check applies.
HAZARDS At the end of the Dark Legion player’s turn, roll one
At the end of the Dark Legion player’s turn, roll one red combat die for each EMP field token. On a “hit”
In addition to new map sections, there is a variety of new red combat die for each fire hazard token. On a “hit” result, remove the token and place it back in the
obstacles and hazards for both Corporation and Dark Legion result, remove the token and place it back in the general supply.
players to be mindful of during a mission. Each hazard is general supply.
represented by tokens.
A Corporation player may spend one Special action
with a Doomtrooper to extinguish one fire adjacent
to their figure, returning the fire hazard token to the
general supply.

ACID HAZARO
FIRE ACID EMP FIELD Pools of corrosive acid eat away at a figure’s defenses,
making them more vulnerable to potential attacks.

A figure on an acid hazard does not get to make an armor


When an event or game effect indicates a player should place check to potentially negate incoming damage.
one or more hazard tokens, these tokens are taken from the
supply and placed on the map. Unless stated otherwise, hazard
tokens can be placed beneath figures already on a sector tile.

Only one hazard token can be placed on a single square of


the map. When a player has an opportunity to place hazard
tokens, if they want to place a hazard token on a space which
already has one, they can replace the existing token and
place it back into the general supply.
Luna’s outskirts sometimes require forward operations.

LUNA PD EXPANSION

138
CRITICAL INJURY CARDS
SEVERITY AND RECOVERY MODERATE INJURY
During a mission, a Doomtrooper may attempt one recovery
Some critical injuries are relatively minor and a Doomtrooper check per turn using one of their actions. At the end of each
can quickly recover, even during the mission in which they mission, a Doomtrooper may attempt one recovery check for
received the injury. Other critical injuries are severe and each moderate injury they have.
may be a permanent injury haunting that Doomtrooper
throughout the campaign. Moderate injuries generally have a severity greater than one
and may require multiple recovery checks before overcoming
A Doomtrooper can attempt a recovery check from a critical the injury.
injury by rolling a Dread die and applying the result as
specified on the critical injury card. LONG-TERM INJURY
Doomtroopers cannot recover from a long-term injury during
Some injuries are severe enough that they require several a mission. At the end of each mission, a Doomtrooper
successful recovery checks to overcome. The severity rating may attempt one recovery check for each long-term injury
indicates how many progress tokens are required before the they have.
player can discard the injury card.
Long-term injuries have a severity greater than one and
When a Doomtrooper loses one action as a result of a may require multiple recovery checks before overcoming
recovery check, this must occur immediately or on the next the injury.
possible turn. Place a Corporation token on the character
card if required.

PROGRESS TOKENS DREAD


DOOMTROOPER BONUS
Doomtroopers risk their lives with each mission. And it is Recovering from moderate and long-term critical injuries is
difficult to survive unscathed when battling the forces of the measured with progress tokens. When a recovery check earns The potential for critical injuries makes missions even
Dark Legion. a player progress tokens, the tokens are placed on the critical more dangerous for the Doomtroopers. But the
injury card in the slots on the right hand side. Once the critical Corporations are given more resources to face these
In Siege of the Citadel, Doomtroopers lose health when they injury card has all its slots filled with progress tokens, the new threats.
are damaged by a Dark Legion attack, but after the mission Doomtrooper has fully recovered and the critical injury card
they recover to full health. The critical injuries deck allows the is discarded. When players include the Dread and Dread dice ruleset
players to simulate more debilitating conditions that can last in a mission, the Corporation players each gain one
across more than one mission. For this reason, this part of additional credit to use during Step 10. Equipment
the rules has been designed especially for campaign games. Selection of Setup.

HOW CRITICAL INJURIES WORK Example: Rank 7 Luna PD Doomtroopers normally


begin a mission with 5 credits. When playing with
When a Doomtrooper suffers more than one wound from Dread, the Luna PD player would have 6 credits to
a single attack, the Dark Legion player may force the SHORT-TERM INJURY acquire equipment.
Doomtrooper to draw a critical injury card from the deck, Attempting to recover from a short-term injury is optional
reducing the amount of health lost by one per injury card and does not require an action. A player can only make one
drawn. The card is placed face up next to the affected short-term recovery attempt in their turn for each injured
Doomtrooper and its text takes effect immediately. Doomtrooper, regardless of how many total critical injuries
the Doomtrooper is suffering.
The Doomtrooper may suffer multiple critical injuries per
attack but they must always suffer at least one wound. At the end of a mission, all short-term injuries are discarded.

RULES AND MISSION BOOK

139
CAMPAIGN 1: DOOMSDAY

CASE FILE 1: INTEL RUN


CASE SUMMARY EVENTS
Door
One of our own. Taken. How could this The Dark Legion player shuffles Luna PD
happen? We can’t afford to let this slide. expansion event cards numbered L1–L10
This city is always on the brink of anarchy, and draws 5 cards. The rest of the event Dark Legion
our Thin Blue Line the only thing keeping cards are set aside and are not used in this Reinforcement
any kind of order. We have to find out where mission. Reinforcements on the event cards Entrance Point
they’re being held. And we will. Even if it enter the game board at entrance points in
means bending a few rules and breaking a sector tiles 32 & 26. Doomtrooper
few faces. Entrance Point
DARK LEGION RESOURCES
MISSION The Dark Legion player removes force cards Mission Token
In order to obtain information regarding numbered L13 & L16 and adds force cards
an abducted Doomtrooper, three out of 1–25 from the base game. The rest of the
the four terminals in the mission must be base force cards and the two L force cards
hacked. One of these terminals is fake. set aside are not used in this mission. The
The Dark Legion player takes three mission remaining force cards are shuffled. For
point tokens and one blank mission point each Doomtrooper team, place one force
token, then places them face-down on the card facedown on each game board sector
designated squares indicated on the map. tile. The unplaced force cards form a draw
The Dark Legion player chooses where the pile and are placed in front of the Dark
fake terminal is located. Legion player.

When a Doomtrooper moves adjacent to a


face-down mission point token, it is turned
-
REWARDS
COMPLETE MISSION: Doomtrooper

ORT
face up. If blank, remove it from play. teams receive 4 promotion points.

T REP
- LUNA PD INCIDEN
Otherwise, it represents an active terminal
that can be hacked. A tech specialist FAILURE: Dark Legion player receives
2991
Doomtrooper ending a Move action 2 promotion points for each mission PITOL 225-33
11 CA SE NUMBER: CA
adjacent to an active terminal automatically point token not hacked, excluding the DATE: 2488-03- a Jr
cer Leo Keny
hacks the terminal without performing an blank mission point token. ER(S): Beat Offi
REPORTING OFFIC Ca pitol Ancient
m.
action. Non-tech specialists must perform OC CU RE NC E: Cappy Stadiu
LOCATION OF
rim Incident)
one Special action to hack a terminal. (Post Deathg Deathgrim.
took out the
Once hacked, remove the mission point pp y af te r Vance Ryder
ion F at Ca
aned out sect
token from the board and place it on the This officer cle en destroyed:
ha ve be
The following 03) seats.
Doomtrooper’s player tray. and three (2 od and taking
s.
Two hundred , associated fo ne is unknow
n
• w this was do

- y Bu rger ca rt . Ho
One (1 ) Lo on to th e ga lleria
• ase do wn
rete stairc
Doomtrooper entrance points in • One (1) conc
at this po in t.
sectors 32 & 26 are marked with white oards.
• Three (3) billb y Nine suppor
ters.
entrance tokens.
m al e, an d all were Nast g in ne ed of
All were walkin

- were in seats. neteen (19) s


Six (6) bodies e (5 ) st re tc her cases; ni d ve nd ing machine. It wa
e section: fiv ot the destro
ye
esenta-
Secondary mission cards are not used. Wounded in th er to di sp at ch . I sh
tol Secu rity re pr
All handed ov one (1) Capi
occurred with

-
attendance.
s at m e. A dispute then th ey ow n us .
firing soda They still thin
k
TIME LIMIT: 5 Rounds st was made. ou have a
tive. An arre Stories. Is “Y
sh e wo rk s for True LPD ty ?
who claimed ce an officer
on du
ched by a girl mpt to influen
I was approa ould ers…” an atte
t an d sh
very nice ches nding machi
ne.
d; one (1) ve
en ty -four (24) wounde
x (6) dead; tw
Casualties: Si

LUNA PD EXPANSION

140
CAMPAIGN 1: DOOMSDAY

CASE FILE 2: ASSET RETRIEVAL


CASE SUMMARY DARK LEGION RESOURCES
So we broke a few skulls and turned a few The Dark Legion player removes force cards
stones, but we found them! Problem is, numbered L13 & L16 and adds force cards
they’re completely surrounded and sealed 1–28 from the base game. The rest of the
up tight by Heretics. We need to bust them base force cards and the two L force cards
free and find out what’s going on. set aside are not used in this mission. The
remaining force cards are shuffled. For each
MISSION Doomtrooper team, place one force card
Doomtroopers must enter the game board facedown on each game board sector tile.
and make their way to the room where the Place one extra force card on sector tiles
abducted Doomtrooper is held. Once there, 29 & 27. The unplaced force cards form a
they must reach a space adjacent to the draw pile and are placed in front of the Dark
Doomtrooper and rescue them through the Legion player.
use of a Special action.

The abducted Doomtrooper is to be placed


on the designated square in sector tile 10.
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 4 promotion points. T
Use an unused Doomtrooper figure.

Under any circumstance, the Dark Legion


player cannot attack the abducted
- FAILURE: Dark Legion player receives
3 promotion points.

Doomtrooper (including area attacks that


endanger them).

- Doomtrooper entrance points in


sector tile 25 are marked with white
entrance tokens.
Dark Legion
Reinforcement LU N A P D IN C ID E N T REPOR
B-785499
T
CQU/IMP - SU
CASE NUMBER: AN

- Secondary mission cards are used


(include Luna PD expansion and base
game cards).
Entrance Point

Doomtrooper
Entrance Point
DATE: 24 88

REPORTING OFFIC
LOCATION OF OC
Imperial Quar
-07- 24
ER(S): Beat Offi
CURENCE: Fairf
ter
cer Fatima He
ax Hotel – Cl
imgaard

eese Blvd 10
2–

d”.
possibly affor
he could not

- TIME LIMIT: 6 Rounds

EVENTS
T Abducted
Doomtrooper
A woman seen
The witness,
such suitcas
leaving the ho
an Imperial Da
es, lending su
te l wi th
me, has a sp
spicions we
tw

ig
o suitcases “s
ot
ht .
les
St
to
s
op
re

ca
pu tation and cle
ped the susp
r. The car dr
arly ha

ect at Underg
iver identified
s ro om
round r-
s full of
Se
himself as
,
pensive ba gs in them worked
F, loading ex as neither of
The Dark Legion player shuffles Luna PD vice Entrance tta Ni ce (! !!). Both held g th eir fa -
as Lore n losin
a, the woman about childre
Nick Chandr ted moaning then
expansion event cards numbered L1–L10
at Fa irfax . Chandra star ev en t tr ouble. Chandra
ess, ned Nice to pr
and event cards numbered 1–17 from the or had busin an dr a. St un d up wi th Ot to.
ll Ch we
ce threatened to ki co -cons pirator. Follo
base game and draws 6 cards. The rest of the th er. Ni
d at the Fairf
ax , as d mid-level
security guar . Otto fingere
named Otto, be came broken
rson, whose
lef t ar m ffed in the
event cards are set aside and are not used
-operative pe tta Nice left cu
Not a nice co t-v ery-nice Lore
in this mission. Reinforcements on the event , brother of th e no , claimed ju-
Leonard Nice t intervened
security boss Fa irf ax managemen ated
cards enter the game board at the entrance ness iss ue s. property. He
her with rude ime on their
garage. Anot irfax al wa ys handles cr pr io r cla im to
s. Fa . Had
point in sector tile 31. their premise ed by friends
risdiction on pe op le lik e problems solv e cr im in als to
h e th
llowed, but ric ic space. Drov
discussion fo ended in publ
r an d Ch an dra, as appreh
the Nice siste r.
er to superviso
ed the case ov
HQ and hand

RULES AND MISSION BOOK

141
CAMPAIGN 1: DOOMSDAY

CASE FILE 3: THE RITUAL


CASE SUMMARY cards 1–30 from the base game. The rest of
Our rescued comrade provided some vital the base force cards and the L force cards
intel concerning a heinous plan the Dark set aside are not used in this mission. The
Legion are preparing to execute. A group of remaining force cards are shuffled. For
Heretics are readying a ritual to summon a each Doomtrooper team, place one force
deadly Zenithian Soulslayer. We have to stop card facedown on each game board sector
them before it’s too late! tile. The unplaced force cards form a draw
pile and are placed in front of the Dark
MISSION Legion player.
The Doomtroopers must clear the board of
any Heretics. The number of Heretics present
on the board will vary depending on the
number of Corporations. For 2 Corporations,
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 5 promotion points.
place 3 Heretics on the board. For 3 and 4
Corporations, place 6 Heretics on the board.

The Dark Legion player places the Heretics


- FAILURE: Dark Legion player receives
1 promotion point per surviving
Heretic.
on the designated spaces on sector tile
H H
number 9. These figures cannot leave sector H H
tile 9 at any point. Additionally, they cannot
be used until a Doomtrooper has entered
HH
sector tile 9.

- The Doomtrooper entrance point


in sector 14 is marked with a white
entrance token.

- Secondary mission cards are used

E N T R EP ORT
ID
(including Luna PD expansion and
base game cards).
LUNA P D IN C
- TIME LIMIT: 6 Rounds

EVENTS
DATE: 2489
REPORTING OFFIC
-07- 18 CASE NUMBER: SM

ER(S): Officer
NCE: Loony Bu
Antonov Gris
KS 211-9818

rger, Kings Ro
88-0/1

ad 188,The
N OF OC CU RE
LOCATIO
The Dark Legion player shuffles Luna PD
Smokes
ony Burger on
tion at the Lo
expansion event cards numbered L1–L10 a hostage situa nt,
wsie, ca lle d in the restaura
ld, a local ne utes entering
and event cards numbered 5–19 from the
Dark Legion Bryne Handho ed sh e sa w three local br este d th at Corrup-
im sugg
Kings Road.
Handhold cla ed, witnesses
base game and draws 6 cards. The rest of the
Reinforcement . When I arriv ratic behaviou
r by per-
robb er y wa s in progress ap se s an d er
event cards are set aside and are not used Entrance Point and that a use of po ss ib le tim e-l
re st au rant staff
involved beca were holding
in this mission. Reinforcements on the event tion might be pr em ise s th ree (3) thugs Th e incid ent
hen I entered
the 10:45.
petrators. W ast Buns. At
cards enter the game board at entrance Doomtrooper ile ea tin g Loony Breakf s” ex pire . As I entered
gunpoint wh “breakfast off
er
and guests at ent over when onize their
points in sector tile 9. Entrance Point ro bb er y, but an argum e th e su rv ivors synchr
was no t a Im ad , an
firin g st op pe d, s st stupidity
ju
efigh t en su ed. Once the up tion. W ha t happened wa e the
a fir trib ut
Heretic e was no Corr ast Buns. I at
DARK LEGION RESOURCES
H npoint. Ther Loony Breakf
watches. At gu d an epic cr av ing fo r
sent to Ro th m an
Starting Location ll the time, an detained and
g brutes were
The Dark Legion player removes force cards
inability to te e. Th e su rv iv in
ive BCB-usag
numbered L1–L6, L13 & L16 and adds force last to excess
g.
for sentencin
report.
ed at time of
br ute. Re m ains unclaim
e (1)
LUNA PD EXPANSION Casualties: On

142
CAMPAIGN 1: DOOMSDAY

CASE FILE 4: IN THE NICK OF TIME

T REP ORT
LUNA PD INCIDEN
CASE SUMMARY entrance points in whichever sector tile there
The Heretics tricked us! Their blood sacrifice is a Doomtrooper present, providing the
to summon the Zenithian Soulslayer meant entrance does not join another sector tile. 5674
NES 322-85
gladly giving their own lives for their unholy 11 CASE NUMBER: NI
DATE: 2488-03- a Jr
DARK LEGION RESOURCES cer Leo Keny
cause and using us as their instruments of ER(S): Beat Offi
REPORTING OFFIC cade Centre,
self-destruction. The building is being torn The Dark Legion player removes force cards Castle Ar
CURENCE: Ali’s
LOCATION OF OC
apart at the foundations under the force of numbered L13 & L16 and adds force cards te Avenue
Miranda’s Fa
the ritual. We need to get out now! 1–30 from the base game. The rest of the
wing happen
ed: s True LPD
r-fight. He ha
base force cards and the two L force cards
is office r re ports the follo Ca stle to stop a major ba
Th Ali’s
MISSION set aside are not used in this mission. The cer arrives at promoting
1/ This offi a staged fight
ories te am in tow.
th is offi ce r realizes it is
The Doomtroopers must exit the game board remaining force cards are shuffled. For each St punches
rowing some Ryder’s King
Cop.
fighting with
assorted
2/ After th de game Vance de r look-alikes cked by
through the exit point marked on sector tile Doomtrooper team, place one force card the ne w ar ca + Va nc e Ry are be ing at ta
e 40 believe they
offi ce r re alises there ar b en ou gh to
30 before the whole place collapses. face-down on game board sector tiles 14, 3/ This are dum
actual thugs b the Ali’s Ca
stle
thugs, some ders. Ry ders try to ro
26 & 30. The unplaced force cards form a of Va nc e Ry ke Va nc e
dozens some of the fa
out of hand as ith real weap
ons. Stories team
.
Every two rounds, at the end of the round, draw pile and are placed in front of the Dark 4/ This gets ier’s desk. W his True LPD
Arcade Ce nt re ’s ca sh
nc e Ry de r appears with
al Va
the Dark Legion player will remove one Legion player. at time the re
5/ About th
sector tile in the following order: 9, 26 & 14. M ay he m .
6/
hem. de games.
7/ More may queen of arca
Any Dark Legion creature present on the
sector tile is eliminated but no promotion
points are awarded. If a Doomtrooper is
on a sector tile when it disappears, they
-
REWARDS
COMPLETE MISSION: Complete
mission: All Doomtrooper teams
receive 4 promotion points if at least
8/ Ye t m
9/ Reina Ib
Can yo
or

u
e m

be
ay

lie
hem.
n Faud asked
ve that?

irty-five (35)
this offi ce

, treated an
r fo

d
r hi

bo
s au

oked
tograph. The

. Blood trails lea


d this officer
to sus-

Casualties: Th e crime scene.


lef t th
will lose however much health they have 1 Doomtrooper exits the board game pect others
remaining and the Dark Legion player will from the exit point in tile number 30.
add promotion points accordingly.

For the first round, the Dark Legion player


will go first. Remove the Dark Legion
- FAILURE: Dark Legion player
receives 2 promotion points for each
Corporation that fails to exit at least
token from the pile of tokens for the first one Doomtrooper.
round only.

- Dooomtroopers will begin on the


marked area in sector tile 9 on the last
row of squares.
Doomtrooper
Starting Squares

- Secondary mission cards are not used. Doomtrooper Exit


Point

- TIME LIMIT: 7 Rounds

EVENTS
The Dark Legion player shuffles Luna PD
expansion event cards numbered L1–L10
and event cards numbered 1–19 from the
base game and draws 7 cards. The rest of
the event cards are set aside and are not
used in this mission. Reinforcements on
the event cards enter the game board at

RULES AND MISSION BOOK

143
CAMPAIGN 1: DOOMSDAY

CASE FILE 5: HUNT FOR THE ZENITHIAN SOULSLAYER


CASE SUMMARY
The Zenithian Soulslayer is rampaging across the city in an orgy
of blood and terror. It’s heading towards the heart of Luna City,
wreaking havoc in its wake. It needs to be stopped!
A
MISSION
Doomtroopers must stop and destroy the Zenithian Soulslayer.

During the Dark Legion player’s turn of the first round, the
Zenithian Soulslayer enters the game board through the
designated entrance. The Dark Legion player must move the
Zenithian Soulslayer from entrance point A to exit point B.

- Doomtrooper entrance point in sector 2 is marked with a


white entrance token.

- Secondary mission cards are used (including Luna PD


expansion and base game cards).

- TIME LIMIT: 6 Rounds

EVENTS
The Dark Legion player shuffles Luna PD expansion event
cards numbered L1–L10 and event cards numbered 1–19 from
the base game and draws 6 cards. The rest of the event cards
are set aside and are not used in this mission. Reinforcements
on the event cards enter the game board at entrance point in
sector tile 25.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered L13 &
L16 and adds force cards 1–30 from the base game. The rest of
the force cards and the two L force cards set aside are not used
in this mission. The remaining force cards are shuffled. For each
Dark Legion
Doomtrooper team, place one force card facedown on each
Reinforcement
game board sector tile. The unplaced force cards form a draw
Entrance Point
pile and are placed in front of the Dark Legion player.

B
Doomtrooper

-
REWARDS
COMPLETE MISSION: Doomtrooper teams receive 3
promotion points if the Zenithian Soulslayer is killed. If the
Zenithian Soulslayer survives but doesn’t accomplish its
Entrance Point

Soulslayer
Entrance Point
mission, Doomtrooper teams receive 2 promotion points.

- FAILURE: Dark Legion player receives 3 promotion


points if the Zenithian Soulslayer escapes.
Soulslayer
Exit Point

LUNA PD EXPANSION

144
T REP ORT
LUNA PD INCIDEN CASE NUMBER: FR
EP 886-4128
66
15
DATE: 2489-02- imga ar d
cer Fatima He
ER(S): Beat Offi silon-III
REPORTING OFFIC y. In tersection Ep
ghwa
OF OC CU RE NC E: Freeport hi
LOCATION
amer-Lorry
t a white Stre
g at te m pt in g to intercep st er ed to Connie
at Officer Hu
an regi
repo rt ed th regu latio n limit. Vehicle ov er ta ke n and
Dispatch 33 -099) exceed
ing
in vestigate. Ve
hicle
n for high-
e FR EE -2 pp or t an d pl an at io
(tag plat m ar ket. Sent to su itial ly offered no
ex
rtment.
of Fr ee igue z. In ad co m pa
Rodriguez tifi ed as Connie Ro
dr
io n br oke out in th
e lo
ha d
er id en m m ot ikes an d
halted. Driv ket and then
co
Had grown sp e
g. Wrote a tic fugee group. could eat mor
speed drivin s at tack in g re
“it” by th is tim e,
ng
humanoid wa before he, or who died tryi
A Corrupted e Co rr up tio n
sprin g, te en gi rl
ore. Killed th rruption’s off ile”. Fellow
turned carniv im was the Co ely “for a wh -
on e (1 ) refugee. Vict o ha d be en acting strang ue z ev as ive when ques
th an wh dr ig
otec t m ot he r from father re m an in some way. Ro ng to de liver cargo
to pr to se cu tryi
es had wanted Admitted to Special
Venus refuge l Corruption. nt to Freeport
pr ob ab ly kn ew of potentia sp ee di ng . Rodriguez se & so n) he ld and
tioned, plai ns (w ife
ly as po ss ible, which ex up tion’ s su rviving family Ba dl an ds . Luna
as quick ning. Corr r refugees se
nt to
rther questio herhood. Othe
Branch for fu ination by Brot
ep ex am
sent for de ed.
ted and serv
public protec

The Zenithian Soulslayers are Muawijhe’s favourite nightmares made flesh.

RULES AND MISSION BOOK

145
CAMPAIGN 2: DARK SIDE OF LUNA

CASE FILE 1: ACCESS DENIED


CASE SUMMARY EVENTS
Dark Legion
Before being cast back to whichever The Dark Legion player shuffles Luna PD
Reinforcement
dimension spawned it, the Zenithian expansion event cards numbered L1–L10
Entrance Point
Soulslayer shrieked an ominous curse: “Von and event cards numbered 1–19 from the
Hölle will rise”. We need to ascertain who base game and draws 5 cards. The rest of the Doomtrooper
Von Hölle is and establish if he’s a threat. event cards are set aside and are not used Entrance Point
Investigate his last known location and see in this mission. Reinforcements on the event
what can be learned. cards that refer to creatures from the Luna PD
Terminal
expansion enter the game board at entrance
MISSION points in sector tile 31. Reinforcements
Dark Portal
The Doomtroopers must hack any two of on the event cards that refer to creatures
the six terminals on the board. The terminals from the base game enter the game board
cannot be destroyed and can only be hacked. through any of the three Dark portals.
The difficulty to hack terminals follows the
Dark Legion reference board. DARK LEGION RESOURCES
The Dark Legion player removes force cards
If a tech specialist is adjacent to a terminal, numbered L13 & L16 and adds force cards
they can attempt to hack it using the combat 1–33 from the base game. The rest of the
dice that correspond to their rank. If a non- force cards and the ones set aside are not
tech specialist attempts to hack a terminal, used in this mission. The remaining force
they are only able to employ three white dice, cards are shuffled. For each Doomtrooper
regardless of their rank. team, place one force card face-down on
each game board sector tile. The unplaced
If an attempt to hack a terminal is unsuccessful, force cards form a draw pile and are placed
the terminal becomes locked and the token is in front of the Dark Legion player.
removed from the board. No more attempts
may be made to hack that particular terminal.
If the attempt to hack is successful, remove
the token and place it on the Corporation
player’s tray.
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 2 promotion points for
completing the mission and 2 extra
promotion points per extra terminal
Dark portals in this mission are immune to that is hacked after the second one.
attacks. Movement is not blocked, but a
figure may not end an action on a square with
a Dark portal.
- FAILURE: Dark Legion player receives
3 promotion points and an extra

- Doomtrooper entrance points in


sector tile 25 are marked with white
entrance tokens.
promotion point for each terminal that
has been locked.

- Secondary mission cards are used


(including Luna PD expansion and base
game cards).

- TIME LIMIT: 5 Rounds

LUNA PD EXPANSION

146
D IN C ID E N T R EP ORT
LUNA P ST/5 - 335-37
1710
-03- 24 CASE NUMBER: DI
DATE: 2489 Gris
cer Antonov
ER(S): Beat Offi rict 5
REPORTING OFFIC ee Park – Dist
ke – Ghost Tr
N OF OC CU RE NCE: Spirit La
LOCATIO
suspect in
rke, the main
se ar ch of Victorya Ha
ost Tr ee in y back to
ol through Gh em “on the wa
I was on patr up in ba rs and robs th
ya picks gu ys has
eries. Victor haystack and
several robb th ha ir like a neon blue
wi
recognisable n’t recognize
rke is easily es on Luna do
her place”. Ha m e all single mal
victims for ye
ars. Ho w co embarrassed
suspected. I
been rolling up id ? Corruption
really th at st e Bauhaus
Or are people gee kids to th
her by now? ng ster s, se nt some refu
some kid ga alls out
scared away some sleezeb
some lovers, ta lk ab ou t death with
d had a long the slea-
Park Road, an ol and found
Solidaritet at aced the patr
Harke. I retr
refugee kids.
No Vi ct or ya o aske if they
d
prowling for blue hair wh
et a “b ig gi rl” with neon Harke
had m pes said yes.
beaten. They -of-thinking ty
zeballs badly lly , th e ha rd rds.
place. Natura by her standa
drink at her lly brutal even
would like a wa s un us ua
ed them. She
over and robb
worked them
dated.
Suspect file up
ted or summoned.
tment reques
medical trea
s: Two (2) sleazeballs. No
Casualtie

It’s a sad truth that the work of the LPD falls to freelancers more often than not.

RULES AND MISSION BOOK

147
CAMPAIGN 2: DARK SIDE OF LUNA

CASE FILE 2: THE LONG WAY HOME


CASE SUMMARY
We’ve been sucked into one of the bizarre portals that were
warping reality in Von Hölle’s old hideout. It’s exploded, let’s
hope there’s another way back! We need to get out of here
EVENTS
The Dark Legion player shuffles event cards numbered
1–22 from the base game and draws 5 cards. The rest of
the event cards are set aside and are not used in this
-
REWARDS
COMPLETE MISSION: Each Doomtrooper team
receives 4 promotion points when one of their
Doomtroopers exits the game board through the
fast. We won’t last much longer. Wait… what’s that sound? mission. Reinforcements on the event cards enter the game designated exit. An additional 2 promotion points are
board at entrance points in whichever sector tile there is a awarded when both Doomtroopers exit.
MISSION
The Doomtroopers must exit the game board through the
designated Dark portal in sector tile 4.
Doomtrooper present, providing the entrance does not join
another sector tile.

DARK LEGION RESOURCES


- FAILURE: Dark Legion player receives 3 promotion
points for each Corporation that fails to exit at least
one Doomtrooper.
At the end of rounds 2 and 4, all Doomtroopers suffer one The Dark Legion player removes force cards numbered
wound. The Dark Legion player does not add promotion L1–L16 and adds force cards 1–36 from the base game.
points when Doomtroopers lose health in this manner. The L force cards set aside are not used in this mission. The

- Doomtroopers take turns spawning on the designated


throne squares in sector tile 11. When a Corporation
identification marker is drawn, the corresponding
remaining force cards are shuffled. For each Doomtrooper
team, place one force card face-down on each game board
sector tile. The unplaced force cards form a draw pile and are
placed in front of the Dark Legion player. Ezoghoul
Corporation player spawns their Doomtroopers and Entrance Point
takes their first turn. Doomtroopers must use a Move At the beginning of the second Dark Legion player turn, an
action to move clear of the throne squares during their Ezoghoul enters the Citadel turn through the entrance. Doomtrooper
activation. Starting Squares

- Secondary mission cards are not used. Door

- TIME LIMIT: 5 Rounds


Dark Portal

C ID E N T REPOR T
LU N A P D IN 43384
DHQ 1012-8
-06- 24 CASE NUMBER: LP
DATE: 24 89
a Jr
cer Leo Keny
ER(S): Beat Offi
REPORTING OFFIC ’s Centre
PD HQ. Visitor
CURENCE: Luna
LOCATION OF OC
ken six
woman had ta
in Gotland. A
fro m gl or ious service Vi sitor s’ Centre.
s called to HQ D HQ
This officer wa st room at LP st room, her
the ladies’ re
d ba rr ica ded herself in re at en ed to blow up the re
hostages an m e, or sh e th rio us. This
d only is se
d to see me an ld a grudge th
She demande ch as ke d m e if anyone he th s an d have made
herself. Disp
at mou
hostages and s who have big
le of gang st er wi ve del and, for
think of a coup s Ramona Ru
officer could se rio us . Ho stage taker wa na nt and this
-like pr eg
bu t no thing serious r. Ru de l said she was
thre ats,
never heard
of he ow. I was
is officer had D rigged to bl
the record, th a suitcase of PD s
also said sh e ha d This officer ha
e father. She LPD Stories.
officer was th ed ou t to be a fan of True d he r. Du ring
tiate. Rudel tu
rn I love
s convinced
sent in to nego ow, and she wa quiries
l ap pe aran ces on the sh d he r ou t. Subsequent in
made severa kn oc ke e
d then th is office r ted, ) on th
(d
we kissed an ) not Corrup
negotiations nt , (b ) un kn own to me, (c D wa s sack s of
na e PD
s (a) not preg own to me. Th
showed she wa finitely unkn
pe rial Ho sp ital and (e) de ed to Go tla nd.
run from Im r return
ed. This office
else was harm
flour. No one g that this offi
cer has
ies wa s the stupidest thin
ue LPD Stor ent to date.
LUNA PD EXPANSION pearing on Tr erous fan incid
Final note: ap ce r’s most dang
is wa s this offi
ever done. Th

148
CAMPAIGN 2: DARK SIDE OF LUNA

CASE FILE 3: LUNA CITY BLUES


CASE SUMMARY DARK LEGION RESOURCES
We made it back, but the trip has left us The Dark Legion player removes force card
badly mauled. We need to find some medical numbered L16 and adds force cards 1–30
equipment so we can take care of our wounds. from the base game. The rest of the base
Not least because control reports that Luna force cards and the L force card set aside are
City is overrun by nightmarish creatures... not used in this mission. The remaining force
cards are shuffled. For each Doomtrooper
MISSION team, place one force card face-down on
The Doomtroopers must get to the mission game board sector tiles 32, 15, 2 & 25. The
point token on sector tile 2, which contains unplaced force cards form a draw pile and are
a medical kit. A Special action must be used placed in front of the Dark Legion player.
to retrieve it. The mission is complete once
one Doomtrooper gains the kit, which also
removes all critical injuries.
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 4 promotion points.
All Doomtroopers begin the mission with
one random critical injury. It is not possible
to attempt a roll to cure these critical injuries
during this mission.
- FAILURE: Dark Legion player receives 3
promotion points.

The Dark Legion player shuffles the critical


injury deck and deals one card to every
Doomtrooper. This will be their critical injury
for the mission. Doomtrooper
IN C ID E N T REPO RT
Starting Squares
LU N A P D
- Doomtroopers start on the designated
squares in sector tile 12. When a
Corporation identification marker is
Dark Legion
Reinforcement
Entrance Point
DATE: 24 89 -08- 27 CASE NUMBER: NI

ER(S): Beat Offi


NES 37A-88

cer Leo Keny


a Jr
4909

REPORTING OFFIC Street 94.


ntre, Sunny
drawn, the corresponding Corporation RE NC E: Reac hing Hope Ce
CU
LOCATION OF OC
player spawns their Doomtroopers. Hope
Medical Kit ing Reaching
cal trippers us

- Secondary mission cards are used


(including Luna PD expansion and base
game cards).
Sunny Street
Centre as safe
Problem like
storekeepers
house betwee
this should us
ca
n
lle
ro
ually
d in
bb
be
er
a

ha
complaint. Lo
ies
nd
an d tripping. Re
led by local “sec
ports name ce
urity provider
eir shopkeep
rtai
s”.

ers. Af
n
De
te
lo

r
ca
cid
Re
ls.
ed
ac
to
h-

re un ab le to protect th th e st age.
ey we on
Bigger actors

- TIME LIMIT: 6 Rounds

EVENTS
ask the local
ing Hope was
Went to Reac
thugs why th
mentioned, th
hing Hope an
gth about ho
e conv
d met a lo
er

w policies fo
sa
ca
tio
l
rb
“p
id
n en
ee
tr
r
ip
ded abruptly.
in
pe
plight”, one Lo
rs from using
retta Nice. “P
the Centre as

Nice gave no
eer Ni
a sa ha-

reply. Went to
fe
ce”

HQ and
talked at len rtai n lo cals,
eabouts of ce nfirmed orde
r.
The Dark Legion player shuffles Luna PD ked for wher s. Dispatch co
ven. When as Br othe rhood busines
du e to
expansion event cards numbered L1–L11 and ld to back off
reported. To
event cards numbered 1–12 from the base
game and draws 6 cards. The rest of the event
cards are set aside and are not used in this
mission. Reinforcements on the event cards
enter the game board at entrance points in
sector tiles 15 and 25.

RULES AND MISSION BOOK

149
CAMPAIGN 2: DARK SIDE OF LUNA

CASE FILE 4: IN THE DARK


CASE SUMMARY EVENTS
All patched up and ready to go, though The Dark Legion player shuffles Luna PD
Von Hölle’s hideout is a maze. We need to expansion event cards numbered L1–L11
get our bearings, then find Von Hölle and and event cards numbered 1–19 from the
eliminate him. base game and draws 8 cards. The rest of
the event cards are set aside and are not
MISSION used in this mission. Reinforcements on
Doomtroopers must exit through the the event cards enter the game board at
designated exit on tile 13. entrance points in whichever sector tile there
is a Doomtrooper present, providing the
The Dark Legion player sets down tile entrance does not join another sector tile.
25, then takes tiles 1, 2, 14, 28 & 31 and
shuffles them. Once they have done this, DARK LEGION RESOURCES
the shuffled tiles are placed facedown in a The Dark Legion player removes the force card
stack nearby and sector tile 13 is placed in numbered L16 and adds force cards 1-30 from
the stack, right before the last one. As soon the base game. The rest of the base game and
as a Doomtrooper declares that they will expansion force cards are set aside and not Doomtrooper
be entering another room, the Dark Legion used in this mission. The remaining force cards Entrance Point
player draws the top sector tile and places it are shuffled. For each Doomtrooper team,
down in the orientation they prefer. place one force card face-down on each game Doomtrooper
board sector tile. As soon as a new sector tile Exit Point
Doomtroopers can choose to use any is revealed, place force cards in the same way

T REP ORT
entrance to move into a new sector tile, on the new sector. Any unplaced force cards

LUNA PD INCIDEN
except the entrance of sector tile 25. form a draw pile, which is placed in front of the

- Doomtrooper entrance point in


Dark Legion player.

DATE: 2489-10-
09 CASE NUMBER: AN
CQU E29-62
5277

-
REWARDS Gris
sector tile 25 is marked with a white cer Antonov
ER(S): Beat Offi
entrance token. COMPLETE MISSION: Each REPORTING OFFIC t Pi er –
Edo – Wes
CURENCE: Port

- LOCATION OF OC
Doomtrooper team receives 3 Pe ta l Br id ge
quillity ded
Secluded Tran People in Seclu
Secondary mission cards are not used. Petal Bridge.
promotion points when one of their
r’s su sp ec te d suicide on l. W he n I arrived,
rted a love us ua
rt was not un

- TIME LIMIT: 8 Rounds


Doomtroopers exits the game board
through the designated exit. An
additional promotion point is awarded
when both Doomtroopers exit.
An Akira repo
Tranquill ity

there was no
This was unus
do kill th emselves ther
body waiting
ual. I immed
on site,
iately
br id
ca
ge
bu

.
e so the repo
t
lle
I
th
d
sa
er
fo
w
r
e
ba
wa s a lo t
ckup when I
some kind of
of bl ood on the bridge
was attacked
water monst
walkway.
by lot of ten-
a
er attached to
o ro un ds rem ai
the
ning
derneath the more. I had tw
tacles from un lot. And a lot

-
aning
pr oc ee ded to shoot it. A l Br id ge ne eds a lot of cle
tentacles and s de ad . Peta
the creature
wa a genius
FAILURE: Dark Legion player receives 2
arrived, and I was told by
when backup . Tw o long showers.
ed a long sh ow er supposed to
promotion points for each Corporation
e repairs. I ne ”. It was not
and extensiv m Beach Terror n.
re was an “Im br iu d informatio
that fails to exit at least one
at the creatu r the help an
Inquisitor th th an ke d th e Inquisitor fo en in g to
all. I of sc re
Doomtrooper. nt Quarter at ent two days
be in the Ancie where expect
ed. I underw
th at it wa sn ’t
Good to know e.
t Corrupted m
e thing had no
make sure th hungry.
to have been
ve re d. Th e thing seems
bodies reco
rts of six (6)
Casualties: Pa

LUNA PD EXPANSION

150
CAMPAIGN 2: DARK SIDE OF LUNA

CASE FILE 5: VON HÖLLE’S LAST VERDICT


CASE SUMMARY DARK LEGION RESOURCES
We have him cornered! It’s been a long, dark The Dark Legion player removes the force
road, but at long last we’re gunning directly card numbered L16 and adds force cards
for him. Prepare to face the fury of the Luna 1–32 from the base game. The rest of the
PD, Von Hölle. base force cards and the L force card set
aside are not used in this mission. The
MISSION remaining force cards are shuffled. For
Destroy Von Hölle. each Doomtrooper team, place one force
card face-down on each game board sector
Von Hölle cannot leave sector tile 11. Instead, tile. The unplaced force cards form a draw V
he can reassign his wounds to any creature pile and are placed in front of the Dark
present on the sector tile. If Von Hölle is Legion player.
attacked and suffers a wound, he can choose
another Dark Legion creature also on sector tile
11 and make them suffer the wound instead.
If there are no creatures on the sector tile, Von
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 10 promotion points.
Hölle suffers the wound and is destroyed.

- Doomtrooper entrance points in sector


tiles 27, 30 & 31 are marked with white
- FAILURE: If Von Hölle and the
Doomtroopers are still alive by the end
of round 9, no promotion points are
entrance tokens. No two Corporations awarded. If all the Doomtroopers are
may use the same entrance for dead, the Dark Legion player receives
this mission. 4 promotion points.

- IN C ID E N T REPO RT
Broken wall tokens bypass the walls
they cover, allowing Doomtroopers to L U N A P D ND 216-5785
67
pass through. 1- 08 CASE NUMBER: GL
DA TE : 24 89 -1 sp on di ng; Beat
Heimgaard re

- Secondary mission cards are not used.


REPORT ING
Officer Leo Ke
OF FIC ER (S) : Beat Officer
nya Jr filing
final repo

Bank, Upper
rt.
Ring Road 32
, Gotland

- TIME LIMIT: 9 Rounds

EVENTS
Beat Officer
sp ec t wa s
Heimgaard sp
LOCATION OF OC

reported to be
otte d six
CU

naked but “s
in
RE

ar

sid e
NC

th
E:

ed

e
Sl ite

perpetrators

bank to conf
entering the
s Offi cer He im
caled”. It seem nt the felons, members of
ro
Slite Bank. On
ga ard decided
e

the

su went
r backup and
The Dark Legion player shuffles Luna PD not to wait fo
pe. Officer
Huss ga ng . ing their esca
expansion event cards numbered L1–L11 en th e ro bb ers were mak er y, an d allowed the
wh bb
ce r ar riv ed at the scene ab an do n th eir planned ro e su re three of the
This offi ns mad
and event cards numbered 1–20 from the
d’ s ac tio ns made the felo un ha rm ed . This officer m ultip le wounds.
Heimgaar an d staff to get aw
ay
ar d was dead fro
m
ked and
base game and draws 9 cards. The rest of Doomtrooper bank’s cust om er s ce r He im ga ales wa s na
letha lly ha rmed. Beat Offi ba nk . Th e thing with sc
Th is re po rting
Entrance felons were e’s
the event cards are set aside and are not . Someone els of Corruption.
d and served is a clear case
Point She protecte t it es ca pe d. It
used in this mission. Reinforcements on ed moron, bu
not a costum o “friends”.
the event cards that refer to creatures from ce r wi ll hu nt it and its tw
offi ns.
Three (3) felo
Dark Portal gaard (KIA).
the Luna PD expansion enter the game Officer Heim subversive.
Casu al tie s: Be at nk”? It looks…
board at Doomtrooper entrance points. th at ? “S om eone else’s ba
ment lik e
pposed to com this officer wi
ll make
Reinforcements on the event cards that Von Hölle ** Are you su y punishment, d, suffer.
ou t m y frien
refer to creatures from the base game enter V Starting Location ce r ju st di d. While you
thin k ab
ga ar d, 27 , m other of two,
an d m
## This offi Fatima Heim
s that killed
the game board through any of the three sure the goon
Dark portals. Broken Wall Token

RULES AND MISSION BOOK

151
LUNA PD DARK LEGION
Complete with their own character cards, rank cards, corporation tokens and player tray, the The Dark Legion has infested Luna and an array of new threats is awaiting the Doomtroopers
Luna PD faction adds one new close combat specialist, firearm specialist, and tech specialist. brave enough to venture in its ruined streets.
They are considered a Doomtrooper team within the rules.
Each new creature features a special ability that will challenge the Doomtroopers in new ways
while giving the Dark Legion player the chance to try new tactics.
DETECTIVE VANCE RYDER, FREELANCER MCBRIDE & OFFICER ARSENI
HERETIC
The Luna PD is served by countless brave men and women who risk their
lives every day to keep Luna City safe. But threats to Luna also come When one or more Heretics are adjacent to
from outside the city itself. To face these growing threats, Luna PD has each other, they add one and no more than
developed an elite training corp. No two elite agents have distinguished one die to their attacks. The color of die scales
themselves in combat as much as Vance Ryder and McBride, while Arseni according to the rank.
is considered one of the most tech savvy humans in the sector.

TWISTED MARIONETTE

When a Marionette is adjacent to a wall it may


attack as if equipped with a Tentacle Kit using
their close combat value. No trap is spawned
by this attack.

TEMPLAR

Templars can sprint and move 4 squares per


Move action instead of the usual 3.
LUNA PD CORPORATION ABILITY
The Luna PD favor lighter armor that allows for greater mobility through the cramped quarters
of ruined buildings and the twisting tunnels that lurk beneath Luna. As a result, the armor for
the Luna PD progresses more slowly than other Corporations. This special armor, however,
affords them greater maneuverability. ZENITHIAN SOULSLAYER
The Zenithian Soulslayer benefits
Luna PD Doomtroopers are nimble. They are not blocked by adjacent Dark Legion figures. At from an improved armor check.
higher ranks, the Luna PD can move further when performing a Move action.

VON HÖLLE
When Von Hölle is hit and if he’s about to suffer
a wound, he can reassign any number of wounds
to any friendly unit on his sector tile, killing
one Dark Legion unit per assigned wound.

LUNA PD EXPANSION

152
BROTHERHOOD EXPANSION COMPONENT LIST
CARDS

3 character cards 20 force cards 7 secondary 10 Doomtrooper cards 23 Light spell cards 10 Dark Gift cards
mission cards

6 rank cards 18 equipment cards 10 event cards 16 dark 15 dark 1 quick start card Rules and Mission book
consequence cards temptation cards
MINIATURES

3 Brotherhood Doomtroopers (Nikodemus 6 Algeroth 4 Callistonian 2 Curators 2 Brass 1 Valpurgius 1 Praetorian Behemoth 1 Harbinger of the Void
Crenshaw, Maria Costellanos) Malignants Intruders Apocalypts

TOKENS

1 Brotherhood 10 Brotherhood 7 Darkness 7 Light 7 Twisted 24 Corruption tokens 1 relic token


identification Corporation tokens tokens tokens
marker tokens

50 creature tokens 3 double-sided


(12 Algeroth Malignants, 12 Callistonian Intruders, 6 Curator, 6 Brass Apocalypts, 3 plastic pegs 4 double-sided square sector tiles Dark Legion
2 Valpurgius, 3 Praetorian Behemoth, 3 Harbinger of the Void, 6 Corrupted Doomtrooper ) Player tray (numbered 17–20, 21–24 ) reference boards

SIEGE OF THE CITADEL

154
THERE IS NO LIMIT TO THE POWER OF BROTHERHOOD
OVERVIEW ADDITIONAL CONTENT
EXPANSION SYMBOL
The main themes of the Brotherhood expansion are Corruption The Brotherhood Expansion includes new cards that expand So players can easily identify
and the Art. The action revolves around the Brotherhood’s the content found in the Siege of the Citadel base game. These the cards and quickly separate
holy war against the Dark Symmetry, and the strange powers cards follow the same rules as their base game equivalents them from those found in the
wielded by both sides. and can be shuffled or added to the corresponding decks, as core set or other expansions,
directed by the missions. cards and other materials
from the Brotherhood
expansion are marked with
their own expansion symbol.

CREDITS
GAME DESIGN GRAPHIC DESIGN 3D DESIGN FOR MODIPHIUS: PLAYTESTERS
PRODUCTION MANAGER
RICHARD BORG, JAMES SHEAHAN CHRIS WEBB, MICHAL E. CROSS, DOMINGO DIAZ FERMIN, CHRIS AARON BAUMBACH, AARON GRENSETH, ‘COLA’ VIDENHART, JORDAN HANSEN,
STEPHEN DALDRY ALEX DEPUIS, ALEXANDER JOHANSSON, JORGE MADRIGAL, JOSHUA FORD, JOSHUA
HEAD OF DEVELOPMENT ALEX BUND, MATTHEW COMBEN PEACEY, ARCHON STUDIOS, GAEL
AND PRODUCER
ART DIRECTION
EXECUTIVE PUBLISHER ANDREW MADSEN, ANDREW WHITE, ARAD KLUG, KAITLYN TOOKER, KITT EULER,
ROB HARRIS GOUMON, GINO CRUZ, JAMIE PHIPPS, CHRIS BIRCH KEDAR, BEATRIX SANDMAN, BILL STILSON, LARS-MAGNUS FRANZÉN, MADELENE
MISCHA THOMAS, PAOLO PARENTE
DEVELOPMENT TEAM QUESTRON, VALERIO TERRANOVA, FOR CABINET BJÖRN TUFVESSON, BRETT PETERSEN, AHLROS, MAGNUS NYBERG, MARCUS
MAP ILLUSTRATION ENTERTAINMENT:
FEDERICO SOHNS, JAVIER ANGERIZ- ANTON ANGHELUTA, ALEX GARGETT PRESIDENT & CEO BRODIE ANGUS, CARL TCHORYK, CHARLES PEHRSSON, MARCUS STAHL, MARK WIKER,
CABURRASI, STEFANO GUERRIERO, HENNING LUDVIGSEN FRED MALMBERG BOURGEOIS, CHARLES STURGILL III, CHRIS MARKUS DANIELSSON, MARTINA ‘TINA’
COMMUNITY MANAGER
KATYA THOMAS, JAMES BARRY, COVER ART
EVP STADLER, CHRIS THESING, CHRISTIAN ENGSTRÖM, MATTHEW EVRARD, MAXIME
BART KOLODZIEJCZYK, CHRISTOFFER STEFAN KOPINSKI LLOYD GYAN LINDKE, CHRISTOPHER LUNDBERG, BOUCHARD, NATHAN SMELA, RASMUS
JAY ZETTERBERG
LUNDBERG, JAY LITTLE, ALISTAIR ARTWORK OPERATIONS MANAGER
COO
DAN MOORE, DAVID NILSSON, DENIS FAERGE, RICHARD KHOURY, RICK WENDORF
BIRCH, JUAN ECHENIQUE PAUL BONNER, DOMINIK KASPRZYCKI, GARRY HARPER ROUGÉ, DENNY BACHA, DOUG MOORE, II, SCOTT TOOKER, SCOTT VENABLE,
STEVE BOOTH
EDITORIAL AND TOMA FEIZO GAS, PAOLO PARENTE, DYLAN CARTER, ED MILNES, EMYA SHAWN HOWSON, STEFAN NILSSON,
EXECUTIVE ASSISTANT SPECIAL THANKS
BACKGROUND
TOMEK TWOREK, WITOLD TRZCIONKA, ‘LILLAN’ VIDENHART, ERIK LINDSTROM STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’
CONSULTANT SALWA AZAR JOHN M. DUDLEY AT LIYA FUTRAL, FELIPE MORALES, FRANCESCO MÖLLER, THADDEUS MOORE, THOMAS
MARC LANGWORTHY ANNA MITURA, ALEX INNOCENTIE INTERNATIONAL, KATARINA AND ADAM BELLAGAMBA, GARRET MILNES, GENE
MANUFACTURING BLACK, THOMAS C PHILLIS, THOMAS
STORIES LOGO DESIGN HARRIS FOR THEIR SUPPORT, ALL OUR DVORCHAK, GORMAN CHRISTIAN, ISAK SHEFFIELD, TIM RENZ, TODD JORDAN
ANDERS FAGER ALEX BUND LIYA INTERNATIONAL KICKSTARTER BACKERS AND THOSE ‘FENGULF’ STENBERG, JAMES WALKER II, MICHAEL PEACOCK, TOM CONNER,
DESIGN STUDIO MANAGER SENIOR SCULPTOR DATA ANALYSIS WHO HAVE PLAYED SIEGE OF THE JOHANNA JOHANSSON, JOHN H ZIELINSKY, TONY KARLSTRÖM, WILLIAM ‘WILLY’
MICHAL E. CROSS JONNY LA TROBE-LEWIS BENN GRAYBEATON CITADEL SINCE ITS FIRST EDITION! JOHN NILSSON, JONAS STOHR, JONAS JOHANSSON, WILLIAM G TINNIN-TIMM

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
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Modiphius Entertainment Product Number: MUH050529

The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.
© 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license.
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is ©
Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is
purely coincidental and unintentional except for those people and events described in a historical context.

RULE BOOK

155
CORRUPTION
Corruption (symbolized with the icon ) is represented by CORRUPTION CARDS they suffer the debt. If they decline the offer, the Dark Legion
Corruption tokens, which may be gained, used, and lost player instantly gains as shown in the card. In both instances,
during missions. These tokens are utilized to fuel the Dark Corruption cards are a new weapon in the Dark Legion’s after resolving all relevant effects, the card is discarded.
Legion’s powers while at the same time corrupting characters, arsenal, which utilizes Corruption to thwart the Corporations’
making them susceptible to the ravages of the Dark Symmetry. plans in new and twisted ways. These are split into two DARK CONSEQUENCES
different decks: dark consequences, and dark temptations.
DOOMTROOPERS These Corruption cards can be played by the Dark Legion
& CORRUPTION STARTING HAND player at any time and can affect the Doomtroopers and/or
the environment. Most of these require a expenditure from
For Doomtroopers, Corruption represents the insidious The Dark Legion player starts every mission by drawing the Dark Legion player. When targeting a Doomtrooper, a
taint of the Dark Symmetry creeping into their minds — the Corruption cards equal to the number of Corporation players. dark consequence might require a Doomtrooper to have a
whispers from the shadows, the unbidden voices inside their These can be chosen from either the dark temptation deck minimum amount of Corruption tokens stacked. This
head, the lure of dark power. Becoming Corrupted is not or from the dark consequences deck, as long as the total is requirement might be lowered down by spending on a
necessarily a bad thing, since Corruption can often be gained equal to or lower than the number of Corporation players. one-for-one basis when playing the card in question.
in return for a short-term advantage. However, it does leave
Doomtroopers open to dark influences. DRAWING CARDS
If a Doomtrooper is given Corruption tokens, place them next The Dark Legion player can draw new Corruption cards
to their character card. Their amount of will most likely during their turn by:
change during the course of a mission, although it will not
carry over into the next one.
- Paying any number of and drawing that same

REMOVING CORRUPTION
Corruption tokens can be removed via card effects and
- number of cards.
Drawing two cards at the end of their turn (without the
need to pay ).

environmental effects. Also, after an action through which a The maximum hand size for the Dark Legion player is two
Doomtrooper gains any number of promotion points, the plus the number of Corporation players. If they draw past
Doomtrooper loses one . that limit, they must discard cards immediately, down to the
hand limit.
CORRUPTION EFFECTS
DARK TEMPTATION CARDS
A Doomtrooper with 3 or more may move through doors
without triggering a door card draw. Most importantly, a Dark temptation cards are offers that the Dark Legion player
character whose reaches their Maximum Corruption (which makes to a Doomtrooper. The relevant Corporation player
depends on their rank) becomes Lost (see Corrupted can accept or decline that offer. Each dark temptation card
Doomtroopers, page 6). comprises a benefit (a bonus for the Doomtrooper) tied into
a debt (which is a negative effect). A Corporation player can
be offered a temptation card only once per round. The time at
DOOMTROOPER RANK 1–4 5–8 9-12 which any given temptation card may be offered is shown in
the card’s description.
Maximum Corruption 6 7 8
When offered a temptation card, the Corporation player
cannot show it or discuss it with other players. The Dark Legion
player may do as they please with regards to the card’s
information. If the Corporation player accepts the offer, they
The scribes are ready to record all confessions.
immediately follow through with the benefit and afterwards

SIEGE OF THE CITADEL

156
BROTHERHOOD DOOMTROOPERS
Forces from the Brotherhood have access to three different spells and Dark Gifts have a set duration, with effects that last LIGHT TOKENS
types of Doomtrooper: a firearm specialist, a close combat until the caster’s next activation.
specialist and a specialist in the Art. The Art specialist, These tokens represent areas of total light; concentrated
which is exclusive to the Brotherhood expansion, is the only HAND OF SPELLS beacons of luminescence and hope. They occupy a single
character that may equip cards showing the Art icon picture. square on the board, and have the following effects:
During set-up, a Brotherhood player with an Art specialist
must purchase equipment that enables them to channel Light
- The defense value of any Dark Legion creature on a
Spells as part of their selection. This equipment as well as
their rank determines their maximum Light spell card hand
- square with a Light token is 1 lower than usual.
Doomtroopers starting their activation in a square with

All Brotherhood Doomtroopers have the Paragon


limit. Afterwards, they choose Light spell cards from the Light
spell deck, building their hand up to their maximum. During
- a Light token may discard one .
If a Darkness token is placed on a Light token, they
special ability (shown on their rank card) as well as
specialized equipment which can only be equipped
by them (showing the Brotherhood icon picture).
play, an Art specialist can spend a Special action to retrieve
all used Light spell cards from their discard pile.

DARK GIFTS
- both cancel each other out.
They cannot be placed orthogonally next to other
Light tokens.

TWISTED TOKENS
The Dark Gifts the Dark Legion player uses depend on which
instance of Valpurgius enters play. These tokens represent spaces that are unnaturally overgrown

CORRUPTION RESISTANCE
- Using a Dark Gift card requires Valpurgius to spend a
Special action.
with barbed vines and jagged rock shards, caused by the Dark
Symmetry. They occupy a single square on the board, and
have the following effects:

Each Brotherhood character card features one circular, dotted


- The Dark Legion recovers used Dark Gifts automatically
- They block movement of Doomtroopers adjacent to
outline known as the Corruption resistance slot. The first
assigned to these characters can be placed within this slot,
which allows the Brotherhood player to ignore its effect.
-
at the start of their turn.

Use the combat dice shown in the firearm column


-- their space and cannot be moved through.
They can be removed through any attack.
They cannot share a square with a Darkness token or a
When removing from those Doomtroopers, the
allocated to this slot is removed last.

SPELLS AND THE ART


of the Dark Legion reference board for Valpurgius
whenever required.

DARKNESS TOKENS
- Light token.
They cannot be placed orthogonally next to other
twisted tokens.

The holy powers wielded by the Brotherhood, known as These tokens represent areas of total darkness; unnatural
“the Art”, are one of the main features of the Brotherhood shadows diffused with malign energies. They occupy a single
expansion. These are represented as Light spells, cast via Light square on the board, and have the following effects:
spell cards or enchanted equipment. Dark Gifts, on the other
hand, are only used by Valpurgius. Each Light spell or Dark Gift
is represented by a card and grouped in a deck accordingly.
- Line of sight cannot be drawn through Darkness tokens
but it can be drawn into and out of them.

CASTING SPELLS - They count as entrance points for


reinforcement purposes.
Specialists of the Art can cast Light spells by spending a
Special action and using the chosen spell card. Upon doing
so, resolve the Light spell’s effects and place it on a discard
- If a Light token is placed on a Darkness token, they
both cancel each other out.
pile. Valpurgius uses Dark Gifts in the same way. Light spells
and Dark Gifts that have a target require line of sight to it, as
well as any other requirements listed on the card. Some Light
- They cannot be placed orthogonally next to other
Darkness tokens. Mortificators usually excel in the Aspect of Mentalism

RULE BOOK

157
CORRUPT CREATURES
Corrupt creatures are the stricken servants of Valpurgius;
broken entities whose flesh was fused with the dark powers
DARK LEGION REFERENCE
of Corruption. Corrupt creatures are identified as such on
the Dark Legion reference board and have special abilities.

BRASS
CORRUPTION DAMAGE ALGEROTH APOCALYPT
MALIGNANT
Attacks made by corrupt creatures give the victim instead Corrupt Creature
of dealing damage. The victim must take one Corruption Corrupt Creature Ability: Adjacent
token for each health they would have lost in a normal attack. Ability: This creatures gain
The attack roll is resolved normally otherwise. The Dark creature may move +1 on their
Legion player also earns one for each inflicted through a sector’s armor checks.
in this way. internal walls.

CORRUPTED
DOOMTROOPERS
CALLISTONIAN HARBINGER OF THE VOID
When a Doomtrooper is Lost, they are immediately turned INTRUDER
into a Corrupted Doomtrooper. For the remainder of the Ability: Dark Legion player can spend 2 to
mission, Corrupted Doomtroopers are controlled by the Dark Corrupt Creature gain one extra action with this creature
Legion player. They retain their usual actions and equipment. Ability: This (no maximum).
Doomtroopers that attack a Corrupted Doomtrooper gain creature cannot
no promotion points for wounding them, nor do they gain a be targeted by
reckless maneuver token. firearm attacks
from a range of
PRAETORIAN BEHEMOTH
LARGE CREATURES over 5 squares.
Ability: When a close combat attack by this
Large Creatures occupy two squares. Whenever you perform creature causes wounds, the Dark Legion
a Move action with them one of the squares they occupy player may push the Doomtrooper directly back
CORRUPTED DOOMTROOPER
must remain occupied for each square they move (therefore one square, then the Praetorian Behemoth
they cannot move diagonally). Line of sight to and from a Ability: When attacking a Corrupted may overrun.
Large Creature allows the active player to utilize any of the Doomtrooper, roll one less combat die of the
squares occupied by it. Corporation player’s choice.

VALPURGIUS THE
CORRUPTOR

Corrupt Creature
Ability: Can use Dark
Gifts as a firearm
CURATOR attack. Valpurgius the
Corruptor uses the
Ability: If a Dark Gift cards 1 to 5.
creature adjacent
to the Curator VALPURGIUS THE
dies, roll one SCOURGED
. On a hit, Ability: Can use Dark
the creature Gifts as a firearm attack.
remains in play. Valpurgius the Scourged
uses the Dark Gift
cards 6 to 10.

SIEGE OF THE CITADEL

158
THE SCOURGING OF THE CATHEDRAL

DARK RITUAL
CHRONICLE ENTRY 1
It was ordained as a glorious, Light-
blessed day. Through one of our
Alternatively, leave the board
through the exit arrow point with
at least one Doomtrooper per
- TIME LIMIT: 7 Rounds

EVENTS
If given the choice to spawn
Algeroth Malignants by a force card,
these cannot be spawned and the
- FAILURE: The Dark Legion
player receives 2 promotion
points for each Algeroth
solemnest ceremonies, new disciples Corporation. The Dark Legion shuffles event other choice must be selected. Malignant that remains on
were being welcomed into our ranks. cards numbered B1–B8 from the the board.
In a display of callous disregard for all
that is holy, however, the insidious Dark
Symmetry infested the ceremony and
wrought its corruptive influence on
The Algeroth Malignants are in
the process of being transformed,
so they cannot move or be
controlled by the Dark Legion until
Brotherhood expansion and draws
7 cards. The rest of the event cards
are set aside and are not used in the
mission. Dark Legion reinforcements
-
REWARDS
COMPLETE MISSION: If
the Doomtroopers manage
to eliminate all Algeroth
The Dark Legion player
receives one promotion point
for each remaining Corruption
those yet to be initiated. The disciples the beginning of the Dark Legion enter the game through the Dark Malignants, each team token they possess.
warped into horrifying creatures known player’s turn on round 6. Legion entrance points. receives 5 promotion points.
as Malignants before our very eyes.
Only the righteous, cleansing powers A Doomtrooper with 3 or more DARK LEGION RESOURCES If a Corporation chooses to
of the Light could bring a swift end to Corruption can walk through The Dark Legion player removes force escape instead of eliminating
the foul travesty. doors as if they were a Dark cards B1–B6 and B18–B20 from the the Algeroth Malignants,
Legion creature. Brotherhood expansion and adds the Corporation receives 3
MISSION
Destroy the transforming disciples,
represented by Algeroth Malignant
figures. If playing with two
- Doomtroopers enter through
the entrance marked with a
white arrow.
force cards 1–29 from the base game.
The removed force cards are set aside
and are not used in this mission. The
remaining force cards are shuffled.
promotion points.

Corporations, place four Algeroth


Malignants on squares indicated on
the map, or place six if playing with
three or four Corporations.
- Secondary mission cards
are not used.
For each Doomtrooper team, place
one force card facedown on all sector
tiles. The remaining force cards form
a draw pile and are placed in front of
the Dark Legion player.

Doomtrooper
Entrance Point

Doomtrooper
2 Exit Point

Dark Legion
Reinforcement
Entrance Point

Door
2
Algeroth
2 Malignant for 2
Corporations
3/4 3/4 2 2 Note: The 16 central
Algeroth squares of sector tile 18
3/4
Malignant for 3–4 are inaccessible, but do
Corporations not block line of sight.

MISSION BOOK

159
THE SCOURGING OF THE CATHEDRAL

DEEP DISTORTIONS
CHRONICLE ENTRY 2 Alternatively, the Corporation players can EVENTS face-down on each sector tile. The remaining
Visions delivered to us by our Mystics choose to try and save the Doomtrooper that The Dark Legion player shuffles event cards force cards form a draw pile and are placed
led us deep under the Cathedral, to the has been bound to the Darkness tokens by the numbered B1–B8 from the Brotherhood in front of the Dark Legion player.
subterranean levels. What we encountered Dark Legion. In order to do this, they must be expansion, adds event cards numbered 1–18
there stoked our fury. The Dark Legion
had corrupted the hallowed ground and
created some kind of distortion chamber.
Disgustingly, that wasn’t all. One of
adjacent to the Doomtrooper and perform a
Special action. The Doomtrooper can only be
saved before the terminals are disabled and
cannot be attacked by the Dark Legion player.
from the base game and draws 7 cards. The
rest of the event cards are set aside and are
not used in the mission. Reinforcements
enter the game through the Darkness tokens.
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers manage to disable both
terminals and save the Doomtrooper,
our Brothers was being prepared for If both terminals are disabled before the each Corporation receives 6
transformation... Doomtrooper is rescued, the Doomtrooper At the start of every Dark Legion player’s promotion points.
will die. The Dark Legion player will not turn, before drawing an event card, a Dark
MISSION immediately earn promotion points for this. Legion creature of the Dark Legion player’s If they only manage to disable
The Doomtroopers must disable both terminals choice spawns a clone in an adjacent square. the terminals without saving the
to stop the spawning of Dark Legion creatures. A Doomtrooper with a Corruption of 3 or A Nepharite or Ezoghoul cannot be chosen. Doomtrooper, each Corporation
If successfully hacked, terminal 1 will remove more can walk through doors as if they were receives 3 promotion points.
Darkness token 1 from the board. Same with
terminal 2/Darkness token 2. Anyone can try to
disable terminals but they need to be adjacent
to it. Tech specialists can use their equipment.
a Dark Legion creature.

- Doomtrooper entrance points are


marked with white arrows.
DARK LEGION RESOURCES
The Dark Legion player removes force cards
numbered B18–B20 from the Brotherhood
expansion and adds force cards 1–29 from
- FAILURE: Dark Legion player receives
3 promotion points.

Non-tech specialists can only use their basic


combat dice. Terminals 1 & 2 are immune to
- Secondary mission cards are used.
the base game. The removed force cards are
set aside and not used in this mission. The
any kind of attack. Darkness tokens 1 & 2 are
immune to Light tokens.
- TIME LIMIT: 7 Rounds
remaining force cards are shuffled. For each
Doomtrooper team, place one force card

Doomtrooper
Entrance Point

21 1
Darkness Token 1

Darkness Token 2
2
Door

D 2 1 Captured
D Doomtrooper

Terminal 1

Terminal 2

SIEGE OF THE CITADEL

160
THE SCOURGING OF THE CATHEDRAL

FEAST OF INNOCENCE
CHRONICLE ENTRY 3 EVENTS
Doomtrooper
The Dark Symmetry’s malevolent influence The Dark Legion player shuffles event cards Entrance Point
was making it harder for the Mystics to direct numbered B1–B8 from the Brotherhood
us. Descending deeper into the catacombs, expansion, adds event cards numbered 1–19 Dark Legion
we found more unfortunates being prepared from the base game and draws 6 cards. The Reinforcement
Entrance Point
for foul ceremonies. We were unsure of how rest of the event cards are set aside and are
so many could have gotten there, but knew not used in the mission. Reinforcements Door
we swore by the Light we would save them enter the game through the red arrow
from the ominous and terrifying presence on the map.
lurking in the shadows. C Civilians
DARK LEGION RESOURCES
MISSION Valpurgius Spawn
The Dark Legion player removes force cards V Point
The Doomtroopers must rescue at least numbered B18–B20 from the Brotherhood
2 civilians – represented by the figures of expansion and adds force cards 1–30 from
unused Doomtroopers – before they are the base game. The removed force cards are
consumed by Valpurgius the Corruptor. set aside and not used in this mission. The
remaining force cards are shuffled. For each
Valpurgius the Corruptor is present at the Doomtrooper team, place one force card
start of the mission on the dedicated spawn face-down on each sector tile except on tile
V
point on the map. Depending on the rank number 8. The remaining force cards form a
you are playing this level on, Valpurgius will draw pile and are placed in front of the Dark
have a different defense value. To calculate Legion player.
this, refer to the Dark Legion reference board
and add 3 to Valpurgius’ defense value. Its
Dark Gift attack is also different. To calculate
how many dice Valpurgius starts with, refer
to the Dark Legion reference board and
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers manage to save at least
2 civilians, each Corporation player
subtract 1 die from its firearm attack. When receives 4 promotion points.
adjacent to a civilian, Valpurgius can use
a Special action to consume them. Once
consumed, the civilian figure is placed in
front of the Dark Legion player. For every
- FAILURE: If the Dark Legion player
doesn’t consume at least 2 civilians, no
promotion points are awarded.
civilian consumed, Valpurgius adds 1 white
die to its firearm attack and loses 1 point of The Dark Legion player C C
defense value. receives 2 promotion points per
civilian consumed.
A Doomtrooper with 3 or more Corruption
can walk through doors as if they were a Dark C
Legion creature. C

- Doomtroopers enter through the


entrances marked with white arrows.

-
C
Secondary mission cards are used.

- TIME LIMIT: 6 Rounds

MISSION BOOK

161
THE SCOURGING OF THE CATHEDRAL

FORBIDDEN RELICS
CHRONICLE ENTRY 4 expansion, adds event cards numbered 1–19
Doomtrooper
One of the prisoners we saved, a Caretaker from the base game and draws 5 cards. The Starting Point
of our order, informed us that a prized relic rest of the event cards are set aside and are Debris
Doomtrooper
was at risk of falling into the hands of the not used in the mission. Reinforcements
Exit Point
Dark Legion. Worse yet, a forbidden tome enter the game through the red arrows
Dark Legion
that had long been kept under wards had on the map.
Reinforcement
responded to the Dark Symmetry’s presence. Entrance Point
Recovering the relic was of paramount DARK LEGION RESOURCES
importance, yet the tome also held a The Dark Legion player removes force cards Harbinger Entrance
powerful allure... numbered B18–B20 from the Brotherhood
expansion and adds force cards 1–29 from
Door
MISSION the base game. The removed force cards are
The Doomtroopers must retrieve the relic set aside and not used in this mission. The
from the vault by using a Special action remaining force cards are shuffled. For each Relic
from any square adjacent to it, and escape Doomtrooper team, place one force card
through the designated exit arrow. face-down on each sector tile except on the
Book (on tile)
Doomtroopers’ starting tile. The remaining
Alternatively, a Corporation player can force cards form a draw pile and are placed
choose to steal the book present on sector in front of the Dark Legion player.
tile 23 and represented by a Dark Legion
token. This can be achieved by standing
adjacent to it and performing a Special
action. This will individually award the
Corporation player 10 promotion points
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers retrieve the relic and
escape, each Corporation player
and give every Doomtrooper 2 Corruption receives 5 promotion points.
tokens. However, if the book is stolen, a
Harbinger of the Void will enter through
the designated entrance on the next Dark
Legion player turn.
- FAILURE: The Dark Legion receives 3
promotion points.

A Doomtrooper with 3 or more Corruption


can walk through doors as if they were a Dark
Legion creature.

- Doomtroopers start on the designated


squares in sector tile 20. They are only
allowed to exit the board from the
designated exit point.

- Secondary mission cards are used.

- TIME LIMIT: 5 Rounds

EVENTS
Note: The 16 central squares of
sector tile 18 are inaccessible, but do
The Dark Legion player shuffles event cards not block line of sight.
numbered B1–B8 from the Brotherhood

SIEGE OF THE CITADEL

162
THE SCOURGING OF THE CATHEDRAL

EXORCISING CORRUPTION
CHRONICLE ENTRY 5 DARK LEGION RESOURCES Doomtrooper
Entrance Point
Retrieving the relic had allowed the tome to break its bonds, The Dark Legion player removes force cards numbered B18–
causing untold disruption across the entire Cathedral. Dark portals B20 from the Brotherhood expansion and adds force cards Dark Legion
were manifesting everywhere, causing reality itself to shift around 1–28 from the base game. The removed force cards are set Reinforcement
aimlessly. A Keeper of the Art broke through the mental static aside and not used in this mission. The remaining force cards Entrance Point

and bade us to travel to the lowest levels. Valpurgius was lurking are shuffled. For each Doomtrooper team, place one force card
Door
there, directing the flows of Dark Symmetry wracking our great face-down on each sector tile. The remaining force cards form
edifice. To face him, however, we would need to cross the void. a draw pile and are placed in front of the Dark Legion player.
V Valpurgius Spawns
MISSION
The Doomtroopers must defeat Valpurgius the Corruptor.

Valpurgius the Corruptor is present at the beginning of the


-
REWARDS
COMPLETE MISSION: If the Doomtroopers defeat
Valpurgius the Corruptor, each Corporation receives 6
promotion points.
H Harbinger Spawns (if used)

1 Corresponding Dark Portals


mission on the designated square.

If the Harbinger of the Void was spawned but not killed on


the previous mission, it is also present at the beginning of the
- FAILURE: The Dark Legion player receives 4
promotion points.
2 Corresponding Dark Portals

mission on the designated squares.

In order to arrive to the area where Valpurgius is, the


Doomtroopers must cross one of the two Dark portals. If Dark
Portal 1 is entered, the Doomtrooper will appear on the other
side of the corresponding Dark portal 1. The same goes for Dark 1
portal 2. Dark Legion creatures can also enter these Dark portals.

The Doomtroopers can choose to add 2 Corruption tokens in


exchange for a white die in every Attack action. There is no
limit as to how many white dice can be added.

A Doomtrooper with 3 or more Corruption can walk through 2


V
doors as if they were a Dark Legion creature.

- Doomtroopers enter through the entrance marked with a


white arrow. 1

- Secondary mission cards are not used.

- TIME LIMIT: 5 Rounds

EVENTS
2
The Dark Legion player shuffles event cards numbered B1–B8
from the Brotherhood expansion, adds event cards numbered
1–19 from the base game and draws 5 cards. The rest of the HH
event cards are set aside and are not used in the mission.
Reinforcements enter the game through the red arrows
on the map.

MISSION BOOK

163
THE SCOURGING OF THE CATHEDRAL

THE CURSED STAIRWELL


CHRONICLE ENTRY 6 EVENTS
Doomtrooper
With Valpurgius banished, we had no time The Dark Legion player shuffles event cards Entrance Point
to catch our breath. The Cathedral was numbered B1–B8 from the Brotherhood
still under assault and we were once again expansion, adds event cards numbered 1–19 Doomtrooper
Exit Point
needed above. The stairwell was shrouded from the base game and draws 5 cards. The
in Darkness, however, ensuring a treacherous rest of the event cards are set aside and are Dark Legion
journey ahead. not used in the mission. Reinforcements Spawn Point
enter the game through any square on the
MISSION Dark Legion Spawn Point. Note: The 16 central
The Doomtroopers must exit the area through squares of sector tile 18
the designated point. When a Doomtrooper DARK LEGION RESOURCES are inaccessible, but do
manages to exit the tile, they must roll a die The Dark Legion player removes force cards not block line of sight.
to determine whether they have successfully numbered B18–B20 from the Brotherhood
escaped or not. On a hit, the Doomtrooper expansion and adds force cards 1–28 from
has escaped. On a blank, the Doomtrooper the base game. The removed force cards are
re-enters the sector tile through the set aside and not used in this mission. The Archduchess First
School for Girls ha
s told me to write
Doomtrooper entrance token. remaining force cards are shuffled. For each school diary becau you, dearly belove
se... I do not know d
. I do not have a dia
Doomtrooper team, place one force card am writing this ry in real life. I
so that I will get
good grades and
The color of the die rolled will depend on the face-down on the sector tile. The remaining we will get along
.
Corruption that is present on the sector tile. If force cards form a draw pile and are placed I am The Most Ho
norable Countess
Imelda Eva-Britt
there is no Corruption, the die rolled is black. in front of the Dark Legion player. Kingsepp. You can Hilde von Schnau
call me Imelda. Ne f-
If there is 1 to the number of Corporations ver “Melly”. Or “C
Schnauf”. I am ele ountess von
ven and I live near

-
playing, the die is red. If there is more REWARDS the Venusian Ga
rather talk to my rdens. And I would
television set tha
Corruption than number of Corporations, the COMPLETE MISSION: Each n to you, dear dia
Frau Stockhaus ry. I don’t care wh
of the Archduchess at
die is white. Doomtrooper team will receive 3 First School for Gi
subject, but she giv rls says on that
promotion points when one of the es my grades, so
here we are.
The Dark Legion player places as many members of the team exits the board.
Dear diary... How
Corruption tokens as there are Corporations An additional 1 promotion point is are things these da
ys? I am bored to
am bored with cla death with school
plus two on the centre of the sector tile. At gained when both team members exit. sses. I do not want .I
to be a lady. I do
not want to be an

-
the beginning of the Dark Legion player turn, er perfect Maria Es oth-
pinosa. I want to
grow up to be an
before drawing the event, the Dark Legion FAILURE: The Dark Legion player I like “Little Luna adventurer or a spy
PD”on the televisio .
n. My favorite ba
player can pay two Corruption tokens from receives 3 promotion points for each I have seen all the nd is Bad Kitty.
Sapphire Suzi fil
ms. My favorite
their pool to add one Corruption token to the team that fails to exit at least one kills the girls in is the one where sh
her school who bu e
lly her.
sector tile. Doomtrooper.
There is no such film. Frau Stockhaus should have
made a note on this entry. Did she?
If a Doomtrooper is adjacent to the pit on the
centre of the sector tile, they can use a Special
e incident
was sent to th
action to transfer as much Corruption as they
he rhood, and I igate
th e Br ot task invest
to

I
lace Ng of rls. It was my
Richthausen Pa am Sister Lisa
want from the pit to themselves. old in
e Brotherhood, hnauf househ t School for Gi or electrical
g at the von Sc Fi rs an d/

-
es s ca l
To: Office of th am se rv in re po rti ng that at the Archdu
ch lved mecha ni
t important, bu
t I
of mankind to
be ’s gym. All invo nce. The gym
has
My name is no ed for the sake to the Brother- in the school t to interfere
Doomtroopers enter through the I am fe eli ng a ne
bad an d of co ncer n three fatalities have be en su bj ec
Bauhaus
Begonia Street. gs that may be r… some kind at se em ed to
nd. The scho
ol is fu ll of
spicions of thin Schnauf is unde equipment th called to atte r, a
entrance marked with a white arrow.
I am having su ss Hildegerd von e is irritated f and experts family membe
king that m y m ist re
ry in the last m
on th s. Sh
been sealed of so rry. (A Duvall

-
th an e dead
hood. I am thin ex tra or di na t. Th at is perhaps be tt er to be sa fe
te nd ee s.) Th
e is acting very eating a lot of
mea
o be eating nobility, and
it is re all school at
of influence. Sh gs . An d sh e is ul d als and a Bergen
heim child we en-ze and Mar
ia
Secondary mission cards are not used.
ss ed by strange thin e vo n Schnaufs I wo ge. von Schnauf tte Man-in-d
an d is ob se as ric h as th es. That is stran st ud en ts Li se
ca pi tated by a
upsetting. If I am th hands like my mistress do as de

-
iden tifi ed d an d
not strange or were initially electrocute
t no t wi in ki ng a lo t. I am -den-ze) was a) is hard to de
scribe.
ery day. Bu ing she is dr
much e first (Man-in lity (Espinos
TIME LIMIT: 5 Rounds meat. Nearly ev elda. I am know knowing how Espinosa. Th co nd fa ta r and
her daughter Im lking. We are all about hair-dryer. Th
e se
e cables of a Fi
tMas te
She is avoiding se rv an ts ar e ta e is ta lk in g wall-mounted tangled in th
th e household. We rse lf. All the time. Sh somehow be ca m e en
the in iti al ph ot o-
wo rk in g in is talk in g to he
o much televisi
on . I am The student arted taking
. And that she not until I st ual had been
she is drinking a is watching to apart. It was other individ
in g about Imeld ha d be en to rn ird co rp se . An
SIEGE OF THE CITADEL Imelda. Sh e is sc re am to the I realized th er e wa s a th e wa s subse-
l might be in da
nger. n a call graphs that exercise dress.
Sh
thinking the gir fo ll o w up? Eve tM as te r, an adult not in au s. I wa s told by the
a e Fi
Erika von Stoc
kh
s there ? torn up by th m…” and
ing? Wa nything tified as a te ac he r, Fr au
in th e gy
le a d t o anyth e nobody did a quently iden s “…was not su
pposed to be
D id t h is w c o m n St oc kh au
Ho students that
vo
naufs? teacher anyw
ay.”
164 von Sch t a very good
“…she was no
THE SCOURGING OF THE CATHEDRAL

THE TOME OF DEVASTATION


CHRONICLE ENTRY 7
With the Cathedral on the brink of destruction
- Doomtroopers enter through the
entrances marked with white arrows.
-
FAILURE: If the Doomtrooper carrying
the relic dies in an area other than in
Doomtrooper
Entrance Point
and no further visions arriving from the Mystics,
we let our own prudence guide our steps. The
- Secondary mission cards are used.
front of the altar, the Dark Legion player
receives 3 promotion points. Dark Legion

-
tome that was harnessing the Dark Symmetry Reinforcement
Entrance Point
needed to be dealt with and we were holding TIME LIMIT: 6 Rounds If the mission is not completed but
the one relic that could contend with it. the Doomtrooper carrying the relic is
Dark Portal
Unfortunately for us, there was now a portal EVENTS still alive, the Dark Legion receives 2
sat right on top of the relic’s former location. The Dark Legion player shuffles event cards promotion points.
Harnessing the Light through a ritual altar numbered B1–B8 from the Brotherhood
would surely help us in our time of dire need. expansion, adds event cards numbered 1–20
Debris
from the base game and draws 6 cards. The
MISSION rest of the event cards are set aside and are
The Doomtroopers must return the relic to not used in the mission. Reinforcements enter
its proper place. This location is, however, the game through the red arrow on the map
occupied by a Dark portal which must be and the Dark portal, which is immune to any Altar (on tile)
deactivated before the relic can be put back.   kind of attack.

The Corporation players must decide DARK LEGION RESOURCES


which Doomtrooper will be carrying the The Dark Legion player removes force cards
relic throughout the mission. The Dark numbered B18–B20 from the Brotherhood
Legion player will not know which of the expansion and adds force cards 1–29 from
Doomtroopers has the relic in their possession. the base game. The removed force cards are
set aside and not used in this mission. The
The Corporation who is carrying the relic can remaining force cards are shuffled. For each
choose to forfeit all their actions in a turn to Doomtrooper team, place one force card face-
perform a Special action with the relic. This down on the sector tile. The remaining force
will automatically eliminate all Dark Legion cards form a draw pile and are placed in front
creatures present on the same sector tile of the Dark Legion player.
as the Doomtrooper carrying the relic. This
Special action can only be performed once per
mission and no promotion points are awarded
for the eliminated Dark Legion creatures.
-
REWARDS
COMPLETE MISSION: If the
Doomtrooper carrying the relic reaches
the target square on sector tile 5,
The relic can be passed between Doomtroopers. each Corporation player receives 6
In order to do this, both Doomtroopers need promotion points.
to be adjacent to one another. Passing the relic
nt around doesn’t cost an action. If the Doomtrooper carrying the relic
igate
dies in the area in front of the altar, each
ctrical
Upon reaching the altar, the relic carrier can Corporation player receives 3 promotion
m has
haus perform a Special action which moves the points. A Corporation player attacking the
er, a portal in sector tile 5. When the portal moves, Doomtrooper carrying the relic in this area
dead it is placed directly where the altar originally does not get the reckless maneuver token.
a
was. At the same time, the sector tile where
ed by a
the altar was moves orthogonally so that it is
describe.
er and in contact with sector tile number 5.
oto-
had been
ubse-
d by the
MISSION BOOK
m…” and

165
To: Archduchess ally
First School for actu
Gi rls who
Dear Principa w e sure nt?
l, Are sra
e thi
wrot
The General, my
dearly beloved
against the enem husband, is on
ies of us all. It ha Venus, valiantl
garding how po s therefore fallen y engaged
orly you handled to me to write
know, Imelda wa the terrible acc to you re-
s physically un ident a few we THE SCOURGING OF THE CATHEDRAL
a few days later, harmed, but su eks ago. As you
as the strain fro ffered a nervous break

ABIDING DARKNESS
ways broke her m seeing her be down
nerves. Since the loved friends kil
fact she finds sle n she has been led in such
ep impossible in bed watching tel
dryer or a FitM without a telev evision, in
aster advertisem ision being on.
ent her bad rea If she sees a ha
ction starts again ir
You must unde .
rstand that ne
able. Children ither the Gene
should not see ral nor I conside
ment. You have other children r this accept-
failed in your ba being killed by
pay dearly for sic du gym equip-
your failure. An ty as a teacher,
and I will make CHRONICLE ENTRY 8 EVENTS
nosa. You must d you failed wi you Doomtrooper
have known tha th tha t little brat Mari The relic was once again maintaining the The Dark Legion player shuffles event cards
and her so-calle t she bullied my a Espi- Starting Point
d friends push da ughter. The Es
the Nines”. W ed Imelda aroun pinosa girl wards around the vile tome, meaning we numbered B1–B8 from the Brotherhood
hat was your stu d and called he
she forced my pid teacher vo r “a tart from
darling Imelda n Stockhaus think could shift our focus to battling the creatures expansion, adds event cards numbered 1–19 Valpurgius
Why should Im to write a diary? ing when V
elda write abou About the fam
von Stockhaus t her family for ily, apparently rampaging through the Cathedral. Preparing from the base game and draws 6 cards. The rest Starting Point
? Idiots, all of yo some common .
u. creature like
to leave the chamber, we were shocked and of the event cards are set aside and are not used
horrified to espy Valpurgius stalking upwards in the mission. Reinforcements enter the game
Tile Turning Point
sen Palace from the depths. We were thrown off balance through the red arrows on the map.
Brotherho od, Richthau
To : Office of the as we hurried to confront him, however, by
Dear sirs. reality warping around ourselves. Confounded DARK LEGION RESOURCES Turret
usehold in
n Schnauf ho
aid at the vo lling and confused, we prepared for the worst. The Dark Legion player removes force cards
as chamberm t what I am ca
I am serving writi ng yo u ab ou
ed Mis-
et. And I was dearly belov
Begonia Stre beha vio r” of my
ry wrong.
numbered B18–B20 from the Brotherhood
nacceptable t that I am ve
ignorantly “u auf. Turns ou is very right
. MISSION expansion and adds force cards 1–28 from
rd von Schn fine. And she
tress Hildege str es s Hi lde ge rd is
e ta rts from
ou t Mi e goss ipi ng lik
Everything ab much. We ar s that are
The Doomtroopers must eliminate Valpurgius the base game. The removed force cards are
are talking too ng about thing
We servants ing not to be talki e. Mistress the Scourged before the end of the mission. set aside and not used in this mission. The
lea rn ng tim
the Nines. I am so rr y to have been
wasti
u may be sure
er n. I am he d. Yo
not my conc am punis However, the Dark Symmetry has taken remaining force cards are shuffled. For each
ll be ma kin g sure that I be be ar ing the marks
Hildegerd wi And will
ffe rin g rightfully. hold of this sector and the central tile shifts Doomtrooper team, place one force card face-
of that. I will
be su V
with pride. orientation. down on each sector tile. The remaining force
at the premises. Four
A search team found six bodies cards form a draw pile and are placed in front
en in their 20s, an older wom an in, perhaps, her 40s
wom
part ial rema ins of a man . All but one died from When a figure (Doomtrooper or Dark Legion of the Dark Legion player.
and the
by differ ent meth ods; one of the women
electrocution creature) stands on one of the 4 central squares
to deat h. The man was missing his head
had been beaten
and it had been repla ced by
were also missing. See attached
you have a strong stomach.
a TV set; other body parts
photographic records, if
of the central tile, during their activation, they
can use a Special action to rotate that tile 90
degrees clockwise or anticlockwise (active
player’s choice).
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers kill Valpurgius the
Scourged within their time limit,
Dear Sirs each Corporation player receives 4
Begonia Street. More correct-
ng to you about my house on Valpurgius the Scourged is present at promotion points
This is I. von Schnauf writi ng against the unstoppable forces
of

-
, but he is on Venu s fighti
ly, it is my father’s house the beginning of the mission on the
royer and my moth er is sick, so I have to deal with you.
Alakhai the Dest
designated space. FAILURE: If Valpurgius the Scourged is
the wires. Antennas are
sets and I need your help with
I am installing several new TV never get enou gh powe r. I need connections still alive at the end of the sixth round,
ical stuff. I can
not a problem, but the electr a lot of modi fied television sets and I do
street as I have
to the high-power cables in the aus”. I want your people to
Turrets fire in all four orthogonal directions the Dark Legion player receives 3
middle of “Little Miss Bauh
not like when they fail in the er and myself like to have Sapphire
Suzi
with the combat dice indicated on the Dark promotion points
possi ble as my moth
start with this as soon as marathon as there is not enou
gh power in
ot have a Sapp hire Suzi
marathons. We cann suffering from a terrible Legion reference board at the start of the Dark
as my mother is sick and I am
the cables. We are always home scream a lot for help.
ion to seein g a coupl e of my friends killed. They did Legion player’s turn, attacking Doomtroopers
stress react she died too.
my stupi d teach er came in and tried to help them and
And then as well as Dark Legion figures. Normal line of
Get on with the cables. sight rules apply. Turrets destroyed by firearm/
Yours.
close combat/tech attacks are removed
Amiliaida von Schnauf from play.

-
nia Street.
Countess von Schnauf. Bego
Doomtroopers spawn on the designated
AUTOPSY REPO space at the beginning of their turn.
Deceased was
RT

-
a female. Caus
the head. The e of death was
face was badly massive electr
her hair was bu burnt and the ical shock to
rned away, bu eyes had boile Secondary mission cards are used
t she had been d away. Most of
earrings had me

-
lted and fused a natural blond
damaged portio with her flesh. e. Her silver
ns of the body, Age, judging fro
a little older bu was about thirty m the less
t kept herself
in excellent sh
-five. She migh
t have been
TIME LIMIT: 6 Rounds
money and tim ape and must
e to do so. My ha ve had the
that killed her guess is she wa
was administer s very well off
ed through he . The current
r tongue.
The deceased
had been drink
for several days. ing before she
Something wa died, but she ha
d not eaten
It has been wa
Nines’” …
SIEGE OF THE CITADEL
shed away, bu
s written on he
t I can make ou
r chest with a
marker pen.
t “something,
something, ‘th
e
This is the he
avily edited an
mentioned m d re
166 eat in her stom dacted report. The origin
ach. Where is al
that one?
y
erybod
tion. Ev person
g o t o u r atten B o y d
e is

T
his not h
nt like t
be vigila .
should V m a il room
t h e C apitol T
in

adcasting company,
THE SCOURGING OF THE CATHEDRAL Dearly beloved bro
vies.
ing the Sapphire Suzi mo
o speaks to me dur

MAELSTROM OF DESTRUCTION I am wr itin g to you

Please send this lett


r em ployee, the one wh
er to the right offi
ce? Or department?

stupid Mangler you


I did not want the
ask ed an d you have just gone away. rid of the sneaky
you
I have done what ing you asked. I got
Yo u pro mi sed. I did everyth
I wante d you . ted all the
sent to guard me. wanted. I connec
CHRONICLE ENTRY 9 Doomtrooper team, place one force card face-
I lef t sch ool . I built the stuff you let me
Doomtrooper electricity. So why have you
Forging closer to the surface, we could down on the sector tile. The remaining force servants. I got the zi can see me all the time.
Entrance Point hir e Su we
sets so that Sapp with you. You said
easily sense that the Corruption was still cards form a draw pile and are placed in front wires. I set up the t you and run away
r par t of the dea l? I want to mee
you tant.
strong. We were confronted by a swirling of the Dark Legion player. Dark Legion down? What about that is very impor
be kept. I think
pool of Darkness as we rounded the next Reinforcement wh en we sta rte d. Promises must
would
Entrance Point Mangler
corner, which spat out the twisted form of On the Dark Legion turn, after drawing end now. The
d I have a new fri
an Algeroth Malignant to land at our feet. reinforcement cards, the Dark Legion declares ove r to you r mi ser able company. An
I will come
Another tumbled free as we dispatched the one of the Dark portals and draws an extra Dark Portal
. The Mangler likes that.
will do my bidding
first. If we couldn’t take care of the portals, card. This reinforcement will enter the
the entire district would be overrun. Cathedral through the chosen portal.
ided+++
s Estate Ra f Begonia
port: Bauhau am closed of
+++ News re

-
d te s.
MISSION REWARDS in g a Br ot he rh oo
s to re main indoor
morn d all reside
nt
Early this an d or de re us e of Ge neral
The Doomtroopers must destroy the Dark COMPLETE MISSION: If the affic red the ho
Street to tr rcibly ente
als then fo
portals before the end of the mission. Doomtroopers destroy 3 Dark portals, Armed offici
n Schnauf.
each Corporation player receives 4 Archibald vo or who, they
t on what,
ha s ma de no statemen ve ra l witnesses
Four Dark portals are present when the promotion points. If they manage to rhood f residence.
Se
The Brothe n Sc hn au e ho use. One
at the vo ard from th
Doomtroopers enter this level. Their mission destroy all Dark portals, they receive an were after gu ns hots were he sc re aming”. Late
r
so me dy li ke
is to destroy at least 3 of them before the extra promotion point. told us that he ar d “insane, un
la
t no of ficial com-
ys sh e e scene, bu
neighbor sa rived at th
end of round 5. Refer to the Dark Legion
reference board for the defense value of the
Dark portals.
- FAILURE: If the Doomtroopers don’t
destroy at least 3 Dark portals, the Dark
several am
ment has be

Could it be
bulances ar
en made

th at w hi
as

le
to w hy .

the Genera
the forces
l is off figh
of dark ne ss
ting the fo
ha ve
rces of
made a call
ed!

- Legion player receives 2 promotion the front, mmetry inde


darkness at w ou ld be a twisted Sy
us e? Th at
Doomtroopers enter through the points per each Dark portal still present at his ho
entrance marked with a white arrow. on the game board. dates. Clean
Stay tuned
for more up decade.
t of the ow

-
n h
tateme ork out
is t h e unders d ay w e will w news.
s ” n e e
Secondary mission cards are used. unshot sings. O g up all over th
“Some g ed over 300 ca
t endin

- c o ll ec t it h o u
up gs w
ese thin
TIME LIMIT: 5 Rounds to do th

EVENTS

Y
D SUMMAthRe creature pro-
The Dark Legion player shuffles event cards
numbered B1–B8 from the Brotherhood
T H E R H O O
expansion, adds event cards numbered 1–19 BRO re killed in th
e firefight with

T
we d otherhoo
from the base game and draws 5 cards. The hree Brothers s also killed. Br
sp ec t Iv S. T he creature wa e managed
rest of the event cards are set aside and are tecting su eature that siz
or s ha ve no idea how a cr of in-
not used in the mission. Reinforcements forensic invest
igat ed the system
en . T he gunfire damag
building un se nding.
enter the game through the red arrows
to enter the our understa
ts be yo nd re pair, as well as
on the map isions se
terlocked telev
t. We know
use basemen
dies in the ho

S
bo
DARK LEGION RESOURCES
o far, we have
fo un d six t killed at the
ree people go
or gu e, and that th
The Dark Legion player removes force cards in th e m out, and
that HvS lies es we know ab
numbered B18–B20 from the Brotherhood m e th at th ose are the on here
school. We m
ust assu about. Yet. T
expansion and adds force cards 1–28 from y m ore we do not know
ay well be m an
that there m
the base game. The removed force cards are together.
dy parts to fit
set aside and not used in this mission. The are a lot of bo
Herald of
As of now the
remaining force cards are shuffled. For each iss ing in action.

O
al vS is m his
n Venus Gen
er out a head”. T
th e vS fa m ily “to be with
clare d the
Houses has de It is unlikely
th e da ug ht er shows up.
continue untilMISSION BOOK
situation will
e Rolls.
struck off th
family will be

ch continues.
ing. The sear
IvS is still miss 167
THE SCOURGING OF THE CATHEDRAL

WRATH OF THE FAITHFUL


CHRONICLE ENTRY 10
The experience was taking a dire toll on us.
- Doomtroopers enter through the
entrance marked with a white arrow.
Doomtrooper
Entrance Point
Fatigue and pain were becoming a heavy
burden, but feverish determination and the
- Secondary mission cards are not used. Dark Legion

-
blessings of the Light burned brightly in all Reinforcement
Entrance Point
of our eyes. The battle was almost won, with TIME LIMIT: 10 Rounds
just one last obstacle between us and the Door
purification of the Cathedral. Valpurgius’s EVENTS
tricks and illusions had confounded us for the The Dark Legion player shuffles event cards
Valpurgius Start
last time. We would banish the fiend forever, numbered B1–B8 from the Brotherhood V Point
or give ourselves to the Light trying. expansion, adds event cards numbered
1–19 from the base game and draws 10
MISSION cards. The rest of the event cards are set
The Doomtroopers must kill Valpurgius the aside and are not used in the mission.
Scourged before the end of round 10 to Reinforcements enter the game through the
accomplish the mission. red arrows on the map

Valpurgius starts the game on the designated DARK LEGION RESOURCES


square on the map. The Dark Legion player removes force cards
numbered B18–B20 from the Brotherhood
Valpurgius can only be killed definitively expansion and adds force cards 1–28 from
in his starting tile. If he dies elsewhere, he the base game. The removed force cards are
teleports back to his starting position. set aside and not used in this mission. The
remaining force cards are shuffled. For each
Doomtroopers can sacrifice health in order Doomtrooper team, place one force card
to gain dice. For each point of health the face-down on each sector tile. The remaining
Corporation player decides to voluntarily force cards form a draw pile and are placed
lose during the activation of a chosen in front of the Dark Legion player.
Doomtrooper, that Doomtrooper will gain
one red die for their next Attack action. For
each 2 points of health that the Corporation
player decides to voluntarily lose during
the activation of a chosen Doomtrooper,
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers kill Valpurgius the
Scourged before the end of round 10, V
that Doomtrooper will gain a black die for each Corporation player receives 6
their next attack. No defense value or armor promotion point.
check applies. No action is required. The
gaining of dice does not give the reckless
maneuver token, however the Dark Legion
player will still earn promotion points due to
- FAILURE: If Valpurgius the Scourged
is still alive at the end of round 10, or if
all Corporation players are eliminated,
health loss of a Doomtrooper. the Dark Legion player receives 4
promotion points.
A Doomtrooper with 3 or more Corruption
can walk through doors as if they were a Dark
Legion creature.
Note: The 16 central squares of sector tile 18 are
inaccessible, but do not block line of sight.

SIEGE OF THE CITADEL

168
DARK APOSTLES COMPONENT LIST

EXPANSION SYMBOL
Power cards from the Dark
Apostles expansion are
marked with an expansion
symbol so players can easily
identify these cards and
quickly separate them from
cards found in the core set
or other expansions.

Rules and Mission book 6 double-sided square sector tiles (numbered 33–38, 39–44)

CARDS

ARMOR OF SOULS VOID FREEZE WHISPERS OF DEPRAVITY PUTRESCENT ALLURE LORD OF VISIONS

WHEN ACTIVE WHEN ACTIVE


WHEN ACTIVE WHEN ACTIVE Any Dark Legion creature may take
Compelling Miasma:
WHEN ACTIVE When declaring an Attack action Corporation players may not a Special action to swap places with
Demnogonis may perform a
Add +1 to Algeroth’s armor against Ilian, roll a . On a blank spend Doomtrooper cards to any other Dark Legion creature on
result, the attack fails. Special action to take control of the same sector tile.
checks against close combat perform extra actions.
a Doomtrooper within 2 squares
attacks. WHEN DEALT WHEN DEALT
WHEN DEALT of him, and perform one action
When making an Attack action, the The Doomtrooper hosting this card ’s
with them. turn,
WHEN DEALT Doomtrooper hosting this card must The Doomtrooper hosting cannot be given extra actions via
MNlsOG ONISDark Legion playtheer’sacti N action,
ugh IIian
, look thro p in your han
d.
IJHE when MuawijhDE
ve
Add +1 to any attack this card may allow the Dark e dea deal ILIAck mission to kee When a
re-roll one hit.
WHEN DEALT Doomtrooper cards. The Corporation
MUAW turn, oper, they
choof
canend
At the When
the
ose
can cho
ose to
SEr MA
ope he choI oses.ai performs antoAtAtta t of the
the starom
the bott
ose two
and cho deck as usuEROT
al. H eenr deals damage toto them.
ose betw
against the Doomtrooper
WHEN DISCARDED
Legion player to perform one
The Doomtrooper hosting this
player may discard a Doomtrooper
Once perto a Doomtro cardDem
er
nog.onis any Doomtro damage
to them to
e, look deals Each
to
time Sem a power card pow
tove power
cardsinto
er card
te the
power
age to
ALG
Ilian, cho
a Doo
ling
ope
it to
mtro ve pow
er card
, move
hosting this card. of their actions. Once the action card to discard this power card. damage ve pow er card
ve stat r card
erthe acti next Then,r deacreals dam Wheorn dea, deacardtheisacti Legion turn
Void Seduction: Ilian may perform card cannot gain extra actions l the acti card into actipow k and mtroope active pow move or as ip the r deals er card roth er l om
to dea deca Doo k and fl
tile opemtroope
mtroDoo ve pow next pow one Dark the bott
is resolved, the Doomtrooper WHEN DISCARDED a power the pow Wheren r , deal the sameofsect the dec When a Doo acti
er
ve pow the acti the Alge for of
of the
each card to into
a Special action to target one via Doomtrooper cards. flipping two cards of e thenog onis
othe in the state. l the discarding r. When p itend
At the d er t power card
pow
WHEN DISCARDED gains 2 extra actions. flip. MovDem k. oper with active ai, dea mtroope swa
ose to thedo replve
y acti ace
the nex
Doomtrooper, and force them to Once per turn, the Dark Legion at the
top
one to er dec
mtro to Sem that Doo , you can cho
entl
so,
curr the flipuse lt cards.
Add +1 to Algeroth’s which the powDoo nogonis. damage you e.k,
andcan all dea
make an Attack action against player may place a force card they choose om of . ead. If of the dec Ilian
n, discard
WHEN DISCARDED the bott Dem to themdeal revealed r hand inst from the gam Thents.
armor checks. WHEN DISCARDED card to ard all ons to
card you
inard d oppe.one
ve stat
another Doomtrooper for their Add +1 to Demnogonis’ have just drawn onto the bottom to disc
ACL YSM nog onis’s acti oper with YSM ons to disc
two
card is remove against actiher
to dea
l
ons acti
choice. Add to Semai’s firearm attacks. of the deck instead of playing it. YSM e’s acti CAT nd of d,
arde Dem Doomtro CATrACL nse ai’s h card
pow er
its(ran
ge 2-4) YSM actions
al to the
armor checks. CATACL of Muawijh all
Spedisc age to every all of Semcards. For eac
defe attagcks CATACL of Alg perh’s
erot
A new force card is then drawn. nd all s. For each card on as
dam , igno ring thei
Spend ave d, er techbrin
and nd all attack mtro
one oper equ ard pile.
t
Spe pow force card Spe e cen disc
er card s an acti
one er card dealt
lt uns er mak
ons to dam to arsDoo
adja s in the
dealt pow oper execute ion play er.lt pow age dea allto the pow draw a YSM
CATACL of Ilian’s acti all Doo
ageope er card
a dea h dam er carddiscerarded, s. mtro
of pow
a Doomtro Dark Leg For eac card nts. all to number
by the value. d pow pow forceme Spend d power card
dictated a discardeard all dealt rein
return n, disc discarde
deck. The to walls.

50 power cards (10 each: Algeroth, Ilian, Semai, Demnogonis & Muawijhe) 2 double-sided Dark 5 Dark Apostle ability cards (1 each: Algeroth,
Apostle reference cards Ilian, Semai, Demnogonis & Muawijhe)

MINIATURES

Muawijhe Semai Algeroth Demnogonis Ilian

SIEGE OF THE CITADEL

170
DARK APOSTLES RULES
Algeroth. Ilian. Semai. Demnogonis. Muawijhe. Their arrival GAMEPLAY
heralds the end of all hope. Humanity’s darkest vices CREDITS
turned Dark ApostlesOnly the brave Doomtroopers can At the start of their first turn the Dark Legion player flips the
GAME DESIGN LOGO DESIGN
stop them now. topmost power card face-up and treats the relevant “When RICHARD BORG ALEX BUND
active” text as a constant effect. When the Dark Apostle is HEAD OF DEVELOPMENT SENIOR SCULPTOR
AND PRODUCER
In this expansion, a desperate group of Doomtroopers encounters wounded the relevant Dark Apostle ability card will advise if the JONNY LA TROBE-LEWIS
ROB HARRIS
an avatar of Darkness given flesh: a mighty Dark Apostle. power card should be discarded or dealt to the Doomtrooper DEVELOPMENT TEAM
3D DESIGN
who caused the wound (the Doomtrooper will host the power DOMINGO DIAZ FERMIN, CHRIS
FEDERICO SOHNS, JAVIER ANGERIZ-
PEACEY, DOMINGO DIAZ FERMIN,
THE ENCOUNTER card by placing it face-up on the table in front of them). CABURRASI, STEFANO GUERRIERO,
ARCHON STUDIOS, GAEL GOUMON,
Respectively the “When discarded” or “When dealt” effect KATYA THOMAS, JAMES BARRY,
GINO CRUZ, JAMIE PHIPPS,
BART KOLODZIEJCZYK, CHRISTOFFER
These rules are intended to be used with the mission briefs in will come into play. The ability card will also inform the Dark QUESTRON, VALERIO TERRANOVA,
LUNDBERG, JAY LITTLE, ALISTAIR
this book. Follow the instructions there to setup the mission. Legion player of any gameplay concerning dealing, discarding ANTON ANGHELUTA, ALEX GARGETT
BIRCH, JUAN ECHENIQUE
The Dark Legion player takes the following: and swapping power cards. COMMUNITY MANAGER
EDITORIAL AND
LLOYD GYAN

-
BACKGROUND
CONSULTANT
OPERATIONS MANAGER
The relevant Dark Apostle figure (Algeroth, Ilian, Semai, If there are no cards in the power deck and no active card, MARC LANGWORTHY
GARRY HARPER

-- Demnogonis or Muawijhe). the Dark Apostle is defeated. They are not killed (aspects of STORIES
EXECUTIVE ASSISTANT
ANDERS FAGER
10 x power cards of the relevant Dark Apostle. Darkness will never truly be vanquished) but they have chosen SALWA AZAR
DESIGN STUDIO
Dark Apostle reference card for the starting to move and focus their energy elsewhere as a result of the MANAGER MANUFACTURING
MICHAL E. CROSS

- Doomtrooper rank. Doomtroopers’ actions. LIYA INTERNATIONAL


GRAPHIC DESIGN DATA ANALYSIS
Dark Apostle ability card for the relevant Dark Apostle.
CHRIS WEBB, MICHAL E. CROSS, BENN GRAYBEATON
MOVEMENT AND COMBAT ALEX BUND, MATTHEW COMBEN FOR MODIPHIUS:
THE POWER CARDS The divine entities that reign over the Dark Symmetry follow ART DIRECTION
PRODUCTION MANAGER
STEPHEN DALDRY
most of the rules for Dark Legion creatures, i.e. they have two MISCHA THOMAS, PAOLO PARENTE
EXECUTIVE PUBLISHER
Each Dark Apostle has ten unique power cards. Each card actions per round, and can use close combat and ranged attacks MAP ILLUSTRATION
HENNING LUDVIGSEN CHRIS BIRCH
represents powers drawn from their aspects of Dark Symmetry. (2–16 squares.) (Ilian can also perform tech attacks, in the same FOR CABINET
COVER ART ENTERTAINMENT:
Shuffle the power cards of the relevant Dark Apostle and draw manner as a tentacle tech attack, using the firearm combat dice PRESIDENT & CEO
PAUL BONNER
five cards. Return the remaining cards to the box. with a range of 2-4 squares.) The Dark Apostles reference card FRED MALMBERG
ARTWORK
details the relevant combat dice and other attributes. EVP
PAUL BONNER, DOMINIK
JAY ZETTERBERG
POWER DECK KASPRZYCKI, TOMA FEIZO GAS,
COO
The five power cards form the power deck for this mission. As CATACLYSM PAOLO PARENTE, TOMEK TWOREK,
WITOLD TRZCIONKA, ANNA STEVE BOOTH
the game progresses, they will change the environment and Spend all of a Dark Apostle’s actions to perform a Cataclysm
MITURA, ALEX INNOCENTIE
influence the abilities of the Doomtroopers, the Dark Apostles, Special action as detailed on the relevant Dark Apostle ability card.
and other Dark Legion creatures. Once in play, the power cards Published by: Modiphius Entertainment Ltd. 2nd Floor, 39
will be in one of three states: DARK APOSTLE MOVEMENT Harwood Road, London, SW6 4QP, U.K. [email protected].
Find out more about Mutant Chronicles at

- Active: The card is face-up on top of the power deck.


All Dark Apostles move three squares per Move action. For
a Dark Apostle with a large base (2x2), a Move action must
www.mutantchroniclesrpg.com, www.modiphius.com,
and www.facebook.com/mutantchroniclesrpg

- The ‘When Active’ section is in effect.


Dealt: The card is being hosted by a Doomtrooper.
always move to adjacent squares only. All Dark Apostles ignore
inner walls for movement purposes. In the case of large bases,
Modiphius Entertainment Product Number: MUH050531
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any

- The ‘When Dealt’ section is in effect. they can end their movement on top of inner walls, but not unauthorised use of copyrighted material is illegal. Any trademarked names are
used in a fictional manner; no infringement is intended.
Discarded:The card is face-up on to the discard pile. walls dividing sectors.
The ‘When Discarded’ section is in effect, along with © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES,
SIEGE OF THE CITADEL and related logos, characters, names, and distinctive
the effects of all other discarded cards. DARK APOSTLE LINE OF SIGHT likenesses thereof are trademarks or registered trademarks of MCI. Used
Line of sight for Dark Apostles with large bases references under license. All rights reserved. Artwork and graphics © Mutant Chronicles
International Inc, except the Modiphius Logo which is © Modiphius Entertainment
The relevant Dark Apostles ability card explains how each Dark the target Doomtrooper as usual. When attacking a Dark Ltd. This is a work of fiction. Any similarity with actual people and events, past
Apostle power deck works. Several power cards’ effects can be Apostle, the active player can reference any of the squares or present, is purely coincidental and unintentional except for those people and
events described in a historical context.
in play at any one time. it occupies.

RULE BOOK

171
DARK APOSTLE MISSION

ALGEROTH
this mission. The remaining force cards are shuffled. For each
Doomtrooper team, place one force card face-down on each
sector tile. The remaining force cards form a draw pile and are
placed in front of the Dark Legion player.

-
REWARDS
COMPLETE MISSION: If the Doomtroopers eliminate
Algeroth before he eliminates them, the mission
is considered a success, regardless of how many
promotion points the Dark Legion has.

Algeroth
Starting Point - FAILURE: If Algeroth eliminates all Doomtroopers, the
mission is considered a failure regardless of how many
promotion points the Corporations have.
Dark Legion
Reinforcement
Entrance Point
The black and searing flames of pure destruction are
spun by the pattern that surrounds the Apostle of
Doomtrooper Starting Area Dark Legion Token War. He inspires his troops to fight and tear asunder
all of mankind. He inspires the construction of Black
Technology, unfathomably horrid weapons, and
HIGH COMMAND BRIEFING the throne room that holds a Dark Legion token. Once machines of war.
When Cardinal Durand’s delivered his orders, cryptic as they a Doomtrooper does this, they place the token on their
were, he made sure to reiterate that they were a key piece of character card. This Doomtrooper can now attack Algeroth. The legions of Algeroth are seldom subtle. They are the
the grand plan to win the war. To ensure the utmost sanctity
of the mission, he delivered both his orders and an arcane
Brotherhood device to each of us in person. He informed us
that the devices would act like a beacon once unshielded, so
- Doomtroopers enter the game through the bottom row of
squares of sectors 9 and 10. Doomtroopers from the same
Corporation must enter through the same sector tile.
annihilators, harbingers of death and destruction. His
witchmasters can open gates to dimensions of eternal
conflict and bring forth living machines of war, and
his Tekrons can corrupt technology or create twisted
we were only to reveal it at a very specific time and location.
Before then, it would need to be carried stealthily across no-
- Secondary mission cards are not used.
biotechnology, or even force unholy spirits into dead
flesh to mould it into destructive necrotechnology.
man’s land and into the depths of the Citadel. Once at the
predetermined location, we would need to prepare ourselves
for the greatest challenge of our lives.
- TIME LIMIT: None. The game will automatically end
as soon as Algeroth leaves play or as soon as Algeroth
destroys all Doomtroopers, even if it is the middle
His minions can even implant it into humans and other
creatures, merging it with their bodies. Algeroth is
therefore also known as the Lord of Black Technology.
Us being Doomtroopers, it must be a mighty challenge indeed! of a round. This makes him the second most powerful Apostle
after Ilian as he, and only he, has the knowledge to
MISSION EVENTS forge such weapons and machines.
The Doomtroopers must hold Algeroth’s attention long The Dark Legion player shuffles event cards numbered
enough for the Cardinal’s grand plan to reach fruition. 1–19 from the base game and forms a draw pile. The rest Algeroth’s manifestation is an amalgamation of war

- At the start of the mission, Algeroth is immune to attacks


performed by the Doomtroopers. To be able to affect
Algeroth, each Doomtrooper must activate their arcane
of the event cards are set aside and are not used in the
mission. Reinforcements enter the through the Dark Legion
entrance points.
and physical prowess. His form is that of a grotesquely
muscled man, fused with biotechnology and weighed
down by weapons, ammo, and combat coordinators.
Even someone who has never heard Algeroth
beacon in close proximity to a Dark Symmetry conduit. DARK LEGION RESOURCES described will know who he is the instant they see
In order to do this, a Doomtrooper must perform a The Dark Legion player removes force cards numbered 32–36 him; he is pain and destruction incarnate.
Special action when adjacent to one of the columns in from the base game. These cards are set aside and not used in

SIEGE OF THE CITADEL

172
DARK APOSTLE MISSION

ILIAN
HIGH COMMAND BRIEFING
The hills near the Second Shrine of Darkness were cast in The Mistress of the Void is the most powerful of the of the other Apostles through the direction of raw Dark
perpetual gloom by the spires of Ilian’s Citadel. A growing Apostles. She is the true embodiment of the Dark Symmetry. The Mistress of the Void is the gatekeeper of
maelstrom near its pinnacle was easy to pick out from our Symmetry and the first born of the Dark Soul. Her control the hideous dimensions.
vantage point below. Sharing a determined look, we pick up and influence over it in its raw form is unmatched. Through
our pace across the grey wasteland as the hellish baying of this she is, in her own way, the one that is closest to the Ilian’s most powerful manifestation, and the form she
innumerable hounds reached our ears. Most other people Dark Soul and with the guidance and power of her master takes on Nero, is that of a pale female of terrifying
would have fled in terror at the sound, but we knew there was at her back there is nothing she cannot accomplish. beauty and preternatural power. However, she has
no other choice. Ilian was summoning her Wild Hunt to sway many other forms and selves. One exists in the void,
the battle, and only us brave few were in a position to prevent Ilian, though capable of overt displays of awesome controlling and harnessing the chaos; a second is a
it. Roaring into the teeth of the howling wind, we charged power, prefers to work in the shadows. Her servants more primitive form contained in the Wild Hunt, forever
straight towards the Mistress of the Void. infiltrate the very heart of human civilisation, breaking overseeing this realm, and punishing souls that have
down and tearing at that which they trust to protect betrayed her; while a third spends its time on Nero,
MISSION them. Due to her insight into the Symmetry, her followers in the Cathedral of Darkness. Though not as physically
The Doomtroopers must drive Ilian away, preventing her from are capable of summoning forth denizens from twisted powerful as Algeroth, her ability to wield the Dark
summoning the Wild Hunt. and depraved dimensions and bolstering the onslaught Symmetry is only surpassed by the Dark Soul himself.

- Ilian cannot be attacked while she is surrounded by


debris. Each piece of debris is connected to a terminal
on tile 11. Debris number 1 is connected to terminal sector tile. The remaining force cards form a draw pile and are
number 1 and so on. Terminals can be hacked or placed in front of the Dark Legion player.
destroyed by close combat and firearm attacks. Refer to
1
the Dark Legion reference board for the defense value
and armor of the terminal in each rank.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers eliminate
2

- Doomtroopers enter the game through the


white arrows.
Ilian’s avatar before she eliminates them, the mission
is considered a success, regardless of how many
promotion points the Dark Legion has.
3

- Secondary mission cards are not used.


- FAILURE: If Ilian eliminates all Doomtroopers, the

- TIME LIMIT: None. The game will automatically end as


soon as Ilian is destroyed or as soon as Ilian destroys all
Doomtroopers, even if it’s in the middle of a round.
mission is considered a failure regardless of how many
promotion points the Corporations have.

1
2
EVENTS
The Dark Legion player shuffles event cards numbered 1–19 3
from the base game and forms a draw pile. The rest of the
event cards are set aside and are not used in the mission.
Reinforcements enter the game through the Dark Legion
Ilian Starting Point
entrance points.
Dark Legion
DARK LEGION RESOURCES Reinforcement
Debris
The Dark Legion player removes force cards numbered 32–36 Entrance Point
from the base game. These cards are set aside and not used in
this mission. The remaining force cards are shuffled. For each Doomtrooper
Terminal Entrance Point
Doomtrooper team, place one force card face-down on each

MISSION BOOK

173
DARK APOSTLE MISSION

DEMNOGONIS
HIGH COMMAND BRIEFING
I turned my back and involuntarily vomited the moment I saw
corporal Marsh’s body swallowed by a festering tide of flesh
and gushing viscera. The stench was so strong it made my
vision blur. It also felt like it was tangibly coating my throat and
lungs. Pressing on further was useless. The decoy was already Demnogonis
set, so going back was no option either. Time to sell my life as Entrance Point
dearly as possible then. Most of our unit weren’t even shooting
anymore, and those that did—like myself—did it out of panic. Dark Legion
We were firing aimlessly, perhaps in the hope of trying to Reinforcement
drown out the horrible screams in the roar of our gunshots. Entrance Point

I don’t know who spotted the opening, but in the end, it was shuffled. For each Doomtrooper team, place one force card
Doomtrooper
Entrance Point
the only thing on our minds. Run. face-down on each sector tile. The remaining force cards form
a draw pile and are placed in front of the Dark Legion player.
Doomtrooper
MISSION
Exit Point
The Doomtroopers must exit the game board through the Each time a Doomtrooper kills a Dark Legion creature, flip the
designated exit. All Doomtroopers are blocked throughout top card of the reinforcement draw deck. The listed creature(s)
the mission. enter as additional reinforcements on the next Dark Legion each Corporation playing.

- Demnogonis enters the mission area through the


player turn.

- FAILURE: If a Corporation does not have at least 1


designated entrance on round 2 during the Dark Legion
player’s turn.
-
REWARDS
COMPLETE MISSION: When at least 1 Doomtrooper
Doomtrooper exit the board that Corporation has
failed the mission. Mission failure is individual to each

- Doomtroopers enter the mission area through the white


arrow and exit through the exit arrow (Demnogonis’
entrance).
of a Corporation exits the board, that Corporation has
completed the mission. Mission success is individual to
Corporation playing.

- Secondary mission cards are not used.


The Befouler can at times appear to be the least powerful
and least controlled Apostle, but looks can be deceiving.
Demnogonis’ usual form is that of an old, jaundiced,
and stitched together man. This is his manifestation of

- TIME LIMIT: None. The game will automatically end as


soon as all Doomtroopers exit the game board or as soon
as any Doomtroopers remaining on the game board are
He has the power to infect, rot, and control putrefaction.
A gust of wind that gently caresses the ravaged
battlefield may carry deadly and directed sickness.
disease. However, he has an alternate form, which he
uses when threatened or when forced to enter combat.
The transformation is horrific to behold, as he rapidly
grows in size while his skin simultaneously boils off.
destroyed, even if it is in the middle of a round. Demnogonis’ followers try to rot humanity from Inner organs swell and crawl out of his body, attaching
the inside. They infiltrate hospitals and the medical themselves to the outside. After only a few seconds the
EVENTS tents on the battlefields, contaminating the blood transformation is complete. In this form, Demnogonis
The Dark Legion player shuffles event cards numbered 1–19 supplies and fouling the instruments. With but a drop has been reduced to a putrid, boiling pile of flesh,
from the base game and places them on a pile. The rest of of dark diseases they can bring an entire city to its weighing several tonnes, with no discernible limbs or
the event cards are set aside and are not used in the mission. knees by contaminating its water supply. The pattern features. In essence he has become a giant infectious
Reinforcements enter the game through the red arrows of Demnogonis allows for the creation of bizarre amoeba. In this form he is nearly impossible to harm,
on the map. parasites, microorganisms twisted by dark sickness. and is capable of engulfing his enemies in his corrosive
The sporadic twisting of humans and animals living in flesh. Demnogonis spends most of his time on Nero in
DARK LEGION RESOURCES squalor is also his domain, and more than a few cities his Spire of Decay
The Dark Legion player removes force cards numbered 32–36 are unknowing hosts to legions of these armies of
from the base game. The removed force cards are set aside decay living behind its walls and beneath its streets.
and not used in this mission. The remaining force cards are

SIEGE OF THE CITADEL

174
DARK APOSTLE MISSION

SEMAI
HIGH COMMAND BRIEFING
This was it. The Beast of Vile Hunger was within
our reach. With one final communication
MISSION
The Doomtroopers must rescue their captured
partner and get out.
- TIME LIMIT: None. The game will
automatically end as soon as the
captured Doomtrooper exits the game
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers manage to guide the
intended to bolster our spirits before facing
the end, the last transmission from High
Command evoked images of mighty heroes
marching on the gates. Feeling emboldened,
- Although a Corporation figure, the
captured Doomtrooper is usually played
by the Dark Legion player and may not
board or as soon as Semai destroys any
remaining Doomtroopers on the board,
even if it is in the middle of a round.
captured Doomtrooper to the exit,
the mission is considered a success,
regardless of how many promotion
points the Dark Legion has.
we closed the cellular link and prepared to
enter the unknown. The impassioned speech
had woven its magic so well, we took further
encouragement from the volunteers taking
attack or move independently. They
cannot be attacked by the Dark Legion
player at any time. In order to rescue the
Doomtrooper from the pit, a Doomtrooper
EVENTS
The Dark Legion player shuffles event cards
numbered 1–19 from the base game and
forms a draw pile. The rest of the event cards
- FAILURE: If Semai eliminates all
Doomtroopers, preventing the rescue of
the captured Doomtrooper, the mission
their first steps forward with forced, though must perform a Special action whilst are set aside and are not used in the mission. is considered a failure regardless
determined, smiles in their faces. We came adjacent to them. After this, they must Reinforcements enter the game through the of how many promotion points the
to a sudden standstill once we passed the make their way, with the captured Dark Legion entrance points. Corporations have.
shadow of the gateway ourselves, halted Doomtrooper, towards the entrance
by the stricken volunteers standing frozen point and exit the board from there. DARK LEGION RESOURCES
in front of us. They tumbled to the floor an
instant later, their chests pierced by deadly
Jahkts. It hadn’t taken long for the illusion to
be violently shattered.
- The captured Doomtrooper may be
moved by an adjacent Doomtrooper
figure who is using their Move action
The Dark Legion player removes force cards
numbered 32–36 from the base game. These
cards are set aside and not used in this mission.
The remaining force cards are shuffled. For
Not only is he the Lord of Spite, he
is also referred to as the Master of
the Dark Sight, the Eternal Liar, and
and may only move as many squares as each Doomtrooper team, place one force card the Great Perverted. He watches
Steeling our resolves, we bolstered ourselves the Doomtrooper face-down on each sector tile. The remaining and learns, he plants the seeds of
with the fact that there would be more glory
for ourselves. We couldn’t have known we
were already doomed..
- Doomtroopers enter the game through
the white arrow.
force cards form a draw pile and are placed in
front of the Dark Legion player.
distrust and envy, turning brother
against brother. He turns trust into
suspicion, hope into despair, and

- Secondary mission cards are not used.


The remaining force cards form a draw pile and
are placed in front of the Dark Legion player.
love into hate. He, as Ilian, corrupts
man from within.

The mystics and minions of Semai


are patient as they observe the
ebb and flow of darkness and
light. When the time is right, they
strike. They are masters of the
prophecies, foreseeing what their
enemies will do. Thousands have
been manipulated into failing even
before they had a chance to execute
their carefully laid plans, and when
the plan fails, the Lord of Spite
makes sure to fuel the paranoia,
Semai Doomtrooper making allies turn on each other in
T Starting Point Entrance Point rage. Often when his minions have
performed their duties well, no one
Dark Legion Trapped
Reinforcement
T Doomtrooper
even knows that the Lord of Spite or
any Dark Apostle had a hand in it.
Entrance Point

MISSION BOOK

175
DARK APOSTLE MISSION

MUAWIJHE
This Apostle is called the Lord of
Visions for a reason. He weaves the
Symmetry into threads of madness
Muawijhe
and sickening dreams, tendrils of
Starting Point
insanity that ensnare the minds of
millions. They stretch across the
Dark Legion
Reinforcement empty reaches of space and into the
Entrance Point very heart of the worlds of man.

Doomtrooper His followers and minions can induce


Entrance Point terrible visions, warping the minds
of their victims. They can sunder
Doomtrooper thoughts and distort senses, and
Exit Point even possess the ability to walk
between worlds, shifting from one
Dark Legion Token reality to another. This power, in
combination with their mind rending
patterned Symmetry, can even allow
them to manifest the nightmares

HIGH COMMAND BRIEFING


It had only been one day, yet the march felt like
it had been a week-long struggle across jagged
-
Place the Dark Legion tokens on the
designated spaces in the map. Each
Corporation must retrieve two Dark
EVENTS
The Dark Legion player shuffles event cards
numbered 1–19 from the base game and
and paranoid visions of their victims,
giving a true form to fear.

Muawijhe has an impressive form,


hills. The whole place left you feeling uneasy, Legion tokens before they can leave the forms a draw pile. The rest of the event cards twice as tall as a man, shrouded
as if you were constantly being watched mission area. To retrieve a Dark Legion are set aside and are not used in the mission. in clothing of madness, and with
by unseen eyes that were hiding behind token, place a Doomtrooper adjacent to Reinforcements enter the game through the fat, squirming worms of insanity
every pillar of stone. We were all plagued by it and perform a Special action. Dark Legion entrance points. protruding from his skull. Muawijhe
nightmares and visions during the one night we
were forced to endure amongst those broken
mounds. Eventually, we were torn awake by
the screams of one of our comrades as they
-
Muawijhe cannot leave tile number 3,
but can see through the eyes that are
present on the tiles. If a Doomtrooper
DARK LEGION RESOURCES
The Dark Legion player removes force cards
numbered 32–36 from the base game.
cannot physically change form,
other than shrink to half his size,
but he can warp the minds of those
around him, making them perceive
plunged themselves into a stream of molten is in line of sight of one of these eyes, These cards are set aside and not used in him however he wishes. The Lord
metal. As we closed in on the ashen trail that Muawijhe can attack them. this mission. The remaining force cards are of Visions’ seat of power on Nero
led to the Citadel, a cacophony of voices grew
in our minds until it maddened our senses.
It seemed as though Muawijhe himself was
-
Doomtroopers enter the game through
the white arrow.
shuffled. For each Doomtrooper team, place
one force card face-down on each sector
tile. The remaining force cards form a draw
is the Palace of Whispers, an ever
changing Citadel shrouded in
torrents of pure insanity.
speaking to our very souls. He made sure we
knew, once we stepped through the umbra:
-
Secondary mission cards are not used.
pile and are placed in front of the Dark
Legion player.

You Are Not Welcome.

MISSION
-
TIME LIMIT: None. The game will
automatically end as soon as all the
Doomtroopers exit the game board or
-
REWARDS
COMPLETE MISSION: When at least 1
Doomtrooper of a Corporation exits the
-
FAILURE: If a Corporation does not
have at least 1 Doomtrooper exit the
The Doomtroopers must take two Dark as soon as any remaining Doomtroopers board, that Corporation has completed board that Corporation has failed the
Legion tokens per Corporation and escape. are destroyed, even if it is in the middle the mission. Mission success is individual mission. Mission failure is individual to
of a round. to each Corporation playing. each Corporation playing.

SIEGE OF THE CITADEL

176
DARK LEGION REINFORCEMENTS

MISSION 1: KARAK THE TRICKSTER


INTERRUPTED RADIO of the event cards are set aside and are not
TRANSMISSION used in the mission. Dark Legion player will
[Radio burst]... Team Epsilon, you copy?... ignore the reinforcement section on the KARAK MOVEMENT
We’ve lost your position, team Epsilon. event cards. Karak moves 3 spaces per Move action. As he has a large (2x2) base, his movement is
Please, update coordinates... [Radio burst]... executed slightly different from that of normal creatures. When moving Karak, select a
Team Epsilon, Field Command here. We need DARK LEGION RESOURCES single square of his base as a reference square and move that square normally, without
an update on the mission. Do you copy? The Dark Legion player removes force cards pivoting the figure around the reference square. When moving, Karak ignores every wall,
Target codename “Karak” has been seen in numbered 34 and 36 from the base game. except those that separate sectors.
the area around your last known location. Card number 35 is set aside and kept. The
Destroy the target. Please, remain safe… rest of the removed force cards are not
[Radio burst] used in this mission. The remaining force
cards are shuffled. Take two force cards per
MISSION Corporation player per sector, make a pile
The Doomtroopers find themselves trapped with them, and replace one of the cards
in the heart of the Citadel. Karak has tricked at random with force card 35, Ezoghoul
them, and now they are lost, surrounded by Beastmaster. This card will represent Karak.
an army of Dark Legion creatures, ready to Shuffle the cards, and place two cards face-
ambush them. down on each sector tile per Corporation

- Corporation players must find Karak


and defeat him.
player. The remaining force cards are not
used in this game. The Dark Legion doesn’t
flip any additional force cards on any sector

- Doomtroopers access the game


board through the four squares in the
central sector.
of the map, unless a Corporation moves a
Doomtrooper to a sector they haven’t been
in before.

SPECIAL RULES
The sectors are not joined together. The only
way of moving through them is by using the
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers succeed within the
allocated time, they all receive 4
Dark portal tokens. The two Dark portal promotion points.
tokens in the central tile rotate 90 Degrees
clockwise at the end of every round, leaving
two sectors isolated and connecting the
other two.
- FAILURE: If the Dark Legion eliminates
all the Doomtroopers, or if time runs
out, the Dark Legion player earns 3
promotion points.
Every time a Doomtrooper enters a sector
with face-down force cards in it for the first
time, the Dark Legion player will reveal all
force cards in that sector at once. Karak will
be hiding among the creatures.

- TIME LIMIT: 7 Rounds

EVENTS
Doomtrooper
Access Point

The Dark Legion shuffles event cards Dark Portal

numbered 1-19 and draws 7 cards. The rest

DARK LEGION REINFORCEMENTS

179
DARK LEGION REINFORCEMENTS

MISSION 2: DAMOCLES’ SWORD; KARAK’S HAND


INTERRUPTED RADIO TRANSMISSION
[Radio burst]... We’ve been tricked! Target codename “Karak”
has taken advantage of our distraction to capture a group
-
REWARDS
COMPLETE MISSION: If the Doomtroopers rescue
as many hostages as Corporation players within the
-
FAILURE: If the Doomtroopers attack Karak at any
point, or if they fail to complete the mission within
the allocated time, the Dark Legion player earns
of high ranking officers from different Corporations. [Radio allocated time, each Corporation earns 4 promotion 3 promotion points. If this is played as part of a
burst]... Shifting blame. [Radio burst]... Diplomatic disaster... points. If this is played as part of a campaign, for the campaign, for the next mission read the section
[Radio burst]... Karak has made a clear threat: if anyone next mission read the section marked as A. marked as B.
attacks him, the hostages will be immediately executed.
[Radio burst]... Save them, before it’s too late!

MISSION
Karak has taken hostage one high ranking officer from each Doomtrooper
Corporation. The Doomtroopers have infiltrated the Citadel to Access Point
rescue them, only to find Karak waiting for them with a very
H H Dark Portal
specific threat: should they attack Karak, the hostages will die.
Rescuing the hostages is a matter of urgency; losing any of them H Hostage
would cause a diplomatic disaster among the Corporations. Karak Starting
K Point
Use Corporation tokens to represent the hostages.

In order to rescue a hostage, a Doomtrooper needs to end a


Move action beside any of the tokens on the map.

This area of the Citadel is very unstable. Entire sectors fall


into the void without warning. At end of every second round,
a sector disappears, following this order: 12, 10, 13, 15,
and 14. Any Doomtroopers or Dark Legion creatures in a
disappearing sector are eliminated. Doomtroopers can move
between the Dark portals in sectors 15 and 14, but cannot
shoot through them. K
- TIME LIMIT: 10 Rounds.

EVENTS
The Dark Legion shuffles event cards numbered 1-18 and
draws 10 cards. The rest of the event cards are set aside and
are not used in the mission. Dark Legion reinforcements enter
the game through any entrance point on the map.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered 33-36
from the base game. The removed force cards are set aside
and not used in this mission. The remaining force cards are
shuffled. For each Doomtrooper team, place one force card
face-down on each sector tile. The remaining force cards form H H
a draw pile and are placed in front of the Dark Legion player.
Karak starts on the square indicated on the map.

SIEGE OF THE CITADEL

180
DARK LEGION REINFORCEMENTS

MISSION 3: DIPLOMATIC AFTERMATH


PART A Doomtrooper
Entrance Point

Karak Starting
K
STABLE RADIO TRANSMISSION Point
The Hostages are safe. Communications are restored, It’s time
to make Karak pay for his crimes.

MISSION
The Doomtroopers must kill Karak before the end of
the mission.

Doomtroopers enter the game board through entrance


points in sectors 4, 5 and 15. No two Corporations can use
the same entrance.

- TIME LIMIT: 6 Rounds.

EVENTS
The Dark Legion shuffles event cards numbered 1-20 and
draws 6 cards. The rest of the event cards are set aside and
are not used in the mission. Dark Legion reinforcements enter
the game through any entrance point on the map.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered 33-36
from the base game. The removed force cards are set aside
and not used in this mission. The remaining force cards are
shuffled. For each Doomtrooper team, place one force card
face-down on each sector tile. The remaining force cards form
a draw pile and are placed in front of the Dark Legion player.

-
REWARDS
COMPLETE MISSION: If the Doomtroopers complete
the mission each Doomtrooper team gains 5
promotion points

- FAILED: If the Doomtroopers fail to kill Karak


within the time limit the Dark Legion player gains 4
promotion points.
K

DARK LEGION REINFORCEMENTS

181
OPTIONAL MISSION: Doomtrooper

(PART B) Entrance Point

INTERRUPTED RADIO TRANSMISSION


[Radio burst]... Can anyone hear me? [Radio burst]... Field
Command speaking. The station has been abandoned. I’m
the last one here. [Radio burst]... No Dark Legion presence
in the area. [Radio burst]... I need immediate extraction.
[Radio burst]... Why is everyone attacking each other? [Radio
burst]... It’s all a setup! [Radio burst]... Is there anyone there?
[Radio burst]... At last, someone is coming. A Doomtrooper. A
rescue party. I’m saved! [Gunshot Noises]... [Radio silence]...

MISSION
If you are playing a campaign, and failed the previous
mission (mission 2), the diplomatic consequences of your
actions cause an all out war between the Corporations. Your
mission is to kill all other Doomtroopers. The last surviving
Corporation will be considered the winner. There is no Dark
Legion in this mission.

Doomtroopers enter the mission through the entrances


marked on the map. No two Corporations can access the
mission from the same entrance.

Doomtrooper players will gain 1 promotion point for each


wound caused to a Doomtrooper of a different Corporation.
They also get 2 additional promotion points when eliminating
any Doomtrooper of a different Corporation. Reckless
maneuver rules are not used in this mission.

SIEGE OF THE CITADEL

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DARK LEGION REINFORCEMENTS

MISSION 1: THE TWO HEARTS OF GOLGOTHA


HIGH COMMAND BRIEFING
After months of research, the Brotherhood scholars have
found a weak spot in one of our most fearsome enemies:
Golgotha. She keeps two biotechnological devices hidden
-
REWARDS
COMPLETE MISSION: If the Corporation players
succeed within the allocated time, they all receive 4
promotion points.
GOLGOTHA MOVEMENT
Golgotha moves 3 spaces per Move action. As she has
deep inside the Citadel. Our researchers have called these
devices “Hearts of Golgotha.” Each Heart is guarded by
a Praetorian Stalker, and is indestructible when Golgotha
is close by. If we destroy the Hearts, Golgotha will be
- FAILURE: If the Dark Legion eliminates all the
Doomtroopers, or if time runs out, the Dark Legion
player earns 3 promotion points.
a large (2x2) base, her movement is executed slightly
different from that of normal creatures. When moving
Golgotha, select a single square of her base as a
reference square and move that square normally, without
vulnerable, and we’ll be able to defeat her. Your mission is to pivoting the figure around the reference square. When
take one of the Hearts, creating a distraction so we can blast moving, Golgotha ignores every wall, except those that
the other one from existence. separate sectors.

MISSION
Golgotha is keeping her two Hearts deep in the Citadel. Each
Heart is guarded by a Praetorian Stalker. The Doomtroopers
must retrieve one of the Hearts. In order to do so, they must Praetorian Stalker
first defeat the Praetorian Stalker guarding it. Golgotha has a
P Starting Point
mystical lock on the Hearts, so they can’t be taken whilst she
Golgotha
is in the area. The Doomtroopers can only take the Heart if G Starting Point
Golgotha is not in the same sector tile.

Doomtrooper
Use two Dark Legion tokens to represent Golgotha’s Hearts. Entrance Point
Any Doomtrooper can use a Special action to take one of the
Hearts, provided the Praetorian Stalker guarding it is dead, Dark Legion
and Golgotha is not in the same sector tile. Entrance Point

- Doomtroopers enter the game board through the


entrance marked on sector 2.
Golgotha’s Hearts

- TIME LIMIT: 7 Rounds

EVENTS
Turret

The Dark Legion player shuffles event cards numbered 1-17 and
draws 7 cards. The rest of the event cards are set aside and are
not used in the mission. Dark Legion can spawn reinforcements P P
from any of the entrances indicated on the map.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered 34-36
from the base game. The removed force cards are not used
in this mission. Shuffle the remaining cards, and place one
card face-down on each sector tile per Corporation player.
The rest of the force cards form a draw pile and are placed in
front of the Dark Legion player. Golgotha starts on the square
indicated on the map. A Praetorian Stalker starts on each of
G
the squares indicated on the map on sectors 12 and 9.

DARK LEGION REINFORCEMENTS

183
DARK LEGION REINFORCEMENTS

MISSION 2: GOLGOTHA’S RAGE


HIGH COMMAND BRIEFING
The distraction maneuver worked. The remaining heart has
been destroyed. Golgotha, enraged, is hunting you. High
Command appreciates your efforts. We have prepared a
drop ship to take the other Heart for further investigation.
Golgotha will try to stop you. Don’t let her recover her
last Heart.

MISSION
Golgotha chases the Doomtroopers through the Citadel. The
Doomtroopers must escape and take the Heart with them.

Whenever Golgotha is defeated, the Dark Legion player


collects all Golgotha power cards from the Corporations,
shuffles them all gain, and respawns Golgotha at her starting
point at the end of the next Dark Legion turn.

- Doomtroopers enter the game board through the


entrance marked on sector 9.

G
- TIME LIMIT: 7 Rounds

EVENTS
The Dark Legion player shuffles event cards numbered 10-22
and draws 7 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through through any of the entrances
indicated on the map.

DARK LEGION RESOURCES


The Dark Legion player removes force card numbered 36
from the base game. It will not be used in this mission. The
remaining force cards are shuffled. For each Doomtrooper Golgotha
G Starting Point
team, place one force card face-down on each sector tile.
The remaining force cards form a draw pile and are placed in
front of the Dark Legion player. Golgotha starts on the square Doomtrooper
Entrance Point
indicated on the map.
Doomtrooper

-
REWARDS
COMPLETE MISSION: If the Doomtroopers escape
within the allocated time, each Corporation earns 5
promotion points.
Exit Point

Dark Legion
Entrance Point

- FAILURE: If the Doomtroopers fail to complete the


mission within the allocated time, the Dark Legion
player earns 3 promotion points.
Debris

SIEGE OF THE CITADEL

184
DARK LEGION REINFORCEMENTS

MISSION 3: GOLGOTHA’S WEB


HIGH COMMAND BRIEFING Golgotha
The second Heart is secured, deactivated, and in route to our
G Starting Point
laboratories. Golgotha is now vulnerable. It is your duty to
Doomtrooper
destroy her, and make sure she never comes back.
Entrance Point

MISSION
Door
The Doomtroopers must kill Golgotha before the end of
the mission.

During this mission, as a Special action, Golgotha can move


from a square adjacent to a wall to any other square adjacent
to a wall within the same sector.

- TIME LIMIT: 5 Rounds

EVENTS
The Dark Legion shuffles event cards numbered 1-20 and
draws 5 cards. The rest of the event cards are set aside and
are not used in the mission. Dark Legion reinforcements enter
the game through any entrance point on the map.
G
DARK LEGION RESOURCES
The Dark Legion player removes force card numbered 36
from the base game. It will not be used in this mission. The
remaining force cards are shuffled. For each Doomtrooper
team, place one force card face-down on each sector tile.
The remaining force cards form a draw pile and are placed in
front of the Dark Legion player.

-
REWARDS
COMPLETE MISSION: If the Doomtroopers complete
the mission each Doomtrooper team gains 5
promotion points.

- FAILURE: If the Doomtroopers fail to kill Golgotha


within the time limit, the Dark Legion player gains 4
promotion points.

Note: The 12 central squares of sector tile 10 are


inaccessible, but do not block line of sight.

DARK LEGION REINFORCEMENTS

185
CARDINAL DURAND EXPANSION
The drums of war resonate across the solar system, pushing
Algeroth’s minions to new heights of frenzy. Step by step,
trench by trench, the Corporations have back against the Dark
The Cardinal Durand expansion pack opens up the possibility
for Corporation players to take on the role of one of the
most prominent figures in Brotherhood history. Now, you can
- ACTIVE: The card is face-up on top of the power deck.
The ‘When Active’ section is in effect. Discard this card
when suffering a point of damage.
Legion. Under the unifying banner of the Cardinal Durand
and his Brotherhood, humanity now faces one final climactic
battle. Furious over the devastation that has been wrought
at the hand of the Darkness, the Cardinal has only one single
inhabit the skin of Cardinal Durand facing the Dark Legion
forces while delving deep within the Citadel chasing one of
the biggest threats humanity has ever encountered.
- DISCARDED: The card is face-up in the discard pile.
The ‘When Discarded’ section is in effect, along with
the effects of all other discarded cards.
goal in mind: the death of a Dark Apostle. CARDINAL DURAND
If an effect would make Cardinal Durand regain health,
You can choose to play with Cardinal Durand instead of a normal the controlling player chooses a number of cards from the
Doomtrooper team when choosing Corporations. Cardinal discard pile equal to the number of health regained and
Durand follows all normal rules for Doomtrooper teams, utilizing replaces them on the bottom of the power deck in an order
EXPANSION CONTENTS a standard rank card to determine his armor check, combat dice, of their choosing.
rank, credits and Doomtrooper card allocation. He also has
access to equipment, as normal Doomtrooper teams. MISSION INTRODUCTION
Cardinal Durand is not a specialist. Even though he can equip a Ships as massive as small cities burn across the skies on course
wide array of weapons, he does not earn the bonuses specialists towards Venus. In the wake of Algeroth’s trail of destruction,
get. Cardinal Durand can equip any close combat, firearm, or the Corporations rally their troops and unite—majestic fleets
Brotherhood’s Mystic weapons and equipment. He has three making their way to encounter the Dark Apostle of War in
actions per activation instead of the normal two. combat. A sudden event, however, disrupts the organization
1 Cardinal 6 Cardinal Durand of the Corporations. Dark vessels are seen racing outwards
Durand miniature rank cards IDENTIFICATION MARKERS from Earth. The blockade is lifted, as the nightmarish barges
converge on Luna. Is it a trick? A ploy to shift focus away
When playing with Cardinal Durand, he takes the place of any from the battlefield of Venus? Whatever it may be, Cardinal
unused Corporation. In order to determine the turn order, Durand’s objective is one: to face Algeroth on the surface of
an identification marker needs to be assigned to him. The Venus and bring an end to threat once and for all.
best way to do this is taking the identification marker of any
unused Corporation.

THE POWER DECK


Cardinal Durand makes use of a unique, five-card power deck.
1 Cardinal Durand 10 Cardinal Durand
character card power cards At the start of the game, Cardinal Durand’s player chooses
five cards out of his ten power cards to build his deck. Then,
they shuffle the cards and flip the top card face up.

POWER CARDS
Each power card in the deck counts as one point of health for
Cardinal Durand. When dealt a point of damage, the player
discards the active power card, and then flips the next power
card of the deck face-up to make it active. When played, these
cards can be seen in two states, which will alter their effects:
Rules and mission booklet

CARDINAL DURAND

189
CARDINAL DURAND EXPANSION

MISSION 1: BRINGING THE HOUSE DOWN


The constant roar of the Corporations’ combined artillery had
turned the Citadel into a hazy nightmare of indistinct sound
and drifting smoke. The endless rain of shells was taking a
DARK LEGION RESOURCES
The Dark Legion player removes force cards numbered 32-
36 from the base game. The removed force cards are set
-
FAILURE: The Dark Legion player receives 2
promotion points per Corporation that did not escape
with at least 1 Doomtrooper.
brutal toll on the Citadel, with the resultant fog of war from aside and not used in this mission. The remaining force cards
the collapsing masonry causing the assault to rapidly decline are shuffled. For each Doomtrooper team, place one force
into isolated pockets of vicious combat. The mayhem was card face-down on each sector tile. The remaining force Doomtrooper
enough to unhinge the strongest of minds, but these were cards form a draw pile and are placed in front of the Dark Entrance Point
no mere foot soldiers taking the fight to the enemy; the Legion player. During set-up Dark Legion player draws 1
legendary Doomtroopers were spearheading the assault card per Doomtrooper player and adds those reinforcements Doomtrooper
Exit Point
against the Legions of Algeroth. At the forefront of the battle, anywhere within sector tile 2.
his glowing nimbus a beacon of hope for the faithful and
Dark Legion
a blinding radiance to the creatures of Darkness, stood the
Cardinal himself. He fought with a cold fury, each swing of
his mighty Avenger sword sending trails of vile ichor arcing
through the air.
-
REWARDS
COMPLETE MISSION: If a Corporation manages to
escape with at least 1 Doomtrooper, that Corporation
receives 4 promotion points. If a Corporation escapes
Reinforcement
Entrance Point

Turret

with both Doomtroopers, they receive an additional 2


“ONWARDS!” he bellowed, his battle cry providing renewed promotion points. Door

vigor to his embattled comrades. For this was the final push
of a long and bitter crusade. Algeroth’s doom was upon him.

MISSION
The heroes are pushing further into the Citadel in search of
Algeroth. Allied artillery is taking its toll, however, causing
the upper halls to collapse. The Doomtroopers must leave
the area through the Doomtrooper exit point (check the
map) before the end of game. A small force of Dark Legion
creatures is trying to stop the Doomtroopers.

- Secondary mission cards are not used.

- TIME LIMIT: 8 Rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 1-17
and draws 8 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through the Dark Legion entrance arrows.

At the end of rounds 2, 4, 6 and 8 the Dark Legion player


removes one sector tile in the following order: 3, 14, 2,
15. Any Dark Legion creature present on the sector tile
is eliminated but no promotion points are awarded. If a
Doomtrooper is on a sector tile when it disappears, they will
lose however much health they have remaining and the Dark
Legion player will add promotion points accordingly.

SIEGE OF THE CITADEL

190
CARDINAL DURAND EXPANSION

MISSION 2: LABYRINTH OF DESTRUCTION


The Dark Legion’s counter-assault had taken a horrendous toll
on the advancing Doomtroopers. They fought on regardless,
pushing further into the Citadel’s bowels, bolstered by the
Cardinal’s reassuring presence and the knowledge that this battle
would end the threat of the Darkness to humanity. Entering the
tainted halls of any Citadel is a taxing experience for the mortal
mind, but Algeroth’s presence seemed to have made the walls
and shadows come alive. A strange feeling crept over the troupe,
prompting them to check each other for signs of confusion or
corruption. Finding none, they stalked deeper, weapons ever
ready for the next wave of enemies. It didn’t take long for them
to realize that each passage, each turn, each foreboding statue
looming above them was exactly the same as the last.

“An illusion,” stated the Cardinal, a grim cast to his features.


“Hold to your faith, brothers and sisters, and trust in the Light
to guide us.”

MISSION
The Doomtroopers find themselves trapped inside an illusion
in the Citadel at the beginning of the mission. They need to
break the spell and continue to seek Algeroth. An army of
Dark Legion creatures defends the area. Flip at least 1 sector
tile and escape through any exit in any flipped sector tile.
Whenever a sector tile is empty of figures (Dark Legion and
Doomtroopers) at the end of any player’s turn, the sector tile
is flipped. The number on the sector tile must be in the same
direction as before it was flipped.

- Secondary mission cards are not used in this mission.

- TIME LIMIT: 8 Rounds.

EVENTS
DARK LEGION RESOURCES
The Dark Legion player removes force cards numbered 32-
36 from the base game. The removed force cards are set
aside and not used in this mission. The remaining force
The Dark Legion player shuffles event cards numbered 1-20 cards are shuffled. The Dark Legion draws 2 force cards per
and draws 8 cards. The rest of the event cards are set aside and Corporation player, and places the reinforcements anywhere
are not used in the mission. Dark Legion reinforcements enter on the map, placing at least 1 creature per sector.
the game through the Dark Legion entrance arrows.

-
REWARDS
COMPLETE MISSION: If at least 1 Doomtrooper
manages to escape, each Corporation receives 4
promotion points.
Doomtrooper
Entrance Point

Dark Legion

- FAILURE: If no Doomtroopers escape, the Dark Legion


receives 3 promotion points.
Reinforcement
Entrance Point

CARDINAL DURAND

191
CARDINAL DURAND EXPANSION

MISSION 3: INTO ETERNAL DARKNESS


It was as though light and sound had been muted by the Apostle’s
presence. Raw power pulsed from his mutable frame in palpable
waves, momentarily causing even the mighty Doomtroopers to
fumble magazines or loosen trigger fingers. His hulk grew from a
and are not used in the mission. Dark Legion reinforcements
enter the game through the Dark Legion entrance arrows.

DARK LEGION RESOURCES


-
REWARDS
COMPLETE MISSION: If the Doomtroopers kill
the Nepharite and escape the game board, each
Corporation player receives 5 promotion points.
gore-soaked pit of Black Technology, each arm sprouting multiple
weapons as his physique swelled to titanic proportions. Algeroth’s
crimson eyes, molten pits of raw fury, were worse than any other
weapon he could unleash, for they seared the very soul of any
The Dark Legion player removes force cards numbered 32-
36 from the base game. The removed force cards are set
aside and not used in this mission. The remaining force cards
are shuffled. The Dark Legion places 1 Nepharite, 2 Razides,
- FAILURE: If the Doomtroopers do not kill the
Nepharite or escape, the Dark Legion gains 4
promotion points.
who held his gaze, causing some to spontaneously combust. 1 Centurion, 2 Necromutants, and as many Legionnaires as
Closing his eyes and audibly praying for his shot to hit the mark, Corporation players in sector 11.
one brave soul raised his weapon and let loose — a desperate
distraction intended to buy just one more minute or two.

As if summoned by the hopeful burst, the Cardinal strode


purposefully in through a breach on the opposite side of the
sanctum, his glowing nimbus instantly pushing back against
the Apostle’s ruddy aura. A tide of Necromutants swept around
Algeroth, placing themselves between the forces of Light and a
towering Nepharite whose frame was wreathed in black lightning
that arced between itself and its master.

“Take the Nepharite, sever its connection to Nero. I will deal


with Algeroth,” commanded the Cardinal. “FOR HUMANITY!”

MISSION
Cardinal Durand and the Doomtroopers face off against
Algeroth. At the same time, a large number of Dark Legion
forces march alongside a Nepharite maintaining a connection
between Algeroth and Nero. You must kill the Nepharite and
escape through tile 10.

- Secondary mission cards are not used in this mission.


Doomtrooper

- TIME LIMIT: 7 Rounds.

EVENTS
Entrance Point

Dark Legion
Reinforcement
Entrance Point
The Dark Legion player shuffles event cards numbered 1-21
and draws 7 cards. The rest of the event cards are set aside

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
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Modiphius Entertainment Product Number: MUH050543

SIEGE OF THE CITADEL

192
business opportunities if successful, the discovery has garnered THE POWER DECK
interest from Imperial’s nobility, including the Imperial Regia. She
EXPANSION dispatched one of her most trusted advisors, Duke Christopher Imperial Regia makes use of a unique, five-card power deck.
CONTENTS Paladine, to oversee things on Astraea. At the start of the game, her player chooses a complement
of five cards out of the ten power cards available and forms
Unfortunately, Imperial’s greed to succeed has once again led a deck. The cards are then shuffled and the topmost card
to the unearthing of something best left undisturbed. Once turned face-up.
a forward outpost and living environment, Astraea is a focus
point for the Dark Symmetry that has slumbered for eons. A POWER CARDS
Vile Animus fed on the resentment, hatred, and fear of the Each power card in the deck counts as one point of health
1 Imperial 6 Imperial Regia miners pounding its frozen core. It feasted slowly at first, until for the Imperial Regia. When dealt a point of damage, the
Regia miniature rank cards it finally rejuvenated enough to lash out at all living things in player discards the active power card, and then flips the
its innards. Before it swept through the refinery, however, the next power card of the deck face-up to make it active. When
Duke managed to send a single distress call to Victoria. played, these cards can be seen in two states, which will alter
their effects:
The Imperial Regia expansion pack opens up the possibility for
Corporation players to take on the role of Imperial Regia, leader
of the Imperial Corporation. Now, you can play as Imperial
Regia in the middle of an ambush during the attempt to free an
- ACTIVE: The card is face-up on top of the power deck.
The ‘When Active’ section is in effect. Discard this card
when suffering a point of damage.

1 Imperial Regia
character card
10 Imperial Regia
power cards
outpost from the presence of the Dark Legion.

IMPERIAL REGIA - DISCARDED: The card is face-up in the discard pile.


The ‘When Discarded’ section is in effect, along with
the effects of all other discarded cards.
You can choose to use the Imperial Regia instead of a normal
Doomtrooper team when choosing Corporations. The Imperial If an effect would make the Imperial Regia regain health, the
Regia follows all normal rules for Doomtrooper teams, including controlling player chooses a number of cards from the discard
access to equipment. She utilizes a standard rank card to pile equal to the number of health regained and replaces
determine her armor check, combat dice, rank, credits, and them on the bottom of the power deck in an order of their
Doomtrooper card allocation. choosing..

Rules and mission booklet Imperial Regia is not a specialist. Even though she can equip ADDITIONAL
a wide array of weapons, she does not earn the bonuses CAMPAIGN RULES
specialists get. Imperial Regia can equip any close combat,
firearm, or tech weapon. She has three actions per activation
instead of the normal two. NECRO BLOCKADES
Imperial Conquistadors have discovered a huge deposit of a All missions in this campaign use the Necro Blockade tokens
new substance on Astraea, a small planetoid in the Asteroid IDENTIFICATION MARKERS to hinder the Doomtroopers. During the campaign, if a
Belt. Conveniently named Astraenium by Imperial scientists Doomtrooper starts their activation adjacent to one of the
that have studied it, the element seems capable of producing When playing with Imperial Regia, she takes the place of any Necro Blockades, they are considered blocked.
a hundred times more power than Plutonium. This substance is unused Corporation. In order to determine the turn order,
contentiously being regarded as the missing key to unlocking an identification marker needs to be assigned to her. The It is not possible, during the campaign, to move or shoot
the full potential of the Orion Pulse Drive, a prototype project best way to do this is taking the identification marker of any through these blockades.
that will cut interplanetary travel time by a third. With limitless unused Corporation.

IMPERIAL REGIA

193
IMPERIAL REGIA CAMPAIGN

MISSION 1: ASTRAEA REFINERY


HIGH COMMAND BRIEFING
Listen up! We have received an urgent call
for aid from an Imperial mining outpost
on the asteroid Astraea. Imperial Regia
If the roll is not a hit, the Dark
Legion takes the token, and
replaces it in any square in sectors
2, 3, and 14.
-
REWARDS
COMPLETE MISSION: The
Doomtroopers receive 4 promotion
points if they manage to find the scan
has found out that the mining outpost has
been corrupted by a new aspect of the Dark
Symmetry. They seem to have discovered
- Secondary mission cards are used.
result, the Doomtrooper carrying the
scan result survives the mission, and
Imperial Regia survives the mission.
a new substance that will benefit mankind
greatly in the war against the Dark Legion.
Regia has asked for the best soldiers to
accompany her to Astraea and take back
SPECIAL RULES
The living environment is constantly
changing. At the beginning of the Dark
Legion player’s turn, they may draw one
- FAILURE: The Dark Legion player
receives 4 promotion points if the
Doomtroopers fail to find the scan
the outpost. We need to give the Imperial reinforcement card less to rotate any sector result or the Doomtrooper carrying
workers, now turned Legionnaires, a proper tile on the board 90 degrees clockwise. the scan result is eliminated, and two
burial with cold steel. It is vital that you Sector 69 may not be rotated. Note that additional promotion points if Imperial
secure that outpost, for the good of us all. Dark Legion entrances are not rotated. Regia is defeated during the mission.

MISSION
Enter the refinery on Astraea and research the
living environment, bringing back the results
- TIME LIMIT: 5 rounds.

EVENTS
for further analysis. The Doomtrooper carrying The Dark Legion player shuffles event cards
the scan result must be alive at the end of the numbered 1, 3, 4, 6-7, 9, 11, 13-14 and
mission, and so must the Imperial Regia. 16-18, and draws 5 cards. The rest of the

- Doomtrooper entrance point in sector


69 is marked with a white arrow.
event cards are set aside and are not used
in this mission.

- Place the three Necro Blockade tokens


as indicated on the map.
Reinforcements on the event cards enter the
area at entrance points in sectors 2, 3 and
14 marked by Dark Legion entrance tokens.

- The Dark Legion player takes 3 Dark


Legion tokens, and places them on
any square in sectors 2, 3, and 14.
DARK LEGION RESOURCES
The Dark Legion player shuffles force cards
numbered 1-6, 15-17 and 37, and places

- A Doomtrooper may spend one Special


action while standing on one of these
tokens to take it. Once this is done, the
three force cards on sector 69 and two
force cards on sectors 2, 3 and 14. Shuffle
the remaining force cards and force cards
numbered 7-12, 13-14, 18-21, 24-25 and
Doomtrooper
Corporation player rolls a white die to 28; forming a draw pile in front of the Dark
Entrance Point
check if the scan was successful. Legion player.
Dark Legion
If the result is a hit, the Reinforcements may not be brought in Reinforcement
Entrance Point
Doomtrooper has managed to scan during round 5.
the living environment. Keep the
Door
token to indicate this. The token
can be passed to an adjacent
Doomtrooper by spending
Necro Blockades
one action.

SIEGE OF THE CITADEL

194
IMPERIAL REGIA CAMPAIGN

MISSION 2: THE SEED OF KAITHIEL


HIGH COMMAND BRIEFING The seed of Kaithel can only be attacked by Doomtrooper Doomtrooper
Entrance Point
You honored the Clans with your prowess on Astraea. The in sector 13
Imperial Regia has personally commended you all. She
assigned Imperial’s top scientists to the task of analyzing
the scan result brought back from the refinery. They have
since confirmed that it is not only an ancient substance that
- TIME LIMIT: 8 rounds.

EVENTS
Dark Legion
Reinforcement
Entrance Point

is steeped in the corruptive power of the Dark Symmetry, The Dark Legion player shuffles event cards numbered 1-2, Door

but also a living environment that can change at will. The 4-7, 9-10, 12-14, 16-17 and draws 8 cards. The rest of the
Brotherhood has urged the Imperial Regia to assemble a team event cards are set aside and are not used in this mission.
Necro Blockades
capable of venturing into the depths of this Vile Animus and
destroying it. You guessed it. You are that team. Good luck! Reinforcements on the event cards enter the area at entrance
points in sectors 4, 7, 9 and 68 marked by Dark Legion Debris
MISSION entrance tokens.
The Doomtroopers must reach the Seed of Kaithiel in
sector 13 (the 4 central squares), then destroy the Seed and DARK LEGION RESOURCES The Seed of
Kaithiel (on tile)
anything that comes out of it. Statistics for the Seed are Take out force cards numbered 28, 32-36 and put them aside,
presented below. they are not used in this mission. The Dark Legion player

- Doomtrooper entrance point in sector 10 is marked


with a white arrow.
shuffles the remaining force cards and places one force card
on each sector for every Corporation. The remaining force
cards form a draw pile and are placed in front of the Dark

- The 4 central squares in sector 13 cannot be entered


Legion player.

-
by any figure.

The Doomtrooper card Molecular Phasing and the


equipment card Molecular Phaser are not available
-
REWARDS
COMPLETE MISSION: If the Doomtroopers destroy
the Seed of Kaithiel, each Corporation player will
receive 4 promotion points.

-
during this mission.

Place the three Necro Blockade tokens and the debris


token as indicated on the map.
- FAILURE: If the Seed of Kaithiel is still intact by the
end of the mission, or Kaithiel is not defeated, The
Dark Legion player will receive 3 promotion points.

- The Seed of Kaithiel has a defense value of 2. At


the beginning of the Dark Legion player’s fifth turn
the Seed will open and reveal Kaithiel, an ancient
Entrance Point
Reinforcement
Dark Legion

Entrance Point
Doomtrooper
Nepharite. Place a Nepharite figure on any square
adjacent to the Seed.

- Secondary mission cards are used.

SPECIAL RULES
At the beginning of the Dark Legion player’s turn, he may
draw one reinforcement card less to rotate any sector tile on
the board 90 degrees clockwise. Sectors 10 and 13 may not
be rotated. Note that Dark Legion entrances are not rotated.

IMPERIAL REGIA

195
IMPERIAL REGIA CAMPAIGN

MISSION 3: VICTORIA
HIGH COMMAND BRIEFING
The destruction of the Seed of Kaithiel, the
ancient living being buried deep beneath
- A Doomtrooper that is adjacent to
a Dark portal token may attempt to
close it by succeeding with either a
-
REWARDS
COMPLETE MISSION: If the
Doomtroopers and Imperial Regia
the surface of Astraea, was a major victory tech or close combat attack against an manage to close all the portals and
for the Clans. The Imperial Regia invited you armor check of two white dice. If the destroy the Ezoghoul within the
to the royal palace on Victoria to celebrate. Dark portal token is closed, remove allocated time, each Corporation
Shortly after landing, however, it became it from the game. It is no longer player will receive 5 promotion points.
apparent that something had been brought
back from the asteroid. Perhaps a spore from
the Seed of Kaithiel attached itself to one of
-
considered active.

Secondary mission cards are used.


- FAILURE: If the portals are not
destroyed, or the Ezoghoul is still alive
the taskforce during the fight. Regardless, it
has rapidly grown to nightmarish dimensions
and burst open, tearing a rent in the universe
as it did so. An Ezoghoul and its minions are
- TIME LIMIT: 6 rounds.

EVENTS
by the end of the mission, the Dark
Legion player receives 4 promotion
points, plus 2 promotion points if the
Imperial Regia is defeated.
stepping through the rift as we speak, ready The Dark Legion player shuffles event cards
to lay Victoria to waste. numbered 2, 4-9, 11-12, 16-17, 20 and draws
6 cards. The rest of the event cards are set
MISSION aside and are not used in this mission.
The Doomtroopers must close all Dark portal
tokens and eliminate the Ezoghoul before Reinforcements on the event cards enter
the end of the mission. through any of the active portals.

- Doomtroopers start the game on any


of the blue glass squares in sector
1. Place each Doomtrooper team
DARK LEGION RESOURCES
The Dark Legion player shuffles all force
cards except those numbered 34-36. Draw
before the mission starts, starting 8 cards from the deck and shuffle them with
with a random player and then going force card number 35. Then place two of
clockwise around the table. those force cards on each sector, and an

- Place Necro Blockade and Dark portal


tokens as indicated on the map. It is
not possible to move or shoot through
additional one on sector 1. The remaining
force cards form a draw pile and are placed
in front of the Dark Legion player. Reveal and
place the force cards in sector 1 immediately.
Doomtrooper
Starting Point

an active Dark portal token.


Door

Dark Portal

Necro Blockades

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050547

SIEGE OF THE CITADEL

196
Earth is lost. Devastated and long forgotten, a bleak rock get. The Tsarina can equip any close combat, firearm, or tech
floating in space. Humanity escaped, leaving only the dead or weapon. She has three actions per activation instead of the
EXPANSION CONTENTS the doomed behind. That’s the official version. Scattered across normal two.
the old boundaries of the Asian continent and stretching into
Europe, a determined group of survivors thrive underground, IDENTIFICATION MARKERS
building, scavenging, and regenerating the world one acre of
land at a time. Whitestar, the forgotten ones. Emerging like a When playing with the Tsarina, she takes the place of any
nearly mythical figure from amongst the poisoned ruins, the unused Corporation. In order to determine the turn order,
mysterious Tsarina bloodied the nose of the Corporations an identification marker needs to be assigned to her. The
when they once again came poking amongst the wreckage best way to do this is taking the identification marker of any
they had left behind. Having brought the unruly children into unused Corporation.
line, she then led her people into the frontlines of the war
1 Tsarina miniature 6 Tsarina rank cards against the Dark Legion, carving through the hordes wherever THE POWER DECK
she took to the field.
The Tsarina makes use of a unique, five-card power deck.
More recently, an old Bauhaus beacon has started transmitting. At the start of the game, her player chooses a complement
Whitestar have made the unprecedented move of agreeing to of five cards out of the ten power cards available and forms
a joint taskforce with the Cartel. They seem confident that there a deck. The cards are then shuffled and the topmost card
are no survivors. Old mission reports from previous patrols cite turned face-up
only empty, haunted tunnels. This expedition, however, might
be the beginning of something far beyond its scope. Maybe POWER CARDS
Whitestar are now ready to allow the Corporations access to Each power card in the deck counts as one point of health
1 Tsarina character card 10 Tsarina power cards Earth and its old technological treasures. Full of hope, and with for the Tsarina. When dealt a point of damage, the player
morale at an all-time high, the Doomtroopers descend to the discards the active power card, and then flips the next power
region previously known as Prague, ready to investigate the card of the deck face-up to make it active. When played,
Bauhaus beacon. these cards can be seen in two states, which will alter
their effects:
The Tsarina expansion pack opens up the possibility for
Corporation players to take on the role of the mysterious
leader of Whitestar. Now, you can play as Tsarina Alexandra
Romanova, facing the perils of a devastated Earth
- ACTIVE: The card is face-up on top of the power deck.
The ‘When Active’ section is in effect. Discard this card
when suffering a point of damage.
Rules and mission booklet
THE TSARINA
You can choose to use the Tsarina instead of a normal
- DISCARDED: The card is face-up in the discard pile.
The ‘When Discarded’ section is in effect, along with
the effects of all other discarded cards.
Doomtrooper team when choosing Corporations. The Tsarina
follows all normal rules for Doomtrooper teams, including access If an effect would make the Tsarina regain health, the
to equipment. She utilizes a standard rank card to determine controlling player chooses a number of cards from the
her armor check, combat dice, rank, credits, and Doomtrooper discard pile equal to the number of health regained and
card allocation. replaces them on the bottom of the power deck in an order
of their choosing.
The Tsarina is not a specialist. Even though she can equip a
wide array of weapons, she doesn’t earn the bonuses specialists

TSARINA

197
TSARINA EXPANSION

MISSION 1: OPERATION PRAGUE


DOOMTROOPER DIARY DARK LEGION RESOURCES Doomtrooper
We land in Prague on what seems to be the darkest of nights. The Dark Legion player removes force cards numbered 32- Entrance Point
The fog is so dense it’s hard to see anything beyond arm’s 36 from the base game. The removed force cards are set
reach. Although we can’t be certain of their accuracy, we’re aside and not used in this mission. The remaining force
forced to rely on old maps to find our bearings. Strange cards are shuffled. During set up, place one force card face-
noises echo from all sides; it seems as though whatever has down per Doomtrooper team in sector tile 1. Every time a
crept in to the ruins is hostile to our presence. The Whitestar new sector is revealed, place one force card face-down per
emissaries met us on our arrival, though they also seem Corporation player in the new sector. Every time a face-down
offended by our attendance. Clearly unaware of who we are, force card is revealed, the Dark Legion player adds those
they insist we are in grave danger. Their mysterious leader, reinforcements anywhere in the sector tile, as long there are
who calls herself Tsarina Alexandra Romanova, has decided no Doomtroopers at least 5 squares away, or through any
to accompany us in our mission. Hopefully, she won’t get entrance to the map.
in our way.

MISSION
The Tsarina and the Doomtroopers must explore the old base
in Prague and find the Bauhaus beacon.
-
REWARDS
COMPLETE MISSION: Every Corporation
player receives 4 promotion points if at least one
Doomtrooper or the Tsarina reach the beacon within
the time limit.
A thick blanket of mist covers the area, so scanning it is
impossible. At the beginning of the mission, only tile 1 is
visible. The Dark Legion player shuffles tiles 12, 14, and 15,
and leaves them in a pile. Then they shuffle tiles 2 and 3,
- FAILURE: If the Doomtroopers and the Tsarina fail to
reach the beacon within the time limit, the Dark Legion
player receives 3 promotion points.
and put them on top of the pile. Every time a Doomtrooper
leaves the tile they are occupying, a new tile is drawn from the If the Tsarina is defeated during the mission,
pile. Doomtroopers can’t leave tile 1 through their entrance the Dark Legion player will receive 2 additional
point. The beacon is located in the 4 central purple squares promotion points.
in tile 12.

- TIME LIMIT: 7 Rounds.

SPECIAL RULES
Due to the mist, the Doomtroopers’ line of sight is limited
to 4 squares.

EVENTS
The Dark Legion player shuffles event cards numbered 1-19,
and draws 7 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through any square that is at least 5 squares
away from any Doomtrooper, or through any entrance
in the map.

SIEGE OF THE CITADEL

198
TSARINA EXPANSION

MISSION 2: RELICS OF A GLORIOUS PAST


DOOMTROOPER DIARY
We still don’t know what triggered the beacon. What we do know
is that the base is definitely worth investigating further. Trouble
aside and not used in this mission. The remaining force cards
are shuffled. For each Doomtrooper team, place one force
card face-down on each sector tile. The remaining force
- FAILURE: If the Doomtroopers fail to retrieve one
piece of equipment per Corporation in play, the Dark
Legion player will receive 3 promotion points.
is, the Dark Legion seem to have performed the impossible in cards from a draw pile and are placed in front of the Dark
getting to Earth in such numbers. The Tsarina insists that we need Legion player. During set-up Dark Legion player draws 1 If the Tsarina is defeated during the mission,
to leave as soon as possible, but the relics of Earth’s glorious past card per Doomtrooper player and adds those reinforcements the Dark Legion player will receive 2 additional
are to be found everywhere. Command feel that the rewards are anywhere in the map, other than sectors 12 and 15. promotion points.
worth all the risks. We’ve been tasked with obtaining a few items,
a few pieces of old technology, so our engineers can analyze
them. We could rediscover so much that has been forgotten…

MISSION
-
REWARDS
COMPLETE MISSION: If the Doomtrooper teams
or the Tsarina manage to get at least one piece of
equipment per Corporation in play, all teams receive 3
The Bauhaus base in Prague is full of ancient technological promotion points. An additional promotion point will
marvels. It is the Doomtrooper’s mission to retrieve some be awarded to every team per piece of equipment they
samples and bring them back for further study. To win the retrieve.
mission, the Doomtroopers must retrieve one equipment
token per Corporation player.

When a Doomtrooper ends its move action on a square with an


equipment token, remove the token from the sector and place
Doomtrooper
it with their Corporation tray. Then, shuffle the equipment cards,
Entrance Point
draw three at random, and choose one of the three to equip
Dark Legion
for the remainder of the mission. If the card is a weapon, the
Reinforcement
Doomtrooper may discard the weapon they are carrying and keep Entrance Point
the one just found. If a piece of equipment, the card is placed
Door
next to the Doomtrooper’s Corporation tray. Doomtroopers can
disregard the credit cost and rank required. The two unused cards
are returned to the unused equipment cards. Turret
Entrance Point
Reinforcement
Dark Legion

Entrance Point
Doomtrooper
TIME LIMIT: 5 Rounds. Equipment Token

SPECIAL RULES
A thick blanket of mist covers the area. The Doomtroopers’
maximum attack range is limited to 4 squares.

EVENTS
The Dark Legion player shuffles event cards numbered 1-20,
and draws 5 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through any square that is at least 4 squares
away from any Doomtrooper, or through the entrances
marked by Dark Legion entrance tokens.

DARK LEGION RESOURCES


The Dark Legion player removes force cards numbered 32-
36 from the base game. The removed force cards are set

TSARINA

199
TSARINA EXPANSION

MISSION 3: THE COST OF ARROGANCE


DOOMTROOPER DIARY
We are as good as dead. The Tsarina was right all along. If
anyone is reading this, please know that we fought with honour
- TIME LIMIT: 8 Rounds.

EVENTS
Door

Vats

and bravery, and that Whitestar was by our side until the bitter The Dark Legion player shuffles event cards numbered 1-19, Dark Legion
Reinforcement
end. What we thought to be some sort of advance spearhead and draws 8 cards. The rest of the event cards are set aside Entrance Point
turned out to be a fully-fledged army. We have found the reason and are not used in the mission. Dark Legion reinforcements
why the beacon was activated. Seemingly stranded, the monsters enter the game through any square that is at least 3 squares
that plague our old homeworld were luring us, calling us down away from any Doomtrooper, or through the entrances
so they could steal our ship and return to their masters with vital marked by Dark Legion entrance tokens.
information. We will not allow that. Whitestar operatives have
already dismantled our vessel, and we have arranged explosives DARK LEGION RESOURCES
to prevent any chance of its repair. We now know that all of our The Dark Legion player removes force cards numbered 32-
communications were being intercepted. We can only pray that 36 from the base game. The removed force cards are set
some of our reports have reached the right ears. aside and not used in this mission. The remaining force cards
are shuffled. For each Doomtrooper team, place one force
We have also discovered distortion chambers. We all agree card face-down on each sector tile. The remaining force
that our death will not be in vain if we can destroy them. The cards form a draw pile and are placed in front of the Dark
Tsarina is still helping us, despite there being no hope of our Legion player. During set-up Dark Legion player draws 1
survival. It seems Prague will be our final tomb. card per Doomtrooper player and adds those reinforcements
anywhere in the map, other than sector 13.
MISSION
The Tsarina and the Doomtroopers have found a horrifying
distortion chamber deep within the base. It needs to be
destroyed. The Doomtroopers must destroy one vat per
Corporation in sector tile 6, plus both vats in sector tile 4.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers and the
Tsarina destroy at least one mechanism per Corporation
in sector 6, plus the two mechanisms in sector 4, each
Corporation player will receive 5 promotion points. Any
Use Dark Legion tokens to represent the breeding vats in the game additional mechanisms destroyed award 1 promotion
board. Doomtroopers begin the mission in any square on tile 13. point to each Corporation player.

At the beginning of the game, the Dark Legion player draws 2


Razide tokens, 2 Centurion tokens, 3 Necromutant tokens, and
3 Legionnaire tokens, and places them in a bag. Every time a
- FAILURE: If the Doomtroopers fail to destroy the
necessary mechanisms, the Dark Legion player receives
3 promotion points. They also receive 1 additional
distortion mechanism in sector 6 is destroyed, the Dark Legion promotion point for each remaining mechanisms in
token is removed. The Dark Legion player draws one random token sector 6, and 2 promotion points for each remaining
from the bag, then places the corresponding figure on the square mechanisms in sector 4.
previously occupied by the mechanism. Whenever a mechanism
in sector 4 is destroyed, the Dark Legion token is removed and the If the Tsarina is defeated during the mission, the Dark
Dark Legion player places a Praetorian Stalker in its place. Legion player receives 2 additional promotion points.

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050545

SIEGE OF THE CITADEL

200
Away from the political conflicts between the Corporations, forgotten by humanity, resisting in
a barren and desolate planet, the men and women of Whitestar have founded an underground
EXPANSION CONTENTS empire, defying everyone’s assumptions and expectations. Earth, the birthplace of humanity, is now
the seat of power of a new nation, whose main agenda is to protect our homeworld. Lead by the
legendary Tsarina, Whitestar stands proud where others fled, adapting to impossible circumstances
for the sake of survival.

RULES
All Whitestar Doomtroopers work in a similar way as the rest of the Corporations’ Doomtroopers.
They have 5 points of health and can take 2 actions per turn. They have two special abilities:

4 character cards 1 quickstart summary card 6 rank cards


DOUBLE SPECIALIZATION
Known for being particularly resourceful, Whitestar Doomtroopers all come with two different
specializations. This means that they can equip weapons and equipment from any of the two
specializations, and gain the bonuses associated with that specialization.

For example: Whitestar Doomtrooper Frederik Bronislav is a specialist in both close


combat and firearms. If he were to equip a firearm, he would take advantage of the firearm
specialization ability (concentrated fire), and if he were to equip a close combat weapon, he
4 Whitestar Doomtroopers would take advantage of the close combat specialization abilities (overrun and charge).
(Sasha Malinovka, Frederik Bronislav, Xavierij Ivanov, Ekaterina Motchaloff)
Whitestar Doomtroopers can only equip one weapon, even if they have two specializations.

TECHNICIANS
The men and women from Whitestar know how to adapt and take advantage of old, broken pieces
of technology. This is reflected in the game in two ways. At the beginning of a mission, when
accessing the equipment bunker, they have an increased number of credits to acquire equipment.
The downside of this is that they can only access equipment that’s up to one rank lower than their
current rank. Thus, when Whitestar is at rank 5, they can only access equipment up to rank 4. This
limitation doesn’t apply when playing rank 1.

Player tray 3 colored pegs Rules and mission booklet When playing with the White Star faction, please use suitable existing identification markers
and Corporation tokens.

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events,
past or present, is purely coincidental and unintentional except for those people and events described in an historical context.
Modiphius Entertainment Product Number: MUH050539

MISSION BOOK

201
A small group of Doomtroopers were selected to undergo
exhausting but exhilirating training sessions with Major Tang.
After the last of the special training sessions concluded,
Major Tang revealed that they were all a cover for a secret
mission that will see the Doomtroopers infiltrate a Citadel and
eliminate one of Algeroth’s lieutenants.

Training Day: the calm before the storm.

GHOST SQUAD

MISSION 1: TRAINING DAY


FROM MAJOR TANG’S PERSONAL DIARY
Lazy… they are all lazy. How are we supposed to win this
war under these conditions? This “training session” was only
- TIME LIMIT: 6 rounds.

EVENTS
meant as an excuse to recruit some hardcore soldiers, but I No Dark Legion events.
see I will have to actually train them before our real mission
can begin. This delay is totally unacceptable but I need them DARK LEGION RESOURCES
to be ready… I will make them ready. None

MISSION REWARDS
The Doomtroopers have been assigned to Major Tang for If one Corporation manages to defeat the rest before the end
a special training session. They have been issued with stun of the mission, they will be considered the winners, and gain
ammunition. The last Corporation standing wins. No player 3 promotion points.
will take the role of the Dark Legion for this mission. Each
Doomtrooper team will enter from a different entrance. Each If the time runs out, and more than one Corporation is still
wound inflicted on a different Corporation’s Doomtrooper in play, the surviving Corporation with the highest number of
will grant 1 promotion point. Reckless maneuver rules are not promotion points will be considered the winner, and gain 2
used in this mission. promotion points.

The activation order will go from the Corporation with the


fewest promotion points to the one with the most. In case
of a tie (as during the first round) the activation order will be
resolved randomly using identification markers as per usual.
Doomtrooper
The first Corporation acting each round will have the chance Entrance Point
to use Major Tang following the allies rules.

- Secondary missions are not used in this mission.

SIEGE OF THE CITADEL

204
GHOST SQUAD

MISSION 2: BLACK OPS

-
FROM MAJOR TANG’S PERSONAL DIARY REWARDS Doomtrooper
Entrance Point
We are approaching the Citadel. The entrance is on the other COMPLETE MISSION: Each Corporation will receive
side of these mines. The stench is overwhelming. We need 3 promotion points if Major Tang leaves the mission Dark Legion
to be smart now. If we run in shooting everything in sight, through the exit in sector 70. Reinforcement
Entrance Point
they will be onto us in no time. No guns. We’ll do this the Additionally, each Corporation will receive an extra
old way... promotion point if both their Doomtroopers leave the Doomtrooper
game board through the exit in sector 70. Exit Point

MISSION
The Doomtroopers must sneak into the Citadel, and escort
Major Tang to the exit on sector number 70 before the end
of the mission.
- FAILURE: If Major Tang doesn’t leave the game
board through the exit in sector 70 before the end
of the mission, the Dark Legion player will receive
2 promotion points. If no Corporation manages to
The first Corporation player activated each round will use get both their Doomtroopers out of the game board
Major Tang as per the allies rules. through the exit in sector 70, the Dark Legion player

- Secondary missions are not used in this mission.


will receive an additional promotion point.

- TIME LIMIT: 7 Rounds

SPECIAL RULES
Due to the need for stealth, only close combat and tech
specialists are allowed during this mission.

EVENTS
The Dark Legion player shuffles event cards numbered 1 to 19
from the base game and draws 7 cards. The rest of the event
cards are set aside and are not used in this mission.

Reinforcements on the event cards enter the game board


at entrance points in sectors 66, 67 and 70 marked by Dark
Legion entrance tokens.

DARK LEGION RESOURCES


The Dark Legion player shuffles force cards numbered 1 to 31
from the base game. The rest of the force cards are set aside
and are not used in this mission. Then place as many force
cards as Corporation players on each sector, face down. The
remaining force cards form a draw pile and are placed in front
of the Dark Legion player.

MAJOR TANG

205
GHOST SQUAD

MISSION 3: EXPLOSIVE ARGUMENT


FROM MAJOR TANG’S PERSONAL DIARY DARK LEGION RESOURCES
We are inside the Citadel. Our scanner reveals that we have to The Dark Legion player shuffles force cards numbered 1 to 31 Doomtrooper
Entrance Point
climb three levels and then go back on the other side via an from the base game. The rest of the force cards are set aside
old shaft to access the Inner Sanctum… We don’t have time for and are not used in this mission. Then place as many force Dark Legion
this. No reason to be stealthy anymore. I gave the troops some cards as Corporation players on each sector, face down. The Reinforcement
Entrance Point
toys they can use to blast our way in. Time to have some fun. remaining force cards form a draw pile and are placed in front
of the Dark Legion player.
Symmetry Simulator
MISSION
The Doomtroopers have gained access to the Citadel. Now
they have to reach the Inner Sanctum and disable the Dark
Symmetry Simulators. Use terminal tokens to represent the
Symmetry Simulators. The way to the Sanctum is sealed; the
-
REWARDS
COMPLETE MISSION: If the Doomtroopers destroy
all the Dark Symmetry Simulators before the end of
the mission, each Corporation player will receive 4
Doomtroopers will need to open a path with explosives. promotion points.

Put one Corporation token on each of the Doomtrooper


character cards in game. These tokens represent detcord
explosive devices. Each Doomtrooper is equipped with 1
- FAILURE: If the Doomtroopers fail to destroy all
the Dark Symmetry Simulators by the end of the
mission, the Dark Legion player will receive 3
detcord. It takes one Special action for a Doomtrooper to promotion points.
put a detcord in a square adjacent to a wall. At the end of
the Corporation’s turn, the detcord will explode, creating an
entrance to the adjacent sector. Any figure in either of these
two squares will receive an attack using the trap combat
dice. Put the Corporation token in between the 2 squares to
indicate the entrance point”.The Doomtroopers must reach
the Inner Sanctum in sector 10 and destroy the 4 Symmetry
Simulators using any type of Attack action. The Symmetry
Simulators use the defense values of the turret.

The first Corporation player activated each round will use


Major Tang as per allies rules.

- Secondary missions are not used in this mission.

- TIME LIMIT: 7 Rounds

EVENTS
The Dark Legion player shuffles event cards numbered 1 to 19
from the base game and draws 7 cards. The rest of the event
cards are set aside and are not used in this mission.

Reinforcements on the event cards enter the area at


entrance points in each sector, as marked by the Dark
Legion entrance tokens.

SIEGE OF THE CITADEL

206
GHOST SQUAD

MISSION 4: THE MENACE BEYOND THE VOID


FROM MAJOR TANG’S PERSONAL DIARY DARK LEGION RESOURCES
The beast is coming. I can feel the trembling in the floor. The The Dark Legion player shuffles force cards numbered 1 to 32
Citadel itself is collapsing under the energy that has been from the base game. The rest of the force cards are set aside
released. We have to finish this. I can see the Doomtroopers and are not used in this mission. Then place as many force
are ready, but I have to do this. The ritual must be completed cards as Corporation players on sector 13 and 9, face down. Dark Legion
if we want to defeat the creature. After that, it doesn’t matter The remaining force cards form a draw pile and are placed in Reinforcement
Entrance Point
what happens... front of the Dark Legion player.
Doomtrooper
MISSION

-
REWARDS Staring Point

The Dark Symmetry Simulators are down and the Nepharite MISSION COMPLETE: If the Doomtroopers manage
T Major Tang Starting Point
has been lured to your position in sector 10. You have to bring to kill the Nepharite before the end of the mission,
Major Tang to complete the ritual, making the Nepharite each Corporation player receives 4 promotion points.
N Nepharite Starting Point
vulnerable. Unfortunately, the shock in the Symmetry has
caused some debris to collapse in sector 10.

The Doomtroopers start on the designated area in sector 10.


- FAILURE: If the Nepharite is still alive by the end
of the mission, the Dark Legion player receives 3
promotion points.
Statue (on tile)

Major Tang is placed next to them.

The Doomtroopers must accompany Major Tang to the


statue in Sector 9, and have her perform a Special action
while adjacent to it.

Once this is done, the Doomtroopers must kill the Nepharite


in sector 10. Firearm specialist or firearm combos are required
to complete the mission.

The first Corporation player activated each round will use


Major Tang as per allies rules.

The Doomtrooper card Limited Teleportation cannot be


used in this mission. Equipment Teleportal cannot be used
in this mission.

- Secondary missions are not used in this mission.

- TIME LIMIT: 7 Rounds

EVENTS
The Dark Legion player shuffles event cards numbered 3 to 20 N
from the base game and draws 7 cards. The rest of the event
cards are set aside and are not used in this mission.
T
Reinforcements on the event cards enter the area at
entrance points in sectors 13 and 9 marked by Dark Legion
entrance tokens.

MAJOR TANG

207
GHOST SQUAD

MISSION 5: WALKING AWAY FROM EXPLOSIONS


FROM MAJOR TANG’S PERSONAL DIARY
The Nepharite is dead. I take a moment to stare at the
Legion player.
-
FAILURE: The Dark Legion player gains 3 promotion
points for each Corporation that didn’t manage to have
remains of the creature, savoring this instant, but a massive
quake almost knocks me down. The Citadel is collapsing. I
don’t care. The mission has been accomplished. I look at my
troops, and I realise that I cannot sacrifice their lives. The war
-
REWARDS
COMPLETE MISSION: Each corporation receives 3
promotion points if one of their Doomtroopers leaves
the game board via the exit before the end of the
at least one Doomtrooper leaving the game board
within the allocated time.

isn’t over and we cannot waste any soldier. I’ll get them out mission. An additional promotion point is awarded if
of here… to fight another day. both Doomtroopers exit the mission area through the
exit in sector 67.
MISSION
The Nepharite has been killed, and the area is falling apart.
The Doomtroopers have to get away before everything
crumbles to dust.

The Doomtroopers must leave the game board through the


exit indicated by the white arrow in sector 67. Every two
rounds, a sector tile will be removed from the game in the
following order: 5, 9, 70, 66, 67. Any figure that’s on a sector
tile that’s being removed will be eliminated. Doomtroopers
removed this way will grant the Dark Legion player as many
promotion points as their remaining health plus 2.

- Secondary missions are not used in this mission.

- - TIME LIMIT: 10 Rounds

SPECIAL RULES
Sector number 9 can be turned clockwise or anticlockwise
by spending a Special action while adjacent to the 4 central
squares indicated on the map.

EVENTS
The Dark Legion player shuffles event cards numbered 1 to 21
from the base game and draws 10 cards. The rest of the event Dark Legion
Reinforcement
cards are set aside and are not used in this mission.
Entrance Point

Reinforcements on the event cards enter the mission area Doomtrooper


through the entrance points in sectors 9, 70, and 66 marked Entrance Point

by Dark Legion entrance tokens. Doomtrooper


Exit Point
DARK LEGION RESOURCES
The Dark Legion player shuffles force cards numbered 1 to 33
Throne (on tile)
from the base game. The rest of the force cards are not used
in this mission. Then place as many force cards as Corporation
players on each sector, face down. The remaining force Door
cards form a draw pile and are placed in front of the Dark

SIEGE OF THE CITADEL

208
SANDRA TANG’S QUARTERS
She opened the package unsure what she would find inside.
High Command was not known for sending manila parcels
to officers like Tang without a clear purpose. A magazine.
Sandra was genuinely surprised. The cover featured a
closeup of Sean D’Armatto’s face, a picture taken when he
was still a young athlete in his prime. The title confused
Tang even further: “The True Story of Sean D’Armatto.”
She sat down, remembering the moment she destroyed the
aberration that D’Armatto had been turned into during the
assault on Alakhai’s Citadel. True story? There was already
a man called Sean D’Armatto out there; a man recovered,
renovated and re-employed by Cybertronic. She had met
that man briefly, but that was not the journalist she knew
during the siege. Cybertronic’s upgraded version was
barely a talking husk, armed with an arsenal of puns and
jokes to dress up his propaganda pieces. Many across the
solar system rejected this new D’Armatto as an insult to
the original. A note at the foot of the cover caught Tang’s
attention: “Approved by Third Edition Sean D’Armatto.” It
was worse than she thought.

She prepared herself for a very uncomfortable read, and


opened the first page. A small piece of paper fell from the
inside. It was a short note addressed to her: “Wars are not
only won in the battlefield. This battle will be fought in our
citizens’ minds, and in their hearts.”

Strange images accompanied the magazine.

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050548

MISSION BOOK

209
MISSION 1

THE WAR CORRESPONDENT


SANDRA TANG’S QUARTERS
- Secondary Missions are not used.
“You may have heard how Sean D’Armatto, Capitol Radio One
reporter, was captured, corrupted, and then destroyed during
the siege on Alakhai’s Citadel. Everybody listened to that
transmission with their hearts in their throats. What you didn’t
- TIME LIMIT: 6 rounds.

EVENTS
know is that, during the siege, a group of heretics infiltrated The Dark Legion player shuffles event cards numbered 1 to
the radio station, and spewed their poisonous lies on the 19 and draws 6 cards. The rest of the event cards are set
waves. Sean D’Armatto never joined the Doomtroopers on aside and are not used in this mission.
the siege of Alakhai’s Citadel!” He did. She was with him.
She killed him. Why were they trying to rewrite history? Reinforcements on the event cards enter the area at entrance
“Instead, D’Armatto joined a brave group of Doomtroopers points in sectors 1, 12, and 3 marked by Dark Legion
in the assault of a Dark Legion enclave. He was trying to get a entrance tokens.
closer look at how our heroes operate in the battlefield; a first
hand experience to share with all the people at their homes. DARK LEGION RESOURCES
While accessing the enclave, D’Armatto broadcast some The Dark Legion player shuffles force cards numbered 1 to 31.
priceless interviews with our troops. Here’s a transcription of The rest of the force cards are set aside and are not used in this
this towering piece of journalism.” mission. Then place as many force cards as Corporation players
on each sector, face down. The remaining force cards form a draw
MISSION pile and are placed in front of the Dark Legion player.
The Doomtroopers have to escort Sean D’Armatto to the
elevator in sector 2, and repair it. The elevator is represented
by the eight squares which surround the terminal token
in sector 2. During the mission, D’Armatto will stop the
Doomtroopers to interview them.
-
REWARDS
COMPLETE MISSION: If the elevator is repaired,
and D’Armatto is inside the elevator in sector 2,
Corporation players will receive 1 promotion point.

- Any Doomtrooper can attempt to repair the elevator.


In order to do so, they must stand in a square adjacent
to the terminal token in sector 2, and spend 2 actions.
If Sean D’Armatto manages to interview at least
3 Doomtroopers, the mission will be considered
successful. Corporation players will receive 1 additional
promotion point per interview. When playing with only
The elevator will be repaired when these 2 actions have one Corporation, D’Armatto has to interview both
been performed 3 times. Doomtroopers to complete the mission.

- Sean D’Armatto cannot attempt to repair the elevator. If Sean D’Armatto manages to interview a Legionnaire,

- Sean D’Armatto can perform a Special action to


Corporation players will receive 2 additional promotion
points. This reward can only be claimed once.
interview an adjacent Doomtrooper. This action can
only be performed once per round.
- FAILURE: If Sean D’Armatto doesn’t interview at least

- A Doomtrooper that’s being interviewed will lose an


action during their next turn.
3 Doomtroopers, the Dark Legion player will receive 2
promotion points. If the Doomtroopers don’t get to repair
the elevator, or if the elevator is repaired but D’Armatto

- Sean D’Armatto cannot interview the same


Doomtrooper twice.
doesn’t reach sector 2 within the allocated time, the
Dark Legion will receive an additional promotion point. If
Sean D’Armatto is defeated during the mission, the Dark

Propaganda is a potent weapon in times of war.


- Sean D’Armatto can also attempt to interview a Dark
Legion Legionnaire. The Legionnaire will also lose
an action.
Legion player will receive an additional promotion point.

SIEGE OF THE CITADEL

210
Doomtrooper
Entrance Point

Sean D’Armatto
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Terminal

Door

Elevator (on tile)

MISSION BOOK

211
MISSION 2

HEROISM IN PICTURES
SANDRA TANG’S QUARTERS A Dark Legion creature failing an attack on a DARK LEGION RESOURCES
“But D’Armatto did more than just interviewing those who Doomtrooper or on Sean D’Armatto himself. The The Dark Legion player shuffles force cards numbered 1 to
bravely give their lives every day for our safety: he also took picture will only be valid if the creature gets no 31. The rest of the force cards are set aside and are not used
pictures. Images of heroism, where we can see in detail how successes when rolling. in this mission. Then place as many force cards as Corporation
the Doomtroopers face death without flinching, how they players on each sector, face down. The remaining force
risk their necks every day for us. D’Armatto’s pictures are a A Razide, a Praetorian Stalker, or an Ezoghoul cards form a draw pile and are placed in front of the Dark
testament of the courage and dedication of these exemplary attacking a Doomtrooper or Sean D’Armatto himself. Legion player.
men and women.” Tang flickered through the pictures.
Although they were pretty convincing, she could see the
tricks behind them. Dead Necromutants, held together with
wire and cotton, posing as if real Doomtroopers shot them,
stabbed them, and tore them to pieces. She knew these
A Doomtrooper using a Special action.

Any Doomtrooper that’s not a tech specialist


opening a door.
-
REWARDS
COMPLETE MISSION: The mission will be considered
complete when Sean D’Armatto and at least one
Doomtrooper leave the mission area through the exit
soldiers. Most of them were also there during the siege on indicated in sector 66. In that case, all the Corporation
Alakhai’s Citadel. How did High Command convince them to A Doomtrooper being defeated (this picture will players will receive one promotion point. The
be a part of this pantomime? And, more importantly, why was award extra points). Doomtroopers will be successful if Sean D’Armatto
she never asked to pose with them?

MISSION
The Doomtroopers and Sean D’Armatto have to enter the
- TIME LIMIT: 7 rounds.

SPECIAL RULES
takes at least 5 different pictures within the allocated
time. If Sean D’Armatto takes at least 5 pictures, all
Corporation players will receive 2 promotion points.
They will receive an additional promotion point per
Dark Legion enclave, and leave the game board through the In order to take a picture, Sean D’Armatto loses one of his additional picture. If Sean D’Armatto photographs a
exit indicated in sector 66. Sean D’Armatto will be taking two special ability tokens (recovered during his next activation Doomtrooper being defeated, each Corporation will
pictures of them in action. phase). Sean D’Armatto has to have clear line of sight of all receive 2 promotion points.

Doomtroopers are placed on the designated area in sector


2 during setup.
the figures involved in the picture, or the picture will not
be valid (for example: if taking a picture of a Doomtrooper
shooting a Necromutant, Sean D’Armatto should have clear
- FAILURE: If Sean D’Armatto doesn’t take the
necessary pictures within the allocated time, the Dark

- Sean D’Armatto and the Doomtroopers have to reach


the exit in sector 66 within the allocated time.
line of sight of the Doomtrooper and the Nectromutant).
Pictures are taken out of Sean D’Armatto’s turn, as a reaction.
Sean D’Armatto can take up to two pictures per round.
Legion player will receive 2 promotion points. If Sean
D’Armatto and at least one Doomtrooper don’t reach
the exit indicated in sector 66, the Dark Legion will

- Sean D’Armatto has to take at least 5 different pictures


of the any of the following:
Pictures cannot be taken twice (they must be of different
types within the list).

EVENTS
receive an additional promotion point.

A Doomtrooper attacking a Dark Legion creature The Dark Legion player shuffles event cards numbered 1 to
using a firearm attack. 19 and draws 7 cards. The rest of the event cards are set
aside and are not used in this mission.
A Doomtrooper attacking a Dark Legion creature
using a close combat attack. Reinforcements on the event cards enter the area at entrance
points in sectors 70, 67, and 66 marked by Dark Legion
A Doomtrooper attacking a Dark Legion creature entrance tokens.
using a tech attack.

A Doomtrooper being wounded by a Dark Legion


creature, a trap, or another Doomtrooper.

A Doomtrooper using 2 Move actions in the same


turn (running).

SIEGE OF THE CITADEL

212
S

Dark Legion
Reinforcement
Entrance Point
S
Doomtrooper
Starting Point

Sean D’Armatto
S
Starting Point

Doomtrooper
Exit Point

MISSION BOOK

213
MISSION 3

CURIOSITY KILLED THE CAT


SANDRA TANG’S QUARTERS DARK LEGION RESOURCES
“Something went wrong during the mission. D’Armatto The Dark Legion player shuffles force cards numbered 1 to
fell prey of some sort of mind control mechanism, and ran 31. The rest of the force cards are set aside and are not used
away from his protectors. Reluctant to hurt their friend, in this mission. Then place as many force cards as Corporation
the Doomtroopers resolved to complete their task, while players on each sector, face down. The remaining force
tracking down Sean. The Dark Legion was particularly fierce cards form a draw pile and are placed in front of the Dark
at this point. They were plotting something sinister, and they Legion player.
needed D’Armatto, the real one, to accomplish it.” Sandra
nearly spat her coffee. Mind control? They turned him into
a monster! They took his body and transformed it in ways
that would defy anyone’s imagination! They didn’t just toy
with his mind; they destroyed him, and built him again as an
-
REWARDS
COMPLETE MISSION: If at least one Doomtrooper
is in sector 12 when D’Armatto enters the portal, the
mission will be complete. All Corporation players
aberration! She kept on turning the pages, trying to assimilate receive 2 promotion points. If a Doomtrooper reaches
all the lies contained in the magazine. the crate within the allocated time, the Corporation
players get an additional promotion point.
MISSION
The Doomtroopers must investigate the crates in sector
15, and follow D’Armatto to the portal in sector 12. The
Doomtroopers and Sean D’Armatto enter the mission area
- FAILURE: If D’Armatto reaches the portal, and there’s
no Doomtrooper in that sector to witness it, the
Dark Legion player receives 2 promotion points. If
through the entrance points in sector 14, marked with white the Doomtroopers fail to reach the crates in sector
entrance markers. 15, the Dark Legion player will receive an additional

- Sean D’Armatto will head straight into the portal in


sector 12. At least one Doomtrooper has to be in that
sector when he reaches the portal.
promotion point.

- One Doomtrooper must finish a move action in a


square with a crate in sector 15.

- TIME LIMIT: 5 rounds.

SPECIAL RULES
The Dark Legion player takes control of Sean D’Armatto
for this mission. Sean D’Armatto cannot be used to attack
Doomtrooper characters. He can walk through Doomtrooper
characters and Dark Legion creatures, as if they were friendly
figures. He cannot be blocked.

EVENTS
The Dark Legion player shuffles event cards numbered 1 to
19 and draws 5 cards. The rest of the event cards are set
aside and are not used in this mission.

Reinforcements on the event cards enter the area at entrance


points in sectors 12, 15, and 10, marked by Dark Legion
The Dark Legion’s ministrations are terrifying.
entrance tokens.

SIEGE OF THE CITADEL

214
Doomtrooper
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Door

Portal (on tile)

Crates (on tile)

MISSION BOOK

215
MISSION 4

THE SOCKPUPPET
SANDRA TANG’S QUARTERS
“In the darkest hour, D’Armatto emerged, controlled by
- A Dark Legion creature attacking a Doomtrooper using
a close combat attack.
EVENTS
The Dark Legion player shuffles event cards numbered 1 to
the horrors of the Legion. Whereas before he was trying to
objectively portray the horrors of war, and the heroism of
our brave men and women, now he was just trying to make
- A Dark Legion creature attacking a Doomtrooper using
a firearm attack.
20 and 22, and draws 6 cards. The rest of the event cards are
set aside and are not used in this mission.

them look bad. Lying. Corrupting the truth. Presenting the


truth under the odious light of hatred and perversion. With
shame, we present you the collection of pictures we rescued
- A Doomtrooper being wounded by a Dark Legion
creature, a trap, or another Doomtrooper.
Reinforcements on the event cards enter the area at entrance
points in sectors 4, 3, and 7, marked by Dark Legion
entrance tokens.
from his camera. We advise caution when looking at this
material; it could deeply offend our readers’ sensibilities.”
- A Dark Legion creature being defeated. DARK LEGION RESOURCES
The disclaimer was accurate. The pictures were not only
tasteless, but also borderline ridiculous. The taxidermist
who worked with the photographer, though, was a genius.
The Necromutants now appeared to be giving a beating
- A Doomtrooper failing an attack on a Dark Legion
creature or on Sean D’Armatto himself. The picture will
only be valid if the Doomtrooper gets no successes
The Dark Legion player shuffles force cards numbered 1 to
33. The rest of the force cards are set aside and are not used
in this mission. Then place as many force cards as Corporation
players on each sector, face down. The remaining force
to the good Doomtroopers. The poses were strong, bold when rolling. cards form a draw pile and are placed in front of the Dark
and full of movement. A nice piece of art. Her colleagues,
however… she could see the shame in their eyes, posing as
- A Dark Legion creature using 2 Move actions in the
Legion player.

if they were being humiliated by their enemy. How far would


High Command take this charade?

MISSION -
same turn (running).

A Praetorian Stalker or an Ezoghoul attacking a


Doomtrooper.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers inflict
exactly 5 wounds on Sean D’Armatto within the
allocated time, the mission will be considered
The Doomtroopers have to incapacitate Sean D’Armatto, and
stop him from taking negative pictures of them.
- A Doomtrooper being defeated (this picture will award
successful, and each Corporation player will receive
3 promotion points. If Sean D’Armatto doesn’t

- When Sean D’Armatto receives 5 wounds, he will be


considered incapacitated.
extra points).

Sean D’Armatto is being assisted by the Citadel. Whenever


take at least 5 photographs for the Dark Legion,
the Corporation players will receive an additional
promotion point. If Sean D’Armatto receives more

- His stats will be the same as the Corporation with the


he is adjacent to a wall, he can perform a Special action to
move directly to any square within the same sector, as long
than 5 wounds, the mission will be lost, and every
Corporation player will lose 3 promotion points.

-
second highest rank.

If Sean D’Armatto receives any additional wounds, the


Corporation players will lose the mission.
as that square is adjacent to a wall.

When taking pictures, Sean D’Armatto has to have clear


line of sight of all characters involved in the action. For
- FAILURE: The Dark Legion player will receive 2
promotion points if the Corporation players fail to
defeat Sean D’Armatto within the allocated time. If
example, if he is taking a picture of a Necromutant attacking Sean D’Armatto takes at least 5 photographs during
SPECIAL RULES a Doomtrooper, he will need to have clear line of sight of the mission, the Dark Legion player will receive 2
The Dark Legion controls Sean D’Armatto for this mission. He both the Necromutant and the Doomtrooper. promotion points, plus an extra promotion point
will try to take pictures of the Doomtroopers in situations that for each picture after the fifth, and an additional
put them under a negative light. He needs to take at least five In order to take a picture, Sean D’Armatto spends one of his promotion point if D’Armatto takes a picture of a
pictures from the following list: two special ability tokens (to be recovered at the beginning Doomtrooper being defeated. If Sean D’Armatto

- A Legionnaire successfully attacking a Doomtrooper.


of his next activation phase). He can take up to two pictures
per round, not necessarily within his turn.
receives more than 5 wounds during the mission, the
Dark Legion will not receive any points.

- A Necromutant successfully attacking a Doomtrooper. TIME LIMIT: 6 rounds.

- A Centurion successfully attacking a Doomtrooper.

- A Razide successfully attacking a Doomtrooper.

SIEGE OF THE CITADEL

216
S

Dark Legion
Reinforcement
Entrance Point

Doomtrooper
Entrance Point

Sean D’Armatto
S
Starting Point

Door

MISSION BOOK

217
MISSION 5

BREAKING NEWS: BREAKING FREE


SANDRA TANG’S QUARTERS EVENTS
“At the end, truth prevailed. The brave Doomtroopers The Dark Legion player shuffles all event cards except for
discovered the source of D’Armatto’s corruption: a perfidious number 15 and number 21 and draws 6 cards. The rest of
device called the Soul Snare. That gizmo had trapped our the event cards are set aside and are not used in this mission.
beloved Sean’s mind, and kept it under the Legion’s control.
The Doomtroopers, wounded and exhausted, pushed Reinforcements on the event cards enter the area at entrance
forward and destroyed the Soul Snare. At that moment, points in sectors 13, 15, and 4, marked by Dark Legion
D’Armatto came back to his senses. He personally helped entrance tokens.
the Doomtroopers demolish the enclave, and they left alive to
tell the story.” Tang had never heard of such a device. It was DARK LEGION RESOURCES:
clearly made up by somebody with more time than sense in The Dark Legion player shuffles force cards numbered 1 to 33.
High Command. Still, the magazine was an entertaining read, The rest of the force cards are set aside and are not used in
even if everything in it was a blatant lie. this mission. Then place as many force cards as Corporation
players on each sector face down. The remaining force
MISSION cards form a draw pile and are placed in front of the Dark
The terminal token in sector 15 represents the Dark Symmetry Legion player.
Soul Snare that is influencing D’Armatto. This token
represents the Dark Symmetry Soul Snare that is influencing
D’Armatto. The Doomtroopers have to destroy the Dark
Symmetry Soul Snare, and escape with D’Armatto through
the exit set in sector 15. He starts in sector 13, in the position
-
REWARDS
COMPLETE MISSION: The mission will be complete
when the Doomtroopers destroy the Dark Symmetry
Soul Snare and Sean D’Armatto leaves the mission
indicated in the map. The Dark Legion player cannot attack area through the exit in sector 15. If the Doomtroopers
Sean D’Armatto until the Soul Snare is destroyed. At that are successful, all the Corporation players will be
point, D’Armatto will be controlled by the Doomtroopers, and awarded with 3 promotion points. Each Corporation
the Dark Legion player will be able to attack him. player will receive an additional promotion point

- Destroy the terminal token in sector 15.


per Doomtrooper that escapes with D’Armatto. The
player who destroys the Dark Symmetry Soul Snare will

- Escort D’Armatto to the exit in sector 15.

-
receive an additional promotion point.

- Secondary missions are not used.


FAILURE: If the Dark Symmetry Soul Snare is
destroyed, but D’Armatto is defeated by the Dark

- TIME LIMIT: 6 rounds.

SPECIAL RULES
Legion or doesn’t escape, the Dark Legion player will
receive an additional promotion point.

The Dark Symmetry Soul Snare can be destroyed by attacking


it. Its defense value is equal to the defense value of a turret.
The Dark Symmetry Soul Snare, however, is prepared to
defend itself. Whenever a Doomtrooper attacks it, and
fails, the Dark Symmetry Soul Snare will retaliate, attacking
every Doomtrooper in line of sight, using a turret’s combat
dice. Until the moment the Doomtroopers destroy the Dark
Symmetry Soul Snare, Sean D’Armatto doesn’t act.

Capitol Radio One’s fearless reporter, Sean D’Armatto, making haste.

SIEGE OF THE CITADEL

218
Dark Legion
Reinforcement
Entrance Point

Doomtrooper
Entrance Point

Sean D’Armatto
S
Starting Point

Doomtrooper
Exit Point

Door

Terminal

SANDRA TANG’S QUARTERS


“When the team got back home, D’Armatto made a promise. He would not
rest until the Dark Legion was totally annihilated. If we can say anything about
Sean is that he is a man who keeps his word. For that reason, once he returned,
he quit his job, and joined the Brotherhood. Nowadays, he spends half of his
time in silent meditation, and the other half helping the Brothers and Sisters
stop any attempt made by the Dark Legion to infiltrate our press and deny us
of our right to free, objective and truthful information. Sean D’Armatto was
a hero, who learned to be a hero, and who is now, more than ever, a hero.”

She closed the magazine, and lied down in her bed. The magazine would
be printed and distributed all across the solar system. Those who didn’t like
Cybertronic’s version of D’Armatto would love this. At the end of the day, there
would be two versions of Sean, so everybody could pick and choose who to
believe. These versions were not even mutually exclusive. This magazine, this
stinking pile of lies, was the most efficient blow to the Legion’s propaganda
machine. D’Armatto, a dead man, made immortal first by the wonders of
technology and then by the persistence of information, with the blessing of
the Brotherhood, the Corporations, and wearing High Command’s stamp on
S his face. A man turned into a monster, turned into the most efficient weapon
humanity could ever had: the ultimate proof that the Dark Legion could never
win this war.

Sandra smiled. Sean would have loved that.

MISSION BOOK

219
A BROADCAST
EPIC A BROADCAST EPIC

221
It has been over a millennium since the Dark Legion
first unleashed their fury on humanity, but now they
have returned to once again pursue their goal of total
enslavement of humanity. In the hopes of turning
the tide of war, the Cardinal has ordered a series of
retaliatory strikes against the great edifices of the enemy,
beginning with the largest and most infamous of them
all: the Citadel of the most powerful Nepharite Overlord
on Venus, Alakhai the Cunning.

Reporting on the action from day one of the combined


assault by the Brotherhood and Corporations, Capital
Radio One’s top field reporter, Sean D’Armatto, follows
the troops deep into the bowels of the hellish Citadel.
All too soon, however, his commentary uncovers
the true meaning of the horror and corruption
that fuels the undead might of the Dark Legion.

MUH050607

SIEGE OF THE CITADEL

222
A MUTANT CHRONICLES STORY

CAPITOL RADIO ONE

A
BROADCAST
EPIC
BY ANDERS FAGER

A BROADCAST EPIC

223
Capitol Radio One – A broadcast epic
Published by Modiphiüs Entertainment Ltd.
2nd Floor, 39 Harwood Road,
London, SW6 4QP
United Kingdom
[email protected]
All rights reserved.

Written by Anders Fager


Edited by Mike Brunton
Proofreading by Christoffer Lundberg, Javier Angeriz-Caburrasi,
Stefano Guerriero

Editorial and Background Consultant: Marc Langworthy


Cover Artwork by Dominik Kasprzycki
Design and layout: Stephanie Toro
Producer: Rob Harris
Publisher: Chris Birch

Modiphiüs Entertainment Product Number: MUH050607-PDF

Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,


www.facebook.com/mutantchroniclesrpg and www.modiphius.com

The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal.
Any trademarked names are used in a fictional manner; no infringement is intended.

© 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license.
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is ©
Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely
coincidental and unintentional except for those people and events described in a historical context.

SIEGE OF THE CITADEL

224
1. GOOD MORNING ALAKHAI!
++ GOOD MORNING, VENUS! Welcome to a new day with Capitol Radio ~~ Yes. Well. Good morning, everybody. This is Sean D’Armatto for
One from Volksburg on wicked, wicked Venus. Frankie Stevens here to say Capitol Radio One. I’m in a bunker close to the batteries that opened
wake up and smell the excitement, people! We have NEWS for you! The the glorious attack on Alakhai’s Citadel at four o’clock this morning.
battle is on! At four this morning Cardinal Durand spoke out: “Tear down Forty thousand guns make some noise! And the bombardment is still
the citadel of Alakhai! The liberation of Venus is our duty!” The Cardinal going. I can hardly hear you on the link, Frankie. And, as a matter of fact,
also spoke to the assembled corporate leaders on Venus. We’ll hear what I can hardly hear myself think. Can you guys back in Volksburg hear the
he said to them real soon. First: some music while you rise and shine - and guns firing?
smell the cordite! A favourite of mine: Bad Kitty’s “My baby left on a dark
crusade”! Enjoy! ++ Hi Sean! Yes! We hear the guns! Before the show I was on the top of the
Le Rundfunk building and everyone could hear thunder from the south.
The sky looked as if it was on fire! It was… it was just… magnificent! I wish
my wife could see it. She’d love the whole thing! Sean? You still there? Sean?
Sean? Is the link down?
When my baby put on his boots
and his uniform this morning
~~ Can’t hear you, Frankie. Going to find a quieter spot. Will link in a few
My baby left
minutes.
He had that sad, sad look on his face
On a dark crusade
++ You heard it here. Stay tuned. Sean D’Armatto will be back with his
report soon. And we‘ve got a mother of a battle to talk about today! You can
be sure that Capitol Radio will be right there, in the middle of the action
and we’ll have all the news. More on this story after this important message
++ Capitol Radio One and I’m Frankie Stevens. War is declared, and battle
and the weather with our very own Fatima the Weather Girl. Don’t touch
is coming for sure. Brace yourself Alakhai! Mankind is coming to kick ass
those controls!
and wipe that smile off your face! The Cardinal said it this morning: “We will
prevail!” Fine words to wake up to.

And now that you are all awake we have our own Sean D’Armatto, down Bauhaus. A name you trust. Everything built by Bauhaus lasts longer, goes
among the troops for an up-close and personal view of the battle to end that extra mile and causes that truly fatal wound. That’s why people
all battles. trust Bauhaus. Because Bauhaus built those shells.

Sean? Are you there? Built by Bauhaus. Killed by Bauhaus.


~~ Hello? Can you hear me? Frankie? Do you guys hear me? Is this link live?

++ You’re on air, Sean.


>> A bright and happy good morning to everyone. This is, like, Fatima Fukada
~~ Oh. Right. Thanks, Frankie. at the Capitol Radio Weather Center in Volksburg. Looks like we’re shaping up
for another day of hot-hot-hot on the plain. So, everyone fighting the Dark
++ Sean, what’s it like out there? Symmetry out there: you make sure you drink plenty of water.

A BROADCAST EPIC

225
++ Thanks, Fatima. Good advice as always. You’re still listening to Frankie Stevens, ++ Good to hear that everybody buried the hatchet on this one.
Capitol Radio One. In case you missed it today is a great one! The battle has begun! I think we’re all united against the real enemy. I’m real glad I’m not in Alakhai’s
And I’m with Brother Zum Gali who can tell us more about the big picture. shoes or hooves or whatever right about now. A great thought to take us into
this important message. This is Capitol Radio One and we will be back with
## Thank you, Frankie. This morning the Cardinal addressed the assembled
more on the bloodshed. Right after this.
corporate leadership. His words were simple, powerful, and I am honored to
repeat them now.

“The war to rid our solar system of the Dark Soul will not be easy. We have
no other choice and in years to come people will know the first step towards How much do you love your family?
total victory was taken this morning. It will be a long struggle and a hard one.
There will be losses and setbacks. But nothing will stop us. Mankind will go They’re priceless, right?
forwards. That is the only way left! We go together as one! Forward to victory!
And we will prevail.” But did you know that most health insurance doesn’t cover illnesses
caused by the Dark Soul? That your family could be ruined financially?
++ Uplifting stuff, Zum. Sorry. Brother Gali.
Sadly, this happens all too often. Succumb to the Dark Symmetry and
your kids won’t see a penny.
## Indeed, Frankie. Indeed.

~~ Hello Frankie! Hello Venus! This is Sean D’Armatto for Capitol Radio That’s unless you signed with White & Anderssen Insurance. White &
One. I am currently at the camp where literally thousands and thousands Anderssen offer real survivor benefits. No matter what you do or what
of Bauhaus tanks are waiting to attack. Let me tell you, I had no idea what you turn into, your kids will get a share of the good in you. Because
“big” meant until I saw this tank army group. There is so much hardware White & Anderssen Insurance cares about you. About your family.
here I’m staggered the planet can take the weight! My mind is literally About all of us.
blown! And the infantry! And all the engineers with all their heavy gear.
And all the load carriers from the support arms. All that ammunition!
Terms and conditions apply. Your family are at risk if you do not keep
Stacked higher than buildings! Frankie, do you know how many shells
up the payment schedule.
hit Alakhai’s Citadel every single minute of this battle?

++ You sure that information has been cleared by the Brotherhood?

~~ No idea, Frankie. But I got the numbers from a Brother. You know ** I’m Sergeant Joss M’Kome of the Third Mars Super-Heavy Artillery
what? He estimated that… Regiment. We’re “The Last Arguments”. My true story? Well, I’m real
happy to be a gunner, because close combat is for knuckle-suckers!
++ We’ll get back to that never rather than later, Sean. Loose lips, you know? Just kidding! I wouldn’t do their job in a million years, Earth or Mars.
Better to let Alakhai’s defenders feel it rather than tell them! But now, before
I get to kill things from a nice, safe distance. Pow! And they’s gone, just
we go for an important message break, how are the troops? What are they
gone! Boom! Did you know that if you scream your head off when your
feeling out there as they go to war?
gun goes off, your hearing don’t get damaged? I scream “Alakhai, die,

~~ If anything, grim determination, Frankie. Grim determination. The troops die, die!” Every. Single. Time. You know what? I can’t hardly hear or

want this over. The whole of mankind is on the march. There is a real sense talk now! Ain’t that something?
that we are all united. I saw Imperial Assault Engineers marching shoulder to
shoulder with Cybertronic Cuirassiers this morning. It was a great, great sight.

SIEGE OF THE CITADEL

226
~~ This is Sean D’Armatto, in the field–somewhere–for Capitol Radio bunkers. Too much dust. Just a wall of grey and black, lit by flashes. And
One again. This is day ten, and the guns keep firing. Yesterday I reported there’s always something burning nearby. It’s kind of, well, beautiful. Just
that the Citadel isn’t really firing back any longer. Most of Alakhai’s guns beautiful. I talked to a Mishiman bomber pilot yesterday and asked how
have fallen silent. Or are now being held back, waiting for our gallant she kept from getting lost in the clouds. How did she find her targets? Or
ground forces assault. even hit them? Do you know what she said?

++ So, Sean, what are our gunners targeting now? ++ You tell me and the listeners, Sean.

~~ Right now, Frankie, the guns are pounding the Citadel to rubble. ~~ She said “I don’t have to see a thing. I know the way. I have been there before.
There are rumors that Cybertronic tech specialists have found a way into
Many times.” Very Mishima. For this reporter, very humbling. Very “Wow!”
the Citadel’s defense systems. Unnamed sources say we’re using Citadel
defenses to direct fire onto Citadel weak spots. It’s a rumor, but no one’s
++ Sean, those guys and girls are samurai through and through. Listen,
denying it.
you Mishima troopers, and all you others on the line! Tune in to Capitol
Radio One after the day’s fighting! We’ll give you all the news and the big,
++ Rumor or not, Sean, that sounds like something heretics would do.
big picture! We’ll tell you what’s gone down, who won and who lost! We’ll
~~ No, word has it that it’s all approved, no matter what people might tell you what your commanders think is coming! And we’ll always have the
think. But it’s just rumor. For now, at least. sweetest music. Like this, from Mundburg’s own Sabina Stark: “Venus Wild
Man”. Right after these messages. Stay safe!
++ So, what else can you tell us, Sean?

~~ Frankie, I tell you, it’s funny how quickly you get used to noise, dust
and smoke. We haven’t seen the Citadel for days now from the press White & Anderssen Insurance. Keeping your family from chaos…

A BROADCAST EPIC

227
2. AWAY FROM THE PRESS BUNKER
++ GOOD AFTERNOON VENUS! Welcome! Welcome! Welcome! To Capitol charge “the Whipping Post”, a vital part of the Citadel’s outworks. Just
Radio One from Volksburg. This is your very own Frankie Stevens with the magnificent! Such spirit! The best of mankind came together for this one!
latest news from The Battle For Your Future! Day 21 and attacks on the Citadel’s
outer works continue. We’ve got updates with Sean D’Armatto direct from the ++ Those Imperials! Brave lads! Did they play bagpipes as they attacked?
frontline. And we’ve also got a treat for kids across the planet with Lisette and
today’s episode of “I Was A Young Demonslayer”. Can’t wait for that! ~~ You know it, Frankie! Wouldn’t be Imperials if they didn’t. And heretics
hate bagpipes!
§§ Hi Frankie! Hi, kids!

++ Sean, you don’t have to be a heretic to have mixed feelings about bagpipes.
++ Lisette! Here already. What on today’s show, Lisette?
Any news on the Doomtroopers going forward?

§§ We’ve got more about the adventures of our young demonslayers! Jennie
~~ No word yet. Rumor has it they’ve checked out progress so far, but I
and Maddy will be fighting the old Dark Soul monster. And we’re handing
out a Demonslayer Daddy Award. guess we have to wait before they are committed.

++ Something to bring to show and tell. “Your dad might be employee of the ++ And will the Cardinal go in with them?
month at Rico Retail. Big deal! My daddy is a demonslayer!” Yeah! Out of the
park! Thanks, Lisette. ~~ Don’t ask me, Frankie. That’s kinda secret on the front lines. Ask
What else for today? We’ll talk some more to Brother Zum Gali. Today’s hot Brother Gali or at a press conference. As I said a couple of days ago, I got
topic is “Corruption and how to hate every bit of it”. Yesterday’s celebration fed up with press briefings and press bunkers. It’s like watching a game
of the one hundred millionth shell fired at the Citadel has been delayed, as on the tube. You just don’t get a feel of what’s going on. That’s why I’m out
there seem to be an argument over which exact shell is the one hundred here at the front, following the assault waves. I’m gonna try to follow the
millionth. Important detail! Who would have guessed that no one was really assault teams into the Whipping Post too.
counting? OK, we’ll be right back after this important message.
++ Sean! Just like that?

~~ Just like that, Frankie. Our listeners deserve to hear what’s going on!
Do you want to know how hot things are on Mercury? Chrysanthemum
Canned has five new exciting ready-to-eat treats for all you lovers of
++ OK, OK. Careful out there, Sean. We’ll be back with you shortly. Right now,
the hot-hot-hot. Why not try one today?
though, it’s time for Lisette with “I Was A Young Demonslayer”. Lisette…

Chrysanthemum Canned by Akirenko.

A taste sensation that lingers for days.


Kill it, Jennie!

Kill it, Maddy!


~~ This is Sean D’Armatto, for Capitol Radio, from somewhere on the
frontline. I just watched four Imperial brigades go over the top and

SIEGE OF THE CITADEL

228
++ Great show today, Lisette. Let’s hope Jennie and Maddy can defeat their and cleaning” as we say. Big tanks and walkers and samurai go in,
Demon Prince. And big Capitol Radio congratulations to Olga Michalova and we keep things neat and clean around them. We protect flanks
Aslanova of Port MacArthur for winning the Demonslayer Daddy Award! If I and keep roads open. It can be dangerous. Last night we lost people
were a heretic I’d stay well away from your dad, Olga. And if Corporal Michael cleaning up behind Third Knee. Heretics do not have the sense or good
Aslanov of the Air Cav is listening, we’re glad you’re on our side! Keep those manners to die the first time they are killed. But we know our duty.
heretical heads rolling! Sean, you still out there?

~~ You bet, Frankie! Alive, kicking and reporting for Capitol Radio One,
the War Station! Sean D’Armatto live, right now, from the Whipping Post! ++ It’s day 28 and you’re listening to Capitol Radio One. That was the weather–
To be honest, I don’t know what to say. It’s insane here. The fighting is real sorry, the dust and hot-hot-hot heat report from Fatima the Weather Girl.
close, and the dead and wounded cover the ground all the way from here You know, when I get home my wife’s going ask if Venus is as beautiful as
at the Whipping Post to another outwork called Bald Hill by our brave everyone says. I’m going to have to tell her that I have no idea. Couldn’t see a
troops. I don’t know and don’t care what the heretics call it! This ground thing for all the smoke and dust.
was taken by six Bauhaus divisions after a night of furious hand-to-hand
combat. Not one single stinking heretic escaped from the outwork! >> You’re a funny guy, Frankie.

++ Are you OK, Sean? You sound a little tense. ++ Thanks, Fatima. And now good news! Those three Imperial regiments we
talked about yesterday, the ones that got lost assaulting Hell’s Patio. Well, at
~~ I am tense, Frankie! I’m getting shot at! People have been dying all least two of them have been found! A Bauhaus airship spotted them near the
around me! mouth of the Serpentine River this morning. Yes. I know. That Serpentine
River. The Serpentine River on the other side of the planet. The Dark
++ You should have stayed in the press bunker, Sean. Symmetry does a thing with geography, doesn’t it? Better get “Archie of the
Air Cav” on the case.
~~ Frankie, no. No, I shouldn’t. The only good thing about that dump
was free drinks, and I got enough free drinks when I was a front-fielder. Meanwhile, here’s The Barsoom Babies with this year’s number one song.
This – right here, right now – this is the real deal. It’s where I should be. You guessed it: “Archie of the Air Cav”.

++ Perhaps some of your new frontline buddies will give you a drink. OK,
we’ll be back with Sean right after this.
++ Sean, one of our listeners asked if the troops out there recognize you? Or
are you wearing a mask or something?

>> Fatima Fukada from Capitol Radio One True Weather Central. ~~ No mask for me, Frankie. Helmet and flak jacket only. I think I had
Another steaming hot-hot-hot day with very little wind for all you more armor when playing for the Dorado Eagles. I was young back in the
Symmetry-slayers out there. It’s even hotter than yesterday! And that’s day. And afraid to die. On a sports field. Kinda silly, looking back.
with all that dust and smoke hiding the Sun. So, the big question about
if the dust clouds affect the weather has been answered: yes, they do. ++ So, Sean, you are recognized?
The dust keeps the light out but the hot-hot-hot in. Sorry, guys!
~~ It happens. At least when I’m with Capitol troops.

++ Signed any autographs?


** I am Private Hokiado Lisa of the 101st Cherry Blossom Light Infantry
of the glorious Mishima. My true story? Light infantry do “screening ~~ A couple, Freddie. I signed a San Dorado girl’s rifle yesterday. She

A BROADCAST EPIC

229
promised me a drink once the Citadel had fallen. We laughed about that. ## It is tempting to become a monster when you fight monsters. You would
have a date with Sean D’Armatto!” Then a shell took away her upper do well to remember that, Frankie Stevens.
body. Just like that.
++ Looking at you, I’m very aware of that, Brother. Anyhow, listeners, it seems
I still have her… her blood… on my clothes. we are doing well at the Citadel. Again. We will give you the big and official
  picture as soon Brother Gali has it, to give to us, to give to you. Meanwhile…
Sean D’Armatto, my man! Are you still alive? How’s your night been?

Look who’s coming home today ~~ Hello, Frankie. Are you hearing me? Hello!
Archie of the Air Cav
After he made Ilian cry ++ Hello Sean! Glad to hear you. Where are you?
Archie of the Air Cav
~~ I’m OK, and I’m with a combined Bauhaus-Mishima assault brigade.
They’re defending a position they’re calling Stupid Rock. I lost my
transmitter last night. I think it was night. Hard to tell in this gloom.
++ Frankie Stevens here on your Capitol Radio One. This has been some Anyhow, it’s been messy. I’m using gear some Bauhaus tankers salvaged
night, hasn’t it? Things are still confused out there, but… well, we’ve seen from a wreck. Very Bauhaus. Very functional. And very covered in blood
massive counterattacks by the hordes of Alakhai. Hordes. Plural. Reports talk and mud.
of countless Legionnaires attacking Bald Hill and other outworks with insane
ferocity. Imperial troops at Third Knee report that attacks there only petered Yes? Yes! I’m on air. Capitol Radio One. We’re broadcasting live.
out when the Legionnaires could no longer climb over their own dead to
reach our troops. The Lump nearby was only saved when Cybertronic tech Airstrikes? I can’t call in airstrikes. I’m reporting. I’m a reporter. For
specialists cracked the Citadel’s own automated systems and turned Citadel Capitol Radio. Yes. That Capitol Radio.
weapons on Alakhai’s own forces. You have any comments, Brother Gali?
++ Sean? You’re on air. Do you hear me? You. Are. Live. Remember what we’ve
## One. I need to clarify one thing. been told not to talk about?

++ Please do. ~~ Yes, Frankie, I know. There are a lot of busy people around. Give me a
few minutes to find someone who isn’t busy staying alive. That might be
## We should be careful in celebrating Cybertronic deeds. The cause is noble, someone who can talk without mentioning that we are knee deep in gore.
but they are, in very real a sense, fighting corruption with a different kind of
corruption.

++ But still, we’re winning, right? ## Good day to you all. Today’s topic is “Spotting Corruption among your
neighbours”, and I am Brother Zum Gali.

SIEGE OF THE CITADEL

230
3. JUST ANOTHER BREACH IN THE WALL
~~ This is Sean D’Armatto for Capitol Radio One, your War Station, live agree 110%! Lord Heir Mariko declared a day of prayer and thanksgiving across all
from Bald Hill trenches! From where I stand I can confirm that the Inner Mishima territories. But make no mistake, when the Mishima pray, they also put
Wall’s been breached! It’s true! The Inner Wall is down! In three places! in a 16-hour shift for good measure. Capitol Radio salutes such dedication!
As I speak I see Bauhaus tanks pouring through Mishima Meka-Walkers
and Cybertronic Cuirassiers. This is a mechanized attack now. Right into The ever cheerful mistress of dust and the hot-hot-hot, Fatima the Weather
the inner Keep! Girl, is coming up soon. Right after this.

++ That’s great news, Sean! Any Doomtroopers in sight yet?

~~ No. Sorry. Not yet. You would know if the Cardinal was going in Is your neighbor acting funny? Does he smile in twisted, ecstatic way?
with them long before me. There are no press conferences at the front, Does he have new strange friends? Do they chant and dance the night
Frankie. away?
Well, relax. Don’t panic.
++ You might see ’em, Sean. We just had word that the Cardinal will speak in No need to call the Brotherhood.
a few hours. Your neighbor may have discovered the wild, wild magic of Samson
Aftershave.
~~ Then he won’t be going for Alakhai today. Have you?

++ You may have a point, Sean. Anyhow…everybody: you heard it first


at Capitol Radio One. We have a breach! Mankind is victorious! We are >> I’m Fatima Fukada with the usual, like, superheat report. Straight from the
entering the Keep of Alakhai’s Citadel. Sean, what are the troops feeling? Capitol Radio One-night-with-you-is-all-I-am-asking-for Weather Central! A
Are they fired up like us? new heat record for Romburg today. Even the sceptics see that it’s the dust
keeping the heat from escaping. Dust clouds now cover all the Romburg
~~ Feeling? No one at Bald Hill feels much now. Last time I asked anyone plain, and even Volksburg is now under the gloom.
about feelings… well, it was an Imperial Captain coming back from Third This isn’t only dust. Someone wants this.
Knee. He said he’d left feelings at the outworks. Along with his company.
They were dead. “But,” he told me, “they were victorious.” ## What do you mean, Miss Fukada? Someone wants this?

++ Thank you, Sean D’Armatto. He’s live for Capitol Radio One, live from the >> Yes, Brother Gali. Maybe. There’s been almost no wind for, like, four weeks
breach. My wife says “hello”, by the way. And take care. now. Can someone use the arts to control weather? Can someone in the
Citadel? Can Dark Technology be involved?
~~ Tell her I said “Hi!” Or something.
## As the Cardinal said, it is very dangerous to look the other way. But if you
++ Later, Sean! OK! How are you today, wonderful, wonderful, human Venus? see Corruption in everything you forget what you were supposed to look at.

As we said before the Cardinal is going to make an announcement. And praise for >> Thank you, Brother… that was…enlightened… and enlightening.
the breach is coming in from all mankind. Her Imperial Serenity called it “a feat
of arms unequalled throughout the history of our race”. We here at Capitol Radio ## No. Thank you, Fatima.

A BROADCAST EPIC

231
>> For all of you on the line, it’s staying hot-hot-hot as Hell! But this hellish
heat is definitely a normal, meteorology-type thing. We mustn’t assume it’s
from actual Hell.
++ Sean? You OK?

Let’s go over to Frankie in the studio, and Sean out there in the field.
~~ What. Yes. No. No way. I’m OK. This place. It just… gets to you.

~~ Sean D’Armatto here at the Easy Dead breach. That’s what our troops ++ Sean, man. You can’t go full tilt mental on air! Le Rundfunk commission
are calling this gap. The wall itself is huge, just hard to believe. And the will have our heads. Or the Brotherhood. Or both. Remember the rules.
moat was at least 30 meters deep before we filled it with wrecks and
bodies and debris from the broken wall. It’s not a defense any longer. ~~ I would just love to see le commission and Brother Gali out here for
I can see huge Capitol bulldozers improving the crossing points even my head. They’re real welcome. They want directions?
as enemy shells still fall. And a team of Cybertronic tech specialists are
working their way into what they call the Citadel’s “main body”. South from Volksburg. Into that dark area where we haven’t seen the sun
for five weeks. Take left after the second multimillion-man army. Head
++ Sean, let’s leave that stuff to people who can handle it. Brother Gali has towards the huge, mind-bending alien structure on the ashen plain.
pointed out that many people find Cybertronic working these neuro-organic Can’t miss it. I’m at Easy Dead breach. Just ask when you get near, ’cause
things upsetting. More than upsetting, in fact. the road signs are a little, well, non-existent. Just ask for Sean, the jock
that went to war because he thought he would make a difference. He’s
~~ But they are using neural-organic stuff. sheltering under a huge slab of concrete. They’d better hurry. My head’s
in demand.
++ And I just told you the Brother said.
++ Stop it, Sean. Just stop.
~~ Okay. Nobody’s working no neural network. While that is not
happening I can report that the walls are fifty meters high in some
~~ Sure. Just letting off steam. OK?
places. They just tower over wrecked Bauhaus supertanks. Huge blocks
have fallen down in the moat. They seem to be… moving. And thick,
++ No problems. Just me on this end.
broken pipes. Sewage drops like… like… blood. Oh. My. God. What if the
wall is a living thing?
~~ I’ll have a smoke. Then I’m back to work. Find someone with exciting
war stories. Or a human experience to share.
++ Sean? We can’t hear you. You’re breaking up.

++ Fine. Be careful. Wha-


~~ No. I’m not.

++ Yes, Sean. You are. Really. We’ll give the listeners some music until Wait.
the technical stuff gets sorted. Dust and heat must be messing with the
transmitters. Is this going out? No! You pathetic inbred engineer! We were supposed to go
to MESSAGES!!! You pointless, fatherless, brainless. You…

Ah-ah-ah-ah-ah-ah-Archie!
Back from fighting–gave them no chance Samson. Because you deserve to be strong and wild.
Ah-ah-ah-ah-ah-ah-Archie!
Makes a girl dream–dream of romance

SIEGE OF THE CITADEL

232
** I’m Lieutenant Sven Bjork of Wasa Regiment. Super heavy tank built && Then I evaluate. I see if the breach is good for us Doomtroopers.
by Bauhaus. My true story? I have no story. I run support tanks and
shoot at things people point out to me. What gets me angry is that all ~~ That’s why they call you a Pathfinder, right?
the monsters we kill were once human. One of my crew went outside
the other day and found a Legionnaire in our track. Like in between the && Right. Clever guy, aren’t you?
track links. Had died looking at the picture of a kid. Normal human
kid. We ran over something… once was someone’s mother. ~~ Nope. I got through college by looking good and doing a shi… an
awful lot of push-ups.

&& Sounds like officer’s school.


++ This is Capitol Radio One, and I’m Frankie Stevens. Was that a speech, or
was that a SPEECH, from the Cardinal? “Oh! My, my, my!”, as my wife would ~~ Huh. What do you think about progress so far, Major? Has the battle
say. If I were Alakhai, I’d be real scared right now. gone as expected?

“Judgement is coming. An end is coming. Mankind is coming. To burn every && The whole assault? Or just my job?
last one of you.”
~~ The whole assault.
>> It was hot-hot-hot.
&& Things are going according to plan. Slow, deliberate, steady. We’re through
++ That it was, Fatima. But more of that later. Right now, our own Sean the walls. The regulars have done good work. Goes without saying. You’ve
D’Armatto has someone to talk to. Sean, come in. seen it. Been here longer than me.

~~ Hello back in the studio! This is Sean D’Armatto just inside the Easy ~~ Is this the…
Dead breach. And I’m talking to Sandra Tang, previously AFC Major Tang,
but now a Pathfinder for the Doomtroopers. Nice of you to take time to ++ Sean? Sean? Link’s gone.
talk to us, Major. What can you tell me about your mission here today?
Seems that we lost contact with Sean D’Armatto.
&& Right now, I’m waiting, for the regular troops to finish off these
counterattacks. Sean? Sean?

~~ So I guessed. Then? We’ll be back with more on the war after this.

A BROADCAST EPIC

233
3. JUST ANOTHER BREACH IN THE WALL
++ At the top of a new hour, GOOD MORNING, WONDERFUL VENUS! You But while we wait for that good news we have really good news for all our
are still listening to Capitol Radio One and you’ve just heard Brother Zum listeners! Sean D’Armatto is back from the dead! Well, he never died in the
Gali starting the day. His account of a brave secretary in Volksburg giving first place! That’s important because reanimating corpses is something the
up her corrupted boss and lover to the Brotherhood just in time to save other side does in this war and we’re fighting the other side because we think
herself was inspirational. Thank you, Brother, for that story. reanimation is a Very Bad Thing that cannot be forgiven. Ever. So…

## Thank you, Frankie. What was it you found inspiring? Sean? Where are you now?

++ Oh, well... I… that there’s forgiveness. ~~ I’m deeper in the Keep following a great Bauhaus engineering
regiment making roads for the tanks and artillery through the debris
## Could you relate to that, Frankie Stevens? inside the walls. There have been some counterattacks, but we’re still
inside. Still holding. Still fighting.
++ No. Well. It was nice to know that if a friend–or my wife–went down the
wrong path there is forgiveness. If I can stop him–or her–in time. ++ That’s good news for sure. The big picture briefing says there are at least
twelve major breaches now. And Alakhai’s troops are now retreating into the
## Forgiveness. Yes. But only for the minor error. “Citadel proper”. Sounds like it’s another fortress.
But Sean? Can you tell us what happened there?
++ Of course, only minor errors can be forgiven.
~~ I got knocked about by a shell blast and things got very violent. Major
## You have worries about your wife, friend Stevens? Tang saved me from capture. Took out a Razide in the fight.

++ No, Brother. No. Of course not. It was… an example. ++ She sounds like some piece of work.

~~ Doomtrooper to the bone. If any listeners come across this seven-


foot-tall, dark, scarred, bald, very wide-shouldered woman in an
Daddy? AFC-uniform, tell her… Tell her Sean says “hello and thanks” and that
drinks are on him for the rest of her life. Or his life. And if you are part
How come you haven’t joined up? Why aren’t you fighting the of the Dark Legion and come across that woman. Run. Run for your life.
Darkness? All my friends’ daddies have gone to fight. Your unnatural, unclean life.

Daddy? Daddy? Why? ++ Major Tang sure made an impression on you.

What will you say when asked? ~~ She did. Best of mankind. No doubting that.

++ Anyhow, great that you are back, Sean. And keep listening, Venus! You
are listening to Capitol Radio One! We’ll be back with more mayhem after
++ It’s Day 58, and today might be THE DAY. The Doomtroopers might go this. The long-time favorites, the Barsoom Babies, and their killer number,
in today. “Archie of the Air Cav”.

SIEGE OF THE CITADEL

234
Sean?

~~ Can’t talk now. I’m picking up a rifle. Need to use both hands. That
Ah-ah-ah-ah-ah-ah-Archie!
thing. It’s coming.

++ Good hunting, Sean! You are listening to Capitol Radio One! Full contact
## This is Brother Gali and I want to repeat the Cardinal’s words of today: combat radio. We’ll be back with Fatima the Weather Girl and the latest on
“Every breach is a shrine to human bravery and determination. We will not the dust clouds after this.
flinch. Soon my brothers and I will go forward with the Doomtroopers. We
will seek out Alakhai and his lieutenants. And one by one we will hunt them
down and kill them.”
Ah-ah-ah-ah-ah-ah-Archie!
>> The Cardinal’s words are so strong, so beautiful, Brother.

## That they are, Fatima, that they are.


>> Fatima Fukada from the Capitol Radio One-Weather-to-rule-them-all
>> They make me want to stop weather reporting and go out there with Sean Central! We’re all in the hot-hot-hot gloom now. The sun can’t be seen
and the millions of others. I want to be Major Tang! Kill-kill-killing the Dark from Volksburg. And just to make things depressing, a light drizzle has
Legion with my own hands. been falling all day. Looks set to last too. When the drizzle hits ground we
get fog. I think I need a new planet to talk about!

Frankie, do you think Brother Gali would be upset if I told people about
++ Sean? Sean, are you there? Sean? weather on Luna?

~~ Hang on. THERE IT IS! SHOOT IT!!!


++ I’ll think you’ll get a hot-hot-hot date with an Inquisitor, funny lady.

++ Sean? What’s happening?


>> I’ll stick with dust and the fog then. Big dust clouds with fog underneath
just kind of happens when you fire like a billion artillery shells at something.
~~ The war’s happening! This is Sean D’Armatto! Capitol Radio! We have
It’s not going to change, like, soon.
an Ezoghoul on the lose! Several of them. At the batteries, west of Almost
Dead. A counterattack.

** I’m designated Cuirassier Corporal Laura Mineirij, attached to


Frankie? Can you hear me in this noise? I am two meters away from this
machine gun and… THERE IT IS! SHOOT THE DAMNED THING! Third New Dawn Regiment. My true story? Filth. Just filth. Despite me
being a semi-human construct designed to have a likable and easy-
++ A real Ezoghoul? You see it? going personality to facilitate my interaction with humans the filth
gets to me. I have not been clean for a month. It is blood and mud
~~ Of course, it’s real! Everything here is real! That’s why this is my best and dust and cordite and plumbing waste from the Citadel and other
vacation ever! It’s 70 meters away, and butchering Capitol gunners. things. I don’t want to know what. It gets to me. My former self was
Third Mars. Just tearing them apart. I can see Legionnaires too. a very fastidious person, I think. I’m glad that trait is still with me.
Hundreds of them. Thousands. I have no idea where our lines are. Makes me feel human.

++ Are you alone out there? Sean?

A BROADCAST EPIC

235
++ This is Capitol Radio One and I’m Frankie Stevens with the latest, hottest, That was… It was different. There’s a lot I’ve seen that I need to… well…
honestest news. forget. Yeah. Forget.

Alakhai’s Citadel: our troops now command most of the outer walls. There ++ You have someone to talk to?
are several breaches into the Inner Keep and the “Citadel proper”. Reports
are coming in of Legionnaires, alien machinery and halls big enough for tank
~~ IDF General Fergan is here with me. Thanks for your time General. What
companies to drive through. And that seems to be what we are doing now.
can you tell our listeners about the Dark Legion attacks on your sector?
Driving tanks into the Citadel proper.

** We’ve slaughtered thousands in the last few hours. We’re getting low on
In other news, superstar actress Sapphire Suzi is coming to Venus to work as
a volunteer in one of our wonderful Volksburg hospitals. Good for her. Some ammunition. And Alakhai hasn’t run out of Legionnaires. I suggest that you
shot-up troopers will have their moral raised and will thank their lucky stars get out of here while you still can.
for her care!
~~ Great advice, General. But I have gone full immersive on this. I even
have a rifle now.

~~ This is Sean D’Armatto, Capitol Radio One. And now I’m inside ** Know how to use it? Good. Good. Because if those tech specialists can’t
the Citadel proper. It is just huge. Staggering. It… well, it works the close the gates over there you will have to use it. Very quickly.
imagination in weird ways. Parts are burning, and the top of some spires
in the clouds. And yes, the halls are big enough for Bauhaus tanks to roll
past me inside.

++ Glad to hear you again, Sean. Have you recovered from your date with the When the dust settles White & Anderssen Insurance will still be here, no
Ezoghoul? matter what. Looking after your family. The people you love.

~~ We decided to part as enemies. Then some Mishima walkers tore it to Terms and conditions apply. Future benefits are at risk if you do not
shreds. Hand-to-hand, or rather claw-to-mechanical-grappling-thing. keep up your payments.

SIEGE OF THE CITADEL

236
4. KILLED WITH RESPONSIBILITY
++ GOOD AFTERNOON, WASTED VENUS! This is Frankie Stevens right ++ Sean! Sean! You are alive! And live on the air! Man! We did your on-air
here on Capitol Radio One! Helping you fight your way through the day. obituary yesterday. You would have liked it–your five MVPs and all that. My
wife told me she cried and cried.
And we have the latest from inside the Citadel. It’s now official! The
Doomtroopers are going in! Yes! Yes! Yes! So… Hello, Alakhai! You have ~~ Frankie, shut up. I won’t last long. Next obit should mention that I
visitors! The Doomtroopers are coming for you, and Capitol Combat Radio fell in battle for mankind, thank you very much. Together with the Ninth
One told you first. Eire Infantry. Very hairy Imperials. Great guys.

## A great moment in history, Frankie. Funny, I never thought my last meal would be canned colcannon. Ever
even heard of it? Mashed-up potatoes with cabbage.
++ Yes, indeed, Brother Gali.

++ No, Sean. Never. But we’ll eat it together, OK? We’ll get someone to you,
## Yes, mankind. This is what must be. The glory. The fight for our survival.
Sean. Just hang in there.
And we are winning! The Doomtroopers march through the breaches.
Thousands upon thousands of them! The end is near for Alakhai. Mankind
~~ No point. My transmitter is in better shape than me. It is dark and hot
will root him out. It will be as the Cardinal said.
and there’s rain falling and there was so much pain that I can’t… Felt like
my whole body had been torn apart. Found out meds and no-worries are
++ And the Cardinal will soon join the Doomtroopers.
great… now just numb.

## Yes. Any minute now.


++ How about the rest of the unit? The Ninth? Any medics that can help you?

++ Thank you, Brother Zum Gali. But to prove that we at Capitol Radio One
~~ Don’t be stupid. There’s no-one, no unit. You don’t get how things
have room for everybody, here’s a song for you, Alakhai. We will all dance to it.
work here. Losers don’t regroup. Losers get wiped out. All gone…
On your grave! Baaaaaaad Kitty’s “My baby left on a Dark Crusade!”

++ What about your buddy? Major Tang? The Doomtrooper?

I know there was no point in asking ~~ Buddy? Come on. Forget her. She is busy killing things somewhere.

When will you be back? Major Sandra Tang: if you hear this rip ’em a couple of new ones and tell
My baby left ’em Sean said “Hello.”
Because I, I already knew your answer
On a Dark Crusade ++ You want to talk with the Brother? Brother Gali?

~~ Does the Brother care I’m dying? Tell him… tell him I wish I scored
that third point in my last game for the Eagles. The referee was wrong. I
~~ This is Sean D’Armatto from… somewhere. It’s dark. Live. And I’m forgive him. I wish I had been nicer to my ex-wives.
alive, I think. I have no idea where I am. Or how long I have been out. The
rain just woke me up. ++ How many of them, Sean? Are you sure?

A BROADCAST EPIC

237
~~ Yes. All three of them. All mostly good people. Things were mostly !! Sean cannot come to the microphone right now. Sean is
my fault. Wish I’d been like you and could talk about “one true love” all busy transforming. He would very much like it if all of you
the time. would join him. Come to us. Transform.

++ Sean, I wish I could throw a ball like you. I also wish I had more time. Back ++ Sean? What’re you talking about? You’re on air!
to you after these messages, Sean.
!! Stupid. Sean is joining the Dark Legion. The screaming is
him enjoying some upgrades. He is getting some new tubes.
Daddy? When grandmother was corrupted, why didn’t you do Everybody needs more tubes, don’t you think? It hurts at
something? first. Not later. And the glory of Dark Symmetry…

Daddy? ## GET THAT THING OFF THE AIR!

The nice man from the Brotherhood at school today said we all are !! You will scream just like Sean. Soon.

responsible.
++ This is Frankie Stevens. Capitol Radio One. Anyone in the siege forces
hearing this, please help! Help me help an old friend! Fire anything–
Daddy?
everything–you got at the station on the other end of this link. Fix–triangulate–
whatever it’s called! And then just waste it. Fire everything. Please. Please.
Remember: the Brotherhood guides.
But we are all responsible.
!! Scream all you want.

++ EVERYTHING!

++ You still there, Sean?

~~ I think so. I wish Major Sandra, Major Tang, could get one of her tech
Daddy! We’re all responsible!
buddies into the defense system. Make it shoot me.

++ Sean! Don’t be like that.

>> This is Fatima Fukada. We still have the clouds and it’s raining and still so
~~ I’m dying. I’ll be like anything I want. hot-hot-hot. All of us at Weather Central are so sad about what happened
to Sean. But then I remembered what the Cardinal said.
Wait. “There is no point mourning our losses in this battle. The slightest weakness
and we will lose not only like this battle but our very existence. So, let us all
I can see huge shadows. They are moving. Or…? stand together and be on watch for anything deviant or different in others’
acts. It is not ‘kindness’ to look the other way when someone is strange.
++ Perhaps we should take a break here? Never. Never. Never.”

~~ No! NO! GET AWAY FROM ME! You know, he’s like completely right.

++ Sean? Sean?

SIEGE OF THE CITADEL

238
++ It has been a terrible day here. There’s no other word I can use. Terrible. Thanks, Sean.
Sean…
Thanks, from a kid you inspired to do his best all the time.
But. Still. What do we know about the war?

Doomtroopers have entered the Citadel. The race is on for Alakhai’s smiling
head! ** Private Ali Kahnoch the Ninth Eire. Imperial’s Finest! My true story?
I might be the only survivor from my regiment. In one piece. Perhaps
What else is there? Yes. This. fifteen guys and gals otherwise, all wounded on approach. Before we
even got inside. I’m the last man standing. I drove my crab back to the
Brother Zum Gali will be here soon to talk about “How to cope with resupply point to fetch ammo and when I was done loading an officer
Corruption among your loved ones.” I think we all agree that’s fitting. And told me the Ninth weren’t there anymore. All my friends. Gone. In a
yes, we still have Sapphire Suzi today. The one and only superstar Sapphire couple of hours.
Suzi will grace us with an interview, right after this.

I’d kill you dad. If you were turning into one of them.
Look who is coming home today
Archie of the Air Cav
After he made Ilian cry
Archie of the Air Cav ** Hi! This is Sapphire Suzi at Capitol Radio One. Hi all you guys and gals
fighting the Big Darky Symmetric. You are the best of mankind! Truly! Love
and respect from Suzi!

## This is Zum Gali of the Cardinal’s Brotherhood on Venus. You are listening You all have heard this station lost reporter Sean D’Armatto today. I have
to my voice on Capitol Radio One. I would like to end today on a personal note. nothing special to say about him. I’m not a sports fan. But he was human. He
died in a terrible way. So, please guys and gals. Avenge him. Avenge friends
When I was young, a kid, my great idol was Sean D’Armatto of the San Dorado and loved, all lost to the Dark Legion. Would you? Please? Kill them for me.
Eagles. He was the fastest, the most brilliant player on the field. He had this
style about him that made him shine. When I was sent as Educator to this
station I thought I would at last meet the idol of my youth. I could tell him
how much his talks on motivation and purpose kept me on course. But it That’d be the responsible thing to do, daddy. It would.
wasn’t to be. He volunteered to report from the great battle. When I got here
he was already on the front lines. So.… I don’t know how to end this… But…

A BROADCAST EPIC

239
6. WHO DID YOU SAVE THE LAST DANCE FOR?
++ GOOD MORNING, VENUS! Siege Day 65 and a new morning of mayhem The station that keeps up your demonslaying spirit!
in the dust is coming up, all with Frankie Stevens and Capitol Radio One!
Another long night at Alakhai’s Citadel, but reports say the action now is
deep inside the Citadel proper. The only major outwork still owned by the
Dark Legion is Cluster Bomb Canyon. Guess that name is because of our ≠≠ Good afternoon, humankind! This is a public service announcement, with
attacks! So keep those bombs falling, boys and girls! And to help the bombs added supernapalm! I am the carcass formerly known as Sean D’Armatto
on their way, here’s some Bauhaus boogie. This is Tornburg’s own StayStay bringing you the Word from the frontline! Now I’m Sean, Servant of Alakhai!
Starstrück with “(She Loved Me Like A) Venus Fly Trap.”
I’m here to let you poor souls know that my glorious employer invites you all
to come inside his Citadel for a selection of painful and agonizing deaths. Now,
that might sound bad. And yes, you will all be killed. But the worthy will get
She sucked me dry some interesting modifications and an eternal new life! Come on over, Frankie!
I want to die. It’ll be fun. Just like when we went out in Volksburg.
She sucked me dry
I wanted to, ++ You’re not Sean! And I did not go out in Volksburg with you. Ever! I have
I wanted to, never gone anywhere with a monster!
I wanted to die.
≠≠ Frankie-Frankie-Frankie! I was there. Well, my former self. Old Me. Today,
New Me has reports on your cherished Doomtroopers. Being butchered.

++ News from the Citadel. Massive Dark Legion counterattacks have ended ++ Get off air, monster! You have no right to talk about… Brother Gali?
in disaster for the enemy! We must thank not only the bravery of mankind Someone? Can’t we get this liar off air?
but the skills of the Doomtroopers who got hold of Alakhai’s attack plans!
When the Legionnaires attacked our troops were there, locked, loaded, ready ≠≠ By the Eternal Pain! You annoy me, Frankie! My memories from before
and waiting. are a garbled… but I do remember a night before I went to the front. We went
to a bar, you and Old Me. “Die Ballerina”, remember that? Some Bauhaus
Great, great news, Brother Gali. place where men get drunk and watch women dance.

## Indeed, Frankie. As you say. Great. ++ I have no idea what you are talking about. You’re just lying. And this is
Capitol Radio One. A Station Approved by the Brotherhood! You have no
right to use this frequency.

Hi, all demonslayers out there. This is Jennie. ≠≠ Frequency. Frequency. Frequency. Long word. As if I care about a frequency.
That girl, the one you danced with, wasn’t your lovely wife. Because your
And Maddy. ever-lovely wife is on Mars. Right? Frankie?

We always tune in to Capitol Radio One. ++ You’re wrong. And you’re… interference. Get off the air!

SIEGE OF THE CITADEL

240
≠≠ You think on the wife and loyalty thing, Frankie, because… I know a Dark Centurion called Rawhan. He just tore off the head of a
Doomtrooper. And he told me that when we are done here we will come for
We have visitors right here in the Hall of the Screaming Saint! Yes, indeed. you, Frankie. And your friends. Everyone at the station.
Finest of mankind! Right here, right now! And listen, Venus! I’m going to
watch the universe’s foulest tear your loontroopers apart while I talk to my ++ Put some music on. Please. Someone. Put some music on.
friend Frankie here.
≠≠ Yes. Please do. Tabitha wants to dance and remember you.

My! That’s a big explosion. Bring ’em on! Kill ’em all in the name of Alakhai!

++ SHUT UP! You got drunk. You have no clue! You have no…
Love me.
Like a Venus fly-trap.
≠≠ I got very drunk. You danced with a girl and left me to get drunk. I realised
Love me. Never let me out.
that I was about to join the Brothers and three million-plus not-dead-yet
Like a Venus fly-trap.
retards! All off to attack the mightiest Citadel in the universe. I was scared
Melt me with your love sap.
out of my brains. How stupid could we be? Stupid enough to challenge Lord
Alakhai, Lieutenant of Algeroth? How stupid is that? So stupid, it counts as
brave! Most Stupid Player Award level of stupid!
## Yes, madam. This is Brother Gali on the secondary network. We are trying
One of your heroes just went down. Legionnaires got him. Her. Loontrooper. to silence that abomination. He has a Bauhaus transmitter, but modified
What a joke. somehow by the Dark Symmetry. They don’t go down easily. Yes, madam.
Can we go to the weather? I’ll come up. Now? And I’ll bring Stevens with me.
++ Stop it! Go to messages…
Fatima? She takes over? Yes? I’m signing off now.
≠≠ No “Oh! Wow! Gosh! I must tell my wife about this, Sean…”? No?

THERE! More human scum over there! Kill ’em!


>> This is Fatima Fukada and this is Capitol totally-unforgiving Radio
One. I’m filling in for Frankie Stevens who has taken the afternoon off. For
++ Or the weather! Anything! Fatima? It wasn’t like that!
personal reasons. And let us hope there is forgiveness. For the minor error.

≠≠ That girl you danced with? Tabitha. Anything about her a tad different?
≠≠ I’m still here, Fatima. And just to be crystal: Tabitha says there was no
You remember?
minor error. Quite a major one. More than once.

++ I did not dance with that woman.


>> You shut up or I’ll come down to the Citadel and rip your head off! I
promise, demon!
≠≠ “That woman?!” Yes you did. And she’s here. We met an hour ago. And
she said you said her improvements made her “the best dancer ever.” Ever, ≠≠ You completely scare me, weather girl. You are just mad that Frankie
Frankie. Ever. never made a pass at you, Fatima. He said he thought…

++ STOP IT! Please. Stop. GARBLGROGOOOKKKKK

≠≠ What a sad little excuse for a man.

A BROADCAST EPIC

241
&& This is Doomtrooper Pathfinder Major Sandra Tang, formerly AFC. And here is a message for you all.
Wilson, my tech specialist, broke into the network transmitting this garbage.
We’ll try to shut it down. I’m looking for the source and I’ll deal with it.
Properly.
I would kill you, dad.
Over to someone at Capitol Radio One.
I repeat.
Tang over to someone at Capitol Radio One.
You sure they are on this net, Wilson? ## This is Brother Zum Gali. Speaking for the Cardinal. I advise–no, I order–
you to stop listening to the vile lies of this monster, the so-called Sean. He
\\ Yes, Major. I’m sure. has no truth in him, and does not speak for this fine entertainment and
information service.
&& You sure everything is on?

Do not listen.
One? Two? Testing!

Sean D’Armatto is dead.


“My baby left on a dark crusade. Oh-oh!”

What you have heard is a twisted wreck, a corruption of his dead soul. Do not
\\ I didn’t know you couldn’t sing.
listen to this voice of the Dark.

&& Natural lack of musical talent.


>> I think the Doomtroopers shut his transmitter down, Brother.

\\ Half the planet just heard you.


## They are about to shut him down as well.
&& Oh.

** I am a Valkyrie. Lena Simonova. A Sister in service of the Cardinal.


>> Hello. Again. This is Capitol Radio One True Love. My true story? I purge things. Why? Because I hate heretics. It’s
Fatima here. Where were we? The weather is miserable. As usual. Hot-hot-hot something that burns like a fire deep inside me. I hate them so much.
and dust. Drink plenty of fluids. Especially the ones that betrayed me in person. My family. They went
over to the Dark. All the Simonovs except me. I have killed people I
The Doomtroopers are–despite what you might have heard–still gutting loved. And I hate that it was a necessary thing. Now, excuse me. I have
Alakhai’s hordes. In the hot-hot-hot. a war to fight.

SIEGE OF THE CITADEL

242
6. WEIRD SCENES INSIDE A DUST CLOUD
## Brother Zum Gali and this is Capitol Radio One. We’ve just heard the ≠≠ But you have? So you knew that Sean–Old Me–signed this radio deal just
official story of what the Cardinal called the Brainpool Incident. A few to prove that he was something more than a good looking, stupid, smiling
Doomtroopers, mankind’s finest, sacrificed themselves to bring death jock. You knew that, Zum-zum? Really?
to thousands of our enemies. You heard it here: a disastrous setback for
Alakhai.We will be back with more uplifting news after this message. ## You have no idea how I treat people or what I think of them, monster. And
you did not know Sean. Now get off this frequency.

≠≠ Oooooohhhhhhhh! I love it when you go all “official Brotherhood”. I never

** Hi! We are Bad Kitty and when we want to know the war latest we noticed that you understood me. Asked for an autograph. But understanding,

trust Capitol Radio One! We’d like to play our latest single, “My baby no. By the way, Brother Gali… by the way, why are you lurking in Volksburg?
You’re not here, dying. Any reason? Less dangerous where you are? Calmer?
Left On A Dark Crusade”, for Doomtrooper Tang who is deep deep
Yes. Safer. But hey! I’ve heard the Cardinal is coming here. He’ll die. Like a
inside Alakhai’s Citadel. You go get ’em, girl! Especially the ones who
proper Brother should.
took Sean D’Armatto away from us! Every San Dorado Eagles fan
wants the same. You go kill, girl!
## Don’t you question my courage. I have fought your kind across the
solar system. I was there when we rooted out The Faceless in San Dorado.
Slaughtered his brood. Burnt down his halls.

He said you know,


≠≠ Oho! So you took down the Temple of The Faceless? Then maybe you’re
Honey, honey, honey,
smart enough to notice this: The Faceless’ temple-keep was a shack
Fighting is no 9-to-5 gig
compared to what you face here. A shack.
You knew that
When we kissed.
My baby left…

** Hi! This is Maddy and Jennie from “I Was A Young Demonslayer”.


When we grow up we want to be just like you, Sandra Tang, and kill
real demons. You are the best.
≠≠ This is the new and improved Sean, Servant of Alakhai, reporting from
the Upper Hall of Change. We have so many humans pouring in here. Being
killed. Your sons and daughters. Dying.
\\ Sorry for breaking in. Can you make him talk some more?
But you don’t want to hear about that! My ‘true’ story? My story is that I was
an overrated, overpaid front-fielder who slowly realised that despite the three ## What? Has Cybertronic taken over the station?
wives and the money I lived a lie. With frosting on top.
\\ You are Brother Gali, right?
## This is Brother Gali. You, monster-abomination, have no idea about Sean
D’Armatto. ## Yes, and you are?

A BROADCAST EPIC

243
\\ Doomtrooper Specialist First Class Wilson of Major Tang’s forward area Legions to the right, Legions to the left, Legions to the rear! Ours is just to
strike company. I suggest you start doing what I say. We are fighting a war. weep and die. We should never have come to Venus. We should have stayed
And you get to be part of it. on Luna breeding pigs.”

Get him to talk. Or with pigs. Hard to tell.



## Cease and desist! Brother Zum Gali orders you not to interfere with our
broadcast.
Chrysanthemum Canned has five new exciting ready-to-eat treats for
all you lovers of the hot-hot-hot. ≠≠ It’s a lousy song. Terrible. Like all the stuff you play on Capitol Radio
Pointless. I hate it. Like the crap about my baby who left on a dark crusade.

Choose from Napalm Death, No Mercy, Curried Sun, Brain Fever or, Noise. Stupid. Pointless. Noise.

strongest of them all, Venus Apocalypse.


## I’m ordering you, demon, to stop. Or you will suffer!

≠≠ Come and make me suffer!! I want you and your Brotherhood in my


master’s halls. There is room for all on the racks. I will personally take your
## This is Brother Zum Gali and this is Capitol Radio One. I challenge the
remaining arm. That will make you more Symmetric, you wheeled warrior. I
abomination using Sean D’Armatto’s soul to come forth. Show yourself.
will finish what The Faceless only started.
Speak, abomination. I will kill you as I killed thousands of your wretched
kind.
## The Faceless died screaming. Screaming for mercy. You know nothing.
Can say nothing. Nothing you say matters. You are an animated corpse. An
>> He’s a coward, Brother. Nothing else.
animated nothing.

## Indeed, yes, Fatima. Hiding from the Doomtroopers. Knowing the best of
≠≠ An animated corpse? Look who’s–what’s–talking. The Cardinal’s one
humanity is coming. I almost pity the wretched monster.
armed, legless sockpuppet. I am the real deal, as they say in all the best
important messages.
≠≠ Wretched? You are one…

I’m Sean D’Armatto, The real D’Armatto. All other D’Armattos are imitations, so
## Fatima, let’s have some music. won’t the real Sean D’Armatto please stand up? And I’m standing. And you?

>> Absolutely, brother. HELLO VENUS! No weather talk as it’s same Centurion? Rawhan! Those troopers! Over there! They’re not ours! DO
hot-hot-hot misery. The Brother’s right: music instead. How about “Archie of SOMETHING! KILL…
the Air Cav”? Smack-a-billy to keep you smiling as you purge.
>> That sounded very painful, Brother.

Ah-ah-ah-ah-ah-ah-Archie!
Ah-ah-GRZKWZKYY && This is Doomtrooper Pathfinder Major Sandra Tang. I have killed the
Corruption that was Sean D’Armatto. Killed it for good. I will destroy this
transmitter and proceed, with my brothers and sisters, towards the center of
the Citadel. We will conquer or we will die trying.
≠≠ I hate that song. Your loontroopers are nothing. Little children playing war.
I can see them. They all wail as they die. “Oh, no! The Cardinal sent us to die! We have just one wish.

SIEGE OF THE CITADEL

244
Capitol Radio One! Play Bad Kitty’s “My Baby Left On A Dark Crusade” for all On a dark crusade
our friends and sweethearts. Thanks, Capitol. Tang out. He said you know,
Honey, honey, honey,
Fighting is no 9-to-5 gig
You knew that
When my baby put on his boots When we kissed.
And his uniform this morning My baby left…
My baby left Dating a Doomtrooper is
He had that sad, sad look on his face A short sweet thing.
On a dark crusade My baby’s gone
I know there was no point We don’t last long. But we love forever
Asking “when will you be back?” On a dark crusade
My baby left My baby left
Because I, I already knew the answer On a dark crusade

A BROADCAST EPIC

245
7. MEET THE NEW BOSS
>> Day 81. And this is Capitol Radio One with Fatima Fukada. A sad day, And I’m glad to be back! I’ll be staying up all night saying thanks to
because this is our last broadcast. Specialist Wilson and all his friends at my wonderful new employer:
Cybertronic.
Yes. We have new owners.
Plus, well, we still have a lot of war ahead of us. So let’s start things rolling
So, without further sentimental talk, welcome to our new line-up and at Cybertramp FM. MetalMachineMusic with the Girls of Cyber “It’s All
ownership, among them Chrysanthemum Canned, for you lovers of the Automatic”.
hot-hot-hot.

I feel, I feel
~~ This is Cybertramp FM, the hottest new station on Venus, a fine So much better this way.
entertainment and information service! And I’m Sean D’Armatto! That’s Feel so improved.
Third Edition Sean, recovered, renovated and re-employed by Cybertronic! All automatic!

SIEGE OF THE CITADEL

246
MISSION GENERATOR DECK
Alakhai is dead, Algeroth defeated, The Brotherhood’s Cathedral
is safe, and order has been restored to the streets of Luna City.
You already assisted Imperial Regia, Major Tang, Cardinal
SET-UP
How to create a new mission:
-
Durand, the Tsarina and the Cartel. Karak and Golgotha are
gone, and they are not coming back. What next? How can the
Doomtroopers further advance in their war against Darkness?
- Shuffle the layout deck, the tiles deck, the objectives
deck, the reinforcements deck, the events deck, and
the special rules deck. Make sure you shuffle them
The solar system is ridden with areas of conflict, places where separately.
the Dark Legion is pressing on with their attacks, missions to be
finished, and battles to be won. War is not over, for Darkness
- Draw a layout card.
never rests.

- Draw as many tile cards as tiles in the map schematic on


the layout card, starting from tile A, in alphabetical order.

EXPANSION CONTENTS For tiles that are shaded in the layout card, select the
first tile depicted on the tile card.

For tiles that are clear in the layout card, select the
second tile depicted on the tile card.

- Build the map following the schematic map on the


layout card and using the tiles from the tile cards drawn
before. (See Building the Map.)

10 layout cards 9 reinforcement cards


- Draw an objective card, and place it on the table,
making sure it’s easily accessible to all the players. (See
Creating Mission Goals.)

- The time limit for the mission will be determined by the


objective card and modified by the layout card.

- The Dark Legion player then draws an events card and


follows the instructions on the card to separate the
event cards that are going to be used in the game.
9 events cards 9 special rules cards

- The Dark Legion player draws a reinforcement card


and follows the instructions on the card to separate the
force cards that are going to be used in the game.

- If all the players agree, up to 3 special rules cards are


drawn, and placed in the table, accessible to all the
players. (See Special Rules.)

9 objective cards 8 tile cards


- Play the game.

Few outsiders trust Cybertronic’s advancements.

SIEGE OF THE CITADEL

248
BUILDING THE MAP CREATING GENERATING THE DARK LEGION FORCES
MISSION GOALS
Shuffle the layout cards deck and draw a card. Draw 1 reinforcement card and 1 events card. These
Draw one objective card. The card will give you the cards will tell the Dark Legion player which event and
Each layout card includes a schematic map for the mission. In Corporation players’ goals for the mission, the rewards in force cards they should use for this mission. Follow the
the schematic map, there are 3 to 6 tiles, labelled with letters promotion points and, in some occasions, a set of locations instructions in the reinforcement cards to build the Dark
from A to F. Tiles are either clear or shaded. This will be useful within your map. These locations can be used to place Legion army.
during the next step, when determining which specific tiles terminals, Dark portals, captured Doomtroopers, or other
to layout. mission related assets. On every tile card you’ll find 2 marked SPECIAL RULES
locations on each tile (A and B). “Point A in tile A” would Optionally, you can draw one special rules card. This card
Shuffle the tiles deck and draw one card. 2 different sector mean that on the tile labelled as A on the layout card, you will modify the conditions of the game. Players willing to
tiles are displayed on each tile card. Look at tile A in the need to look for the point labelled as A on the tile card. try an extra challenging mission may draw up to 3 special
layout, and place the tile described on the tile card. If the rules cards.
layout indicates that the tile is shaded, choose the first tile Follow the setup instructions on the objective card.
that appears on the tile card. If the tile indicates the layout EXPANSIONS
is clear, choose the second tile that appears on the tile card. LENGTH OF THE GAME Expansions containing heroes, allies, new creatures or new
Repeat this process for every tile in the layout, starting with The objective card will give you a time limit for the mission. corporations can be implemented in the missions at the
tile B and going in order until you have all the tiles in the Additionally, the layout card may give you a modifier to this players’ discretion. If all players agree, tiles belonging to
layout. Do not discard the tile cards. limit; larger maps take more rounds to be completed, while different expansions can be incorporated as well, replacing
smaller maps take fewer rounds. the original ones. In that case, players would need to keep
Optional: feel free to add doors, turrets and debris to the track of which new tiles, event cards and force cards replace
satisfaction of all players. If you are unsure if you should use which original ones.
a door, roll 1 red die for each passage between sectors and
place a door for every hit.

Ancient technologies that contain long-forgotten lore are dotted across the solar system.

MISSION BOOK

249
EXPANSION CONTENTS

2 Doomtrooper cards 2 event cards 2 force cards 2 secondary mission cards

2 equipment cards

2 double-sided tiles

Rules and mission booklet

Guardian Statues are intelligent and malignant constructs.

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050581

SIEGE OF THE CITADEL

250
CAMPAIGN 1: PERSEPHONE RISES
Another mission in jeopardy. Technology rebels against us, as if the objects had their own consciousness, and only wanted to destroy us. Our ship, broken, floating useless while starvation slowly
kills us. In the distance, a Dark Citadel approaches. Death in the blackness of the sky. Some of the crew would rather jump into the void than being captured. But we know that, if we have any
chance of survival, it will be hidden within that Citadel. Evil awaits; we’ll endure.

CAMPAIGN 1: PERSEPHONE RISES

MISSION 1: CAST AWAY


TO MISSION CONTROL
Our ship has crashed into a Dark Legion Citadel and is out
of commission. However, we managed to run a scan on the
-
REWARDS
COMPLETE MISSION: Every Corporation player
will earn 4 promotion points if at least one of their
- FAILURE: The Dark Legion player will receive 3
promotion points for each Doomtrooper team that
fails to get at least one Doomtrooper out of the game
area before the crash and picked up a faint signal from an old Doomtroopers leaves the game board through the board through the exit in sector 12.
missing Imperial ship. It’s the Persephone! We are heading exit in sector 12. If a Doomtrooper team manages
toward the beacon. Hopefully the ship is still functioning. It’s to get both Doomtroopers out of the game board, Doomtrooper
our only hope... the Corporation player will receive an additional Entrance Point

promotion point. Dark Legion


MISSION Reinforcement
Entrance Point
The Doomtroopers must exit the game board through either
exit point in sector 12 before the mission ends. Doomtrooper
Exit Point

- Doomtrooper entrance points in sector 14 are


indicated by white entrance tokens.

- Secondary mission cards are used.

- TIME LIMIT: 7 Rounds.

EVENTS
Dark Legion player shuffles event cards numbered 1-8, 21,
K1 and K2 and draws 7 cards. The rest of the event cards are
set aside and not used in the mission. Reinforcements on the
event cards enter the Citadel at the entrance points in sectors
7, 9 and 62 marked with red arrows.

DARK LEGION RESOURCES


Dark Legion player shuffles force cards numbered 1-16.
The rest of the force cards are set aside and not used in
the mission. Place one force card face down on sectors 7, 9
and 62. Place two force cards face down on sector 12. The
remaining force cards form a draw pile and are placed in front
of the Dark Legion player.

MISSION BOOK

251
CAMPAIGN 1: PERSEPHONE RISES

MISSION 2: KNOCKING ON HEAVEN’S DOOR


TO MISSION CONTROL
We are in sight of the Persephone. It seems it’s been brought
inside the Citadel, but the doors are still sealed. We need to
-
SPECIAL REWARD: If there are no Dark Legion
creatures in sector 2 by the end of the mission, the
Dark Legion will skip their reinforcement phase in the
find access to the mainframe of the ship and open the bay first round of the next mission.
doors. The Dark Legion is behind us.

We cannot... I repeat: we cannot allow them to get access


to our ship.
-
FAILURE: The Dark Legion player receives 3 promotion
points for each Corporation that fails to get at least
one Doomtrooper out of the game board through the
exit in sector 2.
MISSION Doomtrooper
The Doomtroopers must open the doors to sector 2, and Entrance Point

exit the game board through the exit in the same sector. Dark Legion
In order to open the doors, they must destroy terminals in Reinforcement
Entrance Point
sectors 3 and 4 by using a Special action in a square adjacent
to the terminal token. The terminal in sector 2 immediately Terminal
seals all the doors preventing anyone else to access the ship.
Doomtrooper entrance points are located in sectors 5 and 7
Doomtrooper Exit
as indicated by the white entrance tokens.

- Secondary mission cards are used.


Door

- TIME LIMIT: 7 Rounds.

EVENTS
Dark Legion player shuffles event cards numbered 1-12, K1
and K2 and draws 7 cards. The rest of the event cards are set
aside and not used in the mission.

Reinforcements on the event cards enter the mission area at the


entrance points in sectors 1, 3, and 4, marked with red arrows.

DARK LEGION RESOURCES


The Dark Legion player shuffles force cards numbered 1-20.
The rest of the force cards are set aside and not used in
the mission. Place one force card per Corporation player
face down on sectors 1, 3, 4, 5, and 7. The remaining force
cards form a draw pile and are placed in front of the Dark
Legion player.

-
REWARDS
COMPLETE MISSION: Each Corporation player
receives 4 promotion points when at least one of their
Doomtroopers leaves the mission area through the exit
in sector 2. An additional promotion point is received
when both members of a Doomtrooper team get
to the exit.

SIEGE OF THE CITADEL

252
CAMPAIGN 1: PERSEPHONE RISES

MISSION 3: AGAINST ALL ODDS


TO MISSION CONTROL
We are on board of the Persephone. First scan reveals most of
-
FAILURE: The Dark Legion player receives 5 promotion
points if all the reactors are destroyed.
Doomtrooper
Entrance Point

-
the system are functioning, but all the reactors are down and Dark Legion
Reinforcement
we need to restore them before taking off. We can hear the If there are any reactors that have not been activated
Entrance Point
Dark Legion behind us. We have barricaded the doors, but it or destroyed by the end of the mission, no player gains
won’t hold for long… They are coming. promotion points. Reactor

MISSION
The Doomtroopers must reactivate the reactors and protect
them from the Dark Legion until the end of the mission. To
activate a reactor a Doomtrooper must be adjacent to a
terminal token and use a Special action.

The reactors have no defense value, and do an armor check equal


to the turret firearm combat dice (see Dark Legion reference board).

- The Doomtrooper entrance points are in sector 2,


marked with white arrows.

- Secondary mission cards are not used in this mission.

- TIME LIMIT: 7 Rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 1 to 12,
21, K1 and K2 and draws 7 cards. The rest of the event cards
are set aside and not used in the mission. Reinforcements on
the event cards enter the Citadel at the entrance points in
sector 2, marked with red arrows.

SPECIAL RULE
If at the end of the previous mission there were no Dark
Legion creatures in sector 2, the Dark Legion player will skip
the reinforcement phase in the first round.

DARK LEGION RESOURCES


The Dark Legion player shuffles force cards numbered 1 to 20.
The rest of the force cards are set aside and not used in the
mission. Place one force card per Corporation player face down
on sectors 64, 14, 12, and 1. The remaining force cards form
a draw pile and are placed in front of the Dark Legion player.

-
REWARDS
COMPLETE MISSION: The Doomtrooper teams
receive 5 promotion points if there’s at least one active
reactor by the end of the mission.

MISSION BOOK

253
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS
Wake up! Creatures surround me, coming up from
everywhere. How did we arrive here? Last thing I remember is
reaching my quarters and falling asleep, and now… I’m fully
equipped, under attack, in a strange part of the Citadel. Have
I ever been here before? Why is the Dark Legion behaving so
oddly? Why do these creatures refuse to die? This is all just
a dream. A nightmare. A very vivid one. I just need to wake
up. Wake up!

SPECIAL RULES
These three missions are played within the realm of the
Doomtropers’ dreams. The Doomtroopers are trapped in a
recursive nightmare created by a follower of Muawijhe. At the
end of each mission, they wake up, only to find themselves
trapped inside another nightmare.

The players only choose one Doomtrooper to play with,


regardless of their Corporation. At the beginning of the
game, before deciding who will play the Dark Legion first,
players will have the chance of purchasing equipment
using their credits. In order to purchase equipment, the
Doomtroopers’ rank limitations apply. If playing these
missions as a campaign, there will be no further opportunity
to purchase equipment. The equipment card Molecular
Phaser is to be discarded from the game and cannot be
purchased. Similarly, the Doomtrooper cards Molecular
Phasing and Limited Teleportation are to be discarded.

Players cannot buy weapons; the Doomtroopers all start


with the standard rank 1 weapons (Tentacle Kit, Punisher
Shortsword, or Plasma Carbine), according to their
specialization. All weapon cards are separated into a different
deck, and shuffled, except all Rank 8 weapons, which are
discarded. At any point during their turn, any Doomtrooper
can use a Special action to draw a weapon card from the new
deck. The Doomtrooper will change their current weapon
for the new one, even if the weapon that’s been drawn is
worse than the one they currently have equipped. If the
new weapon is of a different specialization than that of the
Doomtroopers, they can still use it, but they will not benefit
from any specialization’s special ability. This action can be
taken as many times as desired.

It’s advisable to start these missions in rank 3 or 5, although


they are playable in rank 1 as well. Lord of Insanity and Magister of Madness, Muawijhe is an Apostle concerned more with the torments of the mind than anything else.

SIEGE OF THE CITADEL

254
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS

MISSION 1: FOLLOW THE WHITE RABBIT


THE VOICE IN MY HEAD DARK LEGION RESOURCES
The creature escapes, always close enough to give me hope, but The Dark Legion player removes force cards 32-36 from the
always out of reach. I know it in my bones: if I get to the creature, base game. Every round, the Dark Legion player draws force
if I jump inside its menacing jaws, I will leave this place. I will wake cards as stated in the corresponding event card plus one. The
up, and live to tell the story. How do I know that? I just do. Dreams Dark Legion player should ignore any text on any force card
are just dreams, and nothing can harm me here. At least I hope so. except the number and the creature type to be spawned.

MISSION
Find the cell sample token, and jump into it.

During their first activation phase, the Doomtroopers will


-
REWARDS
COMPLETE MISSION: Every Corporation player that
gets their Doomtrooper to reach the cell sample token
will receive 3 promotion points. An extra promotion
spawn on the game board through any of the squares point will be awarded to all Corporation players if all
indicated in the map. Doomtroopers escape.

The cell sample token is moved by the Dark Legion player


during their turn, taking two move actions, 3 squares per
move. It will enter the game board as a reinforcement during
- FAILURE: The Dark Legion player will receive 3
promotion points for each Doomtrooper that doesn’t
escape within the allocated time. Doomtrooper
the Dark Legion player’s first turn. Starting Point

- Any Doomtrooper who reaches the cell sample token


will automatically leave the game board.

- All Dark Legion creatures are replaced with a more


powerful kind of creature at the beginning of every
Dark Legion turn, before drawing an event. The
sequence of replacement is as follows: Legionnaire,
Necromutant, Centurion, Razide, Praetorian Stalker,
Nepharite, Ezoghoul.

- If a creature is meant to be replaced but there are no


figures available (for example: a Necromutant has to
be replaced by a Centurion, but there are already 3
Centurions on the board), the creature isn’t replaced.

- TIME LIMIT: 6 rounds.

SPECIAL RULES
The 4 entrances in the sector are portals, communicating only
with the opposing entrance. Creatures and Doomtroopers
can move through these portals, but not attack through them.

EVENTS
The Dark Legion player shuffles event cards numbered 1-14
and 16-19 and draws 6 cards. The rest of the event cards
are set aside and are not used in the mission. Dark Legion
creatures enter the game board through any entrance.

MISSION BOOK

255
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS

MISSION 2: EZOGHOUL’S GAMBIT


THE VOICE IN MY HEAD
They are all in a tight formation, coldly staring at me. There’s no
- They can move through other Dark Legion or
Doomtrooper figures.
DARK LEGION RESOURCES
No force cards are used in this mission.
hatred in their gaze; only the chilling calculating feel of the hunter
that takes their prey without pleasure or guilt. For them, I am a
problem to be solved. My life is nothing more than an incorrect
- Razides (Bishops) only move diagonally, as many
squares as they want.
-
REWARDS:
COMPLETE MISSION: Every Corporation player will
equation that needs a solution. I’ll destroy them all. I’ll turn them
into dust. Only then will I be free, awake, in my own world.
- Praetorian Stalkers (Rooks) only move orthogonally, as
many squares as they want.
receive 1 promotion point per turn the Doomtrooper
they control survive. If the Doomtroopers manage
to defeat all Dark Legion creatures, all Corporation
MISSION
Defeat all Dark Legion creatures.
- The Nepharite (The King) can only move one square in
any direction.
-
players will receive 2 additional promotion points.

FAILURE: For every Doomtrooper that’s killed, the


During the setup of the mission, Corporation players will deploy
the Doomtroopers at any square in the row indicated in the map.
- The Ezoghoul (The Queen) can move in a single
Dark Legion will receive as many promotion points
as turns there are remaining to finish the mission.

- Dark Legion creatures are arranged as indicated


in the map.
straight line, orthogonally or diagonally, as many
squares as it wants.
For example, if a Doomtrooper is killed in the first
round, the Dark Legion player will receive 5 promotion
points; if this happens in the third round, the Dark

- There are only 16 Dark Legion creatures, with no


further reinforcements.
EVENTS
No event cards are used in this mission.
Legion player will receive 3 points, and so on. If all
Doomtroopers are killed, the Dark Legion will receive 2
additional promotion points.

- Any Doomtrooper that moves to the opposite side of


the sector tile they start in, will move instantly back to
the starting line, and recover all their health.

- TIME LIMIT: 6 rounds.

SPECIAL RULES
The creatures move following the rules of chess, but they
can attack normally. Excepting the Centurions, Dark Doomtrooper Starting Point
Legion creatures cannot move through other creatures nor
Doomtroopers. Dark Legion creatures are limited to one N Necromutant Starting Point
Move action per turn, and cannot perform Attack actions if
they are not performing a Move action within their turn. P Preatorian Stalker Starting Point

- Necromutants (Pawns) can only walk forward


one square.
C
R
Centurion Starting Point

-
Razide Starting Point

If a Necromuntant reaches the other end of the sector


tile, the Dark Legion player can replace them with any
E Ezoghoul Starting Point

Dark Legion creature of their choice, as long as the


X
N N N N N N N N
Nepharite Starting Point
new figure can be placed on the board.

- Centurions (Knights) moves 2 squares orthogonally


forward in any direction plus 1 square orthogonally
sideways, making the shape of the letter L. They can
P C R E X R C P
move through enemy figures.

SIEGE OF THE CITADEL

256
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS

MISSION 3: WAKING BELLS


THE VOICE IN MY HEAD
Wake up! It was all a dream. Nothing
was real. I’m safe now. I’m in my bed,
-
Whenever an Ezoghoul is
killed, the figure is removed
from the game board.
EVENTS
The Dark Legion shuffles event
cards numbered 1-14 and 16-19
-
REWARDS
COMPLETE MISSION: Each
Corporation player that
- FAILURE: The Dark
Legion player will receive
2 promotion points for
and it was all just a bad nightmare.

Wait. There are blood stains in my


sheets, and I’m wearing my armor.
-
There can only be up to
3 Centurions, 2 Razides,
2 Praetorian Stalkers, 1
and draws 6 cards. The rest of
the event cards are set aside and
are not used in the mission. Dark
Legion reinforcements quoted in
completes the mission will
get 4 promotion points. If
all Doomtroopers manage
to get to the goal, all
each Doomtrooper that
doesn’t achieve the mission
goal within the allocated
time. They will receive an
My room looks unfamiliar. What Nepharite, and 1 Ezoghoul in the event card are to be ignored. Corporation players receive 2 additional promotion point
are these noises in the distance? the board. If there’s already additional promotion points. for each Doomtrooper
They’re coming for me. the maximum number of DARK LEGION RESOURCES that’s killed during the
any type of creature in No Force cards are used in mission. If no Doomtroopers
Horrified, I realize that I’m still the board, and another this mission. make it to the end of the
asleep. The nightmare continues. creature is meant to reach mission, the Dark Legion
Is there a way out? that state, the transforming player will receive an
creature will skip that state additional promotion point
MISSION and move to the next. per surviving Dark Legion
Find the beds in sector 3 and For example, if there are creature.
perform a Special action there. already 3 Centurions on the
board, and a Necromutant
The Doomtrooper entrance point is killed, the Necromutant
is in sector 61, marked with a will not become a Centurion, L
white arrow. but a Razide.
L L L
- Any Doomtrooper who
reaches any of the two beds
in sector 15, and performs a
-
Whenever a creature is
meant to become an
Ezoghoul, and there’s
L
Special action there, leaves already an Ezoghoul on L
the game board. the board, the creature is
L
- The Dark Legion starts with 9
automatically removed from
the game board.
L
Legionnaires in the squares
indicated in the map. There
are no further reinforcements.
-
The Doomtroopers earn
no promotion points for

- Whenever a Legionnaire
is killed, it becomes a
Necromutant. Killed
-
defeating creatures.

For every creature that


cannot be replaced further
L

Necromutants, become and is completely removed Doomtrooper


Centurions; Centurions from the game board, the Entrance Point

become Razides; Razides Doomtrooper killing the


become Praetorian Stalkers; creature automatically earns L Legionnaire Starting Point

Praetorian Stalkers become 10 promotion points.


Bed (on tile)
Nepharites; Nepharites
become Ezoghouls.
-
TIME LIMIT: 7 rounds.

MISSION BOOK

257
Alakhai is defeated. Brave Doomtroopers went into the
hellish depths of his Citadel and brought dinner in the form
of grenades and bullets. Mankind did rejoice and celebrate;
their greatest enemy was defeated.

Months have passed since this glorious victory, and now


rumors have spread about a Dark Legion cohort surfacing
in the middle of the Venusian jungle and taking possession
of an abandoned Bauhaus research facility. No one knows
what they are up to, but the Cartel has dispatched one of
their top agents to infiltrate the facility and retrieve any secret
information.

Little do they know that mankind’s darkest hour is yet to come.

NEW RULES

PROGRESSIVE RULES
Some missions in this book have special rules called
Progressive Rules, which are dependent on the outcome of
the previous mission. If you are playing stand-alone missions
from this book, you can decide if you want to use these
Progressive Rules or not.

ALLIES
In some missions, following Progressive Rules, some allies
will start Incapacitated. This means that they will only have
access to one special ability token each round instead of two
and they will have four health instead of five.

Blood Berets defend against Algeroth’s forces deep in the jungles of Venus.

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050583

SIEGE OF THE CITADEL

258
CAMPAIGN 1: WELCOME TO THE JUNGLE
CAMPAIGN 1: WELCOME TO THE JUNGLE

MISSION 1: SAVING AGENT AFTON


CARTEL BRIEFING
The Cartel is in dire need of heroes. One of their agents, Pam
Afton, is pinned down in a Dark Legion facility deep in the
DARK LEGION RESOURCES
The Dark Legion player shuffles force cards numbered 1-13.
The rest of the force cards are set aside and are not used in
-
FAILURE: The Dark Legion player will receive 4
promotion points if no Doomtrooper is adjacent to
Pam Afton by the end of the mission.
jungles of Venus. A team of Doomtroopers has been assembled this mission. If playing with 1 or 2 Corporations, place one
to travel to the facility in order to save agent Afton and retrieve force card on sectors 53, 56, 57, and 65. If playing with 3 or
the vital intelligence files she is carrying. The mission is simple: 4 Corporations, place two force cards on sectors 53, 56, 57,
locate agent Afton and get her to the extraction zone. and 65. The remaining force cards form a draw pile and are
placed in front of the Dark Legion player.
MISSION
The Doomtroopers must get to the Dark Legion facility and
save Cartel agent Pam Afton.

Before the end of the mission, at least one Doomtrooper


-
REWARDS:
COMPLETE MISSION: The Doomtroopers receive
4 promotion points if at least one Doomtrooper is
adjacent to Pam Afton by the end of the mission.
must be adjacent to Pam Afton.

- Doomtrooper entrance points in sector 53 and 65 are


marked with white entrance tokens.

- Place Pam Afton on the indicated square in sector 2.


She is not under any player control during this mission
and she cannot be attacked.
P

- Secondary mission cards are not used.

- TIME LIMIT: 6 Rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 4, 6,
8, 9, 10, 14, 19 and 20, and draws 6 cards.

Doomtrooper
The rest of the event cards are set aside and are not used in Entrance Point
this mission.
Dark Legion
Reinforcements on the event cards enter the area at Reinforcement
Entrance Point
entrance points in sectors 56 and 57 marked by Dark Legion
entrance tokens. Door

Pam Afton
P Starting Point

CARTEL CAMPAIGN

259
CAMPAIGN 1: WELCOME TO THE JUNGLE

MISSION 2: WITH CLAWS AND FANGS


CARTEL BRIEFING 56. If playing with 3 or 4 Corporations, place 2 force cards on
Agent Afton has been located but the team is not out of the sectors 53, 57, and 65, and 3 force cards in sector 56. The
heat just yet. A deafening roar pierces through the facility. remaining force cards form a draw pile and are placed in front
Something big is moving behind them… better get to the of the Dark Legion player. Dark Legion
extraction zone, fast! Reinforcement

-
REWARDS Entrance Point

MISSION COMPLETE MISSION: Doomtrooper teams will


Mercurian Maculator
The Doomtroopers must escort Cartel agent Pam Afton to receive 2 promotion points for each of their members M
Starting Point
the extraction zone in sector 60 and wait for pickup. The in the extraction area (16 central squares in sector 60)
extraction area is represented by the 16 central squares in at the end of the game. Doomtrooper

-
sector 60, which are all the squares with the helipad. Extraction Point

- The Dark Legion player places a Mercurian Maculator


figure on designated squares in sector 2.
FAILURE: The Dark Legion player receives 2
promotion points for each Doomtrooper not in the
extraction area by the end of the game, including

- Doomtroopers and Pam Afton start on any square


in sector 2.
Pam Afton.

- Secondary mission cards are not used.

PROGRESSIVE RULES
If the previous mission was a failure, Pam Afton has
been injured during the firefight. She starts the game
as Incapacitated (see rules for allies).

- TIME LIMIT: 6 Rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 1, 4-9,
12-14, 20 and 22, and draws 6 cards. The rest of the event
cards are set aside and are not used in this mission. M
Reinforcements on the event cards enter the area at the
entrance points in sectors 53, 2 and 65 marked by Dark
Legion entrance tokens.

DARK LEGION RESOURCES


The Dark Legion player shuffles force cards numbered 1-21.
The rest of the force cards are set aside and are not used in
this mission. If playing with 1 or 2 Corporations, place 1 force
card on sectors 53, 57, and 65, and 2 force cards in sector

SIEGE OF THE CITADEL

260
CAMPAIGN 1: WELCOME TO THE JUNGLE

MISSION 3: NO REST FOR THE WICKED


CARTEL BRIEFING
The intelligence files have been securely brought to the Cartel
Headquarters in Heimburg and immediately placed in the
hands of the Cartel Decryptors, but the moment for rest is
Reinforcements on the event cards enter the area at entrance
points in sectors 55, 59 and 58 marked by Dark Legion
entrance tokens.
-
REWARDS
COMPLETE MISSION: Every Corporation player
receives 3 promotion points for each mission token
they control. The mission is considered successful if the
short as the city’s alarm sounds. The Dark Legion is attempting DARK LEGION RESOURCES Doomtroopers and Pam Afton control at least two of
something they have not done before: a direct attack on The Dark Legion player shuffles force cards numbered 7-8, the three mission tokens.
Heimburg. The Doomtroopers must move to the frontlines
and stop the tide of Dark Legion creatures approaching.

MISSION
15-21, 22-26 and 28-32. The rest of the force cards are set
aside and are not used in this mission. Then place as many
force cards as Corporation players in sectors 55, 58, and 59,
face down, and 2 force cards in sectors 1, 14, and 15, face
- FAILURE: The Dark Legion player receives 3
promotion points for each mission token not under
Doomtrooper control. The mission is considered failed
The Doomtroopers and Pam Afton must defend Heimburg down. The remaining force cards form a draw pile and are by the Doomtroopers if the Dark Legion controls at
against the horde of Dark Legion creatures swarming towards placed in front of the Dark Legion player. least two of the three mission tokens.
the city. At the end of the mission, the Doomtroopers and
Pam Afton must control as many key locations on the board
Doomtrooper
as possible. Entrance Point

- Place 3 mission tokens according to the map layout. Dark Legion

-
Reinforcement
Entrance Point
Doomtrooper entrance points in sectors 1, 14 and 15
are marked with white entrance tokens. Mission Token

- Secondary mission cards are used in this mission.

SPECIAL RULES
The Doomtroopers will be considered in control of a mission
token if they have at least one Doomtrooper on it or adjacent
to it, and there are no Dark Legion creatures on it or adjacent
to it. Adjacency does not count through walls.

PROGRESSIVE RULES
If the previous mission was a failure, Pam Afton has
been injured during the firefight. She starts the game
as Incapacitated (see rules for allies).

- TIME LIMIT: 5 Rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 1-2,
4-10, 12-15, 18-21 and draws 5 cards. The rest of the event
cards are set aside and are not used in this mission.

CARTEL CAMPAIGN

261
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG

MISSION 1: GHOSTS IN THE MACHINE


CARTEL BRIEFING opened, it is removed from the game. DARK LEGION RESOURCES
The Cartel Decryptors have found vital information in the
intelligence data about a Citadel of Shadows somewhere in the
Venusian jungle. But they are going to need more time to find the
location of this new Citadel. Suddenly, the lighting starts to flicker
- TIME LIMIT: 6 Rounds.

EVENTS
The Dark Legion player shuffles force cards numbered 1 to
31, 37-44 and L7-L10, they also add NC5-NC8 from the Dark
Legion Reinforcements force cards deck. The rest of the force
cards are set aside and are not used in this mission. Then
and doors close and lock. Computers start acting up, and it seems The Dark Legion player shuffles event cards numbered 1-5, place as many force cards as Corporation players in sectors
as if the very surroundings are coming alive. The intelligence data 7-12 and 14-17 and draws 6 cards. The rest of the event cards 46, 49, and 51, face down. The rest of the force cards form a
has unleashed a Dark Virus in the entire Cartel building. are set aside and are not used in this mission. draw pile and are placed in front of the Dark Legion player.

MISSION
The Doomtroopers must reach the Cartel Mainframe and shut
it down before the end of the mission.
Reinforcements on the event cards can enter through any
entrance, as long as there are Doomtroopers in that sector,
and the entrance doesn’t connect with a different sector.
-
REWARDS
COMPLETE MISSION: Each Doomtrooper team will
receive 4 promotion points if the Cartel Mainframe is

- The Doomtroopers start on any square in sector 46.

-
successfully hacked before the end of the mission.

- Place a terminal token on the indicated square. Any


Doomtrooper can perform a Special action in any
square adjacent to the terminal token to shut it down.
FAILURE: The Dark Legion player receives 3 promotion
points if the Cartel Mainframe is not successfully
hacked before the end of the mission.

Tech specialists can shut down the terminal just by


finishing a Move action in any square adjacent to it.

- When a Doomtrooper ends their Move action on a


square with the equipment token, remove the token
from the sector and place it on the Doomtrooper’s
Terminal

Equipment

character card. Shuffle all the equipment cards and draw


three cards randomly, choosing one card to equip for
the remainder of the mission. If the card is a weapon,
the Doomtrooper may discard the weapon that is being
carried and keep the weapon just found. If it is a piece of
equipment, the card is placed next to the Doomtrooper’s
side of the Corporation tray. Doomtroopers can disregard
the credit cost and rank required.

- Secondary mission cards are not used in this mission.

SPECIAL RULES
The Dark Legion player takes four door tokens. During the
Dark Legion player’s turn, one door token may be placed
on an unoccupied segment between two tiles. If a door is

SIEGE OF THE CITADEL

262
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG

MISSION 2: FIFTY SHADES OF DARKNESS


CARTEL BRIEFING
The Mainframe has been shut down and the intelligence
files secured. While work begins with establishing a secure PROGRESSIVE RULES
isolated network where the decryption can continue, the If the previous mission was a failure, the Dark Legion
Doomtroopers are approached by Indigo, a Brotherhood will add an extra force card, face down, in sectors 26,
Seeker. She brings urgent news that the Brotherhood 32, 46, 50, 52.
Seers have sensed a powerful Heretic Cult in the vicinity
of the city. The images their visions brought them foretold
of a “Formidable Weapon” powerful enough to destroy
the entirety of Heimburg. Indigo will accompany the
Doomtroopers to the Heretics’ hideout.

MISSION
- TIME LIMIT: 6 Rounds.

EVENTS
Indigo and the Doomtroopers must infiltrate the Heretics’ The Dark Legion player shuffles event cards numbered 1 to 20
base and exit via the Dark portal in sector 70. and 23 to 30 and draws 6 cards. The rest of the event cards

- Doomtrooper entrance points in sectors 32 and 52 are


marked with white entrance tokens.
are set aside and are not used in this mission.

Reinforcements on the event cards enter the area at entrance

- Place a Dark portal in the indicated square in sector 70.


points in sectors 26, 46, 50, and 70, marked by Dark Legion
entrance tokens.

- Place two turrets in the squares indicated in sector 50. DARK LEGION RESOURCES

- Place two equipment tokens on the indicated squares


in sectors 26 and 46.
The Dark Legion player shuffles force cards numbered 1 to
31, L7-L12, they also add NC5, NC6, NC9 and NC10 from
the Dark Legion Reinforcements force cards deck. The rest of

- When a Doomtrooper ends their Move action on a


square with the equipment token, remove the token
from the sector and place it on the Doomtrooper’s
the force cards are set aside and are not used in this mission.
Then place one force card on sectors 32, 46, 50, 26 and
52, and two force cards on sector 70. The remaining force
cards form a draw pile and are placed in front of the Dark
character card. Shuffle all the equipment cards and Legion player.
draw three cards randomly, choosing one card to
equip for the remainder of the mission. If the card is a
weapon, the Doomtrooper may discard the weapon
that is being carried and keep the weapon just found.
If it is a piece of equipment, the card is placed next
-
REWARDS
COMPLETE MISSION: Each Doomtrooper team that
manages to escape in time through the Dark portal in
sector 70 with at least one Doomtrooper will receive
to the Doomtrooper’s side of the Corporation tray. 2 promotion points. If Seeker Indigo escapes in
Doomtroopers can disregard the credit cost and time, all Doomtrooper teams receive an additional 2
rank required. promotion points.

- Secondary mission cards are not used in this mission.


- FAILURE: The Dark Legion player receives 1
promotion point per Doomtrooper team that doesn’t
exit with at least one Doomtrooper, including
Seeker Indigo.

CARTEL CAMPAIGN

263
Doomtrooper
Entrance Point

Dark Legion
Reinforcement
Entrance Point

Dark Portal

Turret

Equipment

The Heretic’s hideout is an eerie and forbidding place.

SIEGE OF THE CITADEL

264
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG

MISSION 3: FORMIDABLE WEAPON


CARTEL BRIEFING SPECIAL RULES
Indigo and the Doomtroopers have managed to infiltrate the The Master of Rites is protected by a Dark Symmetry shield.
Heretic hideout. Time is of the essence if they are to stop the While this shield is active, the Master of Rites cannot be IF THE MISSION IS SUCCESSFUL: The Master of Rites
Master of Rites from completing the ritual and summoning harmed. A Dark portal may be hacked by a tech specialist is hit with a hail of bullets as the Doomtroopers manage
the “Formidable Weapon.” There’s no time for resting. from an adjacent square to close it. Dark portals are immune to lower the shield. He staggers towards the edge of
to firearm and close combat attacks. If all Dark portals are the rooftop and falls several floors down. Indigo sighs
This mission requires a tech specialist. closed, the shield drops and the Master Heretic becomes in relief, knowing that Heimburg, if not all of Venus, has
vulnerable. been saved from a powerful and dark force.
MISSION
Indigo and the Doomtroopers must kill the Master of Rites to The Master of Rites follows the Necromutants’ statistics on IF THE MISSION IS A FAILURE: The Master of Rites
stop the summoning ritual before the “Formidable Weapon” the Dark Legion reference board. lifts his arms and utters an incomprehensible dark verse.
is summoned. The very fabric of the universe around him is torn apart

- The Dark Legion player places a Von Hölle figure


Karak the Keeper and 3 Templars will arrive on any square at
the start of the Dark Legion player’s third turn.
as a dimensional rift opens where he stands, shattering
him into pieces. Through the rift comes a tendril of
on the square indicated by the map layout. This
represents the Master of Rites. The Master of Rites
cannot be killed unless all Dark portals are closed.
- TIME LIMIT: 5 Rounds.
pure darkness. It quickly disappears into the night.
“The Dark Soul’s Pulse… Venus is doomed... we are
all doomed…” whispers Indigo and shakes her head.

- Place Dark portals as indicated. A tech specialist


adjacent to a Dark portal must hack it to close it. Once
all Dark portals are closed, the Master of Rites will
EVENTS
The Dark Legion player shuffles event cards numbered 1-20
and draws 5 cards. The rest of the event cards are set aside
and are not used in this mission.
If the Dark Pulse is released, the Dark Legion player can
add the following force cards to those available for any
of the later missions in this book: 32 and 33.
become vulnerable.

- Doomtroopers start on any square on the left half of


sector 45.
Reinforcements can be deployed through any of the
Dark portals.

- The Dark Legion player deploys all available Heretic


figures on any square in sectors 45 and 47.
DARK LEGION RESOURCES
The Dark Legion player shuffles force cards numbered 1 to
23. The rest of the force cards are set aside and are not used

- Secondary mission cards are not used in this mission.


in this mission. The force cards form a draw pile and are
placed in front of the Dark Legion player.

PROGRESSIVE RULES
If the previous mission was a failure, Indigo has been
-
REWARDS:
COMPLETE MISSION: If the Doomtroopers manage
to defeat the Master of Rites within the allocated time,
each Corporation receives 4 promotion points.
injured during the firefight. She starts the game as
Incapacitated (see rules for allies). Also, the Dark
Legion player may bring up to 4 Twisted Marionettes
in as reinforcements during round three. They appear
- FAILURE: If the Doomtroopers fail to defeat the
Master of Rites within the allocated time, The Dark
Legion player receives 3 promotion points.
on any square in sector 45.

Note: Since these two sector tiles represent rooftops,


the only way to move from tile 45 to tile 47 is through
the entrance’s squares that connect them.

CARTEL CAMPAIGN

265
Doomtrooper
Starting Point

Master of Rites
M Starting Point

Dark Portal / Dark


Legion Starting Point

Dabbling with the powers of Darkness often costs much more than the Heretic’s humanity.

SIEGE OF THE CITADEL

266
CAMPAIGN 3: THE CITADEL OF SHADOWS
CAMPAIGN 3: THE CITADEL OF SHADOWS

MISSION 1: UNDER A PALE GREY SKY


CARTEL BRIEFING
The Doomtroopers are summoned to the Cartel building
in Heimburg. Having rid the Dark Virus from their computer
systems, the Decryptors have managed to find the location of
Reinforcements on the event cards enter the area at entrance
points in sectors 54, 57, and 65, marked by Dark Legion
entrance tokens.
-
REWARDS
COMPLETE MISSION: Each Corporation receives
1 promotion point per Doomtrooper that exits the
mission area through the exit in sector 57. If McBride
the Citadel of Shadows. It lies deep underground in the jungles DARK LEGION RESOURCES escapes, all Corporations receive 2 additional
south of the city. The data also mentions that the dreaded The Dark Legion player shuffles force cards numbered 1-31 promotion points. The mission is considered successful
Nepharite Alakhai is still alive inside a cloned body. The mission and 37-44 as well as NC11 and NC12. The rest of the force if at least two Doomtroopers and McBride escape.
will require the Doomtroopers to travel to the Citadel of Shadows
and eliminate Alakhai once and for all. Sergeant McBride, a
Blood Beret veteran, will accompany the Doomtroopers.
cards are set aside and are not used in this mission. Then
place as many force cards as Corporation players on each
sector. The remaining force cards form a draw pile and are
placed in front of the Dark Legion player.
- FAILURE: If the mission is not successful, the Dark
Legion player receives 3 promotion points. They
receive an additional promotion point if McBride is
MISSION defeated during the mission.
Before the end of the mission the Doomtroopers must find
the entrance into the Citadel of Shadows and exit via the
white exit marker in sector 57 with Blood Beret McBride.

- Doomtrooper entrance and exit points in sectors 57


and 59 are marked with white entrance tokens.

- Place debris tokens in sector 57 as indicated.

- Secondary mission cards are used.

SPECIAL RULES
It is not possible to move down from or climb up the hill in Doomtrooper
Entrance Point
sector 59. Anyone wishing to leave or reach the hill must go
Dark Legion
around. However, it is possible to shoot up or down the hill.
Reinforcement
Moving through the water in sector 54 requires two moves Entrance Point
per square instead of one (applies to all figures except the
Doomtrooper
Mercurian Maculator). Exit Point

- TIME LIMIT: 8 Rounds.

EVENTS
Turret

Debris
The Dark Legion player shuffles event cards numbered 1-20
and 23-30 and draws 8 cards.

The rest of the event cards are set aside and are not used in
this mission.

CARTEL CAMPAIGN

267
CAMPAIGN 3: THE CITADEL OF SHADOWS

MISSION 2: THE QUEEN OF BLOOD


CARTEL BRIEFING
The Cartel have issued tactical bombs to McBride and the
Doomtroopers. The orders are to locate vital positions in the
Citadel of Shadows and place the bombs there. Once they
EVENTS
The Dark Legion player shuffles event cards numbered 1-15,
17, 24, 26 and 27 and draws 6 cards.
-
REWARDS
COMPLETE MISSION: The mission is considered
successful if there are at least three active bombs by
the end of the allocated time. If that’s the case, the
go off, they will severely cripple the parts of the Citadel that The rest of the event cards are set aside and are not used in Corporation players receive one promotion point per
produce new troops for the Dark Legion. But the Dark Legion this mission. active bomb.
does not take intruders lightly and has issued one of their top
officers with the task of stopping the Doomtroopers.

MISSION
Reinforcements on the event cards enter the area at entrance
points in sectors 67, 66 and 10 marked by Dark Legion
entrance tokens.
- FAILURE: The mission is considered failed if there
are less than three active bombs by the end of the
allocated time. If that’s the case, the Dark Legion player
The Doomtroopers and McBride must place bombs in sectors will receive 3 promotion points.
10, 66, 67 and 70, on any square occupied by a mission token. DARK LEGION RESOURCES

- Doomtroopers and Blood Beret McBride can start


anywhere in sector 70.
The Dark Legion player shuffles force cards numbered 1-31 as
well as NC1 and NC2. The rest of the force cards are set aside
and are not used in this mission. Then place one force card per

- The Dark Legion player takes four mission tokens and


places them on the squares indicated in sectors 10, 66,
67, and 70. The Doomtroopers can place a bomb on
Corporation on each sector. The remaining force cards form
a draw pile and are placed in front of the Dark Legion player.

Dark Legion
Golgotha
G
a mission token by standing on the token and using
Reinforcement G Starting Point
Mission Token
Entrance Point
two Special actions in the same turn. Turn the mission
token over to indicate that the bomb has been set. The
Dark Legion player can attempt to disarm a bomb by
placing a Tekron on the mission token and rolling a red
die. In the case of a hit, the bomb is disarmed. Turn
the mission token back to indicate that it has been
disarmed. A disarmed bomb can be reactivated by
following the same procedure as setting a bomb.

- Place Golgotha on the indicated square in sector 11.

- Secondary mission cards are used.

PROGRESSIVE RULES
If the previous mission was a failure, Blood Beret
McBride has been injured. He starts the game as
Incapacitated (see rules for allies).

- TIME LIMIT: 6 Rounds.

SIEGE OF THE CITADEL

268
CAMPAIGN 3: THE CITADEL OF SHADOWS

MISSION 3: A GAME OF SHADOWS


CARTEL BRIEFING
McBride urges the team onwards, further down into the
Citadel. The darkness surrounding the team becomes thick,
almost living. There seems to be movement all around…
EVENTS
The Dark Legion player shuffles event cards numbered 1-21
and draws 8 cards.
-
REWARDS
COMPLETE MISSION: If McBride escapes the mission
area through the door in sector 50, all Corporation
players receive 3 promotion points. Every Corporation
The rest of the event cards are set aside and are not used in player that gets all of their Doomtroopers out of
MISSION this mission. the mission through the door in tile 50 will receive 2
Before the end of the mission the Doomtroopers and Blood additional promotion points.
Beret McBride must reach sector 50.

- Doomtrooper entrance points in sector 9 are marked


with white entrance tokens.
Reinforcements on the event cards can be deployed through
any entrance in any sector where Doomtroopers are present,
as long as that entrance doesn’t connect with another tile.
- FAILURE: If McBride doesn’t leave the mission area
through the door in sector 50 within the allocated
time, the mission will be considered as failed. In that

- The Dark Legion player takes tiles 61, 63, 68, 50 and
70. Putting tile 50 (exit) aside, they shuffle the rest,
so their order is set randomly. Then, the Dark Legion
DARK LEGION RESOURCES
The Dark Legion player shuffles force cards numbered 1-31
and 37-44 from the base game, and NC3-NC6 from the Dark
Legion Reinforcements force cards deck. The rest of the force
case, the Dark Legion player will receive 3 promotion
points. If no Doomtroopers escape the mission area,
regardless of whether the mission is successful or not,
the Dark Legion player will receive 2 promotion points.
player inserts tile 50 in the pile, right before the cards are set aside and are not used in this mission. Then
last tile. Place a door token on the unoccupied exit place one force card per Corporation on each sector as soon
in sector 9. as it is revealed and placed on the board. The remaining force

- When a Doomtrooper steps through a door, the Dark


Legion player takes the next tile from the secret pile
and places it so that one of its exits sits on the other
cards form a draw pile and are placed in front of the Dark
Legion player.

side of the door. The Dark Legion player can rotate


the tile in any way they see fit. Then the Dark Legion Doomtrooper
Entrance Point
player places a door on any of the exits on the new tile
that currently is not connected to any other sector.
Door

- Secondary mission cards are used.

PROGRESSIVE RULES
If the previous mission was a failure, McBride has been
injured. He starts the game as Incapacitated (see the
rules for allies).

- TIME LIMIT: 8 Rounds.

CARTEL CAMPAIGN

269
CAMPAIGN 3: THE CITADEL OF SHADOWS

MISSION 4: HELLO ALAKHAI, MY OLD FRIEND…


CARTEL BRIEFING
The Doomtroopers step through a portal and find themselves
in the Citadel’s inner Sanctum. It is time to hunt down Alakhai.
- TIME LIMIT: 7 Rounds.

EVENTS -
REWARDS
COMPLETE MISSION: If the Doomtroopers defeat
Alakhai within the allocated time, each Corporation will
To prevent his soul from travelling to another cloned body, The Dark Legion player shuffles event cards numbered 1-21 receive 5 promotion points.
the Brotherhood have supplied each Doomtrooper with an
ancient relic called the Animus Snare.

MISSION
and 23-30 from the base and draws 7 cards. The rest of the
event cards are set aside and are not used in this mission.

Reinforcements on the event cards enter the area at entrance


- FAILURE: If Alakhai survives the attack, the Dark
Legion player receives 3 promotion points. If no
Doomtroopers survive the mission, the Dark Legion
The Doomtroopers and McBride must eliminate Alakhai points in sectors 4, 11, 9, and 13, marked by Dark Legion receives an additional 2 promotion points.
and attempt to trap his soul in an Animus Snare. Any entrance tokens.
Doomtrooper or McBride must be adjacent to Alakhai when
he is defeated, in order to trap his soul in the Snare. DARK LEGION RESOURCES Doomtrooper
Entrance Point

- Place Alakhai at the location indicated on the map


layout in sector 13.
The Dark Legion player shuffles force cards numbered 1-32
and 37-44. The rest of the force cards are set aside and are
not used in this mission. Then place as many force cards as
Dark Legion
Reinforcement
Entrance Point

- Doomtrooper entrance points in sectors 4 and 11 are


marked with white entrance tokens.
Corporation players on each sector, face down. The remaining
force cards form a draw pile and are placed in front of the
Dark Legion player.
A Alakhai

- Each Corporation must enter from a different


entrance point.

- Secondary mission cards are not used.

SPECIAL RULES
During the Dark Legion player’s turn, Alakhai can perform one A
Special action to possess one Dark Legion creature with his
soul. The creature can only be a Legionnaire, a Necromutant,
or a Centurion. This action will increase the rank of the
creature to 12 until the next Dark Legion turn. If the creature’s
rank is already at 12, it gains an additional black die on all its
attacks. This can only be done once per Dark Legion turn.

PROGRESSIVE RULES
If the previous mission was a failure, Blood Beret
McBride has been injured. He starts the game as
Incapacitated (see the rules for allies). If the previous
mission was a success, the Doomtrooper players can
remove two red entrance markers from the board.
These can no longer be used to call in reinforcements.

SIEGE OF THE CITADEL

270
CAMPAIGN 3: THE CITADEL OF SHADOWS

ENDING
IF THE FINAL MISSION IS SUCCESSFUL: Alakhai lets out an abysmal scream that is quickly IF THE FINAL MISSION IS A FAILURE: Alakhai laughs mockingly at you and you realize that
muted as his severed head falls to the ground, black blood covering the floor where he stood. you are being trained upon by black weaponry belonging to Alakhai’s Elite Guard. “Foolish
The Animus Snare begins to glow with a strange light as it draws out a cloud of black particles humans. You have no idea what you are up against. The Legion is a thousand times stronger
from Alakhai’s body. The glow lasts for a few seconds and then abruptly ends. The mission has than you, and soon, Venus will be crushed. Then, our eyes will turn to your other worlds, and
been a success. Alakhai’s soul is now trapped inside the Animus Snare. McBride takes it and they will all fall just as easily.”. You are dragged screaming to the Distortion Chambers to meet
places it in a Cartel artifact bag. “We better get this to the Brotherhood, for safe keeping”. your new life as one of the Legion...
You make your way up to the surface and via transport back to Cartel HQ. You are celebrated
as heroes of humanity, having saved all of Venus from certain destruction.

CARTEL CAMPAIGN

271
MISSION GUIDE
INTRODUCTION
You may have purchased more than one copy of Siege of
- If there are repeated Corporations, add as many
repeated Corporation identification markers to the
game as players using that Corporation. Whenever one
CREATING NEW
MISSIONS
the Citadel, or maybe you are playing with friends who also of these identification markers is drawn, the players will The main point of using more than one copy of Siege of the
own copies of the game. In either of those cases, you can decide who takes the turn. Make sure all Corporation Citadel is creating new, more exciting, and more complex
use multiple copies of Siege of the Citadel to create longer, players get to play a turn every round. missions. There are several ways of doing this; from copying
more intricate missions.

This document will provide suggestions and ideas that you


can use when creating these missions.
- If you are planning on mixing not only the core game,
but also the expansions, bear in mind that the Luna
PD and the Brotherhood expansions have some
and amending the missions in the core game, to letting
your imagination go wild and trying new things out. No
matter how you want to face this, there are a few elements
that you’ll always need to keep in mind when creating
very specific rules that could be hard to implement new missions:
COMPONENTS

DUPLICATE ELEMENTS
together. Make sure you limit the use of Dread dice
and Corruption to avoid unnecessary hindrances.

MULTIPLE DARK LEGION PLAYERS


- NARRATIVE: all missions have a narrative element.
What is the story behind your mission? Can you use
the rules of the game to enrich your story? Does the
story justify the tiles and special rules used and the
Some of the elements in Siege of the Citadel (tokens, doors, If your group is large enough, and willing to play an extra objectives of the mission?
miniatures, etc…) are limited in number. By using multiple
copies, you can expand the possibilities of the game. For
example, you could increase the maximum number of trap
challenging game, you can try to play with more than one
player taking the role of the Dark Legion. If you take this
approach, make sure you follow these guidelines:
- BALANCE: it’s always tempting to create missions
where creatures appear everywhere in large numbers.
tokens per mission to 4 or 6, or use more than one Ezoghoul
in the same mission. When doing so, there are a few things
that you should be careful with:
- Ideally, there should be up to 1 Dark Legion player for
every 4 Corporation players. This can be increased to 1
Although this may seem fun at first, it can lead to
cumbersome and tedious gameplay. Balancing the
Dark Legion forces is very important, and the best way

- Adding too many trap tokens can make a mission


Dark Legion player for each 3 Corporation players for a
uniquely challenging experience.
of doing so is by focusing more on the objective of the
mission than on the amount of creatures.
unplayable. As a rule of thumb, try to limit the number
of traps to up to half the number of players.
- The event cards deck should be kept separate, but the LAYOUTS

- Adding too many turrets can make a mission too


unbalanced. If adding more turrets than half of the
number of players, always try to avoid placing them in
-
force cards deck should be shared.

All Dark Legion creatures should be controlled by all


Dark Legion players.
The way the tiles are placed, and the specific tiles that are
selected, will determine the way your mission works. By
using multiple copies of Siege of the Citadel, you can play in

-
squares with long and clear lines of sight.

When using the same Corporation more than


once within the same mission, it is strongly
- Add as many Dark Legion identification markers to the
game as Dark Legion players. Whenever a Dark Legion
identification marker is drawn, the Dark Legion players
repeated sector tiles, or create very large maps.

By default, it is not advisable to create maps that are larger


than 4 sector tiles by 4 sector tiles. This is, of course, an
advised to paint the figures in advance to avoid will decide who takes the turn. Make sure all Dark optional rule; playing with four copies of the core game
misunderstandings. Legion players get to play a turn every round. could justify a 7x7 map, although that would mean an

Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected]
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any
trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”).
MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks
or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc,
except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context.
Modiphius Entertainment Product Number: MUH050576

SIEGE OF THE CITADEL

272
extremely long game. Apart from the length of the game,
it is important to consider the dimensions of the map. Too
many tiles could be impossible to fit in a regular sized table,
- REACH: the Doomtroopers have to reach a specific
location or item. Once they reach the specified square,
or an adjacent one, the mission is completed.
SPECIAL RULES
An interesting way of taking advantage of using multiple copies
or hard to access by all the players. of Siege of the Citadel is by implementing special rules. These
XX This can be played with terminal tokens, unused rules generally have effects that will determine the way in which
When laying out tiles and creating maps, always keep an eye Doomtroopers, or any other item, as long as it is the mission is played; even the layout could be affected. These
out for balance. Some sector tiles have a lot of internal walls, relevant to the narrative of the mission. are a few special rules that you could use, or even combine:
and can be too hard to traverse if placed together. In this
regard, a good rule is to make sure every two sectors can be
crossed using up to 6 Move actions.
- ACTIVATE: the Doomtroopers have to activate one or
more terminal tokens. This can be done either only by
tech specialists, or by any kind of Doomtrooper.
- FOG: a dense fog covers the mission area. No firearm
attacks can be made at a range of over 4 squares.
In addition, the Dark Legion player can deploy
If you are looking for new ideas, look at the missions in the reinforcements in a square that is at least 4 squares
core book and in the expansions. The layouts there have XX The specific ways in which the terminal is activated, away from any Doomtrooper.
been tested, and could give you some valuable inspiration. and the effects of that activation, will strongly
change the way in which the mission works.
- DISAPPEARING TILES: the mission area is collapsing.
If you are willing to try a different approach, you can try to
create separate maps with connecting elements, so two
groups of players can interact in two separate missions. One
- DESTROY: eliminate a specific creature, or all creatures
of a specific kind.
Remove one sector tile every two rounds. Make sure
you have clearly determined the order number in which
the sector tiles disappear before starting the game.
way of doing this would be by adding Dark portals by which
Dark Legion creatures (or even Doomtroopers) can jump
from one map to the next. Another option is to incorporate
terminal tokens in one map that open doors in the other map.
XX Be very careful with this; not paying attention to the
balancing of the force cards could lead to a mission
that is frustrating and unachievable.
- HIDDEN TILES: the Dark Legion player takes all the
selected tiles, except the starting one, and shuffles
them. These will be added to the game board whenever
Connecting seemingly independent maps within the same a Doomtrooper leaves a sector tile through a new exit.
mission is a great way of taking advantage of multiple copies
of the game. It will also allow you to create larger maps,
overriding some space limitations.
Depending on the type of mission you choose to create,
remember to select the rewards accordingly both for the
Doomtroopers and for the Dark Legion player.
- PVP: all players will have the objective of neutralizing
the Doomtroopers of the other Corporations. No
reckless maneuver tokens are given. This can be
MISSIONS FORCE CARDS AND EVENT CARDS played with or without a Dark Legion player.

The single most important element of any mission is One of the greatest advantages of playing with multiple CAMPAIGNS
the mission objective. It will determine the rest of the copies of Siege of the Citadel is that you can enrich the
elements, and radically affect the players’ experience. game by repeating event and force cards. For example, With multiple copies of Siege of the Citadel, it is possible
There are just a few basic mission concepts. All of them creating a fixed deck of 8 event cards for an 8-turn mission, to turn a 5 mission campaign from the core book into a
can be adapted to fit the needs of the narrative, and the where all cards are repeated, could lead to some very single, longer mission, with several smaller objectives. You
creativity of the players. interesting outcomes. would need to make sure that, every time a smaller mission

- ESCAPE: this is probably the simplest type of mission.


The Doomtroopers start on one side of the map, and
have to reach the other side within a time limit.
When creating force and event cards decks, the first thing
you have to do is selecting the right cards. You could have a
game with low level creatures that come in large numbers,
is completed, the Doomtroopers are healed, or replaced with
new Doomtroopers.

It is also possible to create your own campaigns. An


or a mission with few, highly specialized creatures. The way interesting way of doing this is by establishing progressive
XX A few possible alternatives include making the you balance the force deck will have a definite impact on rules, so the outcome of each mission determines the setup of
Dark Legion escape (Doomtroopers chasing an the game. In the case of event cards, the main guideline is the next one. As when creating missions, the most important
Ezoghoul, for example), adding locked doors that the narrative. If the mission is set in the heart of the Citadel, thing is to concentrate on a rich narrative that works well with
need to be opened before escaping, or even event cards could be more environmental, whilst a mission the game mechanics you want to use.
changing the escape point every round. set in Luna City could have event cards more geared towards
spawning Dark Legion creatures. Remember you can always Now you are ready! Go forth and create your very own Siege
check the mission books you own for inspiration. of the Citadel...

MISSION GUIDE

273
MISSION 1

THE FINAL CONFRONTATION

Algeroth
A Starting Point

Doomtrooper
Entrance Point

Dark Portal

A Door

HIGH COMMAND BRIEFING EVENTS


Following Cardinal Durand, we’ve finally reached the lair of Algeroth. It’s time to fight, and The Dark Legion player shuffles all event cards from the base game and draws 7 cards. The
the only acceptable outcome will be his defeat. The Dark Legion hordes await us. To arms! remaining event cards are set aside and are not used in this mission. Reinforcements on the
event cards enter the area at the portals in sectors 34 and 36.
MISSION
Cardinal Durand has reached Algeroth’s throne room. Now he must destroy him. DARK LEGION RESOURCES

- The door between sectors 9 and 11 can’t be opened. The Dark Legion can only bring
reinforcements in through the Dark portals in sectors 34 and 36.
The Dark Legion player shuffles all force cards from the base game. Then place as many force
cards as Corporation players on each sector, face-down. The remaining force cards form a draw
pile and are placed in front of the Dark Legion player.

- This mission is meant to be played as the finale of the Cardinal Durand campaign. It
cannot be played without the Cardinal Durand and the Dark Apostles expansions.
-
REWARDS
COMPLETE MISSION: If Durand and the Doomtroopers defeat Algeroth within the

- The Dark portals in sectors 34 and 36 can be destroyed by any regular Attack action,
allocated time, all Corporation players will receive 5 promotion points. The Corporation
dealing the final blow to Algeroth will receive 2 additional promotion points.

-
using the defense values specified in the Dark Legion reference board.

TIME LIMIT: 7 rounds.


- FAILURE: If Algeroth survives the battle, the Dark Legion player receives 3 promotion
points. If Durand is defeated during the battle, the Dark Legion player receives 2
additional promotion points.

SIEGE OF THE CITADEL

274
MISSION 2

THE CHASE
HIGH COMMAND BRIEFING
Doomtroopers, you are going to be deployed deep inside the Citadel. We need to recover
a stolen relic before our enemies corrupt it. Our scouts have reported that this area is
particularly dangerous, as the Citadel itself is being used as a weapon by the Dark Legion.
Tread carefully, everyone!

MISSION
The Doomtroopers must retrieve the relic in sector 13 and take it to the recovery team through
the exit in sector 66. If you do not have the relic token from the Brotherhood expansion, use
a Dark Legion token to simulate the relic.

- The relic can be dropped, picked up from the floor, or transferred to an adjacent
Doomtrooper as a Special action. In order to pick up the relic, the Doomtrooper must
end a Move action on top of it. When dropping it, the relic will appear in the same
square as the Doomtrooper.

- The terminal in sector 70 controls the movement of that sector. Any Doomtrooper
or Dark Legion creature using a Special action while being on top of it will move the
whole sector one square forward (towards sector 66) or backwards (away from sector
66), sliding over sector tile 67. If the sector moves on top of a figure, that figure is
eliminated from the game. Any Doomtrooper eliminated this way will grant the Dark
Legion promotion points equal to the Doomtrooper’s remaining health plus 2.

- TIME LIMIT: 6 rounds.

EVENTS
The Dark Legion player shuffles event cards numbered 1 to 20 and draws 6 cards. The rest of the
event cards are set aside and are not used in this mission. Reinforcements on the event cards enter
the area at entrance points in sectors 70, 66, and 13 marked by Dark Legion entrance tokens.

DARK LEGION RESOURCES


The Dark Legion player shuffles force cards numbered 1 to 33. The rest of the force cards are
Terminal
set aside and are not used in this mission. Then place as many force cards as Corporation
players on each sector, face-down. The remaining force cards form a draw pile and are placed
Dark Legion in front of the Dark Legion player.
Reinforcement
Entrance Point

Doomtrooper
Entrance Point
-
REWARDS
COMPLETE MISSION: If the Doomtroopers bring the relic out of the area before the
end of the mission, all Corporation players will receive 4 promotion points.

Relic
- FAILURE: If the Doomtroopers fail to leave the game board with the relic, the Dark
Legion player receives 3 promotion points.

Doomtrooper Exit
Point

MISSION GUIDE

275
MISSION 3

THE THREE THRONES OF THE SEWER PRINCE


HIGH COMMAND BRIEFING DARK LEGION RESOURCES
We’ve received new intel from one of our Cartel associates. A Nepharite is hiding deep in The Dark Legion player shuffles force cards numbered 1 to 33. The rest of the force cards are
the sewers of Luna City. He has built his own twisted throne room there and claims to be a set aside and are not used in this mission. Then place as many force cards as Corporation
prince serving Demnogonis. We’re not sure if his claims are correct but what we know is that players on each sector, face-down. The remaining force cards form a draw pile and are placed
he needs to be destroyed. in front of the Dark Legion player.

MISSION
The Doomtroopers need to destroy the Nepharite in sector 7.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers defeat the Nepharite within the allocated

- The door connecting sector 7 and sector 33 cannot be opened until the three thrones
(represented by Dark Legion tokens in the map) are destroyed.
-
time, all Corporation players will receive 4 promotion points.

FAILURE: If the Nepharite survives the battle, the Dark Legion player receives 3

- The thrones can be destroyed using any kind of Attack action, using the defense value of
a turret.
promotion points.

- TIME LIMIT: 7 rounds.

EVENTS T
The Dark Legion player shuffles event cards numbered 1 to 20 and draws 7 cards. The rest of
the event cards are set aside and are not used in this mission. Reinforcements on the event
cards enter the area at entrance points in sectors 11, 33, 35, and 5 marked by Dark Legion
entrance tokens. N

Nepharite
N Starting Location T
Dark Legion
Reinforcement
Entrance Point

Doomtrooper
Entrance Point
T
Door

T Throne

SIEGE OF THE CITADEL

276
SIEGE OF THE CITADEL

278
Fred Malmberg, creator of both the original Siege of the Citadel, and the new reboot,
answers the kickstarter backers’ burning questions about the creation of the game.

Q. How did the Mutant Chronicles setting develop?


A. The very first RPG setting we produced in English language was “Kult”, which was an instant
hit with high critical acclaim. Inspired as it was by the Kabbalah and works of Alister Crowley,
Clive Barker, and others, the setting explored a very mature theme which limited its appeal
at the time. We also had a Swedish RPG setting called “Mutant” that remained popular, so
we began to explore plans that developed its storyline into the solar expanse. Alongside
this, we were looking to enter the miniature production and tabletop gaming markets.
Drawing it all together creatively, we fused elements of the “Kult” universe with that of our
“Mutant Rymd” and found the magic formula that became known as “Mutant Chronicles”.

Q. How did the Siege of the Citdel concept come about?


A. We needed to introduce the universe to the gaming world in a big way. Classics such as
MB’s “HeroQuest” and “Space Crusade” were all the rage at the time, so we chose to
explode onto the scene with a big miniatures game ourselves. Especially as we knew it would
be a perfect introductory game to inspire people with the setting and establish a global
community for our planned extensions, which included MC: Warzone, MC: Doomtrooper,
MC: RPG, etc. The computer game “X-Com” had just been released and that inspired us to
the mission-style co-op game structure. We went through a series of ideas and logos before
ending up with the Mutant Chronicles title and even produced two games prior to “Siege
of the Citadel” so that we could perfect the plastic manufacturing process. “Blood Berets”
and “Dragonfire” have since also become classics!

The USA first edition of KULT, published 1993.


ICONIC CULT ROLEPLAYING
The KULT universe continues to this day in its fourth edition take us to Inferno. We do not smell the blood and burnt flesh
to critical acclaim, with the property licensed to Helmgast from those sacrificed to long forgotten Gods. But some of us
and released as KULT: Divinity Lost. The setting is updated see glimpses from beyond the veil. We have this strange feeling
from the original early 1990s to the modern day. Here’s the that something is not right—the ramblings of a madman in the
sale blurb to give you a flavour of the setting... subway seems to carry a hidden message, and, when thinking
about it, our reclusive neighbor doesn’t appear to be complete-
In KULT: Divinity Lost, the world around us is a lie. Mankind ly human when we pass in the hallway. By slowly discovering
is trapped in an Illusion. We do not see the great citadels of the truth about our prison, our captors, and our hidden pasts,
Metropolis towering over our highest skyscrapers. We do not we can finally awaken from our induced sleep and take control
hear the screams from the forgotten cellar where hidden stairs of our destiny.

DESIGNER’S NOTES

279
LOGO MUTATIONS
Here are the original sketches for the first Mutant Chronicles logo. You can see the bold
cog being established to get over the heavy post-industrial feel of the dieselpunk setting.,
which spawned the chain border elements that run through the property’s graphic design
to this day. The Fritz Lang inspired elements are introduced to emphasise the divine (or
daemonic) nature of the Mutant Chronicles universe

SIEGE OF THE CITADEL

280
Q. Blood Berets and Fury of the Clansman were two classic board games also set in the
Mutant Chronicles universe.  Blood Berets came first but is a different rules system. Was
there a reason for this and what prompted the change for Siege of the Citadel? 
A. Since it was more a prototype for its bigger sibling, “Blood Berets” really didn’t have the
resources nor playtest hours available that we poured into “Siege”. It did, however, allow
us to refine the processes involved in the development and manufacturing of board games,
which certainly paid dividends when it came to “Siege”!

Q. The 1st edition of Siege arrived in 1993. How long did it take to develop before release?
There is also some great concept art of original ideas. Could you talk us through those?
A. If I recall correctly, we spent about a year and a half from concept to production. This
included incorporating everything we had learned previously concerning manufacturing,
rigorous playtesting, and the creative dialogue with Richard [Borg]. Most graphical work was
of course still being produced in a very traditional way as opposed to digitally, which also
extended the whole process — especially as we were working globally on very restricted
internet speeds. The art you can see here shows some of the steps that went into the
development of the setting and its component parts.

Symmetry – Mutant Chronicles’ supporting magazine, the Blood Berets game and Mutant Chronicles first edition RPG.
Q. There are some unique mechanics to the Siege board game, such as the Dark Legion
player alternating between each Corporation player, that were very advanced for its
time. Were there some ideas that never made it to the final game? 
A. We initially had a much more complex game, though it was very much chiselled down to the
final game during the development process. When you’re in amongst the weeds, it can be
all too easy to get distracted by an unpolished gem — meaning something can end up too
complex, underdeveloped, or not playtested enough. I feel that “Siege” hit the right level,
but it would have benefited from more playtesting at the time.

Q. Some truly inspiring artwork has been painted across both editions of the board game.
Is there any one image that stands out for yourself?
A. I love the original box cover by Les Edwards, which captures the cinematic heroism and
also clearly draws on the attributes of the time such as the vivid colors, the big hair, the
shoulderpads, etc. I am fortunate enough to have it in the office to this day. But, over the
years, it was Paul Bonner who shaped the graphic style of Mutant Chronicles for sure. Stefan
Kopinski’s cover for the new edition also stands out to me as an exceptional piece.

Q. Board games and settings often pay homage to real life people — like Big Bob Watts,
for instance. Is there a version of yourself in the setting?
A. I honestly don’t know if any in the design team snuck me into the universe somewhere.
1994’s Fury of the Clansmen production photography.
The IP has just grown massively over the years and there are hundreds, if not thousands,
of characters, be it on a card, in miniature form, or in the pages of the novels and comics. I
always loved Bauhaus, and in particular Max Steiner, but Valpurgius is a bad ass necromancer
that will always have a special place. When we started making computer games, we actually
named our first proprietary engine after him!

Miniature concept sketches. Line artwork for Big Bob Watts, Max Steiner and a Necromutant.

DESIGNER’S NOTES

281
CONCEPT COMPONENTS
Here are some of the development sketches of the done
to flesh out the look and feel of the game. The convept
game layout (bottom left) is particularly interesting for its
heavy use of three-dimensional elements like the spike
pit, doorways and Dark Legion statues.

282
DINOSAWESOME CONCEPT
One of the conceptual avenues the game designers explored was “Necrosaurus Arena” –
envisioned as a game where the players took on a giant walking Necrosaurus that stomped
around the board, controlled by a Nepharite and packed full of Dark Legion troopers. The
dinosaur also could use magic, and was called THE DINOSORCEROR. (Okay, we’re kidding
about the magic part.)

DESIGNER’S NOTES

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Concept artwork for the Siege of the Citadel cover.

WHAT’S IN A NAME?
Siege of the Citadel was almost released under the
name “Doomtroopers”. The developer-favourite name
did eventually see the light of day as the title of not only
as 1995’s collectible Mutant Chronicles card game, but
also the brilliant Sega Genesis games.

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VALKYRIA FORCE
Before settling on Doomtroopers, the different Corporiations were called “Valkyria
Force”, which had its own armour scheme, but with the Corporations’ defining features
still apparaent. The name “Valkyries” does eventually appear in the Mutant Chronciles
universe as an all-female Brotherhood troop type

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285
Left:
The wraparound artwork for the covers of the 1st edition Mutant Chronicles RPG.

Below:
The original compositional sketches, with Coral Beach’s silohuette used to block out the
main characters.

Following pages:
The original black and white artwork for comic that appeared in the first edition of Siege
of the Citadel.

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COVER GALLERY

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