SotC CollectorsEdition
SotC CollectorsEdition
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
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
3 Bauhaus Doomtroopers 3 Capitol Doomtroopers 3 Cybertronic Doomtroopers 3 Imperial Doomtroopers 3 Mishima Doomtroopers
6
7 double-sided sector tiles (numbered 1–7 & 9–15) 1 stairs sector tile (numbered 8 & 16)
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
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
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
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.
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
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.
- 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.)
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.)
Note: All players, including the Dark Legion player, track their
rank and promotion points continuously during each mission on
their player trays.
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.
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: 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.
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.
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.
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.
- any order.
A Doomtrooper may perform the same action more
restriction.
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.
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.
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 .
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.
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.
RANGE & LINE OF SIGHT - Figures in squares 1 or 2 only have line of sight to the top of the
18
FIREARM SPECIALIST TECH ATTACK TECH SPECIALIST
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.
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.
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.
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:
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.”
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
--
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.)
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!
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.
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.
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
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
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?”
“No.”
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.
SECONDARY
COMMANDER
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.
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.
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:
32
CAMPAIGN 1: SECOND ASSAULT
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.”
34
CAMPAIGN 1: SECOND ASSAULT
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
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
36
CAMPAIGN 1: SECOND ASSAULT
EVENTS
forms a draw pile, which is placed in front of
the Dark Legion player.
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
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.
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.
Dark Legion
Reinforcement Equipment Token
Entrance Point
38
CAMPAIGN 2: DAY OF RECKONING
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
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.
MISSION BOOK
39
CAMPAIGN 2: DAY OF RECKONING
Doomtrooper
- Doomtrooper entrance points in sector
tiles 7 & 16 are marked with white
entrance tokens.
Entrance Point
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.
40
CAMPAIGN 2: DAY OF RECKONING
MISSION BOOK
41
CAMPAIGN 2: DAY OF RECKONING
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.
42
CAMPAIGN 2: DAY OF RECKONING
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).
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.
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
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.
MISSION BOOK
45
KICKSTARTER BACKERS
H
Modiphius would like to Andreas Brännström, Andreas Farnum, Bill Gates, Bill Heron, Bill Chris Hirst, Chris Hoisington, Chris Dafnomilis, Daniel Davis, Daniel de Moreno, Diego Carretero, Diego Fardeen Mackenzie, Farkas Dániel, HaiKulture, Hajime Yamane, Hawthorne, Jason Kerwin, Jason
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making this boardgame a reality. Andreas Johnsen, Andreas Langen, Bjoern Brueckner, Bjoern Reinartz, O’Neill, Chris Page, Chris Ploof, Daniel Eagles, Daniel Enderle, Daniel Games, Dietmar Böhmer, Dillon Casali, Federico Fontana, Feldherr Lundström, Hank Cappa, Hannes McManus, Jason Michaeli, Jason
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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,
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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,
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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
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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
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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
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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
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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
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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
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Stoll, Josh Utley, Joshua, Joshua Tan, Levavasseur Gaspard, Levi Åkesson, Mikael Andersson, Mikael
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Cameron, Joshua Conrad, Joshua Bergström, Mikael Brauer, Mikael Kubí ek, Vlastimil Musil, Volker
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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
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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
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Strickland, Joshua Zwadlo, Jozef Qureshi, Mats Carlsson, Mats Edlund, Porta, Mike Dougan, Mike Harper, Paul Lucas, Paul Mulski, Paul
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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
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Julian Chan, Julian Coles, Julian McCallum, Matt Povey, Matt Price, Knight, Miranda Fuller, Mirko Picolomini, Pauwels David, Pavel Will Lybrand, Will Morgan, Willem
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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,
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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,
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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,
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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,
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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.
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
51
The sieging of a monstrous Citadel begins in earnest.
INTRODUCTION
52
CHAPTER 01
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
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
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,
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.
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
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.
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.
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.
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
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.
61
CHAPTER 02
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
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.
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
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
M606
CHAPTER 02
64
FLAMERS
Flamer 1-8 12
HG-14
AC-41 Purifier Flamer 1-5 10
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
65
MISSILE LAUNCHERS
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
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.
67
A Brotherhood Inquisitor smites an enemy of the Light
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.
69
CHAPTER 03
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.
Imperial Blood Berets tussle with a Nepharite of Algeroth deep inside the Venusian jungle
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
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.
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
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
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
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
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
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.
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
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.
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.
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
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
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
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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.
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
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).
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.
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
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
113
LEVELS 1 – 2
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.
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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
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.
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
117
LEVEL 4 - 4. Tekron Chambers: The Tekrons and their Brass Apocalypt
TEKRONMANCY minions use these quarters to oversee the Brainpool
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.
Dark Legion
Reinforcement
Entrance Point
Terminal
Teleport
Trap
Turret
Furnece
Traap
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.
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
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.
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.
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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.
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
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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.
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,
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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
•• TIME: 3 Hours
•• CORRUPTION: 3
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
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)
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,
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.
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
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.
- 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.
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.
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.
139
CAMPAIGN 1: DOOMSDAY
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
-
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
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
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
141
CAMPAIGN 1: DOOMSDAY
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
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
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
143
CAMPAIGN 1: DOOMSDAY
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.
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.
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.
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
145
CAMPAIGN 2: DARK SIDE OF LUNA
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.
147
CAMPAIGN 2: DARK SIDE OF LUNA
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
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
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.
149
CAMPAIGN 2: DARK SIDE OF LUNA
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
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
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
- 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
Bank, Upper
rt.
Ring Road 32
, Gotland
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
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
TEMPLAR
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
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]
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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,
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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
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
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:
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.
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.
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.
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 Point
21 1
Darkness Token 1
Darkness Token 2
2
Door
D 2 1 Captured
D Doomtrooper
Terminal 1
Terminal 2
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
-
C
Secondary mission cards are used.
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.
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
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.
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
-
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
-
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.
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
-
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!
-
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
-
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
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
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
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
- 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
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.
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.
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
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.
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.
176
DARK LEGION REINFORCEMENTS
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.
EVENTS
Doomtrooper
Access Point
179
DARK LEGION REINFORCEMENTS
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.
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.
180
DARK LEGION REINFORCEMENTS
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.
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.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers complete
the mission each Doomtrooper team gains 5
promotion points
181
OPTIONAL MISSION: Doomtrooper
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.
182
DARK LEGION REINFORCEMENTS
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
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.
183
DARK LEGION REINFORCEMENTS
MISSION
Golgotha chases the Doomtroopers through the Citadel. The
Doomtroopers must escape and take the Heart with them.
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.
-
REWARDS
COMPLETE MISSION: If the Doomtroopers escape
within the allocated time, each Corporation earns 5
promotion points.
Exit Point
Dark Legion
Entrance Point
184
DARK LEGION REINFORCEMENTS
MISSION
Door
The Doomtroopers must kill Golgotha before the end of
the mission.
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.
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.
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
Turret
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.
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.
190
CARDINAL DURAND EXPANSION
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.
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
CARDINAL DURAND
191
CARDINAL DURAND EXPANSION
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.
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
events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context.
Modiphius Entertainment Product Number: MUH050543
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.
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
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
194
IMPERIAL REGIA CAMPAIGN
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
-
by any figure.
-
during this mission.
Entrance Point
Doomtrooper
Nepharite. Place a Nepharite figure on any square
adjacent to the Seed.
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.
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.
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
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
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.
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.
198
TSARINA EXPANSION
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.
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.
TSARINA
199
TSARINA EXPANSION
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.
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
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:
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.
GHOST SQUAD
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.
204
GHOST SQUAD
-
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
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.
MAJOR TANG
205
GHOST SQUAD
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.
206
GHOST SQUAD
-
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.
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
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.
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
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.
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
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.
- Sean D’Armatto cannot attempt to repair the elevator. If Sean D’Armatto manages to interview a Legionnaire,
210
Doomtrooper
Entrance Point
Sean D’Armatto
Entrance Point
Dark Legion
Reinforcement
Entrance Point
Terminal
Door
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.
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.
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.
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
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.
214
Doomtrooper
Entrance Point
Dark Legion
Reinforcement
Entrance Point
Door
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.
MISSION -
same turn (running).
-
second highest rank.
216
S
Dark Legion
Reinforcement
Entrance Point
Doomtrooper
Entrance Point
Sean D’Armatto
S
Starting Point
Door
MISSION BOOK
217
MISSION 5
-
receive an additional promotion point.
SPECIAL RULES
Legion or doesn’t escape, the Dark Legion player will
receive an additional promotion point.
218
Dark Legion
Reinforcement
Entrance Point
Doomtrooper
Entrance Point
Sean D’Armatto
S
Starting Point
Doomtrooper
Exit Point
Door
Terminal
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.
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.
MUH050607
222
A MUTANT CHRONICLES STORY
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.
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.
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.
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?
~~ 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.
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…
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.
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.
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.
~~ 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?
++ 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.
++ 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
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.
“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.
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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.
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”.
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.
Frankie, do you think Brother Gali would be upset if I told people about
++ Sean? Sean, are you there? Sean? weather on Luna?
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.
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.
++ 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!”
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…
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!
~~ 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.
>> 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?
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!
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?
≠≠ 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.
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!
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.
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.
** 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.
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.”
Choose from Napalm Death, No Mercy, Curried Sun, Brain Fever or, Noise. Stupid. Pointless. Noise.
## 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.
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!
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.
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.
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 equipment cards
2 double-sided tiles
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
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.
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.
MISSION BOOK
251
CAMPAIGN 1: PERSEPHONE RISES
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.
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.
-
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.
252
CAMPAIGN 1: PERSEPHONE RISES
-
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.
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.
-
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.
254
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS
MISSION
Find the cell sample token, and jump into it.
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
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
-
Razide Starting Point
256
CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS
- Whenever a Legionnaire
is killed, it becomes a
Necromutant. Killed
-
defeating creatures.
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.
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
258
CAMPAIGN 1: WELCOME TO THE JUNGLE
CAMPAIGN 1: WELCOME TO THE JUNGLE
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
-
REWARDS Entrance Point
-
sector 60, which are all the squares with the helipad. Extraction Point
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).
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.
260
CAMPAIGN 1: WELCOME TO THE JUNGLE
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
-
Reinforcement
Entrance Point
Doomtrooper entrance points in sectors 1, 14 and 15
are marked with white entrance tokens. Mission Token
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).
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
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
-
successfully hacked before the end of the mission.
Equipment
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
262
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG
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
- Place two turrets in the squares indicated in sector 50. DARK LEGION RESOURCES
CARTEL CAMPAIGN
263
Doomtrooper
Entrance Point
Dark Legion
Reinforcement
Entrance Point
Dark Portal
Turret
Equipment
264
CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG
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.
CARTEL CAMPAIGN
265
Doomtrooper
Starting Point
Master of Rites
M Starting Point
Dabbling with the powers of Darkness often costs much more than the Heretic’s humanity.
266
CAMPAIGN 3: THE CITADEL OF SHADOWS
CAMPAIGN 3: THE CITADEL OF SHADOWS
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
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
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
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.
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).
268
CAMPAIGN 3: THE CITADEL OF SHADOWS
- 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
PROGRESSIVE RULES
If the previous mission was a failure, McBride has been
injured. He starts the game as Incapacitated (see the
rules for allies).
CARTEL CAMPAIGN
269
CAMPAIGN 3: THE CITADEL OF SHADOWS
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.
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.
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.
DUPLICATE ELEMENTS
together. Make sure you limit the use of Dread dice
and Corruption to avoid unnecessary hindrances.
-
squares with long and clear lines of sight.
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
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
MISSION GUIDE
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MISSION 1
Algeroth
A Starting Point
Doomtrooper
Entrance Point
Dark Portal
A Door
- 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.
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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.
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.
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
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MISSION 3
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.
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
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SIEGE OF THE CITADEL
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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.
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
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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
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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
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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.
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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
DESIGNER’S NOTES
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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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