Published by: Modiphius Entertainment Ltd. 39 Harwood Rd, Fulham, London SW6 4QP. [email protected] The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. 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. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Mutant Chronicles International Inc. 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. Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com, www.facebook.com/mutantchroniclesrpg and www.modiphius.com Modiphius Entertainment Product Number: MUH050582. ISBN: 978-1-910132-31-9
SIEGE OF THE CITADEL RULE BOOK 5 Siege of the Citadel Component List ...................................6 Welcome to the Citadel .........................................................8 Setup........................................................................................9 Overview of Play....................................................................13 Rules of Play ..........................................................................14 Move Action ..........................................................................15 Attack Actions .......................................................................16 The Dark Legion Player’s Turn..............................................20 The Dark Legion Figure Actions..........................................21 Promotion Pojnts ..................................................................22 Completing a Mission ..........................................................23 Rank Cards.............................................................................25 Equipment Bunker................................................................26 Dark Legion Reference Board..............................................29 Missions .................................................................................30 Doomtrooper Cards .............................................................31 AI / Solo & Cooperative Rules .............................................31 SIEGE OF THE CITADEL MISSION BOOK 33 CAMPAIGN 1: SECOND ASSAULT ...............................34 Mission 1: Battle Plans..........................................................34 Mission 2: You Got in / Now Get out ..................................35 Mission 3: High Command Error!........................................36 Mission 4: Secret Mission .....................................................37 Mission 5: Throne of Alakhai................................................38 CAMPAIGN 2: DAY OF RECKONING ...........................39 Mission 1: No Soldier Left Behind.......................................39 Mission 2: Supply Raid..........................................................40 Mission 3: Attack of the West Tower...................................41 Mission 4: Nepharite Summoning.......................................42 Mission 5: Ezoghoul Destruction.........................................43 Corporation Doomtroopers.................................................44 Kickstarter Backers................................................................46 Dark Legion Creatures..........................................................48 SIEGE OF THE CITADEL CROSSOVER BOOK 49 INTRODUCTION: SIEGE OF THE CITADEL...................51 CHAPTER 1:SIEGING THE SYSTEM..............................53 CHAPTER 2: WEAPONS, POWERS AND TALENTS..............62 CHAPTER 3: HEROES OF THE SIEGE................................................70 Lori Faust ............................................................................72 Vince Diamond...................................................................74 Coral Beach .......................................................................76 Valerie Duval.......................................................................78 Max Steiner.........................................................................80 Carl Lind..............................................................................82 Angelina Drake...................................................................84 Mitch Hunter.......................................................................86 Big Bob Watts.....................................................................88 Sean Gallagher...................................................................90 Edward Murdoch................................................................92 Selina Kingsfield.................................................................94 Tatsu ....................................................................................96 Oshiro Makiko ....................................................................98 Tetsukage..........................................................................100 Sebastian Crenshaw.........................................................102 Inquisitor Nikodemus.......................................................104 Maria Costellanos.............................................................106 CHAPTER 4: BLACK HACKS.......................................108 CHAPTER 5: BAALZACHT’S BLACK GATE..................112 Level 1: The Catacombs ..................................................115 Level 2: The Preparation Chambers ...............................116 Level 3: The Furnace........................................................117 Level 4: Tekronmancy .......................................................118 Level 5: Entrance Chambers ............................................119 Level 6: Barracks...............................................................120 Level 7: Baalzacht’s Eyrie .................................................121 Level 8: The Black Gate ...................................................122 Aftermath..........................................................................122 CHAPTER 6: ALL ENCOMPASSING DARKNESS .........123 LUNA PD EXPANSION 133 Luna PDExpansion Component List..................................134 Welcome to the Dark Side of the Moon...........................135 Dread and Dread Dice .......................................................136 Dark Manifestations............................................................137 New Map Features: Corners and Hazards ........................138 Critical Injury Cards.............................................................139 CAMPAIGN 1: DOOMSDAY.......................................140 Case File 1: Intel Run ..........................................................140 Case File 2: Asset Retrieval ................................................141 Case File 3: The Ritual ........................................................142 Case File 4: In the Nick of Time.........................................143 Case File 5: Hunt for the Zenithian Soulslayer ..................144 CAMPAIGN 2: DARK SIDE OF LUNA..........................146 Case File 1: Access Denied................................................146 Case File 2: The Long Way Home .....................................148 Case File 3: Luna City Blues ...............................................149 Case File 4: In the Dark.......................................................150 Case File 5: Von Holle’s Last Verdict ..................................151 Luna PD................................................................................152 Dark Legion .........................................................................152 BROTHERHOOD EXPANSION 153 Brotherhood Expansion Component List.........................154 There is No Limit to the Power of Brotherhood...............155 Corruption ...........................................................................156 Brotherhood Doomtroopers..............................................157 Dark Legion Reference.......................................................157 THE SCOURGING OF THE CATHEDRAL CAMPAIGN .........159 Mission: Dark Ritual ............................................................159 Mission: Deep Distortions..................................................160 Mission: Feast of Innocence...............................................161 Mission: Forbidden Relics ..................................................162 Mission: Exorcising Corruption..........................................163 Mission: The Cursed Stairwell............................................164 Mission: The Tome of Devastation ....................................165 Mission: Abiding Darkness.................................................166 Mission: Maelstrom of Destruction ...................................167 Mission: Wrath of the Faithful............................................168 CONTENTS SIEGE OF THE CITADEL 2
DARK APOSTLES EXPANSION 169 Dark Apostles Component List..........................................170 Dark Apostles Rules............................................................171 Dark Apostle Mission: Algeroth.........................................172 Dark Apostle Mission: Ilian.................................................173 Dark Apostle Mission: Demnogonis..................................174 Dark Apostle Mission: Semai .............................................175 Dark Apostle Mission: Muawijhe .......................................176 DARK LEGION REINFORCEMENTS 177 KARAK MISSIONS .....................................................179 Mission 1: Karak the Trickster.............................................179 Mission 2: Damocles’ Sword; Karak’s Hand ......................180 Mission 3: Diplomatic Aftermath.......................................181 GOLGOTHA MISSIONS..............................................183 Mission 1: The Two Hearts of Golgotha............................183 Mission 2: Golgotha’s Rage................................................184 Mission 3: Golgotha’s Web ................................................185 HEROES EXPANSION 187 CARDINAL DURAND MISSIONS................................189 Mission 1: Bringing the House Down................................190 Mission 2: Labyrinth of Destruction...................................191 Mission 3: Into Eternal Darkness........................................192 IMPERIAL REGIA MISSIONS ......................................193 Mission 1: Astraea Refinery ................................................194 Mission 2: The Seed of Kaithiel..........................................195 Mission 3: Victoria...............................................................196 TSARINA MISSIONS ..................................................197 Mission 1: Operation Prague .............................................198 Mission 2: Relics of a Glorious Past...................................199 Mission 3: The Cost of Arrogance .....................................200 WHITESTAR EXPANSION 201 HEROES EXPANSION 203 MAJOR TANG MISSIONS ..........................................204 Mission 1: Training Day.......................................................204 Mission 2: Black Ops...........................................................205 Mission 3: Explosive Argument..........................................206 Mission 4: The Menace Beyond the Void .........................207 Mission 5: Walking Away from Explosions........................208 SEAN D’ARMATTO MISSIONS ...................................209 Mission 1: The War Correspondent...................................210 Mission 2: Heroism in Pictures ...........................................212 Mission 3: Curiosity Killed the Cat.....................................214 Mission 4: The Sockpuppet................................................216 Mission 5: Breaking News: Breaking Free.........................218 A BROADCAST EPIC 221 MISSION GENERATOR DECK 248 DESIGNER’S PACK MISSIONS 250 CAMPAIGN 1: PERSEPHONE RISES ..........................251 Mission 1: Cast Aaway ........................................................251 Mission 2: Knocking on Heaven’s Door.............................252 Mission 3: Against All Odds...............................................254 CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS...............254 Mission 1: Follow the White Rabbit...................................255 Mission 2: Ezoghoul’s Gambit............................................256 Mission 3: Waking Bells ......................................................257 CARTEL CAMPAIGN 258 CAMPAIGN 1: WELCOME TO THE JUNGLE...............259 Mission 1: Saving Agent Afton...........................................259 Mission 2: With Claws and Fangs ......................................260 Mission 3: No Rest for the Wicked ....................................261 CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG ........262 Mission 1: Ghosts in the Machine......................................262 Mission 2: Fifty Shades of Darkness ..................................263 Mission 3: Formidable Weapon.........................................265 CAMPAIGN 3: THE CITADEL OF SHADOWS..............267 Mission 1: Under a Pale Grey Sky ......................................267 Mission 2: The Queen of Blood.........................................268 Mission 3: A Game of Shadows .........................................269 Mission 4: Hello Alakhai, My Old Friend...........................270 Ending..................................................................................271 MISSION GUIDE 272 Mission 1: The Final Confrontation ...................................274 Mission 2: The Chase ..........................................................275 Mission 3: The Three Thrones of the Sewer Prince..........276 DEVELOPMENT DIARY 277 GENESIS OF THE CITADEL.........................................278 PAUL BONNER ART GALLERY....................................289 CONTENTS RULE BOOK 3
SIEGE OF THE CITADEL COMPONENT LIST 12 Legionnaires CARDS MINIATURES 9 Necromutants 3 Centurions 2 Razides 2 Praetorian Stalkers 1 Nepharite 1 Ezoghoul 3 Bauhaus Doomtroopers 3 Capitol Doomtroopers 3 Cybertronic Doomtroopers 3 Imperial Doomtroopers 3 Mishima Doomtroopers 15 character cards (3 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima) 30 rank cards (6 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima) 6 door cards 22 Doomtrooper cards 6 quick start cards 18 secondary mission cards 51 equipment cards 22 event cards 54 AI cards 36 force cards SIEGE OF THE CITADEL 6
TOKENS 7 double-sided sector tiles (numbered 1–7 & 9–15) 1 stairs sector tile (numbered 8 & 16) 6 Dark Legion portals 12 plastic stand-up bases 12 combat dice (5 white, 4 red & 3 black) 1 cell sample 4 equipment containers 6 identification markers (Bauhaus, Capitol, Cybertronic, Imperial, Mishima & Dark Legion) 2 smoke grenades 9 traps 4 combat medic units 2 time bombs 8 assorted debris tokens 18 entrances 4 scan tokens 28 creature tokens (10 Legionnaire, 7 Necromutant, 6 Centurion & 5 Razide) 2 primary targets 4 terminals 50 Corporation tokens (10 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima) 1 message 3 defense turrets 1 commander token 8 reckless maneuvers 20 Dark Legion activation tokens Rule book Mission book 3 Dark Legion reference boards 15 colored plastic pegs (3 each: yellow, green, red, blue, white) Plastic stairs inlay 6 Citadel doors 5 player trays 1 north token RULE BOOK 7
INTRODUCTION In this dramatic adventure game, you command 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 take their heroic stand to save Mankind. WELCOME TO THE CITADEL Hordes of Dark Legion marching from their Citadel. CREDITS GAME DESIGN RICHARD BORG HEAD OF DEVELOPMENT AND PRODUCER ROB HARRIS DEVELOPMENT TEAM FEDERICO SOHNS, JAVIER ANGERIZCABURRASI, STEFANO GUERRIERO, KATYA THOMAS, JAMES BARRY, BART KOLODZIEJCZYK, CHRISTOPHER LUNDBERG, JAY LITTLE, ALISTAIR BIRCH EDITORIAL AND BACKGROUND CONSULTANT MARC LANGWORTHY STORIES ANDERS FAGER DESIGN STUDIO MANAGER MICHAL E. CROSS GRAPHIC DESIGN CHRIS WEBB, MICHAL E. CROSS, ALEX BUND, MATTHEW COMBEN ART DIRECTION MISCHA THOMAS, PAOLO PARENTE MAP ILLUSTRATION HENNING LUDVIGSEN COVER ART STEFAN KOPINSKI ARTWORK PAUL BONNER, DOMINIC KASRZYCKI, TOMA FEIZO GAS, PAOLO PARENTE, TOMEK TWOREK, WITOLD TRZCIONKA, ANNA MITURA, ALEX INNOCENTIE LOGO DESIGN ALEX BUND SENIOR SCULPTOR JONNY LA TROBE-LEWIS 3D DESIGN DOMINGO DIAZ FERMIN, CHRIS PEACEY, DOMINGO DIAZ FERMIN, ARCHON STUDIOS, GAEL GOUMON, GINO CRUZ, JAMIE PHIPPS, QUESTRON, VALERIO TERRANOVA, ANTON ANGHELUTA, ALEX GARGETT COMMUNITY MANAGER LLOYD GYAN OPERATIONS MANAGER GARRY HARPER EXECUTIVE ASSISTANT SALWA AZAR MANUFACTURING LIYA INTERNATIONAL DATA ANALYSIS BENN BEATON FOR MODIPHIUS: PRODUCTION MANAGER STEPHEN DALDRY EXECUTIVE PUBLISHER CHRIS BIRCH FOR CABINET ENTERTAINMENT: PRESIDENT & CEO FRED MALMBERG EVP JAY ZETTERBERG COO STEVE BOOTH SPECIAL THANKS JOHN M. DUDLEY AT LIYA INTERNATIONAL, KATARINA AND ADAM HARRIS FOR THEIR SUPPORT, ALL OUR KICKSTARTER BACKERS AND THOSE WHO HAVE PLAYED SIEGE OF THE CITADEL SINCE ITS FIRST EDITION! PLAYTESTERS AARON BAUMBACH, AARON GRENSETH, ALEX DEPUIS, ALEXANDER JOHANSSON, ANDREW MADSEN, ANDREW WHITE, ARAD KEDAR, BEATRIX SANDMAN, BILL STILSON, BJÖRN TUFVESSON, BRETT PETERSEN, BRODIE ANGUS, CARL TCHORYK, CHARLES BOURGEOIS, CHARLES STURGILL III, CHRIS STADLER, CHRIS THESING, CHRISTIAN LINDKE, CHRISTOPHER LUNDBERG, DAN MOORE, DAVID NILSSON, DENIS ROUGÉ, DENNY BACHA, DOUG MOORE, DYLAN CARTER, ED MILNES, EMYA ‘LILLAN’ VIDENHART, ERIK LINDSTROM FUTRAL, FELIPE MORALES, FRANCESCO BELLAGAMBA, GARRET MILNES, GENE DVORCHAK, GORMAN CHRISTIAN, ISAK ‘FENGULF’ STENBERG, JAMES WALKER II, JOHANNA JOHANSSON, JOHN H ZIELINSKY, JOHN NILSSON, JONAS STOHR, JONAS ‘COLA’ VIDENHART, JORDAN HANSEN, JORGE MADRIGAL, JOSHUA FORD, JOSHUA KLUG, KAITLYN TOOKER, KITT EULER, LARS-MAGNUS FRANZÉN, MADELENE AHLROS, MAGNUS NYBERG, MARCUS PEHRSSON, MARCUS STAHL, MARK WIKER, MARKUS DANIELSSON, MARTINA ‘TINA’ ENGSTRÖM, MATTHEW EVRARD, MAXIME BOUCHARD, NATHAN SMELA, RASMUS FAERGE, RICHARD KHOURY, RICK WENDORF II, SCOTT TOOKER, SCOTT VENABLE, SHAWN HOWSON, STEFAN NILSSON, STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’ MÖLLER, THADDEUS MOORE, THOMAS BLACK, THOMAS C PHILLIS, THOMAS SHEFFIELD, TIM RENZ, TODD JORDAN MICHAEL PEACOCK, TOM CONNER, TONY KARLSTRÖM, WILLIAM ‘WILLY’ JOHANSSON, WILLIAM G TINNIN-TIMM Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected] Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com, www.facebook.com/mutantchroniclesrpg and www.modiphius.com Modiphius Entertainment Product Number: MUH050531 The Modiphius Logos is copyright Modiphius Entertainment Ltd 2018. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. SIEGE OF THE CITADEL 8
SETUP STEP 1. CORPORATION SELECTION Each player picks a Corporation to play, takes a player tray, Corporation identification marker, Corporation tokens, and the Doomtroopers for that Corporation. (See Corporation rank cards.) 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 of that Corporation is designated the Dark Legion player for this mission and for this mission takes the Dark Legion identification marker. - When playing a single mission, a player with more game experience may be the best choice to play the Dark Legion player, especially if there are a number of first time players. - When playing a campaign, the role of the Dark Legion player changes from mission to mission. Over the course of a campaign, each player has the opportunity to control the forces of the Dark Legion. STEP 3. MISSION SELECTION Select a mission from the mission book. Different missions have different requirements, goals, and levels of difficulty. - When playing a single mission, any mission can be selected. - When playing a campaign, players may want to start with mission number one and advance to the next mission as they advance the storyline. (See Missions.) STEP 4. BUILD MISSION MAP Set up the game board sector tiles according to the mission diagram. Then, position the white entrance tokens for the Doomtroopers and the red entrance tokens for the Dark Legion reinforcements next to the relevant entrance points as shown in the diagram. It is very important that the sector tiles and the Citadel are arranged exactly the way they are illustrated. STEP 5. EVENT CARDS The Dark Legion player sorts through the event cards and takes the card numbers listed under the Time Limit section of the mission brief. The event cards not listed are not used in the mission. The Dark Legion player then shuffles the event cards and draws one event card for each round listed under the mission’s Time Limit to create the event card deck for the mission. Place these cards face-down in a pile in front of the Dark Legion player. The remaining event cards are not used in the mission. Game setup depends on the type of game the players wish to play: a single mission or a campaign. - 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. - A campaign is played over a series of missions linked together in an ongoing story. Each player represents one of the Corporations for the entire campaign, and promotion points are tracked game-to-game. The Doomtroopers become more experienced, gain access to more powerful gear, and face more dangerous Dark Legion forces. With a few exceptions, the rules are the same whether playing a single mission or a campaign. Differences are noted where applicable. A Dark Legion Citadel on the surface of Venus. RULE BOOK 9
STEP 6. FORCE CARDS The Dark Legion player sorts through the force cards and takes the card numbers listed under the Dark Legion Resources section of the mission brief. The force cards not listed are set aside 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 Resources. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. STEP 7. DETERMINE RANK The rank of the Corporation players and Dark Legion player depends on whether it is a single mission or a campaign. - 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. - 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. If this is the first mission of a new campaign, the players start at Rank 1 and the promotion point tracking peg is placed on the zero ‘0’ space. After determining their rank, all players place the corresponding rank card in the lower card slot of their player tray. The rank card shows the combat dice, defense die, credits, and number of Doomtrooper cards available at this rank. (See Coporation rank cards.) If at the start of a mission, one Corporation player has a greater rank and more promotion points than any other player, they receive the commander token and place it in front of them for the duration of the mission. Note: All players, including the Dark Legion player, track their rank and promotion points continuously during each mission on their player trays. STEP 8. DARK LEGION CREATURES The Dark Legion player commands the Dark Legion creatures. Take the Dark Legion identification marker and the appropriate Dark Legion reference board according to the rank of the Corporation player with the second-highest rank and promotion points. (See Dark Legion reference board.) If teams are tied for highest rank and promotion points, their ranks determine the rank of the Dark Legion reference board. If there is only one Corporation player, their rank determines the appropriate Dark Legion reference board. Note: The appropriate Dark Legion reference board is determined at the start of a mission and will not change during the course of a single mission. Additionally, it is not determined by the rank of the Dark Legion player for this mission. STEP 9. CORPORATION PLAYER TRAY SETUP While the Dark Legion player prepares their forces, the Corporation players set up their player trays. Each Corporation player chooses two Doomtrooper characters from the team of three available characters and places the corresponding Doomtrooper character cards in the card slots provided on the tray. Doomtroopers not selected are returned to the box. They will not be used during the current mission. Each Doomtrooper begins a mission at full health. The Corporation players place a peg on the “5” space on the health track for their Doomtroopers. 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 send Doomtroopers with different specialties on the mission. Mitch Hunter cutting through Undead Legionnaires. SIEGE OF THE CITADEL 10
STEP 10. EQUIPMENT SELECTION Now the Corporation players select equipment cards for their Doomtroopers. (See Equipment Bunker.) The current rank of a Corporation’s Doomtrooper team determines the number of credits a team has, in order to acquire equipment, as well as which equipment cards are available to them from the Equipment Bunker (equipment card deck). Some weapons and equipment require a team to achieve a certain rank before a weapon card or equipment card can be selected. The equipment deck is organized by rank. A Doomtrooper team receives the credits listed on their rank card at the start of each mission. Equipment may only be purchased at the start of a mission and any left-over credits are lost. At the end of each mission, all equipment cards are returned to the Equipment Bunker. Each Doomtrooper has an attack specialty in either close combat, firearms, or tech as determined by the icon on their character card. If a weapon card does not share the same icon as the Doomtrooper’s specialty, they cannot equip that item. -In a single mission, the Corporation player to the left of the Dark Legion player makes the first selection and continues with the player to their left. -In a campaign, the team with the lowest rank and fewest number of promotion points makes the first selection, followed by the next lowest, and so on. If there is a tie (such as in the first mission in a campaign), shuffle the tied Corporation’s tokens and randomly draw to determine the turn order. After making the first selection, the deck is passed to the next Corporation in order. The deck continues to be passed around in this way, with each player selecting one card at a time, until all players have used all of their credits. After selecting a card from the Equipment Bunker, that player must allocate that piece of equipment to one of their Doomtroopers. The cards are placed on the appropriate weapon or equipment space on the same side of the tray as the Doomtrooper who will carry that piece of equipment or weapon. During a mission, when a Doomtrooper is eliminated, all equipment they were carrying is lost and returned to the equipment card deck. Equipment may not be given or exchanged between Doomtroopers during a mission. Note: The Dark Legion player does not select equipment. Note: Players may not select equipment cards their Doomtroopers cannot equip in order to deny them to other players. Each card selected must be assigned to an eligible Doomtrooper or returned to the Equipment Bunker. STEP 11. DEAL SECONDARY MISSION CARDS If the mission brief indicates the use of secondary missions, the secondary mission cards are 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.) 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. STEP 12. DEAL DOOMTROOPER CARDS During a mission, each Doomtrooper has access to special abilities and tactics, referenced on the relevant Corporation rank card. The Doomtrooper cards are shuffled together and each Corporation player draws the number of Doomtrooper cards indicated on their rank card. (See Doomtrooper Cards.) Once all these steps have been completed, the players are ready to begin the mission. Example Cybertronic player tray setup QUICK START EQUIPMENT New players can use a quick start card for their Corporation and select default equipment. RULE BOOK 11
Standing tall and proud on the observation platform, Cardinal Nathaniel Durand appeared to dwarf both the supreme military leaders of the human race surrounding him and the elite guard flanking them all. The commanders were peering west using binoculars of every imaginable shape. Even fifty kilometers distant from the Citadel’s heart, the barrages sounded like an endless thunderclap. Entire divisions of howitzers and mortars were making an endless, earth-shaking din, though even that was occasionally dimmed by the roar of a siege-gun. Armadas of aircraft above added to the cacophony, while thousands of muzzleflashes turned the night into day. It was beyond awe-inspiring and beyond words; it was madness. “Master Durand,” roared a Bauhaus artillery general. “Big Bertha hit the central spire! Spot on! A twoton grenade!” “I saw that,” answered Nathaniel calmly, his deep voice somehow eclipsing the din. “I guess you woke Alakhai up! Good work!” As Nathaniel Durand and his brothers laughed, it began to grow on some of the generals that the Durand brothers were enjoying themselves… EXAMPLE FIRST MISSION SETUP SIEGE OF THE CITADEL 12
DARK LEGION PLAYER TURN OVERVIEW: The Dark Legion’s turn consists of performing the following steps, in order. 1. Draw one event card and follow its instructions. 2. Place any indicated reinforcements, if available, at entry points off the board. Valid entry points are indicated on the mission map and by red entrance tokens. 3. If there are any remaining face-down force cards on any sector tiles, choose one force card and turn it over. Then place the corresponding Dark Legion creatures on that sector tile. 4. Perform up to 2 actions with each Dark Legion unit. Like Doomtroopers, Dark Legion units may MOVE and/or ATTACK in any order. The Dark Legion player must complete all actions with one of their units before activating a different unit. 5. If applicable, discard the Event card. Note: Some powerful enemies may perform more than 2 actions. For example, the Nepharite and the Ezoghoul may perform up to 3 actions 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. STEP 1. DETERMINE PLAYER ORDER Turn order is determined by drawing Corporation and Dark Legion identification markers. At the beginning of each new round, all of the identification markers are placed face-down, and one is selected at random. STEP 2. INDIVIDUAL PLAYER TURN Each player takes their individual turn when their Corporation or Dark Legion identification marker is drawn. The actions they perform on their turn depends on whether they are a Corporation or the Dark Legion player. A new identification marker is only revealed after the current player has completed their turn. Then, Step 1 and Step 2 are repeated until all players have taken an individual turn, then proceed to Step 3. STEP 3. CHECK FOR END OF MISSION After all players have had their identification marker drawn and individual turns have been completed, next they check to see if the current mission has been completed. Missions have specific goals the Corporation players must achieve to complete and win the mission. Many missions have a time limit and if the Corporation players’ specific mission goals have not been completed within that time limit, the Dark Legion player wins. OVERVIEW OF PLAY CORPORATION PLAYER TURN OVERVIEW: When a Corporation player’s token is drawn, they may activate both of their Doomtroopers. The Doomtroopers may be activated in any order, but one Doomtrooper’s actions must be completed before another Doomtrooper is activated. Each Doomtrooper performs up to 2 actions. They may MOVE and/or ATTACK in any order. (For example, a Doomtrooper may move twice, or attack and then move, or attack twice, etc.) Some missions require a Doomtrooper to perform a SPECIAL action to fulfill mission objectives. SPECIAL actions can be swapped in for a MOVE or ATTACK action at any time. A player may also play one Doomtrooper card on their turn. A Doomtrooper card may be played to give one of their Doomtroopers an extra action or used for its text effect, but not both. (See Doomtrooper Cards.) A Citadel of Alakhai emerges on Venus. RULE BOOK 13
DOOMTROOPER CARDS During their turn, a Doomtrooper card may be discarded to allow one of their Doomtroopers to take one additional action or it may be played for the special effect indicated by the card’s text, but not both. A Corporation player may use only one Doomtrooper card on their turn, regardless of whether it is used for an additional action or for the card’s text effect. Discard any Doomtrooper card once they have been played and their effects resolved. Note: Some special Doomtrooper cards are played on another player’s turn. These cards are not affected by this restriction. DETERMINE PLAYER ORDER: Player order for the round is determined by randomly drawing one identification marker from the pool of Corporation and Dark Legion player markers. Step 1. The players place their Corporation identification markers face-down, along with the Dark Legion player’s marker. Mix the face-down markers. Step 2. Select one of the markers and turn it face up. Step 3. The player whose marker is drawn takes their turn. Once that player completes their turn, select another marker for the next player’s turn. After the last marker is revealed and that player’s turn is completed, the current round ends. To start the next round, place all the markers face-down, mix them together, and start the sequence again. It takes a number of rounds to determine a winner. The event cards usually track the number of rounds remaining before a mission must be completed. If both of a Corporation player’s Doomtroopers are eliminated, remove that player’s Corporation marker from the mix. That player no longer participates in the current mission. CORPORATION PLAYER TURN DETAILS: The first time a player’s Corporation identification marker is drawn, the player places both of their Doomtroopers outside one sector tile, next to the white entrance tokens, as indicated on the mission map. - Both Doomtroopers must enter through the same entrance. - The player places one of their Corporation tokens next to their entrance. - More than one player can use the same entrance. During their turn, the two Doomtrooper’s of each Corporation player perform up to two actions each: MOVE and/ or ATTACK. - A Doomtrooper may perform these actions in any order. - A Doomtrooper may perform the same action more than once. - One Doomtrooper must complete all of their actions before another Doomtrooper acts. Some Equipment cards, missions, or abilities allow a Doomtrooper to perform a SPECIAL action. A SPECIAL action can be substituted for a MOVE or ATTACK action. RULES OF PLAY Imperial Doomtroopers start each mission with additional Doomtrooper cards. Imperial forces engaging a Razide. SIEGE OF THE CITADEL 14
MAP DETAILS Unless specifically described in a mission brief, fixtures and fittings printed on a sector tile (such as boxes, barrels, tubes, statues, chairs, or tables) do not stop or block movement. Squares which are completely obstructed (such as debris) or completely vacant (such as a pit) cannot be moved onto. In addition, these items do not block line of sight or provide any protection during an attack. DOORS Doors are a special type of terrain. Doomtroopers may move through doors as part of a Move action, at no additional cost. However, the first Doomtrooper to move through a door represented by a door token must draw a door card to see if the door was trapped. Once the door card is resolved, replace it in the deck and shuffle. If a Doomtrooper Tech specialist is the first Doomtrooper to move through a door any trap present is automatically disabled and no door card is drawn. After moving through a door, whether or not a trap was triggered, the door token is removed from the map. Doors may not be attacked, unless otherwise stated. FORCE CARD SPAWNS When a Doomtrooper team ends a Move action on a map sector tile for the first time, reveal one force card in that sector and mark the sector with the appropriate Corporation token. Other force cards remain face-down until other Doomtrooper teams enter the sector tile. The Dark Legion player places the figures listed on the card in any squares in that sector, except for squares adjacent to a Doomtrooper. These Dark Legion figures may not move or attack until it is the Dark Legion player’s turn. When a force card lists figures that are not available in the Dark Legion Player’s figure pool, the placement of those figures is ignored. Once all the figures are deployed, the force card is placed face-up on the discard pile. If the force card draw pile is depleted, shuffle the discard pile and create a new draw pile. A Doomtrooper may move up to 3 squares in any direction per Move action, including diagonally. They may move diagonally between two figures. A Doomtrooper may not move through a Dark Legion creature or walls. They may move through their own Corporation’s Doomtroopers. They may move through other Corporation Doomtroopers if they have permission from that Corporation’s player. 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. A Doomtrooper may not end a Move action on the same square as another Doomtroooper, a Dark Legion creature, a trap, a turret, or any other token unless explicitly stated. BLOCKING If a Doomtrooper starts a Move action adjacent to one or more Dark Legion figures, that Doomtrooper is blocked and may only move 2 squares. Dark Legion figures behind walls do not block Doomtroopers . Example: A Cybertronic Doomtrooper (green) is blocked by 2 adjacent Dark Legion figures (red) and may only move up to 2 squares (instead of 3) during its Move action. Dark Legion figures are not blocked by Doomtrooper figures or other Dark Legion figures. MOVE ACTION Vince Diamond in action. RULE BOOK 15
ATTACK SEQUENCE DETERMINE COMBAT DICE Doomtroopers attack by rolling combat dice of the same color as the dice shown on their rank card. The type of atttack (firearm, close combat, or tech) and number of combat dice rolled are shown on each Doomtrooper’s weapon card. If a weapon card indicates 3 combat dice, all 3 of the combat dice shown on the player’s rank card are rolled to determine successes. When a weapon card indicates fewer than 3 combat dice are used, the Doomtrooper player may choose any combination of combat dice from those shown on the player’s rank card. When an attack uses more than 3 combat dice, the number and color of the extra combat dice are listed on the weapon card. ROLL AND RESOLVE COMBAT DICE Once the number and color of combat dice are determined, the player rolls the combat dice and counts the number of hits (explosion icons) rolled. If the number of hits is greater than the target’s defense value then the attack is a success. Successful attacks inflict damage for the number of hits rolled above the target’s defense value after modifiers and re-rolls have been applied. ATTACK ACTIONS Doomtrooper characters perform Attack actions to engage Dark Legion creatures in combat or in an attempt to hack the Citadel. A figure can only make one type of attack (firearm, close combat, or tech) during an Attack action. For each Attack action the attacker declares one enemy figure as the target of the attack. Some equipment cards or Doomtrooper cards may allow a figure to target more than one enemy figure at a time. 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. ATTACK TYPES Combat between the Corporation Doomtroopers and minions of the Dark Legion is tense and dangerous! 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. Each type of attack is resolved using the combat dice, defense, and damage rules discussed in this chapter. However, there are several special rules that make each type distinct, as noted in their descriptions. Example: a close combat attack with a plasma carbine indicates 1 combat die , therefore the Doomtrooper player may choose any one of the three combat dice shown on their player rank card to roll. At player rank 2, the Doomtrooper may choose a red die or a white die for their one combat die. Example: a close combat attack with a Punisher Shortsword indicates 3 combat die , therefore the Doomtrooper player rolls all three combat dice shown on their player rank card to roll. At player rank 2, this is two white dice and one red dice . Example: a Punisher Shortsword rolls against a target with defense 1, the attack inflicts 1 damage. SIEGE OF THE CITADEL 16
COMBAT RE-ROLLS A number of Corporation powers, Doomtrooper cards, or other effects allow a player to re-roll one or more combat dice. After the initial combat dice roll, the player chooses which of their combat dice to re-roll before the attack is resolved. Re-rolled dice cannot be re-rolled again if the player has more re-roll effects to apply. ARMOR CHECK The defense value of some targets also shows a die. These targets may cancel 1 point of damage by rolling a hit icon on their defense die. This is in addition to any defense value number listed. If after rolling defense dice, all points of damage are cancelled, the target suffers no damage and the attack is not considered a success. SUCCESS After potentially canceling hits with an armor check, if an attack inflicts at least 1 point of damage it is considered a successful attack. This may result in a Dark Legion figure being eliminated, a Doomtrooper losing health, or a hack attempt succeeding. Doomtroopers can withstand multiple hits. For each point of damage taken, a Doomtrooper loses 1 health. The Corporation player moves that Doomtrooper’s health peg on their player board down 1 space. If the health peg reaches the skull icon on their health track, the Doomtrooper is eliminated and removed from the board. Dark Legion figures do not track health like Doomtroopers. If a Dark Legion figure suffers at least 1 point of damage, it is eliminated and removed from the board. The Doomtrooper players earn promotion points for eliminating Dark Legion figures (See Promotion Points). TERRAIN Certain terrain tokens (such as terminals, turrets, traps, and dark portals) in a sector tile may be targeted with an Attack action. Terrain defense values are indicated on the Dark Legion reference board, with possible exceptions on the mission brief. If an Attack action against terrain rolls more hits than the terrain defense value, then the terrain tokens are removed from the sector tile and any promotion points awarded as appropriate. Debris tokens cannot be targeted with an Attack action. FRIENDLY FIRE A Doomtrooper team receives a reckless maneuver token for each point of damage inflicted against another Doomtrooper (even their own). This counts as -3 promotion points to the Doomtrooper at the end of the mission unless stated otherwise in the mission briefing. If no reckless maneuver tokens remain keep track with pen and paper. Close combat attacks represent direct face-to-face combat with melee weapons, close quarter equipment, or natural weapons like deadly claws or teeth. To initiate a close combat attack, the attacker selects an enemy figure in an adjacent square. The targeted enemy can be adjacent orthogonally or diagonally, but cannot be behind terrain or a wall. CLOSE COMBAT SPECIALISTS Note: Overrun and charge are tactics specifically available only to Close Combat Specialist characters. Firearm and Tech Specialists who are able to make close combat attacks cannot benefit from overrun or charge. CLOSE COMBAT ATTACK The Dark Legion player earns promotion points for injuring and eliminating Doomtroopers. (See Promotion Points) Once per attack action, based on their rank, Mishima Doomtroopers may re-roll a number of unsuccessful combat dice from a close combat attack. OVERRUN After a Close Combat Specialist eliminates a Dark Legion unit, they may perform an overrun for free. Performing an overrun allows the Close Combat Specialist to immediately advance into the square vacated by the eliminated unit. This is not considered a Move action. CHARGE After a Close Combat Specialist ends 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. Mishima troops force a breach. RULE BOOK 17
Firearm attacks represent long distance combat using weapons ranging from standard plasma carbines to the deadly Nimrod Autocannon. Doomtroopers may not make firearm attacks against adjacent Dark Legion creatures, but while adjacent they may still perform a firearm attack against another non-adjacent Dark Legion creatures. Remember, a Doomtrooper that starts a Move action adjacent to one or more Dark Legion figures is blocked and may only move 2 squares. Firearm attacks require mobility and careful planning for maximum effect. RANGE & LINE OF SIGHT To attack with a firearm, the target figure must be in range and the attacking figure must be able to see the target. Firearm attacks have varying ranges, see the relevant equipment cards for details. A weapon’s minimum range is indicated by a red number, maximum range by black. Specific weapons may vary. See their equipment cards for details. Checking if the attacker can see their target is called determining line of sight. Line of sight is established by drawing an imaginary straight line from the exact center of the square occupied by the attacker to the exact center of the square occupied by the target. If the imaginary line does not go through a wall or any part of a square occupied by another figure, there is a clear line of sight and a firearm attack is possible. Establishing line of sight has some special situations requiring clarification. Line of sight is not blocked if it goes through the point of two diagonal squares with figures in them. This happens when the shot is along a diagonal line of squares. Line of sight is also not blocked when it goes through the point of two diagonal squares with one figure and a wall or an empty square and a wall / figure. Some terrain or special conditions may affect line of sight, as well. See the terrain descriptions or mission brief for details. FIREARM ATTACK Once per attack action, based on their rank, Bauhaus Doomtroopers may re-roll a number of unsuccessful combat dice from a firearm attack. LINE OF SIGHT EXAMPLES These creatures cannot be targetted by Coral Beach (orange outline) because they are behind a wall. These creatures cannot be targetted by Coral Beach (orange outline) because they are adjacent to the attacking Doom Trooper. These creatures cannot be targetted by Coral Beach (orange outline) because they are considered behind other figures. LINE OF SIGHT ON THE STAIRS The map sector with the stairs is a key strategic point in the Citadel. The stairs impact line of sight, based on the following guidelines. - Figures in squares 1 or 2 only have line of sight to the top of the stairs, square 5 and 6, but not beyond. - Figures in squares 3 or 4 only have line of sight to squares 1, 2, 5 and 6. Figures on squares 3 or 4 cannot use firearm attacks. - Figures at the top of the stairs in squares 5 or 6, have line of sight down the stairs to squares 1, 2, 3, and 4, but not beyond and also have line of sight to any squares on the top level of the sector. COVER During some missions, terminal tokens, defense turret tokens, equipment container tokens, and debris tokens may be added to sector tiles to indicate terrain that provides cover. Doomtrooper and Dark Legion figures automatically gain cover if a firearm attack against them draws its line of sight through the marker providing cover. Figures considered to be in cover from an attack increase their defense value by 1, making it harder to hit them. Some missions or terrain may have unique rules regarding cover. This creature can be shot at by Coral Beach (orange outline) without penalty, as the line of sight is not obstructed by the debris squares. These creatures can be shot at by Coral Beach (orange outline), but as the line of sight passes through the debris squares the creatures get a bonus white defense dice. SIEGE OF THE CITADEL 18
FIREARM SPECIALIST Note: Concentrated Fire is a tactic specifically available only to Firearm Specialist characters. Close Combat and Tech Specialists who are able to make firearm attacks cannot benefit from concentrated fire. Doomtrooper engineers spend countless hours studying the workings of the Citadel and can use their tech to hack into the very fabric of the Citadel TECH WEAPON ATTACKS Doomtrooper Tech Specialists have access to hacking weapons that can attack Dark Legion creatures. Many of these hacking weapons have special restrictions or guidelines to describe their use, such as being adjacent to a wall. Some Tech Specialist weapons leave trap tokens on the board. See the corresponding equipment card for more details TECH SPECIALIST Note: Door hacks, terminal hacks, and concentrated tech attacks are a tactic specifically available only to Tech Specialist characters. Close Combat and Firearm Specialists who are able to make tech attacks cannot benefit from these special actions. TECH ATTACK TECH ATTACKS AND LINE OF SIGHT Many tech weapons can target figures more than one square from the attacker, but are not considered firearm attacks. Because they are not firearm attacks, the attacking figure does not need line of sight to the target figure. For example: a Tentacle Tech Attack may target a Dark Legion figure 2-3 squares away from the attacking Doomtrooper (purple outline) by opening up a trap beneath their target, but this requires the Doomtrooper to be adjacent to a wall section. If the attack is successful, a tentacle trap marker remains on the map. Once per attack action, based on their rank, Cybertronic Doomtroopers may reroll a number of unsuccessful combat dice from a tech attack. A Nepharite of Algeroth in combat. CONCENTRATED FIRE After a Firearms Specialist makes a firearm attack, they may choose to immediately attack the same figure with their next firearm attack to perform concentrated fire. When performing concentrated fire, for the rest of that player’s turn, their Firearms Specialist gains one additional white combat die, for free. This bonus is cumulative. For example, if a Firearms Specialist performs concentrated fire for a second time during their turn (by using a bonus action gained by discarding a Doomtrooper card) they gain two additional white combat dice. DOOR HACKS Tech Specialists automatically disable door traps as they move through them using a Move action, preventing the need to draw a door card. TERMINAL HACKS Tech Specialists are able to use an Attack action to hack into a terminal if they are standing adjacent to the terminal and they have line of sight to the terminal. The difficulty of the terminal hack is detailed on the Dark Legion reference board for the mission. The mission briefing will explain the result of a successful terminal hack. CONCENTRATED TECH ATTACKS After a Tech Specialist makes a tech attack, they may choose to immediately attack the same figure with their next tech attack to perform a concentrated tech attack. When performing a concentrated tech attack, for the rest of that player’s turn, their Tech Specialist gains one additional white combat die, for free. This bonus is cumulative. For example, if a Tech Specialist performs a concentrated tech attack for a second time during their turn (by using a bonus action gained by discarding a Doomtrooper card) they gain two additional white combat dice. RULE BOOK 19
The Dark Legion player moves and attacks with the creatures of the Citadel much like the Corporation players do with their Doomtroopers. However, the Dark Legion player must complete the following five steps during their turn. STEP 1. DRAW AND RESOLVE THE TOP EVENT CARD. Read the top event card out loud and follow its instructions. Event cards regulate the number of turns in the mission. Drawing the last event card from the event card deck signals the last round of the mission. Sometimes the event card will detail which Dark Legion reinforcements to place, otherwise draw one force card for each Corporation player to indicate the Dark Legion reinforcements. If the draw pile is exhausted, shuffle and create a new draw pile. Note: If the Dark Legion player is the last player to go during the round with the last event card, the Corporation players do not get any more turns – they need to plan accordingly! STEP 2. PLACE INITIAL REINFORCEMENTS. When adding Dark Legion reinforcements, the Dark Legion player places them off the board, outside sector entrances marked with a red entrance token or as otherwise stated. Different reinforcement figures may enter through different Dark Legion entrances. If any reinforcement figures indicated by the force cards are not available, the Dark Legion player places as many of those figures as possible. If there are no figures of the correct type available, the Dark Legion player does not place any reinforcements. STEP 3. REVEAL A FACE-DOWN FORCE CARD. The Dark Legion player must reveal one face-down force card on a sector tile, if any remain. The figures listed are placed in any square in the sector not adjacent to a Doomtrooper. Note: These figures are placed on the sector tile instead of at red entrance tokens off the map like the reinforcements placed during Step 2. Later in a mission, once more of the map has been explored, there may no longer be any face-down force cards. When there are no more face-down force cards, this step is skipped. If any figures indicated by the face-down force card are not available, the Dark Legion player places as many of those figures as possible. If there are no figures of the correct type available, the Dark Legion player does not place any figures. Figures placed after revealing a face-down force card can be activated during Step 4. STEP 4. ACTIVATE THE DARK LEGION FORCES. On the Dark Legion player’s turn, each Dark Legion figure may perform a number of actions as shown on the Dark Legion reference board. For most creatures, this is 2 actions. Some powerful creatures like the Ezoghoul and the Nepharite may perform up to 3 actions per turn. Dark Legion figures may move and / or attack in any order and even repeat the same action during the turn. A Dark Legion figure must complete all of its actions before another Dark Legion figure is activated. STEP 5. DISCARD THE EVENT CARD. 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. THE DARK LEGION PLAYER’S TURN SIEGE OF THE CITADEL 20
DOOMTROOPER ARMOR CHECKS Doomtroopers wear sturdy armor that helps absorb some of the damage they would otherwise suffer. This is represented by their defense value and defense die. When attacked, Doomtroopers subtract their defense value from the number of hits rolled. If there are any hits remaining, they may attempt an armor check by rolling their defense die. On a hit icon, one additional point of damage is canceled. It is possible for a successful armor check to prevent the Doomtrooper from taking any damage from an otherwise successful attack. Even if the armor check succeeds, any excess damage is still applied and the Doomtrooper loses one health for each point of damage suffered. TYPES OF ATTACKS Dark Legion creatures make one of two types of attacks: close combat or firearm. Dark Legion creatures do not perform tech attacks. - CLOSE COMBAT ATTACK: The target of the close combat attack must be in a square adjacent (orthogonally or diagonally) to the attacking figure and not hidden by terrain or a wall. - FIREARM ATTACK: A Dark Legion figure cannot make a firearm attack against an adjacent Doomtrooper figures, but while adjacent they may still perform a firearm attack against another non-adjacent Doomtrooper. - SPECIAL ATTACKS: Some Dark Legion creatures may have special attacks listed in the mission brief, which explains their use. Dark Legion figures can engage a Doomtrooper using their firearms combat dice or their close combat dice as indicated by the Dark Legion reference board. Firearm attacks by Dark Legion have a range of 16 squares, unless stated otherwise on a weapon or event card. Dark Legion figures need to have Line of Sight to their target for a firearm attack, and cannot make firearm attacks against adjacent Doomtroopers, but while adjacent they may still perform a firearm attack against another non-adjacent Doomtroopers. Dark Legion figures can only make one type of attack (firearm or close combat) during an Attack action. Unless otherwise stated by an equipment or event card, only one enemy figure can be targeted by each attack. A figure cannot perform an Attack action while it is off the map. ATTACK SEQUENCE DETERMINE COMBAT DICE When a Dark Legion figure attacks, the color and number of combat dice used are listed on the current Dark Legion rank reference board. (See Dark Legion reference board.) ROLL AND RESOLVE COMBAT DICE Determining a successful attack and inflicted damage work the same way as attacks made by Doomtroopers against Dark Legion figures. The Dark Legion player rolls the combat dice and counts the number of hits rolled. If the number of hits is greater than the target’s defense value, the attack is successful and the targeted Doomtrooper loses one health for each hit above the target’s defense value. DOOMTROOPER DEFENSE VALUE Unless otherwise stated, Doomtroopers have a Defense Value of 1. The forces of the Dark Legion move and attack much like the Corporation Doomtroopers, but with some minor differences. Some powerful and unique creatures can even use special abilities the Doomtroopers do not have access to. Dark Legion figures may move up to three squares per Move action. Movement may be diagonal or orthogonal in any direction. Dark Legion figures may not move through Doomtrooper figures, but they can move through other Dark Legion figures. Dark Legion figures may not end a Move action on the same square as another Dark Legion creature, a Doomtrooper, a trap, a turret, or any other token unless explicitly stated. Doors on the map automatically open when a Dark Legion figure is on an adjacent square without setting off any traps. The doors will close again if no Dark Legion creature remains adjacent. SUCCESS The Dark Legion player receives 1 promotion point for each point of health lost by a Doomtrooper, even if it is subsequently cured. MAP DETAILS Remember, unless explicitly described in a mission brief, details printed on a sector tile (such as boxes, barrels, tubes, statues, chairs, or tables) do not stop or block movement. Squares which are completely obstructed (such as rubble) or completely vacant (such as a pit) cannot be moved onto. In addition, these items do not block line of sight or provide any protection during an attack. MOVE ACTIONS THE DARK LEGION FIGURE ACTIONS ATTACK ACTIONS 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. DOOMTROOPER PROMOTION POINT AWARDS A Doomtrooper team immediately receives promotion points for each Dark Legion creature eliminated. For example, at Rank 1-2 this is as follows: (See the relevant Dark Legion reference board) DARK LEGION PROMOTION POINT AWARDS The Dark Legion player immediately receives 1 promotion point for each point of health lost by a Doomtrooper, even if that health is subsequently recovered. The Dark Legion player immediately receives an additional 2 bonus promotion points if a Doomtrooper loses their last point of health and is eliminated from the mission. These points are awarded regardless of how the Doomtrooper was defeated – even if it was due to friendly fire by a Corporation player! CREATURE PROMOTION POINTS LEGIONNAIRE 1 NECROMUTANT 2 CENTURION 3 RAZIDE 4 PRAETORIAN STALKER 5 NEPHARITE 6 EZOGHOUL 8 ADVANCING A RANK DURING MISSIONS It is possible to go up a rank during a mission. If a player goes above ‘9’ on the promotion point tracker on the player tray, they replace the rank card on their player board with the next rank card in sequence. A player immediately benefits from their new rank’s combat dice values and defense die. Since credits and the number of Doomtrooper cards a player starts with is determined before the mission, changes to these values are not reflected during a mission. Promotion points above and beyond what was necessary to increase in rank carry over into the new rank. (See Rank Cards.) If a Doomtrooper team is reduced to rank 1 and no promotion points, ignore any further deductions. With Coral Beach and his Cybertronic troopers shooting up a large Dark Legion contingent to their rear, Angelina Drake and Sandra Tang hustled towards the medivactrack with a wounded comrade slung across each of their shoulders. “He ain’t heavy,” Drake half-hummed, half-sang. “He’s my brother.” “That hick,” Tang replied. “Is too idiotic to be your brother. You wouldn’t get clipped like that.” “It wasn’t my fault,” groaned the trooper on Drake’s shoulders. “That’s what everyone says. You should dump him, Drake.” “My, my. You are touchy, Major,” shouted Drake over the noise of a huge explosion from behind them. Peripheral debris showered the area and pattered from their armor, drawing more groans from the wounded. ”You have to pick the men in your life carefully, Drake. Otherwise you end up having to carry them everywhere.” “That why you picked the biggest guy in the pile?” “No. Just being pragmatic. Next time, I might need to be the biggest meat sack in the pile. Besides, I like this guy. He has the sense to shut up and be grateful. And the grace not to bleed all over me.” “You’re a true romantic.” SIEGE OF THE CITADEL 22
Each mission takes several rounds to complete. Unless the mission brief states otherwise, the final round of the mission occurs when the last Dark Legion event card is drawn. If this occurs before all Corporation players have had a turn, the rest of the round is resolved normally. Once the final identification marker has been drawn, that player completes their turn, then the mission is over. To determine the winner of a single mission game, the players must determine their total earned promotion points based on their performance during the mission and any additional promotion points awarded or lost after the mission is completed. DOOMTROOPER - Tracked In-Game Promotion Points - Primary Mission Bonuses or Penalties (as Commander) - Secondary Mission Bonuses or Penalties - Secondary Mission Bonuses or Penalties (as Commander) --3 Promotion Points for each Reckless Maneuver Token DARK LEGION - Tracked In-Game Promotion Points - Primary Mission Bonuses or Penalties POST-MISSION AWARDS Promotion points are tracked cumulatively both during and after each mission. Make sure to add any post-mission rewards to the total number of promotion points already earned during the mission. POST-MISSION PENALTIES Corporation players subtract 3 Promotion Points for each reckless maneuver token they received during the mission. (See Friendly Fire.) Award Primary Mission Points. Collectively, the Corporation players determine if the primary mission was successfully completed based on the goals outlined in the mission brief. If the primary mission was successful, each Corporation player gains the number of promotion points listed in the mission brief. If the primary mission was not successfully completed, refer to the mission brief to see if the Dark Legion player earns any additional promotion points. Award Secondary Mission Points. Individually, the Corporation players determine if they successfully completed their secondary missions (if present). Each secondary mission has its own rewards for achieving its goals and may list penalties if the mission failed. In some case, the Dark Legion player may earn promotion points for failed secondary missions. DECLARING A WINNER After adjusting their in-mission promotion point total based on the success or failure of any primary or secondary mission requirements, the player with the most promotion points is declared the Victor! In the case of a tie between the Dark Legion player and one or more Corporation players, the Dark Legion player wins the mission. If one or more Corporation players are tied, those players share a joint win. A campaign is made up of a number of individual missions played in sequence. In a campaign, as the players play and complete missions, their Doomtroopers advance in rank, become more proficient in combat, and earn the credits needed to access the most powerful weapons and equipment available. The total number of missions in a campaign should be determined prior to starting the first mission. Five missions are recommended for a short campaign. Ten missions are recommended for a longer, extended campaign. Another option is to choose a number of missions equal to the number of players participating in the campaign so everyone has an opportunity to play as the Dark Legion player. Note: When playing a campaign, players may choose to begin at Rank 2 or higher. However, for the true Siege of the Citadel experience, it is recommended to start the campaign at Rank 1 – seeing the Corporation teams advance and grow is part of what makes playing a campaign so rewarding. COMPLETING A MISSION SINGLE MISSION VICTORY CAMPAIGN VICTORY Imperial forces ambushing a Nepharite. 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 the same number of starting promotion points. IN-MISSION ACHIEVEMENTS Corporation players mark promotion points earned for eliminating Dark Legion creatures and for other objectives detailed in the mission brief, while the Dark Legion player earns promotion points for injuring and eliminating Doomtroopers, just as they would during a single mission game. Since progress is tracked cumulatively over the course of a campaign, the most significant difference with tracking inmission achievements between a single mission game and a campaign game is that the individual players may be starting out a mission at different ranks and promotion point totals. POST-MISSION AWARDS Like a single mission game, during a campaign mission, 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. Award Primary Mission Points. Collectively, the Corporation players determine if the primary mission was successfully completed based on the goals outlined in the mission brief. If the primary mission was successful, each Corporation player gains the number of promotion points listed in the mission brief. If the primary mission was not successfully completed, refer to the mission brief to see if the Dark Legion player earns any additional promotion points. Award Secondary Mission Points. Individually, the Corporation players determine if they successfully completed their secondary missions (if present). Each secondary mission has its own rewards for achieving its goals and may list penalties if the mission failed. RECKLESS MANEUVER Corporation players receive 3 promotion point penalties for every reckless maneuver token acquired during the mission. DECLARING A WINNER After each mission in a campaign, players announce their current rank and promotion point total, but a final winner is not declared until after the last mission of the campaign. After the rewards and penalties for the final mission are tallied, the player, with the highest rank and total number of promotion points, is declared the winner of the campaign. If one or more Corporation players are tied, those players share a joint win. Regardless of the actual winner, the biggest victory is the shared experience and fun players have while playing through the campaign! COMMANDER TOKEN The Doomtrooper player with the commander token has a greater responsibility to ensure the mission is successful, so if the mission is failed, they are demoted one rank. (This is the equivalent of a 10 promotion point penalty.) They must take the rank card one lower than their current rank card and place it on their player tray instead, removing the previous rank card. In future mission, this may affect their combat dice and other rank dependant benefits. They do not alter the position of their promotion point tracking peg. As Sean Gallagher ran his sword through the first Necromutant, the next one in line shoved its kin along the runic-encrusted blade. Suddenly unbalanced, Gallagher fell backwards, connected hard with the earth, and lost his grip on his sword. The world went black for a moment. Murdoch and Duval were yelling from far away. It suddenly seemed like everybody cared for him. Thoughts of the sunrise over New Bristol skittered across his consciousness… bagpipes playing Hinterlands… that he was the last of his clan. The crushing weight of the Necromutants piled atop him brought Gallagher round. One of them was snapping its teeth inches from his face. “I WILL TEAR YOUR HEAD OFF!!!” it roared as iron claws gripped Gallagher’s throat and squeezed. “Not if I take yours first,” choked Gallagher as his hand grasped his sword hilt. The awkward thrust into the Necromutant’s throat caused its head to came away in his hand, it’s startled rictus frozen in pain. He staggered to his feet still clutching it. Duval looked more disgusted than impressed. Sean shrugged. Seems like he’d have to figure out some other way to impress her. SIEGE OF THE CITADEL 24
The rank card on a player tray shows a variety of information that dictates the power, abilites, and choices the Doomtrooper teams have before and during missions. RANK CARDS CORPORATION RANK Corporation Doomtrooper teams typically start at rank 1 and can progress as far as rank 12 during a campaign as they gain experience and are awarded Promotion points. Which Equipment cards a Doomtrooper team can select is determined by this rank. The Doomtrooper teams’ rank also dictate the Dark Legion player’s rank used in the mission (See Dark Legion reference board.). DOOMTROOPER CARDS 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.) COMBAT DICE 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 dice Doomtroopers can use. (See Attack Actions.). DOOMTROOPER DEFENSE DICE This shows the color of dice (white, red, or black) a Doomtrooper can roll when attacked to cancel points of damage. (See Armor Checks.) CREDITS The number of credits each team has allocated to them at the start of each mission to “Checkout” items from the Equipment Bunker. Credits indicate the maximum total value of equipment cards a team can check out for a particular mission. Some equipment can only be checked out of the Equipment Bunker when a team achieves a certain rank. Any remaining credits are lost and new credits are allocated at the start of the next mission. (See Equipment Bunker, pg. 22.) CORPORATION SPECIAL ABILITY Each Corporation Doomtrooper team has a special ability that distinguishes its team members from the other Corporations. (See Corporation rank cards.) When a Corporation player increases in rank during a mission, the amount of Doomtrooper cards and credits only changes at the start of the next mission. The Ezoghoul appeared from nowhere. Twice as high as a man and fifty steps away. “Damn,” cursed Bob Watts. It launched itself at him, eerily silent in its charge. “Double damn.” He raised the Deathlockdrum. Yelled. “Damn, die!” The gun’s da-da-da-da-da-da didn’t bother Bob. “Damn-damn-damn-damn-damn!” he cussed. The impacts walked up the Ehzoghoul’s body. It didn’t even miss a step. Twenty steps away. Headshot! “Die, damn you!” Fifteen steps away. It finally staggered! “Damned die!” Ten steps away. Still rolling like a Martian freight train. “Damned!” Five steps away. Click. Click. Click “Dang!” Doomtroopers cannot progress beyond rank 12. For scoring purposes, at rank 12 add a Corporation token to the rank card each time you progress beyond 9 promotion points and reset to zero as usual. RULE BOOK 25
MANUS KIT The Manus Kit encases a detached necromutant’s forearm, which it uses to access the Citadel’s defenses. It works like a Tentacle Kit, and in addition barbed spores attack all figures in accessible squares adjacent to the trap (including Doomtrooper figures). Roll one combat die of the player’s choice once for each square. Barb combat dice may not be re-rolled. SPECIAL WEAPONS The Doomtroopers have access to a broad array of weapons, many of which have special features and abilities beyond the combat dice provided during combat. TENTACLE KIT The Tentacle Kit taps into the defenses of the Citadel. To attack with the Tentacle Kit, the Doomtrooper must be adjacent to a wall of the Citadel. This tech attack can target a Dark Legion figure 2-3 squares away and does not require line of sight. The Doomtrooper player rolls combat dice against the Dark Legion figure’s defense value as usual. If successful, the Dark Legion figure is eliminated and a trap token is placed on the vacant square. Later, any Doomtrooper or Dark Legion figure passing through this square is attacked according to the Dark Legion reference board. A tech specialist may only maintain two traps on the board at the same time. If a third trap is to be placed, one of the previous traps must first be removed from the board. A Doomtrooper or Dark Legion figure may not end their Move action on a square with a trap token. The Tentacle Kit also provides a blade for a small close combat attack. 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 weapons. Each equipment card in the bunker represents one weapon, a weapon combo, or one piece of equipment. Some equipment can only be checked out of the equipment bunker when a team achieves a certain rank level. 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. DOOMTROOPER SPECIALITIES Each Doomtrooper has a specialty in Close Combat (red), Firearms (cyan), or Tech (gold) as determined by the icon on their character card. The weapon they equip must share the same icon on its weapon card or the Doomtrooper cannot equip the item. Example: Valerie Duval is a close combat specialist and can only be armed with a close combat weapon or a weapon combo that features a close combat weapon. WEAPON RANK REQUIRED CREDIT COST TENTACLE KIT 1 0 PUNISHER SHORT SWORD 1 0 PLASMA CARBINE 1 0 MANUS KIT 3 2 VIOLATOR SWORD 3 3 DEATHLOCKDRUM 3 3 PUNISHER COMBO 4 2 TENTACLE COMBO 4 2 TALON COMBO 4 3 GEHENNA PUKER 5 2 VIOLATOR COMBO 6 4 MANUS COMBO 6 4 NIMROD AUTOCANNON 8 4 Capitol Doomtroopers start each mission with additional credits, depending on their rank. Additionally they can equip items 1 rank above. SIEGE OF THE CITADEL 26
EQUIPMENT CARDS Non-weapon equipment cards have a brief description, which includes the effect of the equipment, and its cost in credits. Each Doomtrooper can carry up to three non-weapon equipment cards into a mission. Some equipment cards augment a weapon. Each weapon card can be augmented by no more than one additional equipment card. EQUIPMENT CARD COSTS TALON COMBO KIT All combo kits may be equipped by multiple types of Doomtrooper Specialists. The Talon Combo Kit may be equipped by a Firearm Specialist or a Tech Specialist and allows either to do an enhanced tech attack or alternatively a firearm attack with a powerful Deathlockdrum. To tech attack a target with a trap the Doomtrooper must be adjacent to a wall of the Citadel and within 2-3 squares of the target. A target of the Deathlockdrum must be in line of sight and in this combo the weapon’s range is reduced. Both attacks use one white die in addition to the player’s combat dice. NIMROD AUTOCANNON The two barrels of the Nimrod Autocannon allow a Doomtrooper to target one or two figures with the same firearm attack between 4 and 12 squares away. The weapon is too unwieldy to use against Dark Legion creatures up to only 3 squares away. The Doomtrooper must have a line of sight to both targeted figures and the targets must be no further than 4 squares apart. If only one figure is targeted, the combat dice are rolled twice against one figure. If two figures are targeted, the combat dice are rolled separately against each. VIOLATOR SWORD A Violator Sword can be used in close combat to either target a single Dark Legion figure or swung in a circle, starting with one target figure adjacent to the attacker, then going clockwise or counter-clockwise around the Doomtrooper. The attack strikes all figures in adjacent squares and only stops if it strikes a wall or has attacked each adjacent figure once. The Doomtrooper rolls 3 combat dice plus the combat die indicated on the weapon card. The number of hits rolled are applied against all figures. All targeted Dark Legion figures with a defense value less than the number of hits rolled are eliminated. Doomtrooper figures hit by the attack can attempt an armor check to negate one point of damage. GEHENNA PUKER The Gehenna Puker firearm attack inflicts hits on all targets in its line of fire, which is a straight line in a diagonal or orthogonal direction. The Gehenna Puker attack always fills its entire range of 7 squares. The Doomtrooper rolls combat dice once to determine the number of hits inflicted against every figure in the line of fire. All targeted Dark Legion figures with a defense value less than the number of hits rolled are eliminated. Doomtrooper figures in the line of fire may attempt an armor check to negate one of the hits. WEAPON RANK REQUIRED CREDIT COST COAGULANT AUTOINJECTOR 1 1 COMMAND HELMET 1 1 SMOKE GRENADE 1 1 TIME BOMB 1 1 MOLECULAR PHASER 1 2 EXPLOSIVE AMMUNITION 2 2 LASER SIGHT 2 2 GLYPH DECRYPTER 2 2 SECURITY DOWNLOAD 2 2 CYBERNETIC POWER ARM 2 2 CHAIN BLADE 2 2 NEURAL JACK 2 2 DARK ENERGY SHIFT 3 3 COMBAT MEDIC UNIT 4 2 DISRUPTOR 4 2 RUNE INSCRIBED POMMEL 4 2 GRENADE LAUNCHER 6 2 RULE BOOK 27
SPECIAL EQUIPMENT GRENADE LAUNCHER A Grenade Launcher is a special piece of equipment mounted on a Plasma Carbine. When used in a firearm attack, the Doomtrooper targets a square within line of sight, up to 8 squares away. The combat dice are rolled once to determine the number of hits applied to any figure in the target square. Figures in squares adjacent to the target square suffer one fewer point of damage. Figures on the other side of a wall are not affected. Dark Legion figures in or adjacent to the target square with a defense value less than the number of hits rolled are eliminated. Doomtroopers may attempt an armor check to negate one point of damage from the attack. May only be equipped to Plasma Carbine. SMOKE GRENADE Take one Special action to throw to the floor in your current sector. The entire sector fills with smoke. All Move actions in the sector are reduced to 2 squares. No firearm attacks are possible. Place a Smoke Grenade token on the sector. The Smoke Grenade token is removed from play at the end of the round. Discard after one use. TIME BOMB Takes one Special action to place the time bomb and set the timer. Place the Time Bomb token in an empty accessible square adjacent to your Doomtrooper. The bomb does not block or impede movement. The bomb explodes in the next round, at the start of the Dark Legion player’s turn. The explosion inflicts a trap attack (according to the Dark Legion reference board) to any figure on the square with the bomb and all figures in adjacent squares not protected by walls. Discard after one use. DISRUPTOR A fearsome underslung weapon mounted to the barrel of appropriate firearms, it alters the target’s atomic structure to inflict severe wounds. During a firearm attack, all targets are prevented from rolling their defense die, if applicable. This cannot be fitted to a Nimrod Autocannon or a Grenade Launcher. The sentience stirred at the heart of the Citadel. Something was nestled inside its very nervous system, an alien presence hidden amongst the tubes and wiring, the nerves and cogs. Like a dream that refused to dissipate despite the fact you were awake. And the Citadel sure was awake. Constantly hammered, hurt, bombed, and burned by its master’s enemies, it was hard to get even a moment’s rest, and now this presence. It was niggling away… right there. Clinging to the nodes and iron-studded brains controlling the Gate of Lost Hope. Such a tiny, tiny thing. “Little thing,” the Citadel hissed. “Who are you?” “Me?” the little thing replied. “I am nobody.” “Do you not have a name?” “No.” “That reminds me of the tale where a human tells a Nepharite his name is ‘nobody’ and then the human picks out the Nepharite’s eye and the Nepharite screams ‘nobody plucked out my eye’ and… I KNOW THAT IS A TRICK!!! Everybody has a proper name.” For a while it was quiet in gore-space. Then came: “Ok. I am Carl.” SIEGE OF THE CITADEL 28
There are three double-sided Dark Legion reference boards. The Dark Legion rank referred to on the reference board depends on the ranks of the Corporation teams going into the mission. In a single mission game, the rank used for the Dark Legion reference board is the same rank as the Corporation players. The rank of the Dark Legion reference board may only increase at the start of a mission and not during a mission. The Dark Legion reference board indicates the current level, defense value, number of actions per turn, and the number of combat dice rolled for close combat and firearm attacks. It also lists the number of promotion points earned by Corporation players for each Dark Legion figure eliminated or terrain piece destroyed by their Doomtroopers. DARK LEGION REFERENCE BOARD DARK LEGION RANK IN SINGLE MISSION GAMES In a single mission game, the rank used for the Dark Legion reference board is the same rank as the Corporation players. The rank of the Dark Legion reference board may only increase at the start of a mission and not during a mission. IN CAMPAIGN MISSIONS In a campaign mission, the rank of the Dark Legion reference board is the same rank as the secondhighest ranked Corporation team participating in the mission. (If only one Doomtrooper team remains or teams are tied for highest rank and promotion points, their ranks determine the rank of the Dark Legion reference board.) 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 current mission’s Dark Legion player. At the start of a campaign, the Dark Legion player uses 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. After the first mission, when at least two Corporations 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 reach rank 11 and the Dark Legion player uses the rank 11-12 reference board. CLOSE COMBAT The number of and colors of the combat dice the Dark Legion creature rolls when making close combat attacks. FIREARM COMBAT The number of and colors of the combat dice the Dark Legion creature rolls when making firearm attacks. DEFENSE VALUE The number a Doomtrooper’s hits needs to exceed in order to eliminate the Dark Legion creature. PROMOTION POINTS The number of Promotion Points awarded to a Doomtrooper for eliminating the Dark Legion creature. DEFENSE DIE The color of die a Dark Legion creature can roll to soak up damage from a Doomtrooper’s attack. ACTIONS The number of actions the Dark Legion creature can take during its activation. RULE BOOK 29
SECONDARY MISSION REWARDS At the end of the mission, if a secondary mission is successfully completed, that Corporation player’s team receives the number of promotion points and any other rewards indicated on the secondary mission card. When a secondary mission fails, the Corporation player loses promotion points as indicated on the card. A Corporation player who lost both Doomtroopers during the mission still receives the awards (or penalties) based on whether or not they completed their secondary missions. REWARDS This section indicates the promotion point rewards a Corporation gains when the primary mission is successfully completed and the promotion point rewards the Dark Legion player gains if the Corporation players fail to complete their primary mission. When the primary mission is accomplished, all Corporation players with at least one surviving Doomtrooper receive the same number of promotion points. A Corporation player who lost both Doomtroopers during the mission receives no primary mission rewards, but they do retain all promotion points earned by their Doomtrooper team during the mission. SECONDARY MISSION CARDS Most primary missions feature secondary missions unique to each Corporation player. Unless stated differently in the mission brief, each Corporation player draws two secondary mission cards during mission setup. They choose one of the secondary mission cards to keep and return the other card to the secondary mission card deck. All Corporation players should try to accomplish both the primary mission and their own secondary mission to receive the maximum rewards possible. Whether or not the primary mission is accomplished, each Corporation player determines any secondary mission rewards individually. COMPLETING SECONDARY MISSIONS Secondary missions are secret and only revealed when the goal listed on the card is accomplished. A player must be able to prove the completion of their secondary missions or their secondary mission is a failure. Normally after a Dark Legion enemy is eliminated, the figure is returned to the Dark Legion player’s pool of figures. Some secondary missions, however, require a player to place eliminated figures on the secondary mission card. In these cases the figures are returned to the Dark Legion player’s creature figure pool after the secondary mission is completed and has been revealed. PRIMARY MISSION STRUCTURE MISSION MAP The Primary Mission features a diagram for the setup of the mission’s map. The diagram clearly indicates: - Which sector boards to use. - The orientation and placement of the sector boards. When building the map, make sure the double-sided sector map has the correct side face up. - Doomtrooper sector entrance points are marked with white entrance tokens. - Dark Legion reinforcement sector entrance points are marked with red entrance tokens. - The location of any closed doors. If there are any closed doors, place a door marker in the corresponding space on the indicated sector. HIGH COMMAND BRIEF This section presents background information and describes how the mission impacts its campaign storyline. MISSION BRIEF This section details the task that the Corporation Doomtrooper teams must accomplish. TIME LIMIT This section indicates which of the numbered event cards are used to create the event card deck for the mission. The event cards act as the mission timer, with one event card drawn by the Dark Legion player at the start of their turn. When the last event card is drawn, the round is completed and the mission ends. DARK LEGION RESOURCES This section lists which numbered force cards are used in the mission and how the Dark Legion player deploys these cards. MISSIONS COMMANDER Since the player with the commander token held a higher rank at the start of the mission, their risks are greater if they fail to complete their secondary mission. Note: If a mission commander fails their secondary mission card, they can still receive promotion points for a successful primary mission. SIEGE OF THE CITADEL 30
Each Doomtrooper card can be used for one of two purposes: it may be discarded to perform an extra action with a Doomtrooper figure or played for its text effect. A player may only use one Doomtrooper card on their turn, regardless of how it is used. Some Doomtrooper cards can be played for their text effect during another player’s turn. These do not count against a player’s card limit on their own turn. When a player uses a Doomtrooper card, its effect must be resolved before the player may use another Doomtrooper card. Players should not reveal their Doomtrooper cards until used. Once a Doomtrooper card is used and its effect is resolved, the card is discarded. Doomtrooper cards cannot be saved from mission to mission. DOOMTROOPER CARDS AI / SOLO & COOPERATIVE RULES COMPASS SYSTEM On each AI card a pair of compass results are displayed, which indicate a primary and secondary direction, such as East-North on the card example. This system is used to locate specific elements on the game board. It refers to a compass made up of four directions: North, East, South, and West. Each compass has a primary gold dial (pointing at the primary direction) and a secondary silver dial (pointing at the secondary direction). For example, if the AI Dark Legion player is required to choose between several Doomtroopers and pinpoint one specific Doomtrooper, the players reveal the top AI card: 1. Refer to the primary direction (for example, East) and look for the easternmost Doomtrooper that you can find on the board. 2. If there’s more than one Doomtrooper that could be selected, refer to the secondary direction, (for example, North) and find the northernmost Doomtrooper of this eastern Doomtrooper selection. 3. This Doomtrooper is the selected target. This technique can be used to select sector tiles within the game board, as well as objects, Dark Legion units, etc. In the Siege of the Citadel board game, players may choose to band together with their Corporations and use the AI cards to control the forces of the Dark Legion. If playing solo, it is advisable that you control two Corporations instead of just one. The AI cards can replicate the decisions that a human Dark Legion player is required to make by the game. All you need to do is reveal the top card from the AI card deck and follow the instructions. If for some reason you don’t know how to proceed, use your best judgement. Place the Compass token to indicate the direction of North for this mission. RULE BOOK 31
CORPORATION TARGET ICON If you are required to Target a Corporation, or decide a tiebreak between two different corporations the result is determined by this icon. THE MATRIX This element of the AI card is used solely to select a specific square within a sector tile. This is referenced via co-ordinates on the grid below. ACTION SELECTION To determine the action that a Dark Legion figure takes next, reveal the top AI card and follow the instructions in priority order. First of all, follow the first instruction; if the conditions are not appropriate then follow the second instruction; if these conditions are not appropriate, follow the third instruction (if present). Reveal a new AI card for each new Dark Legion figure action. EXAMPLE DECISIONS AN AI CARD CAN MAKE: - Which Dark Legion figure takes their actions first? Use the compass system to identify the Dark Legion figure. - Where to place new reinforcements? Use the compass system to identify the Dark Legion entrance token. - Which Corporation is affected by the event card? The Corporation indicated by the Corporation icon present on the AI card. DARK LEGION TURN In Solo & Coop mode, the Dark Legion turns follows the usual steps, with the following alterations: every time a decision that would normally be enacted by a Dark Legion player is required, reveal the top card of the AI deck, follow the instructions, then place it in the discard pile. STEP 1: DRAW AN EVENT CARD AND RESOLVE AS USUAL. If the event card requires a decision, reveal the top card from the AI deck and follow the instructions: If you are required to Target a Doomtrooper, Target a Dark Legion Unit, Target a Tile, or Target an Entrance use the compass system to determine the result. If you are required to Target a Square use the matrix. If you are required to Target a Corporation the result is determined by the Corporation icon on the AI card. STEP 2: PLACE INITIAL REINFORCEMENTS AS USUAL. To determine where the reinforcements enter the game board, use the compass system to identify Dark Legion entrance tokens. STEP 3: REVEAL A FACE-DOWN FORCE CARD. Identify the sector tile that is nearest to the Doomtroopers (including any they are currently on) and still contains force cards. Use the compass system if necessary to identify the tile. Reveal the top force card there and place any Dark Legion reinforcements using the matrix. Normal placement rules apply. If any rules are breached, reveal another AI card until all the rules are followed. STEP 4: ACTIVATE THE DARK LEGION FORCES. Reveal the top AI card and place it apart. This Tie Breaker card will determine the order of activation for the Dark Legion forces using the compass system. For each Dark Legion creature action, reveal another AI card to determine their actions. When executing an attack, the target Doomtrooper is always the nearest one to the attacking unit. If two or more Doomtroopers are eligible targets, use the Tie Breaker AI card and the compass system. STEP 5: RETURN ALL AI CARDS TO THE AI CARD DECK AND SHUFFLE THOROUGHLY. Note: On occasion, when the Dark Legion player would be required to make a decision on a Corporation player’s turn, reveal the top AI card to determine the result. For example, if a Doomtrooper enters a sector tile, Dark Legion figures may spawn on the tile. Use the matrix to determine their position on the tile. Remember Dark Legion forces may not be placed adjacent to a Doomtrooper. If this rule is breached, reveal another AI card until all the rules are followed. SIEGE OF THE CITADEL 32
HIGH COMMAND BRIEFING Intelligence reports indicate that the forces of the Dark Legion are amassing for another attack. It is imperative that the battle plans for Alakhai’s next assault are located before the plans are finalized. MISSION The Doomtroopers must enter the Citadel, make their way to the War Room, photograph Alakhai’s battle plans, and then upload the plans to High Command. Before the end of the mission, a Doomtrooper must occupy a square adjacent to one of the desks [D] in sector tile 12 and for one action, photograph the plans and upload them. All Doomtroopers carry a photography device. - Doomtrooper entrance points in sector tiles 14 & 15 are marked with white entrance tokens. - Secondary mission cards are not used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered 1–12 and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements on the event cards enter the Citadel at entrance points in sector tiles 14 & 15. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on each game board sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Doomtrooper Teams receive 4 promotion points. - FAILURE: Dark Legion player receives 4 promotion points. A Doomtrooper team with the commander token deducts 2 additional promotion points. CAMPAIGN 1: SECOND ASSAULT MISSION 1: BATTLE PLANS D D Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point D Desk While the others cleansed the sanctum, Samantha Kempf searched the small rooms behind it. She tore down tapestries and kicked things over, longing for something to kill. The corpses in the sanctum had been mangled beyond belief. The one on the rack had whispered to them in Mishiman before Steiner smashed its head in. With her AG-11 ready, she burst into another room and came face-to-face 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 gaze, she met the eyes of her sister. And forgot about firing. The years had been rough on Eva Kempf’s looks, but those eyes! One could still drown in them. Pretty and charming Eva. Little sister Eva. Always in the shadow of her brash big sister. Samantha, her father’s pride. Eva, her mother’s daughter. Samantha, the athlete. Eva, the socialite. Samantha, the officer. Eva, the Heretic. Samantha thought of that day at the beach. When they were still kids and friends. The parasols. The ice cream. Tears ran down the Centurion’s face. “The beach,” the thing that had been Eva rasped. “The ice cream.” They fired at the same time. SIEGE OF THE CITADEL 34
HIGH COMMAND BRIEFING Intel reports the best possible escape route is through the Infestation Chamber (sector tile 13) to the North-East. MISSION Doomtroopers must exit the game board from either exit point in sector tile 13 before the mission ends to collect mission rewards. - Doomtroopers start on any square in sector tile 12. They are only allowed to exit the board from the designated exit points. - Secondary mission cards are used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered 1–12 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 tile 9. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on game board sector tiles 2, 9, 13 & 14. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team will receive 3 promotion points when one of the members of your team exits the board. An additional 1 promotion point is gained when both team members exit. - FAILURE: The Dark Legion player receives 3 promotion points for each team that fails to exit at least one Doomtrooper. CAMPAIGN 1: SECOND ASSAULT MISSION 2: YOU GOT IN / NOW GET OUT Doomtrooper Starting Sector Door Dark Legion Reinforcement Entrance Point Doomtrooper Exit Point Centurion Ozelo double-timed his five hundred Legionnaires along the Hallway of the Screaming Maid. Turning sharply at Whispering Junction, he almost barrelled into a motionless Necromutant that was staring at the high ceiling. Ozelo roared a halt. The Legionnaires stopped without hesitation and waited further orders as other cohorts rushed by. The Necromutant remained oblivious. Ozelo took stock as he walked towards the Necromutant, then felt the rage rising in him. A deserter! A stay-behind! Red motes danced in front of his eyes. Cowardice! Algeroth’s worst considerable sin. Standing order number one: forbid cowardice. “You pile of dung!” he bellowed. “We are under attack! You cannot just stand there!” “I want to eat daisies,” the Necromutant bellowed back. Then emptied its Belzarach into Ozelo’s face. As the Centurion crashed to the floor, the Necromutant returned to contemplating the high-arched ceiling. The Legionnaires remained frozen, all five hundred of them waiting for orders. The ghosts of the junction howled with laughter. MISSION BOOK 35
HIGH COMMAND BRIEFING Contrary to High Command info, the most viable escape route was not through the infestation chamber (sector tile 13). MISSION Doomtroopers must leave the game board from any exits in sector tiles 4, 6 or 7, after achieving a minimum of 5 promotion points per team before the mission ends to collect mission rewards. - Doomtroopers start on any square in sector tile 13. They are only allowed to exit the board from the designated exit points. - Secondary mission cards are used. - TIME LIMIT: 5 Rounds EVENTS 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 RESOURCES The Dark Legion player removes force cards numbered 33-36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on sector tiles 2, 4, 6 & 7. Then place the Ezoghoul figure on square [E]. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team will receive 3 promotion points when one of the members of your team exits the board. An additional 1 point is gained when both members of a team exit. - FAILURE: The Dark Legion player receives 3 promotion points for each team that fails to exit at least one Doomtrooper. CAMPAIGN 1: SECOND ASSAULT MISSION 3: HIGH COMMAND ERROR! Dark Legion Reinforcement Entrance Point Ezoghoul Starting Location E Doomtrooper Starting E Sector Twelve Legionnaires hunkered behind a pile of broken furniture in a corner of the 23rd Hall of Waiting. They would be waiting indeterminately with no Centurions in sight. Three huge humans began picking their way amongst the debris at the other end of the hall. Each was emblazoned with blue insignia and they were led by a tall woman armed with a chainsword. Some of the Legionnaires vaguely remembered being human. A few of them still remembered being female. One even recalled having a blonde mane, just like that tall woman at the other end of the mess hall. “What do we do about them humans?” one of the Legionnaires thought, rather than whispered. “We have no orders,” another replied. “They are not coming our way.” “Because that would trigger standing order two about defending oneself to the uttermost.” “They are not coming our way.” “No order.” Several of the Legionnaires grunted. And went back to being quiet and remembering being human. SIEGE OF THE CITADEL 36
HIGH COMMAND BRIEFING Aware that there is an informant somewhere in the organization, your mission is classified as top secret. Open the mission packet just before entering the Citadel. MISSION Secondary mission cards will act as the primary mission for this secret mission. Remove secondary mission card 13 and then shuffle the remaining secondary mission cards before the start of the mission and draw one card plus one more for every Doomtrooper team participating in the mission. This collection of cards is the primary mission all teams are trying to complete. The Corporation players may see all the cards. It will require some cooperation and prior planning to complete 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. - Doomtrooper entrance points in sector tiles 5 & 14 are marked with white entrance tokens. - Secondary mission cards are not used because they are the primary mission. - TIME LIMIT: 7 Rounds 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. Reinforcements on the event cards enter the Citadel at entrance points in sector tiles 10 & 11 red entrance tokens. DARK LEGION RESOURCES 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 each sector tile, then forms the rest into a deck. Remove the top card from this deck and replace it with force card 34. Shuffle this deck and place one card per Corporation player on each sector tile. The Dark Legion player now shuffles all the remaining force cards and forms a draw pile, which is placed in front of the Dark Legion player. When a Doomtrooper enters a sector tile, the Dark Legion player looks at all the force cards there and chooses which force card to reveal. REWARDS - COMPLETE MISSION: All Doomtrooper teams receive 2 promotion points per completed secondary mission card. - FAILURE: The Dark Legion player receives 3 promotion points for each secondary mission card not completed. CAMPAIGN 1: SECOND ASSAULT MISSION 4: SECRET MISSION Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Tetsukage signaled a halt. Without a sound or rattle of equipment, the warriors behind her ghosted to a stop. She sensed, rather than heard, Tatsu raising his Screechgun. The perfection of the gracefulness brought a cold smile to Tetsukage’s face, despite the things in front of her. She drew her Darkslayer katana and slid forwards. Two Praetorian Stalkers sat on the floor of an apse, a small table between them. Even sitting, their hulking metal-clad carcasses were taller than Tetsukage. They seemed oblivious to the world, both bent over things in their hands. Signaling to those behind her to wait, she slid closer, Darkslayer ready. The Praetorians remained motionless as Tetsukage’s shadow crept towards them. Their eyes were slitted, almost shut. They seemed solemn, thought Tetsukage, like monks at prayer. It was insanely unnerving. The first Praetorian cradled a set of seemingly ordinary keys in its hands. Keys that were no different to the bunch Tetsukage used for her home back on Luna. She circled around them for a better view of the second creature’s object. It was a piece of paper. With a child’s drawing on it. Note: The 12 central squares of sector tile 10 are inaccessible, but do not block line of sight. MISSION BOOK 37
CAMPAIGN 1: SECOND ASSAULT MISSION 5: THRONE OF ALAKHAI HIGH COMMAND BRIEFING Base, we received some vital information from one of the creatures just before it died. East of the tower is the throne of Alakhai. We went in, but it was all a trap. They are coming. We’ll hold them back. MISSION Survive 6 rounds of Dark Legion attacks. - Place the Doomtroopers on any of the 16 central squares on sector tile 11. The force cards on the same sector tile are then revealed and the figures added to any squares not adjacent to a Doomtrooper. - When a Doomtrooper ends its Move action on a square with the equipment token, take and keep the token from the sector. Shuffle all the equipment cards and draw three cards randomly, choosing one card to equip for the remainder of the mission. If the card is a weapon, the Doomtrooper may discard the weapon they are carrying and keep the one just found. If a piece of equipment, the card is placed next to the Doomtrooper’s side of the Corporation tray. Credit cost and rank requirements may be disregarded. - Secondary mission cards are not used. - TIME LIMIT: 6 Rounds -The Dark Legion player takes the first turn in round one. (Remove the Dark Legion identification marker from the draw pile on for the first round.) -The Dark Legion player does not gain promotion points for wounding Doomtroopers during this mission, but instead gains 7 promotion points for each Doomtrooper they eliminate. EVENTS The Dark Legion player shuffles event cards numbered 1–17 and draws 6 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 5 & 9 red entrance tokens. Reinforcements are not allowed during round 6. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each 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. Each time a Doomtrooper kills a Dark Legion creature, flip the top card of the reinforcement draw deck. The listed creature(s) enter as additional reinforcements on the next Dark Legion player turn. The Dark Legion player stops drawing standard reinforcements on round 4, although reinforcement cards may still be drawn via the elimination of Dark Legion creatures. REWARDS - COMPLETE MISSION: Doomtrooper teams receive 3 promotion points if a single Doomtrooper survives the mission, or 4 if both survive. - FAILURE: The Dark Legion player receives 3 promotion points for each Corporation they eliminate completely. Doomtrooper Starting Sector Equipment Token Dark Legion Reinforcement Entrance Point “Team three,” Valerie Duval murmured into her headset. “This is Team One at Green Junction. Where are you guys?” She took stock of her teammates as she talked, who were eyeing up the walls around them. But then, the diffuse electric blue glow had a strangely mesmerising effect. “Team three reporting!” replied Oshiro Makiko. “We have gained the third corridor. Heading for Junction Green. ETA ten minutes.” “Perhaps you should have mentioned,” offered Carl Lind, his hand cupping his mike to stop it transmitting. “That there is a major Dark Legion onslaught happening at Green Junction.” “Oh, did I forget to mention that?” replied Valerie with a wry smile. “And this is Blue Junction.” “You’re sure?” “It is Blue,” Carl stated. Then reinforced his understanding with a finger jab at the walls. “Hmm. Blame the miscalculation on the Dark Symmetry.” SIEGE OF THE CITADEL 38
CAMPAIGN 2: DAY OF RECKONING MISSION 1: NO SOLDIER LEFT BEHIND HIGH COMMAND BRIEFING A secret Doomtrooper squad collected important intel before being decimated in an ambush. One Doomtrooper survived and must be rescued to get this information back to High Command. MISSION The Doomtroopers must get the injured Doomtrooper [T] out of the safe exit in sector tile 1. The injured Doomtrooper is a figure from the Corporation usually played by the Dark Legion player and may not attack or move independently as they only have 3 health remaining. The injured Doomtrooper does not get to attempt an armor check if attacked and the Dark Legion player does not gain any promotion points for attacking the injured Doomtrooper. This health is tracked on the Dark Legion player board. The injured Doomtrooper may be moved by an adjacent Doomtrooper figure who is using their Move action and may only move as many squares as the Doomtrooper. If the injured Doomtrooper is killed, his body must still be recovered. - Doomtrooper entrance points in sector tile 15 are marked with white entrance tokens. - Secondary mission cards are used. - TIME LIMIT: 7 Rounds EVENTS 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 Reinforcements enter the Citadel at entrance points in sector tiles 1, 5 & 6. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on sector tiles 1, 5, 6 & 15. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. Sector tile 1 is strewn with debris from the previous fighting. Before the mission starts, the Dark Legion player may position T Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Injured Doomtrooper T Doomtrooper Safe Exit four debris tokens of their choice anywhere in sector tile 1 to use as cover. Each debris token must not be placed adjacent to a wall or another debris token, including diagonally. REWARDS - COMPLETE MISSION: Each Doomtrooper team receives 4 promotion points if the injured Doomtrooper escapes out of the Safe Exit alive, or 2 promotion points if their dead body is taken out of the Safe Exit. - 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 injured Doomtrooper has been killed. A Doomtrooper team with the commander token deducts 2 promotion points if the injured Doomtrooper is killed. “Imagine,” said Selina Kingsfield as she examined the huge necrotechnological lock on the next door. “If this ends up being another Sarial’s Citadel, like on Luna?” Answered with silence, she shrugged to herself and kept talking as she connected something to the lock. “You remember? We cleared that one out room by room, chamber by chamber, and found just the odd dead Heretic. Deeper and deeper we went until we reached the central chamber, where my squad found a perfectly normal looking woman just standing and staring at a mirror. ‘Please let me in’ she screamed. Over and over. Even as we dragged her away and smashed the mirror.” “Why?” asked Oshiro finally. “Sarial, the Laughing Mistress, had killed off her worshippers and gone back to Nero. Seems she somehow missed the poor girl we found.” Something gave inside the lock, rewarding Selina with a moaning hiss; a sound not dissimilar to the groans of the dead or dying. The lock shattered and fell to the floor. “You think an empty citadel would fire back like this?” asked Mitch Hunter gruffly. “No, but you can’t blame me for wishing.” MISSION BOOK 39
CAMPAIGN 2: DAY OF RECKONING MISSION 2: SUPPLY RAID HIGH COMMAND BRIEFING The Dark Legion is starting to stock pile equipment and weapons near the east tower. Break into the Citadel and locate these goods. You may even find something useful the team can use. MISSION Doomtrooper teams must locate all the available Dark Legion stockpiles before the end of the mission. The Dark Legion player takes one equipment token for each Doomtrooper team and chooses which of the four marked points on sector tiles 14 & 2 to place them. Only one equipment token may be placed at each marked point. When a Doomtrooper ends its move action on a square containing an equipment token, collect and keep the token. Shuffle all the equipment cards and draw three cards randomly, then choose one card to equip for the remainder of the mission. If the card is a weapon, the Doomtrooper may discard the weapon they are carrying and keep the one just found. If a piece of equipment, the card is placed next to the Doomtrooper’s side of the Corporation tray. Credit cost and rank requirements may be disregarded. Attacking both Doomtroopers and Dark Legion figures, turrets fire in all four orthogonal directions (refer to the Dark Legion board for combat dice). Normal line of sight rules apply. Turrets destroyed by tech/close combat/firearm attacks are removed from play. - Doomtrooper entrance points in sector tiles 7 & 16 are marked with white entrance tokens. - Secondary mission cards are used. - TIME LIMIT: 5 Rounds EVENTS 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 2 & 14. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: A Doomtrooper team receives 2 promotion points for every equipment token that it captures. - FAILURE: The Dark Legion player receives 2 promotion points for each equipment token remaining on the game board. A Doomtrooper team with the commander token deducts 2 promotion points if it doesn’t capture an equipment token. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Equipment Token Turret Despite being splayed on the floor with its body spread out like a map of the solar system, the Centurion was still conscious. It glared at Max Steiner with malice as he kicked its foot. “Monster,” he asserted. “Are you the one that goes by the name of Lori Bloodrinker?” “Of course not”, it gurgled through the foul liquid oozing from its lips. “Do I look female to you?” “No idea,” replied Steiner as he brought up his AG-11 and aimed at the Centurion’s head. The weapon clicked. “Built by Bauhaus,” it sneered. “Shut up!” snapped Steiner. Testily, he pulled back the AG-11’s charging handle and took out the magazine. “The forward ejector mechanism,” the Centurion whispered. “Only thing that makes an AG-11 jam. Too much dirt on the forward ejector mech.” “How would you know?” “Yes, fool,” it taunted. “How can it be that I know about an AG-11?” “Traitor!” barked Steiner. The Centurion was, however, correct. This time the AG-11 did not jam. SIEGE OF THE CITADEL 40
HIGH COMMAND BRIEFING Intelligence has targeted an area of the Citadel in which the Dark Legion are entering from another dimension in the distortion chamber. MISSION Doomtroopers must hack or destroy terminal 3 in sector tile 4 to destroy the two dark portals in sector tile 4. Turrets fire in all four orthogonal directions with the combat dice indicated on the Dark Legion reference board at the start of the Dark Legion players turn, attacking Doomtroopers as well as Dark Legion figures. Normal Line of sight rules apply. Turrets destroyed by firearm /close combat attacks are removed from play. A terminal may be hacked by a Tech Specialist from an adjacent square. If successfully hacked terminal 1 will remove turret 1 from the board. Same with terminal 2 / turret 2. Terminals 1 & 2 are immune to firearm and close combat attacks. Dark portals in this mission are immune to attacks. Movement is not blocked but a figure may not end an action on a square with a dark portal. Terminal 3 may be hacked by a Tech Specialist or destroyed via firearm/close combat attacks. - Doomtroopers enter through the entrances in sector tile 5 & 10 as indicated on the map. - Secondary mission cards are used in the mission. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles event cards numbers 1–12 and draws 7 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 7 & 14. From turn 6 the Dark Legion may use any adjacent square to the dark portals to place reinforcements. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one facedown force card on sector tiles 4, 5, 7, & 10. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If Terminal 3 is destroyed or hacked and the dark portals are closed, each Doomtrooper team receives 4 promotion points. - FAILURE: The Dark Legion player receives 4 promotion points, Doomtrooper with the Commander token is deducted 4 promotion points. Note: The 12 central squares of sector tile 10 are inaccessible, but do not block line of sight. CAMPAIGN 2: DAY OF RECKONING MISSION 3: ATTACK ON THE WEST TOWER Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Dark Portal 1 1 2 3 2 “I am talking to the Citadel,” said Carl Lind excitedly as he tore off his headset. “I’m doing it for real.” Steiner, Hunter and Murdoch stared at him wordlessly. “You talked to the whole complex?” asked a bemused Hunter. “Seems so. The whole thing is one big organism. It talked to me.” “And what did it say?” asked Steiner with a hint of amusement. “It asked me a riddle. If I can solve it, it will open the gate. If not, it will bring the ceiling down.” As one, Steiner, Hunter and Murdoch glanced at the ceiling. It was fifteen meters up and solid. They looked at Lind again. “What is the riddle?” asked Steiner, suddenly all serious. “The fat cardinal and his two fat brothers are standing under a very small umbrella. And yet they are not getting wet. Why?” “The cardinal isn’t fat,” stated Murdoch. “Neither are his brothers.” “I’m almost certain that is not the right answer, replied Carl. “And,” he continued once no other answers presented themselves. “It gave me two minutes. Though I’m pretty sure it can’t tell time.” MISSION BOOK 41
Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point CAMPAIGN 2: DAY OF RECKONING MISSION 4: NEPHARITE SUMMONING HIGH COMMAND BRIEFING The Dark Legion are opening a portal to summon a high-ranking Nepharite into the Citadel to transport a Dark Legion army from Nero. The Doomtroopers must stop the Nepharite before it is too late. MISSION The Doomtroopers must attempt to stop the summoning by destroying the portals. If at least one portal is still active, the Nepharite will be summoned at the start of the Dark Legion player’s turn on round 4 and will appear on the throne [T]. The Nepharite must then move as soon as possible to sector tile 16 and stay there. There are the same number of portals and terminals as Doomtrooper teams, i.e. two teams require terminals/portals 1 & 2, three teams require terminals/portals 1-3, etc. A terminal may only be hacked by a Tech Specialist from an adjacent square in the inner sanctum sector tile. Terminals destroyed by firearm / close combat / tech attacks are removed from play. If a terminal is successfully hacked or destroyed the associated portal is removed from the board. Dark portals may not be destroyed by firearm / close combat / tech attacks and block line of sight. Turrets fire in all four orthogonal directions with the combat dice indicated on the Dark Legion reference board at the start of the Dark Legion players turn, attacking Doomtroopers as well as Dark Legion figures. Normal line of sight rules apply. Turrets destroyed by tech / firearm / close combat attacks are removed from play. The Dark Legion reference board details the attack required to hack or destroy terminals and turrets. - Doomtroopers enter at the entrance tokens at sector tiles 9 & 12. For this mission, all teams must enter through a different entrance token. - Secondary missions are not used in this mission. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles event cards numbered 1–12 and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the Citadel at entrance points in sector tiles 11 & 16. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33–36 and sets them aside. They are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on sector tiles 9, 11 & 12. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers manage to remove the portal/s before the summoning, each team receives 5 promotion points. If the Doomtroopers defeat the Nepharite after the summoning each team receives 4 promotion points. - FAILURE: If the Nepharite survives to the end of the mission, the Dark Legion player gets 5 promotion points. A Doomtrooper team with the commander token deducts an additional 2 promotion points. T T Throne Terminal Turret Dark Portal 2 1 4 3 With a tweak of the chrome-plated object on her chest, Lori Faust disappeared. “By her Imperial Grace,” gasped Murdoch. “Where did she go?” “Experimental teleporter,” answered Vince Diamond flatly as he turned towards the large horde of Necromutants with very spiky weapons closing on their position. He felled the first row with a devastating burst of fire. “Teleporting flirts with the Symmetry,” muttered Murdoch as he also opened fire. “Quite the opposite,” replied Vince conversationally, demolishing a Necromutant every other syllable. “Our innovators have found ways to teleport that relies on pure science, not dark magic.” “So where did she go?” asked Murdoch, his tally also building as the Necromutants closed “No idea. This is experimental tech,” said Diamond. He shot another creature, then raised his hand to the chrome-plated object on his own chest. “Though I am hopeful that I will wind up somewhere near her.” “Madness!” exclaimed Murdoch. He blasted another three Necromutants, but the rest kept coming. “So is staying here. The device will also be able to transport you if you take hold of my harness.” “I’d rather die,” Murdoch snorted. “Ok,” shrugged Diamond. And vanished. SIEGE OF THE CITADEL 42
HIGH COMMAND BRIEFING You have finally battled to the inner sanctum of the Citadel, where the Ezoghoul’s quarters can be found. You must destroy this beast. High Command have found the key to the Ezoghoul’s astonishing endurance. There are five dark portals that feed power to the Ezoghoul. If you destroy them we might have a chance. MISSION You must destroy the portals that can be found on sector tiles 2, 3, 4, 7 & 14. Each portal destroyed will bring the Ezoghoul’s defense value down by one point. Depending on the rank you are playing this level on, the Ezoghoul will start the mission with a different defense value (ignore the defense value from the Dark Legion reference board). If your Dark Legion reference board is rank 1–6, the Ezoghoul has a starting defense value of 7. However, if your Dark Legion reference board is rank 7–12, the Ezoghoul has a starting defense value of 8. The Ezoghoul will enter the board from the dark portal on sector tile 8 in round 5 at the beginning of the Dark Legion player’s turn (if the Doomtrooper teams didn’t successfully complete the previous mission, Nepharite Summoning, then a Nepharite is present at the start of the mission in front of dark portal N. - Doomtroopers enter through the entrances in sector tiles 2 & 3 as indicated on the map. - Secondary mission cards are not used in the mission. - TIME LIMIT: 10 Rounds EVENTS 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 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 enter as usual. CAMPAIGN 2: DAY OF RECKONING MISSION 5: EZOGHOUL DESTRUCTION N DARK LEGION RESOURCES The Dark Legion player shuffles force cards 1–33. For each 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. REWARDS - COMPLETE MISSION: The Doomtroopers receive 8 promotion points if they successfully destroy the Ezoghoul. - 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 Legion player receives 4 promotion points. Dark Portal Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point MISSION BOOK 43
CORPORATION DOOMTROOPERS VALERIE DUVAL The daughter of a prominent Field Marshall, a career in the Bauhaus military was inevitable. She joined the ranks of the Etoiles Mortant through cunning, deadly precision, and iron will to become a spectre of death. Her renown grew, which led the Doomtroopers to call at her door. CARL LIND A scion of House Phillipe, he put his family’s electronic facilities to good use from an early age. As an adherent of the Order of the Devilcat, he is as deadly a warrior on the electronic battlefield as he is on the physical. His talents have cracked open numerous Dark Legion Citadels. MAX STEINER An officer, but no gentleman, many a scandal followed in the wake of his early career, much to the chagrin of his esteemed noble family. Chiselled, handsome features, and deadly skills honed beneath the Venusian jungle canopy have made him a media sensation. MITCH HUNTER Having survived the mean streets of San Dorado from a very young age, Mitch has always been master of his own destiny. Blessed with rugged good looks, seemingly endless luck, and battle prowess that borders on supernatural, every would-be Doomtrooper strives to emulate his example. ANGELINA DRAKE Orphaned at an early age, her drive to enact revenge against Mishima saw her take to the skies with the Howling Banshees. An epiphany over her self-destructive bloodlust opened her eyes, since then the Doomtroopers offered the chance to destroy humanity’s true enemy. BIG BOB WATTS After single-handedly saving his unit, he was court-martialled from the Heavy Infantry for assaulting the officer responsible for the calamity. He earned a pardon from the Free Marines and a place amongst the Doomtroopers. His heart, however, remains with the Marines. SIEGE OF THE CITADEL 44
CORAL BEACH A lively personality and vulgar sense of humor clash bizarrely with his cybernetic exterior. Not much of him remains that hasn’t been upgraded or replaced at least once. He always leads the charge, testing his mettle against the toughest opponents with deadly efficiency and grim humor. VINCE DIAMOND The poster boy for the grandeur and superiority that Cybertronic can achieve, he is a cold and calculating killing machine graced with the best technology humanity can offer. There have been many Diamond incarnations over the years, but none as deadly or vicious than this one. LORI FAUST Originally a Bauhaus Blitzer, Lori was mortally wounded by the Dark Legion, she was rescued by Cybertronic and given a new lease of life. A hatred of the Dark Legion burns hotly at the core of her scrambled memory. She has led the way in adapting hacking techniques. SEAN GALLAGHER The Gallaghers were renowned as the most proficient swordsmiths and runic masters in the solar system. Sean is the sole survivor of the entire Clan thanks to his own stubbornness and insistence on becoming a warrior. He joined the Wolfbanes to unleash his fury and guilt on his foes. EDWARD S. MURDOCH An honorable street urchin from Fukido, his antics soon drew the attention of a Golden Lions recruiter. His drive and abilities eventually led him to become a training instructor for the legendary unit. Despite being forced to reluctantly apply, he relishes the Doomtrooper life. SELINA KINGSFIELD She bears a surname that draws disdain with honor and distinction. A stint in the trenches led to recruitment by the Blood Berets, who taught her how to fight her enemies with fury and valor. Asked to join the Doomtroopers, they have since taught her how to carve open a Citadel. OSHIRO MAKIKO Obligated by tradition to become the personal bodyguard of a Mishiman lord’s daughter, she is now similarly bound to the Doomtroopers by duty and honor. She fights the enemies of humanity with cold fury and consummate skill so that she might return to her Lady’s retinue. TATSU The sole survivor of a botched hostile takeover, drunk, dishonored, peerless, and Ronin were stigma that followed him wherever he went. A brush with a Semai cult gave him a new focus. Joining the Doomtroopers gave him a new lease of life, a new family, and a new home. TETSUKAGE Taken as a child and indoctrinated into the Shadow Walkers, she clung onto her humanity and fled when she could. Now she is a whisper in the dark, the silent breeze on the skin, the Steel Shadow of death. There are few places that can remain secure against her skills, Citadels included. MISSION BOOK 45
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DARK LEGION CREATURES PRAETORIAN STALKERS These terrifying machines of war are Algeroth’s greatest achievement, a vision of the ultimate frontline soldier. They are also a horrendous parody of the noble Doomtroopers. Crafted in twin pairs that operate seamlessly together, they are the perfect killing machines. A fusion of the dark technologies available to Algeroth, almost their entire bodies consist of highly advanced, Dark Symmetry powered servo engines, hydraulics, and necrotechnological organs. They are fast and relentless mobile weapon platforms without peer. EZOGHOULS Drawn from an alien and hellish dimension, the gigantic Ezoghoul is a being with one sole purpose: the destruction of other beings and the glory of battle. They fly across battlefields raining destruction on those below. The Ezoghoul’s quadrupedal body is fused with an external metal skeleton, with much of it made of artificial materials. Unable to breathe a standard atmosphere, the creatures rely on a parasitic symbiote to draw breath and silently communicate via telepathy. THE NEPHARITES Nepharites are the highest servants of the Apostles and the eternal enemies of mankind. 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 man — and are often garbed in shining dark armor coated with evil runes and sharp spikes. They radiate deadly calm, lead their armies with cold efficiency, and command their forces with mighty battlecries that strike fear into the hearts of those who hear them and pave the way for the carnage to follow. NECROMUTANTS Massively built warriors transformed by the twisted science of the Dark Legion, their bodies are 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 battles fought by the Dark Legion, with the best gaining their own command. They carry out fearless assaults using hordes of Legionnaires. CENTURIONS One of Algeroth’s most successful creations, Centurions are created from wounded commanders who are mind-wiped then repurposed, their bodies infused with bio and necrotechnology. Their black or red eyes and hardened green skin forever set them apart from humanity. Centurions often act as the commanders of the Dark Legion. Selected for their combat abilities, they are sometimes given special missions by their own leaders. RAZIDES Beasts from another time and existence that have been enhanced by Algeroth’s Tekrons, they walk taller than any human and are able to crush stone with their powerful hands. A Razide appears to be a hybrid of flesh, black iron, glass, and stone. As it draws breath through a biotechnological breathing vane, unearthly organs connected to endless tubes ripple beneath its reddish skin, pumping dark liquids throughout the Razide’s muscular body. LEGIONNAIRES The Undead Legionnaires of Algeroth march against humanity in seemingly numberless silent hordes. These soldiers are essentially zombies, humans killed in battle and reanimated with the help of necrotechnology. Their equipment is a mix of scavenged parts reshaped using black technology. Slaves under the control of a Nepharite or their subordinates, the mindless Legionnaires act without any will of their own. © 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. SIEGE OF THE CITADEL 48
2D20 LEAD GAME DESIGN JAY LITTLE 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 GRAPHIC DESIGN BY MATTHEW COMBEN LAYOUT BY THOMAS SHOOK COVER ARTWORK BY STEFAN KOPINSKI 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 CARTOGRAPHY BY HENNING LUDVIGSEN MUTANT CHRONICLES 3RD EDITION & UPDATED FACTIONS LOGOS BY ALEX BUND PRODUCED BY CHRIS BIRCH, MARC LANGWORTHY PROOFREADING BY BILL HERON, JUAN ECHENIQUE, JAVIER ANGERIZ-CABURRASI AND OUR BACKERS! ART DIRECTED BY MISCHA THOMAS, MARC LANGWORTHY COMMUNITY MANAGERS LLOYD GYAN EDITED BY BRIAN CASEY, MARC LANGWORTHY Published by: Modiphius Entertainment Ltd. 39 Harwood Rd, Fulham, London SW6 4QP. [email protected] The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. 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. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Mutant Chronicles International Inc. 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. 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