TETSUKAGE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND Tetsukage is something of an anomaly. Taken as a child and indoctrinated into the Shadow Walker Cult, she managed to retain and hide some of her humanity from her masters despite their best efforts to mould her into a remorseless assassin. Seizing upon an opportunity to flee and not caring whether she lived or died, she threw herself at the mercy of the Demon Hunters. They cleansed her of any dark influences and determined that she truly wished to atone or the path she had been forced onto, but could not agree on the best path for her. In a rare moment of collaboration, they consulted with the Brotherhood on the possibility of rehabilitation. Having performed their own exorcism and determined the full extent of her skills, they concluded that Tetsukage was too much of an asset and would face too many risks where she to be returned to society, though neither the Brotherhood or the Masters of the Forbidden Isle wished to offer her sanctuary. After much discussion, they offered her an opportunity to try out for the Doomtroopers. Tetsukage “The Steel Shadow” has been the bane of every Dark Legion minion she has encountered so far, and with only the highest-ranking members of the Cartel aware of her dark history, she is enjoying a certain amount of freedom that she has never experienced before. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • NO MERCY: Re-roll up to three when making a close combat attack, but keep the new results. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using Unbalanced weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using Unbalanced melee weapons. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. • LIVING SHADOW: Add four d20s to the stealth pool when attempting to remain unseen or unnoticed. • CAMOUFLAGE: Dark Symmetry Points paid to add additional dice to a Stealth tests when hiding anything vehicle sized or larger add two dice, instead of one. • INSERTION: Substitute Stealth for Thievery when attempting to bypass physical security measures. • LIFE OF CRIME: Re-roll one d20 when making a Thievery test, but keep the new result. • BYPASS SECURITY: Re-roll up to three d20s when attempting to pick a lock or overcome a security measure, but keep the new results. DEATHBRINGER TALENTS • THE CHAMELEON’S SKIN: Average (D1) Willpower test as a Standard Action to gain two bonus Momentum on all Stealth tests whilst not moving (for Concentration or until she moves). • THE CROW’S PIERCING GAZE: Average (D1) Willpower test as a Restricted Action to grant Armour Piercing 1 to her next ranged or melee attack made within Close range. Must be used before the end of the current turn. • CATSIGHT: Tests are never increased in difficulty due to poor lighting. • THE MONGOOSE’S ARTFUL DODGE: Do not pay a Dark Symmetry Point for the first Dodge Response Action of any round.. DOOMTROOPER ABILITY • SHADOWS UNSEEN: Despite being cleansed of any taint, Tetsukage will forever walk the grey shadows between Darkness and Light. The gloom that seems to surround her is a double-edged sword; her associates often mistrust her, but the Darkness can mistakenly read her as an ally. As a Restricted Action, Tetsukage may pay two Dark Symmetry Points and undertake an opposed Stealth test against the Willpower of any creatures of Darkness within line of sight (for multiple opponents, use the highest Willpower of those present). If successful, those creatures consider her to be an ally until she proves herself otherwise and increase the difficulty of any attack–including supernatural powers–made against her by two steps.
SEBASTIAN CRENSHAW MORTIFICATOR (BROTHERHOOD) MENTAL WOUNDS AGILITY: 11 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +4 3 – UNARMED COMBAT • STEALTH +3 2 AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT +2 1 • THIEVERY +2 1 Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 3 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 11 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 9 SKILL EXPERTISE / FOCUS • MYSTICISM +3 2 • WILLPOWER +2 1 PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +2 • PERSUADE +1 – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 2 SOAK 3-5 RIGHT ARM SOAK 1 6-8 LEFT ARM SOAK 1 9-14 TORSO SOAK 2 15-17 RIGHT LEG SOAK 1 18-20 LEFT LEG SOAK 1 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 2 ATTACKS • MP-210 NEMESIS PISTOL (RANGED) Range C, 1+5, Semi-Automatic, 1H, Close Quarters, Hidden 1, Pious 1 Reloads • MORTIS SWORD (MELEE) 1+6, Unbalanced, Parry 1 Pious 1, Vicious 2 EQUIPMENT Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit, mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword. CAREER PATH Imperial, Upper, Heritage World–Asteroid, Brotherhood Apprenticeship, Paladin, Mortificator CITIZEN TALENT Brother, Book of Law, Mystic DOOMTROOPER ABILITY • MASTER OF ASSASSINS: There are many stories and legends surrounding Sebastian, but two of the most prominent avow that he is death incarnate and that he has never failed a solo mission. The former is rarely disputed, but the latter is undeniably true. He gains one bonus Chronicle Point at the start of each scene when operating on his own to fulfil a mission (maximum five). Additionally, also when operating alone and only once each session, he may spend a Chronicle Point to immediately reduce the Dark Symmetry Pool by an amount equal to twice his Mysticism Focus. 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. SEBASTIAN CRENSHAW BACKGROUND With a name that is often used to paralyse and terrify, Crenshaw is a legendary figure among fabled assassins. No other Mortificator in the history of the Brotherhood comes close to equalling his kill ratio, which is made even more incredible by the fact that most of his missions have been against supposedly unreachable, high-profile targets. Official records of his past have been cleansed from the Brotherhood’s annals, but his Imperial ancestry is clearly identifiable in his crisp, cultured accent and proud bearing. Until recently, he would never remove his helmet within the presence of others and will still never do so when on the hunt. Aided by his stark white hair, bushy eyebrows, mischievous blue eyes, and cultured moustache, Sebastian portrays the perfect witty gentleman when not on task. In the field, however, he is utterly cold, calculated, and focused on his mission He is often relied upon to train and educate new Moritifactors in the merciless arts of assassination, and though he makes for a harsh taskmaster, those who meet his strict criteria always move on to also become trusted and valued servants of the Cardinal’s will. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, which may eliminate the need for a test. • CATFALL 1: Reduce the distance fallen by three metres (one floor) when calculating falling damage. • ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response Action against a melee attack, or a ranged attack with the Blast quality. • FREE RUNNER: Ignore all effects of moving through difficult terrain, not including hazardous terrain. • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • NO MERCY: Re-roll up to four when making a close combat attack, but keep the new results. • DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Response Action. • RIPOSTE: After successfully executing a Parry Response Action, immediately pay a Dark Symmetry point to make a melee attack against the parried foe. • REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he attempts a Dodge Response • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • SNIPER: Re-roll up to three when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • PRECISE TARGETING: The Called Shot Momentum spend shifts the hit location by two, instead of one, when using ranged weapons. • SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. • LIVING SHADOW: Add two d20s to the stealth pool when attempting to remain unseen or unnoticed. • CAMOUFLAGE: Dark Symmetry Points paid to add additional dice to a Stealth tests when hiding anything vehicle sized or larger add two dice, instead of one. • INSERTION: Substitute Stealth for Thievery when attempting to bypass physical security measures. ASPECT OF MENTALISM TALENTS • PURITY OF SELF: Gain an additional Momentum on all spell with Concentration as a duration. Spend one Momentum to change the duration to five minutes. • SELF-DISCIPLINE: Immediately roll one additional d20 when casting any Mysticism spell from the Aspect of Mentalism and scoring at least one success. • VIOLACEUM MINORIS: In addition to the basic spells Blessing, Contempt, and Succour, he may use the spell Inner Gaze. • VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and Regeneration. • VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and Swiftness.
INQUISITOR NIKODEMUS INQUISITOR MAJORIS (BROTHERHOOD) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS +2 • CLOSE COMBAT +3 3 – UNARMED COMBAT • STEALTH AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +3 3 – INSIGHT +2 1 • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 2 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 11 SKILL EXPERTISE / FOCUS • EDUCATION +2 2 – LINGUISTICS – SCIENCE • MECHANICS +1 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 12 SKILL EXPERTISE / FOCUS • MYSTICISM +4 3 • WILLPOWER +2 2 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +2 • PERSUADE +2 2 – COMMAND +3 2 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 2 18-20 LEFT LEG SOAK 2 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ATTACKS • NIKODEMUS’ AC-40 JUSTIFIER ‘GABRIEL’ (RANGED) Range C, 1+7, Automatic, Unbalanced, Pious 1, Spread 1 Reloads • AC-40 JUSTIFIER CHAINBLADE (MELEE) 1+6, Pious 1, Vicious 2 EQUIPMENT Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit, mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword. CAREER PATH Bauhaus, Commoner, Heritage World–Venus, Brotherhood Apprenticeship, Qualifier, Inquisitor CITIZEN TALENT Brother, Book of Law, Mystic DOOMTROOPER ABILITY • THE ART OF WAR: Nikodemus is an experienced and extremely capable commander who is renowned for his uncanny ability to punch his troops through enemy lines. At the start of each round of combat, he can make an Average (D1) Observation test as a Restricted Action. If successful, he can spend Momentum to issue orders (as a Free Action) to his comrades within earshot. Each point of Momentum from the test can be used to grant one comrade a single additional d20 to any attack test taken before the end of the current round. 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
INQUISITOR NIKODEMUS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND Born as a commoner to a devout Bauhaus family, the young man who would re-forge himself as Salvatore Nikodemus showed potential with the Art from a very early age. With his family’s blessing, he joined a Brotherhood apprenticeship scheme and rapidly rose through the clergy’s ranks until he came to the notice of Lord Inquisitor Gabriel Victorios, who took the young Nikodemus into his retinue. The death of Victorios during a Dark Legion attack on the Venusian city of Kanark resulted in Salvatore leading a handful of Brotherhood Troopers, Valkyries, Mortificators, and Sacred Warriors in a successful defence against a much larger force. Nikodemus took up the mantle of his fallen peer at battle’s end and rapidly rose to become one of the most respected war leaders amongst the Brotherhood’s military. His even temperament and fair judgements also led to his fame growing off the field of battle, to the point that he is now inundated for requests for Confession whenever he arrives at a destination. Possessing an impressive height and build, unwavering faith, unshakeable sense of purpose, and unrelenting fury in the face of the Dark Legion, he never fails to bolster those around him. Nikodemus understands that sacrifice is often necessary to win for the greater good and never falters when issuing such orders, though he also does so with a heavy heart. TALENTS • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of a large group, who stop what they are doing for the duration of a brief monologue. Requires a Command test with a difficulty equal to the number of NPCs if used in combat. If successful, they are distracted and may not act against Mitch until after his next turn. Other actions attempted by the NPCs have their difficulty increased by one during this time. • COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by one, which may eliminate the need for a test. • FONT OF COURAGE 1: Reduce the difficulty by one whenever someone under his direct command makes a Willpower test, which may eliminate the need for a test. • DISCIPLINED STUDENT: Re-roll one d20 when making an Education test, but keep the new result. • GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep the new result. • NETWORK 1: Reduce the difficulty by one whenever attempting to find a contact for assistance, which may eliminate the need for a test. • REALLOCATE ASSET 1: Reduce the Restriction Rating of any item or service by one, to a minimum of one, although obtaining said item skirts the Brotherhood’s principles and will likely be frowned upon. • HIGH COMMAND: Nikodemus can make a Daunting (D3) Lifestyle test to ask a favour of the Magistrate of Heimburg. This test can only be made once per month. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test made to identify a creature or power of Darkness. • DARK DEFENCE: Take an Average (D1) Mysticism test as a Standard Action when fighting a Heretic or creature of Darkness. If successful, gain a free Response Action against an attack from a Heretic or creature of Darkness, plus one additional Response Action per Momentum spent. These free Response Actions must be used at any point combat ends. • CHARISMATIC: +1 to his Influence. • NATURALLY CHARMING 1: A successful Persuade test yields one additional Momentum. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. • ASPECT OF MENTALISM TALENTS • PURITY OF SELF: Gain an additional Momentum on all spell with Concentration as a duration. Spend one Momentum to change the duration to five minutes. • MENTAL FORTRESS 2: Gain two Mental Wounds (already included in profile). • VIOLACEUM MINORIS: In addition to the basic spells Blessing, Contempt, and Succour, he may use the spell Inner Gaze. • VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and Regeneration. • VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and Swiftness.
MARIA COSTELLANOS VALKYRIE (BROTHERHOOD) MENTAL WOUNDS AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +2 1 • CLOSE COMBAT +5 4 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +1 1 – INSIGHT +1 • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 11 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS +2 2 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 9 SKILL EXPERTISE / FOCUS • MYSTICISM +3 2 • WILLPOWER +2 1 PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE +2 – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +1 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 2 SOAK 3-5 RIGHT ARM SOAK 4 6-8 LEFT ARM SOAK 4 9-14 TORSO SOAK 5 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ARMOR • AERIAL ASSAULT: Contains a jump pack that allows her to ignore falling damage when deploying from an aircraft. Usable once before refuelling is required. • SHINING LIGHT: Gain one bonus Momentum to Dodge Response Actions. ATTACKS • P-60 PUNISHER (RANGED) Range C, 1+5, Burst, Unbalanced, Close Quarters, Knockdown, Pious Reloads • CASTIGATOR POWER SPEAR (MELEE) 1+6, 2H, Armour Piercing 1, Parry 1, Pious 2, Reach • CASTIGATOR MACE HEAD (MELEE) 1+6, 2H, Pious 1, Stun MACE HEAD: She may freely choose to attack with the spear or mace head. So long as she uses separate ends for each attack, she may also reduce the Swift Strike Momentum cost by one. EQUIPMENT Brotherhood robes, Brotherhood pendant, Book of Law, power controller, P-60 Punisher (+3 Reloads), Castigator Power Spear. CAREER PATH Capitol, Elite, Heritage World–Mars, Brotherhood Apprenticeship, Valkyrie CITIZEN TALENT Brother, Book of Law 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
MARIA COSTELLANOS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND Born to a family that has it all, Maria gladly turned her back on their celebrity lifestyle in order to attend to a higher calling. The Costellanos family are household names on Mars, having become famous– or infamous, depending on the viewer’s perspective– reality TV stars thanks to a rags to riches documentary that followed her mother’s rise from the depths of the Sprawl and the trenches of the Doughpits to straight-talking diamond in the rough amongst San Dorado’s wealthy and elite. Ever desperate for a diversion from the grim realities of the solar system and the encroachment of the Dark Legion, the media circus surrounding Maria’s birth alone broke intermegacorporate viewing figures. The Cardinal’s personal visit to San Dorado Cathedral as part of a spiritual publicity tour was an opportunity for increased coverage that served as an irresistible lure to Maria’s mother. The Costellanos family’s position near the front of the sermon allowed them to bask in the Cardinal’s aura, and so it was that his calming presence and powerful radiance drew Maria towards a different life. At first, her family supported her apprenticeship, as they believed they might boost ratings further by shadowing her training, but both Maria and the Brotherhood forbade their intrusion. Showing an unprecedented mastery of the Art, she has since risen to the ranks of the Valkyries and mastered her inner turmoil into a blast of pure Light that can be channeled through her Castigator Spear. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • NO MERCY: Re-roll up to three when making a close combat attack, but keep the new results. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using Two-Handed weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using Two-Handed melee weapons. • NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but keep the new result. • SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which may eliminate the need for a test. When an Exploit Weakness action is taken, add Armour Piercing 2 to her subsequent attack. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test made to identify a creature or power of Darkness. • DARK DEFENCE: Take an Average (D1) Mysticism test as a Standard Action when fighting a Heretic or creature of Darkness. If successful, gain a free Response Action against an attack from a Heretic or creature of Darkness, plus one additional Response Action per Momentum spent. These free Response Actions must be used at any point combat ends. • SLAYER OF DARKNESS: Nominate a single creature of Darkness and attempt a Challenging (D2) Mysticism test as a Restricted Action. If successful, the Bonus Damage Momentum spend inflicts one additional point of damage. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. • ASPECT OF KINETICS TALENTS • VIOLENT FORCE 2: Gain two additional Momentum when successfully casting an Aspect of Kinetics spell, which may only be used to increase the damage of that spell. • RUBRUM MINORIS: In addition to the basic spells Blessing, Contempt, and Succour, she may use the spell Impel. • RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier. • RUBRUM MAJORIS: Maria may use the spells Singularity and Levitate. ASPECT OF KINETICS TALENTS • VIOLENT FORCE 2: Gain two additional Momentum when successfully casting an Aspect of Kinetics spell, which may only be used to increase the damage of that spell. • RUBRUM MINORIS: In addition to the basic spells Blessing, Contempt, and Succour, she may use the spell Impel. • RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier. • RUBRUM MAJORIS: Maria may use the spells Singularity and Levitate. DOOMTROOPER ABILITY • BLINDED BY THE LIGHT: Using her Castigator Spear as a focus, Maria has displayed an unparalleled connection with the Aspect of Kinetics that has seen her excel in its use and left her tutors astounded. Most recently, she has been able to direct disabling blasts of power that can cripple the alien systems employed by the Dark Legion. By increasing the difficulty of the test by one step, she may use the Strike spell to target an item of Black or Necrotechnology, including features such as the turrets or doorways of Citadels. If the attack succeeds, she may spend two Momentum to inflict a Disable effect on the item.
THIS NET IS CLEAR To understand the concept of hacking in a solar system driven by dieselpunk technology, it is worth taking a moment to examine one of the more unique products that Cybertronic has to offer: Subreality. Despite the Brotherhoods’ protestations over its very existence and warnings to users over its inherent dangers, Subreality has piqued the interest of anyone seeking to escape the daily grind of life amongst the megacorporations, which is pretty much any human being not allied with the Cardinal and his order. Although touted to the masses as new and experimental technology on its release to the general public, Cybertronic had been building, testing, and upgrading Subreality for a number of years prior to this, including testing it for susceptibility to the corruption of the Dark Symmetry. THE ART OF HACKING Both Cybertronic and the technology they produce have grown beyond the bounds of everything that humanity had considered forever beyond their grasp thanks to the Dark Symmetry. The megacorporations internal networks, data hubs, and associated processors handle vast amounts of data every second. In order to be able to interpret and manipulate this data, the technological capabilities of their employees have developed at a pace proportionate to the megacorporation’s technological advancements, i.e. at a superhuman rate. Although Cybertronic have no current intent to pass such knowledge and capability on to the other megacorporations, the Three Pillars have agreed to provide advanced training in the use of certain items of their technology to the Doomtroopers. BLACK HACKS Dubbed Black Hacks by the Doomtroopers who carry them out, the specifics behind the act of hacking a Citadel’s systems are carried out in a fairly similar manner to the destructive data heists that were prevalent amongst the pre-Dark Symmetry era megacorporations. On the surface at least. The operator of an experimental hacking device will be shown data access points, coding, and solutions via a display that is a representation of many mid-21st Century data pads. What is actually occurring behind the scenes within the living and breathing veins and arteries of the Citadel’s systems is something else entirely. Fuelled and protected by Element 13, and driven by a miniscule copy of a fragment of the Alexander AI’s mind bolstered by the operator’s own spirit, the experimental hacking devices not only hold the corruption of the Dark Symmetry at bay, they turn the tables on the Darkness by cleansing and infecting select systems with functions useable by the operator. The operation of an experimental hacking device is not a flawless process, however, as the black tide of Dark Symmetry that flows through the veins of each Citadel constantly seek to re-infest subverted systems. INTERACTING WITH DARK TECHNOLOGY Performing a Black Hack is carried out in a similar manner to the data manipulations that take place within Subreality, with one obvious difference: the user’ virtual form is not present within the Citadel’s systems. A human (or cyborg) mind exposed to the pulsing inner workings of a Citadel would be swept away instantaneously without the buffer of an experimental hacking device, which forces the operator to carry out their intended actions with a degree of separation from their objective. A character hacking a Citadel’s systems uses the normal rules of action. Rather than suffer physical damage, however, any damage inflicted by the Citadel’s systems is applied to the character’s Mental Wounds. This means that characters risk exposing themselves to mental trauma and madness if the tide of Symmetry is too great. The worst Citadels can translate diseases and other insidious effects into real world which remain with the character even after disconnection. Despite the risks involved, properly-equipped and skilled users can reach into the underlying systems of a Citadel and bend them to their will, accessing hidden reservoirs of data and defying the ‘laws’ that govern interactions between the real and supernatural. Black Hacks follow the rules for hacking, which originally appeared within the Cybertronic Sourcebook. They are repeated here with minor adjustments to account for the Dark Symmetry’s corruptive influence. HACKING Interacting with the underlying systems of a Citadel is reliant upon accessing its network of Nodes. Every function, system, structure or location within a Citadel is a simulation built around a Node. Each Node is connected to a virtually limitless number of devices–physical objects and items that are dependent upon the Node. The corruptive influence of the Dark Symmetry is also inter-connected in a vast pulsing web, so it is also possible to access other technological items not necessarily directly connected to a Node; although difficult, it might be possible to affect the Nazagaroth that a Razide is wielding, for example. CHAPTER 04 BLACK HACKS SUBREALITY Although an enormous expense to institute and maintain, Subreality has already begun to pay dividends–particularly in the form of crucial data concerning the Dark Symmetry–in the few short years since its inception, for without the virtual cityscape of Subreality and its hidden laboratories, it would be decades before technology such as the experimental hacking devices now used by the Doomtroopers became anything more than a concept. Subreality has finally begun to prove the truth of one of the theories for which it was designed: reversing the flow of corruption and turning it back against the Darkness. Subreality is a fully interactive setting that is presented to its users as something of a parody of a mid-20th Century European city. A marvel to behold and offering a wide array of experiences, the virtual city has become an attraction to the wealthy, disillusioned, and curious of every megacorporation. More in-depth information concerning Subreality can be found within the Cybertronic Sourcebook, beginning on p. 34. 108 CHAPTER 04
BREACHING A NODE Once connected to a Node, the range of possible interactions are limited–the Firewall prevents essentially any action other than communication. In order to do anything else, the Firewall will need to be overcome. This can’t be done easily. Overcoming a Firewall requires going on to the attack with the experimental hacking device’s software and, to some degree, the operator’s own mental fortitude. These programs come in a variety of forms, each with their own strengths, weaknesses, and specialised uses. All attempts to breach a Node–regardless of the software used– are a Sciences test, with a difficulty equal to the target Node’s Firewall. As with locating a Node, this basic difficulty applies to locating a Node within Close range, with the difficulty increasing by one step against a Node at Medium range. NODES TYPE OF NODE RESTRICTION COST Standard Node (1 connection) with Cloak 1, Firewall 1, Shield 0) – – Enhanced Node upgrade (5 connections) with Cloak 1, Firewall 2, Shield 1 2 5 Greater Node upgrade (10 connections) 3 10 LOCATING A NODE MOMENTUM SPENDS BENEFIT MOMENTUM EFFECT Widen Search 1+ Locate an additional Node with Cloak X in the same zone as the initial target, where X is the Momentum spent. Multiple Nodes may be located in this way, paying Momentum for each Node. Scan for Weaknesses 2+ For every two Momentum spent, ignore one point of one located Node’s Firewall or Shield. Component Search 1+ For each Momentum spent, identify one device or subsystem connected to one located Node. BREACHING A NODE MOMENTUM SPENDS BENEFIT MOMENTUM EFFECT Deeper Access 1+ Generate one additional Access per Momentum spent Overwhelm 2+ Reduce the amount of free Access the Citadel has by one for every two Momentum spent Intrusion Exploit 1 Re-roll all from the attack software Relating the systems of a Citadel to real-world terms, Nodes and devices are programmed with defensive software, with the most common form called a Firewall. A typical Node–such as a simple doorway separating corridors–will have Firewall 1. Devices not connected to the Citadel lack Firewalls of their own, relying on the Node they’re closest to and a degree of separation for defence. Each Node’s identity is also smoke screened from any others to anyone not familiar with a Citadel’s systems; their alien nature and bizarre coding make it difficult to determine which Node refers to which object or location. This electronic obfuscation is known as Cloak, and all Nodes have at least Cloak 1. The most important Nodes are protected by potent Firewalls and extensive Cloaks. It should be remembered that every hacker is interacting with a Citadel via a Node. A character has unlimited access to the Node they have subverted with their experimental hacking device and may use its functions freely. LOCATING A NODE In order to attempt to hack a target Node, its representative coding must first be located. This means overcoming its Cloak, and thus identifying the correct subroutine to subvert. This requires a Sciences test with a difficulty equal to the Cloak’s rating, as a Standard Action. This basic difficulty applies to locating a Node within Close range. Within a Citadel, locating a Node from Medium range may only be achieved by using a Chrome Mastiff or similar device as a remote access point. The distance and distortions involved in this increase the difficulty by one step. Once a Node has been subverted, it can be connected to as a Free Action at any point. Connecting to a Node confers no particular benefits by itself, though it permits direct communication which cannot be intercepted, and the connection works both ways. A character may identify his own Node, or one he is otherwise in control of, to other characters connected to any Node within Close range as a Free Action, allowing them to connect without needing to overcome the Node’s Cloak. A character may not connect to more than one Node at a time. This limit can be increased with certain upgrades. You may attempt to connect to a Node that already has its maximum number of connections, but this connection automatically ends at the end of your turn (unless you can forcibly disconnect another Node to free up a connection before then). Maintaining connections with trusted friends is a common way of protecting oneself from intrusion, through the simple principle of strength in numbers. 109 BLACK HACKS
EXPERIMENTAL HACKING DEVICE SOFWARE The attack software of experimental hacking devices each possess a rating of 1, which grants one additional d20 on the Sciences test to breach a Node equal to the software’s rating. The presence of Element 13 and a copied sliver of the Alexander AI mean that experimental hacking devices do not use up their attack software each time they are employed. They also contain Oculus software, which is a series of routines and protocols designed to sift through large amounts of ‘background noise’ data and aid a hacker in locating a hidden Node. Oculus software reduces the difficulty of a Sciences test to locate a Node by one, which may eliminate the need for a test. Undertaking a Black Hack is a strange and surreal experience 110 CHAPTER 04 If an attempt is successful, roll to generate access. Each form of attack software rolls 3, and grants a different benefit for each Dark Symmetry Icon generated–lacking the proper software means that you cannot attempt a breach. These represent the opportunities to take action created by the attack, and how much can be undertaken before the target Node’s natural security close the breach. Roll 3, account for any Dark Symmetry Icons generated by this roll, and note the total rolled. You may increase this total by +1 for each Momentum spent. This total can be divided up to create effects as listed on the Hacking Effects table. User access–such as each character has for their own Node–allows the character to spend up to 3 points of Access for free as a Restricted Action, without requiring a Sciences test to Breach the Node. The most common forms of attack software are as follows: • SPIKE programs are the most common and versatile of attack software. Spike generates one additional Access for the character for each Dark Symmetry Icon generated. • BLITZ programs are brute-force approaches, unsubtle but effective. Blitz has Access 3, and reduces the target Node’s Shield rating by one if one or more Dark Symmetry icons are generated. • WHISPER programs are subtle, careful forms of software, extremely difficult to detect and defend against, but lacking in raw power. If one or more Dark Symmetry Icon is generated, then the Whisper program is not expended on that attack. DEFENDING A NODE There are two ways to defend against a breach attempt. The first and most common method is the use of defensive software–Firewall, and Shield. Firewall rating is discussed above, and it increases the basic difficulty of breach attempts. Shield software bolsters this defence, limiting the amount of access an intruder can obtain. For each point of Shield rating a Node has, a successful breach generates one fewer Access, to a minimum of zero. Alternatively, a skilled user can defend their Node manually. As a Response Action, the owner of the target Node may turn the attacker’s breach attempt into an opposed test, with the defender making a Sciences test of his own. If the defender wins, he may spend one Momentum to act against the attacker–either using three Access to operate his own Node (such as to disconnect the attacker’s Node), or to use attack software of his own to breach the attacker’s Node, rolling to generate Access immediately. NODE TYPES A standard node is the default level of system found in normal locations, such as mundane access doors and noncritical equipment. Enhanced nodes and greater nodes are intended to allow several simultaneous connections at once, such as a hardened security door defended by a turret and set to trigger an alarm for example. Nodes possess a Cloak and Firewall rating between 1-3, and a Shield rating of 0-4. Where different, Node ratings for locations are provided with a scenario, otherwise assume each Node has the standard ratings provided in the Type of Node table, above. The three forms of attack software–strike, blitz, and whisper–are described above. An experimental hacking device provides one bonus d20 on breach attempts using the three forms of attack software (Spike, Blitz, or Whisper).
HACKING EFFECTS ACCESS SPENT HACKING EFFECTS 1 Locate the Node’s physical location. This determines where in the real world the controlling system or originating location of the target Node can be found. In addition to the obvious uses, reduces the difficulty to locate the Node in future by one step. 1 Disable Attached Device. A single device attached to any Node ceases to function. For example, this could cause a gun to become non-functional, or disable a simulated lock. 1 Enable Attached Device. A single device attached to any Node resumes function, or is operated once. For example, this could cause a simulated gun to fire, or start the engine of a vehicle Node. 1 Disconnect. You may disconnect one Node from the target Node. 1 Reveal. You may reveal the presence of the target Node to one other Node per Access Spent. 1 Repair Defences. Every point of Access spent restores one point of Shield to the Node, up to the Node’s normal Shield rating. 2 Secure or Hide the Node. Every two Access spent increases the Node’s Firewall or Cloak by one temporarily. If the Node had already been located, increasing the Cloak means it must be located again by unconnected Nodes. This effect ends after one hour. 3 Crash. The Node is completely disabled, and shuts down. It can be reactivated from its source (by its intended user, for example, at the controlling system or originating location) without difficulty. 4 Lockdown. The Citadel is locked out of the target Node’s functions, and must hack to gain access. 4 Claim Access. The character gains user access to the target Node, and may use its functions freely. X Backlash. The target Node’s user must pass a Willpower test against Mental Assault, with a difficulty equal to the Access spent. CITADEL RATINGS Although not truly a conscious entity guided by a will of its own, the systems of a Citadel will appear to react as such thanks to the black technology and Dark Symmetry that power them seeking to purge or corrupt any intrusions to the collective structure. A Citadel will appear to seek to hide its Nodes, defend them from attack, and aggressively seek to recapture any that have been subverted with torrents of Dark Symmetry. For hacking purposes, a standard Citadel possesses Sciences Expertise 3 and Sciences Focus 1 against a TN of 13. It may also re-roll one d20 when making a Sciences test, but must accept the new result. A Citadel may take a Standard Action against each character hacking its systems per round, though only to locate or breach Nodes that have been subverted. In addition, a Citadel may supplement Dark Symmetry points for Momentum in order to generate hacking effects (see Hacking Effects table, above). The more powerful Citadels are able to manifest Dark Gifts against intruders, though only of the damaging kind. The Citadel must have located and breached the intruder’s Node to employ a Dark Gift, then spend an amount of Dark Symmetry points equal to the difficulty of the gift. For manifestation purpose, a Citadel has Willpower ratings equal to its Sciences (usually Expertise 3, Focus 1, TN 13). Only gifts that inflict damage to a target may be employed. Any resultant damage is applied to the intruder’s Mental Wounds, although an experimental hacking device provides 3 Soak against such damage, with any effects counting as 2 Soak. In this way, Citadels are able to set their would-be enemies aflame, or infest them with deadly contagions. 111 BLACK HACKS
Mighty heroes need epic assignments. In the Mutant Chronicles setting, there are few greater undertakings for humanity’s finest than entering the depths of the Dark Legion’s unholy Citadels. Yet enter they must, for these profane edifices relentlessly churn forth the unholy minions of Darkness if left unchecked. Offering a dangerous mission for experienced PCs, the Black Gate first appeared as a scenario within the Algeroth sourcebook produced for the Mutant Chronicles 2nd Edition RPG (a free pdf copy of which can be downloaded from the mutantpedia website). The entire scenario has now been updated and is presented here in a format that not only incorporates the rules contained within both this book and the Mutant Chronicles 3rd Edition Corebook, but also makes use of the sector tiles and miniatures from Siege of the Citadel 2nd Edition. Owning a copy of the board game is not essential to running the scenario, however, as the entire mission will still run equally well without any tiles or miniatures at all. To use the scenario as presented here, GMs will either need a copy of the Dark Soul sourcebook, or else make substitutions for creatures drawn from there (marked in the random encounter tables with a Dark Symmetry symbol). Because they are such legendary heroes with potent talents at their disposal, the scenario is designed with four PCs in mind. Scaling the mission for up to six PCs will require a small upwards adjustment in both the number of Dark Symmetry points gained from the Heart of Darkness additional rules and the number of creatures encountered in random encounters. The players can either pick one of their favourite personalities from Chapter 4: Heroes of the Siege, or else use the guidelines provided for heroic character creation within the very same chapter to generate one of their own. Although it is not recommended due to the difficulty of the scenario, characters created using the standard method in the Mutant Chronicles 3rd Edition Corebook can also be used. If this is the case, in addition to providing access to the best arms and equipment available, the GM should also prepare several NPCs to bolster the group’s ranks. SYNOPSIS A few days ago, a Black Ship under the command of the power-hungry Nepharite Warlord, Baalzacht, entered the atmosphere of Venus and deposited a cancerous shard of Black Technology into the crust of the planet. Despite suffering massive damage from a combination of air strikes and artillery, enough of the Black Ship survived to enable itself to bore a hole into the planet and become operational. Usually, Black Ships shed their outer skin upon impact to reveal the aboveground structures of a Citadel, but this one seems to have been damaged enough to be wholly contained beneath the planet’s surface following its collision. For now, at least. Unfortunately, being encased below the planet’s surface also renders the remains of the Citadel immune to further air strikes and artillery barrages, which poses distinct problems to any attempts at preventing it from becoming fully operational. Brotherhood Mystics from the Cell of Seers have been experiencing powerful premonitions of a new conduit to Nero, a Black Gate that will allow the new Citadel to grow CHAPTER 05 BAALZACHT’S BLACK GATE Venusian Rangers hunt a Heretic in the Venusian Jungle. 112 CHAPTER 05
at an exponential rate until it rivals those of Algeroth’s most favoured generals–the Nepharite Overlords Alakhai the Cunning and Saladin. Its position in the jungle to the west of Volksburg has induced a dire situation, as all available troops and materiel are currently deployed to counter a cunningly timed assault from Alakhai’s forces. If the Citadel were allowed to grow unhindered, the entire region would undoubtedly fall under the sway of the Dark Legion. Dire situations call for extreme measures, so the regional commander, Grand Marshall Isidora Romanov, has personally requested the assistance of the Cartel’s Doomtroopers to contain the situation before it spirals out of control. Guided by advice from her Brotherhood aides, she believes that a surgical strike against the Citadel’s master and his infernal Black Gate will prevent the structure from expanding and allow regional forces to mop up any remaining forces at their leisure. As the team chosen for the task, all the PCs have to do is find their way to the very bowels of the Citadel, eliminate a powerful and favoured Nepharite of Algeroth, and somehow close a conduit of raw Dark Symmetry that connects to the Dark Legion’s seat of power of Nero. Just another day for the illustrious Doomtroopers of course. Regrettably for the PCs, the Brotherhood Seers have their timings wrong. Whether due to distortions induced by the Dark Symmetry or the presence of a Black Gate, the Seers have failed to determine that Baalzacht’s connection to Nero will actually be operational within twenty-four hours. If the PCs tarry, they may end up facing a much larger host than they bargained for. BRIEFING The PCs are called into action by the Cartel Security Council Liaison (CSCL) stationed in Volksburg. Both a high-ranking member of the Cartel and also a Bauhauser from a Great House with estates nearby, the CSCL, Major Konrad Karlstein, is overly eager to assign them with the mission at hand. Although he could have delivered the orders himself, he is accompanied by a Brotherhood Mystic from the Volksburg Cathedral’s Cell of Seers. In clipped tones, the Mystic delivers the following report: The shard of a Black Ship soiled the surface of Venus approximately three days ago. It burrowed itself deep in a location approximately one-hundred miles to the west of Volksburg. We have divined that the Citadel’s Nepharite, Baalzacht, is attempting to connect with Nero via a Black Gate. If this is allowed to happen, he will eventually grow in power until he vies with Alakhai for the position as the Apostle of War’s right-hand. I needn’t explain further what this would mean for the region, perhaps even Venus. Major Karlstein will further explain what is expected of you. The blessing of the Light be with you. Major Karlstein will further explain that the seers predict the gate will be operational within three days. Current troop deployments in the face of an aggressive assault by Alakhai mean that Baalzacht’s Citadel can only be contained. Despite intelligence indicating a low number of Dark Legion troops present, an underground campaign would also be highly costly in terms of personnel. The PCs, therefore, are to enter the Citadel via stealth, cripple the Black Gate, and eliminate Baalzacht. Once successful, of course, the entire Citadel will be alerted to their presence, so they are to make haste towards their extraction point without delay. The main access to the Citadel is aggressively patrolled by Praetorian Stalkers, though Venusian Rangers have traced a fissure that opened up in the wake of the shard’s impact. They believe the tunnel will be able to provide access to the Citadel’s upper levels. EXPEDITION The PCs are provided with access to all of the equipment they could need–from armour, to weapons and Reloads. The only Major highly recommends that the team equip themselves with a Gehenna Puker and explosives, as the Puker will facilitate a quieter entry to the Citadel than explosives ever could, yet the explosives will be needed for the Black Gate. Once equipped, they are ferried towards a rendezvous with members of the 1st Battalion, 2nd Division of the Venusian Rangers–the Dschungelgeister (Jungle Ghosts) – in a sleek and stealthy Cartel gunship. The helicopter hovers over the designated clearing, which requires a short drop and a successful Challenging (D2) Acrobatics or Athletics test to dismount without injury. Failure results in 1+1 damage that ignores Soak to a random Leg location. Two members of a five-man squad of Venusian Rangers step from the jungle once the gunship’s downdraft no longer whips the foliage into a frenzy. They are here to escort the PCs to the fissure, though they seem none too pleased to be doing so. If pressed, their leader, Sergeant Johann Stein, will admit that their team feel they could have taken care of the mission themselves. A Daunting (D3) Persuade test will thaw the Rangers’ cool exterior towards the PCs and net potential allies for future operations in this region. The Rangers live up to their name as they guide the PCs to the fissure, which requires a hike of a few miles though dense jungle. Although no encounters are presented for this part of the scenario, uncompromising GMs may wish to include one or two scenes with Dark Legion forces or jungle predators. Once at the fissure, Sergeant Stein informs the group that the outer skin of the newly formed Citadel is a short distance underground. An extended blast with the Gehenna Puker will allow them to breach its exterior (achieved by expending 2 reloads once the end of the short tunnel is reached). RANDOM ENCOUNTERS The creatures harbouring within Baalzacht’s Citadel are certainly not static. Fully aware of his current precarious position, the Nepharite Warlord has ordered frequent security patrols, plus additional tasks intended to prepare the Citadel for its glorious expansion. Rather than rolling for a random encounter, the GM may choose one from the list for the any level the PCs are occupying–which may be more than one if they are split across levels–and spend the associated Dark Symmetry points. A random encounter may be introduced each time any PC enters a sector tile that does not contain any friendly characters. Note: the sector tile does not need to be previously unexplored, just not occupied by any other friendly character. GRANDER SCHEMES Using the Mutant Chronicles roleplaying game as a platform to present a campaign based around an assault on a major Citadel such as the ones operated by Alakhai or Saladin is a major undertaking. At the least, it would require a book of its own of comparative size to this one. That said, there is nothing wrong with using this scenario as the basis for a larger campaign, with the levels described here forming the core and any other sections added as necessary. Baalzacht can then be replaced with another Nepharite (the Dark Soul sourcebook offers plenty of alternatives) Of course, gaining access to the Citadel will definitely not be as straightforward as it is within this scenario; this alone will warrant several sessions of play. Copying the layouts and scope of missions from the Siege of the Citadel base game, translating them to the RPG in terms of stats and mechanics, and adding them in a logical order to the layouts offered here is a good place to start. Though such a campaign is not for the fainthearted–both in terms of GMs and players–it would unfailingly deliver tales of epic heroism. 113 BAALZACHT’S BLACK GATE
HEART OF DARKNESS Citadels are semi-sentient constructions whose very lifeblood oozes with Dark Symmetry. Being inside such a vast edifice that is quite literally powered by the Dark Symmetry will have severe consequences for anyone not of the Dark Legion. Consequently, it also provides great boons for creatures that are tied to the Dark Legion. While the PCs are within its confines, the Citadel provides the following effects: • Dark Symmetry Generator: The Citadel is a thrumming vault of Dark Symmetry that is steadily increasing in power. The GM begins play with three Dark Symmetry points in the pool for each PC in the group, rather than two. Additionally, the GM can add two points to the Dark Symmetry pool each time a PC enters a new sector tile. This gain only applies the first time any PC enters a previously unexplored sector tile. Finally, one Dark Symmetry point is also added to the pool during each round of combat. • Power Focus: The Citadel bolsters the use of Dark Gifts used by Dark Legion creatures that are part of the Kohorts attached to it. Reduce the difficulty of ant Dark Gift used by a creature of Darkness that is part of the Citadel’s forces by 1, to a minimum of (D1). In practice, this provides a free difficulty increase for any Dark Gifts that provide additional effects. Additionally, the user of the Dark Gift gains one bonus Momentum that may only be used for Bleed effects. LEVELS 1 – 2 RANDOM ENCOUNTER DARK SYMMETRY 1 Human Captive (Escaping) 1 3 Kadavers 2 3 Undead Legionnaires 2 2 Undead Legionnaires, 1 Necromutant (Trooper) 2 2 Necromutants (Elite) 3 2 Necromutants (Trooper), 1 Centurion 3 3 Undead Legionnaires, 1 Necromutants (Elite) 4 3 Undead Legionnaires, 2 Necromutants (Trooper), 1 Centurion 5 LEVELS 3 – 5 RANDOM ENCOUNTER DARK SYMMETRY 2 Undead Legionnaires 1 2 Undead Legionnaires, 1 Centurion 2 2 Necromutants (1 Elite, 1 Trooper) 2 1 Tekron 2 1 Centurion, 1 Razide 3 2 Praetorian Stalkers 3 1 Brass Apocalypt, 1 Tekron 4 2 Undead Legionnaires, 2 Razides, 1 Praetorian Stalker 5 LEVELS 6 – 8 RANDOM ENCOUNTER DARK SYMMETRY 3 Undead Legionnaires, 1 Centurion 2 4 Necromutants (3 Trooper, 1 Elite) 2 1 Dark Golem 2 2 Praetorian Stalkers 3 2 Razides, 1 Centurion 3 1 Brass Apocalypt, 1 Tekron 4 1 Dark Golem, 1 Tekron 4 3 Necromutants (Trooper), 2 Razides, 1 Praetorian Stalker 5 TRAPS & TURRETS A number of traps and turrets are positioned throughout the Citadel. Activating a trap requires an expenditure of Dark Symmetry points as indicated in the trap’s title. The activation requirements for turrets are specified in their description. (If no Dark Symmetry cost is specified for the turret, then it does not require any to activate.) • SYMMETRIC FURNACE TRAP (2 DARK SYMMETRY): Jets of violent Dark Symmetry drawn directly from the Symmetric Furnace bathe the indicated square. The character triggering the trap and any other character orthogonally adjacent must attempt a Challenging (D2) Acrobatics or Athletics test. Failure results in 2+5 damage with the Armour Piercing 1, Incendiary 2, Mind Breaker, and Vile qualities. Success results in 1+3 damage with the Mind Breaker quality. • TELEPORT TRAP (3 DARK SYMMETRY): Inadvertently stepping into this trap risks the character being yanked through the void to the area designated in the description, which is usually somewhere far more harmful to their wellbeing than their previous position. Resisting the trap requires a Challenging (D2) Mysticism or Daunting (D3) Willpower test. Success means there is no effect. Failure means the victim suffers 1+4 damage with the Dreadful and Mind Breaker qualities before being deposited in the area indicated in the trap’s text. • TURRET: Essentially a pair of twin-linked Valcheck machine guns, turrets guarding the interiors of Citadels are designed to lay down a withering rate of fire at closer range. They attack with a TN of 13 and a Focus of 1, and may additionally add one d20 to the attack for each Dark Symmetry point spent (maximum of three). • Turret: Range C, 2+6, Automatic, Mounted, Corruption Factor 5, Split Fire, Spread 1 • Mounted: The weapon is always mounted on a weapon platform or vehicle, and cannot be operated without one. • Split Fire: The weapon with can use the Secondary Target Momentum spend for one Momentum, instead of two. 114 CHAPTER 05
LEVEL 1- THE CATACOMBS Breaching the outer wall of the Citadel allows the PCs to access the spare parts chamber–indicated by 3 on the map, see description below–on the uppermost level of the infernal construction. The Citadel is an inverted reflection of the form it will eventually take, with the uppermost floors being the most heavily guarded and the lowermost providing seclusion for Baalzacht and his machinations. Strangely convoluted and contorted in cross-section, the Citadel’s floors do anything but stack neatly atop each other, leading to each level being completely unlike any one other. The halls and rooms of this level are dimly lit with a sickly green glow that seems to emanate from pulsating veins in the walls–unless a more powerful light source is employed, the PCs suffer a one level difficulty increase in all ranged attacks beyond Close range. Hot, humid, and wracked by the sounds of tortured souls, the atmosphere of the Citadel impinges on even the strongest of minds. IMPORTANT NOTE: Any break in the external walls of a sector tile that is not specifically designated as an entrance or exit on any level is considered to be a continuous wall. 1. Entrance: This sealed doorway leads onto a short ramp that ends at a reinforced bulkhead set in the jungle floor. Two Necromutants (Elite) permanently guard the Citadel side of the doorway, while the ramp to the bulkhead is filled with Undead Legionnaires standing immobile and shoulder-to-shoulder as a first line of defence. Dealing with the Necromutants before they can open the door will mean that the Undead Legionnaires remain frozen in place on the ramp, as they have simply been ordered to attack anything that breaches the bulkhead. There are also two turrets in the entrance room–the northernmost mounted on the ceiling, southernmost on the floor. They can swivel 360 degrees, but will only activate if the main door is breached by a non-Dark Legion creature or the Necromutants are attacked. The turrets can be deactivated by hacking the terminal here (Cloak 2, Firewall 2). 2. Kadaver Quarters: Seven Kadavers (Mutant Chronicles Corebook p. 316) are currently squatting here. They will immediately move to attack any character that enters the sector tile. The teleport trap in this sector tile will deposit any character activating the trap in room four of this level. 3. Spare Parts Chamber: A gruesome room that contains the animated body parts of a large number of different corpses, all ready to be reattached to Undead Legionnaires when required. Thrashing limbs and gnashing jaws will feebly attempt to attack any PC that tarries here. The characters enter the Citadel through portion of wall indicated on the map. 4. Razide Chamber: Two territorial Razides have claimed this chamber for their own. Baalzacht is not too concerned over their aggressive posturing over this area at the moment, as they are well positioned to help defend the main entrance. They will move to investigate any sounds of combat they detect (remembering the difficulty increase described in the Grim Reflections textbox). The stairwell down to level 2 is located in east wall of the corridor that runs parallel to their room. GRIM REFLECTIONS Although the PCs might be trepidatious over their ability to infiltrate deep into the heart of an active Citadel, there are a few key factors in their favour: • The walls of the Citadel are still contorting and taking shape. Sounds reflect in strange ways, or sometimes fail to echo at all. Noises might reverberate as though emanating from a room despite actually taking place two floors below. Not only does this allow the GM to build in some haunting effects, but it also makes the denizens of the Citadel complacent. Creatures of Darkness add one difficulty to any Insight or Observation tests made to detect out of place sounds within the Citadel, including the sounds of combat or screams of their allies. • Because of the above, combats that begin on a level will usually be confined to the same level. The exceptions to this are battles that take place next to stairwells connected to an occupied room on the floor above or below (noted in the room’s description), or those that take place in rooms with openings in their floor or ceiling (such as the Symmetric Furnace). Initiating a noisy combat in one of these rooms immediately adds two Dark Symmetry points to the pool and allows the GM to introduce a random encounter within 2 rounds (minimum one round, Dark Symmetry Icons s count as a one). • Baalzacht is intuitively connected to his Citadel’s adolescent intellect. If anyone uses the Art within the Citadel’s confines, he immediately rolls a Challenging (D2) Insight test to detect its use. Two Momentum spent on the test will allow him to pinpoint its location. What he does with this information is left up to the GM, but his response will be comparable to the Cardinal detecting the use of a Dark Gift inside Luna Cathedral. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Teleport Trap 115 BAALZACHT’S BLACK GATE
LEVEL 2 - THE PREPARATION CHAMBERS The second level–referred to as the preparation chambers by residents of this Citadel–consists of the remnants of waiting victims, bizarre torture chambers, and a combat range. Instead of the sickly green glow of the previous level, the pulsing seams that criss-cross this level emanate an angry volcanic ruddiness. The level is frequently suffused with tortured screams and weapons fire, meaning that there is even less likelihood of any attention being drawn by the sounds of combat. 1. Cells: The first two rooms on this level contain a large array of cells. Each square compartment is made of round iron bars and is barely tall or wide enough to hold a human-sized prisoner in a crouched position–the cramped conditions force most captives into a foetal position. The cells hang from floor to ceiling in columns of three at two metre intervals, with the topmost also being approximately two metres from the chamber’s roof. The distance between each cell both vertically and horizontally prevents any physical contact at all by the inmates. Their suspension on chains and the hot, sickly breeze that constantly flows through this area provides a persistent metallic tinkling to complement the tortured shrieks that often reverberate through the floor. Five of the countless cells hold human remains in various states of decay, while one holds a Karnofage (see p. 126) who still retains some semblance of humanity–refer to the Skin Deep text for a description of her attempt at deceit. The teleport trap in sector tile 8 deposits a character in a cell of the GM’s choice. The traps in both chambers can be deactivated at the terminal in the north-east of sector tile 3 (Cloak 2, Firewall 3). 2. Excrutiatorium: This set of chambers is where the Eaonian Justifiers (see p. 125) carry out their hideous torture practices, with each room set aside for a different form of torment. There are always two Justifiers in attendance here, one at work on victims, the other taking note. 3. Combat Training Area: The Dark Huntsman, Alberto, and other occasional denizens use this area to hone their weapon skills and work on their weaponry. SKIN DEEP Devolved as they are, most Karnofages are hideous abominations of humanity, their physique and intellect having devolved into something ghoulish and subhuman. Once a wealthy Capitolian socialite, Garcia Prestonet has clung onto some of her former beauty and wit thanks to the tender ministrations of Tekrons and Eaonian Justifiers. Although her Stigmata have been removed, she outwardly bears wicked scars and tattoos that mark her as afflicted with corruption. She will attempt to deceive the PCs into believing she is nothing more than a victim. Appearing unconscious initially, she will wake up sobbing and attempt to convince them that she understands there is no place in society for her now, so all she would like to do is accompany them in the hope of garnering some revenge on her captors. Given the opportunity, she will explain that she knows of an experienced military prisoner who can also help their cause. If she manages to get them to Alberto Gionetti’s chamber (see 4 below), she will attack the PCs as soon as they are distracted. 4. Dark Huntsman Quarters: Sector tile 14 contains the living quarters for the handsome and charismatic Dark Huntsman, Alberto Gionetti (see p. 124 [Elite]). If not attacked immediately, Alberto will attempt to play the part of a privileged prisoner awaiting horrific transformation. This story will be bolstered by Garcia if she is present (see Skin Deep text). Should they buy his story, Alberto will strike at the characters when they are vulnerable, i.e. in combat or contending with traps. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Symmetric Furnace Trap Teleport Trap 116 CHAPTER 05
LEVEL 3 - THE FURNACE In addition to the Symmetric Furnace that powers the Citadel, level three contains the incubation and distortion chambers that allow the Tekrons to twist and splice their captives into all manner of Dark Legion creatures. The thrum of the furnace and other machinery on this level increases the difficulty of Insight or Observation tests for Dark Legion creatures to hear suspicious noises by two steps, instead of the usual one. 1. Spawning Grounds: The heat from the Symmetric Furnace has caused a pool of water to collect in the south-east corner of this area. It is also fertile breeding ground for all manner of sickly-looking pupae. The bloated larvae are generally left to their own purposes, as they rarely roam from this area. They are harmless unless attacked, at which point they burst and shower anyone within 2 squares with all manner of diseases (see Mutant Chronicles Corebook, p. 308). The terminal in this area shuts off the teleport trap–which deposits its victim in the Distortion Chamber–and opens the door to the Brainpool in area 2 (Cloak 2, Firewall 2). 2. Brainpool: This area houses the Citadel’s fledgling Brainpool. The central pit is actually open to level four above, which allows the Tekrons to dangle neural conduits down for information harvesting. 3. Biotech Chamber: The proximity to the Symmetric Furnace and its unique properties allows the Tekrons to grow all manner of implants and organs in the ectoplasmic Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Teleport Trap pools here. The organs and body parts on display prompt a Challenging (D2) Willpower test to avoid mental assault. On failure, the character suffers 1+2 Mental Wounds and suffers one Dread. The terminal here opens the door to area four. 4. Symmetric Furnace: The raging heart of the Citadel. Opening any of the doors to this area immediately bathes anyone in either doorway square and the 4 squares beyond in a blast with an effect equal to the Symmetric Furnace Trap. Alighting on the roaring flames of the central eight squares of this area, the middle four of which are open to the level above, is extremely hazardous to health. 5. Manufactory: A semi-automated area of machinery producing weapons for the Citadel’s occupants. A Voriche and multiple Vasshts await collection. The terminal here opens the door to area six and shuts off the trap in the doorway (Cloak 2, Firewall 2). 6. Distortion Chamber: This chamber is open to the full flow of Symmetry seeping from the Furnace. Occupants are deposited in here to soak up the emanations, which eventually twists and distorts them into something else entirely. Anyone entering this room suffers the effects of a Symmetric Furnace Trap, which is then repeated for every ten minutes they remain here. Each time a character suffers damage, the GM may spend one Dark Symmetry to inflict a Tainted Mental Wound. An Ezoghoul (Mutant Chronicles Corebook, p. 301) basks in the twisted radiation here, though it only carries its Ashreketh with it. SYMMETRIC DISTORTIONS The Symmetric Furnace not only produces power and heat, but also creates other distortions that are barely contained by the shielding of its walls. These strange reality ripples allow the GM to introduce some additional Dark Symmetry spends: • Gravity Shift (2 Dark Symmetry): Gravity shift cruelly in a square nominated by the GM. Any character in the affected square must succeed at a Challenging (D2) Acrobatics or Athletics test. On failure, one item or weapon they are holding is suddenly pinned to the ceiling some three metres above their head. If the item or weapon is secured to the character–such as a weapon on a sling–then the character is also taken aloft (potentially causing falling damage). The item remains pinned for 2 rounds, at which point it drops back to the floor. Two additional Dark Symmetry point may be spent to increase the difficulty of the test by one, to a maximum of four additional Dark Symmetry and a Dire (D4) difficulty. • Memory Burst (2 Dark Symmetry): A random memory leaks from the Brainpool and explodes into the mind of a target character. Unless they succeed at a Challenging (D2) Insight or Willpower test, the sudden influx of thoughts and sensations threatens to overwhelm them. On a success there is no effect. On a failure, the character gains the Dazed condition for 1d6 rounds. The GM may spend one additional Dark Symmetry point on a failed test to inflict one Dread. 117 BAALZACHT’S BLACK GATE Symmetric Furnace Trap
LEVEL 4 - TEKRONMANCY This level is wholly the domain of the Citadel’s Tekrons. They work tirelessly to build creations for Baalzacht’s forces with the few meagre contributions they currently receive, which includes extending the knowledge of the Brainpool and adding to available weaponry. Though noisy, this floor will undoubtedly be the hardest to stealth through, as assistants and constructs constantly hustle across the entire level on various errands. Even more so than the rest of the Citadel, this level is brimming with grisly trophies and numerous body parts–both internal and external. Some of the limbs, organs and intestinal tracts still seem to be functioning despite lacking a body or connective parts. 1. Preparation Chambers: These gruesome rooms are where unlucky souls are prepped for whichever alterations and procedures they are due to undergo. A former Heretic and Tekron in the making, the Technomancer, is always busy at work here. If she is attacked, the Tekron and Brass Apocalypt from area two will move to investigate. Use the Eaonian Justifier profile for the Technomancer (see p. 125). The terminal in here operates machinery and opens the doors in area two. 2. Alteration Chambers: Any advanced Biotechnological or Necrotechnological procedures take place in this area, sometimes with the door to area three open so that the Symmetric Furnace emissions can enhance the procedures. There is always a Tekron and Brass Apocalypt active in here (see p. 130 and 78 respectively). 3. Harness Chamber: A Symmetry-enforced steel harness dangles over the central four squares of this room, the entirety of which provides access to the Symmetric Furnace on the level below. The harness, which is used for Transfiguration after preparation in the outer chambers, can be extended on chains into the Furnace. DARK CONSTRUCTION As they can see in the dark, the Tekrons and their Brass Apocalypt minions find little need for additional lighting. To that end, the glow that usually emanates from the walls is more muted on this level. Every room bar the Harness Chamber in area four (which benefits from the Symmetric Furnace below–is poorly lit. This has the following effects on any character or creature lacking Night Vision or not carrying a light source: • Ranged attacks in poorly lit areas have their difficulty increased by one step, as do attempts to Dodge or guard Response Actions against attacks from range. • Observation tests to spot anything beyond Close range also have their difficulty increased by one step. Conversely, however, attempts at Stealth gain 1 Momentum against characters or creatures that lack Night Vision. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal 118 CHAPTER 05 4. Tekron Chambers: The Tekrons and their Brass Apocalypt minions use these quarters to oversee the Brainpool through the open pit to the level below in area two. There is always one Tekron and Brass Apocalypt present here (see p. 130 and 78 respectively). The terminal here unlocks the door to area two (Cloak 2, Firewall 3). Not using the terminal to open the door triggers a Turret Trap that attacks in a straight line to the south from the doorway. Even then, finding the subroutine to deactivate the trap requires a second hack of the terminal. 5. Brainpool: A yawning hole in the floor leads down to the Brainpool on the level below. Various neural connectors lay strewn across the floor.
LEVEL 5 - ENTRANCE CHAMBERS This level will eventually become the main entrance level to the Citadel once the Black Gate has finished its work. Although it is currently inverted, the Black Gate’s energy will ripple and distort the Citadel’s structure, reshuffling and strengthening the levels as the overload of Dark Symmetry courses through the building and surrounding environs. The entrance chambers here are already situated to become the core and ground level of the Citadel once the ritual is complete, which includes a throne room to impress visitors, barracks for troops on guard, and a pit to house the resident Bio-Giant. 1. Antechambers: These are antechambers for visiting dignitaries of other Nepharites. The rooms here include some of Balzaacht’s more significant trophies and some rare texts relating to the Dark Legion and the other dimensions they inhabit. The teleport trap here deposits its victims in the Bio-Giants chamber (area five), though it can be switched off by the terminal here (Cloak 2, Firewall 2). 2. Stores: This area houses stores and materiel for Baalzacht’s military efforts, which also makes sure they are at hand if this level should be assaulted once the Citadel’s transformation is complete. Two Elite Necromutants (Mutant Chronicles Corebook, p. 298) are permanently stationed here. 3. Entrance Hall: This will eventually be the main entrance for the Citadel. The room is decorated with baroque statues of Algeroth and other creatures of the Dark Legion inset into the walls, while the south walls house massive bronze-coloured double doors that as yet serve only as trimmings. The two turrets that guard the throne room can only be deactivated by the terminal that is in the room they protect. DANGER ZONE As the planned first line of defence and display of power once the Citadel becomes fully operational, this level is by far the most dangerous yet that the PCs will have come across. Battling through the Tekrons might have been tough, but facing down a Bio-Giant and Dark Golems will certainly top that. Stealth can play an important part on this level, though this tactic will only get the PCs so far before the Dark Golems or other creatures detect their presence. As such, GMs might want to avoid using random encounters on this level; Dark Symmetry points can instead be used to power Dark Gifts and other Dark Symmetry effects, or even saved for later levels or the return journey. PCs that tackle this level without any sort of plan in mind are very likely to suffer the consequences. As one final note, the polished construction and large open areas of this level mean that sounds are less prone to acting in a strange manner on this level, so creatures of Darkness do not suffer the reduction in difficulty to Insight and Observation tests described in the Grim Reflections textbox (p. 115). The noise of combat is much more likely to draw the attention of other denizens of this level. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Symmetric Furnace Trap Teleport Trap 119 BAALZACHT’S BLACK GATE 4. Baalzacht’s Audience Chamber: This throne room is the main chamber in which Baalzacht intends to greet any esteemed guests. It is continually guarded by two Dark Golems (see p. 123). Accessing the terminal here (Cloak 2, Firewall 3) will immediately alert Baalzacht to the fact that it has been tampered. To prevent this from happening, two momentum can be spent from any Sciences test made to hack the terminal. 5. Bio-Giant Chamber: An enormous Bio-Giant (see p. 123) is permanently stationed here, patiently awaiting the day it can be let loose to cause havoc. Its immense size provides it with a base footprint that is 4x4 Squares. Although difficult, it can somewhat cumbersomely squeeze through into the Entrance Hall in area three if threatened. Alternatively, it can simply blast enemies at range with its Obliterator Cannon. In addition to opening all the doors on this level, the terminal in here (Cloak 2, Firewall 2) deactivates the Symmetric Furnace trap in this area. 6. Elite Guard: The chambers here house Baalzacht’s elite guard; a pair of Praetorian Stalkers and an Immaculate Fury (Mutant Chronicles Corebook, p. 302 and p. 126 respectively). If any one of the creatures detects the sounds of combat on this level, they will immediately alert the others and move to intercept.
LEVEL 6 - BARRACKS When not patrolling or performing maintenance, the barracks level is where most of Baalzacht’s forces wait listlessly for new orders. This floor will sit directly above the entrance level once the Citadel’s transformation is complete. Baalzacht is currently distracted with the operation of the Black Gate over the ordering of his troops, so this level is rather busier than normal. 1. Armoury: The door to this area is unlocked by the terminal in the Centurion Barrack. So as to not unduly disturb the Tekrons during their creative processes, weapons that roll off the Manufactory on level three are brought to the armoury here on a regular schedule. All of the rooms in this sector tile contain racks of weaponry, from twisted combat knives, to corrupted machine guns and rocket launchers. It is evident that minor maintenance and repair also takes place in the larger of the three rooms. There are usually at least three Necromutants (Trooper) at work in here. 2. Legionnaire Barracks: When not tasked with other duties, the Undead Legionnaires that bulk out the forces of the Citadel are largely confined to this batch of rooms. The larger of the three rooms hold two Hordes both consisting of six Undead Legionnaires, while the two smaller rooms hold one Horde of six Legionnaires in each. There is always one Necromutant on hand wandering between each room, although it can only combine with one Horde to form a Squad. The Symmetric Furnace trap in this room is disabled by the terminal in area three. EYE OF THE STORM The Dark Legion creatures on this level are much more low-key than those of previous two floors. There are more of them however, meaning they can still pose a danger if they manage to swarm the PCs, even if only to hold the heroes up whilst they wait for more powerful creatures to back them up. This level can be used as a brief respite before the PCs tackle the Nepharite behind the current crisis, especially in the context of bolstering morale as they carve their way through these lesser minions as they close in on the real foe. Alternatively, this level can be used to maintain pressure and danger levels with a few wellplaced random encounters, especially if the PCs have been pushing their luck and faring just a little too well. Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Symmetric Furnace Trap Teleport Trap 3. Training Area: This area sees frequent use as a fighting pit, with the cruel and bloodthirsty Centurions using it as an arena to bet on their favourite Undead Legionnaires in one-on-one combat. The loser is then put through the teleport trap to the Spare Parts Chamber on level one in preparation for reassembly. An Elite Necromutant guards the door to the armoury, another the door to the Centurion Barracks. 4. Necromutant Barracks: The Necromutants reside here when not looking after the unthinking Undead Legionnaires. There are always at least four Trooper and three Elite Necromutants spread between the four rooms of this sector tile. 5. Centurion Barracks: Each of the three walled rooms in this sector tile houses a Centurion. The terminal in here shuts off the teleport trap in area three and unlocks the armoury (area one). 120 CHAPTER 05
Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Turret Symmetric Furnace Trap Teleport Trap 121 BAALZACHT’S BLACK GATE LEVEL 7 - BAALZACHT’S EYRIE This level contains the personal chambers and stratagem rooms of the Nepharite Warlord, Baalzacht. Ostentatious and indulgent, he maintains a second throne room here, along with a war chamber, personal sparring zone, and contemplation rooms (which also doubles as a sacrificial altar). Unless he is attending to the Black Gate or has taken a direct hand in the defence of the Citadel elsewhere, Baalzacht will be found here. All of the doors on this level are kept closed. BAALZACHT A Nepharite Warlord of Algeroth with ambitions larger than his appetite, Baalzacht has been granted the rare honour of an opportunity to found his own Citadel. Standing almost nine feet tall and grossly overweight, he is anything but the peak physical specimen of Nepharite usually associated with Algeroth, but that makes him no less danger an opponent. In fact, his half-a-ton of weight sometimes works in his favour, as opponents tend to underestimate his speed and agility. Arcane sigils tattooed in seemingly random patterns across his clammy, pasty white skin only add to his grotesque appearance. BAALZACHT STRENGTH PHYSIQUE AGILITY AWARENESS 17 (+4) 14 (+1) 14 16 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 16 13 (+1) 14 (+2) ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 4 4 3 2 2 2 2 1 2 2 2 2 FIELDS OF EXPERTISE WOUNDS: • Head 10 • Torso 16 • Arm 12 • Leg 14 • Serious Wounds 14 • Critical Wounds 11 • Mental Wounds 14 SOAK: Tough Hide and Necrotechnological Implants: (Head 2, Torso 8, Arms 2, Legs 8) ATTACKS: • Azogar (melee): 6+11, 2H, Reach, Gruesome, Vicious 3 • Fist of Malice HMG (ranged): Range M, 2+10, Automatic, Unwieldy, Spread, Ammo (Vicious 3) • Unholy Flechette shot: Range M, 2+8, Munition, Unwieldy, Blast (Close) SPECIAL ABILITIES • Dark Presence • Fast Healing (4) • Fear (2) • Inured to Pain • Monstrous Creature • Personal Dark Symmetry (5) • Slave to Symmetry (1) • Supernatural Mental Strength (1) • Supernatural Personality (2) • Supernatural Physique (1) • Supernatural Strength (4) DARK SYMMETRY SPEND • Creature of Symmetry: A Nepharite Warlord is able to employ Dark Gifts as a powerful creature of Algeroth. Nepharite Warlords know and can employ the following Dark Gifts: Sense Weaves of Power, Dark Curse, Symmetry Burst, Heightened Prowess, Invincible Army, and Painless. 1. Baalzacht’s Sparring Pit: Aware that he needs to keep his skills honed on his scramble to the top of Algeroth’s most trusted lieutenants, Baalzacht occasionally uses this antechamber to spar with the best of his troops, captured foes, or dangerous creatures summoned from other dimensions. The Symmetric Furnace and turret traps in here are deactivated by the terminal in area two. Destroying the turret in this room will provide the PCs with an opportunity to hack the door to area three. 2. Baalzacht’s Personal Throne: This impressive throne is barely large enough to accommodate the Nepharite’s corpulent bulk. Two Dark Golems flank either side of the door that adjoins with area one. If Baalzacht has not already fought the PCs or is not attending to the Black Gate, he will be in contemplation on his throne. In addition to opening any door on this level, the terminal next to the throne deactivates the Symmetric Furnace and turret traps in area one, and the teleport trap in area four. 3. War Room: The arcane device in this room provides an overview of the region, including dispositions of megacorporate troops. The picture is scarily accurate. Baalzacht can also instantly oversee any area of the Citadel from this room. The terminal in this sector tile opens the door to area one. 4. Worship Area: Baalzacht uses the chambers in this area for the sacrifice of important victims and personal contemplation of the inner mysteries of the Dark Soul and the Dark Symmetry. The vary air of this sector tile feels oily and corrupt. The teleport trap here deposits any victims with the Bio-Giant on level five.
Door Terminal Turret 122 CHAPTER 05 LEVEL 8 - THE BLACK GATE This level is completely dedicated to the Black Gate and its ultimate destiny as a corrupt conduit to the foul energies on Nero. Baalzacht spends the majority of his time here as the final hours approach to the ritual. 1. Outer Sanctum: A domed chamber that provides an overview of the Black Gate in the room beyond. Two Brass Apocalypts are always on guard here, with express orders to attack anyone that is not in the company of Baalzacht. 2. The Black Gate: A festering sore on the skin of reality, the Black Gate is a glistening monolith of jet-black obsidian. Although the its surface acts to absorb light, the slimy coating layered on top of it gleams and sparkles if any light source comes into contact with it. A satchel of explosives at its base or several blasts from a rocket launcher shatter the Black Gate into useless chunks. AFTERMATH Disrupting Baalzacht in his ritual preparations will put the opening of the Black Gate back by several days – perhaps long enough to send in a second Doomtrooper team if the first made the ultimate sacrifice during the mission. The Nepharite will have cut unpleasant deals with Alakhai to replenish his own troops if this is the case, bolstering his own forces beyond anything the PCs originally faced. He will also be in no mood to allow them the opportunity to rampage through his Citadel once again. If the PCs manage to take care of the Black Gate, any remaining Dark Legion creatures will be on high alert. The PCs will also need to survive Baalzacht’s wrath if he is still alive. Once the PCs are clear of the Citadel, the Venusian Rangers will step in to ambush any pursuing Dark Legion forces. While this is happening, a small team will lead the PCs to their encampment where they can await extraction. They can then bask in the warm glow of another successful covert mission quietly carried out in the defence of humanity.
BIO-GIANTS Massive, hideous beings that stand about ten meters tall, BioGiants are a patchwork of parts that have been vat-grown in the Citadels with the intent to cause death and destruction. It is hard to define them as creatures or a type of vehicle. Their parts are stitched together by Tekrons and infused with unholy life. The very ground shakes as they march and their rumbling voices shatter glass as they spearhead assaults aimed at enemy fortifications. Though slow and clumsy, they possess an incredible destructive capability. The very sight of these undead abominations is enough to strike fear in the hearts of the bravest of men. Possessing a humanoid shape, their skin is made of a twisted patchwork of stitches and scar tissue, with large spikes protruding from the flesh of most. Their bodies are extremely powerful, and they have been known to overturn and even throw tanks. They are as hardy as they are strong but, luckily for their enemies, they are also incredibly slow witted. Often their arms have been partially replaced with giant flamethrowers, chain guns, or mortars on one side, and a gigantic chainsaw on the other. Some Bio-Giants, particularly the largest, make use of a metal exo-skeleton, which they need to support their own weight. Some even have a type of howdah on their backs where they carry provisions, ammunition, and other type of equipment troops might need, or even mounted machineguns operated by Necromutants. STRENGTH PHYSIQUE AGILITY AWARENESS 15 (+10) 1 (+10) 6 16 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 8 3 8 10 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOCT 1 1 4 4 – – 1 1 – – – – FIELDS OF EXPERTISE WOUNDS: • Head 25 • Torso 31 • Arms 27 • Legs 29 • Serious Wounds 29 • Critical Wounds 26 • Mental Wounds 8 SOAK: Thick Armour Plate: (Head 7, Torso 8, Legs 7) ATTACKS: • Sweeping Smash (melee): 1+5, 1H, Reach, Knockback, Spread 2, Stun • Colossal Smash (melee): 11+7, 1H, Reach, Knockback, Stun, Vicious 1 Clumsy: A Colossal Smash attack requires a Daunting D3 Close Combat attack against any target that is not either a vehicle or a Monstrous Creature • Obliterator Cannon (ranged): Range M, 3+9, Munition, Blast (Close), Incendiary 4, Knockdown, Toxic 4 SPECIAL ABILITIES • Colossal Creature: A Bio-Giant is an immense creature, some ten metres tall, and terrifyingly strong. Few things can face such a towering creature and survive. A Bio-Giant may treat any creature within Close range as being within Reach. Further, any creature making a close combat attack against a Bio-Giant increases the difficulty by one step, but any creature attempting a ranged attack against the Bio-Giant reduces the difficulty by one step instead. The Bio-Giant inflicts an automatic 1+3 damage with the Spread 1 and Knockdown qualities on any creature that attempts to make a close combat attack against it and fails. • Cumbersome: A Bio-Giant is a slow and awkward creature, unable to move quickly due to its sheer size and bulk. It may not take the Sprint Standard Action or any Response Action. • Dark Presence • Fast Healing (2) • Fear (4) • Grasping • Inured to Disease • Inured to Pain • Inured to Poison • Slave to Symmetry (1) • Supernatural Physique (10) • Supernatural Strength (10) DARK SYMMETRY SPEND • Bellowing Roar: The Bio-Giant unleashes a terrifying, deafening roar. As a Restricted Action, it may spend three Dark Symmetry points to unleash this roar. All creatures within Medium range must attempt a Challenging D2 Willpower test or suffer a mental assault. If one or more Dark Symmetry Icons are generated when rolling to determine how much mental damage is inflicted, that creature is knocked prone with shock and fright. • Thunderous Stomp: The Bio-Giant may stamp down on the ground, causing the ground to shake and knocking foes aside. The Bio-Giant spends two Dark Symmetry points, and automatically inflicts 1+5 damage with the Dreadful, Knockdown, and Stun. To add a Bio-Giant to the board game, use a Praetorian Behemoth figure and stats with a new special ability: There are no armor checks against its attacks. BRASS APOCALYPT Many Tekrons use Brass Apocalypts, easily considered one of their top creations, as bodyguards. A mesh of mechanical parts forged of Dark Technology and Biotechnology, Apocalypts utilise the same core system as a Dark Golem but are torn from their artificial wombs in the Necrochambers much earlier. Dark mechanics utilising the most powerful systems Biotechnology and Necrobionics can muster are then fused around this fleshy core. Extremely powerful indeed, they are to Dark Huntsmen what Dark Huntsmen are to humans. Apocalypts, however, share the same weakness as Dark Golems and are incapable of acting independently without the orders of their masters. They also take longer to create, so Tekrons will only have one, or two at the most, as bodyguards. As large as Dark Golems, their faces have been crafted out of brass in the likeness of Algeroth; their one and only true master. Pulsating, near indestructible tubes flow from the back of their heads and down over their necks, connecting their brain to their spine, and providing them with fluids and nutrients. The rest of their bodies are covered by hardened, spiked metal armour, which is grafted directly on to their bodies. STRENGTH PHYSIQUE AGILITY AWARENESS 17 (+4) 15 (+6) 14 (+2) 14 (+1) COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 (+2) 8 8 14 ATTRIBUTES CHAPTER 06 ALL-ENCOMPASSING DARKNESS 123 ALL-ENCOMPASSING DARKNESS
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 3 2 2 2 1 – 4 2 – – – – FIELDS OF EXPERTISE WOUNDS: 19 SOAK: Metal Exoskeleton: (Head 5, Torso 5, Arms 5, Legs 4) ATTACKS: • Rhagriin Shredder Shotgun (ranged): Range C, 3+9, Semi-Automatic, Unwieldy, Armour Piercing 1, Knockdown, Spread 1 • Unarmed Strike (melee): 5+7, 1H SPECIAL ABILITIES • Fast Healing (3) • Fear (3) • Inured to Disease • Inured to Pain • Inured to Poison • Inured to Vacuum • Night Vision • Perfect Hearing: Brass Apocalypts have extraordinarily keen hearing, able to hear a man’s breath from a hundred metres away. A Brass Apocalypt does not increase the difficulty of hearing-based Observation or Insight tests for distance. • Slave to Symmetry (2) • Supernatural Agility (2) • Supernatural Awareness (1) • Supernatural Coordination (2) • Supernatural Physique (6) • Supernatural Strength (4) DARK GOLEM A sort of android. Dark Golems are born, much like Justifiers, from the artificial wombs of the Necrochambers fully grown and in possession of all the knowledge of combat they need. Created to be the perfect combatants, their main purpose in life is to spar with the Destroyers and other legions. They are tireless, insensitive to pain, and able to constantly update their knowledge flaws and tactics of their foes, which ensures they cannot be beaten using the same method twice. When sparring to train others, they instinctively match the skill level of their foe then adjust it slightly to keep pushing them to do better. Those in active service on the battlefield have been primed and programmed to perform at their very best, and are truly formidable opponents. Mankind is fortunate that they are complex and time consuming to produce. Acknowledged as some of the best combatants the Dark Legion has ever produced, the Golems have one major weakness: they lack the capacity to act on their own volition. Huge, muscular humanoids that possess an unnatural strength, even for creatures of their size, Dark Golems stand approximately two-and-a-half meters tall and weigh some 200 kilos. Their pinkish flesh has thick blue veins visible through it, and they are covered in thin, sharp spikes, that can retract or extend at will to provide a clear advantage in close combat. STRENGTH PHYSIQUE AGILITY AWARENESS 17 (+3) 17 (+3) 14 (+2) 8 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 (+2) 8 8 8 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 2 2 2 – – 1 – – – – – FIELDS OF EXPERTISE WOUNDS: 15 SOAK: Unyielding Flesh: (All 4) ATTACKS: • Massive Fists (melee): 4+7, 1H, Knockback • Azoghar (melee): 5+11, Monstrous, Reach, Gruesome, Vicious 3 SPECIAL ABILITIES • Extrude Spines: A Golem can extrude vicious spikes from its body, giving it an additional way to inflict pain in combat. Any failed close combat attack against the Golem inflicts 1+4 damage with the Spread 1 and Vicious 1 qualities. • Inured to Pain • Grasping • Monstrous Creature • Night Vision • Personal Dark Symmetry (3) • Slave to Symmetry (1) • Supernatural Agility (2) • Supernatural Coordination (2) • Supernatural Physique (3) • Supernatural Strength (3) • Unliving To add a Dark Golem to the board game, use a Brass Apocalypt figure and stats with a new special ability: The Dark Legion player may force a Doomtrooper to reroll an armor check against its close combat attack. DARK HUNTSMEN OR Relentless, callous, and deadly, the Dark Huntsmen are a marvel of necrobionic engineering and epitomise the brilliance of the Tekrons. These killing machines are created from devoted, specially selected, and willing cultists, or from wounded subjects found on the battlefield. Becoming a Dark Huntsman is an honour for a cultist and the process for these Heretics is a manageable one. They are committed, possess dark gifts and implants, and are physically and mentally ready for the change. For them, becoming a Dark Huntsman is simply the last step in a long series of active choices and transmutations. After the change, they are reunited with their cell and returned to their temple, where they begin performing their new tasks. For those captured on the battlefield, however, there is world of pain in store. These poor victims are dragged to a Citadel and subjected to a painful and near unimaginable process. They are placed in the Distortion Chambers and tortured until they grow near mindless and blind from the pain. Tekrons, and even Nepharites, work on them incessantly, infusing them with the Dark Symmetry. No matter how strong their will, no human is capable of resisting the process for long. They break and submit. Though their memories and knowledge are preserved, all their former loyalty and old emotions are stripped away. They are completely loyal to A Dark Golem cannot be bargained or reasoned with. 124 CHAPTER 06
Algeroth at the end of the process, and are sent back out into the field in order to hunt down and slaughter their former brothers in arms. As their knowledge is intact, they have access to positions, passwords, and plans that allow them to get close to their victims or access secure locations. They have also been known to feign injury on the battlefield and scream for help, then strike once aid arrives. This extremely demoralising tactic means many soldiers will refuse to help fallen comrades for fear that they have been replaced by a Dark Huntsman. Most often used in warzones, they are sometimes sent into cities with orders to kill a specific target. They will pursue their mark until they succeed or are killed themselves. Dark Huntsman look and sound exactly as they did while still human, even so far as wearing an appropriate uniform. Severely injuring them can reveal the truth, as stripping their flesh away will reveal their internal necrobionic implants and organs. STRENGTH PHYSIQUE AGILITY AWARENESS 14 17 (+1) 14 11 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 11 14 14 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 2 1 1 2 1 2 – 1 – 1 – FIELDS OF EXPERTISE WOUNDS: 7 (Troopers) or 10 (Elites) SOAK: Corporate Combat Armour: (Head 3, Torso 3, Arms 2, Legs 2) ATTACKS: • Unarmed Strike (melee): 1+6, 1H • M50 Assault Rifle (ranged): Range M, 1+7, Burst, 2H M509 Grenade Launcher (ranged): Range M, 2+6, 2H, Blast (Close) SPECIAL ABILITIES • Deceptive: Their corruption hidden beneath the surface, Dark Huntsmen still clearly resemble the people they once were. If a Dark Huntsman has not been revealed as a servant of Algeroth through injury or other means, a Dire D4 Observation test or Daunting D3 Insight test can identify them as something other than they seem. • Fast Healing (3) • Grasping • Slave to Symmetry (2) • Supernatural Physique (1) • Unliving DARK SYMMETRY SPEND • Creature of Symmetry (Elite only): A few Dark Huntsmen have been blessed with the powers of Algeroth’s Pattern. An Elite Dark Huntsman knows the following Dark Gifts: Dark Curse, Symmetry Burst, Vile Cloud, and Painless. To add Dark Huntsmen to the board game, use Castigator figures and stats with a new special ability: They are controlled in the same way as a corrupted Doomtrooper. EAONIAN JUSTIFIER These interrogators and torturers, often simply referred to as Justifiers, are some of the most foul, evil, and vile creations to ever be expulsed by the Necrochambers. A slave race under the command of the Tekrons, they were created using biotechnology built around a core of human DNA crossed with an assortment of other beings, including that of spiders and a sinister demonic race from an extra-dimensional hell. Born fully grown, and with all the knowledge they will ever need already placed in their minds through memory implantation by the Tekrons, they emerge naked from their artificial wombs dripping with unnatural amniotic fluids. They are then garbed in their ceremonial red robe and given a small, defenceless creature, such as a kitten, a puppy, or a human infant, to play with. And what vile games they play. The goal is to subject the creature to the most atrocious and painful torture imaginable. This is done so the Tekrons can make sure that the new Justifier has all the knowledge of anatomy and torture it needs. Justifiers live only to serve their masters, and their mindset is so far off anything even remotely human that it would be impossible to understand them. Cruelty, suffering, and the inflicting of pain is the norm, and they take great pride in devising new and more efficient ways to cause excruciating but survivable pain though which they can extract information from a victim. Their minds have been designed to relish in the suffering of others, which ensures that Justifiers never tire of their profession, and will always work on perfecting their art. They do prefer to have sophisticated equipment at hand, but with their naturally sharp claws and ability to secrete poison, they can put a human through the most horrendous torture imaginable without it. Justifiers stand tall and gaunt, and have leathery skin. They have oblong, insectile heads with four mandibles, and long sharp claws from which they can secrete a caustic venom. They wear the symbol of a set of scales on their surcoats, which symbolises how they measure the life and truth of a person. STRENGTH PHYSIQUE AGILITY AWARENESS 13 13 14 16 (+1) COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 16 (+1) 16 8 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 1 1 2 1 1 – 2 2 4 3 3 4 FIELDS OF EXPERTISE WOUNDS: 5 SOAK: Leathery Hide: (All 2) ATTACKS: • Envenomed Claws (melee): 1+5, 1H, Toxic 5 SPECIAL ABILITIES • Envenomed Touch: Eaonian Justifiers can spontaneously generate venom and caustic substances within their bodies and then administer them through claws or mandibles. These include the poisons produced by the Poison Secretion implant (Dark Soul, p 160), and a number of others primarily useful during torture. (Included in the effects of the Tormentor ability, below.) • Fast Healing (2) • Fear (1) • Feed Upon Fear • Inured to Pain • Inured to Poison • Grasping • Slave to Symmetry (2) • Supernatural Awareness (1) • Supernatural Intelligence (1) • Tormentor: Because of the unique method of their creation, Justifiers are born knowing more about torture than most humans ever will. They may attempt a Medicine test in order to torture a bound and conscious creature, which may be resisted by a Willpower test from the target. Each successful test inflicts one Mental Wound, plus one per Momentum spent. When a creature suffers five or more Mental Wounds in one go, or is reduced to zero Mental Wounds, the Justifier may give the victim one command, which must be obeyed absolutely. To add an Eonian Justifier to the board game, use a Curator figure and stats with a new special ability: After a successful attack, the target Doomtrooper receives a Dark Legion token. At the start of their next activation, roll a red attack die, apply the result (no armor check), then discard the token. 125 ALL-ENCOMPASSING DARKNESS
IMMACULATE FURIES These terrible beings are counted among the most fearsome and deadly foes mankind has ever seen. Human soldiers tremble when they hear their ululating cries, and the sight of them is enough to scare a man senseless. The most brilliant of Algeroth’s Technomancers and Necromagi designed this creature with the intent of creating the perfect bodyguard. One that would deter and strike fear into his enemies with its mere presence. To this end, Algeroth incorporated several unique abilities into their design. Though created using biotechnology with a human DNA base, they bear very little resemblance to a human aside from their shape. The Furies stand almost two and a half meters tall and weigh a little over 200 kilos. They possess a tough leathery hide, are incredibly muscular, completely hairless and have a frightening visage–in place of a nose and mouth is a vertical, metal grill. Behind this there is a complex filtration system, which makes them immune to all manner of poisonous gases and atmospheres. COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 3 1 1 1 – 3 2 – – 1 – FIELDS OF EXPERTISE WOUNDS: 12 SOAK: Fury Armour: (Head 1, Body 3, Arms 2, Legs 2) ATTACKS: • Desovach Auto-Shotgun (ranged): Range C, 2+9, Burst, 2H, Knockdown, Spread 1, Vile • Unarmed Strike (melee): 3+7, 1H SPECIAL ABILITIES • Fast Healing (2) • Fear (2) • Inured to Disease • Inured to Pain • Inured to Poison • Inured to Vacuum • Night Vision • Perfect Hearing: Immaculate Furies have extraordinarily keen hearing, able to hear a man’s breath from a hundred metres away. An Immaculate Fury does not increase the difficulty of hearing-based Observation or Insight tests for distance. • Slave to Symmetry (2) • Supernatural Awareness (1) • Supernatural Personality (1) • Supernatural Physique (1) • Supernatural Strength (2) DARK SYMMETRY SPEND • Fell Shriek: By forcing air through the filter grill on their faces, a Fury can emit an ear-piercing shriek. This can have a number of effects, and requires the Fury spend three Dark Symmetry points as a Standard Action. Living creatures within Long range must take an Average D1 Willpower test against a mental assault. Living creatures within Close range must take a Challenging D2 Willpower test or become Perplexed. Living creatures within Reach must attempt a Daunting D3 Resistance test or suffer 1+3 damage to the head with the Stun quality. Armour provides no protection. To add Immaculate Furies to the board game, use a Razide figure and stats with a new special ability: All Doomtroopers on the creature’s sector tile are considered blocked. KARNOFAGES Little more than predatory animals, Karnofages are driven solely by their need to feed. They are possessed of heightened senses, razor sharp teeth and claws, utter fearlessness, and a sort of animalistic cunning that makes them particularly dangerous adversaries. Karnofages are uncontrollable, causing Heretics that begin to degenerate into one of these monsters to be driven from their temples. They shun light and usually find homes in caves in rural areas, or sewers, abandoned subway tunnels, or condemned houses while in the cities. Though quite mindless, they can at times work as a pack while hunting, and seem to understand that their feasting should remain hidden. In most cases, they live off those that society probably would not miss. However, their insatiable hunger and need for flesh usually leads them to take more and more risks when they run out of easy pickings. STRENGTH PHYSIQUE AGILITY AWARENESS 16 (+1) 13 16 9 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 8 3 13 8 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 3 – – 1 2 1 – – – – – FIELDS OF EXPERTISE Immaculate Furies are formidable foes. STRENGTH PHYSIQUE AGILITY AWARENESS 16 (+2) 17 (+1) 13 13 (+1) COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 13 10 16 14 (+1) ATTRIBUTES 126 CHAPTER 06
WOUNDS: 10 SOAK: None ATTACKS: • Ragged Claws (melee): 2+7, 1H, Gruesome SPECIAL ABILITIES • Braindead • Fast Healing (1) • Fear (1) • Hungering for Flesh: After killing a creature, a Karnofage stops to feed. It will feed for three turns, regaining 3 wounds at the end of each turn. It will only stop feeding if it’s attacked–at which point, it will attack the creature that interrupted its feeding. • Inured to Pain • Grasping • Night Vision • Slave to Symmetry (2) • Supernatural Strength (1) MERCURIAN MACULATOR Brought from an alien world by Ilian, the Mercurian Maculators are her favoured underwater assassins. First encountered on Mercury by Mishima troops, they prefer dank environments such as caves or underwater. Hulking, vaguely ape-like humanoids, Mercurian Maculators are powerfully built and stand two to three metres tall. Their flesh is the colour of a pallid corpse and covered in a slick layer of slime. It is unclear what purpose the slime has in their accelerated regenerative processes, but appears to be part of the process in some unknown way. Mercurian Maculators are amphibious and are often used in aquatic assaults as support troops, scouts, and assassins by Ilian’s forces. Although the Gorgoroth Heavy Machine Gun they carry is far from subtle, the claws of a Mercurian Maculator have claimed many a careless sentry’s life. STRENGTH PHYSIQUE AGILITY AWARENESS 14 (+2) 14 (+2) 9 9 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 8 8 10 10 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 3 1 3 1 2 2 2 2 1 – – – FIELDS OF EXPERTISE WOUNDS: 13 SOAK: Tough slimy hide: (All 1) ATTACKS: • Rending Claws (melee): 3+8, 1H, Vicious 2 • Gorgoroth HMG (ranged): Range L, 2+6, Automatic, 2H, Ammo (Armour Piercing 2), Spread 1, Subaqueous Subaqueous: Weapons that possess the Subaqueous quality are designed to function effectively underwater. Each point of Subaqueous will reduce the penalty applied to Ranged Weapons or Close Combat tests for underwater combat by one, to a minimum of zero. Additionally, each point of Subaqueous will negate one point of Soak provided by the cushioning effects of water, but has no effect on other sources of Soak value (such as armour). SPECIAL ABILITIES • Fast Healing (2) • Fear (1) • Inured to Cold • Inured to Pain • Personal Dark Symmetry (1) • Slave to Symmetry (1) • Supernatural Physique (2) • Supernatural Strength (2) • Ambush Predator: The Mercurian Maculator’s instincts give it great proficiency when it hunts. If a Mercurian Maculator is currently hiding or otherwise concealed, any action it performs against a character also forces that character to take a Challenging D2 Willpower test or suffer a mental assault. • Aquatic Affinity: A Mercurian Maculator is at home in the water. When attempting a test in relation to swimming, they have Athletics Expertise 2 and Athletics Focus 1, and do not suffer penalties for difficult terrain whilst underwater. Additionally, it gains one bonus Momentum on Stealth tests whilst submerged. Finally, they do not drown. • Stealthy: A Mercurian Maculator gains two bonus Momentum on all Stealth Tests. DARK SYMMETRY SPEND • Savage: For the cost of one Dark Symmetry point, the Mercurian Maculator may also use its powerful bite in melee doing 3+7 damage with Dreadful and Vicious 2 Qualities To add Karnofages to the board game, use Malignant figures and stats with a new special ability: When it is attacked successfully, roll a white attack die. On a hit, the attack is now unsuccessful. METROPOLITAN PROPHET One of the most insidious threats of all to Humanity, Semai’s Metropolitan Prophets are massively muscled humanoids born from the Ritual known as the Seed of Semai. Usually covered in the gore of their host, the taut muscles and tendons of their face form a rictus grin that exposes their teeth in a feral snarl. The one-way transformation brings forth the corruption of an individual in the most visceral way possible. Heretics volunteer for the blessing, often to conduct suicide missions or as a safeguard against capture, but cults of Semai have been known to target specific individuals in positions of power who are well-placed to carry out acts of terror and sabotage. Metropolitan Prophets remain human in appearance until the change is triggered, though their muscle mass increases and they become freakishly dense; more than one untransformed Prohpet has been given away by a vehicle’s suspension straining under their mass. This has caused some Heretics to disrespectfully call the creatures “Hydes”. With but a thought when the time is right, the Seed can be activated to transform the host, No matter the terrrain, Mercurian Maculators are fearsome opponents. 127 ALL-ENCOMPASSING DARKNESS
THE SEED OF SEMAI (RITUAL) Much like Dark Gifts, rituals are cast using a Willpower test, which includes the fact that the roll is effectively an attempt to resist mental trauma. For more information on rituals, see the Mutant & Heretics Sourcebook. • DIFFICULTY: Dire D3 • TARGET: One object or willing Heretic • COMPONENTS: One Object • TIME: 3 Hours • CORRUPTION: 3 • EFFECT: Semai’s ways are those of subtlety and guile. His rituals are no different. This ritual allows the caster to use the First Voice to embed the Seed of Semai directly into a willing Heretic or into an item of some kind. For items, the caster holds it over their head while intoning invocations to Semai, meaning the ritual is often used on smaller objects such as jewellery or business cards. This object is then passed to the chosen victim, often under the guise of a gift. If freely accepted by the victim, the Seed of Semai gradually takes root; like an inner voice, it begins whispering to the victim in dreams, encouraging nonHeretics along a path of corruption. Each day, the victim must make a Challenging D2 Willpower Test, increased by one difficulty for every Corrupted Mental Wound they possess (maximum of Epic [D5]). Failure means they increase their Corrupted Mental Wounds by one. Once all of their Mental Wounds are corrupted, the Seed of Semai has taken root and the Metropolitan Prophet lurks underneath the victim’s skin. Heretics do not need to make a Willpower Test–the Seed of Semai takes root automatically. Strict vigilance is required to deal with the insidious threat posed by Metropolitan Prophets. 128 CHAPTER 06
showering anyone nearby with the gore of their flesh as it is ripped asunder by muscles and skeleton that tauten and thicken. The change to a Metropolitan Prophet is a one-way ticket; to all intents and purposes, the human host no longer exists and death is the only release. COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 2 – – 1 – 2 – 1 – 1 – FIELDS OF EXPERTISE WOUNDS: 10/14 SOAK: Toughened Hide: (All 1/All 3) ATTACKS: • Fists (melee): 2+6/3+7, 1H, Knockdown, Stun • Metropolitan Handcannon (ranged): Range M, 1+6, Automatic, 2H, Ammo (Black Bullets), Vicious 1 SPECIAL ABILITIES • Fear (2) • Feed Upon Fear • Inured to Pain • Inured to Poison • (Monstrous Creature) • Night Vision • Slave to Symmetry (1) • Supernatural Physique (1[2]) • Supernatural Strength (1[3]) • Flawless Infiltrator: When clad in a human form, a Metropolitan Prophet is largely indistinguishable from an ordinary human being and fully able to pass unnoticed. Any tests attempting to discern their true nature or intent while operating in human guise are increased in difficulty by two steps. • Reading the Flows: Thanks to visions born from the direct infusion of Symmetry during their transformation, Prophets gain a preternatural insight during combat. Metropolitan Prophet’s always act first during a combat round (they do not need to spend Dark Symmetry Points to do so). If another creature possesses a similar ability, the creature with the highest Agility acts first. • Vile Dissolution: Thanks to mortuary enzymes, a Metropolitan Prophet reduced to zero Wounds dissolves into a pool of foul-smelling goo that quickly evaporates. DARK SYMMETRY SPEND • Carnivorous Birth: For one Dark Symmetry point, the Metropolitan Prophet bursts forth from in a shower of gore. Anyone viewing the Carnivorous Birth must make a Challenging D2 Willpower Test or suffer a mental assault. When transformed, the creature benefits from increased strength and physique–these are noted as the secondary statistics in the profile above. It also gains the Monstrous Creature special ability (noted in parentheses, above). The Prophet’s Handcannon remains disguised as a fairly innocuous item until the transformation is triggered. • Creature of Symmetry: As powerful tools of Semai, Metropolitan Prophets (and Heretics prior to the change) may use the following Dark Gifts: Sense Weaves of Power, Dark Curse, Stir the Dark Heart, and True Fear. PRAETORIAN BEHEMOTH From a world completely given over to the Dark Soul, Praetorian Behemoths resemble the Praetorian Stalkers in many ways. However, they are far bulkier and tower above their smaller Stalker brethren and other Dark Legion troops, and have four arms. Terrifying in battle, Praetorian Behemoths are almost the size of the Bio-giants and are often used to break through lines and fortified positions, a role they are well-suited for. They are engines of destruction, laying waste to everything in their path. Even without the Decimator Hand Cannon and Azogar they carry, their natural destructive power is difficult to stand against. It could be said that the Dark Symmetry itself powers the Praetorian Behemoth, and without the violence and destruction of battle they quickly go insane. Despite their rage and foul tempers, Praetorian Behemoths have a wily intelligence and grasp of tactics, and are far from the unthinking brutes they appear to be. However, most Dark Legion troops still give them a wide berth as Praetorian Behemoths care little for where they step, or whoever gets in their way. COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 3 2 2 2 1 1 1 1 – – 1 – FIELDS OF EXPERTISE WOUNDS: • Head 17 • Torso 23 • Arms 19 • Legs 21 • Serious 21 • Critical 18 • Mental 9 SOAK: Praetorian Armour: (All 5) ATTACKS: • Azoghar (melee): 8+11, 2H, Reach, Gruesome, Knockback, Vicious 3 • Decimator Hand Cannon (ranged): Range L, 2+8, Munition, Blast (Close), Dreadful, Incendiary 2, Spread 3, Vicious 3 SPECIAL ABILITIES • Dark Presence • Fast Healing (3) • Fear (3) • Feed upon Fear • Grasping • Inured to Fire • Inured to Poison • Monstrous Creature • Night Vision • Slave to Symmetry (3) • Supernatural Personality (3) • Supernatural Physique (6 • Supernatural Strength (6) • Colossal Creature: A Praetorian Behemoth is an immense creature, several metres tall, and terrifyingly strong. Few things can face such a towering creature and survive. A Behemoth may treat any creature within Close range as being within Reach. Further, any creature making a close combat attack against a Behemoth increases the difficulty by one step, but any creature attempting a ranged attack against the Bio-Giant reduces the difficulty by one step instead. The Bio-Giant inflicts an automatic 1+3 damage with the Spread 1 and Knockdown qualities on any creature that attempts to make a close combat attack against it and fails. • Cumbersome: A Bio-Giant is a slow and awkward creature, unable to move quickly due to its sheer size and bulk. It may not take the Sprint Standard Action or any Response Action. DARK SYMMETRY SPEND • Puny Human! Should a Praetorian Behemoth successfully use its Grasping ability on a victim (or vehicle), it may spend two Dark Symmetry points to then either throw them or use them as a melee weapon. This makeshift “weapon” if thrown, has STRENGTH PHYSIQUE AGILITY AWARENESS 12 (+1)/15 (+2) 12 (+1)/15(+3) 9 8 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 8 8 8 5 ATTRIBUTES STRENGTH PHYSIQUE AGILITY AWARENESS 16 (+6) 17 (+6) 11 10 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 11 8 9 19 (+3) ATTRIBUTES 129 ALL-ENCOMPASSING DARKNESS
Range M, Damage 2+6; and the Munition, Unwieldy, and Burst (Close) qualities. It inflicts 3+5 damage with the Dreadful and Stun qualities if used as a melee weapon. In both cases, the victim also suffers any damage inflicted upon the target. • Rage: By spending one or more Dark Symmetry Points, the Behemoth enters a terrible rage. While in this state, the Praetorian Behemoth gains two additional momentum on a successful melee attack, but it cannot fire any ranged weapon it possesses (though it may still make improvised ranged attacks). This rage lasts for a number of rounds equal to the number of Dark Symmetry points spent. • Thunderous Stomp: By spending one Dark Symmetry point, the Behemoth slams its’ foot into the ground. Anyone within Reach must make a Daunting (D2) Athletics test or suffer the Staggered condition. • Wringing Rend: Should a Praetorian Behemoth successfully use its Grasping ability upon an individual with its claws, it may spend three Dark Symmetry points to try and pull the target apart. The victim suffers 2+5 damage with the Vile quality that ignores Soak. The target must also succeed at a Resistance test with a difficulty equal to the number of Dark Symmetry icons rolled or be torn into two pieces, killing them instantly. This also inflicts one point of Dread on all opponents. TEKRON One of the few creatures in service to Algeroth that has not been created with the intent of wreaking havoc, they are instead tasked with building, designing, and bringing forth other beings and objects capable of doing so. The brightest and most tech-savvy of Heretics chosen from Algeroth’s faithful are taken to a Citadel and placed within a distortion cocoon, then bombarded with Dark Symmetry and information packets from the Brainpool containing detailed knowledge of Algeroth’s technologies. Their bodies are twisted and augmented with necro-bionic parts until a fullyfledged Tekron rolls out, ready to begin to serve as one of the most brilliant and malevolent scientists in the universe; if they survive, of course. Should they die, their bodies are taken apart and converted into raw material, while their minds are absorbed into the Brainpool. Tekrons are extremely intelligent beings and technologically insightful beings. They are capable of instinctively understanding the inner workings and mechanisms of a piece of technology just by handling it. Ingenious yet devoid of humanity, they lack any discernible personality or the capacity to experience any kind of emotion, which allows them to conduct their work unhindered by morality. Every other creature is viewed as a source of raw material and experimentation. They tend to cause an enormous amount of pain while conducting their business and lack any feelings towards their own colleagues and creations. Quiet and expressionless, Tekrons communicate through gestures and strategic telepathic use. A mesh of man, machine, and necrobionics, their body parts can be mended or replaced with ease, which renders them practically immortal. Exposed flesh is merged with pulsating tubes, wires, and implants. Some might have a gasmask melted and sewn into face, while others have a beautiful but expressionless face, or a skull of armoured glass through which the brain is clearly visible. There are even those whose legs have been replaced with wheels or tracks. One Tekron never looks like the next. Whilst equally brilliant, each Tekron specialises in a specific field. Some are master weapon smiths, while others are brilliant bio-engineers or necrobionic experts. The internal hierarchy employed by Tekrons is a simple one. The more a Tekron knows, the higher it is ranked. When given specific orders by their Nepharite Overlords, the Tekrons compose a work group by linking their minds and comparing knowledge. The one with the most relevant expertise for the current project is placed in charge, then they silently and methodically get to work. STRENGTH PHYSIQUE AGILITY AWARENESS 12 11 14 14 (+2) COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 14 14 (+2) 17 10 ATTRIBUTES COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 1 1 2 2 1 1 2 2 1 – 5 5 FIELDS OF EXPERTISE WOUNDS: • Head 4 • Torso 9 • Arms 5 • Legs 7 • Serious Wounds 7 • Critical Wounds 4 • Mental Wounds 17 SOAK: Necrotechnological Armour: (Head 4, Torso 6, Arms 5, Legs 5) ATTACKS: • Necrobionic Claw (melee): 2+7, 1H, Armour Piercing 2, Backlash 1, Vicious 2 • Necrotendril (melee): 1+6, Spread 1, Toxic 3 SPECIAL ABILITIES • Dark Presence • Fast Healing (2) • Fear (1) • Inured to Cold • Inured to Disease • Inured to Pain • Inured to Poison • Inured to Vacuum • Master of Dark Technology: A Tekron can understand the function and operation of any machine simply by handling it, inspecting it for a minute, and attempting a Daunting D3 Sciences test. Particularly complex devices may increase the difficulty of this test. • Necrotechnological Implants: Subjects of their own experiments, Tekrons are filled with a variety of implants and necrobionics of their own creation. All Tekrons have the Eternal Life implants and Neural Conduit necrobionic. All the other implants are reflected by the Tekron’s attributes and special abilities. • Night Vision • Personal Dark Symmetry (5) • Slave to Symmetry (1) • Supernatural Awareness (2) • Supernatural Intelligence (2) • Weakness of Flesh: The Tekron is a mixture of corrupted flesh and necrotechnology, and while the technology is resistant to most forms of damage, the flesh is not. Any creature that makes an attack against a Tekron may spend two Momentum to count its Armour Soak as half (rounding down) the listed value. DARK SYMMETRY SPEND • Creature of Symmetry: Tekrons are powerful servants of Algeroth, gifted with great power to better serve their dark master. A Tekron knows the following Dark Gifts: Corrupt Device, Sense Weaves of Power, Black Fire, Distorted Armour, Vile Cloud, Aura of Absorption, Flow of Death, and Invincible Army. • Necrotendril Onslaught: When making a close combat attack, a Tekron may spend 1-3 Dark Symmetry points in order to make 1-3 Necrotendril attacks in addition to its normal attack. • Necrotic Conversion: Whenever Tekron slays a creature using its Tekron’s Necrotendril attack (including the attack’s Toxic 3 quality), it may spend a Dark Symmetry point to cause that creature to rise as an Undead Legionnaire. 130 CHAPTER 06
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LUNA PD EXPANSION COMPONENT LIST 6 Heretics CARDS MINIATURES, DICE, COUNTERS AND BOARDS 3 Luna PD Doomtroopers (Detective Vance Ryder, 4 Twisted Marionettes 2 Templars 1 Von Hölle 1 Zenithian Soulslayer Freelancer McBride, Officer Arseni) 3 character cards 1 quick start card 8 secondary 6 rank cards mission cards 18 dark manifestation cards 16 force cards 13 equipment cards 12 event cards 2 double-sided square sector tiles (numbered 25/26, 31/32 ) 2 L-shaped double-sided sector tiles (numbered 27/28, 29/30) 6 acid hazard tokens 6 fire hazard tokens 6 mission point tokens 27 creature tokens (10 Heretic, 6 Twisted Marionette, 6 Templar, 1 Von Hölle, 4 Zenithian Soulslayer) 2 terminals 10 Luna PD Corporation tokens 6 EMP field tokens Rules and Mission book 3 double-sided Dark Legion reference boards 1 Luna PD identification marker 4 Dread dice 18 critical injury cards 15 progress tokens 3 plastic pegs Player tray 6 broken wall tokens LUNA PD EXPANSION 134
SETUP AND GAMEPLAY All game rules from the Siege of the Citadel base game apply to the content found in the Luna PD expansion, except where indicated otherwise. The new Dark Manifestation and critical injury rules each require an additional step to resolve during the Mission Setup process (see page 5 and 7). The three new characters representing the elite special forces of the Luna PD can be added to the pool of available Doomtrooper teams when players are selecting which Corporation to play for a mission or campaign. ADDITIONAL CONTENT The Luna PD expansion includes new cards that expand the content found in the Siege of the Citadel base game. These cards follow the same rules as their base game equivalents and can be shuffled or added to the corresponding decks, as directed by the missions. WELCOME TO THE DARK SIDE OF THE MOON CREDITS GAME DESIGN RICHARD BORG, JAY LITTLE HEAD OF DEVELOPMENT AND PRODUCER ROB HARRIS DEVELOPMENT TEAM FEDERICO SOHNS, JAVIER ANGERIZ-CABURRASI, STEFANO GUERRIERO, KATYA THOMAS, JAMES BARRY, BART KOLODZIEJCZYK, CHRISTOFFER LUNDBERG, ALISTAIR BIRCH, JUAN ECHENIQUE 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, DOMINIK KASPRZYCKI, TOMA FEIZO GAS, PAOLO PARENTE, TOMEK TWOREK, WITOLD TRZCIONKA, ANNA MITURA, ALEX INNOCENTIE, CHRIS WEBB LOGO DESIGN ALEX BUND SENIOR SCULPTOR JONNY LA TROBE-LEWIS 3D DESIGN DOMINGO DIAZ FERMIN, CHRIS PEACEY, 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 GRAYBEATON 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, CHRISTOFFER 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: MUH050530 The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. EXPANSION SYMBOL Cards and other materials from the Luna PD expansion are marked with an expansion symbol so players can easily identify these cards and quickly separate them from cards found in the core set or other expansions. RULES AND MISSION BOOK 135
DREAD AND DREAD DICE The Dark Legion’s growing power and threat are represented by the new resource called Dread. This resource is represented in the game by the Dread dice, also referred to as . The Dark Legion player begins each mission with a number of Dread dice equal to the number of Corporation players. Dread is spent during a mission for a variety of effects. The Dark Legion player spends Dread by giving a Corporation one of their Dread dice. If the Dark Legion player does not have any Dread dice available, they cannot spend any Dread. When the Dark Legion player gives a Dread die to a Corporation player, they must give the new die to a player who does not already have one. ACTIVATION DREAD The Dark Legion player takes a Dread die from one Corporation player of their choice when the Dark Legion activation token is drawn. Dread dice are spent by the Dark Legion player for: - DARK MANIFESTATION ACQUISITION The Dark Legion player will spend one Dread dice for each Dark Manifestation they want to acquire during the Setup phase. (see page 5). - ACTIVATING DARK MANIFESTATIONS The main use of Dread during a mission is to activate Dark Manifestation cards. To use some of the more powerful abilities, the Dark Legion player must spend an amount of Dread equal to the manifestation’s Dread rating. - EVENT CARD UPGRADES The new event cards in the Luna PD expansion introduce opportunities for the Dark Legion player to augment or upgrade the effects by spending Dread. - DICE RE-ROLLS The Dark Legion player can spend one Dread to re-roll any one die rolled by a Dark Legion figure. More than one Dread can be spent to re-roll more than one die in a single attack, but dice can only be re-rolled once per attack by spending Dread. The Corporation players may use their Dread dice for: - HEALING CRITICAL INJURIES The Corporation player may roll a Dread die to add a progress token to any one critical injury of a singular Doomtrooper. See page 7 for complete rules regarding critical injuries. - PERFORMING A HEROIC FEAT The Corporation players add their Dread die to any attack they attempt against a Dark Legion figure. The following table explains the result roll: RESULT WHEN ATTACKING Counts as “Hit” or “Success” Counts as “Hit” or “Success” Counts as 2 “Hit” or “Success” Counts as 2 “Hit” or “Success” The attack automatically misses The attacker loses 1 health Forget foolhardy or brave. Only the toughest LPD cops dare enter the city’s underbelly. LUNA PD EXPANSION 136
Dark Manifestations are powerful abilities granted to the Dark Legion minions by their alien masters. The introduction of Dark Manifestations allows the Dark Legion player to customise their forces according to their style and tactics. If the players choose to add Dark Manifestations to their game, a new phase is added to the setup of each mission: the Dark Manifestations Acquisition Phase. DARK MANIFESTATIONS ACQUISITION PHASE While the Corporation players are spending their credits to acquire equipment cards, the Dark Legion player has the opportunity to acquire Dark Manifestations to augment their units. The Dark Legion shuffles the Dark Manifestations deck and draws a number of cards equal to the number of players (including the Dark Legion player). The Dark Legion player may then acquire Dark Manifestation cards by spending Dread dice. Each Dark Manifestation costs 1 Dread to acquire, so for each card selected, the Dark Legion player must give one of their starting Dread dice to one of the Corporation players. The Dark Legion player cannot give a Dread die to a player who already has a Dread die. Any Dark Manifestation cards not selected during this phase are returned to the box; they will not be used in this mission. ASSIGNING DARK MANIFESTATIONS During a mission, the first time a Dark Legion creature is revealed, either by a Doomtrooper entering a new sector or during the reinforcement phase, the Dark Legion player may assign any one of the Dark Manifestation cards they have acquired to that specific creature. Place the relevant creature token on the card. All figures of that enemy type are now associated with that Dark Manifestation card. For example, the Dark Legion player acquired the Dark Manifestation Acidic before the mission. A Corporation player enters a new sector, revealing the first force card to feature Templar units. The Dark Legion player chooses to reveal the Acidic Dark Manifestation card from his hand. For the rest of the mission, all Templar units now benefit from the Acidic Dark Manifestation. An enemy unit type can only have one Dark Manifestation assigned to them and each Dark Manifestation can be assigned to only one creature type. Once per Dark Legion player turn, before performing any actions with their units, the Dark Legion player may discard a card already assigned to a unit type in order to play a new Dark Manifestation card to that unit type. DARK MANIFESTATIONS DREAD COST Dark Manifestation cards vary greatly in power, represented by their Dread cost. Lesser abilities and passive effects have a Dread cost of zero and are always in effect. Traits with a Dread cost higher than zero must be activated every time by the Dark Legion player by spending a number of Dread dice equal to the trait’s cost. DREAD COST: 0 DREAD COST: 1 DREAD COST: 2 DARK MANIFESTATION DOOMTROOPER BONUS The introduction of Dread provides the Dark Legion player with more powerful options to use against the Doomtroopers. But the Corporations are resourceful in the face these new threats. When the players include the Dark Manifestations ruleset in a mission, the Corporation players may draw one additional Doomtrooper card during Step 7. Determine Rank of Setup. Then, after looking at all of their cards, each Corporation player discards Doomtrooper cards from their hand until they have the same number of Doomtrooper cards indicated by their current rank. Example: Rank 7 Luna PD Doomtroopers normally begin a mission with 3 Doomtrooper cards. When playing with Dark Manifestations, the Luna PD player would draw 4 Doomtrooper cards, choose the three they wish to keep, and discard the fourth card. Air support is a serious advantage in an urban landscape that towers above its foundations. RULES AND MISSION BOOK 137
CORNERS The Luna City expansion introduces one new type of map tiles: corner sectors. These tiles are used to create interesting new maps and present new challenges to the players. The new tiles are treated for all intent and purposes as normal tiles from the base game. HAZARDS In addition to new map sections, there is a variety of new obstacles and hazards for both Corporation and Dark Legion players to be mindful of during a mission. Each hazard is represented by tokens. When an event or game effect indicates a player should place one or more hazard tokens, these tokens are taken from the supply and placed on the map. Unless stated otherwise, hazard tokens can be placed beneath figures already on a sector tile. Only one hazard token can be placed on a single square of the map. When a player has an opportunity to place hazard tokens, if they want to place a hazard token on a space which already has one, they can replace the existing token and place it back into the general supply. The supply of tokens for each type of hazard is limited. If there are no more tokens of the appropriate type available, instructions for placing the corresponding hazard tokens are ignored. NEW MAP FEATURES: CORNERS AND HAZARDS FIRE ACID EMP FIELD ACID HAZARO Pools of corrosive acid eat away at a figure’s defenses, making them more vulnerable to potential attacks. A figure on an acid hazard does not get to make an armor check to potentially negate incoming damage. EMP FIELD The air is charged with a disruptive field of electromagnetic energy, causing glitches in equipment and communications, and making figures less effective in combat. A figure on an EMP field is treated as two ranks lower when determining which combat dice and defense dice they use, minimum rank 1. For example, a rank 7 Bauhaus Doomtrooper standing on an EMP field token makes Attack actions and armor checks as if it were a rank 5 character. Also, any Doomtrooper that begins their action in an EMP field token is considered Blocked (see core rulebook for details). At the end of the Dark Legion player’s turn, roll one red combat die for each EMP field token. On a “hit” result, remove the token and place it back in the general supply. FIRE HAZARO Dangerous flames potentially burn any figures standing in or passing through the fire. A Doomtrooper beginning their turn on a fire hazard token or moving onto a space with a fire hazard token must make an armor check or suffer one wound. Dark Legion creatures starting their activation on a fire hazard token or moving onto a square with a fire hazard token will suffer two hits, armor check applies. At the end of the Dark Legion player’s turn, roll one red combat die for each fire hazard token. On a “hit” result, remove the token and place it back in the general supply. A Corporation player may spend one Special action with a Doomtrooper to extinguish one fire adjacent to their figure, returning the fire hazard token to the general supply. Luna’s outskirts sometimes require forward operations. LUNA PD EXPANSION 138
Doomtroopers risk their lives with each mission. And it is difficult to survive unscathed when battling the forces of the Dark Legion. In Siege of the Citadel, Doomtroopers lose health when they are damaged by a Dark Legion attack, but after the mission they recover to full health. The critical injuries deck allows the players to simulate more debilitating conditions that can last across more than one mission. For this reason, this part of the rules has been designed especially for campaign games. HOW CRITICAL INJURIES WORK When a Doomtrooper suffers more than one wound from a single attack, the Dark Legion player may force the Doomtrooper to draw a critical injury card from the deck, reducing the amount of health lost by one per injury card drawn. The card is placed face up next to the affected Doomtrooper and its text takes effect immediately. The Doomtrooper may suffer multiple critical injuries per attack but they must always suffer at least one wound. SEVERITY AND RECOVERY Some critical injuries are relatively minor and a Doomtrooper can quickly recover, even during the mission in which they received the injury. Other critical injuries are severe and may be a permanent injury haunting that Doomtrooper throughout the campaign. A Doomtrooper can attempt a recovery check from a critical injury by rolling a Dread die and applying the result as specified on the critical injury card. Some injuries are severe enough that they require several successful recovery checks to overcome. The severity rating indicates how many progress tokens are required before the player can discard the injury card. When a Doomtrooper loses one action as a result of a recovery check, this must occur immediately or on the next possible turn. Place a Corporation token on the character card if required. PROGRESS TOKENS Recovering from moderate and long-term critical injuries is measured with progress tokens. When a recovery check earns a player progress tokens, the tokens are placed on the critical injury card in the slots on the right hand side. Once the critical injury card has all its slots filled with progress tokens, the Doomtrooper has fully recovered and the critical injury card is discarded. SHORT-TERM INJURY Attempting to recover from a short-term injury is optional and does not require an action. A player can only make one short-term recovery attempt in their turn for each injured Doomtrooper, regardless of how many total critical injuries the Doomtrooper is suffering. At the end of a mission, all short-term injuries are discarded. MODERATE INJURY During a mission, a Doomtrooper may attempt one recovery check per turn using one of their actions. At the end of each mission, a Doomtrooper may attempt one recovery check for each moderate injury they have. Moderate injuries generally have a severity greater than one and may require multiple recovery checks before overcoming the injury. LONG-TERM INJURY Doomtroopers cannot recover from a long-term injury during a mission. At the end of each mission, a Doomtrooper may attempt one recovery check for each long-term injury they have. Long-term injuries have a severity greater than one and may require multiple recovery checks before overcoming the injury. CRITICAL INJURY CARDS DREAD DOOMTROOPER BONUS The potential for critical injuries makes missions even more dangerous for the Doomtroopers. But the Corporations are given more resources to face these new threats. When players include the Dread and Dread dice ruleset in a mission, the Corporation players each gain one additional credit to use during Step 10. Equipment Selection of Setup. Example: Rank 7 Luna PD Doomtroopers normally begin a mission with 5 credits. When playing with Dread, the Luna PD player would have 6 credits to acquire equipment. RULES AND MISSION BOOK 139
LUNA PD EXPANSION 140 CASE SUMMARY One of our own. Taken. How could this happen? We can’t afford to let this slide. This city is always on the brink of anarchy, our Thin Blue Line the only thing keeping any kind of order. We have to find out where they’re being held. And we will. Even if it means bending a few rules and breaking a few faces. MISSION In order to obtain information regarding an abducted Doomtrooper, three out of the four terminals in the mission must be hacked. One of these terminals is fake. The Dark Legion player takes three mission point tokens and one blank mission point token, then places them face-down on the designated squares indicated on the map. The Dark Legion player chooses where the fake terminal is located. When a Doomtrooper moves adjacent to a face-down mission point token, it is turned face up. If blank, remove it from play. Otherwise, it represents an active terminal that can be hacked. A tech specialist Doomtrooper ending a Move action adjacent to an active terminal automatically hacks the terminal without performing an action. Non-tech specialists must perform one Special action to hack a terminal. Once hacked, remove the mission point token from the board and place it on the Doomtrooper’s player tray. - Doomtrooper entrance points in sectors 32 & 26 are marked with white entrance tokens. - Secondary mission cards are not used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in sector tiles 32 & 26. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L13 & L16 and adds force cards 1–25 from the base game. The rest of the base force cards and the two L force cards set aside 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 unplaced 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 2 promotion points for each mission point token not hacked, excluding the blank mission point token. CAMPAIGN 1: DOOMSDAY CASE FILE 1: INTEL RUN This officer cleaned out section F at Cappy after Vance Ryder took out the Deathgrim. The following have been destroyed: • Two hundred and three (203) seats. • One (1) Loony Burger cart, associated food and takings. • One (1) concrete staircase down to the galleria. How this was done is unknown at this point. • Three (3) billboards. Six (6) bodies were in seats. All were male, and all were Nasty Nine supporters. Wounded in the section: five (5) stretcher cases; nineteen (19) walking in need of attendance. All handed over to dispatch. I shot the destroyed vending machine. It was firing sodas at me. A dispute then occurred with one (1) Capitol Security representative. An arrest was made. They still think they own us. I was approached by a girl who claimed she works for True LPD Stories. Is “You have a very nice chest and shoulders…” an attempt to influence an officer on duty? Casualties: Six (6) dead; twenty-four (24) wounded; one (1) vending machine. LUNA PD INCIDENT REPORT DATE: 2488-03-11 CASE NUMBER: CAPITOL 225-332991 REPORTING OFFICER(S): Beat Officer Leo Kenya Jr LOCATION OF OCCURENCE: Cappy Stadium. Capitol Ancient (Post Deathgrim Incident) Door Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Mission Token
RULES AND MISSION BOOK 141 CASE SUMMARY So we broke a few skulls and turned a few stones, but we found them! Problem is, they’re completely surrounded and sealed up tight by Heretics. We need to bust them free and find out what’s going on. MISSION Doomtroopers must enter the game board and make their way to the room where the abducted Doomtrooper is held. Once there, they must reach a space adjacent to the Doomtrooper and rescue them through the use of a Special action. The abducted Doomtrooper is to be placed on the designated square in sector tile 10. Use an unused Doomtrooper figure. Under any circumstance, the Dark Legion player cannot attack the abducted Doomtrooper (including area attacks that endanger them). - Doomtrooper entrance points in sector tile 25 are marked with white entrance tokens. - Secondary mission cards are used (include Luna PD expansion and base game cards). - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and event cards numbered 1–17 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at the entrance point in sector tile 31. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L13 & L16 and adds force cards 1–28 from the base game. The rest of the base force cards and the two L force cards set aside 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. Place one extra force card on sector tiles 29 & 27. The unplaced 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 3 promotion points. CAMPAIGN 1: DOOMSDAY CASE FILE 2: ASSET RETRIEVAL Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Abducted Doomtrooper T T A woman seen leaving the hotel with two suitcases “she could not possibly afford”. The witness, an Imperial Dame, has a spotless reputation and clearly has rooms full of such suitcases, lending suspicions weight. Stopped the suspect at Underground Service Entrance F, loading expensive bags into car. The car driver identified himself as Nick Chandra, the woman as Loretta Nice (!!!). Both held as neither of them worked, or had business, at Fairfax. Chandra started moaning about children losing their father. Nice threatened to kill Chandra. Stunned Nice to prevent trouble. Chandra then named Otto, security guard at the Fairfax, as co-conspirator. Followed up with Otto. Not a nice co-operative person, whose left arm became broken. Otto fingered mid-level security boss Leonard Nice, brother of the not-very-nice Loretta Nice left cuffed in the garage. Another with rudeness issues. Fairfax management intervened, claimed jurisdiction on their premises. Fairfax always handles crime on their property. Heated discussion followed, but rich people like problems solved by friends. Had prior claim to the Nice sister and Chandra, as apprehended in public space. Drove the criminals to HQ and handed the case over to supervisor. LUNA PD INCIDENT REPORT DATE: 2488-07-24 CASE NUMBER: ANCQU/IMP - SUB-785499 REPORTING OFFICER(S): Beat Officer Fatima Heimgaard LOCATION OF OCCURENCE: Fairfax Hotel – Cleese Blvd 102 – Imperial Quarter
LUNA PD EXPANSION 142 CASE SUMMARY Our rescued comrade provided some vital intel concerning a heinous plan the Dark Legion are preparing to execute. A group of Heretics are readying a ritual to summon a deadly Zenithian Soulslayer. We have to stop them before it’s too late! MISSION The Doomtroopers must clear the board of any Heretics. The number of Heretics present on the board will vary depending on the number of Corporations. For 2 Corporations, place 3 Heretics on the board. For 3 and 4 Corporations, place 6 Heretics on the board. The Dark Legion player places the Heretics on the designated spaces on sector tile number 9. These figures cannot leave sector tile 9 at any point. Additionally, they cannot be used until a Doomtrooper has entered sector tile 9. - The Doomtrooper entrance point in sector 14 is marked with a white entrance token. - Secondary mission cards are used (including Luna PD expansion and base game cards). - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and event cards numbered 5–19 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in sector tile 9. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L1–L6, L13 & L16 and adds force cards 1–30 from the base game. The rest of the base force cards and the L force cards set aside 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 unplaced force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Doomtrooper teams receive 5 promotion points. - FAILURE: Dark Legion player receives 1 promotion point per surviving Heretic. CAMPAIGN 1: DOOMSDAY CASE FILE 3: THE RITUAL H H H H H H Heretic Starting Location H Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Bryne Handhold, a local newsie, called in a hostage situation at the Loony Burger on Kings Road. Handhold claimed she saw three local brutes entering the restaurant, and that a robbery was in progress. When I arrived, witnesses suggested that Corruption might be involved because of possible time-lapses and erratic behaviour by perpetrators. When I entered the premises three (3) thugs were holding restaurant staff and guests at gunpoint while eating Loony Breakfast Buns. At 10:45. The incident was not a robbery, but an argument over when “breakfast offers” expire. As I entered a firefight ensued. Once the firing stopped, I made the survivors synchronize their watches. At gunpoint. There was no Corruption. What happened was just stupidity, an inability to tell the time, and an epic craving for Loony Breakfast Buns. I attribute the last to excessive BCB-usage. The surviving brutes were detained and sent to Rothman for sentencing. Casualties: One (1) brute. Remains unclaimed at time of report. LUNA PD INCIDENT REPORT DATE: 2489-07-18 CASE NUMBER: SMKS 211-981888-0/1 REPORTING OFFICER(S): Officer Antonov Gris LOCATION OF OCCURENCE: Loony Burger, Kings Road 188,The Smokes
RULES AND MISSION BOOK 143 CASE SUMMARY The Heretics tricked us! Their blood sacrifice to summon the Zenithian Soulslayer meant gladly giving their own lives for their unholy cause and using us as their instruments of self-destruction. The building is being torn apart at the foundations under the force of the ritual. We need to get out now! MISSION The Doomtroopers must exit the game board through the exit point marked on sector tile 30 before the whole place collapses. Every two rounds, at the end of the round, the Dark Legion player will remove one sector tile in the following order: 9, 26 & 14. Any Dark Legion creature present on the sector tile is eliminated but no promotion points are awarded. If a Doomtrooper is on a sector tile when it disappears, they will lose however much health they have remaining and the Dark Legion player will add promotion points accordingly. For the first round, the Dark Legion player will go first. Remove the Dark Legion token from the pile of tokens for the first round only. - Dooomtroopers will begin on the marked area in sector tile 9 on the last row of squares. - Secondary mission cards are not used. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and event cards numbered 1–19 from the base game and draws 7 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in whichever sector tile there is a Doomtrooper present, providing the entrance does not join another sector tile. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L13 & L16 and adds force cards 1–30 from the base game. The rest of the base force cards and the two L force cards set aside 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 14, 26 & 30. The unplaced force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Complete mission: All Doomtrooper teams receive 4 promotion points if at least 1 Doomtrooper exits the board game from the exit point in tile number 30. - FAILURE: Dark Legion player receives 2 promotion points for each Corporation that fails to exit at least one Doomtrooper. CAMPAIGN 1: DOOMSDAY CASE FILE 4: IN THE NICK OF TIME Doomtrooper Exit Point Doomtrooper Starting Squares This officer reports the following happened: 1/ This officer arrives at Ali’s Castle to stop a major bar-fight. He has True LPD Stories team in tow. 2/ After throwing some punches this officer realizes it is a staged fight promoting the new arcade game Vance Ryder’s King Cop. 3/ This officer realises there are 40+ Vance Ryder look-alikes fighting with assorted thugs, some actual thugs are dumb enough to believe they are being attacked by dozens of Vance Ryders. 4/ This gets out of hand as some of the fake Vance Ryders try to rob the Ali’s Castle Arcade Centre’s cashier’s desk. With real weapons. 5/ About that time the real Vance Ryder appears with his True LPD Stories team. 6/ Mayhem. 7/ More mayhem. 8/ Yet more mayhem. 9/ Reina Ibn Faud asked this officer for his autograph. The queen of arcade games. Can you believe that? Casualties: Thirty-five (35), treated and booked. Blood trails lead this officer to suspect others left the crime scene. LUNA PD INCIDENT REPORT DATE: 2488-03-11 CASE NUMBER: NINES 322-855674 REPORTING OFFICER(S): Beat Officer Leo Kenya Jr LOCATION OF OCCURENCE: Ali’s Castle Arcade Centre, Miranda’s Fate Avenue
LUNA PD EXPANSION 144 CAMPAIGN 1: DOOMSDAY CASE FILE 5: HUNT FOR THE ZENITHIAN SOULSLAYER CASE SUMMARY The Zenithian Soulslayer is rampaging across the city in an orgy of blood and terror. It’s heading towards the heart of Luna City, wreaking havoc in its wake. It needs to be stopped! MISSION Doomtroopers must stop and destroy the Zenithian Soulslayer. During the Dark Legion player’s turn of the first round, the Zenithian Soulslayer enters the game board through the designated entrance. The Dark Legion player must move the Zenithian Soulslayer from entrance point A to exit point B. - Doomtrooper entrance point in sector 2 is marked with a white entrance token. - Secondary mission cards are used (including Luna PD expansion and base game cards). - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and event cards numbered 1–19 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance point in sector tile 25. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L13 & L16 and adds force cards 1–30 from the base game. The rest of the force cards and the two L force cards set aside are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on each game board sector tile. The unplaced force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Doomtrooper teams receive 3 promotion points if the Zenithian Soulslayer is killed. If the Zenithian Soulslayer survives but doesn’t accomplish its mission, Doomtrooper teams receive 2 promotion points. - FAILURE: Dark Legion player receives 3 promotion points if the Zenithian Soulslayer escapes. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point A B Soulslayer Entrance Point Soulslayer Exit Point
RULES AND MISSION BOOK 145 Dispatch reported that Officer Huang attempting to intercept a white Streamer-Lorry (tag plate FREE-233-099) exceeding regulation limit. Vehicle registered to Connie Rodriguez of Freemarket. Sent to support and investigate. Vehicle overtaken and halted. Driver identified as Connie Rodriguez. Initially offered no explanation for highspeed driving. Wrote a ticket and then commotion broke out in the load compartment. A Corrupted humanoid was attacking refugee group. Had grown spikes and had turned carnivore. Killed the Corruption before he, or “it” by this time, could eat more than one (1) refugee. Victim was the Corruption’s offspring, teen girl who died trying to protect mother from father who had been acting strangely “for a while”. Fellow Venus refugees had wanted to secure man in some way. Rodriguez evasive when questioned, probably knew of potential Corruption. Admitted to trying to deliver cargo as quickly as possible, which explains speeding. Rodriguez sent to Freeport Special Branch for further questioning. Corruption’s surviving family (wife & son) held and sent for deep examination by Brotherhood. Other refugees sent to Badlands. Luna public protected and served. LUNA PD INCIDENT REPORT DATE: 2489-02-15 CASE NUMBER: FREP 886-412866 REPORTING OFFICER(S): Beat Officer Fatima Heimgaard LOCATION OF OCCURENCE: Freeport highway. Intersection Epsilon-III The Zenithian Soulslayers are Muawijhe’s favourite nightmares made flesh.
LUNA PD EXPANSION 146 CASE SUMMARY Before being cast back to whichever dimension spawned it, the Zenithian Soulslayer shrieked an ominous curse: “Von Hölle will rise”. We need to ascertain who Von Hölle is and establish if he’s a threat. Investigate his last known location and see what can be learned. MISSION The Doomtroopers must hack any two of the six terminals on the board. The terminals cannot be destroyed and can only be hacked. The difficulty to hack terminals follows the Dark Legion reference board. If a tech specialist is adjacent to a terminal, they can attempt to hack it using the combat dice that correspond to their rank. If a nontech specialist attempts to hack a terminal, they are only able to employ three white dice, regardless of their rank. If an attempt to hack a terminal is unsuccessful, the terminal becomes locked and the token is removed from the board. No more attempts may be made to hack that particular terminal. If the attempt to hack is successful, remove the token and place it on the Corporation player’s tray. 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. - Doomtrooper entrance points in sector tile 25 are marked with white entrance tokens. - Secondary mission cards are used (including Luna PD expansion and base game cards). - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L10 and event cards numbered 1–19 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards that refer to creatures from the Luna PD expansion enter the game board at entrance points in sector tile 31. Reinforcements on the event cards that refer to creatures from the base game enter the game board through any of the three Dark portals. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L13 & L16 and adds force cards 1–33 from the base game. The rest of the force cards and the ones set aside are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each game board sector tile. The unplaced force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Doomtrooper teams receive 2 promotion points for completing the mission and 2 extra promotion points per extra terminal that is hacked after the second one. - FAILURE: Dark Legion player receives 3 promotion points and an extra promotion point for each terminal that has been locked. CAMPAIGN 2: DARK SIDE OF LUNA CASE FILE 1: ACCESS DENIED Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Dark Portal
RULES AND MISSION BOOK 147 I was on patrol through Ghost Tree in search of Victorya Harke, the main suspect in several robberies. Victorya picks guys up in bars and robs them “on the way back to her place”. Harke is easily recognisable with hair like a neon blue haystack and has been rolling victims for years. How come all single males on Luna don’t recognize her by now? Or are people really that stupid? Corruption suspected. I embarrassed some lovers, scared away some kid gangsters, sent some refugee kids to the Bauhaus Solidaritet at Park Road, and had a long talk about death with some sleezeballs out prowling for refugee kids. No Victorya Harke. I retraced the patrol and found the sleazeballs badly beaten. They had met a “big girl” with neon blue hair who asked if they would like a drink at her place. Naturally, the hard-of-thinking types said yes. Harke worked them over and robbed them. She was unusually brutal even by her standards. Suspect file updated. Casualties: Two (2) sleazeballs. No medical treatment requested or summoned. LUNA PD INCIDENT REPORT DATE: 2489-03-24 CASE NUMBER: DIST/5 - 335-371710 REPORTING OFFICER(S): Beat Officer Antonov Gris LOCATION OF OCCURENCE: Spirit Lake – Ghost Tree Park – District 5 It’s a sad truth that the work of the LPD falls to freelancers more often than not.
LUNA PD EXPANSION 148 CAMPAIGN 2: DARK SIDE OF LUNA CASE FILE 2: THE LONG WAY HOME CASE SUMMARY We’ve been sucked into one of the bizarre portals that were warping reality in Von Hölle’s old hideout. It’s exploded, let’s hope there’s another way back! We need to get out of here fast. We won’t last much longer. Wait… what’s that sound? MISSION The Doomtroopers must exit the game board through the designated Dark portal in sector tile 4. At the end of rounds 2 and 4, all Doomtroopers suffer one wound. The Dark Legion player does not add promotion points when Doomtroopers lose health in this manner. - Doomtroopers take turns spawning on the designated throne squares in sector tile 11. When a Corporation identification marker is drawn, the corresponding Corporation player spawns their Doomtroopers and takes their first turn. Doomtroopers must use a Move action to move clear of the throne squares during their activation. - Secondary mission cards are not used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered 1–22 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in whichever sector tile there is a Doomtrooper present, providing the entrance does not join another sector tile. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered L1–L16 and adds force cards 1–36 from the base game. The L force cards set aside are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each game board sector tile. The unplaced force cards form a draw pile and are placed in front of the Dark Legion player. At the beginning of the second Dark Legion player turn, an Ezoghoul enters the Citadel turn through the entrance. REWARDS - COMPLETE MISSION: Each Doomtrooper team receives 4 promotion points when one of their Doomtroopers exits the game board through the designated exit. An additional 2 promotion points are awarded when both Doomtroopers exit. - FAILURE: Dark Legion player receives 3 promotion points for each Corporation that fails to exit at least one Doomtrooper. Doomtrooper Starting Squares Ezoghoul Entrance Point Door Dark Portal This officer was called to HQ from glorious service in Gotland. A woman had taken six hostages and barricaded herself in the ladies’ rest room at LPD HQ Visitors’ Centre. She demanded to see me and only me, or she threatened to blow up the rest room, her hostages and herself. Dispatch asked me if anyone held a grudge this serious. This officer could think of a couple of gangster wives who have big mouths and have made threats, but nothing serious-like serious. Hostage taker was Ramona Rudel and, for the record, this officer had never heard of her. Rudel said she was pregnant and this officer was the father. She also said she had a suitcase of PDD rigged to blow. I was sent in to negotiate. Rudel turned out to be a fan of True LPD Stories. This officer has made several appearances on the show, and she was convinced I loved her. During negotiations we kissed and then this officer knocked her out. Subsequent inquiries showed she was (a) not pregnant, (b) unknown to me, (c) not Corrupted, (d) on the run from Imperial Hospital and (e) definitely unknown to me. The PDD was sacks of flour. No one else was harmed. This officer returned to Gotland. Final note: appearing on True LPD Stories was the stupidest thing that this officer has ever done. This was this officer’s most dangerous fan incident to date. LUNA PD INCIDENT REPORT DATE: 2489-06-24 CASE NUMBER: LPDHQ 1012-843384 REPORTING OFFICER(S): Beat Officer Leo Kenya Jr LOCATION OF OCCURENCE: Luna PD HQ. Visitor’s Centre
RULES AND MISSION BOOK 149 CASE SUMMARY We made it back, but the trip has left us badly mauled. We need to find some medical equipment so we can take care of our wounds. Not least because control reports that Luna City is overrun by nightmarish creatures... MISSION The Doomtroopers must get to the mission point token on sector tile 2, which contains a medical kit. A Special action must be used to retrieve it. The mission is complete once one Doomtrooper gains the kit, which also removes all critical injuries. All Doomtroopers begin the mission with one random critical injury. It is not possible to attempt a roll to cure these critical injuries during this mission. The Dark Legion player shuffles the critical injury deck and deals one card to every Doomtrooper. This will be their critical injury for the mission. - Doomtroopers start on the designated squares in sector tile 12. When a Corporation identification marker is drawn, the corresponding Corporation player spawns their Doomtroopers. - Secondary mission cards are used (including Luna PD expansion and base game cards). - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L11 and event cards numbered 1–12 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in sector tiles 15 and 25. DARK LEGION RESOURCES The Dark Legion player removes force card numbered L16 and adds force cards 1–30 from the base game. The rest of the base force cards and the L force card set aside 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 32, 15, 2 & 25. The unplaced 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 3 promotion points. CAMPAIGN 2: DARK SIDE OF LUNA CASE FILE 3: LUNA CITY BLUES Dark Legion Reinforcement Entrance Point Medical Kit Doomtrooper Starting Squares Sunny Street storekeepers called in a complaint. Local trippers using Reaching Hope Centre as safe house between robberies and tripping. Reports name certain locals. Problem like this should usually be handled by local “security providers”. Decided to ask the local thugs why they were unable to protect their shopkeepers. After Reaching Hope was mentioned, the conversation ended abruptly. Bigger actors on the stage. Went to Reaching Hope and met a local “peer in plight”, one Loretta Nice. “Peer Nice” talked at length about how policies forbid trippers from using the Centre as a safe haven. When asked for whereabouts of certain locals, Nice gave no reply. Went to HQ and reported. Told to back off due to Brotherhood business. Dispatch confirmed order. LUNA PD INCIDENT REPORT DATE: 2489-08-27 CASE NUMBER: NINES 37A-884909 REPORTING OFFICER(S): Beat Officer Leo Kenya Jr LOCATION OF OCCURENCE: Reaching Hope Centre, Sunny Street 94.
LUNA PD EXPANSION 150 Doomtrooper Exit Point Doomtrooper Entrance Point CAMPAIGN 2: DARK SIDE OF LUNA CASE FILE 4: IN THE DARK CASE SUMMARY All patched up and ready to go, though Von Hölle’s hideout is a maze. We need to get our bearings, then find Von Hölle and eliminate him. MISSION Doomtroopers must exit through the designated exit on tile 13. The Dark Legion player sets down tile 25, then takes tiles 1, 2, 14, 28 & 31 and shuffles them. Once they have done this, the shuffled tiles are placed facedown in a stack nearby and sector tile 13 is placed in the stack, right before the last one. As soon as a Doomtrooper declares that they will be entering another room, the Dark Legion player draws the top sector tile and places it down in the orientation they prefer. Doomtroopers can choose to use any entrance to move into a new sector tile, except the entrance of sector tile 25. - Doomtrooper entrance point in sector tile 25 is marked with a white entrance token. - Secondary mission cards are not used. - TIME LIMIT: 8 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L11 and event cards numbered 1–19 from the base game and draws 8 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the game board at entrance points in whichever sector tile there is a Doomtrooper present, providing the entrance does not join another sector tile. DARK LEGION RESOURCES The Dark Legion player removes the force card numbered L16 and adds force cards 1-30 from the base game. The rest of the base game and expansion force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each game board sector tile. As soon as a new sector tile is revealed, place force cards in the same way on the new sector. Any unplaced force cards form a draw pile, which is placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team receives 3 promotion points when one of their Doomtroopers exits the game board through the designated exit. An additional promotion point is awarded when both Doomtroopers exit. -FAILURE: Dark Legion player receives 2 promotion points for each Corporation that fails to exit at least one Doomtrooper. An Akira reported a lover’s suspected suicide on Petal Bridge. People in Secluded Tranquillity do kill themselves there so the report was not unusual. When I arrived, there was nobody waiting on site, but there was a lot of blood on the bridge walkway. This was unusual. I immediately called for backup when I was attacked by a lot of tentacles from underneath the bridge. I saw some kind of water monster attached to the tentacles and proceeded to shoot it. A lot. And a lot more. I had two rounds remaining when backup arrived, and the creature was dead. Petal Bridge needs a lot of cleaning and extensive repairs. I need a long shower. Two long showers. I was told by a genius Inquisitor that the creature was an “Imbrium Beach Terror”. It was not supposed to be in the Ancient Quarter at all. I thanked the Inquisitor for the help and information. Good to know that it wasn’t where expected. I underwent two days of screening to make sure the thing had not Corrupted me. Casualties: Parts of six (6) bodies recovered. The thing seems to have been hungry. LUNA PD INCIDENT REPORT DATE: 2489-10-09 CASE NUMBER: ANCQU E29-625277 REPORTING OFFICER(S): Beat Officer Antonov Gris LOCATION OF OCCURENCE: Port Edo – West Pier – Secluded Tranquillity Petal Bridge