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Published by Kerne, 2023-07-16 23:00:02

Siege of the Citadel Collectors Edition 2.1 12-4-23 FINAL lo-res

Siege of the Citadel Collectors Edition 2.1

Keywords: Siege of the citadel,Mutant chronicles,3ed,Mutant,Mutant chronicles 3ed,Siege of the citadel collectors edition,2.1

RULES AND MISSION BOOK 151 Doomtrooper Entrance Point Dark Portal Von Hölle Starting Location V CASE SUMMARY We have him cornered! It’s been a long, dark road, but at long last we’re gunning directly for him. Prepare to face the fury of the Luna PD, Von Hölle. MISSION Destroy Von Hölle. Von Hölle cannot leave sector tile 11. Instead, he can reassign his wounds to any creature present on the sector tile. If Von Hölle is attacked and suffers a wound, he can choose another Dark Legion creature also on sector tile 11 and make them suffer the wound instead. If there are no creatures on the sector tile, Von Hölle suffers the wound and is destroyed. - Doomtrooper entrance points in sector tiles 27, 30 & 31 are marked with white entrance tokens. No two Corporations may use the same entrance for this mission. - Broken wall tokens bypass the walls they cover, allowing Doomtroopers to pass through. - Secondary mission cards are not used. - TIME LIMIT: 9 Rounds EVENTS The Dark Legion player shuffles Luna PD expansion event cards numbered L1–L11 and event cards numbered 1–20 from the base game and draws 9 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 Doomtrooper entrance points. 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 the force card numbered L16 and adds force cards 1–32 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 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 10 promotion points. - FAILURE: If Von Hölle and the Doomtroopers are still alive by the end of round 9, no promotion points are awarded. If all the Doomtroopers are dead, the Dark Legion player receives 4 promotion points. CAMPAIGN 2: DARK SIDE OF LUNA CASE FILE 5: VON HÖLLE’S LAST VERDICT Beat Officer Heimgaard spotted six armed perpetrators entering the Slite Bank. One suspect was reported to be naked but “scaled”. It seems Officer Heimgaard decided not to wait for backup and went inside the bank to confront the felons, members of the Huss gang. This officer arrived at the scene when the robbers were making their escape. Officer Heimgaard’s actions made the felons abandon their planned robbery, and allowed the bank’s customers and staff to get away unharmed. This officer made sure three of the felons were lethally harmed. Beat Officer Heimgaard was dead from multiple wounds. She protected and served. Someone else’s bank. The thing with scales was naked and not a costumed moron, but it escaped. It is a clear case of Corruption. This reporting officer will hunt it and its two “friends”. Casualties: Beat Officer Heimgaard (KIA). Three (3) felons. ** Are you supposed to comment like that? “Someone else’s bank”? It looks… subversive. ## This officer just did. While you think about my punishment, this officer will make sure the goons that killed Fatima Heimgaard, 27, mother of two, and my friend, suffer. LUNA PD INCIDENT REPORT DATE: 2489-11-08 CASE NUMBER: GLND 216-578567 REPORTING OFFICER(S): Beat Officer Heimgaard responding; Beat Officer Leo Kenya Jr filing final report. LOCATION OF OCCURENCE: Slite Bank, Upper Ring Road 32, Gotland Broken Wall Token V


LUNA PD EXPANSION 152 Complete with their own character cards, rank cards, corporation tokens and player tray, the Luna PD faction adds one new close combat specialist, firearm specialist, and tech specialist. They are considered a Doomtrooper team within the rules. LUNA PD CORPORATION ABILITY The Luna PD favor lighter armor that allows for greater mobility through the cramped quarters of ruined buildings and the twisting tunnels that lurk beneath Luna. As a result, the armor for the Luna PD progresses more slowly than other Corporations. This special armor, however, affords them greater maneuverability. Luna PD Doomtroopers are nimble. They are not blocked by adjacent Dark Legion figures. At higher ranks, the Luna PD can move further when performing a Move action. LUNA PD DETECTIVE VANCE RYDER, FREELANCER MCBRIDE & OFFICER ARSENI The Luna PD is served by countless brave men and women who risk their lives every day to keep Luna City safe. But threats to Luna also come from outside the city itself. To face these growing threats, Luna PD has developed an elite training corp. No two elite agents have distinguished themselves in combat as much as Vance Ryder and McBride, while Arseni is considered one of the most tech savvy humans in the sector. DARK LEGION The Dark Legion has infested Luna and an array of new threats is awaiting the Doomtroopers brave enough to venture in its ruined streets. Each new creature features a special ability that will challenge the Doomtroopers in new ways while giving the Dark Legion player the chance to try new tactics. HERETIC When one or more Heretics are adjacent to each other, they add one and no more than one die to their attacks. The color of die scales according to the rank. TWISTED MARIONETTE When a Marionette is adjacent to a wall it may attack as if equipped with a Tentacle Kit using their close combat value. No trap is spawned by this attack. TEMPLAR Templars can sprint and move 4 squares per Move action instead of the usual 3. ZENITHIAN SOULSLAYER The Zenithian Soulslayer benefits from an improved armor check. VON HÖLLE When Von Hölle is hit and if he’s about to suffer a wound, he can reassign any number of wounds to any friendly unit on his sector tile, killing one Dark Legion unit per assigned wound.


BROTHERHOOD EXPANSION COMPONENT LIST CARDS MINIATURES 3 character cards 1 quick start card 7 secondary mission cards 10 event cards 20 force cards TOKENS 4 double-sided square sector tiles (numbered 17–20, 21–24 ) 7 Light tokens 7 Darkness 1 relic token tokens 50 creature tokens (12 Algeroth Malignants, 12 Callistonian Intruders, 6 Curator, 6 Brass Apocalypts, 2 Valpurgius, 3 Praetorian Behemoth, 3 Harbinger of the Void, 6 Corrupted Doomtrooper ) 10 Brotherhood Corporation tokens 24 Corruption tokens Rules and Mission book 3 double-sided Dark Legion reference boards 1 Brotherhood identification marker 10 Doomtrooper cards 23 Light spell cards 10 Dark Gift cards 16 dark temptation cards 15 dark consequence cards 6 Algeroth Malignants 4 Callistonian Intruders 2 Curators 2 Brass Apocalypts 3 Brotherhood Doomtroopers (Nikodemus 1 Praetorian Behemoth Crenshaw, Maria Costellanos) 1 Valpurgius 1 Harbinger of the Void 6 rank cards 18 equipment cards 7 Twisted tokens 3 plastic pegs Player tray SIEGE OF THE CITADEL 154


OVERVIEW The main themes of the Brotherhood expansion are Corruption and the Art. The action revolves around the Brotherhood’s holy war against the Dark Symmetry, and the strange powers wielded by both sides. ADDITIONAL CONTENT The Brotherhood 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. THERE IS NO LIMIT TO THE POWER OF BROTHERHOOD CREDITS GAME DESIGN RICHARD BORG, JAMES SHEAHAN HEAD OF DEVELOPMENT AND PRODUCER ROB HARRIS DEVELOPMENT TEAM FEDERICO SOHNS, JAVIER ANGERIZCABURRASI, STEFANO GUERRIERO, KATYA THOMAS, JAMES BARRY, BART KOLODZIEJCZYK, CHRISTOFFER LUNDBERG, JAY LITTLE, 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 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, CHRISTOPHER LUNDBERG, DAN MOORE, DAVID NILSSON, DENIS ROUGÉ, DENNY BACHA, DOUG MOORE, DYLAN CARTER, ED MILNES, EMYA ‘LILLAN’ VIDENHART, ERIK LINDSTROM FUTRAL, FELIPE MORALES, FRANCESCO BELLAGAMBA, GARRET MILNES, GENE DVORCHAK, GORMAN CHRISTIAN, ISAK ‘FENGULF’ STENBERG, JAMES WALKER II, JOHANNA JOHANSSON, JOHN H ZIELINSKY, JOHN NILSSON, JONAS STOHR, JONAS ‘COLA’ VIDENHART, JORDAN HANSEN, JORGE MADRIGAL, JOSHUA FORD, JOSHUA KLUG, KAITLYN TOOKER, KITT EULER, LARS-MAGNUS FRANZÉN, MADELENE AHLROS, MAGNUS NYBERG, MARCUS PEHRSSON, MARCUS STAHL, MARK WIKER, MARKUS DANIELSSON, MARTINA ‘TINA’ ENGSTRÖM, MATTHEW EVRARD, MAXIME BOUCHARD, NATHAN SMELA, RASMUS FAERGE, RICHARD KHOURY, RICK WENDORF II, SCOTT TOOKER, SCOTT VENABLE, SHAWN HOWSON, STEFAN NILSSON, STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’ MÖLLER, THADDEUS MOORE, THOMAS BLACK, THOMAS C PHILLIS, THOMAS SHEFFIELD, TIM RENZ, TODD JORDAN MICHAEL PEACOCK, TOM CONNER, TONY KARLSTRÖM, WILLIAM ‘WILLY’ JOHANSSON, WILLIAM G TINNIN-TIMM Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected] Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com, www.facebook.com/mutantchroniclesrpg and www.modiphius.com Modiphius Entertainment Product Number: MUH050529 The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. EXPANSION SYMBOL So players can easily identify the cards and quickly separate them from those found in the core set or other expansions, cards and other materials from the Brotherhood expansion are marked with their own expansion symbol. RULE BOOK 155


CORRUPTION Corruption (symbolized with the icon ) is represented by Corruption tokens, which may be gained, used, and lost during missions. These tokens are utilized to fuel the Dark Legion’s powers while at the same time corrupting characters, making them susceptible to the ravages of the Dark Symmetry. DOOMTROOPERS & CORRUPTION For Doomtroopers, Corruption represents the insidious taint of the Dark Symmetry creeping into their minds — the whispers from the shadows, the unbidden voices inside their head, the lure of dark power. Becoming Corrupted is not necessarily a bad thing, since Corruption can often be gained in return for a short-term advantage. However, it does leave Doomtroopers open to dark influences. If a Doomtrooper is given Corruption tokens, place them next to their character card. Their amount of will most likely change during the course of a mission, although it will not carry over into the next one. REMOVING CORRUPTION Corruption tokens can be removed via card effects and environmental effects. Also, after an action through which a Doomtrooper gains any number of promotion points, the Doomtrooper loses one . CORRUPTION EFFECTS A Doomtrooper with 3 or more may move through doors without triggering a door card draw. Most importantly, a character whose reaches their Maximum Corruption (which depends on their rank) becomes Lost (see Corrupted Doomtroopers, page 6). CORRUPTION CARDS Corruption cards are a new weapon in the Dark Legion’s arsenal, which utilizes Corruption to thwart the Corporations’ plans in new and twisted ways. These are split into two different decks: dark consequences, and dark temptations. STARTING HAND The Dark Legion player starts every mission by drawing Corruption cards equal to the number of Corporation players. These can be chosen from either the dark temptation deck or from the dark consequences deck, as long as the total is equal to or lower than the number of Corporation players. DRAWING CARDS The Dark Legion player can draw new Corruption cards during their turn by: - Paying any number of and drawing that same number of cards. - Drawing two cards at the end of their turn (without the need to pay ). The maximum hand size for the Dark Legion player is two plus the number of Corporation players. If they draw past that limit, they must discard cards immediately, down to the hand limit. DARK TEMPTATION CARDS Dark temptation cards are offers that the Dark Legion player makes to a Doomtrooper. The relevant Corporation player can accept or decline that offer. Each dark temptation card comprises a benefit (a bonus for the Doomtrooper) tied into a debt (which is a negative effect). A Corporation player can be offered a temptation card only once per round. The time at which any given temptation card may be offered is shown in the card’s description. When offered a temptation card, the Corporation player cannot show it or discuss it with other players. The Dark Legion player may do as they please with regards to the card’s information. If the Corporation player accepts the offer, they immediately follow through with the benefit and afterwards they suffer the debt. If they decline the offer, the Dark Legion player instantly gains as shown in the card. In both instances, after resolving all relevant effects, the card is discarded. DARK CONSEQUENCES These Corruption cards can be played by the Dark Legion player at any time and can affect the Doomtroopers and/or the environment. Most of these require a expenditure from the Dark Legion player. When targeting a Doomtrooper, a dark consequence might require a Doomtrooper to have a minimum amount of Corruption tokens stacked. This requirement might be lowered down by spending on a one-for-one basis when playing the card in question. The scribes are ready to record all confessions. DOOMTROOPER RANK 1–4 5–8 9-12 Maximum Corruption 6 7 8 SIEGE OF THE CITADEL 156


Forces from the Brotherhood have access to three different types of Doomtrooper: a firearm specialist, a close combat specialist and a specialist in the Art. The Art specialist, which is exclusive to the Brotherhood expansion, is the only character that may equip cards showing the Art icon picture. All Brotherhood Doomtroopers have the Paragon special ability (shown on their rank card) as well as specialized equipment which can only be equipped by them (showing the Brotherhood icon picture). CORRUPTION RESISTANCE Each Brotherhood character card features one circular, dotted outline known as the Corruption resistance slot. The first assigned to these characters can be placed within this slot, which allows the Brotherhood player to ignore its effect. When removing from those Doomtroopers, the allocated to this slot is removed last. SPELLS AND THE ART The holy powers wielded by the Brotherhood, known as “the Art”, are one of the main features of the Brotherhood expansion. These are represented as Light spells, cast via Light spell cards or enchanted equipment. Dark Gifts, on the other hand, are only used by Valpurgius. Each Light spell or Dark Gift is represented by a card and grouped in a deck accordingly. CASTING SPELLS Specialists of the Art can cast Light spells by spending a Special action and using the chosen spell card. Upon doing so, resolve the Light spell’s effects and place it on a discard pile. Valpurgius uses Dark Gifts in the same way. Light spells and Dark Gifts that have a target require line of sight to it, as well as any other requirements listed on the card. Some Light spells and Dark Gifts have a set duration, with effects that last until the caster’s next activation. HAND OF SPELLS During set-up, a Brotherhood player with an Art specialist must purchase equipment that enables them to channel Light Spells as part of their selection. This equipment as well as their rank determines their maximum Light spell card hand limit. Afterwards, they choose Light spell cards from the Light spell deck, building their hand up to their maximum. During play, an Art specialist can spend a Special action to retrieve all used Light spell cards from their discard pile. DARK GIFTS The Dark Gifts the Dark Legion player uses depend on which instance of Valpurgius enters play. - Using a Dark Gift card requires Valpurgius to spend a Special action. - The Dark Legion recovers used Dark Gifts automatically at the start of their turn. - Use the combat dice shown in the firearm column of the Dark Legion reference board for Valpurgius whenever required. DARKNESS TOKENS These tokens represent areas of total darkness; unnatural shadows diffused with malign energies. They occupy a single square on the board, and have the following effects: - Line of sight cannot be drawn through Darkness tokens but it can be drawn into and out of them. - They count as entrance points for reinforcement purposes. -If a Light token is placed on a Darkness token, they both cancel each other out. - They cannot be placed orthogonally next to other Darkness tokens. LIGHT TOKENS These tokens represent areas of total light; concentrated beacons of luminescence and hope. They occupy a single square on the board, and have the following effects: - The defense value of any Dark Legion creature on a square with a Light token is 1 lower than usual. - Doomtroopers starting their activation in a square with a Light token may discard one . -If a Darkness token is placed on a Light token, they both cancel each other out. - They cannot be placed orthogonally next to other Light tokens. TWISTED TOKENS These tokens represent spaces that are unnaturally overgrown with barbed vines and jagged rock shards, caused by the Dark Symmetry. They occupy a single square on the board, and have the following effects: - They block movement of Doomtroopers adjacent to their space and cannot be moved through. - They can be removed through any attack. - They cannot share a square with a Darkness token or a Light token. - They cannot be placed orthogonally next to other twisted tokens. BROTHERHOOD DOOMTROOPERS Mortificators usually excel in the Aspect of Mentalism RULE BOOK 157


CORRUPT CREATURES Corrupt creatures are the stricken servants of Valpurgius; broken entities whose flesh was fused with the dark powers of Corruption. Corrupt creatures are identified as such on the Dark Legion reference board and have special abilities. CORRUPTION DAMAGE Attacks made by corrupt creatures give the victim instead of dealing damage. The victim must take one Corruption token for each health they would have lost in a normal attack. The attack roll is resolved normally otherwise. The Dark Legion player also earns one for each inflicted in this way. CORRUPTED DOOMTROOPERS When a Doomtrooper is Lost, they are immediately turned into a Corrupted Doomtrooper. For the remainder of the mission, Corrupted Doomtroopers are controlled by the Dark Legion player. They retain their usual actions and equipment. Doomtroopers that attack a Corrupted Doomtrooper gain no promotion points for wounding them, nor do they gain a reckless maneuver token. LARGE CREATURES Large Creatures occupy two squares. Whenever you perform a Move action with them one of the squares they occupy must remain occupied for each square they move (therefore they cannot move diagonally). Line of sight to and from a Large Creature allows the active player to utilize any of the squares occupied by it. ALGEROTH MALIGNANT Corrupt Creature Ability: This creature may move through a sector’s internal walls. CALLISTONIAN INTRUDER Corrupt Creature Ability: This creature cannot be targeted by firearm attacks from a range of over 5 squares. CORRUPTED DOOMTROOPER Ability: When attacking a Corrupted Doomtrooper, roll one less combat die of the Corporation player’s choice. CURATOR Ability: If a creature adjacent to the Curator dies, roll one . On a hit, the creature remains in play. VALPURGIUS THE CORRUPTOR Corrupt Creature Ability: Can use Dark Gifts as a firearm attack. Valpurgius the Corruptor uses the Dark Gift cards 1 to 5. VALPURGIUS THE SCOURGED Ability: Can use Dark Gifts as a firearm attack. Valpurgius the Scourged uses the Dark Gift cards 6 to 10. PRAETORIAN BEHEMOTH Ability: When a close combat attack by this creature causes wounds, the Dark Legion player may push the Doomtrooper directly back one square, then the Praetorian Behemoth may overrun. HARBINGER OF THE VOID Ability: Dark Legion player can spend 2 to gain one extra action with this creature (no maximum). BRASS APOCALYPT Corrupt Creature Ability: Adjacent creatures gain +1 on their armor checks. DARK LEGION REFERENCE SIEGE OF THE CITADEL 158


MISSION BOOK 159 CHRONICLE ENTRY 1 It was ordained as a glorious, Lightblessed day. Through one of our solemnest ceremonies, new disciples were being welcomed into our ranks. In a display of callous disregard for all that is holy, however, the insidious Dark Symmetry infested the ceremony and wrought its corruptive influence on those yet to be initiated. The disciples warped into horrifying creatures known as Malignants before our very eyes. Only the righteous, cleansing powers of the Light could bring a swift end to the foul travesty. MISSION Destroy the transforming disciples, represented by Algeroth Malignant figures. If playing with two Corporations, place four Algeroth Malignants on squares indicated on the map, or place six if playing with three or four Corporations. Alternatively, leave the board through the exit arrow point with at least one Doomtrooper per Corporation. The Algeroth Malignants are in the process of being transformed, so they cannot move or be controlled by the Dark Legion until the beginning of the Dark Legion player’s turn on round 6. A Doomtrooper with 3 or more Corruption can walk through doors as if they were a Dark Legion creature. - Doomtroopers enter through the entrance marked with a white arrow. - Secondary mission cards are not used. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion shuffles event cards numbered B1–B8 from the Brotherhood expansion and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through the Dark Legion entrance points. DARK LEGION RESOURCES The Dark Legion player removes force cards B1–B6 and B18–B20 from the Brotherhood expansion and adds force cards 1–29 from the base game. The removed force cards are set aside and are not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on all sector tiles. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. If given the choice to spawn Algeroth Malignants by a force card, these cannot be spawned and the other choice must be selected. REWARDS - COMPLETE MISSION: If the Doomtroopers manage to eliminate all Algeroth Malignants, each team receives 5 promotion points. If a Corporation chooses to escape instead of eliminating the Algeroth Malignants, the Corporation receives 3 promotion points. - FAILURE: The Dark Legion player receives 2 promotion points for each Algeroth Malignant that remains on the board. The Dark Legion player receives one promotion point for each remaining Corruption token they possess. THE SCOURGING OF THE CATHEDRAL DARK RITUAL 2 2 3/4 3/4 2 2 Doomtrooper Exit Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Algeroth Malignant for 2 Corporations 2 Algeroth Malignant for 3–4 Corporations 3/4 Door Note: The 16 central squares of sector tile 18 are inaccessible, but do not block line of sight.


SIEGE OF THE CITADEL 160 THE SCOURGING OF THE CATHEDRAL DEEP DISTORTIONS CHRONICLE ENTRY 2 Visions delivered to us by our Mystics led us deep under the Cathedral, to the subterranean levels. What we encountered there stoked our fury. The Dark Legion had corrupted the hallowed ground and created some kind of distortion chamber. Disgustingly, that wasn’t all. One of our Brothers was being prepared for transformation... MISSION The Doomtroopers must disable both terminals to stop the spawning of Dark Legion creatures. If successfully hacked, terminal 1 will remove Darkness token 1 from the board. Same with terminal 2/Darkness token 2. Anyone can try to disable terminals but they need to be adjacent to it. Tech specialists can use their equipment. Non-tech specialists can only use their basic combat dice. Terminals 1 & 2 are immune to any kind of attack. Darkness tokens 1 & 2 are immune to Light tokens. Alternatively, the Corporation players can choose to try and save the Doomtrooper that has been bound to the Darkness tokens by the Dark Legion. In order to do this, they must be adjacent to the Doomtrooper and perform a Special action. The Doomtrooper can only be saved before the terminals are disabled and cannot be attacked by the Dark Legion player. If both terminals are disabled before the Doomtrooper is rescued, the Doomtrooper will die. The Dark Legion player will not immediately earn promotion points for this. A Doomtrooper with a Corruption of 3 or more can walk through doors as if they were a Dark Legion creature. - Doomtrooper entrance points are marked with white arrows. - Secondary mission cards are used. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–18 from the base game and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the Darkness tokens. At the start of every Dark Legion player’s turn, before drawing an event card, a Dark Legion creature of the Dark Legion player’s choice spawns a clone in an adjacent square. A Nepharite or Ezoghoul cannot be chosen. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–29 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers manage to disable both terminals and save the Doomtrooper, each Corporation receives 6 promotion points. If they only manage to disable the terminals without saving the Doomtrooper, each Corporation receives 3 promotion points. - FAILURE: Dark Legion player receives 3 promotion points. D Darkness Token 1 Doomtrooper Entrance Point Captured D Doomtrooper Terminal 1 Door Terminal 2 1 Darkness Token 2 2 2 1 2 1


MISSION BOOK 161 CHRONICLE ENTRY 3 The Dark Symmetry’s malevolent influence was making it harder for the Mystics to direct us. Descending deeper into the catacombs, we found more unfortunates being prepared for foul ceremonies. We were unsure of how so many could have gotten there, but knew we swore by the Light we would save them from the ominous and terrifying presence lurking in the shadows. MISSION The Doomtroopers must rescue at least 2 civilians – represented by the figures of unused Doomtroopers – before they are consumed by Valpurgius the Corruptor. Valpurgius the Corruptor is present at the start of the mission on the dedicated spawn point on the map. Depending on the rank you are playing this level on, Valpurgius will have a different defense value. To calculate this, refer to the Dark Legion reference board and add 3 to Valpurgius’ defense value. Its Dark Gift attack is also different. To calculate how many dice Valpurgius starts with, refer to the Dark Legion reference board and subtract 1 die from its firearm attack. When adjacent to a civilian, Valpurgius can use a Special action to consume them. Once consumed, the civilian figure is placed in front of the Dark Legion player. For every civilian consumed, Valpurgius adds 1 white die to its firearm attack and loses 1 point of defense value. A Doomtrooper with 3 or more Corruption can walk through doors as if they were a Dark Legion creature. - Doomtroopers enter through the entrances marked with white arrows. - Secondary mission cards are used. - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrow on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–30 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile except on tile number 8. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers manage to save at least 2 civilians, each Corporation player receives 4 promotion points. - FAILURE: If the Dark Legion player doesn’t consume at least 2 civilians, no promotion points are awarded. The Dark Legion player receives 2 promotion points per civilian consumed. THE SCOURGING OF THE CATHEDRAL FEAST OF INNOCENCE Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Civilians Door Valpurgius Spawn Point CV CC CC C V


SIEGE OF THE CITADEL 162 CHRONICLE ENTRY 4 One of the prisoners we saved, a Caretaker of our order, informed us that a prized relic was at risk of falling into the hands of the Dark Legion. Worse yet, a forbidden tome that had long been kept under wards had responded to the Dark Symmetry’s presence. Recovering the relic was of paramount importance, yet the tome also held a powerful allure... MISSION The Doomtroopers must retrieve the relic from the vault by using a Special action from any square adjacent to it, and escape through the designated exit arrow. Alternatively, a Corporation player can choose to steal the book present on sector tile 23 and represented by a Dark Legion token. This can be achieved by standing adjacent to it and performing a Special action. This will individually award the Corporation player 10 promotion points and give every Doomtrooper 2 Corruption tokens. However, if the book is stolen, a Harbinger of the Void will enter through the designated entrance on the next Dark Legion player turn. A Doomtrooper with 3 or more Corruption can walk through doors as if they were a Dark Legion creature. - Doomtroopers start on the designated squares in sector tile 20. They are only allowed to exit the board from the designated exit point. - Secondary mission cards are used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–29 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile except on the Doomtroopers’ starting tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers retrieve the relic and escape, each Corporation player receives 5 promotion points. - FAILURE: The Dark Legion receives 3 promotion points. THE SCOURGING OF THE CATHEDRAL FORBIDDEN RELICS Doomtrooper Exit Point Dark Legion Reinforcement Entrance Point Doomtrooper Starting Point Door Relic Debris Harbinger Entrance Book (on tile) Note: The 16 central squares of sector tile 18 are inaccessible, but do not block line of sight.


MISSION BOOK 163 THE SCOURGING OF THE CATHEDRAL EXORCISING CORRUPTION CHRONICLE ENTRY 5 Retrieving the relic had allowed the tome to break its bonds, causing untold disruption across the entire Cathedral. Dark portals were manifesting everywhere, causing reality itself to shift around aimlessly. A Keeper of the Art broke through the mental static and bade us to travel to the lowest levels. Valpurgius was lurking there, directing the flows of Dark Symmetry wracking our great edifice. To face him, however, we would need to cross the void. MISSION The Doomtroopers must defeat Valpurgius the Corruptor. Valpurgius the Corruptor is present at the beginning of the mission on the designated square. If the Harbinger of the Void was spawned but not killed on the previous mission, it is also present at the beginning of the mission on the designated squares. In order to arrive to the area where Valpurgius is, the Doomtroopers must cross one of the two Dark portals. If Dark Portal 1 is entered, the Doomtrooper will appear on the other side of the corresponding Dark portal 1. The same goes for Dark portal 2. Dark Legion creatures can also enter these Dark portals. The Doomtroopers can choose to add 2 Corruption tokens in exchange for a white die in every Attack action. There is no limit as to how many white dice can be added. A Doomtrooper with 3 or more Corruption can walk through doors as if they were a Dark Legion creature. - Doomtroopers enter through the entrance marked with a white arrow. - Secondary mission cards are not used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18– B20 from the Brotherhood expansion and adds force cards 1–28 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers defeat Valpurgius the Corruptor, each Corporation receives 6 promotion points. - FAILURE: The Dark Legion player receives 4 promotion points. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point V Valpurgius Spawns Door H Harbinger Spawns (if used) 1 2 Corresponding Dark Portals Corresponding Dark Portals H H V 2 2 1 1


SIEGE OF THE CITADEL 164 Archduchess First School for Girls has told me to write you, dearly beloved school diary because... I do not know. I do not have a diary in real life. I am writing this so that I will get good grades and we will get along. I am The Most Honorable Countess Imelda Eva-Britt Hilde von SchnaufKingsepp. You can call me Imelda. Never “Melly”. Or “Countess von Schnauf”. I am eleven and I live near the Venusian Gardens. And I would rather talk to my television set than to you, dear diary. I don’t care what Frau Stockhaus of the Archduchess First School for Girls says on that subject, but she gives my grades, so here we are. Dear diary... How are things these days? I am bored to death with school. I am bored with classes. I do not want to be a lady. I do not want to be another perfect Maria Espinosa. I want to grow up to be an adventurer or a spy. I like “Little Luna PD”on the television. My favorite band is Bad Kitty. I have seen all the Sapphire Suzi films. My favorite is the one kills the girls in her school who bully her. where she There is no such film. Frau Stockhaus should have made a note on this entry. Did she? THE SCOURGING OF THE CATHEDRAL THE CURSED STAIRWELL CHRONICLE ENTRY 6 With Valpurgius banished, we had no time to catch our breath. The Cathedral was still under assault and we were once again needed above. The stairwell was shrouded in Darkness, however, ensuring a treacherous journey ahead. MISSION The Doomtroopers must exit the area through the designated point. When a Doomtrooper manages to exit the tile, they must roll a die to determine whether they have successfully escaped or not. On a hit, the Doomtrooper has escaped. On a blank, the Doomtrooper re-enters the sector tile through the Doomtrooper entrance token. The color of the die rolled will depend on the Corruption that is present on the sector tile. If there is no Corruption, the die rolled is black. If there is 1 to the number of Corporations playing, the die is red. If there is more Corruption than number of Corporations, the die is white. The Dark Legion player places as many Corruption tokens as there are Corporations plus two on the centre of the sector tile. At the beginning of the Dark Legion player turn, before drawing the event, the Dark Legion player can pay two Corruption tokens from their pool to add one Corruption token to the sector tile. If a Doomtrooper is adjacent to the pit on the centre of the sector tile, they can use a Special action to transfer as much Corruption as they want from the pit to themselves. - Doomtroopers enter through the entrance marked with a white arrow. - Secondary mission cards are not used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through any square on the Dark Legion Spawn Point. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–28 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on the sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team will receive 3 promotion points when one of the members of the team exits the board. An additional 1 promotion point is gained when both team members exit. - FAILURE: The Dark Legion player receives 3 promotion points for each team that fails to exit at least one Doomtrooper. Doomtrooper Exit Point Doomtrooper Entrance Point To: Office of the Brotherhood, Richthausen Palace My name is not important, but I am serving at the von Schnauf household in Begonia Street. I am feeling a need for the sake of mankind to be reporting that I am having suspicions of things that may be bad and of concern to the Brotherhood. I am thinking that my mistress Hildegerd von Schnauf is under… some kind of influence. She is acting very extraordinary in the last months. She is irritated and is obsessed by strange things. And she is eating a lot of meat. That is perhaps not strange or upsetting. If I am as rich as the von Schnaufs I would also be eating meat. Nearly every day. But not with hands like my mistress does. That is strange. She is avoiding her daughter Imelda. I am knowing she is drinking a lot. I am working in the household. We servants are talking. We are all knowing how much she is drinking. And that she is talking to herself. All the time. She is talking about Imelda. She is screaming about Imelda is watching too much television. I am thinking the girl might be in danger. I am Sister Lisa Ng of the Brotherhood, and I was sent to the incident at the Archduchess First School for Girls. It was my task to investigate three fatalities in the school’s gym. All involved mechanical and/or electrical equipment that seemed to have been subject to interference. The gym has been sealed off and experts called to attend. The school is full of Bauhaus nobility, and it is better to be safe than sorry. (A Duvall family member, a von Schnauf and a Bergenheim child were all school attendees.) The dead were initially identified as students Lisette Man-in-den-ze and Maria Espinosa. The first (Man-in-den-ze) was electrocuted and decapitated by a wall-mounted hair-dryer. The second fatality (Espinosa) is hard to describe. The student somehow became entangled in the cables of a FitMaster and had been torn apart. It was not until I started taking the initial photographs that I realized there was a third corpse. Another individual had been torn up by the FitMaster, an adult not in exercise dress. She was subsequently identified as a teacher, Frau Erika von Stockhaus. I was told by the students that von Stockhaus “…was not supposed to be in the gym…” and “…she was not a very good teacher anyway.” Did this lead to anything? Was there a follow up? Even a call to the von Schnaufs? How come nobody did anything? Dark Legion Spawn Point Note: The 16 central squares of sector tile 18 are inaccessible, but do not block line of sight.


MISSION BOOK 165 I am Sister Lisa Ng of the Brotherhood, and I was sent to the incident at the Archduchess First School for Girls. It was my task to investigate three fatalities in the school’s gym. All involved mechanical and/or electrical equipment that seemed to have been subject to interference. The gym has been sealed off and experts called to attend. The school is full of Bauhaus nobility, and it is better to be safe than sorry. (A Duvall family member, a von Schnauf and a Bergenheim child were all school attendees.) The dead were initially identified as students Lisette Man-in-den-ze and Maria Espinosa. The first (Man-in-den-ze) was electrocuted and decapitated by a wall-mounted hair-dryer. The second fatality (Espinosa) is hard to describe. The student somehow became entangled in the cables of a FitMaster and had been torn apart. It was not until I started taking the initial photographs that I realized there was a third corpse. Another individual had been torn up by the FitMaster, an adult not in exercise dress. She was subsequently identified as a teacher, Frau Erika von Stockhaus. I was told by the students that von Stockhaus “…was not supposed to be in the gym…” and “…she was not a very good teacher anyway.” THE SCOURGING OF THE CATHEDRAL THE TOME OF DEVASTATION CHRONICLE ENTRY 7 With the Cathedral on the brink of destruction and no further visions arriving from the Mystics, we let our own prudence guide our steps. The tome that was harnessing the Dark Symmetry needed to be dealt with and we were holding the one relic that could contend with it. Unfortunately for us, there was now a portal sat right on top of the relic’s former location. Harnessing the Light through a ritual altar would surely help us in our time of dire need. MISSION The Doomtroopers must return the relic to its proper place. This location is, however, occupied by a Dark portal which must be deactivated before the relic can be put back.   The Corporation players must decide which Doomtrooper will be carrying the relic throughout the mission. The Dark Legion player will not know which of the Doomtroopers has the relic in their possession. The Corporation who is carrying the relic can choose to forfeit all their actions in a turn to perform a Special action with the relic. This will automatically eliminate all Dark Legion creatures present on the same sector tile as the Doomtrooper carrying the relic. This Special action can only be performed once per mission and no promotion points are awarded for the eliminated Dark Legion creatures. The relic can be passed between Doomtroopers. In order to do this, both Doomtroopers need to be adjacent to one another. Passing the relic around doesn’t cost an action. Upon reaching the altar, the relic carrier can perform a Special action which moves the portal in sector tile 5. When the portal moves, it is placed directly where the altar originally was. At the same time, the sector tile where the altar was moves orthogonally so that it is in contact with sector tile number 5. - Doomtroopers enter through the entrances marked with white arrows. - Secondary mission cards are used. - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–20 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrow on the map and the Dark portal, which is immune to any kind of attack. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–29 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on the sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtrooper carrying the relic reaches the target square on sector tile 5, each Corporation player receives 6 promotion points. If the Doomtrooper carrying the relic dies in the area in front of the altar, each Corporation player receives 3 promotion points. A Corporation player attacking the Doomtrooper carrying the relic in this area does not get the reckless maneuver token. -FAILURE: If the Doomtrooper carrying the relic dies in an area other than in front of the altar, the Dark Legion player receives 3 promotion points. If the mission is not completed but the Doomtrooper carrying the relic is still alive, the Dark Legion receives 2 promotion points. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Dark Portal Debris Altar (on tile)


SIEGE OF THE CITADEL 166 CHRONICLE ENTRY 8 The relic was once again maintaining the wards around the vile tome, meaning we could shift our focus to battling the creatures rampaging through the Cathedral. Preparing to leave the chamber, we were shocked and horrified to espy Valpurgius stalking upwards from the depths. We were thrown off balance as we hurried to confront him, however, by reality warping around ourselves. Confounded and confused, we prepared for the worst. MISSION The Doomtroopers must eliminate Valpurgius the Scourged before the end of the mission. However, the Dark Symmetry has taken hold of this sector and the central tile shifts orientation. When a figure (Doomtrooper or Dark Legion creature) stands on one of the 4 central squares of the central tile, during their activation, they can use a Special action to rotate that tile 90 degrees clockwise or anticlockwise (active player’s choice). Valpurgius the Scourged is present at the beginning of the mission on the designated space. Turrets fire in all four orthogonal directions with the combat dice indicated on the Dark Legion reference board at the start of the Dark Legion player’s turn, attacking Doomtroopers as well as Dark Legion figures. Normal line of sight rules apply. Turrets destroyed by firearm/ close combat/tech attacks are removed from play. - Doomtroopers spawn on the designated space at the beginning of their turn. - Secondary mission cards are used - TIME LIMIT: 6 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–28 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers kill Valpurgius the Scourged within their time limit, each Corporation player receives 4 promotion points - FAILURE: If Valpurgius the Scourged is still alive at the end of the sixth round, the Dark Legion player receives 3 promotion points THE SCOURGING OF THE CATHEDRAL ABIDING DARKNESS V Valpurgius Starting Point V Tile Turning Point To: Archduchess First School for Girls Dear Principal, The General, my dearly beloved husband, is on Venus, valiantly engaged against the enemies of us all. It has therefore fallen to me to write to you regarding how poorly you handled the terrible accident a few weeks ago. As you know, Imelda was physically unharmed, but suffered a nervous breakdown a few days later, as the strain from seeing her beloved friends killed in such ways broke her nerves. Since then she has been in bed watching television, in fact she finds sleep impossible without a television being on. If she sees a hair dryer or a FitMaster advertisement her bad reaction starts again. You must understand that neither the General nor I consider this acceptable. Children should not see other children being killed by gym equipment. You have failed in your basic duty as a teacher, and I will make you pay dearly for your failure. And you failed with that little brat Maria Espinosa. You must have known that she bullied my daughter. The Espinosa girl and her so-called friends pushed Imelda around and called her “a tart from the Nines”. What was your stupid teacher von Stockhaus thinking when she forced my darling Imelda to write a diary? About the family, apparently. Why should Imelda write about her family for some common creature like von Stockhaus? Idiots, all of you. To: Office of the Brotherhood, Richthausen Palace Dear sirs. I am serving as chambermaid at the von Schnauf household in Begonia Street. And I was writing you about what I am calling ignorantly “unacceptable behavior” of my dearly beloved Mistress Hildegerd von Schnauf. Turns out that I am very wrong. Everything about Mistress Hildegerd is fine. And she is very right. We servants are talking too much. We are gossiping like tarts from the Nines. I am learning not to be talking about things that are not my concern. I am sorry to have been wasting time. Mistress Hildegerd will be making sure that I am punished. You may be sure of that. I will be suffering rightfully. And will be bearing the marks with pride. Are we sure who actually wrote this rant? Dear Sirs This is I. von Schnauf writing to you about my house on Begonia Street. More correctly, it is my father’s house, but he is on Venus fighting against the unstoppable forces of Alakhai the Destroyer and my mother is sick, so I have to deal with you. I am installing several new TV sets and I need your help with the wires. Antennas are not a problem, but the electrical stuff. I can never get enough power. I need connections to the high-power cables in the street as I have a lot of modified television sets and I do not like when they fail in the middle of “Little Miss Bauhaus”. I want your people to start with this as soon as possible as my mother and myself like to have Sapphire Suzi marathons. We cannot have a Sapphire Suzi marathon as there is not enough power in the cables. We are always home as my mother is sick and I am suffering from a terrible stress reaction to seeing a couple of my friends killed. They did scream a lot for help. And then my stupid teacher came in and tried to help them and she died too. Get on with the cables. Yours. Amiliaida von Schnauf Countess von Schnauf. Begonia Street. AUTOPSY REPORT Deceased was a female. Cause of death was massive electrical shock to the head. The face was badly burnt and the eyes had boiled away. Most of her hair was burned away, but she had been a natural blonde. Her silver earrings had melted and fused with her flesh. Age, judging from the less damaged portions of the body, was about thirty-five. She might have been a little older but kept herself in excellent shape and must have had the money and time to do so. My guess is she was very well off. The current that killed her was administered through her tongue. The deceased had been drinking before she died, but she had not eaten for several days. Something was written on her chest with a marker pen. It has been washed away, but I can make out “something, something, ‘the Nines’” … This is the heavily edited and redacted report. The original mentioned meat in her stomach. Where is that one? Turret Doomtrooper Starting Point A search team found six bodies at the premises. Four women in their 20s, an older woman in, perhaps, her 40s and the partial remains of a man. All but one died from electrocution by different methods; one of the women had been beaten to death. The man was missing his head and it had been replaced by a TV set; other body parts were also missing. See attached photographic records, if you have a strong stomach.


MISSION BOOK 167 THE SCOURGING OF THE CATHEDRAL MAELSTROM OF DESTRUCTION CHRONICLE ENTRY 9 Forging closer to the surface, we could easily sense that the Corruption was still strong. We were confronted by a swirling pool of Darkness as we rounded the next corner, which spat out the twisted form of an Algeroth Malignant to land at our feet. Another tumbled free as we dispatched the first. If we couldn’t take care of the portals, the entire district would be overrun. MISSION The Doomtroopers must destroy the Dark portals before the end of the mission. Four Dark portals are present when the Doomtroopers enter this level. Their mission is to destroy at least 3 of them before the end of round 5. Refer to the Dark Legion reference board for the defense value of the Dark portals. - Doomtroopers enter through the entrance marked with a white arrow. - Secondary mission cards are used. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–28 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card facedown on the sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. On the Dark Legion turn, after drawing reinforcement cards, the Dark Legion declares one of the Dark portals and draws an extra card. This reinforcement will enter the Cathedral through the chosen portal. REWARDS - COMPLETE MISSION: If the Doomtroopers destroy 3 Dark portals, each Corporation player receives 4 promotion points. If they manage to destroy all Dark portals, they receive an extra promotion point. -FAILURE: If the Doomtroopers don’t destroy at least 3 Dark portals, the Dark Legion player receives 2 promotion points per each Dark portal still present on the game board. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Dearly beloved broadcasting company, I am writing to your employee, the one who speaks to me during the Sapphire Suzi movies. Please send this letter to the right office? Or department? I have done what you asked and you have just gone away. I did not want the stupid Mangler you sent to guard me. I wanted you. You promised. I did everything you asked. I got rid of the sneaky servants. I got the electricity. I left school. I built the stuff you wanted. I connected all the wires. I set up the sets so that Sapphire Suzi can see me all the time. So why have you let me down? What about your part of the deal? I want to meet you and run away with you. You said we would when we started. Promises must be kept. I think that is very important. I will come over to your miserable company. And I have a new friend now. The Mangler will do my bidding. The Mangler likes that. +++ News report: Bauhaus Estate Raided+++ Early this morning a Brotherhood team closed off Begonia Street to traffic and ordered all residents to remain indoors. Armed officials then forcibly entered the house of General Archibald von Schnauf. The Brotherhood has made no statement on what, or who, they were after at the von Schnauf residence. Several witnesses told us that some gunshots were heard from the house. One neighbor says she heard “insane, unladylike screaming”. Later several ambulances arrived at the scene, but no official comment has been made as to why. Could it be that while the General is off fighting the forces of darkness at the front, the forces of darkness have made a call at his house? That would be a twisted Symmetry indeed! Stay tuned for more updates. “Some gunshots” is the understatement of the decade. Clean up collected over 300 casings. One day we will work out how to do these things without ending up all over the news. BROTHERHOOD SUMMARY Three Brothers were killed in the firefight with the creature protecting suspect IvS. The creature was also killed. Brotherhood forensic investigators have no idea how a creature that size managed to enter the building unseen. The gunfire damaged the system of interlocked televisions sets beyond repair, as well as our understanding. So far, we have found six bodies in the house basement. We know that HvS lies in the morgue, and that three people got killed at the school. We must assume that those are the ones we know about, and that there may well be many more we do not know about. Yet. There are a lot of body parts to fit together. On Venus General vS is missing in action. As of now the Herald of Houses has declared the vS family “to be without a head”. This situation will continue until the daughter shows up. It is unlikely the family will be struck off the Rolls. IvS is still missing. The search continues. This note got our attention. Everybody should be vigilant like this Boyd person in the Capitol TV mail room. Dark Portal


SIEGE OF THE CITADEL 168 CHRONICLE ENTRY 10 The experience was taking a dire toll on us. Fatigue and pain were becoming a heavy burden, but feverish determination and the blessings of the Light burned brightly in all of our eyes. The battle was almost won, with just one last obstacle between us and the purification of the Cathedral. Valpurgius’s tricks and illusions had confounded us for the last time. We would banish the fiend forever, or give ourselves to the Light trying. MISSION The Doomtroopers must kill Valpurgius the Scourged before the end of round 10 to accomplish the mission. Valpurgius starts the game on the designated square on the map. Valpurgius can only be killed definitively in his starting tile. If he dies elsewhere, he teleports back to his starting position. Doomtroopers can sacrifice health in order to gain dice. For each point of health the Corporation player decides to voluntarily lose during the activation of a chosen Doomtrooper, that Doomtrooper will gain one red die for their next Attack action. For each 2 points of health that the Corporation player decides to voluntarily lose during the activation of a chosen Doomtrooper, that Doomtrooper will gain a black die for their next attack. No defense value or armor check applies. No action is required. The gaining of dice does not give the reckless maneuver token, however the Dark Legion player will still earn promotion points due to health loss of a Doomtrooper. A Doomtrooper with 3 or more Corruption can walk through doors as if they were a Dark Legion creature. - Doomtroopers enter through the entrance marked with a white arrow. - Secondary mission cards are not used. - TIME LIMIT: 10 Rounds EVENTS The Dark Legion player shuffles event cards numbered B1–B8 from the Brotherhood expansion, adds event cards numbered 1–19 from the base game and draws 10 cards. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map DARK LEGION RESOURCES The Dark Legion player removes force cards numbered B18–B20 from the Brotherhood expansion and adds force cards 1–28 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers kill Valpurgius the Scourged before the end of round 10, each Corporation player receives 6 promotion point. - FAILURE: If Valpurgius the Scourged is still alive at the end of round 10, or if all Corporation players are eliminated, the Dark Legion player receives 4 promotion points. THE SCOURGING OF THE CATHEDRAL WRATH OF THE FAITHFUL V Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Valpurgius Start Point V Door Note: The 16 central squares of sector tile 18 are inaccessible, but do not block line of sight.


DARK APOSTLES COMPONENT LIST CARDS MINIATURES 50 power cards (10 each: Algeroth, Ilian, Semai, Demnogonis & Muawijhe) ALGEROTH When a Doomtrooper deals damage to Algeroth, deal the active power card to them. At the end of each Dark Legion turn, move the currently active power card to the bottom of the deck, and fl ip the next power card into active state. Then, discard all dealt cards. CATACLYSM Spend all of Algeroth’s actions to deal damage to a Doomtrooper equal to the number of power cards in the discard pile. 5 Dark Apostle ability cards (1 each: Algeroth, Ilian, Semai, Demnogonis & Muawijhe) 2 double-sided Dark Apostle reference cards ILIAN At the start of the mission, look through IIian’s power cards and choose two to keep in your hand. Then, create the power deck as usual. When a Doomtrooper deals damage to Ilian, choose between discarding the active power card or dealing it to that Doomtrooper. When the next power card is revealed, you can choose to swap it for one of the two in your hand instead. If you do so, the replaced power card is removed from the game. Ilian can use tech attacks (range 2-4) against her opponents. CATACLYSM Spend all of Ilian’s actions to make one attack per discarded power card to all Doomtroopers adjacent to walls. SEMAI Each time Semai performs an Attack action, move the active power card to the bottom of the deck and fl ip the next power card into active state. When a Doomtrooper deals damage to Semai, deal the active power card to them. CATACLYSM Spend all of Semai’s actions to discard all dealt power cards. For each card discarded, draw a force card and bring its reinforcements. DEMNOGONIS At the end of the Dark Legion player’s turn, Demnogonis can choose to deal the active power card to any Doomtrooper he chooses. When a Doomtrooper deals damage to Demnogonis, deal the active power card to a Doomtrooper within the same sector tile as Demnogonis. CATACLYSM Spend all of Demnogonis’s actions to deal one damage to every Doomtrooper with a dealt power card, ignoring their defense value. For each damage dealt unsaved, return a discarded power card to the power deck. Then, discard all dealt power cards. MUAWIJHE Once per turn, when Muawijhe deals damage to a Doomtrooper, they can choose to deal the active power card to them. When fl ipping a power card into active state, look at the top two cards of the power deck and choose which one to fl ip. Move the other card to the bottom of the power deck. CATACLYSM Spend all of Muawijhe’s actions to discard all dealt power cards. For each card discarded, a Doomtrooper executes an action as dictated by the Dark Legion player. ARMOR OF SOULS WHEN ACTIVE Add +1 to Algeroth’s armor checks against close combat attacks. WHEN DEALT Add +1 to any attack against the Doomtrooper hosting this card. WHEN DISCARDED Add +1 to Algeroth’s armor checks. VOID FREEZE WHEN ACTIVE When declaring an Attack action against Ilian, roll a . On a blank result, the attack fails. WHEN DEALT When making an Attack action, the Doomtrooper hosting this card must re-roll one hit. WHEN DISCARDED Void Seduction: Ilian may perform a Special action to target one Doomtrooper, and force them to make an Attack action against another Doomtrooper for their choice. WHISPERS OF DEPRAVITY WHEN ACTIVE Corporation players may not spend Doomtrooper cards to perform extra actions. WHEN DEALT The Doomtrooper hosting this card may allow the Dark Legion player to perform one of their actions. Once the action is resolved, the Doomtrooper gains 2 extra actions. WHEN DISCARDED Add to Semai’s fi rearm attacks. PUTRESCENT ALLURE WHEN ACTIVE Compelling Miasma: Demnogonis may perform a Special action to take control of a Doomtrooper within 2 squares of him, and perform one action with them. WHEN DEALT The Doomtrooper hosting this card cannot gain extra actions via Doomtrooper cards. WHEN DISCARDED Add +1 to Demnogonis’ armor checks. LORD OF VISIONS WHEN ACTIVE Any Dark Legion creature may take a Special action to swap places with any other Dark Legion creature on the same sector tile. WHEN DEALT The Doomtrooper hosting this card cannot be given extra actions via Doomtrooper cards. The Corporation player may discard a Doomtrooper card to discard this power card. WHEN DISCARDED Once per turn, the Dark Legion player may place a force card they have just drawn onto the bottom of the deck instead of playing it. A new force card is then drawn. Rules and Mission book 6 double-sided square sector tiles (numbered 33–38, 39–44) Muawijhe Semai Algeroth Demnogonis Ilian EXPANSION SYMBOL Power cards from the Dark Apostles expansion are marked with an expansion symbol so players can easily identify these cards and quickly separate them from cards found in the core set or other expansions. SIEGE OF THE CITADEL 170


GAMEPLAY At the start of their first turn the Dark Legion player flips the topmost power card face-up and treats the relevant “When active” text as a constant effect. When the Dark Apostle is wounded the relevant Dark Apostle ability card will advise if the power card should be discarded or dealt to the Doomtrooper who caused the wound (the Doomtrooper will host the power card by placing it face-up on the table in front of them). Respectively the “When discarded” or “When dealt” effect will come into play. The ability card will also inform the Dark Legion player of any gameplay concerning dealing, discarding and swapping power cards. If there are no cards in the power deck and no active card, the Dark Apostle is defeated. They are not killed (aspects of Darkness will never truly be vanquished) but they have chosen to move and focus their energy elsewhere as a result of the Doomtroopers’ actions. MOVEMENT AND COMBAT The divine entities that reign over the Dark Symmetry follow most of the rules for Dark Legion creatures, i.e. they have two actions per round, and can use close combat and ranged attacks (2–16 squares.) (Ilian can also perform tech attacks, in the same manner as a tentacle tech attack, using the firearm combat dice with a range of 2-4 squares.) The Dark Apostles reference card details the relevant combat dice and other attributes. CATACLYSM Spend all of a Dark Apostle’s actions to perform a Cataclysm Special action as detailed on the relevant Dark Apostle ability card. DARK APOSTLE MOVEMENT All Dark Apostles move three squares per Move action. For a Dark Apostle with a large base (2x2), a Move action must always move to adjacent squares only. All Dark Apostles ignore inner walls for movement purposes. In the case of large bases, they can end their movement on top of inner walls, but not walls dividing sectors. DARK APOSTLE LINE OF SIGHT Line of sight for Dark Apostles with large bases references the target Doomtrooper as usual. When attacking a Dark Apostle, the active player can reference any of the squares it occupies. Algeroth. Ilian. Semai. Demnogonis. Muawijhe. Their arrival heralds the end of all hope. Humanity’s darkest vices turned Dark ApostlesOnly the brave Doomtroopers can stop them now. In this expansion, a desperate group of Doomtroopers encounters an avatar of Darkness given flesh: a mighty Dark Apostle. THE ENCOUNTER These rules are intended to be used with the mission briefs in this book. Follow the instructions there to setup the mission. The Dark Legion player takes the following: - The relevant Dark Apostle figure (Algeroth, Ilian, Semai, Demnogonis or Muawijhe). - 10 x power cards of the relevant Dark Apostle. - Dark Apostle reference card for the starting Doomtrooper rank. - Dark Apostle ability card for the relevant Dark Apostle. THE POWER CARDS Each Dark Apostle has ten unique power cards. Each card represents powers drawn from their aspects of Dark Symmetry. Shuffle the power cards of the relevant Dark Apostle and draw five cards. Return the remaining cards to the box. POWER DECK The five power cards form the power deck for this mission. As the game progresses, they will change the environment and influence the abilities of the Doomtroopers, the Dark Apostles, and other Dark Legion creatures. Once in play, the power cards will be in one of three states: - Active: The card is face-up on top of the power deck. The ‘When Active’ section is in effect. - Dealt: The card is being hosted by a Doomtrooper. The ‘When Dealt’ section is in effect. - Discarded:The card is face-up on to the discard pile. The ‘When Discarded’ section is in effect, along with the effects of all other discarded cards. The relevant Dark Apostles ability card explains how each Dark Apostle power deck works. Several power cards’ effects can be in play at any one time. DARK APOSTLES RULES CREDITS GAME DESIGN RICHARD BORG HEAD OF DEVELOPMENT AND PRODUCER ROB HARRIS DEVELOPMENT TEAM FEDERICO SOHNS, JAVIER ANGERIZCABURRASI, STEFANO GUERRIERO, KATYA THOMAS, JAMES BARRY, BART KOLODZIEJCZYK, CHRISTOFFER LUNDBERG, JAY LITTLE, 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 PAUL BONNER ARTWORK PAUL BONNER, DOMINIK KASPRZYCKI, TOMA FEIZO GAS, PAOLO PARENTE, TOMEK TWOREK, WITOLD TRZCIONKA, ANNA MITURA, ALEX INNOCENTIE LOGO DESIGN ALEX BUND SENIOR SCULPTOR JONNY LA TROBE-LEWIS 3D DESIGN DOMINGO DIAZ FERMIN, CHRIS PEACEY, DOMINGO DIAZ FERMIN, ARCHON STUDIOS, GAEL GOUMON, GINO CRUZ, JAMIE PHIPPS, QUESTRON, VALERIO TERRANOVA, ANTON ANGHELUTA, ALEX GARGETT COMMUNITY MANAGER LLOYD GYAN OPERATIONS MANAGER GARRY HARPER EXECUTIVE ASSISTANT SALWA AZAR MANUFACTURING LIYA INTERNATIONAL DATA ANALYSIS BENN GRAYBEATON FOR MODIPHIUS: PRODUCTION MANAGER STEPHEN DALDRY EXECUTIVE PUBLISHER CHRIS BIRCH FOR CABINET ENTERTAINMENT: PRESIDENT & CEO FRED MALMBERG EVP JAY ZETTERBERG COO STEVE BOOTH 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.modiphius.com, and www.facebook.com/mutantchroniclesrpg Modiphius Entertainment Product Number: MUH050531 The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. RULE BOOK 171


DARK APOSTLE MISSION ALGEROTH HIGH COMMAND BRIEFING When Cardinal Durand’s delivered his orders, cryptic as they were, he made sure to reiterate that they were a key piece of the grand plan to win the war. To ensure the utmost sanctity of the mission, he delivered both his orders and an arcane Brotherhood device to each of us in person. He informed us that the devices would act like a beacon once unshielded, so we were only to reveal it at a very specific time and location. Before then, it would need to be carried stealthily across noman’s land and into the depths of the Citadel. Once at the predetermined location, we would need to prepare ourselves for the greatest challenge of our lives. Us being Doomtroopers, it must be a mighty challenge indeed! MISSION The Doomtroopers must hold Algeroth’s attention long enough for the Cardinal’s grand plan to reach fruition. - At the start of the mission, Algeroth is immune to attacks performed by the Doomtroopers. To be able to affect Algeroth, each Doomtrooper must activate their arcane beacon in close proximity to a Dark Symmetry conduit. In order to do this, a Doomtrooper must perform a Special action when adjacent to one of the columns in The black and searing flames of pure destruction are spun by the pattern that surrounds the Apostle of War. He inspires his troops to fight and tear asunder all of mankind. He inspires the construction of Black Technology, unfathomably horrid weapons, and machines of war. The legions of Algeroth are seldom subtle. They are the annihilators, harbingers of death and destruction. His witchmasters can open gates to dimensions of eternal conflict and bring forth living machines of war, and his Tekrons can corrupt technology or create twisted biotechnology, or even force unholy spirits into dead flesh to mould it into destructive necrotechnology. His minions can even implant it into humans and other creatures, merging it with their bodies. Algeroth is therefore also known as the Lord of Black Technology. This makes him the second most powerful Apostle after Ilian as he, and only he, has the knowledge to forge such weapons and machines. Algeroth’s manifestation is an amalgamation of war and physical prowess. His form is that of a grotesquely muscled man, fused with biotechnology and weighed down by weapons, ammo, and combat coordinators. Even someone who has never heard Algeroth described will know who he is the instant they see him; he is pain and destruction incarnate. Dark Legion Reinforcement Entrance Point Dark Legion Token Algeroth Starting Point Doomtrooper Starting Area the throne room that holds a Dark Legion token. Once a Doomtrooper does this, they place the token on their character card. This Doomtrooper can now attack Algeroth. - Doomtroopers enter the game through the bottom row of squares of sectors 9 and 10. Doomtroopers from the same Corporation must enter through the same sector tile. - Secondary mission cards are not used. - TIME LIMIT: None. The game will automatically end as soon as Algeroth leaves play or as soon as Algeroth destroys all Doomtroopers, even if it is the middle of a round. EVENTS The Dark Legion player shuffles event cards numbered 1–19 from the base game and forms a draw pile. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the through the Dark Legion entrance points. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 from the base game. These cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers eliminate Algeroth before he eliminates them, the mission is considered a success, regardless of how many promotion points the Dark Legion has. - FAILURE: If Algeroth eliminates all Doomtroopers, the mission is considered a failure regardless of how many promotion points the Corporations have. SIEGE OF THE CITADEL 172


The Mistress of the Void is the most powerful of the Apostles. She is the true embodiment of the Dark Symmetry and the first born of the Dark Soul. Her control and influence over it in its raw form is unmatched. Through this she is, in her own way, the one that is closest to the Dark Soul and with the guidance and power of her master at her back there is nothing she cannot accomplish. Ilian, though capable of overt displays of awesome power, prefers to work in the shadows. Her servants infiltrate the very heart of human civilisation, breaking down and tearing at that which they trust to protect them. Due to her insight into the Symmetry, her followers are capable of summoning forth denizens from twisted and depraved dimensions and bolstering the onslaught of the other Apostles through the direction of raw Dark Symmetry. The Mistress of the Void is the gatekeeper of the hideous dimensions. Ilian’s most powerful manifestation, and the form she takes on Nero, is that of a pale female of terrifying beauty and preternatural power. However, she has many other forms and selves. One exists in the void, controlling and harnessing the chaos; a second is a more primitive form contained in the Wild Hunt, forever overseeing this realm, and punishing souls that have betrayed her; while a third spends its time on Nero, in the Cathedral of Darkness. Though not as physically powerful as Algeroth, her ability to wield the Dark Symmetry is only surpassed by the Dark Soul himself. DARK APOSTLE MISSION ILIAN HIGH COMMAND BRIEFING The hills near the Second Shrine of Darkness were cast in perpetual gloom by the spires of Ilian’s Citadel. A growing maelstrom near its pinnacle was easy to pick out from our vantage point below. Sharing a determined look, we pick up our pace across the grey wasteland as the hellish baying of innumerable hounds reached our ears. Most other people would have fled in terror at the sound, but we knew there was no other choice. Ilian was summoning her Wild Hunt to sway the battle, and only us brave few were in a position to prevent it. Roaring into the teeth of the howling wind, we charged straight towards the Mistress of the Void. MISSION The Doomtroopers must drive Ilian away, preventing her from summoning the Wild Hunt. -Ilian cannot be attacked while she is surrounded by debris. Each piece of debris is connected to a terminal on tile 11. Debris number 1 is connected to terminal number 1 and so on. Terminals can be hacked or destroyed by close combat and firearm attacks. Refer to the Dark Legion reference board for the defense value and armor of the terminal in each rank. - Doomtroopers enter the game through the white arrows. - Secondary mission cards are not used. - TIME LIMIT: None. The game will automatically end as soon as Ilian is destroyed or as soon as Ilian destroys all Doomtroopers, even if it’s in the middle of a round. EVENTS The Dark Legion player shuffles event cards numbered 1–19 from the base game and forms a draw pile. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the Dark Legion entrance points. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 from the base game. These cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Debris Ilian Starting Point sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers eliminate Ilian’s avatar before she eliminates them, the mission is considered a success, regardless of how many promotion points the Dark Legion has. - FAILURE: If Ilian eliminates all Doomtroopers, the mission is considered a failure regardless of how many promotion points the Corporations have. 1 1 2 3 3 2 MISSION BOOK 173


DARK APOSTLE MISSION DEMNOGONIS HIGH COMMAND BRIEFING I turned my back and involuntarily vomited the moment I saw corporal Marsh’s body swallowed by a festering tide of flesh and gushing viscera. The stench was so strong it made my vision blur. It also felt like it was tangibly coating my throat and lungs. Pressing on further was useless. The decoy was already set, so going back was no option either. Time to sell my life as dearly as possible then. Most of our unit weren’t even shooting anymore, and those that did—like myself—did it out of panic. We were firing aimlessly, perhaps in the hope of trying to drown out the horrible screams in the roar of our gunshots. I don’t know who spotted the opening, but in the end, it was the only thing on our minds. Run. MISSION The Doomtroopers must exit the game board through the designated exit. All Doomtroopers are blocked throughout the mission. - Demnogonis enters the mission area through the designated entrance on round 2 during the Dark Legion player’s turn. - Doomtroopers enter the mission area through the white arrow and exit through the exit arrow (Demnogonis’ entrance). - Secondary mission cards are not used. - TIME LIMIT: None. The game will automatically end as soon as all Doomtroopers exit the game board or as soon as any Doomtroopers remaining on the game board are destroyed, even if it is in the middle of a round. EVENTS The Dark Legion player shuffles event cards numbered 1–19 from the base game and places them on a pile. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the red arrows on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. Each time a Doomtrooper kills a Dark Legion creature, flip the top card of the reinforcement draw deck. The listed creature(s) enter as additional reinforcements on the next Dark Legion player turn. REWARDS - COMPLETE MISSION: When at least 1 Doomtrooper of a Corporation exits the board, that Corporation has completed the mission. Mission success is individual to each Corporation playing. - FAILURE: If a Corporation does not have at least 1 Doomtrooper exit the board that Corporation has failed the mission. Mission failure is individual to each Corporation playing. Demnogonis Entrance Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Doomtrooper Exit Point The Befouler can at times appear to be the least powerful and least controlled Apostle, but looks can be deceiving. He has the power to infect, rot, and control putrefaction. A gust of wind that gently caresses the ravaged battlefield may carry deadly and directed sickness. Demnogonis’ followers try to rot humanity from the inside. They infiltrate hospitals and the medical tents on the battlefields, contaminating the blood supplies and fouling the instruments. With but a drop of dark diseases they can bring an entire city to its knees by contaminating its water supply. The pattern of Demnogonis allows for the creation of bizarre parasites, microorganisms twisted by dark sickness. The sporadic twisting of humans and animals living in squalor is also his domain, and more than a few cities are unknowing hosts to legions of these armies of decay living behind its walls and beneath its streets. Demnogonis’ usual form is that of an old, jaundiced, and stitched together man. This is his manifestation of disease. However, he has an alternate form, which he uses when threatened or when forced to enter combat. The transformation is horrific to behold, as he rapidly grows in size while his skin simultaneously boils off. Inner organs swell and crawl out of his body, attaching themselves to the outside. After only a few seconds the transformation is complete. In this form, Demnogonis has been reduced to a putrid, boiling pile of flesh, weighing several tonnes, with no discernible limbs or features. In essence he has become a giant infectious amoeba. In this form he is nearly impossible to harm, and is capable of engulfing his enemies in his corrosive flesh. Demnogonis spends most of his time on Nero in his Spire of Decay SIEGE OF THE CITADEL 174


DARK APOSTLE MISSION SEMAI HIGH COMMAND BRIEFING This was it. The Beast of Vile Hunger was within our reach. With one final communication intended to bolster our spirits before facing the end, the last transmission from High Command evoked images of mighty heroes marching on the gates. Feeling emboldened, we closed the cellular link and prepared to enter the unknown. The impassioned speech had woven its magic so well, we took further encouragement from the volunteers taking their first steps forward with forced, though determined, smiles in their faces. We came to a sudden standstill once we passed the shadow of the gateway ourselves, halted by the stricken volunteers standing frozen in front of us. They tumbled to the floor an instant later, their chests pierced by deadly Jahkts. It hadn’t taken long for the illusion to be violently shattered. Steeling our resolves, we bolstered ourselves with the fact that there would be more glory for ourselves. We couldn’t have known we were already doomed.. MISSION The Doomtroopers must rescue their captured partner and get out. - Although a Corporation figure, the captured Doomtrooper is usually played by the Dark Legion player and may not attack or move independently. They cannot be attacked by the Dark Legion player at any time. In order to rescue the Doomtrooper from the pit, a Doomtrooper must perform a Special action whilst adjacent to them. After this, they must make their way, with the captured Doomtrooper, towards the entrance point and exit the board from there. - The captured Doomtrooper may be moved by an adjacent Doomtrooper figure who is using their Move action and may only move as many squares as the Doomtrooper - Doomtroopers enter the game through the white arrow. - Secondary mission cards are not used. Semai Starting Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Trapped Doomtrooper T T - TIME LIMIT: None. The game will automatically end as soon as the captured Doomtrooper exits the game board or as soon as Semai destroys any remaining Doomtroopers on the board, even if it is in the middle of a round. EVENTS The Dark Legion player shuffles event cards numbered 1–19 from the base game and forms a draw pile. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the Dark Legion entrance points. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 from the base game. These cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers manage to guide the captured Doomtrooper to the exit, the mission is considered a success, regardless of how many promotion points the Dark Legion has. - FAILURE: If Semai eliminates all Doomtroopers, preventing the rescue of the captured Doomtrooper, the mission is considered a failure regardless of how many promotion points the Corporations have. Not only is he the Lord of Spite, he is also referred to as the Master of the Dark Sight, the Eternal Liar, and the Great Perverted. He watches and learns, he plants the seeds of distrust and envy, turning brother against brother. He turns trust into suspicion, hope into despair, and love into hate. He, as Ilian, corrupts man from within. The mystics and minions of Semai are patient as they observe the ebb and flow of darkness and light. When the time is right, they strike. They are masters of the prophecies, foreseeing what their enemies will do. Thousands have been manipulated into failing even before they had a chance to execute their carefully laid plans, and when the plan fails, the Lord of Spite makes sure to fuel the paranoia, making allies turn on each other in rage. Often when his minions have performed their duties well, no one even knows that the Lord of Spite or any Dark Apostle had a hand in it. MISSION BOOK 175


DARK APOSTLE MISSION MUAWIJHE HIGH COMMAND BRIEFING It had only been one day, yet the march felt like it had been a week-long struggle across jagged hills. The whole place left you feeling uneasy, as if you were constantly being watched by unseen eyes that were hiding behind every pillar of stone. We were all plagued by nightmares and visions during the one night we were forced to endure amongst those broken mounds. Eventually, we were torn awake by the screams of one of our comrades as they plunged themselves into a stream of molten metal. As we closed in on the ashen trail that led to the Citadel, a cacophony of voices grew in our minds until it maddened our senses. It seemed as though Muawijhe himself was speaking to our very souls. He made sure we knew, once we stepped through the umbra: You Are Not Welcome. MISSION The Doomtroopers must take two Dark Legion tokens per Corporation and escape. - Place the Dark Legion tokens on the designated spaces in the map. Each Corporation must retrieve two Dark Legion tokens before they can leave the mission area. To retrieve a Dark Legion token, place a Doomtrooper adjacent to it and perform a Special action. - Muawijhe cannot leave tile number 3, but can see through the eyes that are present on the tiles. If a Doomtrooper is in line of sight of one of these eyes, Muawijhe can attack them. - Doomtroopers enter the game through the white arrow. - Secondary mission cards are not used. - TIME LIMIT: None. The game will automatically end as soon as all the Doomtroopers exit the game board or as soon as any remaining Doomtroopers are destroyed, even if it is in the middle of a round. EVENTS The Dark Legion player shuffles event cards numbered 1–19 from the base game and forms a draw pile. The rest of the event cards are set aside and are not used in the mission. Reinforcements enter the game through the Dark Legion entrance points. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32–36 from the base game. These cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: When at least 1 Doomtrooper of a Corporation exits the board, that Corporation has completed the mission. Mission success is individual to each Corporation playing. Muawijhe Starting Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Doomtrooper Exit Point - FAILURE: If a Corporation does not have at least 1 Doomtrooper exit the board that Corporation has failed the mission. Mission failure is individual to each Corporation playing. This Apostle is called the Lord of Visions for a reason. He weaves the Symmetry into threads of madness and sickening dreams, tendrils of insanity that ensnare the minds of millions. They stretch across the empty reaches of space and into the very heart of the worlds of man. His followers and minions can induce terrible visions, warping the minds of their victims. They can sunder thoughts and distort senses, and even possess the ability to walk between worlds, shifting from one reality to another. This power, in combination with their mind rending patterned Symmetry, can even allow them to manifest the nightmares and paranoid visions of their victims, giving a true form to fear. Muawijhe has an impressive form, twice as tall as a man, shrouded in clothing of madness, and with fat, squirming worms of insanity protruding from his skull. Muawijhe cannot physically change form, other than shrink to half his size, but he can warp the minds of those around him, making them perceive him however he wishes. The Lord of Visions’ seat of power on Nero is the Palace of Whispers, an ever changing Citadel shrouded in torrents of pure insanity. Dark Legion Token SIEGE OF THE CITADEL 176


DARK LEGION REINFORCEMENTS 179 INTERRUPTED RADIO TRANSMISSION [Radio burst]... Team Epsilon, you copy?... We’ve lost your position, team Epsilon. Please, update coordinates... [Radio burst]... Team Epsilon, Field Command here. We need an update on the mission. Do you copy? Target codename “Karak” has been seen in the area around your last known location. Destroy the target. Please, remain safe… [Radio burst] MISSION The Doomtroopers find themselves trapped in the heart of the Citadel. Karak has tricked them, and now they are lost, surrounded by an army of Dark Legion creatures, ready to ambush them. - Corporation players must find Karak and defeat him. - Doomtroopers access the game board through the four squares in the central sector. SPECIAL RULES The sectors are not joined together. The only way of moving through them is by using the Dark portal tokens. The two Dark portal tokens in the central tile rotate 90 Degrees clockwise at the end of every round, leaving two sectors isolated and connecting the other two. Every time a Doomtrooper enters a sector with face-down force cards in it for the first time, the Dark Legion player will reveal all force cards in that sector at once. Karak will be hiding among the creatures. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion shuffles event cards numbered 1-19 and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion player will ignore the reinforcement section on the event cards. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 34 and 36 from the base game. Card number 35 is set aside and kept. The rest of the removed force cards are not used in this mission. The remaining force cards are shuffled. Take two force cards per Corporation player per sector, make a pile with them, and replace one of the cards at random with force card 35, Ezoghoul Beastmaster. This card will represent Karak. Shuffle the cards, and place two cards facedown on each sector tile per Corporation player. The remaining force cards are not used in this game. The Dark Legion doesn’t flip any additional force cards on any sector of the map, unless a Corporation moves a Doomtrooper to a sector they haven’t been in before. REWARDS - COMPLETE MISSION: If the Doomtroopers succeed within the allocated time, they all receive 4 promotion points. - FAILURE: If the Dark Legion eliminates all the Doomtroopers, or if time runs out, the Dark Legion player earns 3 promotion points. DARK LEGION REINFORCEMENTS MISSION 1: KARAK THE TRICKSTER Dark Portal Doomtrooper Access Point KARAK MOVEMENT Karak moves 3 spaces per Move action. As he has a large (2x2) base, his movement is executed slightly different from that of normal creatures. When moving Karak, select a single square of his base as a reference square and move that square normally, without pivoting the figure around the reference square. When moving, Karak ignores every wall, except those that separate sectors.


SIEGE OF THE CITADEL 180 DARK LEGION REINFORCEMENTS MISSION 2: DAMOCLES’ SWORD; KARAK’S HAND INTERRUPTED RADIO TRANSMISSION [Radio burst]... We’ve been tricked! Target codename “Karak” has taken advantage of our distraction to capture a group of high ranking officers from different Corporations. [Radio burst]... Shifting blame. [Radio burst]... Diplomatic disaster... [Radio burst]... Karak has made a clear threat: if anyone attacks him, the hostages will be immediately executed. [Radio burst]... Save them, before it’s too late! MISSION Karak has taken hostage one high ranking officer from each Corporation. The Doomtroopers have infiltrated the Citadel to rescue them, only to find Karak waiting for them with a very specific threat: should they attack Karak, the hostages will die. Rescuing the hostages is a matter of urgency; losing any of them would cause a diplomatic disaster among the Corporations. Use Corporation tokens to represent the hostages. In order to rescue a hostage, a Doomtrooper needs to end a Move action beside any of the tokens on the map. This area of the Citadel is very unstable. Entire sectors fall into the void without warning. At end of every second round, a sector disappears, following this order: 12, 10, 13, 15, and 14. Any Doomtroopers or Dark Legion creatures in a disappearing sector are eliminated. Doomtroopers can move between the Dark portals in sectors 15 and 14, but cannot shoot through them. - TIME LIMIT: 10 Rounds. EVENTS The Dark Legion shuffles event cards numbered 1-18 and draws 10 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any entrance point on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33-36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. Karak starts on the square indicated on the map. REWARDS - COMPLETE MISSION: If the Doomtroopers rescue as many hostages as Corporation players within the allocated time, each Corporation earns 4 promotion points. If this is played as part of a campaign, for the next mission read the section marked as A. - FAILURE: If the Doomtroopers attack Karak at any point, or if they fail to complete the mission within the allocated time, the Dark Legion player earns 3 promotion points. If this is played as part of a campaign, for the next mission read the section marked as B. H H H H K Dark Portal Doomtrooper Access Point H Hostage Karak Starting Point K


DARK LEGION REINFORCEMENTS 181 PART A STABLE RADIO TRANSMISSION The Hostages are safe. Communications are restored, It’s time to make Karak pay for his crimes. MISSION The Doomtroopers must kill Karak before the end of the mission. Doomtroopers enter the game board through entrance points in sectors 4, 5 and 15. No two Corporations can use the same entrance. - TIME LIMIT: 6 Rounds. EVENTS The Dark Legion shuffles event cards numbered 1-20 and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any entrance point on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 33-36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers complete the mission each Doomtrooper team gains 5 promotion points - FAILED: If the Doomtroopers fail to kill Karak within the time limit the Dark Legion player gains 4 promotion points. DARK LEGION REINFORCEMENTS MISSION 3: DIPLOMATIC AFTERMATH Dark Portal K Karak Starting Point K Doomtrooper Entrance Point


SIEGE OF THE CITADEL 182 OPTIONAL MISSION: (PART B) INTERRUPTED RADIO TRANSMISSION [Radio burst]... Can anyone hear me? [Radio burst]... Field Command speaking. The station has been abandoned. I’m the last one here. [Radio burst]... No Dark Legion presence in the area. [Radio burst]... I need immediate extraction. [Radio burst]... Why is everyone attacking each other? [Radio burst]... It’s all a setup! [Radio burst]... Is there anyone there? [Radio burst]... At last, someone is coming. A Doomtrooper. A rescue party. I’m saved! [Gunshot Noises]... [Radio silence]... MISSION If you are playing a campaign, and failed the previous mission (mission 2), the diplomatic consequences of your actions cause an all out war between the Corporations. Your mission is to kill all other Doomtroopers. The last surviving Corporation will be considered the winner. There is no Dark Legion in this mission. Doomtroopers enter the mission through the entrances marked on the map. No two Corporations can access the mission from the same entrance. Doomtrooper players will gain 1 promotion point for each wound caused to a Doomtrooper of a different Corporation. They also get 2 additional promotion points when eliminating any Doomtrooper of a different Corporation. Reckless maneuver rules are not used in this mission. Doomtrooper Entrance Point


183 DARK LEGION REINFORCEMENTS REWARDS - COMPLETE MISSION: If the Corporation players succeed within the allocated time, they all receive 4 promotion points. - FAILURE: If the Dark Legion eliminates all the Doomtroopers, or if time runs out, the Dark Legion player earns 3 promotion points. HIGH COMMAND BRIEFING After months of research, the Brotherhood scholars have found a weak spot in one of our most fearsome enemies: Golgotha. She keeps two biotechnological devices hidden deep inside the Citadel. Our researchers have called these devices “Hearts of Golgotha.” Each Heart is guarded by a Praetorian Stalker, and is indestructible when Golgotha is close by. If we destroy the Hearts, Golgotha will be vulnerable, and we’ll be able to defeat her. Your mission is to take one of the Hearts, creating a distraction so we can blast the other one from existence. MISSION Golgotha is keeping her two Hearts deep in the Citadel. Each Heart is guarded by a Praetorian Stalker. The Doomtroopers must retrieve one of the Hearts. In order to do so, they must first defeat the Praetorian Stalker guarding it. Golgotha has a mystical lock on the Hearts, so they can’t be taken whilst she is in the area. The Doomtroopers can only take the Heart if Golgotha is not in the same sector tile. Use two Dark Legion tokens to represent Golgotha’s Hearts. Any Doomtrooper can use a Special action to take one of the Hearts, provided the Praetorian Stalker guarding it is dead, and Golgotha is not in the same sector tile. - Doomtroopers enter the game board through the entrance marked on sector 2. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles event cards numbered 1-17 and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion can spawn reinforcements from any of the entrances indicated on the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 34-36 from the base game. The removed force cards are not used in this mission. Shuffle the remaining cards, and place one card face-down on each sector tile per Corporation player. The rest of the force cards form a draw pile and are placed in front of the Dark Legion player. Golgotha starts on the square indicated on the map. A Praetorian Stalker starts on each of the squares indicated on the map on sectors 12 and 9. DARK LEGION REINFORCEMENTS MISSION 1: THE TWO HEARTS OF GOLGOTHA P G P Golgotha Starting Point G Doomtrooper Entrance Point Dark Legion Entrance Point Golgotha’s Hearts Praetorian Stalker Starting Point P Turret GOLGOTHA MOVEMENT Golgotha moves 3 spaces per Move action. As she has a large (2x2) base, her movement is executed slightly different from that of normal creatures. When moving Golgotha, select a single square of her base as a reference square and move that square normally, without pivoting the figure around the reference square. When moving, Golgotha ignores every wall, except those that separate sectors.


SIEGE OF THE CITADEL 184 DARK LEGION REINFORCEMENTS MISSION 2: GOLGOTHA’S RAGE HIGH COMMAND BRIEFING The distraction maneuver worked. The remaining heart has been destroyed. Golgotha, enraged, is hunting you. High Command appreciates your efforts. We have prepared a drop ship to take the other Heart for further investigation. Golgotha will try to stop you. Don’t let her recover her last Heart. MISSION Golgotha chases the Doomtroopers through the Citadel. The Doomtroopers must escape and take the Heart with them. Whenever Golgotha is defeated, the Dark Legion player collects all Golgotha power cards from the Corporations, shuffles them all gain, and respawns Golgotha at her starting point at the end of the next Dark Legion turn. - Doomtroopers enter the game board through the entrance marked on sector 9. - TIME LIMIT: 7 Rounds EVENTS The Dark Legion player shuffles event cards numbered 10-22 and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through through any of the entrances indicated on the map. DARK LEGION RESOURCES The Dark Legion player removes force card numbered 36 from the base game. It will not be used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. Golgotha starts on the square indicated on the map. REWARDS - COMPLETE MISSION: If the Doomtroopers escape within the allocated time, each Corporation earns 5 promotion points. - FAILURE: If the Doomtroopers fail to complete the mission within the allocated time, the Dark Legion player earns 3 promotion points. G Golgotha Starting Point G Doomtrooper Entrance Point Dark Legion Entrance Point Doomtrooper Exit Point Debris


185 DARK LEGION REINFORCEMENTS HIGH COMMAND BRIEFING The second Heart is secured, deactivated, and in route to our laboratories. Golgotha is now vulnerable. It is your duty to destroy her, and make sure she never comes back. MISSION The Doomtroopers must kill Golgotha before the end of the mission. During this mission, as a Special action, Golgotha can move from a square adjacent to a wall to any other square adjacent to a wall within the same sector. - TIME LIMIT: 5 Rounds EVENTS The Dark Legion shuffles event cards numbered 1-20 and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any entrance point on the map. DARK LEGION RESOURCES The Dark Legion player removes force card numbered 36 from the base game. It will not be used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers complete the mission each Doomtrooper team gains 5 promotion points. - FAILURE: If the Doomtroopers fail to kill Golgotha within the time limit, the Dark Legion player gains 4 promotion points. Note: The 12 central squares of sector tile 10 are inaccessible, but do not block line of sight. DARK LEGION REINFORCEMENTS MISSION 3: GOLGOTHA’S WEBG Doomtrooper Entrance Point Door Golgotha Starting Point G


CARDINAL DURAND 189 The drums of war resonate across the solar system, pushing Algeroth’s minions to new heights of frenzy. Step by step, trench by trench, the Corporations have back against the Dark Legion. Under the unifying banner of the Cardinal Durand and his Brotherhood, humanity now faces one final climactic battle. Furious over the devastation that has been wrought at the hand of the Darkness, the Cardinal has only one single goal in mind: the death of a Dark Apostle. The Cardinal Durand expansion pack opens up the possibility for Corporation players to take on the role of one of the most prominent figures in Brotherhood history. Now, you can inhabit the skin of Cardinal Durand facing the Dark Legion forces while delving deep within the Citadel chasing one of the biggest threats humanity has ever encountered. CARDINAL DURAND You can choose to play with Cardinal Durand instead of a normal Doomtrooper team when choosing Corporations. Cardinal Durand follows all normal rules for Doomtrooper teams, utilizing a standard rank card to determine his armor check, combat dice, rank, credits and Doomtrooper card allocation. He also has access to equipment, as normal Doomtrooper teams. Cardinal Durand is not a specialist. Even though he can equip a wide array of weapons, he does not earn the bonuses specialists get. Cardinal Durand can equip any close combat, firearm, or Brotherhood’s Mystic weapons and equipment. He has three actions per activation instead of the normal two. IDENTIFICATION MARKER When playing with Cardinal Durand, he takes the place of the Brotherhood faction. In order to determine the turn order, an identification marker of the Brotherhood needs to be assigned to him. THE POWER DECK Cardinal Durand makes use of a unique, five-card power deck. At the start of the game, Cardinal Durand’s player chooses five cards out of his ten power cards to build his deck. Then, they shuffle the cards and flip the top card face up. POWER CARDS Each power card in the deck counts as one point of health for Cardinal Durand. When dealt a point of damage, the player discards the active power card, and then flips the next power card of the deck face-up to make it active. When played, these cards can be seen in two states, which will alter their effects: - ACTIVE: The card is face-up on top of the power deck. The ‘When Active’ section is in effect. Discard this card when suffering a point of damage. - DISCARDED: The card is face-up in the discard pile. The ‘When Discarded’ section is in effect, along with the effects of all other discarded cards. If an effect would make Cardinal Durand regain health, the controlling player chooses a number of cards from the discard pile equal to the number of health regained and replaces them on the bottom of the power deck in an order of their choosing. MISSION INTRODUCTION Ships as massive as small cities burn across the skies on course towards Venus. In the wake of Algeroth’s trail of destruction, the Corporations rally their troops and unite—majestic fleets making their way to encounter the Dark Apostle of War in combat. A sudden event, however, disrupts the organization of the Corporations. Dark vessels are seen racing outwards from Earth. The blockade is lifted, as the nightmarish barges converge on Luna. Is it a trick? A ploy to shift focus away from the battlefield of Venus? Whatever it may be, Cardinal Durand’s objective is one: to face Algeroth on the surface of Venus and bring an end to threat once and for all. CARDINAL DURAND EXPANSION EXPANSION CONTENTS 1 Cardinal Durand miniature 6 Cardinal Durand rank cards 1 Cardinal Durand character card 10 Cardinal Durand power cards Rules and mission booklet


SIEGE OF THE CITADEL 190 The constant roar of the Corporations’ combined artillery had turned the Citadel into a hazy nightmare of indistinct sound and drifting smoke. The endless rain of shells was taking a brutal toll on the Citadel, with the resultant fog of war from the collapsing masonry causing the assault to rapidly decline into isolated pockets of vicious combat. The mayhem was enough to unhinge the strongest of minds, but these were no mere foot soldiers taking the fight to the enemy; the legendary Doomtroopers were spearheading the assault against the Legions of Algeroth. At the forefront of the battle, his glowing nimbus a beacon of hope for the faithful and a blinding radiance to the creatures of Darkness, stood the Cardinal himself. He fought with a cold fury, each swing of his mighty Avenger sword sending trails of vile ichor arcing through the air. “ONWARDS!” he bellowed, his battle cry providing renewed vigor to his embattled comrades. For this was the final push of a long and bitter crusade. Algeroth’s doom was upon him. MISSION The heroes are pushing further into the Citadel in search of Algeroth. Allied artillery is taking its toll, however, causing the upper halls to collapse. The Doomtroopers must leave the area through the Doomtrooper exit point (check the map) before the end of game. A small force of Dark Legion creatures is trying to stop the Doomtroopers. - Secondary mission cards are not used. - TIME LIMIT: 8 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-17 and draws 8 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through the Dark Legion entrance arrows. At the end of rounds 2, 4, 6 and 8 the Dark Legion player removes one sector tile in the following order: 3, 14, 2, 15. Any Dark Legion creature present on the sector tile is eliminated but no promotion points are awarded. If a Doomtrooper is on a sector tile when it disappears, they will lose however much health they have remaining and the Dark Legion player will add promotion points accordingly. CARDINAL DURAND EXPANSION MISSION 1: BRINGING THE HOUSE DOWN Turret Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Door DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. During set-up Dark Legion player draws 1 card per Doomtrooper player and adds those reinforcements anywhere within sector tile 2. REWARDS - COMPLETE MISSION: If a Corporation manages to escape with at least 1 Doomtrooper, that Corporation receives 4 promotion points. If a Corporation escapes with both Doomtroopers, they receive an additional 2 promotion points. - FAILURE: The Dark Legion player receives 2 promotion points per Corporation that did not escape with at least 1 Doomtrooper. Doomtrooper Exit Point


CARDINAL DURAND 191 DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. The Dark Legion draws 2 force cards per Corporation player, and places the reinforcements anywhere on the map, placing at least 1 creature per sector. REWARDS - COMPLETE MISSION: If at least 1 Doomtrooper manages to escape, each Corporation receives 4 promotion points. - FAILURE: If no Doomtroopers escape, the Dark Legion receives 3 promotion points. CARDINAL DURAND EXPANSION MISSION 2: LABYRINTH OF DESTRUCTION The Dark Legion’s counter-assault had taken a horrendous toll on the advancing Doomtroopers. They fought on regardless, pushing further into the Citadel’s bowels, bolstered by the Cardinal’s reassuring presence and the knowledge that this battle would end the threat of the Darkness to humanity. Entering the tainted halls of any Citadel is a taxing experience for the mortal mind, but Algeroth’s presence seemed to have made the walls and shadows come alive. A strange feeling crept over the troupe, prompting them to check each other for signs of confusion or corruption. Finding none, they stalked deeper, weapons ever ready for the next wave of enemies. It didn’t take long for them to realize that each passage, each turn, each foreboding statue looming above them was exactly the same as the last. “An illusion,” stated the Cardinal, a grim cast to his features. “Hold to your faith, brothers and sisters, and trust in the Light to guide us.” MISSION The Doomtroopers find themselves trapped inside an illusion in the Citadel at the beginning of the mission. They need to break the spell and continue to seek Algeroth. An army of Dark Legion creatures defends the area. Flip at least 1 sector tile and escape through any exit in any flipped sector tile. Whenever a sector tile is empty of figures (Dark Legion and Doomtroopers) at the end of any player’s turn, the sector tile is flipped. The number on the sector tile must be in the same direction as before it was flipped. - Secondary mission cards are not used in this mission. - TIME LIMIT: 8 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-20 and draws 8 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through the Dark Legion entrance arrows. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point


SIEGE OF THE CITADEL 192 It was as though light and sound had been muted by the Apostle’s presence. Raw power pulsed from his mutable frame in palpable waves, momentarily causing even the mighty Doomtroopers to fumble magazines or loosen trigger fingers. His hulk grew from a gore-soaked pit of Black Technology, each arm sprouting multiple weapons as his physique swelled to titanic proportions. Algeroth’s crimson eyes, molten pits of raw fury, were worse than any other weapon he could unleash, for they seared the very soul of any who held his gaze, causing some to spontaneously combust. Closing his eyes and audibly praying for his shot to hit the mark, one brave soul raised his weapon and let loose — a desperate distraction intended to buy just one more minute or two. As if summoned by the hopeful burst, the Cardinal strode purposefully in through a breach on the opposite side of the sanctum, his glowing nimbus instantly pushing back against the Apostle’s ruddy aura. A tide of Necromutants swept around Algeroth, placing themselves between the forces of Light and a towering Nepharite whose frame was wreathed in black lightning that arced between itself and its master. “Take the Nepharite, sever its connection to Nero. I will deal with Algeroth,” commanded the Cardinal. “FOR HUMANITY!” MISSION Cardinal Durand and the Doomtroopers face off against Algeroth. At the same time, a large number of Dark Legion forces march alongside a Nepharite maintaining a connection between Algeroth and Nero. You must kill the Nepharite and escape through tile 10. - Secondary mission cards are not used in this mission. - TIME LIMIT: 7 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-21 and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through the Dark Legion entrance arrows. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. The Dark Legion places 1 Nepharite, 2 Razides, 1 Centurion, 2 Necromutants, and as many Legionnaires as Corporation players in sector 11. REWARDS - COMPLETE MISSION: If the Doomtroopers kill the Nepharite and escape the game board, each Corporation player receives 5 promotion points. - FAILURE: If the Doomtroopers do not kill the Nepharite or escape, the Dark Legion gains 4 promotion points. CARDINAL DURAND EXPANSION MISSION 3: INTO ETERNAL DARKNESS Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected] The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. Modiphius Entertainment Product Number: MUH050543


IMPERIAL REGIA 193 Rules and mission booklet business opportunities if successful, the discovery has garnered interest from Imperial’s nobility, including the Imperial Regia. She dispatched one of her most trusted advisors, Duke Christopher Paladine, to oversee things on Astraea. Unfortunately, Imperial’s greed to succeed has once again led to the unearthing of something best left undisturbed. Once a forward outpost and living environment, Astraea is a focus point for the Dark Symmetry that has slumbered for eons. A Vile Animus fed on the resentment, hatred, and fear of the miners pounding its frozen core. It feasted slowly at first, until it finally rejuvenated enough to lash out at all living things in its innards. Before it swept through the refinery, however, the Duke managed to send a single distress call to Victoria. The Imperial Regia expansion pack opens up the possibility for Corporation players to take on the role of Imperial Regia, leader of the Imperial Corporation. Now, you can play as Imperial Regia in the middle of an ambush during the attempt to free an outpost from the presence of the Dark Legion. IMPERIAL REGIA You can choose to use the Imperial Regia instead of a normal Doomtrooper team when choosing Corporations. The Imperial Regia follows all normal rules for Doomtrooper teams, including access to equipment. She utilizes a standard rank card to determine her armor check, combat dice, rank, credits, and Doomtrooper card allocation. Imperial Regia is not a specialist. Even though she can equip a wide array of weapons, she does not earn the bonuses specialists get. Imperial Regia can equip any close combat, firearm, or tech weapon. She has three actions per activation instead of the normal two. IDENTIFICATION MARKER When playing with Imperial Regia, she takes the place of the Imperial Corporation. In order to determine the turn order, an identification marker the Imperial Corporation needs to be assigned to her. THE POWER DECK Imperial Regia makes use of a unique, five-card power deck. At the start of the game, her player chooses a complement of five cards out of the ten power cards available and forms a deck. The cards are then shuffled and the topmost card turned face-up. POWER CARDS Each power card in the deck counts as one point of health for the Imperial Regia. When dealt a point of damage, the player discards the active power card, and then flips the next power card of the deck face-up to make it active. When played, these cards can be seen in two states, which will alter their effects: - ACTIVE: The card is face-up on top of the power deck. The ‘When Active’ section is in effect. Discard this card when suffering a point of damage. - DISCARDED: The card is face-up in the discard pile. The ‘When Discarded’ section is in effect, along with the effects of all other discarded cards. If an effect would make the Imperial Regia regain health, the controlling player chooses a number of cards from the discard pile equal to the number of health regained and replaces them on the bottom of the power deck in an order of their choosing.. ADDITIONAL CAMPAIGN RULES NECRO BLOCKADES All missions in this campaign use the Necro Blockade tokens to hinder the Doomtroopers. During the campaign, if a Doomtrooper starts their activation adjacent to one of the Necro Blockades, they are considered blocked. It is not possible, during the campaign, to move or shoot through these blockades. EXPANSION CONTENTS 1 Imperial Regia miniature 6 Imperial Regia rank cards 1 Imperial Regia character card 10 Imperial Regia power cards Rules and mission booklet Imperial Conquistadors have discovered a huge deposit of a new substance on Astraea, a small planetoid in the Asteroid Belt. Conveniently named Astraenium by Imperial scientists that have studied it, the element seems capable of producing a hundred times more power than Plutonium. This substance is contentiously being regarded as the missing key to unlocking the full potential of the Orion Pulse Drive, a prototype project that will cut interplanetary travel time by a third. With limitless


SIEGE OF THE CITADEL 194 HIGH COMMAND BRIEFING Listen up! We have received an urgent call for aid from an Imperial mining outpost on the asteroid Astraea. Imperial Regia has found out that the mining outpost has been corrupted by a new aspect of the Dark Symmetry. They seem to have discovered a new substance that will benefit mankind greatly in the war against the Dark Legion. Regia has asked for the best soldiers to accompany her to Astraea and take back the outpost. We need to give the Imperial workers, now turned Legionnaires, a proper burial with cold steel. It is vital that you secure that outpost, for the good of us all. MISSION Enter the refinery on Astraea and research the living environment, bringing back the results for further analysis. The Doomtrooper carrying the scan result must be alive at the end of the mission, and so must the Imperial Regia. - Doomtrooper entrance point in sector 69 is marked with a white arrow. - Place the three Necro Blockade tokens as indicated on the map. - The Dark Legion player takes 3 Dark Legion tokens, and places them on any square in sectors 2, 3, and 14. - A Doomtrooper may spend one Special action while standing on one of these tokens to take it. Once this is done, the Corporation player rolls a white die to check if the scan was successful. If the result is a hit, the Doomtrooper has managed to scan the living environment. Keep the token to indicate this. The token can be passed to an adjacent Doomtrooper by spending one action. If the roll is not a hit, the Dark Legion takes the token, and replaces it in any square in sectors 2, 3, and 14. - Secondary mission cards are used. SPECIAL RULES The living environment is constantly changing. At the beginning of the Dark Legion player’s turn, they may draw one reinforcement card less to rotate any sector tile on the board 90 degrees clockwise. Sector 69 may not be rotated. Note that Dark Legion entrances are not rotated. - TIME LIMIT: 5 rounds. EVENTS The Dark Legion player shuffles event cards numbered 1, 3, 4, 6-7, 9, 11, 13-14 and 16-18, and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 2, 3 and 14 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-6, 15-17 and 37, and places three force cards on sector 69 and two force cards on sectors 2, 3 and 14. Shuffle the remaining force cards and force cards numbered 7-12, 13-14, 18-21, 24-25 and 28; forming a draw pile in front of the Dark Legion player. Reinforcements may not be brought in during round 5. IMPERIAL REGIA CAMPAIGN MISSION 1: ASTRAEA REFINERY REWARDS - COMPLETE MISSION: The Doomtroopers receive 4 promotion points if they manage to find the scan result, the Doomtrooper carrying the scan result survives the mission, and Imperial Regia survives the mission. - FAILURE: The Dark Legion player receives 4 promotion points if the Doomtroopers fail to find the scan result or the Doomtrooper carrying the scan result is eliminated, and two additional promotion points if Imperial Regia is defeated during the mission. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Door Necro Blockades


IMPERIAL REGIA 195 IMPERIAL REGIA CAMPAIGN MISSION 2: THE SEED OF KAITHIEL HIGH COMMAND BRIEFING You honored the Clans with your prowess on Astraea. The Imperial Regia has personally commended you all. She assigned Imperial’s top scientists to the task of analyzing the scan result brought back from the refinery. They have since confirmed that it is not only an ancient substance that is steeped in the corruptive power of the Dark Symmetry, but also a living environment that can change at will. The Brotherhood has urged the Imperial Regia to assemble a team capable of venturing into the depths of this Vile Animus and destroying it. You guessed it. You are that team. Good luck! MISSION The Doomtroopers must reach the Seed of Kaithiel in sector 13 (the 4 central squares), then destroy the Seed and anything that comes out of it. Statistics for the Seed are presented below. - Doomtrooper entrance point in sector 10 is marked with a white arrow. - The 4 central squares in sector 13 cannot be entered by any figure. - The Doomtrooper card Molecular Phasing and the equipment card Molecular Phaser are not available during this mission. - Place the three Necro Blockade tokens and the debris token as indicated on the map. - The Seed of Kaithiel has a defense value of 2. At the beginning of the Dark Legion player’s fifth turn the Seed will open and reveal Kaithiel, an ancient Nepharite. Place a Nepharite figure on any square adjacent to the Seed. - Secondary mission cards are used. SPECIAL RULES At the beginning of the Dark Legion player’s turn, he may draw one reinforcement card less to rotate any sector tile on the board 90 degrees clockwise. Sectors 10 and 13 may not be rotated. Note that Dark Legion entrances are not rotated. The seed of Kaithel can only be attacked by Doomtrooper in sector 13 - TIME LIMIT: 8 rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-2, 4-7, 9-10, 12-14, 16-17 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 area at entrance points in sectors 4, 7, 9 and 68 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES Take out force cards numbered 28, 32-36 and put them aside, they are not used in this mission. The Dark Legion player shuffles the remaining force cards and places one force card on each sector for every Corporation. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers destroy the Seed of Kaithiel, each Corporation player will receive 4 promotion points. - FAILURE: If the Seed of Kaithiel is still intact by the end of the mission, or Kaithiel is not defeated, The Dark Legion player will receive 3 promotion points. Entrance Point Reinforcement Dark Legion Entrance Point Doomtrooper Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Door Necro Blockades Debris The Seed of Kaithiel (on tile)


SIEGE OF THE CITADEL 196 REWARDS - COMPLETE MISSION: If the Doomtroopers and Imperial Regia manage to close all the portals and destroy the Ezoghoul within the allocated time, each Corporation player will receive 5 promotion points. - FAILURE: If the portals are not destroyed, or the Ezoghoul is still alive by the end of the mission, the Dark Legion player receives 4 promotion points, plus 2 promotion points if the Imperial Regia is defeated. HIGH COMMAND BRIEFING The destruction of the Seed of Kaithiel, the ancient living being buried deep beneath the surface of Astraea, was a major victory for the Clans. The Imperial Regia invited you to the royal palace on Victoria to celebrate. Shortly after landing, however, it became apparent that something had been brought back from the asteroid. Perhaps a spore from the Seed of Kaithiel attached itself to one of the taskforce during the fight. Regardless, it has rapidly grown to nightmarish dimensions and burst open, tearing a rent in the universe as it did so. An Ezoghoul and its minions are stepping through the rift as we speak, ready to lay Victoria to waste. MISSION The Doomtroopers must close all Dark portal tokens and eliminate the Ezoghoul before the end of the mission. - Doomtroopers start the game on any of the blue glass squares in sector 1. Place each Doomtrooper team before the mission starts, starting with a random player and then going clockwise around the table. - Place Necro Blockade and Dark portal tokens as indicated on the map. It is not possible to move or shoot through an active Dark portal token. - A Doomtrooper that is adjacent to a Dark portal token may attempt to close it by succeeding with either a tech or close combat attack against an armor check of two white dice. If the Dark portal token is closed, remove it from the game. It is no longer considered active. - Secondary mission cards are used. - TIME LIMIT: 6 rounds. EVENTS The Dark Legion player shuffles event cards numbered 2, 4-9, 11-12, 16-17, 20 and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter through any of the active portals. DARK LEGION RESOURCES The Dark Legion player shuffles all force cards except those numbered 34-36. Draw 8 cards from the deck and shuffle them with force card number 35. Then place two of those force cards on each sector, and an additional one on sector 1. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. Reveal and place the force cards in sector 1 immediately. IMPERIAL REGIA CAMPAIGN MISSION 3: VICTORIA Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected] The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. Modiphius Entertainment Product Number: MUH050547 Door Dark Portal Doomtrooper Starting Point Necro Blockades


TSARINA 197 Earth is lost. Devastated and long forgotten, a bleak rock floating in space. Humanity escaped, leaving only the dead or the doomed behind. That’s the official version. Scattered across the old boundaries of the Asian continent and stretching into Europe, a determined group of survivors thrive underground, building, scavenging, and regenerating the world one acre of land at a time. Whitestar, the forgotten ones. Emerging like a nearly mythical figure from amongst the poisoned ruins, the mysterious Tsarina bloodied the nose of the Corporations when they once again came poking amongst the wreckage they had left behind. Having brought the unruly children into line, she then led her people into the frontlines of the war against the Dark Legion, carving through the hordes wherever she took to the field. More recently, an old Bauhaus beacon has started transmitting. Whitestar have made the unprecedented move of agreeing to a joint taskforce with the Cartel. They seem confident that there are no survivors. Old mission reports from previous patrols cite only empty, haunted tunnels. This expedition, however, might be the beginning of something far beyond its scope. Maybe Whitestar are now ready to allow the Corporations access to Earth and its old technological treasures. Full of hope, and with morale at an all-time high, the Doomtroopers descend to the region previously known as Prague, ready to investigate the Bauhaus beacon. The Tsarina expansion pack opens up the possibility for Corporation players to take on the role of the mysterious leader of Whitestar. Now, you can play as Tsarina Alexandra Romanova, facing the perils of a devastated Earth THE TSARINA You can choose to use the Tsarina instead of a normal Doomtrooper team when choosing Corporations. The Tsarina follows all normal rules for Doomtrooper teams, including access to equipment. She utilizes a standard rank card to determine her armor check, combat dice, rank, credits, and Doomtrooper card allocation. The Tsarina is not a specialist. Even though she can equip a wide array of weapons, she doesn’t earn the bonuses specialists get. The Tsarina can equip any close combat, firearm, or tech weapon. She has three actions per activation instead of the normal two. IDENTIFICATION MARKER When playing with the Tsarina, she takes the place of the Whitestar faction. In order to determine the turn order, an identification marker of the Whitestar faction needs to be assigned to her. THE POWER DECK The Tsarina makes use of a unique, five-card power deck. At the start of the game, her player chooses a complement of five cards out of the ten power cards available and forms a deck. The cards are then shuffled and the topmost card turned face-up POWER CARDS Each power card in the deck counts as one point of health for the Tsarina. When dealt a point of damage, the player discards the active power card, and then flips the next power card of the deck face-up to make it active. When played, these cards can be seen in two states, which will alter their effects: - ACTIVE: The card is face-up on top of the power deck. The ‘When Active’ section is in effect. Discard this card when suffering a point of damage. - DISCARDED: The card is face-up in the discard pile. The ‘When Discarded’ section is in effect, along with the effects of all other discarded cards. If an effect would make the Tsarina regain health, the controlling player chooses a number of cards from the discard pile equal to the number of health regained and replaces them on the bottom of the power deck in an order of their choosing. EXPANSION CONTENTS 1 Tsarina miniature 6 Tsarina rank cards 1 Tsarina character card Rules and mission booklet 10 Tsarina power cards


SIEGE OF THE CITADEL 198 DOOMTROOPER DIARY We land in Prague on what seems to be the darkest of nights. The fog is so dense it’s hard to see anything beyond arm’s reach. Although we can’t be certain of their accuracy, we’re forced to rely on old maps to find our bearings. Strange noises echo from all sides; it seems as though whatever has crept in to the ruins is hostile to our presence. The Whitestar emissaries met us on our arrival, though they also seem offended by our attendance. Clearly unaware of who we are, they insist we are in grave danger. Their mysterious leader, who calls herself Tsarina Alexandra Romanova, has decided to accompany us in our mission. Hopefully, she won’t get in our way. MISSION The Tsarina and the Doomtroopers must explore the old base in Prague and find the Bauhaus beacon. A thick blanket of mist covers the area, so scanning it is impossible. At the beginning of the mission, only tile 1 is visible. The Dark Legion player shuffles tiles 12, 14, and 15, and leaves them in a pile. Then they shuffle tiles 2 and 3, and put them on top of the pile. Every time a Doomtrooper leaves the tile they are occupying, a new tile is drawn from the pile. Doomtroopers can’t leave tile 1 through their entrance point. The beacon is located in the 4 central purple squares in tile 12. -TIME LIMIT: 7 Rounds. SPECIAL RULES Due to the mist, the Doomtroopers’ line of sight is limited to 4 squares. EVENTS The Dark Legion player shuffles event cards numbered 1-19, and draws 7 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any square that is at least 5 squares away from any Doomtrooper, or through any entrance in the map. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. During set up, place one force card facedown per Doomtrooper team in sector tile 1. Every time a new sector is revealed, place one force card face-down per Corporation player in the new sector. Every time a face-down force card is revealed, the Dark Legion player adds those reinforcements anywhere in the sector tile, as long there are no Doomtroopers at least 5 squares away, or through any entrance to the map. REWARDS - COMPLETE MISSION: Every Corporation player receives 4 promotion points if at least one Doomtrooper or the Tsarina reach the beacon within the time limit. - FAILURE: If the Doomtroopers and the Tsarina fail to reach the beacon within the time limit, the Dark Legion player receives 3 promotion points. If the Tsarina is defeated during the mission, the Dark Legion player will receive 2 additional promotion points. TSARINA EXPANSION MISSION 1: OPERATION PRAGUE Doomtrooper Entrance Point


TSARINA 199 TSARINA EXPANSION MISSION 2: RELICS OF A GLORIOUS PAST DOOMTROOPER DIARY We still don’t know what triggered the beacon. What we do know is that the base is definitely worth investigating further. Trouble is, the Dark Legion seem to have performed the impossible in getting to Earth in such numbers. The Tsarina insists that we need to leave as soon as possible, but the relics of Earth’s glorious past are to be found everywhere. Command feel that the rewards are worth all the risks. We’ve been tasked with obtaining a few items, a few pieces of old technology, so our engineers can analyze them. We could rediscover so much that has been forgotten… MISSION The Bauhaus base in Prague is full of ancient technological marvels. It is the Doomtrooper’s mission to retrieve some samples and bring them back for further study. To win the mission, the Doomtroopers must retrieve one equipment token per Corporation player. When a Doomtrooper ends its move action on a square with an equipment token, remove the token from the sector and place it with their Corporation tray. Then, shuffle the equipment cards, draw three at random, and choose one of the three to equip for the remainder of the mission. If the card is a weapon, the Doomtrooper may discard the weapon they are carrying and keep the one just found. If a piece of equipment, the card is placed next to the Doomtrooper’s Corporation tray. Doomtroopers can disregard the credit cost and rank required. The two unused cards are returned to the unused equipment cards. TIME LIMIT: 5 Rounds. SPECIAL RULES A thick blanket of mist covers the area. The Doomtroopers’ maximum attack range is limited to 4 squares. EVENTS The Dark Legion player shuffles event cards numbered 1-20, and draws 5 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any square that is at least 4 squares away from any Doomtrooper, or through the entrances marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards from a draw pile and are placed in front of the Dark Legion player. During set-up Dark Legion player draws 1 card per Doomtrooper player and adds those reinforcements anywhere in the map, other than sectors 12 and 15. REWARDS - COMPLETE MISSION: If the Doomtrooper teams or the Tsarina manage to get at least one piece of equipment per Corporation in play, all teams receive 3 promotion points. An additional promotion point will be awarded to every team per piece of equipment they retrieve. - FAILURE: If the Doomtroopers fail to retrieve one piece of equipment per Corporation in play, the Dark Legion player will receive 3 promotion points. If the Tsarina is defeated during the mission, the Dark Legion player will receive 2 additional promotion points. Entrance Point Reinforcement Dark Legion Entrance Point Doomtrooper Doomtrooper Entrance Point Dark Legion Reinforcement Entrance Point Door Turret Equipment Token


SIEGE OF THE CITADEL 200 DOOMTROOPER DIARY We are as good as dead. The Tsarina was right all along. If anyone is reading this, please know that we fought with honour and bravery, and that Whitestar was by our side until the bitter end. What we thought to be some sort of advance spearhead turned out to be a fully-fledged army. We have found the reason why the beacon was activated. Seemingly stranded, the monsters that plague our old homeworld were luring us, calling us down so they could steal our ship and return to their masters with vital information. We will not allow that. Whitestar operatives have already dismantled our vessel, and we have arranged explosives to prevent any chance of its repair. We now know that all of our communications were being intercepted. We can only pray that some of our reports have reached the right ears. We have also discovered distortion chambers. We all agree that our death will not be in vain if we can destroy them. The Tsarina is still helping us, despite there being no hope of our survival. It seems Prague will be our final tomb. MISSION The Tsarina and the Doomtroopers have found a horrifying distortion chamber deep within the base. It needs to be destroyed. The Doomtroopers must destroy one vat per Corporation in sector tile 6, plus both vats in sector tile 4. Use Dark Legion tokens to represent the breeding vats in the game board. Doomtroopers begin the mission in any square on tile 13. At the beginning of the game, the Dark Legion player draws 2 Razide tokens, 2 Centurion tokens, 3 Necromutant tokens, and 3 Legionnaire tokens, and places them in a bag. Every time a distortion mechanism in sector 6 is destroyed, the Dark Legion token is removed. The Dark Legion player draws one random token from the bag, then places the corresponding figure on the square previously occupied by the mechanism. Whenever a mechanism in sector 4 is destroyed, the Dark Legion token is removed and the Dark Legion player places a Praetorian Stalker in its place. -TIME LIMIT: 8 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-19, and draws 8 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements enter the game through any square that is at least 3 squares away from any Doomtrooper, or through the entrances marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player removes force cards numbered 32- 36 from the base game. The removed force cards are set aside and not used in this mission. The remaining force cards are shuffled. For each Doomtrooper team, place one force card face-down on each sector tile. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. During set-up Dark Legion player draws 1 card per Doomtrooper player and adds those reinforcements anywhere in the map, other than sector 13. REWARDS - COMPLETE MISSION: If the Doomtroopers and the Tsarina destroy at least one mechanism per Corporation in sector 6, plus the two mechanisms in sector 4, each Corporation player will receive 5 promotion points. Any additional mechanisms destroyed award 1 promotion point to each Corporation player. - FAILURE: If the Doomtroopers fail to destroy the necessary mechanisms, the Dark Legion player receives 3 promotion points. They also receive 1 additional promotion point for each remaining mechanisms in sector 6, and 2 promotion points for each remaining mechanisms in sector 4. If the Tsarina is defeated during the mission, the Dark Legion player receives 2 additional promotion points. TSARINA EXPANSION MISSION 3: THE COST OF ARROGANCE Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected] The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. Modiphius Entertainment Product Number: MUH050545 Dark Legion Reinforcement Entrance Point Vats Door


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