MISSION BOOK 251 Another mission in jeopardy. Technology rebels against us, as if the objects had their own consciousness, and only wanted to destroy us. Our ship, broken, floating useless while starvation slowly kills us. In the distance, a Dark Citadel approaches. Death in the blackness of the sky. Some of the crew would rather jump into the void than being captured. But we know that, if we have any chance of survival, it will be hidden within that Citadel. Evil awaits; we’ll endure. CAMPAIGN 1: PERSEPHONE RISES MISSION 1: CAST AWAY CAMPAIGN 1: PERSEPHONE RISES TO MISSION CONTROL Our ship has crashed into a Dark Legion Citadel and is out of commission. However, we managed to run a scan on the area before the crash and picked up a faint signal from an old missing Imperial ship. It’s the Persephone! We are heading toward the beacon. Hopefully the ship is still functioning. It’s our only hope... MISSION The Doomtroopers must exit the game board through either exit point in sector 12 before the mission ends. - Doomtrooper entrance points in sector 14 are indicated by white entrance tokens. - Secondary mission cards are used. - TIME LIMIT: 7 Rounds. EVENTS Dark Legion player shuffles event cards numbered 1-8, 21, K1 and K2 and draws 7 cards. The rest of the event cards are set aside and not used in the mission. Reinforcements on the event cards enter the Citadel at the entrance points in sectors 7, 9 and 62 marked with red arrows. DARK LEGION RESOURCES Dark Legion player shuffles force cards numbered 1-16. The rest of the force cards are set aside and not used in the mission. Place one force card face down on sectors 7, 9 and 62. Place two force cards face down on sector 12. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Every Corporation player will earn 4 promotion points if at least one of their Doomtroopers leaves the game board through the exit in sector 12. If a Doomtrooper team manages to get both Doomtroopers out of the game board, the Corporation player will receive an additional promotion point. - FAILURE: The Dark Legion player will receive 3 promotion points for each Doomtrooper team that fails to get at least one Doomtrooper out of the game board through the exit in sector 12. Doomtrooper Exit Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point
SIEGE OF THE CITADEL 252 CAMPAIGN 1: PERSEPHONE RISES MISSION 2: KNOCKING ON HEAVEN’S DOOR TO MISSION CONTROL We are in sight of the Persephone. It seems it’s been brought inside the Citadel, but the doors are still sealed. We need to find access to the mainframe of the ship and open the bay doors. The Dark Legion is behind us. We cannot... I repeat: we cannot allow them to get access to our ship. MISSION The Doomtroopers must open the doors to sector 2, and exit the game board through the exit in the same sector. In order to open the doors, they must destroy terminals in sectors 3 and 4 by using a Special action in a square adjacent to the terminal token. The terminal in sector 2 immediately seals all the doors preventing anyone else to access the ship. Doomtrooper entrance points are located in sectors 5 and 7 as indicated by the white entrance tokens. - Secondary mission cards are used. - TIME LIMIT: 7 Rounds. EVENTS Dark Legion player shuffles event cards numbered 1-12, K1 and K2 and draws 7 cards. The rest of the event cards are set aside and not used in the mission. Reinforcements on the event cards enter the mission area at the entrance points in sectors 1, 3, and 4, marked with red arrows. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-20. The rest of the force cards are set aside and not used in the mission. Place one force card per Corporation player face down on sectors 1, 3, 4, 5, and 7. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Corporation player receives 4 promotion points when at least one of their Doomtroopers leaves the mission area through the exit in sector 2. An additional promotion point is received when both members of a Doomtrooper team get to the exit. - SPECIAL REWARD: If there are no Dark Legion creatures in sector 2 by the end of the mission, the Dark Legion will skip their reinforcement phase in the first round of the next mission. - FAILURE: The Dark Legion player receives 3 promotion points for each Corporation that fails to get at least one Doomtrooper out of the game board through the exit in sector 2. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Terminal Doomtrooper Exit Door
MISSION BOOK 253 TO MISSION CONTROL We are on board of the Persephone. First scan reveals most of the system are functioning, but all the reactors are down and we need to restore them before taking off. We can hear the Dark Legion behind us. We have barricaded the doors, but it won’t hold for long… They are coming. MISSION The Doomtroopers must reactivate the reactors and protect them from the Dark Legion until the end of the mission. To activate a reactor a Doomtrooper must be adjacent to a terminal token and use a Special action. The reactors have no defense value, and do an armor check equal to the turret firearm combat dice (see Dark Legion reference board). - The Doomtrooper entrance points are in sector 2, marked with white arrows. - Secondary mission cards are not used in this mission. - TIME LIMIT: 7 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1 to 12, 21, K1 and K2 and draws 7 cards. The rest of the event cards are set aside and not used in the mission. Reinforcements on the event cards enter the Citadel at the entrance points in sector 2, marked with red arrows. SPECIAL RULE If at the end of the previous mission there were no Dark Legion creatures in sector 2, the Dark Legion player will skip the reinforcement phase in the first round. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 20. The rest of the force cards are set aside and not used in the mission. Place one force card per Corporation player face down on sectors 64, 14, 12, and 1. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: The Doomtrooper teams receive 5 promotion points if there’s at least one active reactor by the end of the mission. - FAILURE: The Dark Legion player receives 5 promotion points if all the reactors are destroyed. -If there are any reactors that have not been activated or destroyed by the end of the mission, no player gains promotion points. CAMPAIGN 1: PERSEPHONE RISES MISSION 3: AGAINST ALL ODDS Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Reactor
SIEGE OF THE CITADEL 254 Wake up! Creatures surround me, coming up from everywhere. How did we arrive here? Last thing I remember is reaching my quarters and falling asleep, and now… I’m fully equipped, under attack, in a strange part of the Citadel. Have I ever been here before? Why is the Dark Legion behaving so oddly? Why do these creatures refuse to die? This is all just a dream. A nightmare. A very vivid one. I just need to wake up. Wake up! SPECIAL RULES These three missions are played within the realm of the Doomtropers’ dreams. The Doomtroopers are trapped in a recursive nightmare created by a follower of Muawijhe. At the end of each mission, they wake up, only to find themselves trapped inside another nightmare. The players only choose one Doomtrooper to play with, regardless of their Corporation. At the beginning of the game, before deciding who will play the Dark Legion first, players will have the chance of purchasing equipment using their credits. In order to purchase equipment, the Doomtroopers’ rank limitations apply. If playing these missions as a campaign, there will be no further opportunity to purchase equipment. The equipment card Molecular Phaser is to be discarded from the game and cannot be purchased. Similarly, the Doomtrooper cards Molecular Phasing and Limited Teleportation are to be discarded. Players cannot buy weapons; the Doomtroopers all start with the standard rank 1 weapons (Tentacle Kit, Punisher Shortsword, or Plasma Carbine), according to their specialization. All weapon cards are separated into a different deck, and shuffled, except all Rank 8 weapons, which are discarded. At any point during their turn, any Doomtrooper can use a Special action to draw a weapon card from the new deck. The Doomtrooper will change their current weapon for the new one, even if the weapon that’s been drawn is worse than the one they currently have equipped. If the new weapon is of a different specialization than that of the Doomtroopers, they can still use it, but they will not benefit from any specialization’s special ability. This action can be taken as many times as desired. It’s advisable to start these missions in rank 3 or 5, although they are playable in rank 1 as well. CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS Lord of Insanity and Magister of Madness, Muawijhe is an Apostle concerned more with the torments of the mind than anything else.
MISSION BOOK 255 THE VOICE IN MY HEAD The creature escapes, always close enough to give me hope, but always out of reach. I know it in my bones: if I get to the creature, if I jump inside its menacing jaws, I will leave this place. I will wake up, and live to tell the story. How do I know that? I just do. Dreams are just dreams, and nothing can harm me here. At least I hope so. MISSION Find the cell sample token, and jump into it. During their first activation phase, the Doomtroopers will spawn on the game board through any of the squares indicated in the map. The cell sample token is moved by the Dark Legion player during their turn, taking two move actions, 3 squares per move. It will enter the game board as a reinforcement during the Dark Legion player’s first turn. - Any Doomtrooper who reaches the cell sample token will automatically leave the game board. - All Dark Legion creatures are replaced with a more powerful kind of creature at the beginning of every Dark Legion turn, before drawing an event. The sequence of replacement is as follows: Legionnaire, Necromutant, Centurion, Razide, Praetorian Stalker, Nepharite, Ezoghoul. -If a creature is meant to be replaced but there are no figures available (for example: a Necromutant has to be replaced by a Centurion, but there are already 3 Centurions on the board), the creature isn’t replaced. - TIME LIMIT: 6 rounds. SPECIAL RULES The 4 entrances in the sector are portals, communicating only with the opposing entrance. Creatures and Doomtroopers can move through these portals, but not attack through them. EVENTS The Dark Legion player shuffles event cards numbered 1-14 and 16-19 and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion creatures enter the game board through any entrance. DARK LEGION RESOURCES The Dark Legion player removes force cards 32-36 from the base game. Every round, the Dark Legion player draws force cards as stated in the corresponding event card plus one. The Dark Legion player should ignore any text on any force card except the number and the creature type to be spawned. REWARDS - COMPLETE MISSION: Every Corporation player that gets their Doomtrooper to reach the cell sample token will receive 3 promotion points. An extra promotion point will be awarded to all Corporation players if all Doomtroopers escape. - FAILURE: The Dark Legion player will receive 3 promotion points for each Doomtrooper that doesn’t escape within the allocated time. CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS MISSION 1: FOLLOW THE WHITE RABBIT Doomtrooper Starting Point
SIEGE OF THE CITADEL 256 THE VOICE IN MY HEAD They are all in a tight formation, coldly staring at me. There’s no hatred in their gaze; only the chilling calculating feel of the hunter that takes their prey without pleasure or guilt. For them, I am a problem to be solved. My life is nothing more than an incorrect equation that needs a solution. I’ll destroy them all. I’ll turn them into dust. Only then will I be free, awake, in my own world. MISSION Defeat all Dark Legion creatures. During the setup of the mission, Corporation players will deploy the Doomtroopers at any square in the row indicated in the map. - Dark Legion creatures are arranged as indicated in the map. - There are only 16 Dark Legion creatures, with no further reinforcements. - Any Doomtrooper that moves to the opposite side of the sector tile they start in, will move instantly back to the starting line, and recover all their health. -TIME LIMIT: 6 rounds. SPECIAL RULES The creatures move following the rules of chess, but they can attack normally. Excepting the Centurions, Dark Legion creatures cannot move through other creatures nor Doomtroopers. Dark Legion creatures are limited to one Move action per turn, and cannot perform Attack actions if they are not performing a Move action within their turn. - Necromutants (Pawns) can only walk forward one square. -If a Necromuntant reaches the other end of the sector tile, the Dark Legion player can replace them with any Dark Legion creature of their choice, as long as the new figure can be placed on the board. - Centurions (Knights) moves 2 squares orthogonally forward in any direction plus 1 square orthogonally sideways, making the shape of the letter L. They can move through enemy figures. - They can move through other Dark Legion or Doomtrooper figures. - Razides (Bishops) only move diagonally, as many squares as they want. - Praetorian Stalkers (Rooks) only move orthogonally, as many squares as they want. - The Nepharite (The King) can only move one square in any direction. - The Ezoghoul (The Queen) can move in a single straight line, orthogonally or diagonally, as many squares as it wants. EVENTS No event cards are used in this mission. DARK LEGION RESOURCES No force cards are used in this mission. REWARDS: - COMPLETE MISSION: Every Corporation player will receive 1 promotion point per turn the Doomtrooper they control survive. If the Doomtroopers manage to defeat all Dark Legion creatures, all Corporation players will receive 2 additional promotion points. - FAILURE: For every Doomtrooper that’s killed, the Dark Legion will receive as many promotion points as turns there are remaining to finish the mission. For example, if a Doomtrooper is killed in the first round, the Dark Legion player will receive 5 promotion points; if this happens in the third round, the Dark Legion player will receive 3 points, and so on. If all Doomtroopers are killed, the Dark Legion will receive 2 additional promotion points. CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS MISSION 2: EZOGHOUL’S GAMBIT N N N N N N N N P C R E X R C P N P C R E X Doomtrooper Starting Point Necromutant Starting Point Praetorian Stalker Starting Point Centurion Starting Point Razide Starting Point Ezoghoul Starting Point Nepharite Starting Point
MISSION BOOK 257 Doomtrooper Starting Point Necromutant Starting Point Preatorian Stalker Starting Point Centurion Starting Point Razide Starting Point Ezoghoul Starting Point Nepharite Starting Point THE VOICE IN MY HEAD Wake up! It was all a dream. Nothing was real. I’m safe now. I’m in my bed, and it was all just a bad nightmare. Wait. There are blood stains in my sheets, and I’m wearing my armor. My room looks unfamiliar. What are these noises in the distance? They’re coming for me. Horrified, I realize that I’m still asleep. The nightmare continues. Is there a way out? MISSION Find the beds in sector 3 and perform a Special action there. The Doomtrooper entrance point is in sector 61, marked with a white arrow. - Any Doomtrooper who reaches any of the two beds in sector 15, and performs a Special action there, leaves the game board. - The Dark Legion starts with 9 Legionnaires in the squares indicated in the map. There are no further reinforcements. - Whenever a Legionnaire is killed, it becomes a Necromutant. Killed Necromutants, become Centurions; Centurions become Razides; Razides become Praetorian Stalkers; Praetorian Stalkers become Nepharites; Nepharites become Ezoghouls. - Whenever an Ezoghoul is killed, the figure is removed from the game board. - There can only be up to 3 Centurions, 2 Razides, 2 Praetorian Stalkers, 1 Nepharite, and 1 Ezoghoul in the board. If there’s already the maximum number of any type of creature in the board, and another creature is meant to reach that state, the transforming creature will skip that state and move to the next. For example, if there are already 3 Centurions on the board, and a Necromutant is killed, the Necromutant will not become a Centurion, but a Razide. - Whenever a creature is meant to become an Ezoghoul, and there’s already an Ezoghoul on the board, the creature is automatically removed from the game board. - The Doomtroopers earn no promotion points for defeating creatures. - For every creature that cannot be replaced further and is completely removed from the game board, the Doomtrooper killing the creature automatically earns 10 promotion points. - TIME LIMIT: 7 rounds. EVENTS The Dark Legion shuffles event cards numbered 1-14 and 16-19 and draws 6 cards. The rest of the event cards are set aside and are not used in the mission. Dark Legion reinforcements quoted in the event card are to be ignored. DARK LEGION RESOURCES No Force cards are used in this mission. REWARDS - COMPLETE MISSION: Each Corporation player that completes the mission will get 4 promotion points. If all Doomtroopers manage to get to the goal, all Corporation players receive 2 additional promotion points. - FAILURE: The Dark Legion player will receive 2 promotion points for each Doomtrooper that doesn’t achieve the mission goal within the allocated time. They will receive an additional promotion point for each Doomtrooper that’s killed during the mission. If no Doomtroopers make it to the end of the mission, the Dark Legion player will receive an additional promotion point per surviving Dark Legion creature. CAMPAIGN 2: THROUGH MUAWIJHE’S LOOKING GLASS MISSION 3: WAKING BELLS L L L L L L L L L L Legionnaire Starting Point Bed (on tile) Doomtrooper Entrance Point
SIEGE OF THE CITADEL 258 Alakhai is defeated. Brave Doomtroopers went into the hellish depths of his Citadel and brought dinner in the form of grenades and bullets. Mankind did rejoice and celebrate; their greatest enemy was defeated. Months have passed since this glorious victory, and now rumors have spread about a Dark Legion cohort surfacing in the middle of the Venusian jungle and taking possession of an abandoned Bauhaus research facility. No one knows what they are up to, but the Cartel has dispatched one of their top agents to infiltrate the facility and retrieve any secret information. Little do they know that mankind’s darkest hour is yet to come. NEW RULES PROGRESSIVE RULES Some missions in this book have special rules called Progressive Rules, which are dependent on the outcome of the previous mission. If you are playing stand-alone missions from this book, you can decide if you want to use these Progressive Rules or not. ALLIES In some missions, following Progressive Rules, some allies will start Incapacitated. This means that they will only have access to one special ability token each round instead of two and they will have four health instead of five. Blood Berets defend against Algeroth’s forces deep in the jungles of Venus. Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected] The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in a historical context. Modiphius Entertainment Product Number: MUH050583
CARTEL CAMPAIGN 259 CAMPAIGN 1: WELCOME TO THE JUNGLE MISSION 1: SAVING AGENT AFTON CARTEL BRIEFING The Cartel is in dire need of heroes. One of their agents, Pam Afton, is pinned down in a Dark Legion facility deep in the jungles of Venus. A team of Doomtroopers has been assembled to travel to the facility in order to save agent Afton and retrieve the vital intelligence files she is carrying. The mission is simple: locate agent Afton and get her to the extraction zone. MISSION The Doomtroopers must get to the Dark Legion facility and save Cartel agent Pam Afton. Before the end of the mission, at least one Doomtrooper must be adjacent to Pam Afton. - Doomtrooper entrance points in sector 53 and 65 are marked with white entrance tokens. - Place Pam Afton on the indicated square in sector 2. She is not under any player control during this mission and she cannot be attacked. - Secondary mission cards are not used. - TIME LIMIT: 6 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 4, 6, 8, 9, 10, 14, 19 and 20, and draws 6 cards. 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 56 and 57 marked by Dark Legion entrance tokens. P DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-13. The rest of the force cards are set aside and are not used in this mission. If playing with 1 or 2 Corporations, place one force card on sectors 53, 56, 57, and 65. If playing with 3 or 4 Corporations, place two force cards on sectors 53, 56, 57, and 65. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS: - COMPLETE MISSION: The Doomtroopers receive 4 promotion points if at least one Doomtrooper is adjacent to Pam Afton by the end of the mission. - FAILURE: The Dark Legion player will receive 4 promotion points if no Doomtrooper is adjacent to Pam Afton by the end of the mission. CAMPAIGN 1: WELCOME TO THE JUNGLE Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Door Pam Afton Starting Point P
SIEGE OF THE CITADEL 260 CARTEL BRIEFING Agent Afton has been located but the team is not out of the heat just yet. A deafening roar pierces through the facility. Something big is moving behind them… better get to the extraction zone, fast! MISSION The Doomtroopers must escort Cartel agent Pam Afton to the extraction zone in sector 60 and wait for pickup. The extraction area is represented by the 16 central squares in sector 60, which are all the squares with the helipad. - The Dark Legion player places a Mercurian Maculator figure on designated squares in sector 2. - Doomtroopers and Pam Afton start on any square in sector 2. - Secondary mission cards are not used. - TIME LIMIT: 6 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1, 4-9, 12-14, 20 and 22, and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at the entrance points in sectors 53, 2 and 65 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-21. The rest of the force cards are set aside and are not used in this mission. If playing with 1 or 2 Corporations, place 1 force card on sectors 53, 57, and 65, and 2 force cards in sector 56. If playing with 3 or 4 Corporations, place 2 force cards on sectors 53, 57, and 65, and 3 force cards in sector 56. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Doomtrooper teams will receive 2 promotion points for each of their members in the extraction area (16 central squares in sector 60) at the end of the game. - FAILURE: The Dark Legion player receives 2 promotion points for each Doomtrooper not in the extraction area by the end of the game, including Pam Afton. CAMPAIGN 1: WELCOME TO THE JUNGLE MISSION 2: WITH CLAWS AND FANGS M PROGRESSIVE RULES If the previous mission was a failure, Pam Afton has been injured during the firefight. She starts the game as Incapacitated (see rules for allies). Dark Legion Reinforcement Entrance Point Mercurian Maculator Starting Point M Doomtrooper Extraction Point
CARTEL CAMPAIGN 261 CARTEL BRIEFING The intelligence files have been securely brought to the Cartel Headquarters in Heimburg and immediately placed in the hands of the Cartel Decryptors, but the moment for rest is short as the city’s alarm sounds. The Dark Legion is attempting something they have not done before: a direct attack on Heimburg. The Doomtroopers must move to the frontlines and stop the tide of Dark Legion creatures approaching. MISSION The Doomtroopers and Pam Afton must defend Heimburg against the horde of Dark Legion creatures swarming towards the city. At the end of the mission, the Doomtroopers and Pam Afton must control as many key locations on the board as possible. - Place 3 mission tokens according to the map layout. - Doomtrooper entrance points in sectors 1, 14 and 15 are marked with white entrance tokens. - Secondary mission cards are used in this mission. SPECIAL RULES The Doomtroopers will be considered in control of a mission token if they have at least one Doomtrooper on it or adjacent to it, and there are no Dark Legion creatures on it or adjacent to it. Adjacency does not count through walls. - TIME LIMIT: 5 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-2, 4-10, 12-15, 18-21 and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. CAMPAIGN 1: WELCOME TO THE JUNGLE MISSION 3: NO REST FOR THE WICKED Reinforcements on the event cards enter the area at entrance points in sectors 55, 59 and 58 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 7-8, 15-21, 22-26 and 28-32. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players in sectors 55, 58, and 59, face down, and 2 force cards in sectors 1, 14, and 15, face down. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Every Corporation player receives 3 promotion points for each mission token they control. The mission is considered successful if the Doomtroopers and Pam Afton control at least two of the three mission tokens. - FAILURE: The Dark Legion player receives 3 promotion points for each mission token not under Doomtrooper control. The mission is considered failed by the Doomtroopers if the Dark Legion controls at least two of the three mission tokens. PROGRESSIVE RULES If the previous mission was a failure, Pam Afton has been injured during the firefight. She starts the game as Incapacitated (see rules for allies). Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Mission Token
SIEGE OF THE CITADEL 262 CARTEL BRIEFING The Cartel Decryptors have found vital information in the intelligence data about a Citadel of Shadows somewhere in the Venusian jungle. But they are going to need more time to find the location of this new Citadel. Suddenly, the lighting starts to flicker and doors close and lock. Computers start acting up, and it seems as if the very surroundings are coming alive. The intelligence data has unleashed a Dark Virus in the entire Cartel building. MISSION The Doomtroopers must reach the Cartel Mainframe and shut it down before the end of the mission. - The Doomtroopers start on any square in sector 46. - Place a terminal token on the indicated square. Any Doomtrooper can perform a Special action in any square adjacent to the terminal token to shut it down. Tech specialists can shut down the terminal just by finishing a Move action in any square adjacent to it. - When a Doomtrooper ends their Move action on a square with the equipment token, remove the token from the sector and place it on the Doomtrooper’s character card. Shuffle all the equipment cards and draw three cards randomly, choosing one card to equip for the remainder of the mission. If the card is a weapon, the Doomtrooper may discard the weapon that is being carried and keep the weapon just found. If it is a piece of equipment, the card is placed next to the Doomtrooper’s side of the Corporation tray. Doomtroopers can disregard the credit cost and rank required. - Secondary mission cards are not used in this mission. SPECIAL RULES The Dark Legion player takes four door tokens. During the Dark Legion player’s turn, one door token may be placed on an unoccupied segment between two tiles. If a door is CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG MISSION 1: GHOSTS IN THE MACHINE opened, it is removed from the game. - TIME LIMIT: 6 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-5, 7-12 and 14-17 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 can enter through any entrance, as long as there are Doomtroopers in that sector, and the entrance doesn’t connect with a different sector. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 31, 37-44 and L7-L10, they also add NC5-NC8 from the Dark Legion Reinforcements force cards deck. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players in sectors 46, 49, and 51, face down. The rest of the force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team will receive 4 promotion points if the Cartel Mainframe is successfully hacked before the end of the mission. - FAILURE: The Dark Legion player receives 3 promotion points if the Cartel Mainframe is not successfully hacked before the end of the mission. Terminal Equipment CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG
CARTEL CAMPAIGN 263 CARTEL BRIEFING The Mainframe has been shut down and the intelligence files secured. While work begins with establishing a secure isolated network where the decryption can continue, the Doomtroopers are approached by Indigo, a Brotherhood Seeker. She brings urgent news that the Brotherhood Seers have sensed a powerful Heretic Cult in the vicinity of the city. The images their visions brought them foretold of a “Formidable Weapon” powerful enough to destroy the entirety of Heimburg. Indigo will accompany the Doomtroopers to the Heretics’ hideout. MISSION Indigo and the Doomtroopers must infiltrate the Heretics’ base and exit via the Dark portal in sector 70. - Doomtrooper entrance points in sectors 32 and 52 are marked with white entrance tokens. - Place a Dark portal in the indicated square in sector 70. - Place two turrets in the squares indicated in sector 50. - Place two equipment tokens on the indicated squares in sectors 26 and 46. - When a Doomtrooper ends their Move action on a square with the equipment token, remove the token from the sector and place it on the Doomtrooper’s character card. Shuffle all the equipment cards and draw three cards randomly, choosing one card to equip for the remainder of the mission. If the card is a weapon, the Doomtrooper may discard the weapon that is being carried and keep the weapon just found. If it is a piece of equipment, the card is placed next to the Doomtrooper’s side of the Corporation tray. Doomtroopers can disregard the credit cost and rank required. - Secondary mission cards are not used in this mission. CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG MISSION 2: FIFTY SHADES OF DARKNESS - TIME LIMIT: 6 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1 to 20 and 23 to 30 and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 26, 46, 50, and 70, marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 31, L7-L12, they also add NC5, NC6, NC9 and NC10 from the Dark Legion Reinforcements force cards deck. The rest of the force cards are set aside and are not used in this mission. Then place one force card on sectors 32, 46, 50, 26 and 52, and two force cards on sector 70. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Doomtrooper team that manages to escape in time through the Dark portal in sector 70 with at least one Doomtrooper will receive 2 promotion points. If Seeker Indigo escapes in time, all Doomtrooper teams receive an additional 2 promotion points. - FAILURE: The Dark Legion player receives 1 promotion point per Doomtrooper team that doesn’t exit with at least one Doomtrooper, including Seeker Indigo. PROGRESSIVE RULES If the previous mission was a failure, the Dark Legion will add an extra force card, face down, in sectors 26, 32, 46, 50, 52.
SIEGE OF THE CITADEL 264 The Heretic’s hideout is an eerie and forbidding place. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Turret Equipment Dark Portal
CARTEL CAMPAIGN 265 CARTEL BRIEFING Indigo and the Doomtroopers have managed to infiltrate the Heretic hideout. Time is of the essence if they are to stop the Master of Rites from completing the ritual and summoning the “Formidable Weapon.” There’s no time for resting. This mission requires a tech specialist. MISSION Indigo and the Doomtroopers must kill the Master of Rites to stop the summoning ritual before the “Formidable Weapon” is summoned. - The Dark Legion player places a Von Hölle figure on the square indicated by the map layout. This represents the Master of Rites. The Master of Rites cannot be killed unless all Dark portals are closed. - Place Dark portals as indicated. A tech specialist adjacent to a Dark portal must hack it to close it. Once all Dark portals are closed, the Master of Rites will become vulnerable. - Doomtroopers start on any square on the left half of sector 45. - The Dark Legion player deploys all available Heretic figures on any square in sectors 45 and 47. - Secondary mission cards are not used in this mission. SPECIAL RULES The Master of Rites is protected by a Dark Symmetry shield. While this shield is active, the Master of Rites cannot be harmed. A Dark portal may be hacked by a tech specialist from an adjacent square to close it. Dark portals are immune to firearm and close combat attacks. If all Dark portals are closed, the shield drops and the Master Heretic becomes vulnerable. The Master of Rites follows the Necromutants’ statistics on the Dark Legion reference board. Karak the Keeper and 3 Templars will arrive on any square at the start of the Dark Legion player’s third turn. - TIME LIMIT: 5 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-20 and draws 5 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements can be deployed through any of the Dark portals. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 23. The rest of the force cards are set aside and are not used in this mission. The force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS: - COMPLETE MISSION: If the Doomtroopers manage to defeat the Master of Rites within the allocated time, each Corporation receives 4 promotion points. - FAILURE: If the Doomtroopers fail to defeat the Master of Rites within the allocated time, The Dark Legion player receives 3 promotion points. CAMPAIGN 2: BIG TROUBLE IN LITTLE HEIMBURG MISSION 3: FORMIDABLE WEAPON PROGRESSIVE RULES If the previous mission was a failure, Indigo has been injured during the firefight. She starts the game as Incapacitated (see rules for allies). Also, the Dark Legion player may bring up to 4 Twisted Marionettes in as reinforcements during round three. They appear on any square in sector 45. IF THE MISSION IS SUCCESSFUL: The Master of Rites is hit with a hail of bullets as the Doomtroopers manage to lower the shield. He staggers towards the edge of the rooftop and falls several floors down. Indigo sighs in relief, knowing that Heimburg, if not all of Venus, has been saved from a powerful and dark force. IF THE MISSION IS A FAILURE: The Master of Rites lifts his arms and utters an incomprehensible dark verse. The very fabric of the universe around him is torn apart as a dimensional rift opens where he stands, shattering him into pieces. Through the rift comes a tendril of pure darkness. It quickly disappears into the night. “The Dark Soul’s Pulse… Venus is doomed... we are all doomed…” whispers Indigo and shakes her head. If the Dark Pulse is released, the Dark Legion player can add the following force cards to those available for any of the later missions in this book: 32 and 33. Note: Since these two sector tiles represent rooftops, the only way to move from tile 45 to tile 47 is through the entrance’s squares that connect them.
SIEGE OF THE CITADEL 266 M Master of Rites M Starting Point Doomtrooper Starting Point Dark Portal / Dark Legion Starting Point Dabbling with the powers of Darkness often costs much more than the Heretic’s humanity.
CARTEL CAMPAIGN 267 CARTEL BRIEFING The Doomtroopers are summoned to the Cartel building in Heimburg. Having rid the Dark Virus from their computer systems, the Decryptors have managed to find the location of the Citadel of Shadows. It lies deep underground in the jungles south of the city. The data also mentions that the dreaded Nepharite Alakhai is still alive inside a cloned body. The mission will require the Doomtroopers to travel to the Citadel of Shadows and eliminate Alakhai once and for all. Sergeant McBride, a Blood Beret veteran, will accompany the Doomtroopers. MISSION Before the end of the mission the Doomtroopers must find the entrance into the Citadel of Shadows and exit via the white exit marker in sector 57 with Blood Beret McBride. - Doomtrooper entrance and exit points in sectors 57 and 59 are marked with white entrance tokens. - Place debris tokens in sector 57 as indicated. - Secondary mission cards are used. SPECIAL RULES It is not possible to move down from or climb up the hill in sector 59. Anyone wishing to leave or reach the hill must go around. However, it is possible to shoot up or down the hill. Moving through the water in sector 54 requires two moves per square instead of one (applies to all figures except the Mercurian Maculator). - TIME LIMIT: 8 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-20 and 23-30 and draws 8 cards. The rest of the event cards are set aside and are not used in this mission. CAMPAIGN 3: THE CITADEL OF SHADOWS MISSION 1: UNDER A PALE GREY SKY Reinforcements on the event cards enter the area at entrance points in sectors 54, 57, and 65, marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-31 and 37-44 as well as NC11 and NC12. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players on each sector. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: Each Corporation receives 1 promotion point per Doomtrooper that exits the mission area through the exit in sector 57. If McBride escapes, all Corporations receive 2 additional promotion points. The mission is considered successful if at least two Doomtroopers and McBride escape. - FAILURE: If the mission is not successful, the Dark Legion player receives 3 promotion points. They receive an additional promotion point if McBride is defeated during the mission. CAMPAIGN 3: THE CITADEL OF SHADOWS Doomtrooper Exit Point Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Turret Debris
SIEGE OF THE CITADEL 268 G CAMPAIGN 3: THE CITADEL OF SHADOWS MISSION 2: THE QUEEN OF BLOOD CARTEL BRIEFING The Cartel have issued tactical bombs to McBride and the Doomtroopers. The orders are to locate vital positions in the Citadel of Shadows and place the bombs there. Once they go off, they will severely cripple the parts of the Citadel that produce new troops for the Dark Legion. But the Dark Legion does not take intruders lightly and has issued one of their top officers with the task of stopping the Doomtroopers. MISSION The Doomtroopers and McBride must place bombs in sectors 10, 66, 67 and 70, on any square occupied by a mission token. - Doomtroopers and Blood Beret McBride can start anywhere in sector 70. - The Dark Legion player takes four mission tokens and places them on the squares indicated in sectors 10, 66, 67, and 70. The Doomtroopers can place a bomb on a mission token by standing on the token and using two Special actions in the same turn. Turn the mission token over to indicate that the bomb has been set. The Dark Legion player can attempt to disarm a bomb by placing a Tekron on the mission token and rolling a red die. In the case of a hit, the bomb is disarmed. Turn the mission token back to indicate that it has been disarmed. A disarmed bomb can be reactivated by following the same procedure as setting a bomb. - Place Golgotha on the indicated square in sector 11. - Secondary mission cards are used. - TIME LIMIT: 6 Rounds. PROGRESSIVE RULES If the previous mission was a failure, Blood Beret McBride has been injured. He starts the game as Incapacitated (see rules for allies). EVENTS The Dark Legion player shuffles event cards numbered 1-15, 17, 24, 26 and 27 and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 67, 66 and 10 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-31 as well as NC1 and NC2. The rest of the force cards are set aside and are not used in this mission. Then place one force card per Corporation on each sector. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: The mission is considered successful if there are at least three active bombs by the end of the allocated time. If that’s the case, the Corporation players receive one promotion point per active bomb. - FAILURE: The mission is considered failed if there are less than three active bombs by the end of the allocated time. If that’s the case, the Dark Legion player will receive 3 promotion points. Dark Legion Reinforcement Entrance Point Golgotha G Starting Point Mission Token
CARTEL CAMPAIGN 269 CARTEL BRIEFING McBride urges the team onwards, further down into the Citadel. The darkness surrounding the team becomes thick, almost living. There seems to be movement all around… MISSION Before the end of the mission the Doomtroopers and Blood Beret McBride must reach sector 50. - Doomtrooper entrance points in sector 9 are marked with white entrance tokens. - The Dark Legion player takes tiles 61, 63, 68, 50 and 70. Putting tile 50 (exit) aside, they shuffle the rest, so their order is set randomly. Then, the Dark Legion player inserts tile 50 in the pile, right before the last tile. Place a door token on the unoccupied exit in sector 9. - When a Doomtrooper steps through a door, the Dark Legion player takes the next tile from the secret pile and places it so that one of its exits sits on the other side of the door. The Dark Legion player can rotate the tile in any way they see fit. Then the Dark Legion player places a door on any of the exits on the new tile that currently is not connected to any other sector. - Secondary mission cards are used. - TIME LIMIT: 8 Rounds. CAMPAIGN 3: THE CITADEL OF SHADOWS MISSION 3: A GAME OF SHADOWS PROGRESSIVE RULES If the previous mission was a failure, McBride has been injured. He starts the game as Incapacitated (see the rules for allies). EVENTS The Dark Legion player shuffles event cards numbered 1-21 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 can be deployed through any entrance in any sector where Doomtroopers are present, as long as that entrance doesn’t connect with another tile. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-31 and 37-44 from the base game, and NC3-NC6 from the Dark Legion Reinforcements force cards deck. The rest of the force cards are set aside and are not used in this mission. Then place one force card per Corporation on each sector as soon as it is revealed and placed on the board. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If McBride escapes the mission area through the door in sector 50, all Corporation players receive 3 promotion points. Every Corporation player that gets all of their Doomtroopers out of the mission through the door in tile 50 will receive 2 additional promotion points. - FAILURE: If McBride doesn’t leave the mission area through the door in sector 50 within the allocated time, the mission will be considered as failed. In that case, the Dark Legion player will receive 3 promotion points. If no Doomtroopers escape the mission area, regardless of whether the mission is successful or not, the Dark Legion player will receive 2 promotion points. Doomtrooper Entrance Point Door
SIEGE OF THE CITADEL 270 CARTEL BRIEFING The Doomtroopers step through a portal and find themselves in the Citadel’s inner Sanctum. It is time to hunt down Alakhai. To prevent his soul from travelling to another cloned body, the Brotherhood have supplied each Doomtrooper with an ancient relic called the Animus Snare. MISSION The Doomtroopers and McBride must eliminate Alakhai and attempt to trap his soul in an Animus Snare. Any Doomtrooper or McBride must be adjacent to Alakhai when he is defeated, in order to trap his soul in the Snare. - Place Alakhai at the location indicated on the map layout in sector 13. - Doomtrooper entrance points in sectors 4 and 11 are marked with white entrance tokens. - Each Corporation must enter from a different entrance point. - Secondary mission cards are not used. SPECIAL RULES During the Dark Legion player’s turn, Alakhai can perform one Special action to possess one Dark Legion creature with his soul. The creature can only be a Legionnaire, a Necromutant, or a Centurion. This action will increase the rank of the creature to 12 until the next Dark Legion turn. If the creature’s rank is already at 12, it gains an additional black die on all its attacks. This can only be done once per Dark Legion turn. CAMPAIGN 3: THE CITADEL OF SHADOWS MISSION 4: HELLO ALAKHAI, MY OLD FRIEND… PROGRESSIVE RULES If the previous mission was a failure, Blood Beret McBride has been injured. He starts the game as Incapacitated (see the rules for allies). If the previous mission was a success, the Doomtrooper players can remove two red entrance markers from the board. These can no longer be used to call in reinforcements. - TIME LIMIT: 7 Rounds. EVENTS The Dark Legion player shuffles event cards numbered 1-21 and 23-30 from the base and draws 7 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 4, 11, 9, and 13, marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1-32 and 37-44. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players on each sector, face down. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers defeat Alakhai within the allocated time, each Corporation will receive 5 promotion points. - FAILURE: If Alakhai survives the attack, the Dark Legion player receives 3 promotion points. If no Doomtroopers survive the mission, the Dark Legion receives an additional 2 promotion points. A Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point A Alakhai
CARTEL CAMPAIGN 271 IF THE FINAL MISSION IS SUCCESSFUL: Alakhai lets out an abysmal scream that is quickly muted as his severed head falls to the ground, black blood covering the floor where he stood. The Animus Snare begins to glow with a strange light as it draws out a cloud of black particles from Alakhai’s body. The glow lasts for a few seconds and then abruptly ends. The mission has been a success. Alakhai’s soul is now trapped inside the Animus Snare. McBride takes it and places it in a Cartel artifact bag. “We better get this to the Brotherhood, for safe keeping”. You make your way up to the surface and via transport back to Cartel HQ. You are celebrated as heroes of humanity, having saved all of Venus from certain destruction. IF THE FINAL MISSION IS A FAILURE: Alakhai laughs mockingly at you and you realize that you are being trained upon by black weaponry belonging to Alakhai’s Elite Guard. “Foolish humans. You have no idea what you are up against. The Legion is a thousand times stronger than you, and soon, Venus will be crushed. Then, our eyes will turn to your other worlds, and they will all fall just as easily.”. You are dragged screaming to the Distortion Chambers to meet your new life as one of the Legion... CAMPAIGN 3: THE CITADEL OF SHADOWS ENDING
-If there are repeated Corporations, add as many repeated Corporation identification markers to the game as players using that Corporation. Whenever one of these identification markers is drawn, the players will decide who takes the turn. Make sure all Corporation players get to play a turn every round. -If you are planning on mixing not only the core game, but also the expansions, bear in mind that the Luna PD and the Brotherhood expansions have some very specific rules that could be hard to implement together. Make sure you limit the use of Dread dice and Corruption to avoid unnecessary hindrances. MULTIPLE DARK LEGION PLAYERS If your group is large enough, and willing to play an extra challenging game, you can try to play with more than one player taking the role of the Dark Legion. If you take this approach, make sure you follow these guidelines: -Ideally, there should be up to 1 Dark Legion player for every 4 Corporation players. This can be increased to 1 Dark Legion player for each 3 Corporation players for a uniquely challenging experience. - The event cards deck should be kept separate, but the force cards deck should be shared. - All Dark Legion creatures should be controlled by all Dark Legion players. - Add as many Dark Legion identification markers to the game as Dark Legion players. Whenever a Dark Legion identification marker is drawn, the Dark Legion players will decide who takes the turn. Make sure all Dark Legion players get to play a turn every round. INTRODUCTION You may have purchased more than one copy of Siege of the Citadel, or maybe you are playing with friends who also own copies of the game. In either of those cases, you can use multiple copies of Siege of the Citadel to create longer, more intricate missions. This document will provide suggestions and ideas that you can use when creating these missions. COMPONENTS DUPLICATE ELEMENTS Some of the elements in Siege of the Citadel (tokens, doors, miniatures, etc…) are limited in number. By using multiple copies, you can expand the possibilities of the game. For example, you could increase the maximum number of trap tokens per mission to 4 or 6, or use more than one Ezoghoul in the same mission. When doing so, there are a few things that you should be careful with: - Adding too many trap tokens can make a mission unplayable. As a rule of thumb, try to limit the number of traps to up to half the number of players. - Adding too many turrets can make a mission too unbalanced. If adding more turrets than half of the number of players, always try to avoid placing them in squares with long and clear lines of sight. - When using the same Corporation more than once within the same mission, it is strongly advised to paint the figures in advance to avoid misunderstandings. MISSION GUIDE CREATING NEW MISSIONS The main point of using more than one copy of Siege of the Citadel is creating new, more exciting, and more complex missions. There are several ways of doing this; from copying and amending the missions in the core game, to letting your imagination go wild and trying new things out. No matter how you want to face this, there are a few elements that you’ll always need to keep in mind when creating new missions: - NARRATIVE: all missions have a narrative element. What is the story behind your mission? Can you use the rules of the game to enrich your story? Does the story justify the tiles and special rules used and the objectives of the mission? - BALANCE: it’s always tempting to create missions where creatures appear everywhere in large numbers. Although this may seem fun at first, it can lead to cumbersome and tedious gameplay. Balancing the Dark Legion forces is very important, and the best way of doing so is by focusing more on the objective of the mission than on the amount of creatures. LAYOUTS The way the tiles are placed, and the specific tiles that are selected, will determine the way your mission works. By using multiple copies of Siege of the Citadel, you can play in repeated sector tiles, or create very large maps. By default, it is not advisable to create maps that are larger than 4 sector tiles by 4 sector tiles. This is, of course, an optional rule; playing with four copies of the core game could justify a 7x7 map, although that would mean an Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K [email protected] The Modiphius Logos is copyright Modiphius Entertainment Ltd 2019. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. © 2019 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context. Modiphius Entertainment Product Number: MUH050576 SIEGE OF THE CITADEL 272
extremely long game. Apart from the length of the game, it is important to consider the dimensions of the map. Too many tiles could be impossible to fit in a regular sized table, or hard to access by all the players. When laying out tiles and creating maps, always keep an eye out for balance. Some sector tiles have a lot of internal walls, and can be too hard to traverse if placed together. In this regard, a good rule is to make sure every two sectors can be crossed using up to 6 Move actions. If you are looking for new ideas, look at the missions in the core book and in the expansions. The layouts there have been tested, and could give you some valuable inspiration. If you are willing to try a different approach, you can try to create separate maps with connecting elements, so two groups of players can interact in two separate missions. One way of doing this would be by adding Dark portals by which Dark Legion creatures (or even Doomtroopers) can jump from one map to the next. Another option is to incorporate terminal tokens in one map that open doors in the other map. Connecting seemingly independent maps within the same mission is a great way of taking advantage of multiple copies of the game. It will also allow you to create larger maps, overriding some space limitations. MISSIONS The single most important element of any mission is the mission objective. It will determine the rest of the elements, and radically affect the players’ experience. There are just a few basic mission concepts. All of them can be adapted to fit the needs of the narrative, and the creativity of the players. - ESCAPE: this is probably the simplest type of mission. The Doomtroopers start on one side of the map, and have to reach the other side within a time limit. X A few possible alternatives include making the Dark Legion escape (Doomtroopers chasing an Ezoghoul, for example), adding locked doors that need to be opened before escaping, or even changing the escape point every round. - REACH: the Doomtroopers have to reach a specific location or item. Once they reach the specified square, or an adjacent one, the mission is completed. X This can be played with terminal tokens, unused Doomtroopers, or any other item, as long as it is relevant to the narrative of the mission. - ACTIVATE: the Doomtroopers have to activate one or more terminal tokens. This can be done either only by tech specialists, or by any kind of Doomtrooper. X The specific ways in which the terminal is activated, and the effects of that activation, will strongly change the way in which the mission works. - DESTROY: eliminate a specific creature, or all creatures of a specific kind. X Be very careful with this; not paying attention to the balancing of the force cards could lead to a mission that is frustrating and unachievable. Depending on the type of mission you choose to create, remember to select the rewards accordingly both for the Doomtroopers and for the Dark Legion player. FORCE CARDS AND EVENT CARDS One of the greatest advantages of playing with multiple copies of Siege of the Citadel is that you can enrich the game by repeating event and force cards. For example, creating a fixed deck of 8 event cards for an 8-turn mission, where all cards are repeated, could lead to some very interesting outcomes. When creating force and event cards decks, the first thing you have to do is selecting the right cards. You could have a game with low level creatures that come in large numbers, or a mission with few, highly specialized creatures. The way you balance the force deck will have a definite impact on the game. In the case of event cards, the main guideline is the narrative. If the mission is set in the heart of the Citadel, event cards could be more environmental, whilst a mission set in Luna City could have event cards more geared towards spawning Dark Legion creatures. Remember you can always check the mission books you own for inspiration. SPECIAL RULES An interesting way of taking advantage of using multiple copies of Siege of the Citadel is by implementing special rules. These rules generally have effects that will determine the way in which the mission is played; even the layout could be affected. These are a few special rules that you could use, or even combine: - FOG: a dense fog covers the mission area. No firearm attacks can be made at a range of over 4 squares. In addition, the Dark Legion player can deploy reinforcements in a square that is at least 4 squares away from any Doomtrooper. - DISAPPEARING TILES: the mission area is collapsing. Remove one sector tile every two rounds. Make sure you have clearly determined the order number in which the sector tiles disappear before starting the game. - HIDDEN TILES: the Dark Legion player takes all the selected tiles, except the starting one, and shuffles them. These will be added to the game board whenever a Doomtrooper leaves a sector tile through a new exit. - PVP: all players will have the objective of neutralizing the Doomtroopers of the other Corporations. No reckless maneuver tokens are given. This can be played with or without a Dark Legion player. CAMPAIGNS With multiple copies of Siege of the Citadel, it is possible to turn a 5 mission campaign from the core book into a single, longer mission, with several smaller objectives. You would need to make sure that, every time a smaller mission is completed, the Doomtroopers are healed, or replaced with new Doomtroopers. It is also possible to create your own campaigns. An interesting way of doing this is by establishing progressive rules, so the outcome of each mission determines the setup of the next one. As when creating missions, the most important thing is to concentrate on a rich narrative that works well with the game mechanics you want to use. Now you are ready! Go forth and create your very own Siege of the Citadel... MISSION GUIDE 273
MISSION 1 THE FINAL CONFRONTATION HIGH COMMAND BRIEFING Following Cardinal Durand, we’ve finally reached the lair of Algeroth. It’s time to fight, and the only acceptable outcome will be his defeat. The Dark Legion hordes await us. To arms! MISSION Cardinal Durand has reached Algeroth’s throne room. Now he must destroy him. - The door between sectors 9 and 11 can’t be opened. The Dark Legion can only bring reinforcements in through the Dark portals in sectors 34 and 36. - This mission is meant to be played as the finale of the Cardinal Durand campaign. It cannot be played without the Cardinal Durand and the Dark Apostles expansions. - The Dark portals in sectors 34 and 36 can be destroyed by any regular Attack action, using the defense values specified in the Dark Legion reference board. - TIME LIMIT: 7 rounds. Doomtrooper Entrance Point Algeroth Starting Point EVENTS The Dark Legion player shuffles all event cards from the base game and draws 7 cards. The remaining event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at the portals in sectors 34 and 36. DARK LEGION RESOURCES The Dark Legion player shuffles all force cards from the base game. Then place as many force cards as Corporation players on each sector, face-down. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If Durand and the Doomtroopers defeat Algeroth within the allocated time, all Corporation players will receive 5 promotion points. The Corporation dealing the final blow to Algeroth will receive 2 additional promotion points. - FAILURE: If Algeroth survives the battle, the Dark Legion player receives 3 promotion points. If Durand is defeated during the battle, the Dark Legion player receives 2 additional promotion points. Dark Portal A Door A SIEGE OF THE CITADEL 274
MISSION 2 THE CHASE HIGH COMMAND BRIEFING Doomtroopers, you are going to be deployed deep inside the Citadel. We need to recover a stolen relic before our enemies corrupt it. Our scouts have reported that this area is particularly dangerous, as the Citadel itself is being used as a weapon by the Dark Legion. Tread carefully, everyone! MISSION The Doomtroopers must retrieve the relic in sector 13 and take it to the recovery team through the exit in sector 66. If you do not have the relic token from the Brotherhood expansion, use a Dark Legion token to simulate the relic. - The relic can be dropped, picked up from the floor, or transferred to an adjacent Doomtrooper as a Special action. In order to pick up the relic, the Doomtrooper must end a Move action on top of it. When dropping it, the relic will appear in the same square as the Doomtrooper. - The terminal in sector 70 controls the movement of that sector. Any Doomtrooper or Dark Legion creature using a Special action while being on top of it will move the whole sector one square forward (towards sector 66) or backwards (away from sector 66), sliding over sector tile 67. If the sector moves on top of a figure, that figure is eliminated from the game. Any Doomtrooper eliminated this way will grant the Dark Legion promotion points equal to the Doomtrooper’s remaining health plus 2. - TIME LIMIT: 6 rounds. EVENTS The Dark Legion player shuffles event cards numbered 1 to 20 and draws 6 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 70, 66, and 13 marked by Dark Legion entrance tokens. DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 33. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players on each sector, face-down. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers bring the relic out of the area before the end of the mission, all Corporation players will receive 4 promotion points. - FAILURE: If the Doomtroopers fail to leave the game board with the relic, the Dark Legion player receives 3 promotion points. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Relic Terminal Doomtrooper Exit Point MISSION GUIDE 275
MISSION 3 THE THREE THRONES OF THE SEWER PRINCE HIGH COMMAND BRIEFING We’ve received new intel from one of our Cartel associates. A Nepharite is hiding deep in the sewers of Luna City. He has built his own twisted throne room there and claims to be a prince serving Demnogonis. We’re not sure if his claims are correct but what we know is that he needs to be destroyed. MISSION The Doomtroopers need to destroy the Nepharite in sector 7. -The door connecting sector 7 and sector 33 cannot be opened until the three thrones (represented by Dark Legion tokens in the map) are destroyed. -The thrones can be destroyed using any kind of Attack action, using the defense value of a turret. - TIME LIMIT: 7 rounds. EVENTS The Dark Legion player shuffles event cards numbered 1 to 20 and draws 7 cards. The rest of the event cards are set aside and are not used in this mission. Reinforcements on the event cards enter the area at entrance points in sectors 11, 33, 35, and 5 marked by Dark Legion entrance tokens. Dark Legion Reinforcement Entrance Point Doomtrooper Entrance Point Door T Throne Nepharite Starting Location N T T N T DARK LEGION RESOURCES The Dark Legion player shuffles force cards numbered 1 to 33. The rest of the force cards are set aside and are not used in this mission. Then place as many force cards as Corporation players on each sector, face-down. The remaining force cards form a draw pile and are placed in front of the Dark Legion player. REWARDS - COMPLETE MISSION: If the Doomtroopers defeat the Nepharite within the allocated time, all Corporation players will receive 4 promotion points. - FAILURE: If the Nepharite survives the battle, the Dark Legion player receives 3 promotion points. SIEGE OF THE CITADEL 276
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DESIGNER’S NOTES 279 Fred Malmberg, creator of both the original Siege of the Citadel, and the new reboot, answers the kickstarter backers’ burning questions about the creation of the game. Q. How did the Mutant Chronicles setting develop? A. The very first RPG setting we produced in English language was “Kult”, which was an instant hit with high critical acclaim. Inspired as it was by the Kabbalah and works of Alister Crowley, Clive Barker, and others, the setting explored a very mature theme which limited its appeal at the time. We also had a Swedish RPG setting called “Mutant” that remained popular, so we began to explore plans that developed its storyline into the solar expanse. Alongside this, we were looking to enter the miniature production and tabletop gaming markets. Drawing it all together creatively, we fused elements of the “Kult” universe with that of our “Mutant Rymd” and found the magic formula that became known as “Mutant Chronicles”. Q. How did the Siege of the Citdel concept come about? A. We needed to introduce the universe to the gaming world in a big way. Classics such as MB’s “HeroQuest” and “Space Crusade” were all the rage at the time, so we chose to explode onto the scene with a big miniatures game ourselves. Especially as we knew it would be a perfect introductory game to inspire people with the setting and establish a global community for our planned extensions, which included MC: Warzone, MC: Doomtrooper, MC: RPG, etc. The computer game “X-Com” had just been released and that inspired us to the mission-style co-op game structure. We went through a series of ideas and logos before ending up with the Mutant Chronicles title and even produced two games prior to “Siege of the Citadel” so that we could perfect the plastic manufacturing process. “Blood Berets” and “Dragonfire” have since also become classics! ICONIC CULT ROLEPLAYING The KULT universe continues to this day in its fourth edition to critical acclaim, with the property licensed to Helmgast and released as KULT: Divinity Lost. The setting is updated from the original early 1990s to the modern day. Here’s the sale blurb to give you a flavour of the setting... In KULT: Divinity Lost, the world around us is a lie. Mankind is trapped in an Illusion. We do not see the great citadels of Metropolis towering over our highest skyscrapers. We do not hear the screams from the forgotten cellar where hidden stairs take us to Inferno. We do not smell the blood and burnt flesh from those sacrificed to long forgotten Gods. But some of us see glimpses from beyond the veil. We have this strange feeling that something is not right—the ramblings of a madman in the subway seems to carry a hidden message, and, when thinking about it, our reclusive neighbor doesn’t appear to be completely human when we pass in the hallway. By slowly discovering the truth about our prison, our captors, and our hidden pasts, we can finally awaken from our induced sleep and take control of our destiny. The USA first edition of KULT, published 1993.
SIEGE OF THE CITADEL 280 LOGO MUTATIONS Here are the original sketches for the first Mutant Chronicles logo. You can see the bold cog being established to get over the heavy post-industrial feel of the dieselpunk setting., which spawned the chain border elements that run through the property’s graphic design to this day. The Fritz Lang inspired elements are introduced to emphasise the divine (or daemonic) nature of the Mutant Chronicles universe
DESIGNER’S NOTES 281 Q. Blood Berets and Fury of the Clansman were two classic board games also set in the Mutant Chronicles universe. Blood Berets came first but is a different rules system. Was there a reason for this and what prompted the change for Siege of the Citadel? A. Since it was more a prototype for its bigger sibling, “Blood Berets” really didn’t have the resources nor playtest hours available that we poured into “Siege”. It did, however, allow us to refine the processes involved in the development and manufacturing of board games, which certainly paid dividends when it came to “Siege”! Q. The 1st edition of Siege arrived in 1993. How long did it take to develop before release? There is also some great concept art of original ideas. Could you talk us through those? A. If I recall correctly, we spent about a year and a half from concept to production. This included incorporating everything we had learned previously concerning manufacturing, rigorous playtesting, and the creative dialogue with Richard [Borg]. Most graphical work was of course still being produced in a very traditional way as opposed to digitally, which also extended the whole process — especially as we were working globally on very restricted internet speeds. The art you can see here shows some of the steps that went into the development of the setting and its component parts. Q. There are some unique mechanics to the Siege board game, such as the Dark Legion player alternating between each Corporation player, that were very advanced for its time. Were there some ideas that never made it to the final game? A. We initially had a much more complex game, though it was very much chiselled down to the final game during the development process. When you’re in amongst the weeds, it can be all too easy to get distracted by an unpolished gem — meaning something can end up too complex, underdeveloped, or not playtested enough. I feel that “Siege” hit the right level, but it would have benefited from more playtesting at the time. Q. Some truly inspiring artwork has been painted across both editions of the board game. Is there any one image that stands out for yourself? A. I love the original box cover by Les Edwards, which captures the cinematic heroism and also clearly draws on the attributes of the time such as the vivid colors, the big hair, the shoulderpads, etc. I am fortunate enough to have it in the office to this day. But, over the years, it was Paul Bonner who shaped the graphic style of Mutant Chronicles for sure. Stefan Kopinski’s cover for the new edition also stands out to me as an exceptional piece. Q. Board games and settings often pay homage to real life people — like Big Bob Watts, for instance. Is there a version of yourself in the setting? A. I honestly don’t know if any in the design team snuck me into the universe somewhere. The IP has just grown massively over the years and there are hundreds, if not thousands, of characters, be it on a card, in miniature form, or in the pages of the novels and comics. I always loved Bauhaus, and in particular Max Steiner, but Valpurgius is a bad ass necromancer that will always have a special place. When we started making computer games, we actually named our first proprietary engine after him! Symmetry – Mutant Chronicles’ supporting magazine, the Blood Berets game and Mutant Chronicles first edition RPG. 1994’s Fury of the Clansmen production photography. Miniature concept sketches. Line artwork for Big Bob Watts, Max Steiner and a Necromutant.
282 CONCEPT COMPONENTS Here are some of the development sketches of the done to flesh out the look and feel of the game. The convept game layout (bottom left) is particularly interesting for its heavy use of three-dimensional elements like the spike pit, doorways and Dark Legion statues.
DESIGNER’S NOTES 283 DINOSAWESOME CONCEPT One of the conceptual avenues the game designers explored was “Necrosaurus Arena” – envisioned as a game where the players took on a giant walking Necrosaurus that stomped around the board, controlled by a Nepharite and packed full of Dark Legion troopers. The dinosaur also could use magic, and was called THE DINOSORCEROR. (Okay, we’re kidding about the magic part.)
SIEGE OF THE CITADEL 284 WHAT’S IN A NAME? Siege of the Citadel was almost released under the name “Doomtroopers”. The developer-favourite name did eventually see the light of day as the title of not only as 1995’s collectible Mutant Chronicles card game, but also the brilliant Sega Genesis games. Concept artwork for the Siege of the Citadel cover.
DESIGNER’S NOTES 285 VALKYRIA FORCE Before settling on Doomtroopers, the different Corporiations were called “Valkyria Force”, which had its own armour scheme, but with the Corporations’ defining features still apparaent. The name “Valkyries” does eventually appear in the Mutant Chronciles universe as an all-female Brotherhood troop type
SIEGE OF THE CITADEL 286 Left: The wraparound artwork for the covers of the 1st edition Mutant Chronicles RPG. Below: The original compositional sketches, with Coral Beach’s silohuette used to block out the main characters. Following pages: The original black and white artwork for comic that appeared in the first edition of Siege of the Citadel.
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