SotC CollectorsEdition
SotC CollectorsEdition
2
CONTENTS
DARK APOSTLES EXPANSION 169 HEROES EXPANSION 203 Mission 2: Fifty Shades of Darkness...................................263
Mission 3: Formidable Weapon..........................................265
Dark Apostles Component List...........................................170 MAJOR TANG MISSIONS...........................................204
Dark Apostles Rules.............................................................171 Mission 1: Training Day........................................................204 CAMPAIGN 3: THE CITADEL OF SHADOWS...............267
Dark Apostle Mission: Algeroth..........................................172 Mission 2: Black Ops............................................................205 Mission 1: Under a Pale Grey Sky.......................................267
Dark Apostle Mission: Ilian..................................................173 Mission 3: Explosive Argument..........................................206 Mission 2: The Queen of Blood..........................................268
Dark Apostle Mission: Demnogonis...................................174 Mission 4: The Menace Beyond the Void..........................207 Mission 3: A Game of Shadows..........................................269
Dark Apostle Mission: Semai..............................................175 Mission 5: Walking Away from Explosions.........................208 Mission 4: Hello Alakhai, My Old Friend............................270
Dark Apostle Mission: Muawijhe........................................176 Ending...................................................................................271
SEAN D’ARMATTO MISSIONS....................................209
Mission 1: The War Correspondent....................................210
DARK LEGION Mission 2: Heroism in Pictures............................................212 MISSION GUIDE 272
Mission 3; Curiosity Killed the Car......................................214
REINFORCEMENTS 177 Mission 4: The Sockpuppet.................................................216 Mission 1: The Final Confrontation....................................274
Mission 5: Breaking News: Breaking Free..........................218 Mission 2 The Chase............................................................275
KARAK MISSIONS......................................................179 Mission 3: The Three Thrones of the Sewer Prince...........276
Mission 1: Karak the Trickster..............................................179
Mission 2: Damocles’ Sword; Karak’s Hand.......................180 A BROADCAST EPIC 221
Mission 3: Diplomatic Aftermath........................................181 DEVELOPMENT DIARY 277
GOLGOTHA MISSIONS...............................................183 MISSION GENERATOR DECK 248 GENESIS OF THE CITADEL..........................................278
Mission 1: The Two Hearts of Golgotha.............................183 PAUL BONNER ART GALLERY.....................................289
Mission 2: Golgotha’s Rage.................................................184
Mission 3: Golgotha’s Web.................................................185 DESIGNER’S PACK MISSIONS 250
CAMPAIGN 1: PERSEPHONE RISES...........................251
Mission 1: Cast Aaway.........................................................251
HEROES EXPANSION 187 Mission 2: Knocking on Heaven’s Door..............................252
Mission 3: Against All Odds................................................254
CARDINAL DURAND MISSIONS.................................189
Mission 1: Bringing the House Down.................................190 CAMPAIGN 2:
Mission 2: Labyrinth of Destruction....................................191 THROUGH MUAWIJHE’S LOOKING GLASS................254
Mission 3: Into Eternal Darkness.........................................192 Mission 1: Follow the White Rabbit....................................255
Mission 2: Ezoghoul’s Gambit.............................................256
IMPERIAL REGIA MISSIONS.......................................193 Mission 3: Waking Bells.......................................................257
Mission 1: Astraea Refinery.................................................194
Mission 2: The Seed of Kaithiel..........................................195
Mission 3: Victoria................................................................196 CARTEL CAMPAIGN 258
TSARINA MISSIONS...................................................197 CAMPAIGN 1: WELCOME TO THE JUNGLE................259
Mission 1: Operation Prague..............................................198 Mission 1: Saving Agent Afton...........................................259
Mission 2: Relics of a Glorious Past....................................199 Mission 2 With Claws and Fangs........................................260
Mission 3: The Cost of Arrogance......................................200 Mission 3: No Rest for the Wicked.....................................261
RULE BOOK
3
SIEGE OF THE CITADEL COMPONENT LIST
CARDS
15 character cards (3 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima) 30 rank cards (6 each: Bauhaus, Capitol, Cybertronic, Imperial & Mishima)
6 door cards 51 equipment cards 22 event cards 54 AI cards 22 Doomtrooper cards 36 force cards 6 quick start cards 18 secondary
mission cards
MINIATURES
3 Bauhaus Doomtroopers 3 Capitol Doomtroopers 3 Cybertronic Doomtroopers 3 Imperial Doomtroopers 3 Mishima Doomtroopers
6
7 double-sided sector tiles (numbered 1–7 & 9–15) 1 stairs sector tile (numbered 8 & 16)
Rule book Mission book 3 Dark Legion 12 combat dice 5 player trays
reference boards (5 white, 4 red & 3 black) Plastic stairs inlay
TOKENS
2 time bombs 1 cell sample 4 combat 8 reckless 1 message 2 primary 4 scan 20 Dark Legion
medic units maneuvers targets tokens activation tokens 6 Citadel doors
4 equipment 9 traps 3 defense 4 terminals 18 entrances 1 commander 2 smoke 1 north token 8 assorted debris
containers turrets token grenades tokens
RULE BOOK
7
WELCOME TO THE CITADEL
INTRODUCTION
In this dramatic adventure game, you com-
mand a team of brave Doomtroopers. They
are sent to strike deep into the Citadel of
the Nepharite Alakhai, whose corrupt Dark
Legion forces are trying to conquer the
solar system. In the depths of this Citadel,
Doomtroopers battle Alakhai’s Dark Legion,
perform perilous missions, and attempt to
outdo the other Corporation teams as they
Hordes of Dark Legion marching from their Citadel.
take their heroic stand to save Mankind.
CREDITS
GAME DESIGN GRAPHIC DESIGN 3D DESIGN FOR MODIPHIUS: PLAYTESTERS
PRODUCTION MANAGER
RICHARD BORG CHRIS WEBB, MICHAL E. CROSS, DOMINGO DIAZ FERMIN, CHRIS AARON BAUMBACH, AARON GRENSETH, ‘COLA’ VIDENHART, JORDAN HANSEN,
STEPHEN DALDRY ALEX DEPUIS, ALEXANDER JOHANSSON, JORGE MADRIGAL, JOSHUA FORD, JOSHUA
HEAD OF DEVELOPMENT ALEX BUND, MATTHEW COMBEN PEACEY, DOMINGO DIAZ FERMIN,
AND PRODUCER EXECUTIVE PUBLISHER ANDREW MADSEN, ANDREW WHITE, ARAD KLUG, KAITLYN TOOKER, KITT EULER,
ART DIRECTION ARCHON STUDIOS, GAEL GOUMON, CHRIS BIRCH
ROB HARRIS MISCHA THOMAS, PAOLO PARENTE KEDAR, BEATRIX SANDMAN, BILL STILSON, LARS-MAGNUS FRANZÉN, MADELENE
GINO CRUZ, JAMIE PHIPPS, FOR CABINET BJÖRN TUFVESSON, BRETT PETERSEN, AHLROS, MAGNUS NYBERG, MARCUS
DEVELOPMENT TEAM ENTERTAINMENT:
MAP ILLUSTRATION QUESTRON, VALERIO TERRANOVA, PRESIDENT & CEO BRODIE ANGUS, CARL TCHORYK, CHARLES PEHRSSON, MARCUS STAHL, MARK WIKER,
FEDERICO SOHNS, JAVIER ANGERIZ- HENNING LUDVIGSEN ANTON ANGHELUTA, ALEX GARGETT FRED MALMBERG BOURGEOIS, CHARLES STURGILL III, CHRIS MARKUS DANIELSSON, MARTINA ‘TINA’
CABURRASI, STEFANO GUERRIERO, COVER ART
COMMUNITY MANAGER EVP STADLER, CHRIS THESING, CHRISTIAN ENGSTRÖM, MATTHEW EVRARD, MAXIME
KATYA THOMAS, JAMES BARRY, STEFAN KOPINSKI LINDKE, CHRISTOPHER LUNDBERG, BOUCHARD, NATHAN SMELA, RASMUS
BART KOLODZIEJCZYK, CHRISTOPHER LLOYD GYAN JAY ZETTERBERG
ARTWORK COO
DAN MOORE, DAVID NILSSON, DENIS FAERGE, RICHARD KHOURY, RICK WENDORF
LUNDBERG, JAY LITTLE, ALISTAIR BIRCH PAUL BONNER, DOMINIC KASRZYCKI, OPERATIONS MANAGER
ROUGÉ, DENNY BACHA, DOUG MOORE, II, SCOTT TOOKER, SCOTT VENABLE,
GARRY HARPER STEVE BOOTH
EDITORIAL AND TOMA FEIZO GAS, PAOLO PARENTE, DYLAN CARTER, ED MILNES, EMYA SHAWN HOWSON, STEFAN NILSSON,
BACKGROUND SPECIAL THANKS
CONSULTANT TOMEK TWOREK, WITOLD TRZCIONKA, EXECUTIVE ASSISTANT ‘LILLAN’ VIDENHART, ERIK LINDSTROM STEVE SHAUGHNESSY, SVEN-INGE ‘SIM’
JOHN M. DUDLEY AT LIYA FUTRAL, FELIPE MORALES, FRANCESCO MÖLLER, THADDEUS MOORE, THOMAS
MARC LANGWORTHY ANNA MITURA, ALEX INNOCENTIE SALWA AZAR
INTERNATIONAL, KATARINA AND ADAM BELLAGAMBA, GARRET MILNES, GENE BLACK, THOMAS C PHILLIS, THOMAS
MANUFACTURING
STORIES LOGO DESIGN HARRIS FOR THEIR SUPPORT, ALL OUR DVORCHAK, GORMAN CHRISTIAN, ISAK SHEFFIELD, TIM RENZ, TODD JORDAN
ANDERS FAGER ALEX BUND LIYA INTERNATIONAL KICKSTARTER BACKERS AND THOSE ‘FENGULF’ STENBERG, JAMES WALKER II, MICHAEL PEACOCK, TOM CONNER,
DESIGN STUDIO MANAGER SENIOR SCULPTOR DATA ANALYSIS WHO HAVE PLAYED SIEGE OF THE JOHANNA JOHANSSON, JOHN H ZIELINSKY, TONY KARLSTRÖM, WILLIAM ‘WILLY’
MICHAL E. CROSS JONNY LA TROBE-LEWIS BENN BEATON CITADEL SINCE ITS FIRST EDITION! JOHN NILSSON, JONAS STOHR, JONAS JOHANSSON, WILLIAM G TINNIN-TIMM
Published by: Modiphius Entertainment Ltd. 2nd Floor, 39 Harwood Road, London, SW6 4QP, U.K. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
www.facebook.com/mutantchroniclesrpg and www.modiphius.com
The Modiphius Logos is copyright Modiphius Entertainment Ltd 2018. Any unauthorised use of copyrighted material is
illegal. Any trademarked names are used in a fictional manner; no infringement is intended.
© 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos,
characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license.
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is ©
Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is
purely coincidental and unintentional except for those people and events described in an historical context.
8
SETUP
STEP 1. CORPORATION SELECTION
Each player picks a Corporation to play, takes a player tray, Corporation identification
Game setup depends on the type of game the players wish to play: a single mission marker, Corporation tokens, and the Doomtroopers for that Corporation. (See Corporation
or a campaign. rank cards.)
- Single mission games are one-time sessions with a winner declared after the
mission is completed. Promotion points earned during a single mission are used
to determine a winner, but do not need to be tracked between games.
STEP 2. DETERMINE DARK LEGION PLAYER
Each player places their identification marker, face-down together with the other player
markers. Mix the markers. Randomly select one of the markers and turn it over. The player
With a few exceptions, the rules are the same whether playing a single mission or a
campaign. Differences are noted where applicable.
- When playing a campaign, the role of the Dark Legion player changes from mission to
mission. Over the course of a campaign, each player has the opportunity to control the
forces of the Dark Legion.
- When playing a campaign, players may want to start with mission number one and
advance to the next mission as they advance the storyline. (See Missions.)
RULE BOOK
9
STEP 6. FORCE CARDS STEP 9. CORPORATION PLAYER TRAY SETUP
The Dark Legion player sorts through the force cards and takes the card numbers listed under While the Dark Legion player prepares their forces, the Corporation players set up their
the Dark Legion Resources section of the mission brief. The force cards not listed are set aside player trays.
and are not used in the mission. After the force card deck is created, the Dark Legion player
shuffles these cards and places the force cards on sector tiles as instructed by Dark Legion Each Corporation player chooses two Doomtrooper characters from the team of three available
Resources. The remaining force cards form a draw pile and are placed in front of the Dark characters and places the corresponding Doomtrooper character cards in the card slots
Legion player. provided on the tray. Doomtroopers not selected are returned to the box. They will not be
used during the current mission.
STEP 7. DETERMINE RANK
The rank of the Corporation players and Dark Legion player depends on whether it is a single Each Doomtrooper begins a mission at full health. The Corporation players place a peg on the
mission or a campaign. “5” space on the health track for their Doomtroopers.
- When playing a single mission game, there is no need to track rank and promotion
points between missions. The players decide the rank of all the players before the
mission starts.
Note: The Corporation players may choose different Doomtroopers for each mission. In fact,
the mission selected during Step 3 may influence which Doomtroopers they choose. The
players are allowed to discuss their choices and work together to make sure the Corporations
- When playing a campaign, all players keep their accumulated rank and promotion
points from the previous missions. Each player places their promotion point tracking
peg to the corresponding number.
send Doomtroopers with different specialties on the mission.
If this is the first mission of a new campaign, the players start at Rank 1 and the
promotion point tracking peg is placed on the zero ‘0’ space.
After determining their rank, all players place the corresponding rank card in the lower card
slot of their player tray. The rank card shows the combat dice, defense die, credits, and
number of Doomtrooper cards available at this rank. (See Coporation rank cards.)
Note: All players, including the Dark Legion player, track their
rank and promotion points continuously during each mission on
their player trays.
If teams are tied for highest rank and promotion points, their ranks determine the rank of the
Dark Legion reference board. If there is only one Corporation player, their rank determines the
appropriate Dark Legion reference board.
Note: The appropriate Dark Legion reference board is determined at the start of a mission and
will not change during the course of a single mission. Additionally, it is not determined by the
rank of the Dark Legion player for this mission.
Mitch Hunter cutting through Undead Legionnaires.
10
STEP 10. EQUIPMENT SELECTION STEP 11. DEAL SECONDARY MISSION CARDS
Now the Corporation players select equipment cards for their Doomtroopers. (See If the mission brief indicates the use of secondary missions, the secondary mission cards are
Equipment Bunker.) shuffled together. Then each Corporation player draws two secondary mission cards and
chooses one for the mission, unless otherwise stated in the mission brief. (See Secondary
Mission Cards.)
QUICK START EQUIPMENT
New players can use a quick start card for their Corporation and select default equipment. If the mission brief does not indicate the use of secondary missions, these cards are returned
to the box. They will not be used during this mission.
The current rank of a Corporation’s Doomtrooper team determines the number of credits a STEP 12. DEAL DOOMTROOPER CARDS
team has, in order to acquire equipment, as well as which equipment cards are available to During a mission, each Doomtrooper has access to special abilities and tactics, referenced on
them from the Equipment Bunker (equipment card deck). Some weapons and equipment the relevant Corporation rank card. The Doomtrooper cards are shuffled together and each
require a team to achieve a certain rank before a weapon card or equipment card can be Corporation player draws the number of Doomtrooper cards indicated on their rank card. (See
selected. The equipment deck is organized by rank. Doomtrooper Cards.)
A Doomtrooper team receives the credits listed on their rank card at the start of each mission. Once all these steps have been completed, the players are ready to begin the mission.
Equipment may only be purchased at the start of a mission and any left-over credits are lost.
At the end of each mission, all equipment cards are returned to the Equipment Bunker.
Each Doomtrooper has an attack specialty in either close combat, firearms, or tech as
determined by the icon on their character card. If a weapon card does not share the same
icon as the Doomtrooper’s specialty, they cannot equip that item.
- In a single mission, the Corporation player to the left of the Dark Legion player makes
the first selection and continues with the player to their left.
- In a campaign, the team with the lowest rank and fewest number of promotion points
makes the first selection, followed by the next lowest, and so on. If there is a tie (such
as in the first mission in a campaign), shuffle the tied Corporation’s tokens and randomly
draw to determine the turn order.
After making the first selection, the deck is passed to the next Corporation in order. The deck
continues to be passed around in this way, with each player selecting one card at a time, until
all players have used all of their credits.
After selecting a card from the Equipment Bunker, that player must allocate that piece of
equipment to one of their Doomtroopers. The cards are placed on the appropriate weapon or
equipment space on the same side of the tray as the Doomtrooper who will carry that piece
of equipment or weapon.
During a mission, when a Doomtrooper is eliminated, all equipment they were carrying is lost
and returned to the equipment card deck. Equipment may not be given or exchanged between
Doomtroopers during a mission.
Note: Players may not select equipment cards their Doomtroopers cannot equip in order to
deny them to other players. Each card selected must be assigned to an eligible Doomtrooper
or returned to the Equipment Bunker.
RULE BOOK
11
EXAMPLE FIRST MISSION SETUP Standing tall and proud on
the observation platform,
Cardinal Nathaniel Durand
appeared to dwarf both the
supreme military leaders of
the human race surrounding
him and the elite guard
flanking them all. The
commanders were peering
west using binoculars of
every imaginable shape.
12
OVERVIEW OF PLAY
Siege of the Citadel is played in rounds. During a round, each
Doomtrooper team and the Dark Legion player take one turn.
After all players have completed their turn, the round ends. CORPORATION PLAYER TURN OVERVIEW: DARK LEGION PLAYER TURN OVERVIEW:
When a Corporation player’s token is drawn, they The Dark Legion’s turn consists of performing the
STEP 1. DETERMINE PLAYER ORDER may activate both of their Doomtroopers. The following steps, in order.
Turn order is determined by drawing Corporation and Dark Doomtroopers may be activated in any order, but one
Legion identification markers. At the beginning of each new Doomtrooper’s actions must be completed before 1. Draw one event card and follow its instructions.
round, all of the identification markers are placed face-down, another Doomtrooper is activated.
and one is selected at random. 2. Place any indicated reinforcements, if available,
Each Doomtrooper performs up to 2 actions. They may at entry points off the board. Valid entry points
STEP 2. INDIVIDUAL PLAYER TURN MOVE and/or ATTACK in any order. (For example, a are indicated on the mission map and by red
Each player takes their individual turn when their Corporation Doomtrooper may move twice, or attack and then entrance tokens.
or Dark Legion identification marker is drawn. The actions move, or attack twice, etc.) Some missions require a
they perform on their turn depends on whether they are a Doomtrooper to perform a SPECIAL action to fulfill 3. If there are any remaining face-down force cards
Corporation or the Dark Legion player. mission objectives. SPECIAL actions can be swapped on any sector tiles, choose one force card and turn
in for a MOVE or ATTACK action at any time. it over. Then place the corresponding Dark Legion
A new identification marker is only revealed after the current creatures on that sector tile.
player has completed their turn. Then, Step 1 and Step 2 are A player may also play one Doomtrooper card on their
repeated until all players have taken an individual turn, then turn. A Doomtrooper card may be played to give one 4. Perform up to 2 actions with each Dark Legion
proceed to Step 3. of their Doomtroopers an extra action or used for its unit. Like Doomtroopers, Dark Legion units may
text effect, but not both. (See Doomtrooper Cards.) MOVE and/or ATTACK in any order. The Dark
STEP 3. CHECK FOR END OF MISSION Legion player must complete all actions with one
After all players have had their identification marker drawn of their units before activating a different unit.
and individual turns have been completed, next they check
to see if the current mission has been completed. 5. If applicable, discard the Event card.
Missions have specific goals the Corporation players must Note: Some powerful enemies may perform more
achieve to complete and win the mission. Many missions have than 2 actions. For example, the Nepharite and the
a time limit and if the Corporation players’ specific mission Ezoghoul may perform up to 3 actions
goals have not been completed within that time limit, the
Dark Legion player wins.
RULE BOOK
13
Imperial forces engaging a Razide.
RULES OF PLAY
DETERMINE CORPORATION DOOMTROOPER CARDS
PLAYER ORDER: PLAYER TURN DETAILS:
During their turn, a Doomtrooper card may be discarded
Player order for the round is determined by randomly drawing The first time a player’s Corporation identification marker is to allow one of their Doomtroopers to take one additional
one identification marker from the pool of Corporation and drawn, the player places both of their Doomtroopers outside action or it may be played for the special effect indicated by
Dark Legion player markers. one sector tile, next to the white entrance tokens, as indicated the card’s text, but not both.
on the mission map.
Step 1. The players place their Corporation identification
markers face-down, along with the Dark Legion player’s
- Both Doomtroopers must enter through the
A Corporation player may use only one Doomtrooper
card on their turn, regardless of whether it is used for an
marker. Mix the face-down markers.
- same entrance.
The player places one of their Corporation tokens next
additional action or for the card’s text effect. Discard any
Doomtrooper card once they have been played and their
Step 2. Select one of the markers and turn it face up.
- any order.
A Doomtrooper may perform the same action more
restriction.
If both of a Corporation player’s Doomtroopers are Some Equipment cards, missions, or abilities allow a
eliminated, remove that player’s Corporation marker from the Doomtrooper to perform a SPECIAL action. A SPECIAL
mix. That player no longer participates in the current mission. action can be substituted for a MOVE or ATTACK action.
14
MOVE ACTION
A Doomtrooper may move up to 3 squares in any direction MAP DETAILS
per Move action, including diagonally. They may move
diagonally between two figures. Unless specifically described in a mission brief, fixtures and
fittings printed on a sector tile (such as boxes, barrels, tubes,
A Doomtrooper may not move through a Dark Legion statues, chairs, or tables) do not stop or block movement.
creature or walls. They may move through their own
Corporation’s Doomtroopers. They may move through other Squares which are completely obstructed (such as debris) or
Corporation Doomtroopers if they have permission from that completely vacant (such as a pit) cannot be moved onto. In
Corporation’s player. addition, these items do not block line of sight or provide any
protection during an attack.
If a Doomtrooper moves off the map and is no longer on a
sector tile, it is out of play for the rest of the mission. DOORS
A Doomtrooper may not end a Move action on the same Doors are a special type of terrain. Doomtroopers may move
square as another Doomtroooper, a Dark Legion creature, through doors as part of a Move action, at no additional
a trap, a turret, or any other token unless explicitly stated. cost. However, the first Doomtrooper to move through a
door represented by a door token must draw a door card to
BLOCKING see if the door was trapped. Once the door card is resolved,
replace it in the deck and shuffle.
If a Doomtrooper starts a Move action adjacent to one or
more Dark Legion figures, that Doomtrooper is blocked and If a Doomtrooper Tech specialist is the first Doomtrooper
may only move 2 squares. Dark Legion figures behind walls to move through a door any trap present is automatically
do not block Doomtroopers . disabled and no door card is drawn. After moving through a
door, whether or not a trap was triggered, the door token is
removed from the map.
Example: A Cybertronic Doomtrooper (green) is blocked by When a force card lists figures that are not available in the
2 adjacent Dark Legion figures (red) and may only move up Dark Legion Player’s figure pool, the placement of those
to 2 squares (instead of 3) during its Move action. figures is ignored.
Dark Legion figures are not blocked by Doomtrooper figures Once all the figures are deployed, the force card is placed
or other Dark Legion figures. face-up on the discard pile. If the force card draw pile is
Vince Diamond in action.
depleted, shuffle the discard pile and create a new draw pile.
RULE BOOK
15
ATTACK ACTIONS
ATTACK SEQUENCE
Doomtrooper characters perform Attack actions to
engage Dark Legion creatures in combat or in an DETERMINE COMBAT DICE
attempt to hack the Citadel.
Doomtroopers attack by rolling combat dice of the same
A figure can only make one type of attack (firearm, color as the dice shown on their rank card. The type of atttack
close combat, or tech) during an Attack action. For (firearm, close combat, or tech) and number of combat dice
each Attack action the attacker declares one enemy rolled are shown on each Doomtrooper’s weapon card.
figure as the target of the attack. Some equipment
cards or Doomtrooper cards may allow a figure to If a weapon card indicates 3 combat dice, all 3 of the
target more than one enemy figure at a time. combat dice shown on the player’s rank card are rolled to
determine successes.
A figure cannot perform an Attack action if it is off the
map. A figure can attack an enemy figure on a different
sector tile. Example: a close combat attack with a plasma carbine
indicates 1 combat die , therefore the Doomtrooper
ATTACK TYPES player may choose any one of the three combat dice
shown on their player rank card to roll. At player rank 2,
Combat between the Corporation Doomtroopers and the Doomtrooper may choose a red die or a white
minions of the Dark Legion is tense and dangerous! die for their one combat die.
This fierce combat is resolved with Attack actions. There
are three different types of Attack actions in Siege
of the Citadel: Close Combat, Firearm, and Tech. ROLL AND RESOLVE COMBAT DICE
Each type of attack is resolved using the combat dice, Once the number and color of combat dice are determined,
defense, and damage rules discussed in this chapter. the player rolls the combat dice and counts the number of
However, there are several special rules that make each hits (explosion icons) rolled. If the number of hits is greater
type distinct, as noted in their descriptions. than the target’s defense value then the attack is a success.
Example: a close combat attack with a Punisher
Shortsword indicates 3 combat die , therefore Successful attacks inflict damage for the number of hits rolled
the Doomtrooper player rolls all three combat dice above the target’s defense value after modifiers and re-rolls
shown on their player rank card to roll. At player rank have been applied.
2, this is two white dice and one red dice .
16
COMBAT RE-ROLLS
The Dark Legion player earns promotion
CLOSE COMBAT ATTACK
A number of Corporation powers, Doomtrooper cards, or points for injuring and eliminating
other effects allow a player to re-roll one or more combat Doomtroopers. (See Promotion Points) Close combat attacks represent direct face-to-face combat
dice. After the initial combat dice roll, the player chooses with melee weapons, close quarter equipment, or natural
which of their combat dice to re-roll before the attack is weapons like deadly claws or teeth. To initiate a close combat
resolved. Re-rolled dice cannot be re-rolled again if the player Dark Legion figures do not track health like Doomtroopers. If attack, the attacker selects an enemy figure in an adjacent
has more re-roll effects to apply. a Dark Legion figure suffers at least 1 point of damage, it is square. The targeted enemy can be adjacent orthogonally or
eliminated and removed from the board. The Doomtrooper diagonally, but cannot be behind terrain or a wall.
ARMOR CHECK players earn promotion points for eliminating Dark Legion
figures (See Promotion Points).
The defense value of some targets also shows a die. These Once per attack action, based on their
targets may cancel 1 point of damage by rolling a hit icon TERRAIN rank, Mishima Doomtroopers may re-roll a
on their defense die. This is in addition to any defense value number of unsuccessful combat dice from a
number listed. Certain terrain tokens (such as terminals, turrets, traps, and close combat attack.
dark portals) in a sector tile may be targeted with an Attack
If after rolling defense dice, all points of damage are action. Terrain defense values are indicated on the Dark
cancelled, the target suffers no damage and the attack is not Legion reference board, with possible exceptions on the CLOSE COMBAT
considered a success. mission brief. If an Attack action against terrain rolls more SPECIALISTS
hits than the terrain defense value, then the terrain tokens
SUCCESS are removed from the sector tile and any promotion points
awarded as appropriate. Debris tokens cannot be targeted OVERRUN
After potentially canceling hits with an armor check, if an with an Attack action. After a Close Combat Specialist
attack inflicts at least 1 point of damage it is considered a eliminates a Dark Legion unit, they may
successful attack. This may result in a Dark Legion figure FRIENDLY FIRE perform an overrun for free. Performing
being eliminated, a Doomtrooper losing health, or a hack an overrun allows the Close Combat Specialist to
attempt succeeding. A Doomtrooper team receives a reckless maneuver token for immediately advance into the square vacated by the
each point of damage inflicted against another Doomtrooper eliminated unit. This is not considered a Move action.
Doomtroopers can withstand multiple hits. For each point (even their own). This counts as -3 promotion points to
of damage taken, a Doomtrooper loses 1 health. The the Doomtrooper at the end of the mission unless stated
Corporation player moves that Doomtrooper’s health peg on otherwise in the mission briefing. If no reckless maneuver
their player board down 1 space. If the health peg reaches the tokens remain keep track with pen and paper. CHARGE
skull icon on their health track, the Doomtrooper is eliminated After a Close Combat Specialist ends
and removed from the board. a Move action adjacent to an enemy
figure, they may perform a charge attack
for their next action in this round. A charge attack allows
a Close Combat Specialist to use one additional white
combat die while performing a close combat attack
against the adjacent enemy figure. The Move action
and charge attack must occur in the same turn.
RULE BOOK
17
FIREARM ATTACK
LINE OF SIGHT EXAMPLES
Firearm attacks represent long distance combat using These creatures cannot be targetted by Coral Beach
weapons ranging from standard plasma carbines to the (orange outline) because they are behind a wall.
deadly Nimrod Autocannon.
Doomtroopers may not make firearm attacks against adjacent These creatures cannot be targetted by Coral Beach
Dark Legion creatures, but while adjacent they may still (green outline) because they are adjacent to the
perform a firearm attack against another non-adjacent Dark attacking Doom Trooper.
Legion creatures.
These creatures cannot be targetted by Coral Beach
Remember, a Doomtrooper that starts a Move action adjacent (green outline) because they are considered behind
to one or more Dark Legion figures is blocked and may only other figures.
move 2 squares. Firearm attacks require mobility and careful
planning for maximum effect.
RANGE & LINE OF SIGHT - Figures in squares 1 or 2 only have line of sight to the top of the
18
FIREARM SPECIALIST TECH ATTACK TECH SPECIALIST
RULE BOOK
19
THE DARK LEGION PLAYER’S TURN
The Dark Legion player moves and attacks with the creatures STEP 2. Note: These figures are placed on the sector tile instead of
of the Citadel much like the Corporation players do with PLACE INITIAL REINFORCEMENTS. at red entrance tokens off the map like the reinforcements
their Doomtroopers. However, the Dark Legion player must placed during Step 2.
complete the following five steps during their turn. When adding Dark Legion reinforcements, the Dark Legion
player places them off the board, outside sector entrances Later in a mission, once more of the map has been explored,
STEP 1. marked with a red entrance token or as otherwise stated. there may no longer be any face-down force cards. When
DRAW AND RESOLVE THE TOP EVENT CARD. Different reinforcement figures may enter through different there are no more face-down force cards, this step is skipped.
Dark Legion entrances.
Read the top event card out loud and follow its instructions. If any figures indicated by the face-down force card are not
Event cards regulate the number of turns in the mission. available, the Dark Legion player places as many of those
Drawing the last event card from the event card deck signals figures as possible. If there are no figures of the correct type
the last round of the mission. Sometimes the event card will available, the Dark Legion player does not place any figures.
detail which Dark Legion reinforcements to place, otherwise
draw one force card for each Corporation player to indicate Figures placed after revealing a face-down force card can be
the Dark Legion reinforcements. If the draw pile is exhausted, activated during Step 4.
shuffle and create a new draw pile.
STEP 4.
If any reinforcement figures indicated by the force cards are not ACTIVATE THE DARK LEGION FORCES.
available, the Dark Legion player places as many of those figures
as possible. If there are no figures of the correct type available, On the Dark Legion player’s turn, each
the Dark Legion player does not place any reinforcements. Dark Legion figure may perform a
number of actions as shown on the
STEP 3. Dark Legion reference board. For most
REVEAL A FACE-DOWN FORCE CARD. creatures, this is 2 actions. Some powerful
creatures like the Ezoghoul and the Nepharite may perform
The Dark Legion player must reveal one face-down force card up to 3 actions per turn.
on a sector tile, if any remain. The figures listed are placed
in any square in the sector not adjacent to a Doomtrooper. Dark Legion figures may move and / or attack in any order
and even repeat the same action during the turn.
Note: If the Dark Legion player is the last player to go during STEP 5.
the round with the last event card, the Corporation players DISCARD THE EVENT CARD.
do not get any more turns – they need to plan accordingly!
This is done at the end of the Dark Legion player’s turn so
the card acts as a reminder for any game effects it may have.
20
THE DARK LEGION FIGURE ACTIONS
The forces of the Dark Legion move and attack much like the
Corporation Doomtroopers, but with some minor differences.
ATTACK ACTIONS DOOMTROOPER ARMOR CHECKS
Some powerful and unique creatures can even use special Doomtroopers wear sturdy armor that helps absorb some of
abilities the Doomtroopers do not have access to. Dark Legion figures can engage a Doomtrooper using their the damage they would otherwise suffer. This is represented
firearms combat dice or their close combat dice as indicated by their defense value and defense die. When attacked,
MOVE ACTIONS by the Dark Legion reference board. Doomtroopers subtract their defense value from the number
of hits rolled. If there are any hits remaining, they may attempt
Firearm attacks by Dark Legion have a range of 16 squares, an armor check by rolling their defense die. On a hit icon,
Dark Legion figures may move up to three squares per unless stated otherwise on a weapon or event card. Dark one additional point of damage is canceled. It is possible
Move action. Movement may be diagonal or orthogonal Legion figures need to have Line of Sight to their target for for a successful armor check to prevent the Doomtrooper
in any direction. a firearm attack, and cannot make firearm attacks against from taking any damage from an otherwise successful attack.
adjacent Doomtroopers, but while adjacent they may still Even if the armor check succeeds, any excess damage is still
Dark Legion figures may not move through Doomtrooper perform a firearm attack against another non-adjacent applied and the Doomtrooper loses one health for each point
figures, but they can move through other Dark Legion figures. Doomtroopers. of damage suffered.
Dark Legion figures may not end a Move action on the same Dark Legion figures can only make one type of attack (firearm
square as another Dark Legion creature, a Doomtrooper, a or close combat) during an Attack action. Unless otherwise
trap, a turret, or any other token unless explicitly stated. stated by an equipment or event card, only one enemy figure SUCCESS
can be targeted by each attack. A figure cannot perform an The Dark Legion player receives 1
Doors on the map automatically open when a Dark Legion Attack action while it is off the map. promotion point for each point of
figure is on an adjacent square without setting off any health lost by a Doomtrooper, even
traps. The doors will close again if no Dark Legion creature ATTACK SEQUENCE if it is subsequently cured.
remains adjacent.
RULE BOOK
21
PROMOTION POINTS
Both the Corporation players and the Dark Legion player
track promotion points earned during the mission on their
player tray. ADVANCING A RANK DURING MISSIONS
It is possible to go up a rank during a mission. If a
DOOMTROOPER PROMOTION POINT AWARDS player goes above ‘9’ on the promotion point tracker
on the player tray, they replace the rank card on their
A Doomtrooper team immediately receives player board with the next rank card in sequence.
promotion points for each Dark Legion creature
eliminated. For example, at Rank 1-2 this is as follows:
EZOGHOUL 8
(See the relevant Dark Legion reference board) With Coral Beach and his Cybertronic troopers shooting “My, my. You are touchy, Major,” shouted Drake over
up a large Dark Legion contingent to their rear, Angelina the noise of a huge explosion from behind them.
DARK LEGION PROMOTION POINT AWARDS Drake and Sandra Tang hustled towards the medivac- Peripheral debris showered the area and pattered from
track with a wounded comrade slung across each of their armor, drawing more groans from the wounded.
The Dark Legion player immediately receives 1 promotion their shoulders.
point for each point of health lost by a Doomtrooper, even if ”You have to pick the men in your life carefully, Drake.
that health is subsequently recovered. “He ain’t heavy,” Drake half-hummed, half-sang. “He’s Otherwise you end up having to carry them everywhere.”
my brother.”
The Dark Legion player immediately receives an additional “That why you picked the biggest guy in the pile?”
2 bonus promotion points if a Doomtrooper loses their last “That hick,” Tang replied. “Is too idiotic to be your
point of health and is eliminated from the mission. These brother. You wouldn’t get clipped like that.” “No. Just being pragmatic. Next time, I might need to
points are awarded regardless of how the Doomtrooper be the biggest meat sack in the pile. Besides, I like this
was defeated – even if it was due to friendly fire by a “It wasn’t my fault,” groaned the trooper on Drake’s guy. He has the sense to shut up and be grateful. And
Corporation player! shoulders. the grace not to bleed all over me.”
“That’s what everyone says. You should dump him, Drake.” “You’re a true romantic.”
22
COMPLETING A MISSION
Each mission takes several rounds to complete. Unless the
mission brief states otherwise, the final round of the mission
If the primary mission was not successfully completed, refer
to the mission brief to see if the Dark Legion player earns any
CAMPAIGN VICTORY
occurs when the last Dark Legion event card is drawn. If this additional promotion points.
occurs before all Corporation players have had a turn, the rest A campaign is made up of a number of individual missions
of the round is resolved normally. Once the final identification Award Secondary Mission Points. Individually, the played in sequence. In a campaign, as the players play
marker has been drawn, that player completes their turn, then Corporation players determine if they successfully completed and complete missions, their Doomtroopers advance in
the mission is over. their secondary missions (if present). Each secondary mission rank, become more proficient in combat, and earn the
has its own rewards for achieving its goals and may list credits needed to access the most powerful weapons and
penalties if the mission failed. equipment available.
SINGLE MISSION VICTORY In some case, the Dark Legion player may earn promotion The total number of missions in a campaign should be
points for failed secondary missions. determined prior to starting the first mission. Five missions
To determine the winner of a single mission game, the players are recommended for a short campaign. Ten missions are
must determine their total earned promotion points based DECLARING A WINNER recommended for a longer, extended campaign. Another
on their performance during the mission and any additional option is to choose a number of missions equal to the number
promotion points awarded or lost after the mission is completed. After adjusting their in-mission promotion point total based of players participating in the campaign so everyone has an
on the success or failure of any primary or secondary mission opportunity to play as the Dark Legion player.
--
DOOMTROOPER
Tracked In-Game Promotion Points
requirements, the player with the most promotion points is
declared the Victor! Note: When playing a campaign, players may choose
--
DARK LEGION
Tracked In-Game Promotion Points
Primary Mission Bonuses or Penalties
POST-MISSION AWARDS
Promotion points are tracked cumulatively both during
and after each mission. Make sure to add any post-mission
rewards to the total number of promotion points already
earned during the mission.
POST-MISSION PENALTIES
Corporation players subtract 3 Promotion Points for each
reckless maneuver token they received during the mission.
(See Friendly Fire.)
RULE BOOK
23
Note: When choosing to play at a higher rank, all players--
including the Dark Legion player--start at the same rank with As Sean Gallagher ran his sword through the
the same number of starting promotion points. COMMANDER TOKEN first Necromutant, the next one in line shoved its
The Doomtrooper player with the commander token kin along the runic-encrusted blade. Suddenly
IN-MISSION ACHIEVEMENTS has a greater responsibility to ensure the mission is unbalanced, Gallagher fell backwards, connected
successful, so if the mission is failed, they are demoted hard with the earth, and lost his grip on his sword.
Corporation players mark promotion points earned for one rank. (This is the equivalent of a 10 promotion The world went black for a moment. Murdoch
eliminating Dark Legion creatures and for other objectives point penalty.) and Duval were yelling from far away. It suddenly
detailed in the mission brief, while the Dark Legion player seemed like everybody cared for him. Thoughts of
earns promotion points for injuring and eliminating the sunrise over New Bristol skittered across his
Doomtroopers, just as they would during a single consciousness… bagpipes playing Hinterlands…
mission game. that he was the last of his clan.
Since progress is tracked cumulatively over the course of a The crushing weight of the Necromutants piled
campaign, the most significant difference with tracking in- atop him brought Gallagher round. One of them
mission achievements between a single mission game and a was snapping its teeth inches from his face.
campaign game is that the individual players may be starting They must take the rank card one lower than their
out a mission at different ranks and promotion point totals. current rank card and place it on their player tray “I WILL TEAR YOUR HEAD OFF!!!” it roared as iron
instead, removing the previous rank card. In future claws gripped Gallagher’s throat and squeezed.
POST-MISSION AWARDS mission, this may affect their combat dice and other
rank dependant benefits. They do not alter the position “Not if I take yours first,” choked Gallagher as his
Like a single mission game, during a campaign mission, of their promotion point tracking peg. hand grasped his sword hilt. The awkward thrust into
promotion points are tracked cumulatively both during the Necromutant’s throat caused its head to came
and after each mission. Make sure to add any post-mission away in his hand, it’s startled rictus frozen in pain.
rewards to the total number of promotion points already
earned during the mission. RECKLESS MANEUVER He staggered to his feet still clutching it. Duval
looked more disgusted than impressed. Sean
Award Primary Mission Points. Collectively, the Corporation Corporation players receive 3 promotion point penalties for shrugged. Seems like he’d have to figure out some
players determine if the primary mission was successfully every reckless maneuver token acquired during the mission. other way to impress her.
completed based on the goals outlined in the mission brief.
If the primary mission was successful, each Corporation DECLARING A WINNER
player gains the number of promotion points listed in the
mission brief. After each mission in a campaign, players announce their
current rank and promotion point total, but a final winner
If the primary mission was not successfully completed, refer is not declared until after the last mission of the campaign.
to the mission brief to see if the Dark Legion player earns any
additional promotion points. After the rewards and penalties for the final mission are
tallied, the player, with the highest rank and total number of
Award Secondary Mission Points. Individually, the promotion points, is declared the winner of the campaign.
Corporation players determine if they successfully completed If one or more Corporation players are tied, those players
their secondary missions (if present). Each secondary mission share a joint win.
has its own rewards for achieving its goals and may list
penalties if the mission failed. Regardless of the actual winner, the biggest victory is the
shared experience and fun players have while playing
through the campaign!
24
RANK CARDS
The rank card on a player tray shows a variety of information
that dictates the power, abilites, and choices the Doomtrooper DOOMTROOPER CARDS COMBAT DICE
teams have before and during missions. The number shows the number
of Doomtrooper cards the
Doomtrooper team are dealt at the
start of each mission. These cards
represent special abilities or tactics
the teams can use during missions.
(See Doomtrooper Cards.) As a Doomtrooper team increases in rank, their combat
dice become better, leading to more successes. White
combat dice are the weakest, red combat dice are
stronger, and black combat dice are the most powerful
DOOMTROOPER DEFENSE DICE dice Doomtroopers can use. (See Attack Actions.).
This shows the color of dice (white,
red, or black) a Doomtrooper can roll
when attacked to cancel points of
The Ezoghoul appeared from nowhere. Twice as
damage. (See Armor Checks.) high as a man and fifty steps away.
When a Corporation player increases in rank during a mission, The number of credits each team has “Double damn.”
the amount of Doomtrooper cards and credits only changes allocated to them at the start of each
He raised the Deathlockdrum. Yelled.
at the start of the next mission. mission to “Checkout” items from the
Equipment Bunker. “Damn, die!”
CORPORATION RANK Credits indicate the maximum total value of equipment The gun’s da-da-da-da-da-da didn’t bother Bob.
Corporation Doomtrooper teams cards a team can check out for a particular mission.
“Damn-damn-damn-damn-damn!” he cussed.
typically start at rank 1 and can Some equipment can only be checked out of the
progress as far as rank 12 during a Equipment Bunker when a team achieves a certain The impacts walked up the Ehzoghoul’s body. It
campaign as they gain experience rank. Any remaining credits are lost and new credits didn’t even miss a step.
and are awarded Promotion points. are allocated at the start of the next mission. (See
Twenty steps away. Headshot!
Equipment Bunker, pg. 22.)
Which Equipment cards a Doomtrooper team can “Die, damn you!”
select is determined by this rank. The Doomtrooper
Fifteen steps away. It finally staggered!
teams’ rank also dictate the Dark Legion player’s
rank used in the mission (See Dark Legion CORPORATION SPECIAL ABILITY “Damned die!”
reference board.).
Ten steps away. Still rolling like a Martian freight
train.
RULE BOOK
25
EQUIPMENT BUNKER
Collectively, the deck of equipment cards is referred to as the
Equipment Bunker. The equipment bunker is the Corporation
warehouse for all types of advanced equipment and powerful DOOMTROOPER SPECIALITIES
weapons. Each equipment card in the bunker represents one Each Doomtrooper has a specialty in Close Combat
weapon, a weapon combo, or one piece of equipment. Some (red), Firearms (cyan), or Tech (gold) as determined
equipment can only be checked out of the equipment bunker by the icon on their character card. The weapon they
when a team achieves a certain rank level. equip must share the same icon on its weapon card or
the Doomtrooper cannot equip the item.
WEAPON CARDS
Weapon cards have a brief description of the weapon,
the number of close combat, firearm or tech combat dice
used, attack range, cost in credits, and rank requirement to
checkout from the equipment bunker. A Doomtrooper can
only have one weapon card. MANUS KIT
The Manus Kit encases a detached necromutant’s
forearm, which it uses to access the Citadel’s defenses.
WEAPON RANK CREDIT
Example: Valerie Duval is a close combat specialist and It works like a Tentacle Kit, and in addition barbed spores attack
REQUIRED COST
can only be armed with a close combat weapon or a all figures in accessible squares adjacent to the trap (including
TENTACLE KIT 1 0 weapon combo that features a close combat weapon. Doomtrooper figures). Roll one combat die of the player’s choice
once for each square. Barb combat dice may not be re-rolled.
PUNISHER SHORT 1 0
SWORD
26
VIOLATOR SWORD TALON COMBO KIT EQUIPMENT CARDS
A Violator Sword can be used in close combat All combo kits may be equipped by multiple
to either target a single Dark Legion figure or types of Doomtrooper Specialists. The Talon Non-weapon equipment cards have a brief description,
swung in a circle, starting with one target figure adjacent Combo Kit may be equipped by a Firearm Specialist or a Tech which includes the effect of the equipment, and its cost in
to the attacker, then going clockwise or counter-clockwise Specialist and allows either to do an enhanced tech attack or credits. Each Doomtrooper can carry up to three non-weapon
around the Doomtrooper. The attack strikes all figures in alternatively a firearm attack with a powerful Deathlockdrum. equipment cards into a mission. Some equipment cards
adjacent squares and only stops if it strikes a wall or has To tech attack a target with a trap the Doomtrooper must augment a weapon. Each weapon card can be augmented
attacked each adjacent figure once. The Doomtrooper rolls be adjacent to a wall of the Citadel and within 2-3 squares by no more than one additional equipment card.
3 combat dice plus the combat die indicated on the weapon of the target. A target of the Deathlockdrum must be in line
card. The number of hits rolled are applied against all figures. of sight and in this combo the weapon’s range is reduced. EQUIPMENT CARD COSTS
All targeted Dark Legion figures with a defense value less Both attacks use one white die in addition to the player’s
than the number of hits rolled are eliminated. Doomtrooper combat dice.
RANK CREDIT
figures hit by the attack can attempt an armor check to WEAPON
REQUIRED COST
negate one point of damage.
COAGULANT AUTO- 1 1
INJECTOR
COMMAND HELMET 1 1
SMOKE GRENADE 1 1
TIME BOMB 1 1
MOLECULAR PHASER 1 2
EXPLOSIVE AMMUNITION 2 2
LASER SIGHT 2 2
RULE BOOK
27
SPECIAL EQUIPMENT TIME BOMB
Takes one Special action to The sentience stirred at the heart of the Citadel.
GRENADE LAUNCHER place the time bomb and set Something was nestled inside its very nervous
A Grenade Launcher is a special piece of the timer. Place the Time Bomb token in an empty accessible system, an alien presence hidden amongst the
equipment mounted on a Plasma Carbine. When square adjacent to your Doomtrooper. The bomb does not tubes and wiring, the nerves and cogs. Like a
used in a firearm attack, the Doomtrooper targets a square block or impede movement. The bomb explodes in the dream that refused to dissipate despite the fact
within line of sight, up to 8 squares away. The combat dice are next round, at the start of the Dark Legion player’s turn. The you were awake. And the Citadel sure was awake.
rolled once to determine the number of hits applied to any explosion inflicts a trap attack (according to the Dark Legion Constantly hammered, hurt, bombed, and burned
figure in the target square. Figures in squares adjacent to the reference board) to any figure on the square with the bomb by its master’s enemies, it was hard to get even
target square suffer one fewer point of damage. Figures on and all figures in adjacent squares not protected by walls. a moment’s rest, and now this presence. It was
the other side of a wall are not affected. Dark Legion figures Discard after one use. niggling away… right there. Clinging to the nodes
in or adjacent to the target square with a defense value less and iron-studded brains controlling the Gate of Lost
than the number of hits rolled are eliminated. Doomtroopers Hope. Such a tiny, tiny thing.
may attempt an armor check to negate one point of damage
from the attack. May only be equipped to Plasma Carbine. “Little thing,” the Citadel hissed. “Who are you?”
“No.”
28
DARK LEGION REFERENCE BOARD
There are three double-sided Dark Legion reference boards.
The Dark Legion rank referred to on the reference board CLOSE COMBAT
depends on the ranks of the Corporation teams going DARK LEGION RANK The number of and colors of the combat
into the mission. In a single mission game, the rank used IN SINGLE MISSION GAMES dice the Dark Legion creature rolls when
for the Dark Legion reference board is the same rank as the In a single mission game, the rank used for the making close combat attacks.
Corporation players. The rank of the Dark Legion reference Dark Legion reference board is the same rank as the
board may only increase at the start of a mission and not Corporation players. The rank of the Dark Legion
during a mission. reference board may only increase at the start of a
mission and not during a mission. FIREARM COMBAT
The Dark Legion reference board indicates the current level, The number of and colors of the combat
defense value, number of actions per turn, and the number IN CAMPAIGN MISSIONS dice the Dark Legion creature rolls when
of combat dice rolled for close combat and firearm attacks. In a campaign mission, the rank of the Dark Legion making firearm attacks.
It also lists the number of promotion points earned by reference board is the same rank as the second-
Corporation players for each Dark Legion figure eliminated highest ranked Corporation team participating in the
or terrain piece destroyed by their Doomtroopers. mission. (If only one Doomtrooper team remains or
teams are tied for highest rank and promotion points, DEFENSE VALUE
their ranks determine the rank of the Dark Legion The number a Doomtrooper’s hits needs
reference board.) to exceed in order to eliminate the Dark
Legion creature.
The rank of the Corporation played by the Dark
Legion player is not taken into account. This means it
is possible that the Dark Legion forces may be several
ranks higher or lower than the Corporation run by the DEFENSE DIE
current mission’s Dark Legion player. The color of die a Dark Legion creature
can roll to soak up damage from a
At the start of a campaign, the Dark Legion player uses Doomtrooper’s attack.
the Rank 1-2 reference board. Then, when at least two
Corporations reach the next highest rank, the Dark
Legion player uses the reference board with the same
rank as those two Corporations. ACTIONS
The number of actions the Dark Legion
After the first mission, when at least two Corporations creature can take during its activation.
reach rank 3 or higher, the Dark Legion player uses
the rank 3-4 reference board. When at least two
Corporations reach rank 5 or higher, the Dark Legion
player uses the rank 5-6 reference board. This
progression continues until at least two Corporations PROMOTION POINTS
reach rank 11 and the Dark Legion player uses the rank The number of Promotion Points awarded
11-12 reference board. to a Doomtrooper for eliminating the Dark
Legion creature.
RULE BOOK
29
MISSIONS
PRIMARY MISSION REWARDS SECONDARY MISSION REWARDS
STRUCTURE
This section indicates the promotion point rewards a Corporation At the end of the mission, if a secondary mission is successfully
gains when the primary mission is successfully completed and completed, that Corporation player’s team receives the
MISSION MAP the promotion point rewards the Dark Legion player gains if number of promotion points and any other rewards indicated
the Corporation players fail to complete their primary mission. on the secondary mission card. When a secondary mission
The Primary Mission features a diagram for the setup of the fails, the Corporation player loses promotion points as
mission’s map. The diagram clearly indicates: When the primary mission is accomplished, all Corporation indicated on the card.
SECONDARY
COMMANDER
MISSION BRIEF All Corporation players should try to accomplish both the
primary mission and their own secondary mission to receive Note: If a mission commander fails their secondary
This section details the task that the Corporation the maximum rewards possible. Whether or not the primary mission card, they can still receive promotion points
Doomtrooper teams must accomplish. mission is accomplished, each Corporation player determines for a successful primary mission.
any secondary mission rewards individually.
TIME LIMIT
COMPLETING SECONDARY MISSIONS
This section indicates which of the numbered event cards
are used to create the event card deck for the mission. The Secondary missions are secret and only revealed when the
event cards act as the mission timer, with one event card goal listed on the card is accomplished. A player must be
drawn by the Dark Legion player at the start of their turn. able to prove the completion of their secondary missions or
When the last event card is drawn, the round is completed their secondary mission is a failure.
and the mission ends.
Normally after a Dark Legion enemy is eliminated, the figure
DARK LEGION RESOURCES is returned to the Dark Legion player’s pool of figures. Some
secondary missions, however, require a player to place
This section lists which numbered force cards are used in the eliminated figures on the secondary mission card. In these
mission and how the Dark Legion player deploys these cards. cases the figures are returned to the Dark Legion player’s
creature figure pool after the secondary mission is completed
and has been revealed.
30
DOOMTROOPER CARDS
Each Doomtrooper card can be used for When a player uses a Doomtrooper card, its
one of two purposes: it may be discarded to effect must be resolved before the player
perform an extra action with a Doomtrooper may use another Doomtrooper card.
figure or played for its text effect. A player
may only use one Doomtrooper card on their Players should not reveal their Doomtrooper
turn, regardless of how it is used. cards until used. Once a Doomtrooper card
is used and its effect is resolved, the card
Some Doomtrooper cards can be played for is discarded. Doomtrooper cards cannot be
their text effect during another player’s turn. saved from mission to mission.
These do not count against a player’s card
limit on their own turn.
This technique can be used to select sector tiles within the game board, as well as objects,
Dark Legion units, etc.
RULE BOOK
31
THE MATRIX EXAMPLE DECISIONS AN AI CARD CAN MAKE: STEP 4:
32
CAMPAIGN 1: SECOND ASSAULT
Door
Dark Legion
Reinforcement
Entrance Point
Doomtrooper
Entrance Point
D Desk
D D
HIGH COMMAND BRIEFING EVENTS
Intelligence reports indicate that the forces The Dark Legion player shuffles event cards
of the Dark Legion are amassing for another numbered 1–12 and draws 5 cards. The rest
While the others cleansed the The years had been rough on Eva attack. It is imperative that the battle plans for of the event cards are set aside and are not
sanctum, Samantha Kempf searched Kempf’s looks, but those eyes! One Alakhai’s next assault are located before the used in the mission. Reinforcements on the
the small rooms behind it. She tore could still drown in them. Pretty and plans are finalized. event cards enter the Citadel at entrance
down tapestries and kicked things charming Eva. Little sister Eva. Always points in sector tiles 14 & 15.
over, longing for something to kill. in the shadow of her brash big sister. MISSION
The corpses in the sanctum had been Samantha, her father’s pride. Eva, her The Doomtroopers must enter the DARK LEGION RESOURCES
mangled beyond belief. mother’s daughter. Samantha, the Citadel, make their way to the War Room, The Dark Legion player removes force cards
athlete. Eva, the socialite. Samantha, photograph Alakhai’s battle plans, and then numbered 33–36 and sets them aside.
The one on the rack had whispered the officer. Eva, the Heretic. Samantha upload the plans to High Command. Before They are not used in this mission. The
to them in Mishiman before Steiner thought of that day at the beach. When the end of the mission, a Doomtrooper must remaining force cards are shuffled. For each
smashed its head in. they were still kids and friends. The occupy a square adjacent to one of the Doomtrooper team, place one force card face-
parasols. The ice cream. desks [D] in sector tile 12 and for one action, down on each game board sector tile. The
With her AG-11 ready, she burst into photograph the plans and upload them. All remaining force cards form a draw pile and
another room and came face-to-face Tears ran down the Centurion’s face. Doomtroopers carry a photography device. are placed in front of the Dark Legion player.
with a Centurion’s Voriche. She stared
down the twin barrels for what felt
like an eternity before realizing that
the Centurion hadn’t fired. Raising her
“The beach,” the thing that had been
Eva rasped. “The ice cream.”
34
CAMPAIGN 1: SECOND ASSAULT
EVENTS
The Dark Legion player shuffles event cards
numbered 1–12 and draws 5 cards. The rest
- FAILURE: The Dark Legion player
receives 3 promotion points for each
team that fails to exit at least one
of the event cards are set aside and are not Doomtrooper. Door
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tile 9.
Dark Legion
Reinforcement
Entrance Point
Doomtrooper
Exit Point
MISSION BOOK
35
CAMPAIGN 1: SECOND ASSAULT
EVENTS
“What do we do about them humans?”
one of the Legionnaires thought, rather
than whispered.
The Dark Legion player shuffles event cards
numbered 1-17 and draws 5 cards. The rest
of the event cards are set aside and are not
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tiles 4, 6
& 7 on the red entrance tokens. Dark Legion
Reinforcement
DARK LEGION RESOURCES
Entrance Point
The Dark Legion player removes force
cards numbered 33-36 and sets them aside. Ezoghoul
E Starting Location
They are not used in this mission. The
remaining force cards are shuffled. For each
Doomtrooper
Starting
E Sector
36
CAMPAIGN 1: SECOND ASSAULT
EVENTS
forms a draw pile, which is placed in front of
the Dark Legion player.
cooperation and prior planning to complete DARK LEGION RESOURCES secondary mission card.
all or most of these missions. The teams do
have one advantage, as the Dark Legion
player is blind as to what missions the teams
are trying to accomplish.
Remove force cards 33 & 35 and return to the
box. The Dark Legion player shuffles force
cards 1–32 and draws enough force cards
to place one card per Corporation player on
- FAILURE: The Dark Legion player
receives 3 promotion points for each
secondary mission card not completed.
Note: The 12 central squares of sector tile
10 are inaccessible, but do not block line
of sight.
MISSION BOOK
37
CAMPAIGN 1: SECOND ASSAULT
MISSION
Survive 6 rounds of Dark Legion attacks.
- The Dark Legion player takes the first
turn in round one. (Remove the Dark
Legion identification marker from the
Doomtrooper team, place one force card
face-down on sector tiles 5, 11 & 9. The
remaining force cards form a draw pile and
are placed in front of the Dark Legion player.
the diffuse electric blue glow had a
strangely mesmerising effect.
EVENTS
The Dark Legion player shuffles event cards
stops drawing standard reinforcements on
round 4, although reinforcement cards may
still be drawn via the elimination of Dark
Legion creatures.
hand cupping his mike to stop it the sector. Shuffle all the equipment numbered 1–17 and draws 6 cards. The rest
transmitting. “That there is a major
Dark Legion onslaught happening at
Green Junction.”
cards and draw three cards randomly,
choosing one card to equip for the
remainder of the mission. If the card
is a weapon, the Doomtrooper may
of the event cards are set aside and are not
used in the mission. Reinforcements enter the
Citadel at entrance points in sector tiles 5 & 9
red entrance tokens. Reinforcements are not
-
REWARDS
COMPLETE MISSION: Doomtrooper
teams receive 3 promotion points if
a single Doomtrooper survives the
“Oh, did I forget to mention that?” discard the weapon they are carrying allowed during round 6. mission, or 4 if both survive.
replied Valerie with a wry smile.
Dark Legion
Reinforcement Equipment Token
Entrance Point
38
CAMPAIGN 2: DAY OF RECKONING
The injured Doomtrooper may be moved by an adjacent four debris tokens of their choice anywhere in sector tile 1 to
Doomtrooper figure who is using their Move action and may use as cover. Each debris token must not be placed adjacent
only move as many squares as the Doomtrooper. If the injured to a wall or another debris token, including diagonally.
Doomtrooper is killed, his body must still be recovered. T
EVENTS
- FAILURE: The Dark Legion player receives 4 promotion
points if the injured Doomtrooper is prevented from
exiting and an additional 2 promotion points if the
The Dark Legion player shuffles event cards numbered 1–17 injured Doomtrooper has been killed. A Doomtrooper
and draws 7 cards. The rest of the event cards are set aside team with the commander token deducts 2 promotion
and are not used in the mission. Dark Legion Reinforcements points if the injured Doomtrooper is killed.
enter the Citadel at entrance points in sector tiles 1, 5 & 6.
MISSION BOOK
39
CAMPAIGN 2: DAY OF RECKONING
Doomtrooper
- Doomtrooper entrance points in sector
tiles 7 & 16 are marked with white
entrance tokens.
Entrance Point
Turret
- TIME LIMIT: 5 Rounds
EVENTS
HIGH COMMAND BRIEFING The Dark Legion player shuffles event cards
The Dark Legion is starting to stock pile numbered 1–17 and draws 5 cards. The rest
equipment and weapons near the east tower. of the event cards are set aside and are not
Break into the Citadel and locate these used in the mission. Reinforcements enter the
goods. You may even find something useful Citadel at entrance points in sector tiles 2 & 14.
the team can use.
DARK LEGION RESOURCES
Despite being splayed on the floor with “Shut up!” snapped Steiner. Testily, he MISSION The Dark Legion player removes force cards
its body spread out like a map of the pulled back the AG-11’s charging handle Doomtrooper teams must locate all the numbered 32–36 and sets them aside.
solar system, the Centurion was still and took out the magazine. available Dark Legion stockpiles before They are not used in this mission. The
conscious. It glared at Max Steiner with the end of the mission. The Dark Legion remaining force cards are shuffled. For each
malice as he kicked its foot. “The forward ejector mechanism,” the player takes one equipment token for each Doomtrooper team, place one force card
Centurion whispered. “Only thing that Doomtrooper team and chooses which of the face-down on each sector tile. The remaining
“Monster,” he asserted. “Are you the makes an AG-11 jam. Too much dirt on four marked points on sector tiles 14 & 2 to force cards form a draw pile and are placed
one that goes by the name of Lori the forward ejector mech.” place them. Only one equipment token may in front of the Dark Legion player.
Bloodrinker?” be placed at each marked point.
40
CAMPAIGN 2: DAY OF RECKONING
MISSION BOOK
41
CAMPAIGN 2: DAY OF RECKONING
EVENTS
team receives 5 promotion points. If the
Doomtroopers defeat the Nepharite
after the summoning each team
receives 4 promotion points.
position. He felled the first row with a
devastating burst of fire.
42
CAMPAIGN 2: DAY OF RECKONING
MISSION
You must destroy the portals that can be found on sector tiles
2, 3, 4, 7 & 14. Each portal destroyed will bring the Ezoghoul’s
defense value down by one point.
Depending on the rank you are playing this level on, the
Ezoghoul will start the mission with a different defense value
(ignore the defense value from the Dark Legion reference board).
The Ezoghoul will enter the board from the dark portal on Dark Legion
sector tile 8 in round 5 at the beginning of the Dark Legion Reinforcement
player’s turn (if the Doomtrooper teams didn’t successfully Entrance Point
complete the previous mission, Nepharite Summoning, then
N
a Nepharite is present at the start of the mission in front of
Doomtrooper
Entrance Point
dark portal N.
EVENTS
Doomtrooper team, place one force card face-down on
game board sector tiles 2, 3, 4, 7 & 14. The remaining force
cards will form a draw pile and are placed in front of the Dark
Legion player.
The Dark Legion player shuffles event cards numbered 1–20
and draws 10 cards. The rest of the event cards are set aside
and are not used in the mission. Dark Legion reinforcements
enter the game through the Dark Legion entrance tokens
-
REWARDS
COMPLETE MISSION: The Doomtroopers receive 8
promotion points if they successfully destroy the Ezoghoul.
on tiles 8, 3 & 2. If there are Doomtroopers on a sector
tile where there is a portal, reinforcements may also enter
from that portal. Once the dark portal is destroyed or there
are no Doomtroopers on sector tile, reinforcements will
- FAILURE: If the Ezoghoul and the Doomtroopers are
still alive at the end of round 10, no promotion points
are awarded. If all the Doomtroopers are dead, the Dark
enter as usual. Legion player receives 4 promotion points.
MISSION BOOK
43
CORPORATION DOOMTROOPERS
44
CORAL BEACH VINCE DIAMOND LORI FAUST
A lively personality and The poster boy for the Originally a Bauhaus
vulgar sense of humor grandeur and superiority Blitzer, Lori was mortally
clash bizarrely with his that Cybertronic can wounded by the Dark
cybernetic exterior. Not achieve, he is a cold Legion, she was rescued
much of him remains that and calculating killing by Cybertronic and
hasn’t been upgraded or machine graced with the given a new lease of
replaced at least once. He best technology humanity life. A hatred of the Dark
always leads the charge, can offer. There have Legion burns hotly at the
testing his mettle against been many Diamond core of her scrambled
the toughest opponents incarnations over the memory. She has led the
with deadly efficiency and years, but none as deadly way in adapting hacking
grim humor. or vicious than this one. techniques.
MISSION BOOK
45
KICKSTARTER BACKERS
H
Modiphius would like to Andreas Brännström, Andreas Farnum, Bill Gates, Bill Heron, Bill Chris Hirst, Chris Hoisington, Chris Dafnomilis, Daniel Davis, Daniel de Moreno, Diego Carretero, Diego Fardeen Mackenzie, Farkas Dániel, HaiKulture, Hajime Yamane, Hawthorne, Jason Kerwin, Jason
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making this boardgame a reality. Andreas Johnsen, Andreas Langen, Bjoern Brueckner, Bjoern Reinartz, O’Neill, Chris Page, Chris Ploof, Daniel Eagles, Daniel Enderle, Daniel Games, Dietmar Böhmer, Dillon Casali, Federico Fontana, Feldherr Lundström, Hank Cappa, Hannes McManus, Jason Michaeli, Jason
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Baxter, Jonathan Bowen, Jonathan Kirk Agathon, Kirk Grentzenberg, Hoppmann, Mario Kellermann, Michael Keith, Michael Kirschbaum, Townsend, Stephen Wandzek, Technologies, Travis & Jared Nietz,
Corneau, Jonathan DeYoung, Michael Kohlbacher, Michael Kovacs, Oli Goodman, Oliver Engel, Randy Bias, Randy Davis, Randy Hall, Mehmandust, Sal Vador, Salvatore Stephen Weightman, Stephen, the
Kirk Krikorian, Kjell Ahlström, Mario Martinez, Mario Pawlowski, Randy Lofton, Randy Martin, Randy Travis Bivens, Travis Carpenter,
Jonathan Dixon, Jonathan Farmer, Michael Kramer, Michael L. Kaufhold Oliver Josefsson, Oliver Kohrs, Oliver L. Puma, Sam Chapman, Sam Painter, Sterling Brucks, Sterner
klcmzjx, Kleanthis Mantzaris, Mario Tijero, Marius Flagstad, Marius Mosiondz, Randy Stricker, Raoul Cleveland, Sam Harvey, Sam Travis D. Johnsen, Travis Hunter,
Jonathan Goodwins, Jonathan Koen Hallaert, Konrad Dienst, Jr., Michael Lawson, Michael Lee, Kreuels, Oliver Maschmeier, Oliver Tor, Steve Baylus, Steve Benton,
Thomassen, Mark 12, Mark Hagenbeek, Raphaël Bellefleur, Hoffman, Sam Hutchinson, Sam
Goosens, Jonathan Hamstead, Konrad Kaczmarek, Konstantinos Michael Leers, Michael Lodahl, Mayer, Oliver Schaaf, Oliver Zoellner, Steve Bodnum, Steve Cox, Steve Travis J. Bentz, Travis Phelps, Travis
Alexander, Mark Anticole, Mark Raphael Leduc, Raphael McAndrew, McArdle, Sam Thrower, Sam Wong,
Jonathan Hanks, Jonathan Harden, Karayiannis, Konstantinos Kostulas, Michael Marcelo, Michael Martin, Olivier Durand, Olivier Faivre, Olivier Cox, Steve Cuffe, Steve Hamm, S., Travis Schachtner, Trent Wakelin,
Augustyniak, Mark Berchowitz, Mark Rasmus, Rasmus Larsson, Rasmus Samantha Clayton, Samuel Chan,
Jonathan Hyatt, Jonathan Lea, Kosit Phanthanusorn, Kovács Róbert, Michael McVeigh, Michael Mingers, Guerard, Olivier Raquin, Olivier Steve Hanson, Steve Harbron, Steve Trevor Anderson, Trevor Chadwick,
Biffin, Mark Bigney, Mark Coutu, Pultz, Rasmus Randeris Andersen, Samuel Chang, Samuel Henderson,
Jonathan Maness, Jonathan Martens, Kraig E. Koranda, Kreindl Sascha, Michael Morley, Michael Moss, Saffre, Olle Bohman, Olle Sahlin, Olof Harrison, Steve Irvine, Steve Liu, Trevor Christensen, Trevor Eubank,
Mark Crudo, Mark Daszkiewicz, Mark raso, Raul Gil Caraballo, Raul Peral Samuel Houle, Samuel Jackson,
Jonathan Nilsson, Jonathan Kris Dalman, Kris McKiernan, Kris Michael Mueller-Trudrung, Michael Nilsson, Olof Seiler, Olov Wallner, Steve Lord, Steve Ludwig, Steve Trevor Heshka, Trevor Leviathan
De Lorenzo, Mark Engelbert, Mark Blazquez, Ravi Melaram, Raymond Samuel Linde, Samuel Ortuño
Petersen, Jonathan Petryk, Jonathan Vincent, Krister Sevä, Krister Waara Nguyen, Michael Ohlsson, Michael P. Omar Antonio Cardona, Omar Luigi McHugh, Steve Rubino, Steve Triggs, Trevor Neeb, Trevor Phillip,
Etwell, Mark Geller, Mark Gottlieb, Banfield, Raymond Chong, Raymond Salmeron, Samuel Robert, Samuel
S. McDonald, Jonathan Steer, Mejsholm, Kristian Hyttel, Kristian Jung, Michael Pace, Michael Ruoti, Ondåej Kuhn, Onelio Antonio Shaughnessy, Steve Weidner, Trevorkian, Tripp Smith, Tristan Carl,
Mark Horneff, Mark Innerebner, Mark Diebel, Raymond Fowkes, Raymond Thomasson, Samuel Yeoh, Sandei
Jonathan Theriault, Jonathan Jaech, Kristian Törnkvist, Kristoffer Petrosky, Michael Probst, Michael Coli, Oren Douek, Orestes Albo, Steven Barham-Nokes, Steven Tristan Hase, Troels Kastrup, Troels
Jackson, Mark Johnson, Mark Haaken, Raymond Lahann, Raymond Soleado, Sander van der Drift,
Underwood, Jonathan Wood, Ejebro, Kristopher Buller, Kristopher Raevis, Michael Rannie, Michael Orvar Safstrom, Oscar Diaz, Oscar Bice, Steven Danielson, Steven Rohde Hansen, Troiani Samuele,
Kilsgaard, Mark Larson, Mark Lee, Raymond Lifely, Raymond Sandor Szucs, Sanson, Santos
Jonathon Byrer, Jonathon Neff, Dawson, Kristopher Volter, Krzysztof Rhodes, Michael Rivers, Michael Rix, Gamez, Oskar Forsslund, Oskar Elsbury, Steven Howland, Steven
Lesniewski, Mark Maxey, Mark Lim, Raymond Meyer, Raymund Artigas Malo, Sarah Kelley, Sarah Troy Byrne, Troy Grillo, Troy Nichols,
Jonathon Paul DeMare, Jongdae Lipka, Ksenzov Aleksei, Kung Ogge, Michael Russo, Michael S. Bartolo, Gargas, Oskar Joelson, Oskar Sibeck, Johnson, Steven Johnson, Steven
Minchell, Mark Patrylak, Mark Pierce, Tesoro, Råzan Ali, RaZe, RE CN, Mayfield, Sarah-Jane Bonney, Saša Ttippi, Tuomas Jurvanen, tygacil,
Han, Joni Ahonen, Joni Skonbäck, Kurlin, Kurt Onofrey, Kurt Rauer, Michael S. Morales, Michael S. Otto Cargill, Otto Sandström Krebs, Steven Lee, Steven Mack,
Mark Pond, Mark Rowe, Mark S, Mark Rebecca Mallenby, Reed Dawley, Rašić, Sascha Haberland, Sascha Tyler, Tyler BIshop, Tyler Hamm,
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Hjorter, Jonny Lindquist, Jon-Paul Michael Sammut, Michael Sanders, Reine Strömstedt, Remenyik Géza, Knauer, Sascha Schewe, Sascha Steven Mewett, Steven Pattison,
Kyle Hibbard, Kyle Massey, Kyle Stannard, Mark T - Snagger of Satan Torralbo, Pablo Smet, Painless Rémi Guittière, Remy van Vliet, Simon, Sascha Stand, Sasquatch Tyler Swofford, Tyrel Fredericks,
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Ramsden, Jordan Springer, Jordi Simmonds, Michael Stacey, Michael Rhuadrhi Oliver, Rhys Fitzgerald, Sawitzky Alexandre, Schel S. Straw Steven Smolders, Steven Tooze,
Markus Almberg, Markus Berger, Paolo Domenico Mustica, Paolo Ulf Nilsson, Ulf-Gerrit
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Markus Drews, Markus Fors, Markus Esuperanzi, Paolo Guizzon, Paolo Ricardo Huertas Francisco, Ricardo Maretka, Scott Bassett, Scott Brewer, Kespelher, Ulrica Palmér,
Jorge Gil Bescós, Jorge Martãn Wittenburg, La Tana snc, Lachlan Symborski, Michael Thomsen, Steven Wagner, Stewart Voss, Stewe
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Ãlvarez, Jorge Mata Garrido, Jörgen Conley, Lachlan Robson, Ladislav Michael Tidman, Michael Tisdel, Lundin, Stian Molvik, Stranglebat,
Markus Käll, Markus Liebal, Markus Teti, Paolo Varotto, Parker Baum, III, Ricardo Mendonca, Riccardo Di Scott E. Sanders, Scott Ferguson, Vaclav Kubicek, Václav Štěp, Vae
Karlsson, Jort Feenstra, José “Gigio”Kiáts, Ladislav Wolf, Ladry Jean Michael Van Biesbrouck, Michael Van Stu Bowman, Stuart Climpson,
Ljudvåg, Markus Martin, Markus Patric Koßler, Patrick, Patrick, Patrick Giovanni, Riccardo Freguja, Riccardo Scott Hamilton, Scott Hillman, Molitor, Valdemar Jakobsen, Valerio
Esterás, Jose Antonio Garcia Burgos, François, Lam Nguyen, Lampourde, O’Linda, Michael VanDenBerg, Stuart Davies, Stuart Dean, Stuart
Norrman, Markus Öhrling, Markus Andrew, Patrick Bloomer, Patrick Malnati, Riccardo Piccione, Rich Scott Isensee, Scott Jennings, Scott Franchini, Valerio Miconi, Valerio
Jose Antonio Pinilla Gomez, José Lane D’Alessandro, Lankeshire, Michael Verleysen, Michael Walker, Eastman, Stuart Edmond, Stuart
Ploetz, Markus Stief, Markus Byrne, Patrick Cassidy, Patrick Foster, “Lonely Tree” Hensch, Rich Bream, Lewis, Scott Mann, Scott Mullock, Vitelli, Vance Rawson, vandewattyne,
Antonio Rodríguez Becerra, Jose Lanny Gonsoulin, Lapja, Larry Michael Walsh, Michael Whiteley, Florence, Stuart Hemmings, Stuart
Sudbrock, Maros Belko, Marshall Patrick Grosjean, Patrick Havel, Rich Budzinski, Rich Canino, Rich Scott Myers, Scott Nisenfeld, Scott Vasileios Kakkos, Vasileios Rigkos,
Carlos Vera Iceta, José Ignacio Bartels, Larry Rice, Lars Audun Michael Wilhelm, Michael Williams, Michael Larmer, Stuart Park, Stuart
Jones, Mårten Lagerstedt, Martijn Patrick Heron, Patrick Jones, Patrick Edwards, Richard A. Rodgers, Ruffing, Scott Schwab, Scott Short, Vegar Fristad, Velter, Velvet Mark,
Macaya Sanz, Jose Luis Guitian Ragnvaldjord, Lars Konenkamp, Lars Michael Wood, Michael Yoo, Michal Walker, Stuart Watkins, Sugunan
Broenland, Martin Aas Andersen, K. Petersen, Patrick Maschmeyer, Richard August, Richard Berry, Scott Sims, Scott Sorensen, Scott Velveteen Darkhop, Vergely Amaury,
Gallego, Jose Manuel, Jose Manuel Mallach, Lars Michael Hoffmann, Lars Buskiewicz, Michal Chlad, Michal Karthigeyan, Surgeon Sturgeon,
Martin Beijer, Martin Blum, Martin Patrick McGuire, Patrick McGuire, Richard Cornie, Richard Diosi, Stewart, Scott Timsit, Scott Tooker,
Delgado-Gomez, Jose Palma Gil, Petersson, Lars-Emil Silvstål, Lars- Florczyk, Michal Gmitrasiuk, Michal Svante Jonstrand, Sven Alfonsson, Vermonter, Verne C. Anderson,
Boulianne, Martin Buresch, Martin Patrick Murray, Patrick Nix, Patrick Richard Fearn, Richard Fluck, Richard Scott Turns, Scott Twombly, Scott
Jose Toledo, Jose Vicente Benavides, Jacob Hove, Lars-Petter Steen, Laszlo Jarolím, Michal Maděra, Michal Mela, Sven Braun, Sven Sierwald, Sven Van Vernon Piper, Vico Montomoli, Victor
Eide, Martin Gallo, Martin Glos, Odell, Patrick Ogenstad, Patrick Gaston, Richard Griffith, Richard Versteegh, Scott Vranes, Scott
Josep Eduard Baró Queralt, Joseph B. Szidonya, Laurent Goldman, Lauri Michal Siroky, Michal Suchánek, Roeyen, Svend Andersen, Sylvain Araujo, Victor Bugg, Victor Catania,
Martin Handrejk, Martin Houlden, O’Neil, Patrick Perl, Patrick Quinn, Harrison, Richard Hensman, Richard Weber, Scott Williams, Scotty Ford,
Black, Joseph B. Prozinski, Joseph Suomalainen, Lavigne Sébastien, Michal Vitkovsky, Michel D’Hondt, Sylvain Rodney Víctor Guerrero Vilches, Victor
Martin Isaksson, Martin Patrick Scheller, Patrick Schultheis, Hickman, Richard J. Donato Jr., Scribbles and Flapjacks, Sean
Berriman, Joseph Bertucci, Joseph Lawren Somer, Lawrence Caskey, Claussmann, Michel Kuechlin, Michel Luchangco, Victor Manuel Martos
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Martin Krag, Martin Lampitt, Martin Patrick Waldbuesser, Patrick Winter, Richard Linnell, Richard Lloyd-Nash, Sean Gross, Sean Hogan, Sean Kirk, Entertainment, Tabletophunter,
Cortese, Joseph Fife, Joseph Lang, Quek, Leandro Saraiva, Leaonne Hall, Michele Montanari, Michele Sommi, Victor Wheeler, Victoria Price, Viktor
Letendre, Martin Lutz Carlsson, Patrick Wright, Patrick Zuidhof, Richard Moberg, Richard Nodesjö, Sean Kirkland, Sean Leavey, Sean M. Taehee Jang, Tahd Inskepp, Tal
Joseph Lei, Joseph Leonard, Joseph Lee Carter, Lee Drechsler, Lee Health, Michele Temporin, Michiel de Groot,
Martin Lynn, Martin Monrad, Martin Patrik Ax, Patrik Berglund, Patrik Richard Pogue, Richard Rognlie, Smith, Sean Martin, Sean McCarthy, Horowitz, Talavou Alailima, Talian, Rosencrantz, Viktor von Brömsen,
M. Louis, Joseph Meeks, Joseph Lee Moneta-Koehler, Lee Pickett, Mick Ehrs, Mickael Larroque, Mickey
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Joseph Procopio, Joseph R. White, Kai, Leevi Rasila, Leif Wallsby, Leith Angel de la Torre Martinez, Miguel
Persson, Martin Pieczkowski, Martin Ljungberg, Patrik Vågehed, Patrik Taylor, Richard Tomsett, Richard Trub Sean Pollman, Sean Silva-Miramon, Tarron Wheeler, Taylor Hardin, Taylor Boily, Vincent Bouchage, Vincent
Joseph Schafer, Joseph Sharkey, Williams, Leiv Morten Brautaset, Ángel Manzo Martínez, Miguel
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Martin Söderberg, Martin Stahl, Winlöf, Pau Miret, Paul Aceto, Paul Richard Veglia, Richard Vogtmann, Sean Walsh, Seb_Super, Sebastian Team AlecSanChar, Ted Conn, Ted Metais, Vincent Serret, VinRen, Vinyl
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Stoll, Josh Utley, Joshua, Joshua Tan, Levavasseur Gaspard, Levi Åkesson, Mikael Andersson, Mikael
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Cameron, Joshua Conrad, Joshua Bergström, Mikael Brauer, Mikael Kubí ek, Vlastimil Musil, Volker
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Joshua Howard, Joshua Klug, Joshua Lindsay Cunningham, Lionel Mikael Sofran, Mike Adolphs, Mike Rob Thomas, Rob Wayda, Robb Swainsbury, Sebastian Wäscher, Thaddeus Ryker, Thaine Hepler, The Wade Geer, Wade Woelfle,
Johnson, Lisa Heavens, Lisa Nowak, Mathias S. Fleck, Mathieu Leblanc Harris, Paul Hastings, Paul Haswell, Anthony, Robb Goldstein, Robert Sebastian Wojcicki, Sébastien Thiré, Game Steward, Theo Clarke, Theodor Waldemar Horak, Walter
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Joshua Shadle, Joshua Smith, Joshua Lisa Wright, Liu Ting-Chang, Livio Mike Becker, Mike Brosco, Mike Della Bailey, Robert Barkhald, Robert Seongjoon Fred Cho, Sequoyah Girouard, Therond, TheSilencer, Cavalcante, Walter Mulder, Walter
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Strickland, Joshua Zwadlo, Jozef Qureshi, Mats Carlsson, Mats Edlund, Porta, Mike Dougan, Mike Harper, Paul Lucas, Paul Mulski, Paul
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Peñaranda Domínguez, Juan Ignacio Matt Baxter, Matt Bolte, Matt Rhodes, Mike Sanchez, Mike Smith, Paul Taylor, Paul Thompson, Chen, Wendy Neeld, Wes Hitchens,
Corujo, Juan Jose Mijarra, Juan Long Nguyen, Lorenzo Giorgioni, Schmitzer, Mike Urbanski, Mikoåaj Duman, Robert Farmer, Robert Hartley, Seth Hooks, Seth Rosen, Bowman, Thomas Braeuer, Thomas Wesley, Wesley Hayward, Wesley
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Julian Chan, Julian Coles, Julian McCallum, Matt Povey, Matt Price, Knight, Miranda Fuller, Mirko Picolomini, Pauwels David, Pavel Will Lybrand, Will Morgan, Willem
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Vanella, Lucas Curell, Lucas DP, Lucas Beck, Matthew Becker, Matthew Garcia Rioja, Pedro Gomes, Pedro Robert Johnson, Robert K. Higdon, Shaun Magowan, Shaun Marshall, Thomas J. Hurst Jr., Thomas Koppitz, William C. Semler, William Chew,
Jun Kim, Juncheng Chen, Jürgen Blanc, Matthew Boudreau, Matthew Schroeder, Mitchell King, Mitchell W. Jose Lopez Gomez, Pedro Kialanda,
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Salton Cardinali, Lucas Wase, Lucia Brose, Matthew Croughton, Pedro Martinez, Pedro Tomás Robert Koch, Robert Kuster, Robert Varsos, Shavar Stephens, Shawn Loschy, Thomas Michael Reimann, William Cope, William De Prêtre,
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Ludovit Fekete, Ludvig Bowallius, Matthew Dowd, Matthew Foster, Andersson, Per Josefsson, Per Stalby, Maddox, Robert Maefs, Robert Mair, Shawn Driscoll, Shawn Elliott, Shawn Thomas Neidigk, Thomas Nimmo, William F. Bidlack, William Garrison,
Justin Jones, Justin Kieft, Justin Lee, Matthew Foster, Matthew Fyfe, Heide-Jørgensen, Morten Roaldset, Pernille Seest, Peter, Peter Askling,
Justin LoRusso, Justin May, Justin Lugan, Luis Colon, Luis Enrique Diaz, Morton Weisman, Mr. Robot, Robert McKeagney, Robert Mitchell, Gage, Shawn Grubaugh, Shawn Thomas Odder Offersen, Thomas William Goodell, William Grimaldi,
Luis Enrique Requena Ruiz, Luis La Matthew Green, Matthew Hain, Peter Batterton, Peter Berneiser, Robert Moses, Robert Muncy, Hanson, Shawn Kelce, Shawn M. Overbey, Thomas Peterson, Thomas William Guyaux, William Hasten,
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de-Boorder, Karl McConnachie, Smith, Matthew Smith, Matthew Nathan Sayre, Nathan Smela, Nathan Orrmalm, Peter Piechocinski, Peter Roberto Bontemps, Roberto Chacon Avander, Simon Berg Jakobsen, Buckley, Tim Bosmans, Tim Burnett, William Staab, William Stinissen,
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Karl Petterson, Karl Sundin, Karl M Alexander Jurkat, M. Tinaud, Snyder, Matthew Soares, Matthew Ware, Nathanael Bryan, Nathanael Poobo, Peter Prince, Peter Sagefjord, Baez, Roberto Faenza, Roberto Simon Boynton, Simon Briggs, Tim Carmody, Tim Clarke, Tim William Warren, William Warren,
Truong, Karl-Mikael Svensson, Karol Maarten Cleirbaut, Mace, Maciej Truscello, Matthew Tsushima, Durbin, Nathaniel Beers, Nathaniel Peter Sandbeck Nielsen, Peter Hernandez, Roberto Ruiz Garcia, Simon Brinkmann, Simon Brown, Driedger, Tim Harding, Tim Hoyt, Tim Willsdorff, Willy Lim, Wilper, Wilson
Kozłowski, Kasper Bøgh Pedersen, Cielecki, Maciej Wlosowicz, Matthew Wang, Matthew Wasiak, D Wolf, Nathaniel Foster, Nathaniel Scholtz, Peter Simunovich, Peter Robin Allesiardo, Robin Archer, Simon Dunkley, Simon Hilton, Simon Isakson, Tim Kelly, Tim Kilgore, Tim Mead III, Wim T’Kindt, WMAngus,
Kasper Luiten, Kasper Vinther Maciek Kandula, Madelaine Dumas, Matthew Weeks, Matthew Williams, Lindén, Nathaniel Madara, Nathaniel Skanes, Peter Strömhielm, Peter Robin Hagendorn, Robin Leighton, Hunt, Simon Isley, Simon Johansson, Lawlor, Tim Lensing, Tim Leuftink, Wojciech Bakalarski, Wojciech
Rasmussen, Katerina Caslavova, Madison Blair, Maggers, Magnus Matthew Woodard, Matthew Yohe, Schultz, Nathaniel Tan, Necrofer, Strömstedt, Petey Potterool, Petr Robin Smorenberg, Robin Svensson, Simon Jones, Simon Mansfield, Tim Millar, Tim Owen, Tim Pilotto, Liwanowski, Wojciech Pukrop,
Katerina Pechalova, Katherine Andersson, Magnus Andersson, Matthias Caryn, Matthias Erkmann, Neil Anderson, Neil Armstrong, Neil Baumgartner, Petr Majzlík, Petr Roby Knapen, Rod Hart, Roderick Simon Mayes, Simon Pitts, Simon Tim Ridgeway, Tim Sanders, Tim Wolfang Faerber, Wolfgang Kunz,
Crispin, Kay Hirschfeld, kcBagz, Magnus Berglund, Magnus Eriksson, Matthias Riegler, Matthieu Saunier, D. Molyneaux, Neil Ferguson, Neil Plášil, Petr Vilimek, Petri Laitala, Petri Brooks, Roderick Cardwell, Rodger Roe, Simon Sarrasin, Simon Strauss, Shirk, Tim Smith, Timo Karhunen, Wolfgang Reinthaler, Word Forge
Kean Stuart, Keats Montrose, Magnus Erlandsson, Magnus Matti Häkli, Mattia Macchelli, Mattias Gorman, Neil Siddons-smith, Neil Toropainen, Petros Psarris, Petrovic B. Myers, Rodney Crain, Rodney Simon Taylor, Simon Taylor, Simon To, Timo Praß, Tim-Oliver Kunte, Timothy
Eliott, Phil, Phil Bordelon, Phil C., Phil Games, Wshep001, Wurtz Laurent,
Keefen, Keenan Tan, Keith Banks, Fjaestad, Magnus Hedlund, Magnus Danielsson, Mattias Elblaus, Mattias Thomson, Neil Tustin, Neil Valentine, Leary, Rodolfo Molina, Rodrigo Simon Ward, Simon Waugh, Simon Ahern, Timothy Anderson, Timothy
Keith Brandsma, Keith DuFresne, Höijer, Magnus Johansson, Magnus Erhardsson, Mattias Fredriksson, Nekosluagh (AKA Necroslug), Nelson Ogden, Phil Wellings, Phil Wossilek, Guerrero, Rodrigo Maia Manique, White, Simone Cortesi, Simone Busdieker, Timothy Cox, Timothy Wyatt Pittman
XYZ
Keith Einess, Keith Emin, Keith Jonsson, Magnus Körberg, Magnus Mattias Hägglund, Mattias Isaksson, Rusk, Neophytos Tsangarides, Philip Chrysler, Philip George, Roger Blewitt, Roger Boop, Roger Gallerini, Simone Gianighian, Evinger, Timothy McFadden, Timothy Xabier Escudero Martin,
Hall, Keith Hughes, Keith Marston, Mirkovic, Magnus Möckelind, Mattias Karlsson, Mattias Kling, Ng Hon Chung, Ngoc Hai Pham, Philip Kharma, Philip Loftus, Philip Forsman, Roger Orth, Roger Sato, Simone Matzanke, Simone Rovito, Peterson, Timothy Williamson, Xav de Matos, Xavier
Keith Mitchell, Keith Mudgett, Magnus Nyberg, Magnus Sandqvist, Mattias Lönnqvist, Mattias Nilsson, Nguyen Vincent, Nicholas Adegite, Peersman, Philip Reed, Philip Stokes, Roger Sjögren, Roland Bruno, Roland Sir Chaos, Siraseth Sujaritskulvong, Timsit Olivier, Tina Engström, San Antonio Gonzalez,
Keith Neufeld, Keith Pepin, Keith Magnus Serratusell Wallin, Magnus Mattias Östklint, Mattias Rippe, Nicholas Brauer, Nicholas Brechtel, Philip Szczypinski, Philip Williams, Schruff, Roland Wilke, Roman Janda, Skander Ballard, Skarlix, Skyler Ting Cheung Leung, TJ White, xxxx, Yair Mayer, Yan Shengchun,
Philliben, Keith R. Hayden, Keith Seter, Magnus Stalby, Magnus Mattias Sossna, Mattias the mad Nicholas Cotton, Nicholas Kelsch, Philipp Harsdorf-Enderndorf, Philipp Roman Kuzyk, Ron Dautzenberg, Harris, Solarious Mecharious, Somkid Tobias Ander, Tobias Aumueller, Yann Salaün, Yannick Bergeron,
Roberts, Kellen Cozzens, Kelly le Westerlund, Magnus-André Vinsnes viking vajda, Mattias Thomsen, Nicholas Lawson, Nicholas Lundy, Jostkleigrewe, Philipp Metz, Philipp Ron Musial, Ronald A. Spreckels Jr., Lertpiriyaprasert, Sonia de Llanos, Tobias Dworschak, Tobias Edin, Yannick Huth, Yap Zhi An, Yashar
Vann, Kelly McGraw, Kelly Moore, Jessen, Maik Knopf, Maik Prilop, Mattias Wikström, Mattiaz Nicholas Matzen, Nicholas Parr, Schäfer, Philipp Skandera, Philipp Ronald Hooks, Ronald James, Ronald Sonny Bundgaard, Soren Haurberg, Tobias Eklund, Tobias Häggquist, Basseri, Yasmin Matthews, YC,
Kelly Taylor, Kelsey Miller, Ken Malcolm Smith, Malte Hansson, Fredriksson, Mattijs Reinen, Mattis Nicholas Rowe, Nicholas Singleton, Speh, Philipp Ullmann, Philippe Kent, Ronald King, Ronald Novicky, Soren Nutting, Soulsorcerer, Sozin, Tobias Hebel, Tobias Wieczorek,
Yehuda Halfon, Yeji Kim, Ygouf
Bradford, Ken Chan, Ken Erickson, Manfred Leitner, Manne Ekhöjd, Olsson, Maugli, Mauii, Maurice, Nicholas Switzer, Nicholas Tvrdy, Ebersold, Phillip Perry, Phillip Pierce- Ronald Olexsak, Ronald Plunk, Spencer Armstrong, Spencer D. Tod Jeffcoat, Tod Sistrunk, Todd
Ken Lo, Ken Robinson, Ken Shannon, Manolis Trachiotis, Måns Olson, Mauricio Vives, Maurizio Belli, Nicholas V. Passalacqua, Nicholas Savoie, Phillip Schrader, Phillippe Ronald Shenck Jr., Ronald Stalter, Taylor, Spencer Johnson, Spencer Colby, Todd Curtis, Todd Dowling, Antoine, Yoann Lebreton, York Kries,
Ken Staples, Ken Washington, Manuel Anthoff, Manuel Antonio Maurizio De Guidi, Maurizio Mazza, Wallace, Nick Adams, Nick Brooker, Caminha, Phonenix Dice, Piczil Zsolt, Ronald Watkins, Ronny Dannler, Marstiller, Spencer Olson, Spyros, Todd Ehrenfels, Todd Hayes, Todd Yosu Gomez Irigoyen, Youri Janse,
Kenneth Burgener, Kenneth Coble, Vega Marquez, Manuel Fontaiña Mauro Ortolani, Max, Max, Max, Max Nick Dianatkhah, Nick Hornby, Nick Pierre Chaloux, Pieter Buntinx, Pietro Ronny Heinz, Rory Haran, Rory Klein, Spyros Bogdanos, Stamati Kenzie, Todd Seitz, Todd Wagner, Yvonne Hayes, Zachary Vail, Zachery
Kenneth E Mashburn, Kenneth Castro, Manuel Joseph Ibañez III, Jansson, Max Morell, Max Spielberg, Litavec, Nick Mance, Nick McIntee, de Martino, Piotr Bałut, Piotr Buchali, Ross, Ross A. Isaacs, Ross Allison, Stamatiou, Stan Lee, Stanislas Toke Fonsboel, Tom, Tom A. Brown, L. Goldsmith, Zack Johnson, Zain
Falls, Kenneth Gatt, Kenneth Page, Manuel Miranda, Manuel Reisner, Maxime Bouchard, Maxime Bruno, Nick Nyaiesh, Nick Patterson, Nick Piotr Ciesielski, Piotr Jurkiewicz, Ross O’Dell, Ross Richards, Roux Biron, Stanislav Adamek, Stanley Tom aka “Original Timmy”, Tom “SUNIONBRO” Hamzah, Zdeněk
Kenneth Sweeney, Kenneth Tedrick, MANUEL TERAN IGLESIAS, Marc Maxime David, Maxime Mougin, Riggs, Nick Short, Nick Smith, Piotr Kowalski, Piotr Kraciuk, Nicolas, Roy Davis, Roy Hoglund, Seow, Stathis Kokkinakis, Statua Aukner, Tom Burdak, Tom Duerinckx, Bartek, Zdeněk Skoupý, Zeke Walker,
Kenneth Watson, Kenshin, Kent Bennett, Marc Burnell, Marc Maximilian Wopfner, Maximilien Nick Vo, Nick Young, Nicklas “Akui” Piotr Modzelewski, Pixel_Kitty, Roy Miller, Roy Thorsby, RT, Ruben Oliver, Stavros Tsiakalos, Ste, Steen Tom Evans, Tom Geraghty, Tom Zen Bins, Zenon Berg, ZetaRec,
Shuford, Kenton White, Kernan Funk, Butterweck, Marc Casteel, Marc De Chagnon, Maxo_Q, Maxwell Nordqvist, Nicklas Collin, Nicklas PJ Ehrenburg, PlanBee, Pontus Eguidazu, Ruben Perez Huidobro, Pedersen, Stefan Anundi, Stefan Henderson, Tom Hoefle, Tom Holm, Zhang Hao, Zindo Nicolas, 杨泽敏
DARK LEGION CREATURES
LEGIONNAIRES PRAETORIAN STALKERS
The Undead Legionnaires of Algeroth march against humanity
These terrifying machines of war are Algeroth’s
in seemingly numberless silent hordes. These soldiers are
greatest achievement, a vision of the ultimate
essentially zombies, humans killed in battle and reanimated
frontline soldier. They are also a horrendous
with the help of necrotechnology. Their equipment is a mix
parody of the noble Doomtroopers. Crafted
of scavenged parts reshaped using black technology. Slaves
in twin pairs that operate seamlessly together,
under the control of a Nepharite or their subordinates, the
they are the perfect killing machines.
mindless Legionnaires act without any will of their own.
A fusion of the dark technologies available to
Algeroth, almost their entire bodies consist of
highly advanced, Dark Symmetry powered servo
NECROMUTANTS engines, hydraulics, and necrotechnological
Massively built warriors transformed by the twisted
organs. They are fast and relentless mobile
science of the Dark Legion, their bodies are
weapon platforms without peer.
perfectly adapted to combat. Soot colored skin
stretches tight across broad shoulders and muscular
arms, the veins beneath pulsating with an unholy
glow. Necromutants act as frontline infantry in the
THE NEPHARITES
battles fought by the Dark Legion, with the best
Nepharites are the highest servants of the
gaining their own command. They carry out fearless
Apostles and the eternal enemies of mankind.
assaults using hordes of Legionnaires.
Algeroth’s chosen seek solace in the chaos of war
and stalk the battlefields in search of slaughter.
Nepharites are huge — often twice as tall as any
CENTURIONS man — and are often garbed in shining dark
One of Algeroth’s most successful creations,
armor coated with evil runes and sharp spikes.
Centurions are created from wounded commanders
They radiate deadly calm, lead their armies with
who are mind-wiped then repurposed, their bodies
cold efficiency, and command their forces with
infused with bio and necrotechnology. Their black
mighty battlecries that strike fear into the hearts
or red eyes and hardened green skin forever set
of those who hear them and pave the way for the
them apart from humanity. Centurions often act as
carnage to follow.
the commanders of the Dark Legion. Selected for
their combat abilities, they are sometimes given
special missions by their own leaders.
EZOGHOULS
Drawn from an alien and hellish dimension,
RAZIDES the gigantic Ezoghoul is a being with one
Beasts from another time and existence that sole purpose: the destruction of other
have been enhanced by Algeroth’s Tekrons, beings and the glory of battle. They fly
they walk taller than any human and are able across battlefields raining destruction on
to crush stone with their powerful hands. A those below. The Ezoghoul’s quadrupedal
Razide appears to be a hybrid of flesh, black body is fused with an external metal
iron, glass, and stone. As it draws breath skeleton, with much of it made of artificial
through a biotechnological breathing vane, materials. Unable to breathe a standard
unearthly organs connected to endless tubes atmosphere, the creatures rely on a
ripple beneath its reddish skin, pumping dark parasitic symbiote to draw breath and
liquids throughout the Razide’s muscular body. silently communicate via telepathy.
© 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved.
48
2D20 LEAD GAME DESIGN
JAY LITTLE
ADDITIONAL DESIGN AND DEVELOPMENT BY
NATHAN DOWDELL, CHRIS BIRCH, MICHAL E. CROSS, BENN BEATON, JOHN DUNN, MARC LANGWORTHY
WRITTEN BY
MISCHA THOMAS, NATHAN DOWDELL, MARC LANGWORTHY, BILL HERON
EDITED BY
BRIAN CASEY, MARC LANGWORTHY
GRAPHIC DESIGN BY LAYOUT BY COVER ARTWORK BY
MATTHEW COMBEN THOMAS SHOOK STEFAN KOPINSKI
ARTWORK BY
ALEX INNOCENTI, CHRISTIAN QUINOT, DOMINIK KASPRZYCKI, JEFF PORTER, JOHAN FREDRIKSSON,
PETER BERGTING, RICHARD HANUSCHEK, WITOLD TRZCIONKA, DARIUSZ ZABROCKI, EMILIEN FRANCOIS,
YANA DMITRUK, OILIVER WETTER, MATEUSZ WILMA, ALEX DRUMMOND, PIOTR NOWOJEWSKI
CARTOGRAPHY BY MUTANT CHRONICLES 3RD PRODUCED BY
EDITION & UPDATED FACTIONS
HENNING LUDVIGSEN LOGOS BY CHRIS BIRCH, MARC LANGWORTHY
ALEX BUND
PROOFREADING BY ART DIRECTED BY COMMUNITY MANAGERS
BILL HERON, JUAN ECHENIQUE, JAVIER MISCHA THOMAS, MARC LANGWORTHY LLOYD GYAN
ANGERIZ-CABURRASI AND OUR BACKERS!
Published by: Modiphius Entertainment Ltd. 39 Harwood Rd, Fulham, London SW6 4QP. [email protected]
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
www.facebook.com/mutantchroniclesrpg and www.modiphius.com
Modiphius Entertainment Product Number: MUH050006. ISBN: 978-1-910132-31-9
The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment MUTANT CHRONICLES and related logos, characters, names, and distinctive
Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any likenesses thereof are trademarks or registered trademarks of Mutant
unauthorised use of copyrighted material is illegal. Any trademarked names are Chronicles International Inc. All rights reserved. Artwork and graphics © Mutant
used in a fictional manner; no infringement is intended. Chronicles International Inc, except the Modiphius Logo which is © Modiphius
This is a work of fiction. Any similarity with actual people and events, past or Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
present, is purely coincidental and unintentional except for those people and events, past or present, is purely coincidental and unintentional except for those
events described in an historical context. people and events described in an historical context.
INTRODUCTION
51
The sieging of a monstrous Citadel begins in earnest.
INTRODUCTION
52
CHAPTER 01
The heroes of the solar system tear into the Dark Legion.
CROSSING OVER OPENING SALVOS tokens or miniatures, which is not a strict requirement for any
roleplaying game. Second, the roleplaying game employs
The dieselpunk future explored by the Mutant Chronicles The 2d20 system that powers the roleplaying game is clearly an abstract zonal system which does not require the use
3rd Edition Roleplaying Game is fuelled by the 2d20 a much different system to that of the Siege of the Citadel of precise range and distance, whereas the board game
system, a fast-paced ruleset fuelled by the Momentum board game, but there are foundations of the two that allow presents a grid square system that strictly defines both.
and Dark Symmetry Point mechanics that allows the action conversion elements to be explored. For the purposes of this
and drama to remain free-flowing and intuitive across a crossover supplement, this has largely been approached with
stage that encompasses the entire solar system. The Siege a view to extrapolating the well-established roleplaying game
of the Citadel board game translates iconic elements of mechanics into a structure suitable for use within the tactical ROUNDING NOTE
the setting and key portions of the descriptive rules from environment of the board game, thereby creating a hybrid of
the roleplaying game into an intuitive, rules-light tactical the two. There are several factors related to the introduction A number of the following crossover rules and
format that intensifies the action and speeds up the of the board game tiles into the roleplaying environment that suggestions will require some division and rounding.
gameplay beyond the boundaries set by the traditional must be dealt with in order to facilitate their use, such as Unless, otherwise stated, characters and GMs should
pen and paper system, but keeps them firmly within the movement, line of sight (or LOS), and range. always round down.
confines of the board tiles. The purpose of this crossover
book is to attempt to bridge the gap between these two TACTICAL MOVEMENT
mediums, so that RPG players, including GMs, can take full
advantage of the board game components as the fuel for There are certainly major differences between how movement TOKENS & FIGURES
a full-throttle ride through the Citadels and battlegrounds of individuals is dealt with between the roleplaying and The Siege of the Citadel board game makes use of an
of humanity’s dark future. board game systems. First, the board game makes use of amazing array of table top miniatures to conduct warfare
53
between the desperate forces of humanity and the For instance, a creature with Supernatural Agility (1) and Movement action declares that they will be using both of
destructive Dark Legion troops, all of which have been Supernatural Physique (1) will add one square movement to their actions to perform one single move through difficult
scaled to fit within the grid system printed on the board their calculated total from the table below. terrain. The character would only have been able to complete
tiles. This means that some form of representative marker 2 squares of movement without this declaration: 3 squares
will be required to indicate each individual figure’s position per Movement action, but each square of difficult terrain
TACTICAL MOVEMENT TABLE
when using the board tiles and crossover rules as part of a requires 2 squares, meaning the remaining 1 square from
roleplaying game session. Though the board game itself is each individual action would be lost. Declaring the use of
AGILITY + PHYSIQUE MOVEMENT IN SQUARES
already packed with a large number of miniatures and tiles two actions as one single move in difficult terrain allows the
that are perfectly designed for combat using a grid system, 2-10 2 character to effectively move 3 full squares in that round.
there are a number of alternative options that involve much 11-18 3
less expense, such as representative illustrations printed 19-26 4 MOVING THROUGH AND BETWEEN
onto free-standing upright or flat circular cardboard tokens;
27-34 5
OCCUPIED SQUARES
even simple counters with handwritten notations can suffice Characters or creatures may move through squares occupied
35+ 6
if nothing else is to hand. by another friendly character or creature, but not through a
square occupied by an enemy. Cutting across the corner of
SQUARING ZONES MOVEMENT AND ENCUMBRANCE a square occupied by any character or creature is allowed,
With tokens or miniatures to hand and tiles placed, the next In addition to the normal penalties for encumbrance whether friendly or not. In the case of diagonal movement
stage to consider is movement. As previously mentioned, (Mutant Chronicles rulebook pg. 205), characters who are past an enemy, however, an opposed test is required to avoid
this is handled within the roleplaying game by depicting or encumbered suffer from reduced movement. The effects of inviting a Retaliate Response Action from the character or
describing loose zones that allow the players to describe encumbrance are further explained under each movement creature that is being moved past if the movement is not part
the relative position and actions of their character relative action type on p. 54. of a Withdraw or Adjust Stance action–see Movement Actions,
to the zone. Movement within and between zones is below, and Retaliation Zones, p. 57. The moving character
enacted through several actions that range from a simple THE ACTION OF MOVEMENT may use either Acrobatics, Athletics or Close Combat for
Adjust Stance Free Action (Mutant Chronicles pg. 123) that A character may move orthogonally or diagonally as part the purposes of this test, but will always be opposed by the
allows a character to move to any point within their current of their movement, which includes cutting across corners enemy’s Close Combat skill.
zone, to the more involved Sprint Standard Action (Mutant of doorways and walls (though exceptions to this are listed
Chronicles pg. 124) that enables a character to cross several below). Changing facing does not require any movement MOVEMENT ACTIONS
zones with one action. The board game assumes that most and may be performed freely at any time. Opening a door Having already discussed the types of actions available within
creatures and characters can take three squares of movement requires the equivalent of one square of movement. the roleplaying game, the following suggestions are made
as standard. for each category in terms of how they relate to movement
Unless they are dead, unconscious, hampered by critical in the tactical sense:
Of course, there is nothing wrong with GMs simply using injury, or have their legs restrained, characters may always
the tiles to define zones, thereby ignoring the grid system take 1 square of movement so long as they have at least one ADJUST STANCE FREE ACTION: In tactical terms, this
completely. Most rooms and corridors can easily represent a Wound remaining in at least one of their leg locations. represents 1 square of movement. Like all Free Actions,
single zone, whilst larger rooms–such as the one at the heart this action may still only be performed once per round.
of the Citadel–might need to be allocated as zones that are Each square of difficult terrain requires 2 squares of a Additionally, it may not be performed in the same round that
restricted by the physical size of their tile. character’s movement. Note that this means the Adjust a character takes a Movement Restricted or Sprint Standard
Stance Free Action may not be used to enter or when within Action. This action may be used to safely take short steps
For the purposes of this crossover, however, there will need difficult terrain, although a Chronicle Point may be used to within a melee engagement and does not provoke the
to be some conversion work undertaken to establish exactly overcome this restriction. A character that either begins play Retaliate Response Action.
how many squares each model may move in one action; in difficult terrain or enters it as part of their movement must
specifically, a Movement Restricted Action. Unless otherwise attempt an Acrobatics or Athletics test, made at a difficulty Regardless of their level of encumbrance, characters or
stated, the rules within the Mutant Chronicles 3rd Edition of Average (D1) for the Movement action or Challenging creatures who are encumbered may always make use of the
rulebook take precedence. (D2) for Sprint. They may continue their full movement on Adjust Stance action.
success, otherwise they only perform 1 square of movement
When converting characters or creatures for use with these into the difficult terrain. MOVEMENT RESTRICTED ACTION: This action will allow a
tactical rules, combine their Agility and Physique attributes character to take their full movement in squares as calculated
and refer to the following Tactical Movement Table. Any At the start of a round, a character may declare that they are by referring to the Tactical Movement Table, above. A
creature or character in possession of a Supernatural rating spending their entire round taking two Movement actions character or creature may not perform an Adjust Stance
in either Agility or Physique, or a combination of both, through difficult terrain, which effectively allows the character Free Action or Sprint Standard Action in the same round
adds one square of movement to their total for every two to combine both actions into one pool of movement. For that they use this type of movement. They may, however,
complete points of relevant Supernatural rating they possess. example, a character that benefits from 3 squares per choose to downgrade a Standard Action to perform a second
CHAPTER 01
54
OPTIONAL RULE–MOVING DIAGONALLY BETWEEN OCCUPIED SQUARES player attempts to make a diagonal movement that will
take her between an Elite Necromutant and an Undead
The following optional rule is a potential means to provide movement into the square unhindered. If they fail the Legionnaire. The player elects to use her Athletics skill in
more open movement across condensed battlefields. test, this ends their current movent action and, in case opposition to the Undead Legionnaire’s Close Combat
Movement on a diagonal between two models into of an opposed test, provides an enemy model with the skill and pays three Dark Symmetry Points for the test.
an unoccupied square is handled slightly differently opportunity to perform a Retaliate Response Action. Valerie’s player then rolls all five dice, which result in a
depending on whether either model is friendly or not. 1, 6, 8, 16, and 18. Thanks to her Athletics Focus (2) and
In the case of a diagonal between two friendly models, GMs may increase the difficulty of a test to dodge between Rigorous Training (2) talent, she nets 6 successes in total.
a Challenging (D2) Acrobatics or Athletics test will friendly models, or increase the bonus Momentum The GM opposes this with the Elite Necromutant’s Close
allow the moving character or creature to slip or shoulder gained towards an opposed test in the case of enemies, Combat skill–the stronger of the two creatures–but adds
their way between the models. If one of the models is depending on the size of a creature or character, or the one d20 for the Undead Legionnaire. She elects to spend
friendly and one an enemy, then an opposed test is taken type of armour that is being worn. Ducking between two Dark Symmetry points for bonus d20s to their roll,
against the enemy model exactly as described in the characters wearing bulky power armour or two hulking which also results in her rolling five d20s for the test. The
previous paragraph, though the enemy model gains one Brass Apocalypts, for instance, will be more difficult than dice result in a 3, 8, 13, 15, and 17, netting two successes
bonus Momentum for the opposed test. If both models attempting the move between two characters in skin-tight from the roll, plus the three bonus Momentum they gain
are enemies, then they gain three bonus Momentum to body suits or two Undead Legionnaires. because of the diagonal movement Valerie is taking, for
their opposed test. Note that in this final case, the GM a total of five successes. Having taken them by surprise,
should nominate one model as the primary antagonist Example: Valerie Duval is facing a horde of Necromutants Valerie has managed to shoulder her way between the
for the test, with the other model providing a supporting and Undead Legionnaires that are using their bodies to slow-witted creatures into an unoccupied square before
role–i.e. adding one d20 to the opposed test. If the shield a weakened Tekron. Spotting an opening in their they can react. The way is now clear to the Tekron, but she
moving player succeeds at the test, they complete their lines that will allow her to get closer to the Tekron, her had better hope that her team has her back!
Movement Restricted Action–in effect taking a double move tests, although any Fatigue remains and must be removed as action may not be performed if two squares of movement will
without sprinting. Characters can crawl or climb at half normal (Mutant Chronicles rulebook pg. 104). not allow the character to disengage safely from all enemies
their normal movement (round down) with this action, to a within the current melee engagement, though they are free
minimum of 1 square. Characters who are Encumbered or wearing any Armour to use other types of movement.
that provides a Soak value of 3 or greater to the legs may
Characters or creatures who are encumbered reduce their only move at three times their movement with this action. Regardless of their level of encumbrance, characters who are
movement by 1 square if carrying more than their limit, by 2 Characters who are carrying more than twice their limit may encumbered may only move 1 square with a Withdraw action.
squares if more than twice their limit, by three squares if more only move at twice their movement rate with this action, or
than three times their limit, and so forth. Regardless of their at their normal movement rate if carrying more than three Just as with the standard rules, if a character attempts to
level of encumbrance, however, they may always take at least times their limit. It is impossible to use Sprint if carrying four leave a melee engagement with a Movement or Sprint action,
1 square of movement. or more times their encumbrance limit. they must make an opposed Close Combat test against the
most skilled enemy amongst the combatants. They may
SPRINT STANDARD ACTION: A character can run up to A character may usually only Sprint in a straight line, although move freely on success, otherwise each enemy combatant in
four times their usual number of squares with this type of GMs may allow the character to alter course once or twice the melee engagement may perform a Retaliate Response
movement. An Adjust Stance or Movement action may not following successful Acrobatics or Athletics tests taken as part Action to strike at the character.
be taken in the same round that a character takes a Sprint of the movement.
action. During combat, a character can run for a number of MOMENTOUS MOVEMENT
rounds equal to their Physique attribute without hindrance. Outside of combat–where adrenaline is not a factor–characters Introducing combat and movement into a tactical
During each round following this, the character must succeed may instead run for a number of minutes equal to their environment also allows for the use of unique Momentum
at an Average (D1) Resistance test or suffer one Fatigue. Physique attribute before needing to test for Fatigue. This options to be included. Any time that a character benefits
Each successive Resistance test taken without rest adds one represents a pace of approximately 19-20 kph; GMs may allow from Momentum gained due to a skill test that involves some
to the difficulty of the test for each point of Fatigue that characters running at a slower pace to test less frequently. form of movement, one Momentum from the test may be
has been suffered due to the prolonged run. A character spent to gain one additional square of movement for the
must rest for a number of rounds equal to half the amount WITHDRAW STANDARD ACTION: This unique action current movement action, to a maximum of two Momentum
of rounds that they spent running (round down) before being allows a character to move up to 2 squares away from and two additional squares.
able to run again without requirement for further Resistance opponents in order to disengage from melee combat. This
55
creature to occupy a cube, instead of a square. Counting but must succeed at a Challenging (D2) Acrobatics or
the number of cubes away from an attacker is equivalent to Athletics test to do so. This is increased to a Dire (D3) test
BONUS MOVEMENT FROM MOMENTUM, counting the number of squares. if the creature moves backwards. Any of these tests can result
TALENTS, POWERS, OR ABILITIES Creatures that use wings or require continuous momentum
in Momentous Movement. Creatures that fail the test have
become unstable and end their movement. At the start of
If enough Momentum is generated, the Swift Strike for flight are bound by some applications of physics in their next turn, they drop a number of squares equal to half
Combat Momentum spend provides for an additional order to remain aloft. They must fly a number of squares their movement unless they succeed at Challenging (D2)
Standard Action each round. Additionally, some in a round equal to half their movement or risk stalling. Acrobatics or Athletics test made as a Standard Action.
characters or creatures may be able to access unique They can also only make diagonal movement as part of
abilities–in the form of Ki Powers, DNA Mutation, or any movement action (not sideways). Once movement has LINE OF SIGHT
spells and powers, that enable them to take extra begun, the creature must maintain forward or diagonal
Standard Actions during a combat round. Should they movement, i.e. it cannot move sideways or backwards In order to make a ranged attack, a character must have line
choose to take a bonus movement action as a result of as part of the movement once it has taken a square of of sight to their target. The attacker traces a line from the
either Momentum or an ability’s effect during combat, movement to begin its action (it must continue forwards or centre of their square to any point on the closest side of their
it is recommended that the character is limited to only diagonally from this line). Note that a creature may begin target’s square. If this line intersects a wall or creature, then
being able to employ a Movement Restricted Action. its flight movement by moving a square in any direction, line of sight is blocked.
This will provide a character with more than enough but is bound by the preceding rules once it has moved.
movement during a combat round and account Regardless of clear line of sight, making a ranged attack
for the fact that they will need to remain aware of Creatures can also rise at a rate of 1 square (or cube) for against an enemy engaged in melee with a friendly character
the tactical situation around them. Generous GMs every 2 squares of forward movement, or may descend 1 will increase the difficulty of the test by one. Friendly
who allow the use of a second Sprint action should square for each square moved. A creature that chooses to characters and creatures are classed as engaged in melee
ask for Insight or Observation tests in order for the fly straight up can ascend a number of squares equal to half if they are adjacent to an enemy and within their Retaliation
character to remain aware of their surroundings at their flight speed as a Movement Restricted Action, or up to Zone; see Retaliation Zones on pg. XXX. This penalty can be
such dizzying speeds, with failure resulting in a one two times as a Sprint Standard Action. negated at the GMs discretion if the enemy is larger in size
level difficulty increase to all movement, perception, than the engaged friend–a Monstrous Creature engaged with
and combat related skill tests during that round. A creature can attempt to remain aloft and move at less than a human-sized friendly, for instance.
half speed, hover, or move sideways as part of its movement,
FLYING CREATURES
Flying creatures–such as the Ezoghoul–are another
consideration for tactical movement. Most flying creatures
should be able to fly at least as many squares as they are
capable of walking. Not all flying creatures will move at the
same speed of course, so GMs should make their players
aware of any variations to this rule whenever a model with
flight is introduced.
CHAPTER 01
56
During their turn, if they choose not to move, a character than their intended target, in which case the target gains no RETALIATION ZONE
or creature may lean around a blocking obstacle (such as benefits (including any Cover Soak). Short Cover may also be Each model has a Retaliation Zone, which is effectively the
a wall) to gain line of sight and therefore make a ranged Light or Heavy for the purposes of Soak (Mutant Chronicles number of squares around themselves that they threaten in
attack, though they expose themselves to the potential rulebook p. 130) combat terms. This is used for the purposes of the Retaliate
of return fire until the start of their next turn when doing Response Action and the actual physical reach of their attacks.
so. When leaning out, a character or creature may make a RANGE
normal ranged attack against any target they gain line of Unless they possess some form of melee attack or weapon
sight to. The obstacle that is being circumvented to gain a Range between combatants is counted in squares. In non- with the Reach quality, most human-sized weapons have a
shot, however, will be considered Short Cover (see below) game terms, one square is approximately 1.5 metres or 5 feet. Retaliation Zone that covers each of the 8 squares adjacent
until the start of their next turn, instead of blocking. to their own model or token. Any enemy movement
TACTICAL COMBAT within this zone that is not an Adjust Stance or Withdraw
#1 action risks provoking a Retaliate Response Action.
The actual basics of combat remain largely unaffected. Unless
the GM interrupts through Dark Symmetry, initiative remains Creatures with the Monstrous Creature quality take up an
with the players. As with movement however, there are some amount of space equivalent to a large square consisting of 2
#1 #3 specific points and alterations to actions that need to be squares by 2 squares on the grid tiles. Their Retaliation Zone
considered. encompasses the next two layers of squares immediately
surrounding their occupied space, i.e. the 12 squares
SURPRISE immediately surrounding their token or model, plus the 20
In addition to being ambushed–which is normally pre- squares immediately surrounding that.
planned and premeditated–characters or creatures can also
be surprised by the events of the game. For example, guards Creatures that possess the Colossal Creature special ability
on a routine patrol might be momentarily struck immobile at occupy a space that is at least 3 squares by 3 squares on the
discovering the characters mid-heist, whilst the characters tactical grid, though some are likely even larger than this. The
themselves may have been so focussed on their actions that final call on how many squares a Colossal Creature occupies–
they failed to hear the guards approach. In this instance, which may even be a rectangular pattern on the tactical grid,
#2 either group could suffer the effects of surprise. rather than a square–is at the GM’s discretion; a Bio-Giant, for
instance, should occupy at least a 4 square by 4 square space,
Ambush tactics allow for an opposed Stealth roll against the possibly even more. A Colossal Creature that is 3 squares by
target’s Observation, but, in situations such as the example 3 squares has a Retaliation Zone that extends to 6 squares
LINE OF SIGHT given above, Observations tests for one or both groups away from itself and encompasses everything in between, a
1. The character has clear line of sight from the centre of would be more effective. These are not opposed tests. They creature that is 4 squares by 4 squares will extend 8 squares,
their square to anywhere on the closest edge of the are straightforward skill tests at a difficulty determined by the and so on.
enemy’s square. GM. Momentum from the tests can be carried forward into
2. The character has clear line of sight from the centre of any subsequent combat round that ensues. If all tests fail, or Ultimately, GMs should strive to establish the Retaliation
their square to one corner of the closest edge of the all tests succeed, then there is no need for surprise–other Zones of large creatures ahead of play and should always
enemy’s square than perhaps as a story narrative. make their players aware of the possible extent of each
3. The character is unable to draw line of sight from the creature’s reach.
centre of their square to anywhere on the closest edge A combat that begins with some of the combatants unaware
of the enemy’s square. of their opponents opens with a surprise round. If they are RETALATION ZONE
aware of any enemies, the player characters still act first in the •• Human sized creatures have a Retalaton Zone of 1 square
SHORT COVER surprise round. Any character or creature that is aware of any around them (denoted in green).
If the attacker is only able to draw line of sight to the closest opponents during the surprise round may take Free Actions
corner of their target’s square in order to avoid intersecting and a Standard Action. •• Monstrous creatures have a Retalation Zone of 2 squares
an obstacle (example #1 in the Line of Sight diagram), the around them (denoted in red).
target is considered to be in Short Cover and the difficulty of Those combatants who begin the surprise round unaware of
the ranged attack test is increased by one. their opponents do not get to act in the surprise round. The
only exceptions to this are player characters and Nemesis
Targets within six squares of a low obstacle–i.e. anything NPCs, who may still take Response Actions, but at double the
that would effectively cover less than half of their body–also required Dark Symmetry Point cost. Trooper and Elite NPCs
gain the benefits of Short Cover when line of sight intersects may not act at all in the surprise round.
the obstacle; unless the attacker is closer to the Short Cover
57
OPTIONAL RULE: ACTIONS AND RETALIATIONS
It stands to reason that other actions taken within a Retaliation Zone would prompt an opportunistic attack from canny
opponents; clearing a jammed weapon or using a skill that consumes a large portion of a character’s attention are two
examples of actions that might leave them open to Retaliation. As an optional rule, the following list provides guidance
on whether an action is likely to incite a Retaliation Response Action. In some instances, GMs may allow a skill check to
negate the Retaliation opportunity–the successful use of the Ranged Weapons skill to clear a jam, for instance.
1
Weapons that possess the Close Quarters quality will not incite a Retaliate action.
2
If it is necessary for the character taking the Guard action to perform movement in order to complete the action, then
they may open themselves up to a Retaliate action from nearby enemies. Refer to the description of the Guard Response
Action under the Tactical Actions heading for more information.
CHAPTER 01
58
TACTICAL ACTIONS the Guard action. If the Acrobatics or Close Combat test Vehicles also have a base speed for the purposes of the
Movement actions have already been covered, but the does not generate enough Momentum for the movement, tactical environment–refer to the Vehicle Tactical Movement
following alterations apply to the listed actions: the Response Action fails though still counts towards the Table. This speed is not proportional or representative
character’s limit (usually one per turn). of a vehicle’s top speed or cruising speed, it is simply
FREE ACTIONS a suggested movement allowance designed to keep a
FALL PRONE: This action represents 1 square of movement. VEHICLES vehicle’s speed within the realms of the tactical environment.
As previously stated, characters can crawl at half their normal
movement (round down) with this action, to a minimum It is recommended that the more abstract vehicle rules Driving or piloting a vehicle across a battlefield normally
of 1 square. presented within the Mutant Chronicles 3rd Edition requires an Average (D1) Pilot test as part of the vehicle’s
rulebook are used for scenarios such as fast-moving car action (see Tactical Actions and Crew Roles below), though
STAND UP: Standing up from prone requires 2 squares of chases across the packed streets of Luna, or dogfights above difficult terrain and/or making a manoeuvre will increase the
movement. If this action is taken within an enemy model’s the jungles of Venus. To maintain the intensity and drama difficulty of the test.
Retaliation Zone, an opposed Acrobatics, Athletics, or of such high-octane scenes, the action and dynamics can
Close Combat test is required to avoid a potential Retaliate be tracked more quickly and will flow much better using Vehicles can move using forward or diagonal movement.
Response Action. narrative descriptions and abstract zones than they will if they Each square of diagonal movement requires 2 squares of
are played out on a tactical grid. movement. For vehicles with the Agile quality, each diagonal
RESPONSE ACTIONS movement only requires 1 square of movement.
DODGE: Characters that use Acrobatics to perform the But what of key battles that involve vehicles, yet by necessity
Dodge Response Action may make use of Momentous move at a slower pace? Most characters would jump at the A vehicle cannot make forwards and backwards movement
Movement, although this may initiate Retaliate Response chance to tear through the halls of a Citadel on a Hedgehog within the same round. Unless the driver succeeds at an
Actions from nearby enemies. In order to be successful, any Necromower or ride through the sewers of Luna on a customised Average (D1) Pilot test, a vehicle must also remain at a
enemy choosing to perform a Retaliate action must exceed LPD Jetcycle. The rules presented here offer the opportunity stand for one round following forwards movement before
the number of successes achieved on the character’s Dodge. to integrate smaller scale vehicles into a Mutant Chronicles being able to begin backwards movement. If a driver
roleplaying set within the boundaries of the tactical grid. succeeds at the Pilot test to move backwards, they may use
GUARD: When guarding against ranged attacks, the the vehicle to move backwards as normal. A vehicle moves
character attempting to perform the Guard Response SPACE CONSIDERATIONS backwards at half its normal speed, rounding fractions up.
Action must be within or adjacent to a square that allows Presented in a length × width format, the Vehicle Tactical Driving backwards increases the difficulty of all Pilot tests
the reacting character to draw a clear line of sight to the Scale Table offers guidelines to establish the effective size for by one step.
attacker without the model they are protecting blocking some vehicles within the tactical environment.
their view, i.e. they cannot defend against attacks made MOMENTOUS VEHICULAR MOVEMENT
from the opposite side of the model they are protecting. Momentum generated by a Pilot test involving a vehicle’s
VEHICLE TACTICAL SCALE
movement may be used for the vehicular equivalent of
When guarding against melee attacks, the attack that the SIZE IN GRID Momentous Movement (see p. 55), to a maximum of two
VEHICLE TYPE
reacting character is attempting to block must be coming SQUARES (L × W) Momentum and two additional squares.
from within or adjacent to their own Retaliation Zone. Motorcycle 2×1
Jetcycle or Small Car 2×2
In either of the above cases, a character wishing to perform
a Guard Response Action may attempt to provide protection Standard Car 3×2 DESIGN NOTE–VEHICLE SPEEDS
against an attack from outside of the limits described. To Armoured Security Van, Large
4×2
do so, the character must pay the required Dark Symmetry MPV, or APC Not every vehicle moves at the same speed of course.
Points and attempt an Acrobatics or Close Combat test as Medium Tank 5×3 Neither do these tactical rules take into consideration
normal. They must generate enough Momentum to allow other factors such as acceleration. The rules presented
Articulated Lorry 12×2
them to make the required movement into the danger zone here will suffice to incorporate smaller vehicles into a
(two points of Momentum to gain one additional square tactical environment without the need to present large
of movement, to a maximum of four Momentum and two MOVEMENT amendments and statistical inclusions for the various
additional squares). The character must be able to make the Unlike models or tokens on foot, it is necessary to establish vehicles of the Mutant Chronicles setting. Later
required movement unhindered–i.e. their path or the square a vehicle’s facing. Almost all vehicles are designed with sourcebooks or alternate rules compendiums may
they are moving to cannot be blocked by another character forward movement as their primary focus, with limited further expand upon the rules presented here.
or creature–and the actual movement still invites possible backwards momentum a secondary consideration. In most
Retaliate actions if it passes through enemy Retaliation cases, the model or token will provide a clear indication of its
Zones. Any Retaliate actions that the character is subjected forward–or leading–edge, though GMs should clearly define
to occur simultaneously, so it will still be possible to complete this for every vehicle when establishing an action scene.
59
VEHICLE GUN THE ENGINES (STANDARD): Following an Average standard turning, there is no minimum movement required
TACTICAL MOVEMENT TABLE (D1) Pilot test, the vehicle moves up to twice its standard for this action–so long as the vehicle undertook movement in
MOVEMENT IN number of squares. If this test is failed, the vehicle may the previous turn (i.e. it cannot be made from standing still).
VEHICLE TYPE GRID SQUARES still take a Standard Motion movement. Attacks made by A vehicle may not move any further once the turn is complete,
Articulated Lorry, Van, APC, or Tank 6 the vehicle have their difficulty increased by two steps. which also prevents Momentous Vehicular Movement.
Attempting to turn whilst using Gun the Engines increases Additionally, the pilot may only perform a Standard Motion
Car, Motorcycle, Hedgehog
8 the difficulty of the test by two, though terrain and conditions action at half standard movement on the subsequent round.
Necromowert
may also affect this. Failure on the roll to complete a turn at Failure on the roll to complete the action will result in a roll on
Jetcycle 10
this speed will result in a roll on the Runaway Vehicle Table, the Runaway Vehicle Table, whilst a Repercussion will result
whilst a Repercussion will result in additional effects from in additional effects from the Vehicle Complication Table on
TURNING the Vehicle Complication Table on page 189 of the Mutant page 189 of the Mutant Chronicles rulebook.
As part of a Standard Motion action, a vehicle may make Chronicles rulebook.
a 90-degree turn. To do so, the pilot must succeed at an RUNAWAY VEHICLES
Average (D1) Pilot test and the vehicle must move at least DEFENSIVE DRIVING (STANDARD): Following a successful Pilots and drivers that perform manoeuvres at high speeds risk
a number of squares of forward movement equal to half of Average (D1) Pilot test, the vehicle moves its standard losing control of their vehicles. The table (above) is designed
its length in squares. For example, a Hedgehog Necromower number of squares and all attacks made by or against the to supplement–not replace–the Vehicle Complication Table
must move at least 2 squares forward before executing a vehicle are increased by one difficulty. On failure, the vehicle on page 189 of the Mutant Chronicles rulebook, with an
90-degree turn, a car at least 3 squares, and so on. may still make its normal movement. Momentous Vehicular Out of Control Repercussion instead resulting in a roll on the
Movement may be taken, but the pilot may not make use of Runaway Vehicle Table.
Tracking from a vehicle’s rear edge, the vehicle is moved Combat Momentum (which are wholly focussed on avoiding
forward the required number of minimum squares and then danger). Turning whilst using this action increases the
Leading Edge
Rear Edge
turned 90 degrees in the direction of the pilot’s choice. To difficulty of the Pilot test by one, with standard associated
complete the turn and the action, the vehicle’s rear edge is failure and Repercussion results.
then placed to sit atop the line of the inside edge’s position
prior to the movement. The vehicle may then complete any ON TARGET: This and the Standard Motion action are
Leading Edge
movement it has remaining. essentially the same thing, but the acting character chooses Inside Edge
Inside Edge
to place Momentum into the group pool instead.
In the example diagram on this page, both the car (3×2
squares) and the Necromower (2×2 squares) have executed RAMMING SPEED (STANDARD): Following an Average
a left turn. For a right turn, the inside edge would be on the (D1) Pilot test, the vehicle moves up to its standard speed
Rear Edge
opposite side. and collides with a vehicle, object, or person. A turn may
Leading Edge
not be performed as part of this action, though diagonal
Rear Edge
Failure on the Pilot test to turn the vehicle means that movement may be taken. If there would not otherwise
only forward or diagonal movement may be taken, whilst be enough movement available, Momentous Vehicular
a Repercussion will result in a roll on the Runaway Vehicle Movement as a result of the Pilot test may be used to
Leading Edge
Table (p. 15). complete the Ramming Speed action. Inside Edge
Inside Edge
Pilot tests taken during a combat scene are likely to Movement may be generated by the opposed test, which
generate Momentum. Pilots may use Momentum for Combat may be taken in a forward, backward, or diagonal movement.
Momentum Spends as normal. The Swift Strike Momentum Any diagonal movement requires only 1 square of movement
spend may not be used for additional movement actions, for all vehicles. Note this is the only time a vehicle may move
although it may be used to make Close Combat or Ranged backwards in the same turn that it has moved forwards, as it Rear Edge
Weapons attacks at the same time as driving or piloting; the represents a pilot applying the brakes to avoid danger.
GM has the final veto on whether this would be feasible.
The following additional action is also introduced:
The Pilot actions presented within the Mutant Chronicles
rulebook on page 186 are amended as follows: HANDBRAKE TURN (STANDARD): Following a Daunting
(D3) Pilot test, the vehicle may move up to twice its standard
STANDARD MOTION (RESTRICTED): The vehicle moves its movement and then turn either 90 or 180 degrees. if 180
standard number of squares. No roll is required unless turning. degrees is chosen, place the inside edge in the reverse
direction along the same line it had been travelling. Unlike
CHAPTER 01
60
RUNAWAY VEHICLE TABLE
ROLL EFFECT
Slide: Roll 1d6. The vehicle completes half its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a
1-4
Scrape result on the Vehicle Complication Table.
Skid: Roll 1d6. The vehicle completes its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a Scrape
5-8
result on the Vehicle Complication Table.
Drift: Roll 1d6. The vehicle completes its standard movement and drifts 90 degrees to the left (1-3) or right (4-6). Resulting collisions are equivalent to a Scrape result on the
9-12 Vehicle Complication Table. A Challenging (D2) Pilot test must be made in the subsequent round to regain control, with failure resulting in another roll on this table. On success,
the vehicle may move as normal.
Spin: The vehicle completes half its standard movement and is then turned to face in the opposite direction of travel, exactly as if the pilot had attempted a Handbrake Turn.
13-17 Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. The pilot and passengers suffer 1+3 damage to a random location from the wrenching
manoeuvre. Soak cannot prevent this damage.
Roll Over: The vehicle completes a Drift result, then rolls over. Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle rolls over that many times. As a non-
18-19 repeatable spend, GMs may spend two Dark Symmetry Points to increase the result by one. The vehicle rolls sideways a number of squares equal to its width in squares times the result
from the Dark Symmetry roll. The vehicle, driver, and passengers all suffer the vehicle’s Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry.
End Over: Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle flips end over end that many times. As a non-repeatable spend, GMs may spend two
20 Dark Symmetry Points to increase the result by one. The vehicle moves forward a number of squares equal to it length in squares times the result from the Dark Symmetry roll.
The vehicle, driver, and passengers all suffer Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry.
61
CHAPTER 02
CHAPTER 02
62
Note: Torrent weapons use flame or liquid to assault their RANGE DIFFICULTY MODIFIERS TABLE HANDGUNS AND MACHINE PISTOLS
targets, rather than explosive fragments. Shrapnel Rating has
been used to minimise terminology for effects that essentially RANGE DIFFICULTY MODIFIER EFFECTIVE MAXIMUM
produce the same result.
Less than Effective Range +1 difficulty NAME RANGE RANGE
(SQUARES) (SQUARES)
TORRENT WEAPON DIAGRAM No change
Within Effective Range M13 Bolter 1-4 10
to difficulty
M15 Ironfist 1-5 12
Beyond Effective Range, but
+1 difficulty
within 2x No.3 Ronin 1-5 12
TACTICAL RANGE
AND WEAPONS
Effective range is something that the 2d20 system clearly
HANDGUNS, MACHINE PISTOLS,
defines as a factor where ranged combat is concerned. Ranged SUB-MACHINEGUNS AND PIRANHA
HANDGUN
weapons are designed to have an effective range; a particular
distance at which their accuracy and ballistics are at their most
PERSONAL DEFENCE WEAPONS
efficient factor. Using a weapon outside of its effective range
is still possible, but will be slightly more difficult.
63
SNIPER RIFLES
EFFECTIVE MAXIMUM
NAME RANGE RANGE ASSAULT RIFLES,
(SQUARES) (SQUARES) BATTLE RIFLES
SR-50 Manstalker 6-30 75
AND CARBINES
No.15 Archer 6-24 60
M50 ASSAULT RIFLE
SR3500 6-35 90
Mk. XII Assailant 6-24 60
PSG-99 6-30 75
Mephisto 6-35 90
Okhotnik 778 6-30 75
EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
M50 4-12 30 LIGHT MACHINE GUN
No.1 Shogun 3-10 25
AR3000 4-15 35
AC-40 ‘JUSTIFIER’
Mk. XIB Invader 4-12 30
Mk. XLIII Plasma Carbine 3-8 20
AG-17 Panzerknacker 4-12 30
AC-19 Volcano 4-12 30
Zhivotnoye Infantry Weapon 3-10 25
M606
CHAPTER 02
64
FLAMERS
Flamer 1-8 12
HG-14
AC-41 Purifier Flamer 1-5 10
AUTOCANNONS
EFFECTIVE MAXIMUM
ZHUKOV 4 TUNNEL CLEARER NAME RANGE RANGE
(SQUARES) (SQUARES)
CA-451 ‘GEHENNA PUKER’ CA-138 Deathlockdrum 3-20 50
HEAVY PLASMA FLAMER
MISSILE LAUNCHERS Nimrod Autocannon 3-18 45
GRENADE LAUNCHERS
EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
GL-240 3-8 18
RL MK XIIC ‘SOUTHPAW’ No.23 3-6 14
ROCKET LAUNCHER
GL2000/GL3000 3-8 18
Mk. III Interceptor GL 3-8 18
GW-1055 3-6 14
HMGS AND SUPPORT MACHINE GUNS SHOTGUNS M509 3-10 22
GW-170 3-8 18
EFFECTIVE MAXIMUM EFFECTIVE MAXIMUM CA-138 Grenade Launcher 3-10 22
NAME RANGE RANGE NAME RANGE RANGE
(SQUARES) (SQUARES) (SQUARES) (SQUARES)
Improved M89 4-20 50 M516S 1-3 8
No.45 Dragonfire 4-16 40 M516D 1-2 6
SSW4200P 4-24 60 50/50 Airbrush 1-4 10
Mk. XIXB Charger 4-16 40 SA-SG72001 1-5 12
MG-80 4-20 50 Mk. XIV Mandible 1-4 10
AC-41 Purifier 4-16 40 HG-14 1-4 10
Nova Vesna 4-16 40
Sawn-off HG-14 1-2 6
Sawn-off Bryzgi 1-2 6
Zhukov 4 Tunnel Clearer 1-4 10
65
MISSILE LAUNCHERS
CHAPTER 02
66
POWERS:
ART SPELLS & DARK GIFTS
DARK LEGION In conjunction with mundane weaponry, tactical ranges need
WEAPONRY to be established for both Art spells and Dark Gifts. Unlike
ranged weapons, there is no effective range to be considered,
only a maximum range.
DARELECH
KRATACH DESOVACH
AUTO-SHOTGUN
ART SPELLS
ART SPELLS MAXIMUM RANGE TABLE
MAXIMUM
SPELL NAME ASPECT RANGE
(SQUARES)
Contempt Basic 6*
CARCASS
NAZGAROTH GRENADE LAUNCHER Succour Basic 6*
Barrier Kinetics 10*
Singularity Kinetics 8
DARK LEGION WEAPONRY Some Dark Legion creatures–and indeed, some mundane Strike Kinetics 10
creatures–possess abilities that provide them with ranged Communion Manipulation 10*
EFFECTIVE MAXIMUM capabilities; such as a Defiled Avatar’s Symmetry Torrent ability,
Hypnosis Manipulation 6
NAME RANGE RANGE Mutant Chronicles rulebook p. 291, for instance. To establish
(SQUARES) (SQUARES) effective and maximum ranges for these attacks, the GM should
Missive Manipulation LOS
Plague Gun 1-4 10 consider the listed range and abilities of the attack, compare
Shrieketh 1-5 12 those qualities against the statistics for an equivalent weapon General note for all spells: The Increase Range Momentum
from within the Mutant Chronicles core rulebook, then cross- spend increases a spell’s maximum range in squares by a
Sinarack SMG 1-7 16
reference the selected weapon with the tables presented here. multiplication factor equal 1 plus the amount of Momentum
Belzarach Rifle 3-8 20
The aforementioned Symmetry Torrent ability, for instance, is spent, i.e. spending 1 Momentum to increase the range of
Kratach Assault Rifle 4-12 30 comparable to a flamer (Mutant Chronicles rulebook p. 229) in the Strike spell would multiply its maximum range by 2, for a
Carcass Grenade Launcher 3-8 18 range, damage, and qualities; cross-referencing here provides total of 20 squares., spending 2 Momentum would multiply
Darelech Sniper Rifle 6-35 90 an effective range of 1-8 squares and a maximum range of 12 the maximum range by 3, for a total of 30 squares, etc. Spells
squares. These base numbers can then be tweaked as necessary with a range stated in a distance other than squares follow
Valcheck LMG 4-16 40
for particularly potent or weak creatures and their attacks. the normal rules stated on the Common Momentum Spends
Blutarch Hand Cannon 2-10 25
Table (Mutant Chronicles corebook p. 171).
Fist of Malice HMG 4-16 40
Nazgaroth HMG 4-20 50 BARRIER
Plaguebringer Cannon 4-16 40 Creates a barrier that hinders movement and ranged attacks,
Scythe of Semai HMG 4-20 50 but not line of sight. Use the Blast [Close] template and a
Shrapnel Rating of 2 to determine where the barrier may
Desovach Shotgun 1-4 10
be placed. The shield is considered to occupy the entire
Tzoteth Symmetry Flamer 1-5 10
square. Doubling the width or height doubles the number
of squares occupied for each Momentum, e.g 1 Momentum
would create a shield that occupies 2 squares, 2 Momentum
would create a shield that occupies 4 squares, etc.
67
A Brotherhood Inquisitor smites an enemy of the Light
CHAPTER 02
68
TALENTS CLIMBING STEALTHY MOVEMENT
A character can move 1 square with a successful Challenging A character moving stealthily can move up to half their normal
Some skills are directly related to movement and/or combat (D2) test as a Standard Action when climbing unaided on distance in squares (rounding up) as a Movement Restricted
and include talents that have an effect on, or are affected by, a wall that has accessible hand and foot ledges, plus 1 Action, plus 1 square per Momentum (to a maximum of the
movement and/or combat. Much like weapons and powers, it is square per Momentum. The climbing surface, gradient of character’s normal movement when not moving stealthily). If
therefore necessary to provide some guidance where required the slope, available equipment, and weather conditions not opposed by a potential observer’s Observation, the base
to translate these abilities into the tactical grid environment. The can all increase or decrease the difficulty of the test. difficulty is Average (D1), although this may be increased or
following skills and listed associated talents operate differently decreased dependant on external factors such as lighting,
when using squares for range and movement: SWIMMING noise, weather conditions, etc. In the case of an opposed test,
In relatively calm waters, a successful Average (D1) Atheltics external factors provide a potential observer with 1 bonus
test allows a character to swim 2 squares with a Movement Momentum for every two factors. Moving at greater than half
Restricted Action, plus 1 square per Momentum, to a the normal rate in squares for a Movement Restricted Action
maximum equal to the character’s normal movement on land. increases the difficulty of the test by two steps, or provides a
Encumbered characters increase the difficulty of the test by potential observer with 2 bonus Momentum. It is impossible
ACROBATICS one step and may only swim 1 square. Characters wearing any to move stealthily whilst attacking, running, or charging. At
armour with a Soak of 1 increase the difficulty of swim test by the GMs discretion, small creatures might gain additional
Acrobatics is largely used for the Dodge Response Action one step, plus one step per point of Soak above this. Weather benefits, whilst large creatures might suffer additional
(see p.10) and jumping, diving, or tumbling. conditions and current can increase the difficulty of the test. detriments. If a character has been observed, or is being
observed as they begin to move stealthily, it is impossible to
JUMPING •• STRONG SWIMMER: If the character possesses enough gain the benefits of stealth against the observer.
A successful Average (D1) Athletics test as a Sprint ranks in this talent reduce the skill test to Simple
Standard action allows a character to jump 1 square (D0), additional ranks beyond this instead provide
horizontally, plus 1 additional square for each Momentum. additional Momentum (rather than being wasted).
Unless the GM deems that a creature or character is capable
of such feats, no jump may exceed 6 squares. A long jump HEAVY WEAPONS
requires a running start of 2 squares, with the difficulty The skill used to operate heavy, man-portable weapons that
increasing by one step for each square less than this, whilst typically require special equipment, bracing, etc.
encumbered characters increase the difficulty of the test
by one step (which can be in addition to the modifier for •• FIRE FOR EFFECT: To be affected by this talent, a group
lack of a running start). A vertical high jump of 1 square (Horde or Squad) must have at least one third of their
that will allow a character to land on their feet requires a number covered by the relevant Blast template.
Daunting (D3) Athletics test, which is subject to a running
start exactly as long jumps. Underfoot conditions, high OBSERVATION
winds, steep slopes, and slippery surfaces can all affect the The ability to notice and details and subtle environmental clues.
difficulty of either type of jump.
•• TOSS THE ROOM: In this instance, Close range equates
FALLING anything within the Blast (Close) template with a Shrapnel
Falling damage (Mutant Chronicles corebook p. 129) is Rating of 2.
suffered for every 2 squares fallen after the first 2, rounding
up (i.e. 3 squares fallen results in 1+2 falling damage). •• RANGED WEAPONS: The use and maintenance of
ranged weaponry, including pistols, sub-machine guns,
•• CATFALL: Reduce the distance fallen by 2 squares for shotguns, assault rifles, sniper rifles, and both grenades
each rank. and grenade launchers.
•• FREE RUNNER: Difficult terrain only requires 1 square •• CLEAR SHOT: Optimal range refers to effective range.
of movement for characters with this talent, instead of 2.
STEALTH
ATHLETICS
The art of going unnoticed, such as staying hidden or moving
Amongst others, this skill is used for climbing, swimming, silently. This skill includes the creation and use of camouflage
and running. and disguises, and also the ability to cover one’s tracks.
Shadow Walkers are experts in stealth.
69
CHAPTER 03
CHAPTER 03
70
•• Remote Access Point: A Chrome Mastiff may connect ETOILES MORTANT BREASTPLATE
FIELDS OF EXPERTISE to a Citadel’s systems and act as a remote experimental
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL hacking device. The handler must be within 12 squares RESTRICTION: 5 COST: 12
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC (but may be outside of line of sight) and connected with ENCUMBRANCE: 2 RELIABILITY: 4
2 1 2 – 2 1 3 2 1 – 3 2 their own device to use the Chrome Mastiff as a remote Based on standard Hussar armour, these lightweight
access point. breastplates have been constructed with advanced polymers
WOUNDS: 7 •• Superior Cybernetics: Chrome Mastiff’s possess to reduce weight and aid movement whilst still maintaining
enhanced systems and an AI to rival a Cuirassier. significant protection. They are then further blessed by the
SOAK: Armoured Chassis: (All 5) They may act independently, but will always respond Light with spells that enhance the wearer’s resistance to
to their handler.” or “They may act independently, corruption and blur their spiritual presence to creatures of
ATTACKS: but will always respond to their handler’s commands. Darkness. When worn, an Etoiles Mortant breastplate does
•• Cybernetic Jaws (melee): 1+6, Armour Piercing 1, not count against the wearer’s weight limit for encumbrance.
Vicious 1 DARK SYMMETRY SPEND Additionally, increase the difficulty by one for any creature of
•• Stinger Implant (ranged): Range C, 1+7, •• Dark Defense: When using its Stinger Implant attack, Darkness that uses an Insight test, Dark Gift, or power as part
Munition, 1H, Close Quarters, Hidden 3, Stun, Vicious 1 the handler of the Chrome Mastiff may pay two Dark of an attempt to detect the wearer’s current location.
Internal: The implant is internal and not visible. The Symmetry Points. If they do so, all Dark Symmetry powers
weapon has a single Reload, which recharges after and gifts used before the next round within Close range EXPERIMENTAL HACKING DEVICE
five minutes. of the original point of pulse generation have their
difficulty increased by one. RESTRICTION: 5 COST: 10
SPECIAL ABILITIES The Cartels’ first experience of the experimental hacking
•• Grasping devices came following a probing assault into the outer
•• Night Vision chambers of the Citadel of Saladin that led to several
•• Unliving Doomtrooper teams being cut off and pinned down. A
•• Protective Umbrella: A Chrome Mastiff may expend its Cybertronic strike team cut their way into the raging battle
initial Stinger Implant charge and the Reload in a single before shutting down nearby systems and opening an exit
attack to add Burst (Close) to the weapon’s qualities. route from the slaughter. Thankfully, more sensible heads
than most prevail amongst the ranks of the Doomtroopers,
so rather than cry foul corruption, they asked their
comrades-in-arms exactly how they had managed to
achieve the impossible. Almost as though they had been
anticipating the question, their Cybertronic teammates
introduced the experimental hacking device: an entirely
new weapon against the Dark Legion that can override and
shut down even certain necrotechnological functions of the
cancerous Citadels. Despite being asked, they have never
revealed how they managed to develop this technology,
though they did agree to train their fellow Doomtroopers–
and only their fellow Doomtroopers–in their use.
Imperial Blood Berets tussle with a Nepharite of Algeroth deep inside the Venusian jungle
71
LORI FAUST All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE
INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• AR3000 (RANGED)
– LINGUISTICS Range M, 1+6, Burst, Unbalanced
Reloads
– SCIENCE +2 1
• MECHANICS +2 2 •• GL3000 GRENADE LAUNCHER (RANGED)
• SURVIVAL Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades
Incendiary grenades
• TREATMENT
– MEDICINE •• CSA400 COMBAT SWORD (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Parry 1
•• BATON (MELEE)
MENTAL STRENGTH: 9 1+3, 1H, Stun
SKILL EXPERTISE / FOCUS
• WILLPOWER
• MYSTICISM +2
EQUIPMENT & CYBERNETICS
Titanium-plated cybernetic arms, electric fists, artificial lungs, skeletal reinforcement,
PERSONALITY: 11 mitochondrial infusion, synth-blood transfusion, femoral enhancement, Subreal receptor,
SKILL EXPERTISE / FOCUS cellular link, weapon cyber-link, SARaH, EYE-Tronic (night vision), Mark 2 XLR8, utilitarian
• ANIMAL HANDLING military clothing in a Cybertronic style, basic jungle survival kit, basic repair kit, basic medkit,
• LIFESTYLE +1 mini-torch, AR3000 (+2 Reloads and a safe target system), CSA 400, anti-personnel grenades
• PERSUADE (5), incendiary grenades (5), experimental hacking device, ten Assets.
– COMMAND
DOOMTROOPER ABILITY
•• HATRED OF THE DARK: Both Cybertronic and Lori have honed her hatred
of the Darkness into an almost supernatural capability to inflict the utmost harm
against creatures of the Dark Legion. She benefits from one additional d20 to her test
when making an attack against creatures of Darkness, which includes any skill test
made to hack the systems of a Citadel. If this additional d20 results in a success, it
generates an additional point of Momentum.
VINCE DIAMOND All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 1
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 1 1
• CLOSE COMBAT 9-14
– UNARMED COMBAT +2 1
• STEALTH
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 1
20
19-20
DREAD 01
– HEAVY WEAPONS +3 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE
INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• SSW4200P (RANGED)
– LINGUISTICS Range L, 2+8, Automatic, Unwieldy, Armour Piercing 1, Spread 1
Reloads
– SCIENCE +1 1
• MECHANICS •• TITANIUM COMBAT KNIFE (MELEE)
• SURVIVAL 1+6, 1H, Armour Piercing 1
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT & CYBERNETICS
– PSYCHOTHERAPY Cybernetic arms and legs (coated with synthetic flesh), artificial organs, skeletal
reinforcement, mitochondrial infusion, synth-blood transfusion, Subreal receptor, cellular
MENTAL STRENGTH: 9 link, weapon cyber-link, compu-brain and DIANA, EYE-Tronic (night vision), Mark 2 XLR8,
utilitarian military clothing in a Cybertronic style, basic repair kit, basic medkit, mini-torch,
SKILL EXPERTISE / FOCUS
• WILLPOWER +2 1 SSW4200P (+4 Reloads, a safe target system, a complex targeting computer, and a Guncam),
• MYSTICISM titanium knife, ten Assets.
STRENGTH: 13
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. VINCE DIAMOND
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the The current Chasseur known as Vince Diamond is not
new result. only a poster celebrity for Cybertronic; he is also one
•• RAIN OF FIRE: Re-roll up to three when using Heavy Weapons, but keep the of the deadliest soldiers to have been given life by
new results. Cybertronic’s enhancement program.
•• SMOOTH RELOAD: Use a Restricted Action to increase rate of fire and spend
one more Reload than normally allowed. Known as Victor Blain in his former life, he took
•• SUPPRESSIVE: When performing a Covering Fire action with a heavy weapon, pleasure in his role as a brutal and vicious enforcer for
increase the difficulty of attacks against the assisted character by two, instead of one. a Capitolian crime syndicate. Caught and convicted
•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep of multiple gangland slayings, he was given the
the new result. choice of death by firing squad or service in the
•• HARDY: Re-roll any dice that did not generate a success on an initial Resistance Freedom Brigades. He joined the Brigades.
test, but accept the new results.
•• JUST A SCRATCH: Regain an additional Light Wound when resting or After seven relentless years on the McCraig line,
recovering naturally. Blain finally met his end at the hands of the Dark
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep Legion. Officially classified as deceased, his corpse
the new result. was interred and released from all indentured service.
•• MARTIAL ARTIST: Re-roll up to two when making an Unarmed Attack, but Dr Diana, however, had found herself a perfect
keep the new results. specimen. Following successful resuscitation, Blain
•• AVOIDANCE: Substitute Unarmed Combat for Acrobatics when taking a Dodge was placed into the Diamond program and subjected
Response Action. to months of cybernetic surgery, implantation, and
brain augmentation until he was forged anew as
ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 5
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 4 4
• CLOSE COMBAT +3 3 9-14
– UNARMED COMBAT +2 2
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE
INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• PR4000 (RANGED)
– LINGUISTICS Range M, 1+7, Burst, 2H, Incendiary 2, Vicious 2
Reloads
– SCIENCE
• MECHANICS +2 •• P1000 (RANGED)
• SURVIVAL Range C, 1+4, Burst, 1H, Close Quarters
– VACUUM •• CSA400 SHOCKSWORD (MELEE)
• TREATMENT 1+6, 1H, Parry 1, Stun
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT & CYBERNETICS
MENTAL STRENGTH: 10 Cybernetic arms and legs, artificial organs, skeletal reinforcement, mitochondrial infusion,
synth-blood transfusion, Subreal receptor, cellular link, weapon cyber-link, SARaH, EYE-
SKILL EXPERTISE / FOCUS
• MYSTICISM +2 Tronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic
• WILLPOWER +2 1 repair kit, basic medkit, mini-torch, PR4000 (+2 Reloads and a safe targeting system), P1000
(+2 Reloads and a safe targeting system), titanium combat knife, ten Assets.
PERSONALITY: 8
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE Cybertronic, TIFF–SWI, Luna, MCR TIFF, APH TIFF, Enhanced Chasseur
• PERSUADE +1 1
– COMMAND
CITIZEN TALENT
PHYSIQUE: 11 Employee of Cybertronic
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1
STRENGTH: 11
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. CORAL BEACH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• LEVERAGE 1: Roll one additional d20 on tests to lift or move inanimate objects. Very little is known of the background of Coral Beach.
Ignore any Repercussion generated by this die. Some say he hailed from Bauhaus, others Capitol,
•• IRRESISTIBLE FORCE: Gain the Knockdown weapon quality on all melee but in truth, no one knows. Only two statements are
attacks. known to be fact where he is concerned: first, that
•• NO MERCY: Re-roll up to three when making a close combat attack, but keep Coral Beach is not his birth name and, second, that
the new results. he left his original military career–wherever that took
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry place–at the age of twenty-four to join Cybertronic’s
Response Action. Security, Warfare, and Intelligence Pillar.
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay
a Dark Symmetry point to make a melee attack against the parried foe. Throughout the years since, due to a hunger
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep to upgrade as much as a necessity to replace
the new result. damaged limbs, Beach has undergone
•• SNIPER: Re-roll up to two when making an attack with a ranged weapon, but cutting-edge cybernetic enhancement.
keep the new results. Although he is now more machine than man in
•• THROUGH AND THROUGH 1: The Secondary Target Momentum spend body, his brain–excepting a few reflexive and
only costs one Momentum when using Ranged Weapons. coordinative enhancements–is still almost entirely
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the human; Coral’s dry and crass sense of humour
weapon’s optimal range by one, to a minimum of zero. can seem jarringly at odds with his machine-like
appearance to those who first meet him. He joined
DOOMTROOPER ABILITY the Doomtroopers for no other reason than to test his
skills and enhancements.
•• PRECISION COORDINATION: Coral’s enhancements and re-wiring allow
him to coordinate his attacks to unparalleled levels when fighting with two weapons.
He may use the Swift Strike Momentum spend for free when dual-wielding, so
long as the second attack is made with the other weapon (see Mutant Chronicles
rulebook pg. 126). The attack made with the Swift Strike benefits from one additional
Momentum if successful.
VALERIE DUVAL All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
ETOILES MORTANT
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT +3 3 9-14
– UNARMED COMBAT
• STEALTH +4 3
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 1 1 1
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE
INTELLIGENCE: 9 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +2 •• ETOILES MORTANT BREASTPLATE: Valerie wears the specialised
– LINGUISTICS armour that is unique to the Etoiles Mortant. See p. 71.
– SCIENCE
• MECHANICS
• SURVIVAL
+1 1 ATTACKS
– VACUUM •• P-60 PUNISHER (RANGED)
Range C, 1+6, Burst, Unbalanced, Close Quarters, Knockdown, Pious
• TREATMENT +1 1 Reloads
– MEDICINE +1
– PSYCHOTHERAPY •• BLADED NIGHTSTICK–BATON (MELEE)
1+5, 1H, Parry 2, Pious, Stun
PHYSIQUE: 10
SKILL EXPERTISE / FOCUS CITIZEN TALENT
• RESISTANCE +2
Subject of Bauhaus
STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
VALERIE DUVAL
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, As the daughter of a prominent Field Marshal, it
which may eliminate the need for a test. was almost preordained that Valerie would follow
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not the family’s long and honoured tradition of joining
including hazardous terrain. the Bauhaus military. Already able to push herself far
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge beyond her limits thanks to her cruel and calculating
Response Action. father, she excelled beyond all expectations and
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged became a member of the elite Etoiles Mortant.
attacks, including ones that might not be known about.
•• NO MERCY: Re-roll up to three when making a close combat attack, but keep Across the years, Valerie has dispatched both human
the new results. and inhuman enemies with silent and merciless
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using grace. She honed her body and mind into an
One-Handed weapons add two dice, instead of one. instrument of assassination, but took to accepting
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two missions that sought to remove the vile stain of the
damage, instead of one, when using One-Handed melee weapons. Dark Legion above anything else. Her outstanding
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism successes against high-profile targets garnered the
test, but keep the new result. attention of the Cartel and led to an invitation to join
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test the Doomtroopers. Valerie accepted on the premise
made to identify a creature or power of Darkness. that she would be able to remain active as an Etoile
•• SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the Mortant, so she now divides her time between
new results. the affairs of both the Cartel and the Supreme
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the Ministry of Faith.
weapon’s optimal range by one, to a minimum of zero.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
•• LIVING SHADOW: Add two d20s to the stealth pool when attempting to
remain unseen or unnoticed.
DOOMTROOPER ABILITY
•• DANCE OF THE DYING STARS: Valerie has mastered a unique martial
art that is taught only to the Etoiles Mortant. As a Restricted Action, she may attempt
a Challenging (D2) Willpower test to make use of this technique, which remains
in effect for up to one minute. If successful, she gains one rank of Supernatural
Agility for the duration. If the tactical rules are being used, this will also increase
her movement. As a one-time spend, she can use two Momentum to increase the
Supernatural Agility rank to two. As a further option, each Momentum spent will
increase the duration by one minute.
MAX STEINER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
VENUSIAN RANGER
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 4 4
• CLOSE COMBAT +1 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01
– HEAVY WEAPONS +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE
INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• CA-138 DEATHLOCKDRUM (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 1
Reloads
– SCIENCE
• MECHANICS •• GRENADE LAUNCHER (RANGED)
• SURVIVAL +2 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades
Incendiary grenades
• TREATMENT +1 1
– MEDICINE •• P-60 PUNISHER (RANGED)
– PSYCHOTHERAPY 1+6, Burst, Unbalanced, Close Quarters, Knockdown
•• COMBAT KNIFE (MELEE)
MENTAL STRENGTH: 9 1+5, 1H, Armour Piercing 1
SKILL EXPERTISE / FOCUS
• MYSTICISM
• WILLPOWER
+2
+2
2
1
EQUIPMENT
Military dress uniform, heavy cloak (camouflage kit), jungle survival kit, mini-torch, basic
PERSONALITY: 11 medkit, Deathlockdrum (+3 Reloads), anti-personnel grenades (5), anti-armour grenades
SKILL EXPERTISE / FOCUS (5), incendiary grenades (5), combat knife, ten Assets.
• ANIMAL HANDLING
• LIFESTYLE +2
• PERSUADE +2 2 CAREER PATH
– COMMAND +3 3 Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Dragoon),
Venusian Ranger
PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE CITIZEN TALENT
STRENGTH: 10 Subject of Bauhaus
HUSSAR (BAUHAUS)
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +1
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 4 4
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +4 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE
INTELLIGENCE: 10 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +2 1 •• AG-17 PANZERKNACKER (RANGED)
– LINGUISTICS Range C, 1+6, Burst, 2H, Ammo (Armour Piercing 1, Spread 1)
Reloads
– SCIENCE +2 2
• MECHANICS +3 3 •• GW-170 GRENADE LAUNCHER (RANGED)
• SURVIVAL +1 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades
Incendiary grenades
• TREATMENT +1 1
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Armour Piercing 1
STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
CARL LIND
TALENTS
•• RIGOROUS TRAINING 2: Generate two additional successes on any
Athletics test that nets at least one success. BACKGROUND
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but Born into the powerful House Philippe, the quiet
keep the new result. and unassuming Carl Lind often avoided using his
•• DESIGN SAVANT 1: When designing new or modifying existing equipment, family name as his size and strength already garnered
reduce the difficulty of the Mechanics test by one, which may eliminate the need for him more attention than he was comfortable with.
a test. He did, however, put his family’s electronic faculties
•• REPURPOSE DEVICE: Succeed at a Challenging (D2) Mechanics test to to good use from an early age, which led him to
adapt an existing piece of equipment and overcome a problem. The item is good for joining the tech-savants of the Order of the Devilcat
one use, plus one use per Momentum spent. The equipment is completely ruined at the age of sixteen. Continuing his preference for
once the final use has been completed.
avoiding the limelight, he shunned the opportunity
•• GREASEMONKEY: When attempting a repair, each point of Momentum spent to draw on his birth right to garner a position as an
reduces the repair time by two steps, rather than one.
officer and instead entered the military as a non-
•• SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the commissioned Hussar.
new results.
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. Fighting alongside his comrades in the heat of the
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which
jungle and the fellow members of his order on the
prevents their attack if it kills or incapacitates them.
Venusian communications networks, he waged a
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a deadly war on two fronts, but never once wavered.
ranged weapon than would normally be allowed.
The more death and destruction he was subjected
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase to or misinformation and sabotage he exposed,
in difficulty for any subsequent attack performed as part of a Swift Strike.
the more determined he became to destroy the
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new Darkness. It took a while for them to trace him, but
result.
his extraordinary abilities on and off the battlefield
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to eventually drew the attention of the Cartel, who
comptography by one step, to a minimum of one.
wasted no time in offering Carl an opportunity to
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new test his unique skills in the very heart of his enemy’s
result.
stronghold. And the rest is history.
DOOMTROOPER ABILITY
•• SPECTRE OF THE DEVILCAT: Carl has become a master at hiding his
trail when accessing information systems and data networks, which seems to have
made him a ghost to the active systems of Citadels. Attempts to detect the intrusion
or pinpoint the location of an experimental hacking device used by Carl have their
difficulty increased by one, as do attacks or effects that target Carl from a Citadel or
any of its automated systems.
ANGELINA DRAKE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MARTIAN BANSHEE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 3
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +3 3 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
Coordination: 11
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +4 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +2 2 16-20 04
– SPACE
INTELLIGENCE: 10 ARMOR
SKILL EXPERTISE / FOCUS
•• PREDATOR MK. I ARMOUR: Incorporates a rocket pack (see p. 70 of the
• EDUCATION +1
Capitol sourcebook) and jet boots (gain one bonus Momentum on all Acrobatics tests
– LINGUISTICS made to jump, leap, or avoid falling damage).
– SCIENCE +2 1
• MECHANICS +3 3
• SURVIVAL +1 ATTACKS
– VACUUM •• M516D (RANGED)
• TREATMENT +1 1 Range C, 1+6, Semi-Automatic, 2H, Knockdown, Spread 2
– MEDICINE Reloads
– PSYCHOTHERAPY •• P-60 PUNISHER (RANGED)
1+5, Burst, Unbalanced, Close Quarters, Knockdown
MENTAL STRENGTH: 10 Reloads
SKILL EXPERTISE / FOCUS •• ANTI-ARMOUR GRENADES
• MYSTICISM +2 1
•• COMBAT KNIFE (MELEE)
• WILLPOWER +2 2 1+4, 1H, Armour Piercing 1
PERSONALITY: 7 EQUIPMENT
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Corporate quality military dress uniform, basic medkit, mini-torch, CX-Multitool, advanced
• LIFESTYLE repair kit, M516D (+3 Reloads), P-60 Punisher (+2 Reloads), anti-armour grenades (3),
• PERSUADE combat knife, experimental hacking device, ten Assets.
– COMMAND
DOOMTROOPER ABILITY the true enemy of all humanity: the Dark Legion. The
Doomtroopers accepted her application and began
•• BANSHEE’S WAIL: Angelina has been trained to overwhelm an opponent honing her talents in a new direction.
within the initial exchanges of a battle through shock tactics and lightning strikes.
During the first and second rounds of a combat scene, she may spend two Dark
Symmetry Points to gain +2 damage to her successful attacks. Additionally, each
attack gains the Armour Piercing 1, Stun, and Vicious 1 qualities. This includes attacks
made against the systems of a Citadel.
MITCH HUNTER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 1 •• M13 BOLTER (RANGED)
– LINGUISTICS Range C, 1+5, Semi-Automatic, Unbalanced, Armour Piercing 1, Close Quarters
Reloads
– SCIENCE
Anti-perspmmel Grenades
• MECHANICS Incendiary Grenades
• SURVIVAL +2 1
– VACUUM •• CAPITOL SWORD OF HONOUR (MELEE)
1+7, Unbalanced, Parry 2
• TREATMENT +1
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+5, 1H, Armour Piercing 1
STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MITCH HUNTER
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• STRONG SWIMMER 1: Reduce the difficulty of any swimming test by one, Mitch survived the mean streets of San Dorado by
which may eliminate the need for a test. learning how to handle himself from a very young
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the age. By the time he hit his teens, he had become
new result. embroiled in gang activity that ultimately led to
•• AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of him being detained. The arresting officer sensed
a large group, who stop what they are doing for the duration of a brief monologue. something different in Mitch; a deep passion for
Requires a Command test with a difficulty equal to the number of NPCs if used in life and a potential for greatness. He convinced the
combat. If successful, they are distracted and may not act against Mitch until after his impressionable teenager to enrol in a cadet program,
next turn. Other actions attempted by the NPCs have their difficulty increased by one
and from there on Mitch never looked back.
during this time.
•• COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by Through sheer luck, gritty determination, and fearless
one, which may eliminate the need for a test.
bravado, he rocketed his way up the military ladder
•• NO MERCY: Re-roll up to four when making a close combat attack, but keep and earned a place amongst the elite Sea Lions. His
the new results.
legend grew with every battle that took place and
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry promotion followed promotion until Colonel Mitch
Response Action.
Hunter’s name became known all over the solar
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay system. He became Capitol’s military superstar and
a Dark Symmetry point to make a melee attack against the parried foe.
their living embodiment of each shareholder’s ability
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he to succeed no matter their start in life. Along the
attempts a Dodge Response Action.
way, Mitch learned that his accolades meant little
•• SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the in comparison to the implacable threat of the Dark
new results.
Legion, so he joined the Doomtroopers in order to
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend take the fight to the very doorstep of the Nepharites
only costs one Momentum when using ranged weapons. Further, he may select two
additional Secondary Targets with each use. and Apostles. If there is anyone who can give the
Darkness a bloody nose and swagger out alive with a
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
smirk on his face, it is Mitch Hunter!
DOOMTROOPER ABILITY
•• HERO’S FORTUNE
No matter the situation he finds himself in, Mitch always walks out with a sardonic
smile and barely a scratch. He begins each session of play with four Chronicle Points.
BIG BOB WATTS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
FREE MARINE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 2 2
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 2 2
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 2
20
19-20
DREAD 01
– HEAVY WEAPONS +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE
INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION •• ATLAS MEGACANNON (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 3, Vicious 1
Reloads
– SCIENCE
Anti-perspmmel Grenades
• MECHANICS +2
• SURVIVAL +2 1 •• BIG BOB’S RIG: Big Bob’s unique Atlas Rig (see p. 70) has been further
– VACUUM modified to take advantage of his superior strength. Power-assisted load-bearing
and counterbalance engineering reduce the weight of each weapon to one-third
• TREATMENT +1 1
normal when fitted with two autocannons (rounding up). The weight of the rig itself
– MEDICINE is increased to ten and the number of Reloads to five. This allows Bob to mount and
– PSYCHOTHERAPY wield two Atlas Megacannons in battle and remain lightly encumbered.
STRENGTH: 12
SKILL EXPERTISE / FOCUS
• ATHLETICS +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
BIG BOB WATTS
TALENTS
•• RIGOROUS TRAINING 2
Generate two additional successes on any Athletics test that nets at least one BACKGROUND
success. Brought up in The Sprawl, the bleak DMZ just outside
•• LEVERAGE 1 of San Dorado’s walls, Big Bob Watts dragged himself
Roll one additional d20 on tests to lift or move inanimate objects. Ignore any free on his eighteenth birthday to join Capitol’s 53rd
Repercussion generated by this die. Heavy Infantry unit, the Heartbreakers. After six
•• RAIN OF FIRE years of service that brought Bob commendations
Re-roll up to four when using Heavy Weapons, but keep the new results. for bravery and valour, his squad found itself squaring
•• BIG BOOM 1 off against a full host of Dark Legion creatures in the
Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the Martian desert. The bungled orders of the 53rd’s
Spread quality if the weapon already possesses it).
commander–a weak man who held his position
•• FIRE FOR EFFECT thanks to politics more than anything else–led to the
If a weapon possesses the Blast quality, he may pay one Dark Symmetry Point to
devastation of almost the entire company. Enraged
use this talent as a Standard Action against an enemy or group of enemies within a
single zone. The attack becomes an opposed test using Heavy Weapons against the and grief-stricken, Watts beat the Major to within an
target’s Willpower. If successful, no physical damage is dealt, but one rank of Rattled inch of his life.
is inflicted, plus one rank for each Momentum spent.
•• BOOYA! When they finally cleared the shrapnel, the inquest
Spend a Chronicle Point when firing an Autocannon to prevent the target from taking found that Sergeant Watt’s assault had actually saved
a Dodge Response Action. the Heartbreakers from total destruction, however,
•• SNIPER they could not allow an assault on an officer to go
Re-roll up to two when attacking with Ranged Weapons, but keep the new results. unpunished. Bob was offered a lifeline in the form
•• CLEAR SHOT of the Free Marines. He gleefully accepted the
Reduce the range penalty for firing at a range other than the weapon’s optimal range ‘punishment’ and the opportunity to once again fight
by one, to a minimum of zero.
against Capitol’s enemies. Although he has since
•• HARDY earned a pardon for his crime and now serves with
Re-roll any dice that did not generate a success on an initial Resistance test, but
the Doomtroopers, Bob will always consider himself
accept the new results.
an active member of the Free Marines.
•• JUST A SCRATCH
Regain an additional Light Wound when resting or recovering naturally.
•• RUB SOME DIRT ON IT
Reduce the difficulty by one when attempting to recover from a temporary status
effect, to a minimum of one.
•• STUBBORN
Re-roll one d20 when making a Willpower test, but keep the new result.
DOOMTROOPER ABILITY
•• THE CHOPPER EFFECT: Big Bob can cause serious mayhem when stalking
into battle with his Atlas Rig. When Bob successfully attacks a target behind Cover
with both Atlas Megacannons in a single round, he may choose to spend one Reload.
If he does so, the Cover is destroyed if Light, or has its Soak value halved if Heavy
(which may reduce it to Light Cover). The Reload to create this effect can be spent in
addition to any other Reloads that Bob has spent.
SEAN GALLAGHER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
WOLFBANE COMMANDO
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 3 3
• CLOSE COMBAT +4 3 9-14
– UNARMED COMBAT
• STEALTH +1
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 3 3
Coordination: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01
– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE
INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. XIV AGGRESSOR (RANGED)
– LINGUISTICS Range C, 1+5, Burst, Unbalanced, Close Quarters
Reloads
– SCIENCE
• MECHANICS +2 •• GALLAGHER CLAYMORE (MELEE)
• SURVIVAL 2+8, 2H, Parry 2, Pious 4
– VACUUM •• GALLAGHER RELIC BLADE
• TREATMENT The claymore that Sean wields is the ancestral weapon of the Gallagher heirs. If the
– MEDICINE Imperial Sourcebook is available, it has been inscribed with the following runes:
– PSYCHOTHERAPY Beith, Dair, Gort, Luis, Muin, Sail, and Tinne. It also increases his Corruption Soak to 4.
STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SEAN GALLAGHER
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge The Gallaghers were once renowned as the most
Response Action. prolific and proficient of swordsmiths within the entire
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged solar system. Their smiths were masters of the runic
attacks, including ones that might not be known about. arts and their blades were cherished as weapons of
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics war that cleave aside the Darkness. That all changed
test that nets at least one success. following a brutal raid on their ancestral homeland that
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the wiped out almost the entire clan, save one. Sean is the
new result. sole surviving member of the Gallagher Clan, Baron
•• NO MERCY: Re-roll up to six when making a close combat attack, but keep the of a dead rock, and master of all the clan’s holdings.
new results.
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Spurning his family’s insistence that he become a
Response Action. smith, Sean trained since childhood to become a
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay warrior. It was this point of contention that had kept
a Dark Symmetry point to make a melee attack against the parried foe. him away from the family home when the massacre
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he happened. Alone, bereft, and tormented by guilt,
attempts a Dodge Response Action. he joined the Wolfbanes, where his leadership,
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using ferociousness, combat skill and tactical acumen soon
Two-Handed weapons add two dice, instead of one. became legendary. He was recently accepted into the
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two Doomtroopers and has taken to volunteering for the
damage, instead of one, when using Two-Handed melee weapons. most dangerous of already perilous missions. Rumours
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism have always been rife that the Dark Legion were behind
test, but keep the new result. the annihilation of his clan; some now say that Sean
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test has uncovered the name
made to identify a creature or power of Darkness. of the very Nepharite that
•• SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the ordered it and is carving his
new results. way through their ranks
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the in search of ultimate
weapon’s optimal range by one, to a minimum of zero. vengeance.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result.
DOOMTROOPER ABILITY
•• FURY OF THE CLANSMEN: Sean can draw upon his guilt and anger to
enter a berserk fury. By paying two or more Dark Symmetry Points, he enters a rage
and gains two additional Momentum on each successful melee attack. The rage
last for a number of rounds equal to the number of Dark Symmetry Points paid.
He cannot fire any ranged weapons whilst in this state, though he may still make
improvised ranged attacks.
EDWARD MURDOCH All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
GOLDEN LION
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +4
BONUS RANGE DAMAGE: +3
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 5 5
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT +3 +3
• STEALTH
SOAK
TORSO
4
AWARENESS: 12
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
Coordination: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +4 3
20
19-20
DREAD 01
– HEAVY WEAPONS +1 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE
INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. IVP PLASMA INTRUDER (RANGED)
– LINGUISTICS Range C, 1+7, Burst, 2H, Ammo (Blast [Close], Vicious 1)
Reloads
– SCIENCE
• MECHANICS +2 •• MK. XIII PLASMA ENRAGER (RANGED):
• SURVIVAL +2 Range C, 1+7, Burst, Unbalanced, Ammo (Blast [Close], Vicious 1), Spread 1
– VACUUM Reloads
• TREATMENT •• COMBAT KNIFE (MELEE)
– MEDICINE 1+6, Armour Piercing 1
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 8 Military dress uniform, mini-torch, basic medkit, Mk. XIVP Plasma Intruder (+4 Reloads), Mk.
SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1 XIII Plasma Enrager (+2 Reloads), anti-personnel grenades (3), combat knife, ten Assets.
• WILLPOWER +3 3
PHYSIQUE: 9
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 2
STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
EDWARD MURDOCH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism Although he bears the Murdoch name with dignity
test, but keep the new result. and pride, familial misfortune meant that Edward
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep grew up on the fast-paced mean streets of Fukido.
the new result. He fought for respect from an early age and added
•• SNIPER: Re-roll up to seven when attacking with Ranged Weapons, but keep fear to a list of swear words that would have no place
the new results. in his vocabulary. Always aiming to be part of the
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. military, he earned a place at the prestigious Paxton
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which Military Academy and garnered the attention of the
prevents their attack if it kills or incapacitates them. Golden Lions whilst there. He was asked to join the
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a Murdoch clan’s clandestine special forces unit not
ranged weapon than would normally be allowed. long after his induction into the Imperial Defence
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase Forces and readily accepted.
in difficulty for any subsequent attack performed as part of a Swift Strike.
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend Edward took part in dozens of covert operations,
only costs one Momentum when using ranged weapons. Further, he may select two rose through the ranks to command his own team,
additional Secondary Targets with each use. and eventually became a training instructor for
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the rookie Lions, though this came to an end when the
weapon’s optimal range by one, to a minimum of zero. head of the clan requested that he apply for the
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit Doomtroopers. Edward would have preferred to have
location by two, instead of one, when using ranged weapons. stayed with his beloved unit, but understood that it
•• MARTIAL ARTIST: Re-roll up to two when making an Unarmed Attack, but was an order rather than a suggestion. The Murdoch
keep the new results. clan had decided that they needed more insight into
•• BLOCK THE ARM: Using Unarmed Combat, he can attempt to parry even the operations of the Doomtroopers. Enlisting one