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 HEAD OF DEVELOPMENT ALEX BUND, MATTHEW COMBEN PEACEY, DOMINGO DIAZ FERMIN, ALEX DEPUIS, ALEXANDER JOHANSSON, JORGE MADRIGAL, JOSHUA FORD, JOSHUA AND PRODUCER EXECUTIVE PUBLISHER ANDREW MADSEN, ANDREW WHITE, ARAD KLUG, KAITLYN TOOKER, KITT EULER, ART DIRECTION ARCHON STUDIOS, GAEL GOUMON, ROB HARRIS CHRIS BIRCH KEDAR, BEATRIX SANDMAN, BILL STILSON, LARS-MAGNUS FRANZÉN, MADELENE MISCHA THOMAS, PAULO PARENTE GINO CRUZ, JAMIE PHIPPS, DEVELOPMENT TEAM FOR CABINET BJÖRN TUFVESSON, BRETT PETERSEN, AHLROS, MAGNUS NYBERG, MARCUS MAP ILLUSTRATION QUESTRON, VALERIO TERRANOVA, ENTERTAINMENT: FEDERICO SOHNS, JAVIER ANGERIZ- PRESIDENT & CEO BRODIE ANGUS, CARL TCHORYK, CHARLES PEHRSSON, MARCUS STAHL, MARK WIKER, HENNING LUDVIGSEN ANTON ANGHELUTA, ALEX GARGETT BOURGEOIS, CHARLES STURGILL III, CHRIS MARKUS DANIELSSON, MARTINA ‘TINA’ CABURRASI, STEFANO GUERRIERO, FRED MALMBERG COVER ART STADLER, CHRIS THESING, CHRISTIAN ENGSTRÖM, MATTHEW EVRARD, MAXIME KATYA THOMAS, JAMES BARRY, COMMUNITY MANAGER EVP STEFAN KOPINSKI LLOYD GYAN JAY ZETTERBERG LINDKE, CHRISTOPHER LUNDBERG, BOUCHARD, NATHAN SMELA, RASMUS BART KOLODZIEJCZYK, CHRISTOPHER DAN MOORE, DAVID NILSSON, DENIS FAERGE, RICHARD KHOURY, RICK WENDORF ARTWORK COO LUNDBERG, JAY LITTLE, ALISTAIR BIRCH OPERATIONS MANAGER ROUGÉ, DENNY BACHA, DOUG MOORE, II, SCOTT TOOKER, SCOTT VENABLE, PAUL BONNER, DOMINIC KASRZYCKI, STEVE BOOTH EDITORIAL AND GARRY HARPER DYLAN CARTER, ED MILNES, EMYA SHAWN HOWSON, STEFAN NILSSON, BACKGROUND TOMA FEIZO GAS, PAULO PARENTE, 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

Modiphius Entertainment Product Number: MUH050531

The Modiphius Logos is copyright Modiphius Entertainment Ltd 2018. Any unauthorised use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended.

© 2018 Mutant Chronicles International LLC (“MCI”). MUTANT CHRONICLES, SIEGE OF THE CITADEL and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of MCI. Used under license. All rights reserved. Artwork and graphics © Mutant Chronicles International Inc, except the Modiphius Logo which is © Modiphius Entertainment Ltd. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people and events described in an historical context.

SIEGE OF THE CITADEL

2

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 59 equipment cards 30 event cards 54 AI cards 30 Doomtrooper cards 44 force cards 6 quick start cards 26 secondary mission cards MINIATURES

15 colored base stand rings 12 Legionnaires 9 Necromutants 3 Centurions 2 Razides 2 Praetorian Stalkers 1 Nepharite 1 Ezoghoul (3 each: yellow, green, red, blue, white)

3 Bauhaus Doomtroopers 3 Capitol Doomtroopers 3 Cybertronic Doomtroopers 3 Imperial Doomtroopers 3 Mishima Doomtroopers

RULE BOOK

3 7 double-sided sector tiles (numbered 1–7 & 9–15) 1 stairs sector tile (numbered 8 & 16)

15 colored plastic pegs (3 each: yellow, green, red, blue, white)

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

6 identification markers 50 Corporation tokens (10 each: 28 creature tokens (Bauhaus, Capitol, Cybertronic, Imperial, Mishima & Bauhaus, Capitol, Cybertronic, (10 Legionnaire, 7 Necromutant, 6 Dark Legion portals Dark Legion) Imperial & Mishima) 6 Centurion & 5 Razide)

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

12 plastic stand-up bases

4 equipment 8 traps 2 defense 3 terminals 18 entrances 1 commander 2 smoke 1 north token 6 assorted debris containers turrets token grenades tokens

SIEGE OF THE CITADEL

4

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 STEP 2. DETERMINE DARK LEGION PLAYER - mission is completed. Promotion points earned during a single mission are used Each player places their identification marker, face-down together with the other player to determine a winner, but do not need to be tracked between games. markers. Mix the markers. Randomly select one of the markers and turn it over. The player of that Corporation is designated the Dark Legion player for this mission and for this mission - A campaign is played over a series of missions linked together in an ongoing takes the Dark Legion identification marker. - story. Each player represents one of the Corporations for the entire campaign, and promotion points are tracked game-to-game. The Doomtroopers become - When playing a single mission, a player with more game experience may be the more experienced, gain access to more powerful gear, and face more dangerous - best choice to play the Dark Legion player, especially if there are a number of first Dark Legion forces. time players. With a few exceptions, the rules are the same whether playing a single mission or a - When playing a campaign, the role of the Dark Legion player changes from mission to campaign. Differences are noted where applicable. - mission. Over the course of a campaign, each player has the opportunity to control the forces of the Dark Legion.

STEP 3. MISSION SELECTION Select a mission from the mission book. Different missions have different requirements, goals, and levels of difficulty. -- When playing a single mission, any mission can be selected. - When playing a campaign, players may want to start with mission number one and - advance to the next mission as they advance the storyline. (See Missions.)

STEP 4. BUILD MISSION MAP Set up the game board sector tiles according to the mission diagram. Then, position the white entrance tokens for the Doomtroopers and the red entrance tokens for the Dark Legion reinforcements next to the relevant entrance points as shown in the diagram. It is very important that the sector tiles and the Citadel are arranged exactly the way they are illustrated.

STEP 5. EVENT CARDS The Dark Legion player sorts through the event cards and takes the card numbers listed under the Time Limit section of the mission brief. The event cards not listed are not used in the mission. The Dark Legion player then shuffles the event cards and draws one event card for each round listed under the mission’s Time Limit to create the event card deck for the mission. Place these cards face-down in a pile in front of the Dark Legion player. The remaining event cards are not used in the mission.

A Dark Legion Citadel on the surface of Venus.

RULE BOOK

5 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 Note: The Corporation players may choose different Doomtroopers for each mission. In fact, - points between missions. The players decide the rank of all the players before the the mission selected during Step 3 may influence which Doomtroopers they choose. The mission starts. players are allowed to discuss their choices and work together to make sure the Corporations send Doomtroopers with different specialties on the mission. - When playing a campaign, all players keep their accumulated rank and promotion - points from the previous missions. Each player places their promotion point tracking peg to the corresponding number.

If this is the first mission of a new campaign, the players start at Rank 1 and the promotion point tracking peg is placed on the zero ‘0’ space.

After determining their rank, all players place the corresponding rank card in the lower card slot of their player tray. The rank card shows the combat dice, defense die, credits, and number of Doomtrooper cards available at this rank. (See Coporation rank cards.)

If at the start of a mission, one Corporation player has a greater rank and more promotion points than any other player, they receive the commander token and place it in front of them for the duration of the mission.

Note: All players, including the Dark Legion player, track their rank and promotion points continuously during each mission on their player trays.

STEP 8. DARK LEGION CREATURES The Dark Legion player commands the Dark Legion creatures. Take the Dark Legion identification marker and the appropriate Dark Legion reference board according to the rank of the Corporation player with the second-highest rank and promotion points. (See Dark Legion reference board.)

If there is only one Corporation player or more than one player share the highest rank and promotion points, 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.

SIEGE OF THE CITADEL

6 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: The Dark Legion player does not select equipment.

Note: Players may not select equipment cards their Doomtroopers cannot equip in order to deny them to other players. Each card selected must be assigned to an eligible Doomtrooper or returned to the Equipment Bunker.

Example Cybertronic player tray setup

RULE BOOK

7 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.

Even fifty kilometers distant from the Citadel’s heart, the barrages sounded like an endless thunderclap. Entire divisions of howitzers and mortars were making an endless, earth-shaking din, though even that was occasionally dimmed by the roar of a siege-gun.

Armadas of aircraft above added to the cacophony, while thousands of muzzle- flashes turned the night into day. It was beyond awe-inspiring and beyond words; it was madness.

“Master Durand,” roared a Bauhaus artillery general. “Big Bertha hit the central spire! Spot on! A two-ton grenade!”

“I saw that,” answered Nathaniel calmly, his deep voice somehow eclipsing the din. “I guess you woke Alakhai up! Good work!”

As Nathaniel Durand and his brothers laughed, it began to grow on some of the generals that the Durand brothers were enjoying themselves…

SIEGE OF THE CITADEL

8

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, follow its instructions, and round, all of the identification markers are placed face-down, another Doomtrooper is activated. then discard it. and one is selected at random. Each Doomtrooper performs up to 2 actions. They may 2. Place any indicated reinforcements, if available, STEP 2. INDIVIDUAL PLAYER TURN MOVE and/or ATTACK in any order. (For example, a at entry points off the board. Valid entry points Each player takes their individual turn when their Corporation Doomtrooper may move twice, or attack and then are indicated on the mission map and by red or Dark Legion identification marker is drawn. The actions move, or attack twice, etc.) Some missions require a entrance tokens. they perform on their turn depends on whether they are a Doomtrooper to perform a SPECIAL action to fulfill Corporation or the Dark Legion player. mission objectives. SPECIAL actions can be swapped 3. If there are any remaining face-down force cards in for a MOVE or ATTACK action at any time. on any sector tiles, choose one force card and turn A new identification marker is only revealed after the current it over. Then place the corresponding Dark Legion player has completed their turn. Then, Step 1 and Step 2 are A player may also play one Doomtrooper card on their creatures on that sector tile. repeated until all players have taken an individual turn, then turn. A Doomtrooper card may be played to give one proceed to Step 3. of their Doomtroopers an extra action or used for its 4. Perform up to 2 actions with each Dark Legion text effect, but not both. (See Doomtrooper Cards.) unit. Like Doomtroopers, Dark Legion units may STEP 3. CHECK FOR END OF MISSION MOVE and/or ATTACK in any order. The Dark After all players have had their identification marker drawn Legion player must complete all actions with one and individual turns have been completed, next they check of their units before activating a different unit. to see if the current mission has been completed. Note: Some powerful enemies may perform more Missions have specific goals the Corporation players must than 2 actions. For example, the Nepharite and the achieve to complete and win the mission. Many missions have Ezoghoul may perform up to 3 actions a time limit and if the Corporation players’ specific mission goals have not been completed within that time limit, the Dark Legion player wins.

A Citadel of Alakhai emerges on Venus.

RULE BOOK

9 Imperial forces engaging a Razide.

RULES OF PLAY

DETERMINE CORPORATION PLAYER DOOMTROOPER CARDS PLAYER ORDER: 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 A Corporation player may use only one Doomtrooper markers face-down, along with the Dark Legion player’s - Both Doomtroopers must enter through the card on their turn, regardless of whether it is used for an marker. Mix the face-down markers. - same entrance. additional action or for the card’s text effect. Previous active - The player places one of their Corporation tokens next Doomtrooper cards are discarded when the same player Step 2. Select one of the markers and turn it face up. - to their entrance. plays a new Doomtrooper card. - More than one player can use the same entrance. Step 3. The player whose marker is drawn takes their turn. - Once that player completes their turn, select another marker Imperial Doomtroopers start each mission for the next player’s turn. During their turn, the two Doomtrooper’s of each Corporation with additional Doomtrooper cards. player perform up to two actions each: MOVE and/ After the last marker is revealed and that player’s turn is or ATTACK. completed, the current round ends. To start the next round, Note: Some special Doomtrooper cards are played on place all the markers face-down, mix them together, and start - A Doomtrooper may perform these actions in another player’s turn. These cards are not affected by this the sequence again. - any order. restriction. - A Doomtrooper may perform the same action more It takes a number of rounds to determine a winner. The event - than once. cards usually track the number of rounds remaining before a - One Doomtrooper must complete all of their actions mission must be completed. - before another Doomtrooper acts.

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.

SIEGE OF THE CITADEL

10

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 rubble) 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 cost. a trap, a turret, or any other token unless explicitly stated. However, the first Doomtrooper to move through a door represented by a door token must draw a door card to see if BLOCKING the door was trapped. Afterwards the door card is replaced and the deck is shuffled. 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.

Doors may not be attacked, unless otherwise stated. FORCE CARD SPAWNS

When a Doomtrooper team ends a Move action on a map sector tile for the first time, reveal one force card in that sector and mark the sector with the appropriate Corporation token. Other force cards remain face-down until other Doomtrooper teams enter the sector tile. The Dark Legion player places the figures listed on the card in any squares in that sector, except for squares adjacent to a Doomtrooper. These Dark Legion figures may not move or attack until it is the Dark Legion player’s turn.

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

11

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 attack close combat, or tech) during an Attack action. For (firearm, close combat, or tech) allowed and the number each Attack action the attacker declares one enemy of combat dice rolled is shown on the Doomtrooper’s figure as the target of the attack. Some equipment weapon card. cards or Doomtrooper cards may allow a figure to target more than one enemy figure at a time. If a weapon card indicates 3 combat dice, all 3 of the combat dice shown on the player’s rank card are rolled to determine A figure cannot perform an Attack action if it is off the successes. 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 Successful attacks inflict damage for the number of hits rolled Shortsword indicates 3 combat die , therefore above the target’s defense value after modifiers and re-rolls the Doomtrooper player rolls all three combat dice have been applied. shown on their player rank card to roll. At player rank 2, this is two white dice and one red dice .

When a weapon card indicates fewer than 3 combat dice are used, the Doomtrooper player may choose any combination of combat dice from those shown on the player’s rank card. When an attack uses more than 3 combat dice, the number and color of the extra combat dice are listed on the weapon card.

Example: a Punisher Shortsword rolls against a target with defense 1, the attack inflicts 1 damage.

SIEGE OF THE CITADEL

12 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, Mishima targets may cancel 1 point of damage by rolling a hit icon TERRAIN Doomtroopers may re-roll unsuccessful on their defense die. This is in addition to any defense value combat dice from a close combat attack. number listed. Certain terrain tokens (such as terminals, turrets, traps, and 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 CLOSE COMBAT cancelled, the target suffers no damage and the attack is not Legion reference board, with possible exceptions on the SPECIALISTS considered a success. mission brief. If an Attack action against terrain rolls more 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.

Note: Overrun and charge are tactics specifically available only to Close Combat Specialist characters. Firearm and Tech Specialists who are able to make close combat attacks cannot benefit from overrun or charge.

Mishima troops force a breach.

RULE BOOK

13 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 (green 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.

Once per Attack action, Bauhaus Doomtroopers may re-roll unsuccessful LINE OF SIGHT ON THE STAIRS combat dice from a firearm attack. The map sector with the stairs is a key strategic point in the Citadel. The stairs impact line of sight, based on the following guidelines.

RANGE & LINE OF SIGHT - Figures in squares 1 or 2 only have line of sight to the top of the - stairs, square 5 and 6, but not beyond. To attack with a firearm, the target figure must be in range - Figures in squares 3 or 4 only have line of sight to squares 1, 2, 5 and the attacking figure must be able to see the target. - and 6. Figures on squares 3 or 4 cannot use firearm attacks. - Figures at the top of the stairs in squares 5 or 6, have line of sight Firearm attacks have varying ranges, see the relevant - down the stairs to squares 1, 2, 3, and 4, but not beyond and also equipment cards for details. A weapon’s minimum range is have line of sight to any squares on the top level of the sector. indicated by a red number. Specific weapons may vary. See their equipment cards for details.

Checking if the attacker can see their target is called determining line of sight. Line of sight is established by drawing an imaginary straight line from the exact center of COVER This creature can the square occupied by the attacker to the exact center of During some missions, terminal tokens, defense be shot at by Coral the square occupied by the target. If the imaginary line does turret tokens, equipment container tokens, and Beach (green not go through a wall or any part of a square occupied by debris tokens may be added to sector tiles to outline) without penalty, as the another figure, there is a clear line of sight and a firearm indicate terrain that provides cover. line of sight is not obstructed attack is possible. by the debris squares. Doomtrooper and Dark Legion figures Establishing line of sight has some special situations requiring automatically gain cover if a firearm attack These creatures can clarification. Line of sight is not blocked if it goes through against them draws its line of sight through be shot at by Coral the point of two diagonal squares with figures in them. This the marker providing cover. Figures in cover Beach (green happens when the shot is along a diagonal line of squares. gain an additional armor check with 1 white outline), but as the line of sight Line of sight is also not blocked when it goes through the defense die before a successful attack is passes through the debris point of two diagonal squares with one figure and a wall or determined, making them harder to attack. squares the creatures get a an empty square and a wall / figure. Some missions or terrain may have unique bonus white defence dice. rules regarding cover. Some terrain or special conditions may affect line of sight, as well. See the terrain descriptions or mission brief for details.

SIEGE OF THE CITADEL

14 FIREARM SPECIALIST TECH ATTACK TECH SPECIALIST

Doomtrooper engineers spend countless hours studying the CONCENTRATED FIRE workings of the Citadel and can use their tech to hack into DOOR HACKS After a Firearms Specialist makes a the very fabric of the Citadel Tech Specialists automatically disable firearm attack, they may choose to door traps as they move through them immediately attack the same figure using a Move action, preventing the with their next firearm attack to perform concentrated Once per Attack action, Cybertronic need to draw a door card. fire. When performing concentrated fire, for the rest Doomtroopers may re-roll any unsuccessful of that player’s turn, their Firearms Specialist gains one combat dice from a tech attack. additional white combat die, for free. TERMINAL HACKS This bonus is cumulative. For example, if a Firearms TECH WEAPON ATTACKS Tech Specialists are able to use an Attack Specialist performs concentrated fire for a second action to hack into a terminal if they are time during their turn (by using a bonus action gained Doomtrooper Tech Specialists have access to hacking standing adjacent to the terminal and by discarding a Doomtrooper card) they gain two weapons that can attack Dark Legion creatures. Many of these they have line of sight to the terminal. The difficulty additional white combat dice. hacking weapons have special restrictions or guidelines to of the terminal hack is detailed on the Dark Legion describe their use, such as being adjacent to a wall. Some reference board for the mission. The mission briefing Tech Specialist weapons leave trap tokens on the board. See will explain the result of a successful terminal hack. Note: Concentrated Fire is a tactic specifically available only the corresponding equipment card for more details to Firearm Specialist characters. Close Combat and Tech Specialists who are able to make firearm attacks cannot benefit from concentrated fire. CONCENTRATED TECH ATTACKS TECH ATTACKS AND LINE OF SIGHT After a Tech Specialist makes a tech Many tech weapons can target figures more than one attack, they may choose to immediately square from the attacker, but they are not considered attack the same figure with their next firearm attacks. Because they are not firearm attacks, tech attack to perform a concentrated tech attack. the attacking figure does not need line of sight to the When performing a concentrated tech attack, for the target figure. rest of that player’s turn, their Tech Specialist gains one additional white combat die, for free.

This bonus is cumulative. For example, if a Tech Specialist performs a concentrated tech attack for a second time during their turn (by using a bonus action gained by discarding a Doomtrooper card) they gain two additional white combat dice.

Note: Door hacks, terminal hacks, and concentrated tech attacks are a tactic specifically available only to Tech Specialist characters. Close Combat and Firearm Specialists who are able to make tech attacks cannot benefit from these special actions. For example: a Tentacle Tech Attack may target a Dark Legion figure 2-3 squares away from the attacking Doomtrooper (purple outline) by opening up a trap beneath their target, but this requires the Doomtrooper to be adjacent to a wall section. If the attack is successful, a tentacle trap marker remains on the map.

A Nepharite of Algeroth in combat.

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15

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 Dark Legion player places the figures listed on the force card in any square in that sector. Dark Legion figures may move and / or attack in any order and even repeat the same action during the turn.

A Dark Legion figure must complete all of its actions before another Dark Legion figure is activated.

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.

SIEGE OF THE CITADEL

16

THE DARK LEGION FIGURE ACTIONS

The forces of the Dark Legion move and attack much like the DOOMTROOPER ARMOR CHECKS Corporation Doomtroopers, but with some minor differences. ATTACK ACTIONS 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, by the Dark Legion reference board. Doomtroopers subtract their defense value from the number MOVE ACTIONS 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.

DETERMINE COMBAT DICE TYPES OF ATTACKS MAP DETAILS When a Dark Legion figure attacks, the color and number of Remember, unless explicitly described in a mission combat dice used are listed on the current Dark Legion rank Dark Legion creatures make one of two types of attacks: close brief, details printed on a sector tile (such as boxes, reference board. (See Dark Legion reference board.) combat or firearm. Dark Legion creatures do not perform barrels, tubes, statues, chairs, or tables) do not stop or tech attacks. block movement. ROLL AND RESOLVE COMBAT DICE - CLOSE COMBAT ATTACK: The target of the Squares which are completely obstructed (such as Determining a successful attack and inflicted damage work - close combat attack must be in a square adjacent rubble) or completely vacant (such as a pit) cannot be the same way as attacks made by Doomtroopers against (orthogonally or diagonally) to the attacking figure and moved onto. In addition, these items do not block line Dark Legion figures. The Dark Legion player rolls the combat not hidden by terrain or a wall. of sight or provide any protection during an attack. dice and counts the number of hits rolled. If the number of hits is greater than the target’s defense value, the attack is - FIREARM ATTACK: A Dark Legion figure cannot make a successful and the targeted Doomtrooper loses one health - firearm attack against an adjacent Doomtrooper figures, for each hit above the target’s defense value. but while adjacent they may still perform a firearm attack against another non-adjacent Doomtrooper. DOOMTROOPER DEFENSE VALUE - SPECIAL ATTACKS: Some Dark Legion creatures may Unless otherwise stated, Doomtroopers have a Defense - have special attacks listed in the mission brief, which Value of 1. explains their use.

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17

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:

CREATURE PROMOTION POINTS

LEGIONNAIRE 1 A player immediately benefits from their new rank’s combat dice values and defense die. Since credits and NECROMUTANT 2 the number of Doomtrooper cards a player starts with is determined before the mission, changes to these CENTURION 3 values are not reflected during a mission.

RAZIDE 4 Promotion points above and beyond what was necessary to increase in rank carry over into the new PRAETORIAN STALKER 5 rank. (See Rank Cards.)

NEPHARITE 6 If a Doomtrooper team is reduced to rank 1 and no promotion points, ignore any further deductions. 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 DARK LEGION PROMOTION POINT AWARDS up a large Dark Legion contingent to their rear, Angelina the noise of a huge explosion from behind them. Drake and Sandra Tang hustled towards the medivac- Peripheral debris showered the area and pattered from The Dark Legion player immediately receives 1 promotion track with a wounded comrade slung across each of their armor, drawing more groans from the wounded. point for each point of health lost by a Doomtrooper, even if their shoulders. that health is subsequently recovered. ”You have to pick the men in your life carefully, Drake. “He ain’t heavy,” Drake half-hummed, half-sang. “He’s Otherwise you end up having to carry them everywhere.” The Dark Legion player immediately receives an additional my brother.” 2 bonus promotion points if a Doomtrooper loses their last “That why you picked the biggest guy in the pile?” point of health and is eliminated from the mission. These “That hick,” Tang replied. “Is too idiotic to be your points are awarded regardless of how the Doomtrooper brother. You wouldn’t get clipped like that.” “No. Just being pragmatic. Next time, I might need to was defeated – even if it was due to friendly fire by a be the biggest meat sack in the pile. Besides, I like this Corporation player! “It wasn’t my fault,” groaned the trooper on Drake’s guy. He has the sense to shut up and be grateful. And shoulders. the grace not to bleed all over me.”

“That’s what everyone says. You should dump him, Drake.” “You’re a true romantic.”

SIEGE OF THE CITADEL

18

COMPLETING A MISSION

Each mission takes several rounds to complete. Unless the If the primary mission was not successfully completed, refer mission brief states otherwise, the final round of the mission 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. Three missions To determine the winner of a single mission game, the players are recommended for a short campaign. Six 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 requirements, the player with the most promotion points is - Tracked In-Game Promotion Points declared the Victor! Note: When playing a campaign, players may choose -- Primary Mission Bonuses or Penalties (as Commander) to begin at Rank 2 or higher. However, for the true -- Secondary Mission Bonuses or Penalties In the case of a tie between the Dark Legion player and one Siege of the Citadel experience, it is recommended to -- Secondary Mission Bonuses or Penalties (as Commander) or more Corporation players, the Dark Legion player wins the start the campaign at Rank 1 – seeing the Corporation -- -3 Promotion Points for each Reckless Maneuver Token mission. If one or more Corporation players are tied, those teams advance and grow is part of what makes playing a - players share a joint win. campaign so rewarding. DARK LEGION - Tracked In-Game Promotion Points -- Primary Mission Bonuses or Penalties POST-MISSION AWARDS

Promotion points are tracked cumulatively both during and after each mission. Make sure to add any post-mission rewards to the total number of promotion points already earned during the mission.

POST-MISSION PENALTIES

Corporation players subtract 3 Promotion Points for each reckless maneuver token they received during the mission. (See Friendly Fire.)

Award Primary Mission Points. Collectively, the Corporation players determine if the primary mission was successfully completed based on the goals outlined in the mission brief. If the primary mission was successful, each Corporation player Imperial forces ambushing a Nepharite. gains the number of promotion points listed in the mission brief.

RULE BOOK

19 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 Necromuntants piled campaign, the most significant difference with tracking in- atop him brought Galagher 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 In some cases, the Dark Legion player may earn promotion through the campaign! points if failed secondary missions are not completed

SIEGE OF THE CITADEL

20

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 ARMOR 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.

“Damn,” cursed Bob Watts. CREDITS It launched itself at him, eerily silent in its charge. 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 CORPORATION SPECIAL ABILITY rank used in the mission (See Dark Legion “Damned die!” reference board.). Ten steps away. Still rolling like a Martian freight train.

“Damned!” Each Corporation Doomtrooper team has a special ability that distinguishes its team members from the other Five steps away. Click. Click. Click Corporations. (See Corporation rank cards.) “Dang!”

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21

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 RANK CREDIT forearm, which it uses to access the Citadel’s WEAPON REQUIRED COST Example: Valerie Duval is a close combat specialist and defenses. It works like a Tentacle Kit, and in addition barbed can only be armed with a close combat weapon or a spores attack all figures in accessible squares adjacent to the TENTACLE KIT 1 0 weapon combo that features a close combat weapon. trap (including Doomtrooper figures). Roll one combat die of the player’s choice once for each square. Barb combat dice may not PUNISHER SHORT SWORD 1 0 be re-rolled.

PLASMA CARBINE 1 0 SPECIAL WEAPONS

MANUS KIT 3 2 The Doomtroopers have access to a broad array of weapons, many of which have special features and abilities beyond the VIOLATOR SWORD 3 3 combat dice provided during combat.

DEATHLOCKDRUM 3 3 TENTACLE KIT The Tentacle Kit taps into the defenses of the PUNISHER COMBO 4 2 Citadel. To attack with the Tentacle Kit, the Doomtrooper must be adjacent to a wall of the Citadel. TENTACLE COMBO 4 2 This tech attack can target a Dark Legion figure 2-3 squares away and does not require line of sight. The Doomtrooper TALON COMBO 4 3 player rolls combat dice against the Dark Legion figure’s defense value as usual. If successful, the Dark Legion figure GEHENNA PUKER 5 2 is eliminated and a trap token is placed on the vacant square. Later, any Doomtrooper or Dark Legion figure passing VIOLATOR COMBO 6 4 through this square is attacked according to the Dark Legion reference board. A tech specialist may only maintain two MANUS COMBO 6 4 traps on the board at the same time. If a third trap is to be placed, one of the previous traps must first be removed from NIMROD AUTOCANNON 8 4 the board. A Doomtrooper or Dark Legion figure may not end their Move action on a square with a trap token. The Tentacle Kit also provides a blade for a small close combat attack.

SIEGE OF THE CITADEL

22 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 WEAPON figures hit by the attack can attempt an armor check to REQUIRED COST negate one point of damage. COAGULANT AUTO- INJECTOR 1 1

COMMAND HELMET 1 1

SMOKE GRENADE 1 1

TIME BOMB 1 1

MOLECULAR PHASER 1 2

EXPLOSIVE AMMUNITION 2 2

LASER SIGHT 2 2

NIMROD AUTOCANNON GLYPH DECRYPTER 2 2 GEHENNA PUKER The two barrels of the Nimrod Autocannon allow The Gehenna Puker firearm attack inflicts hits on a Doomtrooper to target one or two figures with SECURITY DOWNLOAD 2 2 all targets in its line of fire, which is a straight the same firearm attack between 4 and 12 squares away. The CYBERNETIC POWER line in a diagonal or orthogonal direction. The Gehenna weapon is too unwieldy to use against Dark Legion creatures ARM 2 2 Puker attack always fills its entire range of 7 squares. The up to only 3 squares away. The Doomtrooper must have a Doomtrooper rolls combat dice once to determine the line of sight to both targeted figures and the targets must be CHAIN BLADE 2 2 number of hits inflicted against every figure in the line of no further than 4 squares apart. If only one figure is targeted, fire. All targeted Dark Legion figures with a defense value less the combat dice are rolled twice against one figure. If two NEURAL JACK 2 2 than the number of hits rolled are eliminated. Doomtrooper figures are targeted, the combat dice are rolled separately figures in the line of fire may attempt an armor check to against each. DARK ENERGY SHIFT 3 3 negate one of the hits. COMBAT MEDIC UNIT 4 2

DISRUPTOR 4 2

SERRATED POMMEL 4 2

GRENADE LAUNCHER 6 2

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23 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. “Little thing”, the Citadel hissed. “Who are you?”

“Me?” the little thing replied. “I am nobody.”

“Do you not have a name?”

“No.”

“That reminds me of the tale where a human tells a Nepharite his name is ‘nobody’ and then the human picks out the Nepharite’s eye and the Nepharite screams ‘nobody plucked out my eye’ and… I KNOW DISRUPTOR THAT IS A TRICK!!! Everybody has a proper name.” A fearsome underslung weapon mounted to the barrel of appropriate firearms, it alters the target’s For a while it was quiet in gore-space. Then came: atomic structure to inflict severe wounds. During a firearm “Ok. I am Carl.” SMOKE GRENADE attack, all targets are prevented from rolling their defense die, Take one Special action to if applicable. This cannot be fitted to a Nimrod Autocannon throw to the floor in your or a Grenade Launcher. current sector. The entire sector fills with smoke. All Move actions in the sector are reduced to 2 squares. No firearm attacks are possible. Place a Smoke Grenade token on the sector. The Smoke Grenade token is removed from play at the end of the round. Discard after one use.

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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-highest Corporation players for each Dark Legion figure eliminated ranked Corporation team participating in the mission. or terrain piece destroyed by their Doomtroopers. (If there is only one Doomtrooper team or more than one player share the highest rank and promotion DEFENSE VALUE points, their rank determines the rank of the Dark The number a Doomtrooper’s hits needs Legion 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.

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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 Dark Legion player gains promotion points, as mission’s map. The diagram clearly indicates: When the primary mission is accomplished, all Corporation indicated on the card. players with at least one surviving Doomtrooper receive the - Which sector boards to use. same number of promotion points. A Corporation player who lost both Doomtroopers during -- The orientation and placement of the sector boards. the mission still receives the awards (or penalties) based on - When building the map, make sure the double-sided A Corporation player who lost both Doomtroopers during whether or not they completed their secondary missions. sector map has the correct side face up. the mission receives no primary mission rewards, but they - Doomtrooper sector entrance points are marked with do retain all promotion points earned by their Doomtrooper white entrance tokens. team during the mission. - COMMANDER - Dark Legion reinforcement sector entrance points are - marked with red entrance tokens. SECONDARY Since the player with the commander token held a - The location of any closed doors. If there are MISSION CARDS higher rank at the start of the mission, their risks are - any closed doors, place a door marker in the greater if they fail to complete their secondary mission. corresponding space on the indicated sector. Most primary missions feature secondary missions unique to each Corporation player. Unless stated differently in the HIGH COMMAND BRIEF mission brief, each Corporation player draws two secondary mission cards during mission setup. They choose one of the This section presents background information and describes secondary mission cards to keep and return the other card to how the mission impacts its campaign storyline. the secondary mission card deck.

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.

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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.

AI / SOLO & COOPERATIVE RULES

In the Siege of the Citadel , players may choose to band together with COMPASS SYSTEM their Corporations and use the AI cards to On each AI card a pair of compass results are displayed, which control the forces of the Dark Legion. If indicate a primary and secondary direction, such as East-North playing solo, it is advisable that you control on the card example. This system is used to locate specific two Corporations instead of just one. elements on the game board. It refers to a compass made up of four directions: North, East, South, and West. Each compass The AI cards can replicate the decisions that primary gold dial (pointing at the primary direction) and a a human Dark Legion player is required to secondary silver dial (pointing at the secondary direction). make by the game. All you need to do is reveal the top card from the AI card deck For example, if the AI Dark Legion player is required to and follow the instructions. If for some choose between several Doomtroopers and pinpoint one reason you don’t know how to proceed, use specific Doomtrooper, the players reveal the top AI card: your best judgement. 1. Refer to the primary direction (for example, East) and look for the easternmost Doomtrooper that you can find on the board.

2. If there’s more than one Doomtrooper that could be selected, refer to the secondary direction, (for example, North) and find the northernmost Place the Compass token to indicate the Doomtrooper of this eastern Doomtrooper selection. direction of North for this mission. 3. This Doomtrooper is the selected target.

This technique can be used to select sector tiles within the game board, as well as objects, Dark Legion units, etc.

RULE BOOK

27 EXAMPLE DECISIONS AN AI CARD CAN MAKE: STEP 4: THE MATRIX ACTIVATE THE DARK LEGION FORCES. This element of the AI card is - Which Dark Legion figure takes their actions first? Use Reveal the top AI card and place it apart. This Tie Breaker used solely to select a specific - the compass system to identify the Dark Legion figure. card will determine the order of activation for the Dark Legion square within a sector tile. This is forces using the compass system. referenced via co-ordinates on the - Where to place new reinforcements? Use the compass grid below. - system to identify the Dark Legion entrance token. For each Dark Legion creature action, reveal another AI card to determine their actions. When executing an attack, the - Which Corporation is affected by the event card? The target Doomtrooper is always the nearest one to the attacking - Corporation indicated by the Corporation icon present unit. If two or more Doomtroopers are eligible targets, use on the AI card. the Tie Breaker AI card and the compass system.

DARK LEGION TURN STEP 5: RETURN ALL AI CARDS TO THE AI CARD In Solo & Coop mode, the Dark Legion turns follows the usual DECK AND SHUFFLE THOROUGHLY. steps, with the following alterations: every time a decision Note: On occasion, when the Dark Legion player would be that would normally be enacted by a Dark Legion players required to make a decision on a Corporation player’s turn, is required, reveal the top card of the AI deck, follow the reveal the top AI card to determine the result. instructions, then place it in the discard pile. For example, if a Doomtrooper enters a sector tile, Dark STEP 1: Legion figures may spawn on the tile. Use the matrix to DRAW AN EVENT CARD AND determine their position on the tile. Remember Dark Legion RESOLVE AS USUAL. forces may not be placed adjacent to a Doomtrooper. If this If the event card requires a decision, reveal the top card from rule is breached, reveal another AI card until all the rules the AI deck and follow the instructions: are followed.

If you are required to Target a Doomtrooper, Target a Dark CORPORATION TARGET ICON Legion Unit, Target a Tile, or Target an Entrance use the If you are required to Target a compass system to determine the result. Corporation, or decide a tiebreak between two different corporations the If you are required to Target a Square use the matrix. result is determined by this icon. If you are required to Target a Corporation the result is determined by the Corporation icon on the AI card.

ACTION SELECTION STEP 2: To determine the action that a PLACE INITIAL REINFORCEMENTS AS USUAL. Dark Legion figure takes next, To determine where the reinforcements enter the game reveal the top AI card and follow board, use the compass system to identify Dark Legion the instructions in priority order. entrance tokens.

First of all, follow the first STEP 3: instruction; if the conditions REVEAL A FACE-DOWN FORCE CARD. are not appropriate then follow Identify the sector tile that is nearest to the Doomtroopers the second instruction; if these (including any they are currently on) and still contains force conditions are not appropriate, cards. Use the compass system if necessary to identify the tile. follow the third instruction (if Reveal the top force card there and place any Dark Legion present). reinforcements using the matrix. Normal placement rules apply. If any rules are breached, reveal another AI card until Reveal a new AI card for each all the rules are followed. new Dark Legion figure action.

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