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burncycle: Robophobia Expansion

Expansion for burncycle

burncycle: Robophobia Expansion Rulebook

Table of Contents

Table of Contents

  • Captain Card
    • FAUXBIA (Captain, 25)
  • Wildcard Bot Card
    • NANO (Wildcard)
  • Adaptable Missions
    • Rules: Adaptable Missions
    • Adaptable: Operation Module TSM-103C
    • Adaptable: Operation Rescue Rangers
    • Adaptable: Operation Preconnaissance
    • Adaptable: Operation Ghost in the Dell

Captain Card

FAUXBIA (Captain, 25)

Burncycle Action: While this chip is active in the burncycle, the next threat escalation is considered active.

L453R: Fauxbia can attack detected bots up to 3 spaces away. Bots that are attacked from 2 spaces away lose 2 power instead of 3, and bots that are 3 spaces away lose only 1 power.

Patrol: Teleport. Fauxbia teleports to the unoccupied hallway security post closest to a bot.

Security Detail (rows are layers 1 to 3, columns are hallway security posts 1 to 3; each entry is the guard's printed level number, with the key icon where printed):

LayerPost 1Post 2Post 3
1yellow 2(empty)blue 1, key
2yellow 2yellow 2blue 1, key
3red 3yellow 2pink diamond (patrol icon, see below)

Note: this grid is a reading of the card's icons. The printed colours are the guard-type colours, and the legend key is the Keys symbol. The card does not spell out the grid in words, so check it against the physical card.

Wildcard Bot Card

NANO (Wildcard)

Transfer Learning: Nano starts with a random innate installed mod. This mod does not take up an inventory slot. The first time Nano completes a network card on each turn, his innate mod is discarded and a new mod is drawn and installed in its place. Nano's innate mod cannot be discarded voluntarily or by another in-game effect.

1 Asterisk: Once per turn during the network step of his turn, Nano may treat one chip in the burncycle as a general action chip.

3 Reassemble: Nano may move through locked doors. When he does so, all keys, equipment, and mods (not including his innate mod) in his inventory are discarded.

2 Risky Click: When resolving a network card, Nano may ignore its effect, draw a new network card, and must resolve the new card effect if possible. Nano does not discard his innate mod when using this ability.

Note: the numbers before Asterisk, Reassemble and Risky Click are the ability's icon values as printed. The card's stat icons (5, 3 and 3) are not transcribed, because their meaning is not printed on the card art.

Adaptable Missions

The Adaptable sheet is the rules card for the Adaptable missions, followed by four mission cards. The mod's sheet has no fifth mission card, though the box lists five. Where a condition is tagged with a coloured person icon (pink 1+, blue 2+, green 3+, orange 4), it is written here as "Level N+ team". Icon-only spaces (captain, command module, ghost) are named by their printed role and should be checked against the physical card.

Rules: Adaptable Missions

Adaptable missions can be played on any floor of any corporation, allowing for wide re-playability.

When setting up, freely choose a corporation and floor to play. The floor will be used only for its layout and not its level, so feel free to pick any floor without regard to its floor number. Then, choose a level between 1 and 3. Use the level chosen as the floor number for all rules and game effects that rely on floor number (including security detail, keypad level, and guard durability).

Unless otherwise stated, bots start on a safe zone space of their choice when playing on floors 2 and 3. When generating the team reserve at the start of the game, each safe zone that has at least 1 bot occupying it will grant 1 action chip of the team's choice to the team's reserve.

Adaptable: Operation Module TSM-103C

Length: 1 floor. Complexity: 1 (of 3 complexity icons).

Mission Setup: Set exactly 3 burncycle slots to active instead of the number indicated by the command module's card. Place the captain on hallway security post 3 instead of following the security detail for that post. Set threat to 6.

Mission Special Rules: The burncycle cannot be rebooted. After a bot collects a cache or accesses a terminal, they may draw an action chip of their choice from the supply and add it to their reserve. As a general action, an agent may advance threat by 5 to draw an action chip of their choice from the supply and add it to their reserve.

Needed Calibrations (1 burncycle icon, gear value 2):

  • Level 1+ team: Command Module: Access at least 3 terminals.
  • Each agent: Use the push ability to push a security unit through a door.
  • Each agent: Complete at least 1 network card.

Win condition, Dial Out:

  • One agent: Land on the network core with their IP while all bots occupy terminal spaces.

Adaptable: Operation Rescue Rangers

Length: 1 floor. Complexity: 2.

Mission Setup: If the captain is in the security detail, use a level 2 guard in its place. Agents start on any safe zone space. Do not place the command module. All agents start with the push ability at no cost.

After all other setup, place the captain in the draw bag. Then, add any number of random guards to the bag, such that when their levels are added together, they equal the following:

  • Level 1 team: 5
  • Level 2 team: 7
  • Level 3 team: 9
  • Level 4 team: 11

Mission Special Rules: Using push does not require the additional AP. The command module's mat and card function as normal. At the end of each round, every unoccupied surveilled room becomes unsurveilled (place a surveillance bead if it gets one). Before surveilling a room with at least one terminal space, draw a unit from the bag and place it on a terminal in the room. If it is a security unit, it must be placed to not face a wall.

Any security units with the star icon as their patrol will instead have the Closest Bot patrol icon (the printed "(Closest Bot)" diamond icon) until the command module comes into play.

If the draw bag is needed for any function while there are still units in the bag, empty the bag and perform the needed action. Then, place all of those emptied chips back into the bag.

Needed Calibrations: The Search Begins (1 burncycle icon, gear value 2):

  • Level 1+ team: Each agent: Access at least one terminal.

Result: Add the command module to the draw bag. Each agent loses 1 power at the start of their turn until the command module is drawn.

Win condition, Chips Are Never Down:

  • All bots simultaneously: Occupy safe zones.

Adaptable: Operation Preconnaissance

Length: 1 floor. Complexity: 3.

Mission Setup: Place the captain on hallway security post 3 instead of following the security detail for that post. Set threat to 8.

Mission Special Rules: Whenever a non-safe zone door is unlocked or a wall is destroyed, advance threat by 3. Whenever an unlocked non-safe zone door is locked, reduce threat by 3. As an optimized utility action, a bot may take an optimized tech action to hop into cyberspace. This allows them to pick up their bot chip and move it to another unoccupied terminal space that is in a straight orthogonal or diagonal line from the terminal space they were on. They may then either hop into cyberspace again (within the same action) or jump out of cyberspace. If they jump out, they become detected, surveil the room they are in if it is unsurveilled, and end the action.

Surprise Inspection (1 burncycle icon, gear value 2):

  • Level 1+ team: Have no unsurveilled rooms on the floor.
  • Command Module: At the end of three different agent turns, occupy a command module space. The same space cannot be used multiple times. Place an objective bead on spaces that have been used to track.
  • Level 3+ team: Have no terminal chips on the floor.
  • Level 4 team: Have no cache chips on the floor.

Result: All IPs are immediately banned from the network. Ignore Mission Special Rules for the remainder of the mission.

Win condition, Without a Trace:

  • All bots simultaneously: Occupy safe zones.

Adaptable: Operation Ghost in the Dell

Length: 1 floor. Complexity: 3.

Mission Setup: Before placing security units, if the executive office is in the floorplan, place the captain on its captain space. If not, place the captain on any captain space in a room with a terminal. Place two level 3 Ghosts on ghost spaces of your choice. If the captain is in the security detail, use a level 3 guard in its place. The command module must start on the hiding spot furthest away from the captain. All other bots start in safe zones of their choice.

Mission Special Rules: The command module surveils the room it is in as soon as it moves off of its starting space. At the start of the corporation's turn, if there is at least one IP on each of the layers indicated by player count, the level 3 Ghosts and the captain are stunned and threat advances by 1:

  • Level 1: Layer 1
  • Level 2: Layers 1 and 2
  • Level 3: Layers 1, 2, and 3
  • Level 4: Layers 1, 2, 3, and 4

Do-While-End (1 burncycle icon, gear value 2):

  • Level 1+ team: Command Module: Occupy the terminal space in the room the captain started in when any IP lands on the core of the network.

Result: Bots in safe zones lose 1 power and are relocated to the closest unoccupied space not in a safe zone. Bots cannot enter safe zones for the remainder of the mission. Security units have a durability of 5 when occupying terminal spaces.

Win condition, Puppet Without a Ghost:

  • Level 1+ team, one bot: Shut down the captain.
  • Level 2+ team, one bot: Shut down a level 3 Ghost.
  • Level 3+ team, one bot: Shut down a level 3 Ghost.
  • Level 4 team, one bot: Shut down a guard while it occupies a terminal space.