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Escape the Dark Sector: Mission Pack 3 – Quantum Rift thumbnail

Escape the Dark Sector: Mission Pack 3 – Quantum Rift

Expansion for Escape the Dark Sector

Escape the Dark Sector: Mission Pack 3 – Quantum Rift Rulebook

Table of Contents

Table of Contents

  • How to Use This Pack
  • Components
  • Changes to Setup
  • The Rift Die
    • Using the Rift Die
  • Rift Chapters
    • Rift Rules Reference Card
  • Artefacts
    • Artefact Card Notes
  • Cybernetic Upgrades
    • Advanced Targeting v2.0 (Cybernetic Implant)
  • New Alien Crewmembers
    • Split Doubles

How to Use This Pack

Mission Pack 3: Quantum Rift is an expansion pack for Escape the Dark Sector, introducing new rules and content to enhance your adventures. The following pages will explain how to incorporate this into your games. You'll need a copy of the Escape the Dark Sector core set, and we recommend being familiar with how to play it before adding any expansion content.

If you get stuck you can find help about how everything works at www.themeborne.com/faq-sector or drop us a line at [email protected].

Components

  • 4 x Act 1 Chapter Cards
  • 4 x Act 2 Chapter Cards
  • 4 x Act 3 Chapter Cards
  • 1 x Supplemental Rule Book
  • 1 x Boss Card
  • 3 x Crew Cards
  • 1 x Item Card
  • 8 x Artefact Cards
  • 1 x Rift Rules Reference Card
  • 3 x Crew Die
  • 1 x Rift Die

Changes to Setup

For maximum variety each time you play, all content in the Escape the Dark Sector range is designed to be mixed together.

Before setup, add the new chapter cards, crew cards, item cards, and boss card contained in this pack to their corresponding decks in your existing Escape the Dark Sector collection (the core set and any other expansions you may have).

Set aside the Artefacts and the rules reference card and place the rift die with the chapter dice from the core set.

Then follow the normal rules for setup.

The Rift Die

This pack introduces the rift die, which represents the perils of the Rift and its varied effects on the crew. It will be rolled when crewmembers travel through time, during the events of certain chapter cards, and also to determine the power of the Combat Special of the new boss contained in this pack – Araknochron!

Using the Rift Die

When turning a Rift Chapter card (see Rift Chapters below) the rift die must be rolled by the player who turned the card. Similarly, if a chapter card instructs you to roll the rift die in relation [sic] your crewmember, then you must roll it yourself.

The rift die can be re-rolled if your crewmember has the necessary gear to do so.

Rift Chapters

This pack introduces a new kind of chapter card, Rift Chapters. These have a black background and will thrust the crew into encounters with legendary dangers of the distant past.

When you turn one of these cards, the text will instruct you to roll the rift die to see what happens as you travel through time. It must be rolled by the player who turned the card, but the effects are applied to all members of the crew as follows (a summary card is also provided for easy reference during play):

  • Safe Passage! You all make it through the Rift without any negative effects… this time.
  • Rift Disruption! Move all items from each crewmember's inventory to the inventory of the crewmember to their left.

IMPORTANT – In a two-crew game, this means they simply swap items. With more than two players, if the way players are seated leads to confusion about who should pass to who, simply draw an imaginary circle which passes through each player once. Then, pass to the first player on your left, around the circle in a clockwise direction. Each crewmember must only ever receive items from one other crewmember.

Only items (Weapons and Gear) are passed. Mutations (found in Mission Pack 2: Mutant Syndrome) and cybernetic implants are not passed.

It is possible a crewmember receiving items will not have enough space in their inventory to carry them (for example, due to the Mutations). That crewmember may choose what to take until their inventory is full, and any items remaining must be discarded – they are lost to the Rift!

  • Bad Trip! All crewmembers lose 1hp.
  • Rift Nightmare! All crewmembers lose 1hp, and in addition one item must be discarded from the inventory of each crewmember if they have one. If they have more than one item, you may choose which to discard.

When you have completed a Rift Chapter, turn the next chapter card as normal – you do not need to roll the rift die again to exit the chapter.

Rift Rules Reference Card

The front of the Rift Rules Reference Card reads as follows. Its face symbols are images, so each effect is listed in the order the card prints them:

  • When you turn over a rift chapter card, you must immediately roll the rift die and apply the effect:
  • [Rift Disruption symbol] = Move all items from all crewmember's inventories to the crewmember on their left.
  • [Safe Passage symbol] = Safe passage, no effect.
  • [Bad Trip symbol] = All crewmembers lose 1hp.
  • [Rift Nightmare symbol] = Apply [Bad Trip symbol]. In addition, all crewmembers must discard one item from their inventory if able.

Note: the reference card's back carries a short summary of the rift die rules. In the page image it is partly obscured and is not transcribed here; the same rules appear in full in the sections above.

Artefacts

This pack introduces a new kind of item card – Artefacts. Set aside during setup, these historical items each have a unique number on the back of the card.

Artefacts are only found during Rift Chapters, and to acquire them may require a challenge to be completed or a combat survived. Only take an Artefact when the text of a Rift Chapter instructs you to do so, or after surviving combat when you see this icon:

  • 7 = If you survive combat, take Artefact Seven.

When first acquired, Artefacts go into the item pool as normal, and then they can be put into the inventory of any crewmember who has enough space to carry them.

The text on each Artefact explains what it does, and they are otherwise treated like normal items once in play.

Artefact Card Notes

The rulebook pages show the following printed card text. The other Artefact cards are not printed in the rulebook; their text is on the cards.

  • Roman Shield (Artefact 1, Weapon) – In Close Combat only, whenever you would lose hp reduce the amount by one, down to a minimum of one.

Cybernetic Upgrades

This pack includes a new cybernetic implant which can be found in the item deck during missions. Crewmembers can rip out their current implant to install this new one by taking the new install cybernetic action:

  • Install cybernetic – Between chapters, deduct 1hp from your crewmember to discard their current cybernetic implant and replace it with another.

Advanced Targeting v2.0 (Cybernetic Implant)

The new cybernetic implant card, DSQR-IC09, reads:

  • Once per round of Ranged Combat, you may re-roll any number of your ammo dice, applying only the second results.

New Alien Crewmembers

Split Doubles

All three of the new crewmembers contained in this pack have a new kind of symbol on their character dice – the split double.

Even though it is made up of two different traits, this result still counts as a double whenever the rules require a double to be rolled. However, each time a split double is rolled only one of the two traits shown is ever applied – whichever the player chooses. A split double also counts as a block in Close Combat, just like a normal double.