RulesPal
Chat
Rulebook
Reichbusters Reloaded thumbnail

Reichbusters Reloaded

Reichbusters Reloaded Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Game Components
  • Set Up
    • Hero Set Up
    • Board Set Up
  • Mission Structure
    • Structure of a Round
      • The Heroes' Turn
      • The Enemies' Turn
      • The Upkeep Turn
    • The End of the Game
  • Important Concepts
    • Skills, Keywords and Subtitles
    • Noise and the Alarm
      • Noise
      • The Alarm
    • Tiles and Areas
      • Tiles
      • Areas
    • Line of Sight and Range
      • Line of Sight
      • Range
    • Area Accessories
  • The Heroes
    • Hero Dashboards
    • Tests
      • Examples
    • Special Results
      • Examples
    • Support
    • Hero States
      • Operational
      • Down
  • The Heroes' Turn
    • Making Basic Actions
      • Move
      • Attack
        • Melee Attacks
        • Ranged Attacks
      • Draw
      • Open/Unlock a Door
      • Pick Up a Loot Card or Token
      • Give/Take a Loot Card or Token
      • Unjam a Weapon
      • Vril a Weapon and Overload
        • Overload
  • The Enemies
    • Enemy Cards
    • Mission Cards
    • Enemy States
      • Inactive
      • Active
  • The Enemies' Turn
    • Activation Order
    • Surveillance
    • Move
    • Attack
    • Reinforcements
    • Target Hero
      • Target Hero - Melee Attack
      • Target Hero - Ranged Attack
      • Target Hero Tie-Breaker
    • Enemy Spawning
    • Enemy Wounds
  • The Upkeep Turn
  • Hero Skills
  • Enemy Subtitles
  • Keywords
  • Appendices

Game Overview

Reichbusters Reloaded is a mission-based cooperative board game with miniatures designed for 1-4 players. Each game is a thrilling battle pitting the Allied Heroes you play against the soldiers of the Third Reich. You control a highly trained, elite commando with extraordinary abilities. During your turn, you can play Action cards specific to each Hero to move them around the board and accomplish your mission objectives. You'll face opponents who are superior in both numbers and firepower, and you'll have to work with your comrades in order to succeed. In Reichbusters, players win -and lose- together!

The enemy forces are made up of Wehrmacht soldiers, but also terrifying mutant creatures from the Vrilmeisters' experiments. All Enemies are controlled by the game and follow simple rules, after all the Heroes have finished their turn. Rounds are played in this way until an Endgame condition is met and a winner is declared.

During your missions, you can choose a direct or more discreet approach. However, be aware that the base's alarm will be set off sooner or later, and you'll have to go in all guns blazing!

Game Components

  • Dice: Red Vril dice, Green Defense dice (x6), Black Attack dice (x4 / x4 as listed on the component page); 3 + 3 Watchtower Tiles (base and platform)
  • Board Tiles, including Entrance Tile, Exit Tile, Alien Entrance Tile, Alien Exit Tile and Barracks tiles
  • Miniatures: 19 Hero miniatures, Enemy miniatures (137), other miniatures (42)
  • Cards: Action cards (including "Feat" Actions), Wound cards, Loot cards, Alien Loot cards, Enemy cards, Mission cards, Reinforcement cards, Area Accessory cards, Icon reference cards, Game phase reference cards
  • Hero Dashboards (18)
  • Tokens: Truck tokens and Barracks tokens (reinforcements), Level 1 / Level 2 / Level 3 Enemy tokens, Basic Action tokens, Smoke/Suppressing Fire tokens, Mission Tracker token, Endgame token, Discretion / Alarm! token, Wound tokens, Functioning/Jammed Weapon tokens, Demolition Charge/Alien Heart tokens, Escort/Prisoner tokens, "Uberkoloss-X" Defense token, Key Lock/Code Lock tokens, Set of Keys/Code tokens, Open/Closed Door tokens (small and large), Objective/Documents tokens, Objective/Decoy tokens, Awareness tokens, Alien Blob tokens, Vril Orb/Vril Artifact tokens, Vril Orb/Sabotage tokens, Vril Orb/Augen tokens, Rubble/Wall tokens, Secret Passage tokens, Alien Environment tokens, Mission Tracker / Alien Mission Tracker
  • 3 Campaign folders (containing a total of 20 Missions): Campaign 1 Missions 01 to 10 ("Urban Guerilla") and others
  • Rulebook

NOTE: Some of these components (certain tokens, tiles, cards, etc.) are not described in this Rulebook; they are described in detail in the Campaign folders, to avoid spoiling the storyline for the players.

Important! What if you have the previous version of Reichbusters? If you have received this Rule Book as part of the Upgrade Pack, here is a list of the equipment you MUST keep from the original game, as these will not be included in the new version:

  • All the miniatures.
  • All the game Tiles (board), including Entrance and Exit Tiles.
  • All your dice, except for the white dice. The management of Noise has also changed, so these white dice are no longer needed.

Of course, there's nothing stopping you from keeping any extra miniatures and Wound cards you may have after acquiring the duplicates featured in the Upgrade Pack.

Set Up

A game of Reichbusters is a Mission, which you choose before starting the set up. Each Mission describes the details of the set up (see below). All the Missions are spread across three Campaigns, with each successive Mission adding a chapter to the Reichbusters' story. Each Campaign is contained in a folder with its own specific information and rules.

We recommend that you play these Campaigns and their Missions in order. That being said, each Mission can be played on its own, in which case you'll need to be familiar with the specific rules of any previous Campaigns.

The Hero player(s) work together and control a Commando of four Heroes. You must play with this exact number of Heroes, even if this means that one player must control more than one Hero, or that several players control the same Hero. Whatever the configuration, the rules of the game remain the same.

Hero Set Up

Build your Commando of four Heroes by choosing one available Hero from each of the four teams (see Hero Dashboards). Unavailable Heroes are grayed out on the back of the chosen Mission card (see Mission Cards). For each Hero selected:

  1. Take the Hero's Dashboard. Place it within reach of the player controlling it.
  2. Take two Weapon tokens. Place them "Functioning" side up on the two Vril weapons, with the arrow pointing towards the corresponding non-Vril weapon.
  3. Take two Basic Action tokens. Place them in the indicated slots.
  4. Take the Hero miniature. It will be placed on the board later.
  5. Take the Hero's two "Feat" Action cards and add them to your hand.
  6. Take the ten Hero Action cards. Shuffle them and place the deck face down on the Action card pile slot on the Hero's Dashboard.
  7. Draw two Action cards from the pile and add them to your hand.
  8. Use the icon and game phase reference cards for the current Campaign during your first games until all the players are familiar with the rules.

Important! "Feat" Action cards are also Action cards.

(Dashboard diagram labels: 1 Hero Dashboard; 2 Weapon tokens; 3 Basic Action tokens; 4 Hero miniature; 5 "Feat" Action cards; 6 Action card pile; 7a Drawn Action cards; 7b Hand; 8a Game phase reference cards; 8b Icon reference cards.)

Board Set Up

For the selected Mission:

  1. Take the listed Tiles (see Tiles and Areas) and place them in the center of the table, arranging them as described in the Mission. These Tiles form the board.
  2. Take the Mission Tracker and place it next to the board. Place the Mission Tracker token on space "1" of the track, then place the Discretion token (you can also use the Alarm miniature) and the Endgame token on the spaces indicated.
  3. Take the corresponding Mission card and place it next to the board.
  4. Take the Enemy cards for each type of Enemy shown on the Mission card, and place them next to the board, in the order shown on the Mission card.
  5. Take all the miniatures of each Enemy type shown on the Mission card and place them near the board. These miniatures form the Enemy Reserve.
  6. Take all the Reinforcement cards and shuffle them. Place the deck of cards face down next to the board. They form the Reinforcement card pile.
  7. Take all the Wound cards and shuffle them. Place the deck of cards face down next to the board. They form the Wound card pile.
  8. Take all the basic Loot cards (marked with the basic Loot icon), add the additional Loot cards listed in the Mission, and shuffle them. Place the deck face down next to the Board. These form the Loot card pile.
  9. If specified in the Mission, take the listed Loot cards and place them face up on the board.
  10. Take the Door tokens (or Door miniatures if you have them) and place them on the board as described in the Mission. If specified in the Mission, add the Lock tokens (Key Lock and/or Code Lock).
  11. Take the Area Accessory cards listed, separate them by card type (with the same backs). If there are multiple cards of one type, shuffle them. Place a card of the corresponding type face down in each indicated Area on the board, without looking at it. Return the remaining cards to the box without looking at them. They will not be used for the Mission.
  12. Take the Enemy tokens indicated and place them on the board as described in the Mission, "Level" side up, without looking at them. Place the remaining tokens next to the board without looking at them. They form a token reserve and can be used during the Mission.

Mission Structure

Each Mission is played over several rounds. Each round begins by playing the Heroes' Turn, then the Enemies' Turn, and the round ends with an Upkeep Turn. A Reichbusters Mission is divided into two phases: a Pre-Alarm phase and a Post-Alarm phase.

At the start of a Mission, the Heroes will try to move as quietly as possible through the corridors of the base, slipping under the guards' surveillance systems. This is the Pre-Alarm phase, during which the Heroes' Actions can generate Noise and attract the Enemies' attention. But the Heroes can't go unnoticed forever: sooner or later the Enemy will be alerted to their presence and sound the alarm. The Mission then enters the Post-Alarm phase, during which Noise is no longer a concern for the Heroes, but more Enemy reinforcements spawn every turn.

The Mission ends when an Endgame condition is met, usually after a certain number of rounds or when one or more objectives are met, whichever comes first. You can then determine whether the Heroes have been successful.

Structure of a Round

A round is formed of three parts:

  1. The Heroes' Turn.
  2. The Enemies' Turn.
  3. The Upkeep Turn.

The Heroes' Turn

During the Heroes' Turn, they collaborate and perform actions by playing Action and Loot cards from their hand or their Basic Action tokens, in any order and as many times as they want and are able to. For example, they may begin with a Hero who makes a certain number of Actions, before handing over to another Hero who in turn makes a certain number of Actions, before handing over to another Hero (who may be a Hero who has already made some Actions during the turn). The Heroes' Turn continues like this until the Heroes announce that they have completed their turn.

Deciding when and how to play a Hero's Action cards is central to Reichbusters. Each Hero has their own specific set of cards, which define how the Hero is played. Some prefer stealth and mobility, while others opt for a more frontal and explosive approach. Heroes can play one or two cards each turn, or instead save them up in their hand and spend them all at once for an epic turn later in the game. It's up to you to discover the best way to play your cards and combine the Heroes' abilities to complete the Mission. See The Heroes' Turn for more details.

The Enemies' Turn

During the Enemies' Turn, the Enemies coordinate their moves and Attack the Heroes if they are aware of their presence. Each type of Enemy will activate successively, in the order indicated by the Mission card. Reinforcements appear during the Enemies' Turn in the Post-Alarm phase. See The Enemies' Turn for more details.

The Upkeep Turn

During the Upkeep Turn, certain time-limited cards and tokens are discarded, Heroes can draw an Action card, recover their Basic Action tokens, and pick up a Loot card. They also move the Mission Tracker token forward. See The Upkeep Turn for more details.

The End of the Game

The Mission ends as soon as one of the following conditions is met:

  • If the Heroes have completed their Mission Objectives and the Mission Tracker token is on the same space as the Endgame token or any space behind it, the Heroes have succeeded.
  • If the Heroes have not fulfilled their Mission Objectives before the Mission Tracker token reaches the space directly after the Endgame token, the Heroes have failed.
  • If all four Heroes are Down, the Heroes have failed.

Each Mission has three Objectives ranging from easier to more challenging, classed as Cadet, Veteran, and Legend. The Heroes can try to achieve a harder Objective if they are experienced and/or want a tougher Mission. To complete an Objective, the easier Objective(s) must also have been achieved. Succeeding the Veteran Objective means that the Heroes must also have completed the Cadet Objective; succeeding the Legend Objective requires completing both the Cadet and Veteran Objectives. See The Upkeep Turn and Hero States for more details.

Important Concepts

Skills, Keywords and Subtitles

Heroes have Skills that enable them to carry out Actions more efficiently. See Hero Skills for details about each Skill. Hero weapons and many cards have Keywords that grant them special abilities and Effects. See Keywords for details about each Keyword. Some Enemies have a Subtitle, shown on their Enemy card, which grants them (or other Enemies) special abilities and Effects. See Enemy Subtitles for details about each Subtitle.

Noise and the Alarm

Noise

Reichbusters is not a stealth game. However, Heroes can take advantage of the element of surprise and sneak through the enemy base until their presence is detected and the alarm is triggered. The louder they are, the sooner that moment will arrive. Most Actions don't generate Noise. After all, the sound of someone walking down a corridor or opening a door is not unusual in a busy base. If an Action does not feature any of the Noise icons, then it does not generate Noise. However, using a firearm is far more likely to attract attention.

The Noise rule only applies during the Pre-Alarm phase. Once the alarm has been set off, Heroes no longer have to worry about Noise.

  • If a card or weapon with the Explosion icon is played or used, the alarm is triggered.
  • If a card or weapon with one or more Noise icons is played or used, after the Action has been completed move the Discretion token back on the Mission Tracker by as many spaces as the number of Noise icons.
  • If the Discretion token is on the same space as the Mission Tracker token or behind it, the alarm is triggered.
  • During the Surveillance step of the Enemies' Turn, if an Active Enemy has Line of Sight on a Hero, the alarm is triggered. See Effect, Surveillance, and below.
  • In the Post-Alarm phase, ignore the Noise and Explosion icons.

Important! If a card enables a Hero to perform several Attacks, the Noise rule applies to all of them.

Examples

  1. Sarge attacks a Soldier with a Ranged Attack. He uses his Revolver, which has one Noise icon. The Attack Test is a Success and the Soldier is killed. Sarge then moves the Discretion token back one space on the Mission Tracker. The Discretion token is still on a higher space than the Mission Tracker token, so the alarm is not triggered.
  2. Next, Sarge attacks another Soldier with a Ranged Attack. He uses his Machine Gun, which has three Noise icons. The Attack Test is a Fail and the Soldier survives. Sarge then moves the Discretion token back three spaces on the Mission Tracker. The Discretion token is now on the same space as the Mission Tracker token, and the alarm is triggered.
  3. Claudine uses the Grenade section of an Action card ("All miniatures in an adjacent Area sustain a Wound. For Heroes, this Wound is permanent."). This inflicts one Wound on all miniatures in the adjacent Area. The section has the Explosion icon, and the alarm is immediately triggered. The Grenade section also displays the Consumable icon, so the card is removed from play until the end of the game.

The Alarm

When the alarm is triggered, follow these steps:

  1. Turn over the Discretion token "Alarm!" side up (or use the special Alarm miniature) on the space at the top of the Mission Tracker.
  2. Turn over all Enemy tokens still on the board starting with those within closest Range of the Heroes (see Line of Sight and Range), then trigger an Enemy Spawn for each of them (see Enemy Spawning). The Mission is now in its Post-Alarm phase. Enemies now receive reinforcements at the end of each Enemies' Turn (see Reinforcements).

Tiles and Areas

Tiles

The board is made up of Tiles arranged as described in the Mission (see Board Set Up). Each Tile is identified by a unique number, followed by an "a" or "b" for each side.

These Tiles represent Rooms and Areas in which Heroes and Enemies move and fight. A Tile may contain one or more Rooms, marked out by black walls. A Room may contain one or more Areas, marked out by yellow and black striped Area borders.

Examples: a Tile may contain a Room consisting of a single Area; a Room containing two Areas; or three Rooms, where the left-hand Room contains two Areas.

Areas

Areas are used as a unit of measurement for Movement and Range. They contain miniatures and other game elements. The precise position of a miniature or element within an Area is irrelevant. The only important thing is for them to be within a single Area. Unless otherwise specified, decorative elements in an Area image are purely aesthetic and have no effect on the game.

Two Areas sharing the same Area border are considered adjacent. A Door token with the "Open" side up placed on a wall creates an Area border between the two Rooms or Tiles, and makes the two Areas adjacent on either side. Example: two Tiles linked by an Open Door, which creates an Area border; the two Areas on either side of the Door are therefore adjacent.

Note: The Entrance Tile contains a single Area. Exit and A/B/C Barracks tiles contain no Areas. Entrance, Exit, Barracks and Watchtower Tiles do not have a number. When a miniature or token specified in the Mission reaches the Exit Tile, remove it from the board. It cannot be brought back into play.

Line of Sight and Range

Line of Sight

Some Actions and Keywords require a Line of Sight to the target. To carry out these Actions, there must be a Line of Sight between the Area containing the miniature performing the Action, and the Area containing the target (miniature or game element). A Line of Sight exists between two Areas if an imaginary horizontal or vertical straight line can be drawn between them without being blocked. There is always a Line of Sight between two adjacent Areas. There is no Line of Sight between two Areas if the imaginary straight line between them is at a diagonal angle (neither completely horizontal nor vertical). There is no Line of Sight between two Areas if the imaginary straight line between them is blocked by one or more of the following:

  • A black wall.
  • A Door token with the "Closed" side up.
  • A miniature from the opposing side. Heroes can draw a Line of Sight through other Heroes' miniatures, but not through Enemies. Enemies can draw a Line of Sight through other Enemy miniatures, but not through Heroes.

Examples: 1 Line of Sight (horizontal and Open Door); 2 Line of Sight (horizontal and Area border); 3 Line of Sight (vertical and Open Door); 4 No Line of Sight (diagonal); 5 No Line of Sight (wall); 6 No Line of Sight (Closed Door); 7 No Line of Sight (diagonal); 8 No Line of Sight (blocked by an Area containing an opponent's miniature).

Important! Area occupation: An Area cannot have more miniature bases in it than it can physically contain without overflowing into adjacent Areas. To be considered within an Area, a miniature's base must be entirely within the Area's borders. A miniature must appear or end its move in an Area that can accommodate it. However, a miniature can cross an occupied Area if it ends its move in an Area that can accommodate it.

Range

Heroes' weapons and Enemies' Attacks may have a special Range that limits their effect. The Range of a weapon or Attack is the maximum number of Area borders it can cross. The Range between a miniature and its target is the number of Area borders between them.

Example: The Ranges between Brick, Soldier, Zombie and Officer are 0, 1 and 2 respectively. Claudine has a Knife (Melee weapon, Range 0); and a Sten Submachine Gun (Ranged weapon, Range 2). The Officer has a Melee Attack (Range 0, not indicated) and a Ranged Attack (Range 1).

Important! Melee weapons have a Range of 0 and can only hit targets in the same Area. Note: Enemy Melee Attacks also have a Range of 0, but do not specify this.

Important! Ranged weapons have a minimum Range of 1 and cannot hit targets in the same Area or beyond their Range (unless otherwise indicated).

Area Accessories

Some Areas may contain one or more Area Accessory cards. These cards are placed face down at the start of the Mission, if indicated on the board set up. The first time a Hero has Line of Sight on an Area containing a face-down Area Accessory card, turn the card over and trigger the indicated effects, if applicable.

Example: Prof opens the Door in her Area. She now has an Area Accessory card in Line of Sight. She turns over this card, which is the Provisions Storeroom card. This card says to draw two Loot cards and place them in the Area. Prof immediately draws two cards from the Loot pile and places them face up in the Area. The Provisions Storeroom card also has the Consumable icon, so it is then removed from play until the end of the game.

Example Area Accessory card text: "Dog Kennels: Immediately place two Dogs in this Area. If a Hero plays a Loot card, ignore this Effect."

Example Area Accessory/Loot card text: "Dog Biscuits: At the end of the Move phase of the Enemies' Turn: Enemy Dogs, Experiment 6XX and General Wolff in your Area cannot Attack."

Icons

Hero Dashboards, Action cards (including "Feat" cards), Loot cards and Area Accessory cards have icons indicating when they can be played, their effect, and the duration of that effect. Some Effect tokens also have icons indicating their duration.

Basic Actions

To perform Basic Actions, move the Basic Action tokens to the corresponding sections on your Dashboard (see Making Basic Actions).

  • Move: Move one Area.
  • Attack: Attack with a weapon or bare hands.
  • Draw: Draw two Action cards.
  • Open/Unlock: Open or unlock a Door.
  • Pick Up: Pick up a Loot card or a token.
  • Give/Take: Give or take a Loot card or token from or to another Hero.
  • Unjam: Turn over a Weapon token, "Functioning" side up.
  • Vril a Weapon: Transform a normal weapon into a Vril weapon.
  • Recover: Discard two Wound cards.

When to Play a Card

  • The Heroes' Turn: This card can be played at any time during the Heroes' Turn.
  • Reaction: This card can be played as a reaction during the Heroes' Turn OR during the Enemies' Turn, as indicated on the card.

Effect

  • Attack: Add the indicated number of black Attack dice to the Dice Pool during a Test (see Tests).
  • Defense: Add the indicated number of green Defense dice to the Dice Pool during a Test (see Tests).
  • Vril: Add the indicated number of red Vril dice to the Dice Pool during a Test (see Tests).
  • Successes: Add the indicated number of Successes to the total number of Successes during a Test (see Tests).
  • Special: Add a Special Result to a Test (see Tests and Special Results).
  • Overload: During a Test, the weapon turns against you (see Tests and Vril a Weapon and Overload).
  • Noise: After performing an Attack, move the Discretion token back on the Mission Tracker by as many spaces as the number of icons indicated (see Noise and the Alarm).
  • Explosion: Trigger the alarm immediately (see Noise and the Alarm).
  • Awareness: During the Heroes' Turn, the first time a Hero enters Line of Sight of an Enemy with this icon on their Enemy card, activate them immediately (Move + Attack) (see The Enemies' Turn). This effect applies only once per Heroes' Turn and per Enemy. It does not apply if other Heroes enter this Enemy's Line of Sight during the same turn, or if the same Hero enters this Enemy's Line of Sight again in subsequent turns.

When an effect indicates "A Hero" or "The Heroes" in its description, this effect also applies to the Hero carrying out the Action. When an effect indicates "Another Hero" or "The other Heroes" in its description, this effect does not apply to the Hero carrying out the Action. When an effect's description mentions "Miniatures," the effect applies to both Heroes and Enemies.

Note: An Enemy activated during the Heroes' Turn by its Awareness effect does not trigger an Enemy Spawning, nor the alarm (see Enemy States and The Enemies' Turn).

Effect Duration

  • Infinite: The effect remains active for the duration of the Mission, as long as the card or token is in play.
  • Game round: The effect remains active until the end of the Enemies' turn. Discard the card or token during the Upkeep Turn (see The Upkeep Turn). If it's an Action card, place it in the discard pile of the Hero who played it.
  • Immediate: Discard the card immediately after its effect has been played. If it's an Action card, place it in the discard pile of the Hero who played it.
  • Consumable: Remove the card from play immediately after its effect has been played. This card can no longer be played during this Mission.
  • Repeatable: Repeat the effect until it fails, then discard the card. If it's an Action card, place it in the discard pile of the Hero who played it.

Effect Tokens

Smoke Token

There is no Line of Sight between two Areas if it crosses an Area containing a Smoke token, or if one of the two Areas themselves contains a Smoke token. Smoke tokens remain active for the duration of the mission (Infinite).

Suppressing Fire Token

Enemies in an Area containing a Suppressing Fire token do not Move or Attack. Suppressing Fire tokens remain active until the end of the Enemies' Turn (see Effect Duration, and The Upkeep Turn).

Weapon Token

The weapon designated by the arrow is Functioning and can be selected to make an Attack (see Ranged Attacks). The weapon designated by the arrow on the Jammed side is Jammed, cannot be selected to make an Attack, and must be Unjammed (see Unjam a Weapon).

Example: The Heavy Machine Gun is Functioning, the Machine Gun is Jammed.

Other Tokens

The use of these tokens is described in the Mission. These tokens (featuring arrows) indicate an Area where Heroes must make an Action described in the Mission.

Reminder: There are other tokens that are not listed in this Rulebook (Awareness, Decoy, Objective, Sabotage, File, Vril Artifact, Alien Blob...). They are described in detail in the Campaign folders to avoid spoiling the storyline for the players.

Discarding and Shuffling

If, at any time, a Hero's pile of Action cards, Wound cards, or Reinforcement cards is empty, shuffle the cards from the corresponding discard pile to form a new pile. If a pile is empty and there are still cards to be drawn, form a new pile and draw the remaining cards from it.

Priority of Rules

Reichbusters features numerous effects due to Hero Skills, Keywords on weapons, cards and so on. As a result, some rules may contradict each other. When this happens, the order of priority is as follows:

  1. Mission Special Rule
  2. Campaign Rule
  3. Skill
  4. Keyword or Subtitle
  5. This Rulebook

The Heroes

Hero Dashboards

  1. Hero name
  2. Team: Heroes are divided into four teams:
    • Team Alpha: Troops leaders, they provide other Reichbusters with bonuses.
    • Team Bravo: Specialists in Ranged weapons, they can inflict heavy damage.
    • Team Charlie: Masters of surgically precise strikes, they know how to kill quickly and silently.
    • Team Delta: Specialists in Melee combat, they are experts in stealth attack.
  3. Skill: Hero-specific skill (see Hero Skills).
  4. Keywords: Summary of the Keywords on the Hero's weapons and Action cards (see Keywords).
  5. Basic Actions: To make a Basic Action, place the available Basic Action token(s) onto the corresponding slot (see Making Basic Actions).
  6. Available Basic Actions: Place available Basic Action tokens in these slots.
  7. Main Weapon: Non-Vril version (left), Vril version (right). Place a Weapon token to indicate whether the weapon is Vril or non-Vril, and whether the weapon is Functioning or Jammed. A weapon's Range, Attack dice, and possibly Noise are indicated by the associated icons (see Weapon Token, Attack, Line of Sight and Range, and Noise).
  8. Second Weapon: Same as Main Weapon.
  9. Bare Hands: The Range and Attack die of a Bare Hands Attack are indicated by the associated icons (see Attack).
  10. Defense: Hero's Defense dice (see Defending Yourself and Wounds).
  11. Hero Action card pile. When you draw an Action card, take it from here (see Draw).
  12. Hero Action card discard pile. When you discard an Action card, place it here (see Effect Duration).
  13. Hero Loot card slots. When you pick up a Loot card, place it here. You can only carry 3 Loot cards (see Pick Up, and Give/Take a Loot card or token).

Tests

Most Hero Actions require Heroes to roll a group of dice and compare the total number of Successes obtained to a Success threshold to determine whether that Action is a Success or a Fail. Enemies never perform Tests.

To perform a Test, follow these steps:

  1. Determine the Test Success threshold. The Success threshold is determined by the type of Test.
    • For an Attack Test, the Success threshold is equal to the Defense Value of the targeted Enemy (see The Enemies).
    • For a Defense Test, the Success threshold is equal to the total Attack Value of the Enemies (see Attack).
    • Some Enemies offer bonuses to other Enemies; these bonuses impact Success thresholds accordingly.
  2. Build up the Dice Pool by taking the number and types of dice shown. Play all the Action and Loot cards you wish and can to add dice to the pool.
    • For an Attack Test, take the dice indicated on the selected weapon, or only one black Attack die if Attacking with Bare Hands (see Attack).
    • For a Defense Test, take two green Defense dice (see Defending Yourself and Wounds).
    • Some Action and Loot cards can add dice to the pool (see Play an Action/Loot Card).
  3. Roll the Dice pool.
  4. Spend any Special Results obtained (star results on Attack dice for an Attack, or on Defense dice for a Defense Test), and set them aside (see Special Results). Play all the Action and Loot cards you wish and can to modify the result (see Play an Action/Loot Card). Continue until you have played all the cards you want or can and you have spent all the Special Results obtained.
  5. Add up all the Successes obtained (on Attack dice for an Attack Test, or on Defense dice for a Defense Test). Add two Successes for each Special Result set aside (see Special Results). Compare the Success total with the Success threshold.
    • If the total number of Successes is less than the Success threshold, the Test is a Fail.
    • If the total number of Successes is greater than or equal to the Success threshold, the Test is a Success.

Reminder: "Feat" Action cards are also Action cards.

When an Action requires a Hero to make an Attack Test, one or more icons indicate the type and number of dice to be rolled. When an Action requires a Hero to make a Defense Test, roll two green Defense dice.

Note: Other Operational Heroes in the same Area can try to help an Attack Test succeed by playing a single Action card from their hand for its Modifier section (see Hero States and Support).

Examples

  • Claudine performs a Basic Action to make a Melee Attack against a Soldier (Defense Value of 4). She uses her Knife, with the "Precise" Keyword, and rolls her Attack dice. The "Precise" Keyword allows her to add a Success to the result. The Success total is therefore 3 (2+1), less than the Soldier's Defense Value. However, Sally is in the same Area and decides to support Claudine. Sally plays her "Deadly" Action card to add 3 Successes to Claudine's Attack Test. The Success total is therefore 6 (2+1+3), greater than the Soldier's Defense Value. The Test is a Success, and the Soldier sustains a Wound. See Appendix 1.
  • Irena plays her "Crack Shot" Action card to perform a Ranged Attack with the "Lethal" Keyword on a Zombie (Defense Value 7). She uses her Silenced Pistol, and plays her "Vicious" Action card to add dice. She therefore rolls four black dice. The "Lethal" Keyword allows her to re-roll results, and the Success total is 7 (2+2+1+2), equal to the Zombie's Defense Value. The Test is a Success and the Zombie sustains a Wound. See Appendix 2.
  • Doc is the target of a Melee Attack by two Zombies (total Attack Value of 9) and must Defend himself. He takes his two Defense dice. He carries a "Helmet" Loot card, which grants him an extra die. The Success total is 6 (3+2+1), less than the Zombies' Attack Value. The Test is a Fail, and Doc sustains a Wound. See Appendix 3.
  • Remmy plays his "Too Danish for You" Action card to perform two Ranged Attacks against two Dogs (Defense Value 5). For his first Attack, he uses his Colt Pistol (with the "Double Impact" Keyword) and plays his "Vril Injection" Loot card to add a die and re-roll the results. The Success total is 5: the Test is a Success and the Dog sustains a Wound. For his second Attack, he also uses his Colt Pistol. His "Vril Injection" card is still active, as its effect lasts until the end of the Enemies' Turn. He re-rolls one result. The Success total is 3, the Test is a Fail, and the second Dog is unharmed. See Appendix 4.

Special Results

Each type of die has a "Special Result" side with a star on it. Some Action cards add Special Results to a Test (see Play an Action/Loot Card). All Special Results are applied in the same way, regardless of where they are from.

When you obtain a Special Result in a Test, follow these steps:

  1. Add 2 Successes to the Test's total Successes (set aside the die showing this Special Result to keep a note of it. See Tests).

  2. This Special Result must be spent on:

    • Rolling one more die. Roll an additional die of the same type (Attack, Defense or Vril) and add the number of Successes obtained to the total. If you obtain a Special Result again, return to step 1. This means that if you get successive Special Results, you can add 2 Successes to your total several times over!

    OR

    • Triggering an effect. Some Skills, weapons and Loot cards have an effect that can only be triggered by spending a Special Result (such as a weapon with the "Burst" Keyword).

    OR

    • Drop Loot. You can spend a Special Result to make one of the Enemies killed during this Test drop a Loot card. The Mission card and the Enemy card indicate whether this type of Enemy can drop Loot (see The Enemies). If they do, draw a card from the Loot card pile and place it face up in the Area where the Enemy was killed.

    OR

    • Cancel Overload (red Vril die only). You can spend a Special Result obtained on a red Vril die to compensate for an Overload result (see Vril a Weapon and Overload).

Examples

  • Tane makes a Melee Attack against a Soldier (Defense Value of 4). He uses his Vril Machete (with the "Quick Attack" and "Double Impact" Keywords) and rolls two Special Results among his dice. For those two Special Results, he adds 4 (2+2) Successes to the Test. The total number of Successes is therefore 6 (2+2+2), the Test is a Success: the Soldier sustains a Wound and is killed. For one Special Result, Tane chooses to make the Soldier drop a Loot card, and so draws a Loot card and places it in the Area. For the other, he chooses to trigger the "Quick Attack" Keyword effect to perform a second Attack against a Dog in this Area. See Appendix 5.
  • Doc Defends himself against two Zombies (total Attack Value of 9). He rolls his Defense dice and obtains a Special Result. For it, he adds 2 Successes to the Test. The total number of Successes is therefore 4 (2+2). Then he chooses to roll one more die, bringing the total to 5, which is still insufficient. He decides to play his "Double Dodge" Action card, which gives him additional Defense dice. For this new Special Result, he adds 2 Successes to the Test, then chooses to roll one more die. The Success total rises to 10, the Defense Test is a Success: Doc is unharmed. See Appendix 6.
  • Quentin makes a Ranged Attack against an Übersoldat (Defense Value of 6). He uses his Vril Bow (with the "Armor-Piercing" and "Precise" Keywords). For two Special Results, he adds 4 (2+2) Successes to the Test; he then chooses to roll one more die and spend a Special Result to cancel an Overload. The Success total rises to 6, the Test is a Success: the Übersoldat sustains a Wound. See Appendix 8.

Support

The Reichbusters are a commando trained to operate as a team and can provide Support to nearby comrades. When a Hero performs an Attack Test, other Operational Heroes in the same Area can play a single Action card from their hand to modify the Test result and help make it a Success (see Tests). In this case, only apply the Modifier section of the Action card (see Play an Action Card).

Hero States

A Hero is either Operational or Down. When a Hero sustains Wounds (inflicted by Enemies or the effects of certain cards or weapons), he or she draws one or more Wound cards from the Wound card pile. A Wound may be permanent, in which case the Wound card is slid under the Hero's Dashboard (see Defending Yourself and Wounds).

Operational

At the start of the Mission, Heroes are Operational. This means they can act freely. As long as a Hero has three permanent Wounds or less, he or she remains Operational, even if their Actions are potentially less effective due to their Wounds.

Down

A Down Hero can only perform the Recover Action; they cannot perform any other Action (see Recover). When a Hero who is already Down is the target of an Attack:

  • Draw a Wound card and slide it under the Hero's Dashboard. This is a permanent Wound. Do not apply the effects of this card.
  • Leave the Hero miniature lying in its Area. Do not draw two Action cards or remove two cards from your hand.

If all four Heroes are Down at any time, they immediately fail the Mission.

Important! When a Hero sustains a fourth permanent wound, they are Down:

  • Lay the Hero's miniature down in its Area to indicate this.
  • Draw two Action cards and add them to your hand.
  • Choose two Action cards from your hand and remove them from the game. They can no longer be played during the Mission.

Wound card examples:

  • "It's Just a Scratch!" (1): No effect. At the start of the next Heroes' Turn, draw a Wound card. Apply the effect written at the top of the card, then discard it.
  • "Blood-Soaked Arm!" (2): Your hand is limited to five cards. Immediately discard any extra cards. Discard a card from your hand OR drop a Loot card.
  • "Nasty Hit!" (2): Discard a card from your hand OR drop a Loot card. You can no longer play cards.

The Heroes' Turn

The Heroes' Turn remains identical in the Pre-Alarm and Post-Alarm phases. Heroes can act freely, in any order. They decide which Hero will perform an Action. Once this Action is completed, he or she can then carry out another Action with the same Hero, or another Hero can take over, and so on until the Heroes decide that they have completed their turn because they no longer want, or are unable, to carry out an Action.

At the start of the Heroes' Turn, except in special cases, each Hero has two Basic Action tokens and a hand of Action cards which they can play to make Actions, along with Loot cards on their Hero Dashboard. There is no limit to the number of Action cards a Hero can hold. A Hero can perform, in any order, as many of the following Actions as they wish:

  • Make a Basic Action
  • Play an Action card
  • Play a Loot card
  • Drop a Loot card (or token if allowed by the Mission)

Making Basic Actions

An Operational Hero may play a Basic Action token to perform one of the following Actions:

  • Move (once per Heroes' Turn)
  • Attack (once per Heroes' Turn)
  • Draw two Action Cards
  • Open/Unlock a Door
  • Pick Up a Loot card or token
  • Give/Take a Loot card or token
  • Unjam a Weapon
  • Vril a Weapon
  • Recover (by spending both Basic Action tokens)

Once the Action has been completed, place a Basic Action token on the corresponding slot on the Hero's Dashboard. Basic Action tokens can be retrieved during the Upkeep Turn (see The Upkeep Turn).

Important! A Hero cannot perform the Basic Actions Move and Attack twice in the same Heroes' Turn. However, they can play Action or Loot cards that will enable them to Move and/or Attack several times within the same Heroes' Turn.

Move

Moving involves crossing an Area border (see Tiles and Areas). When a Hero carries out this Action, move their miniature to an adjacent Area.

As soon as a Hero moves into the Line of Sight of an Inactive Enemy, turn the Enemy token over and trigger an Enemy Spawn (see Enemy Spawning). A Hero in the same Area as one or more Enemies can leave this Area without being blocked.

Reminder: When a miniature or token specified in the Mission reaches the Exit Tile, remove it from the board. It cannot be brought back into play.

A Hero cannot enter and leave an Area containing one or more Enemies in the same Action. However, a Hero can enter an Area containing one or more Enemies with one Move, then leave with a second Move.

Attack

Heroes can perform two types of Attack depending on the weapons they are equipped with:

  • Melee Attack: Attacker and target are in the same Area.
  • Ranged Attack: Attacker and target are in different Areas.

When a Hero makes an Attack Action, they must first choose the type of Attack.

Melee Attacks

Melee Attacks are those with a Range of 0. When a Hero performs a Melee Attack, follow these steps:

  1. Choose the target of the Attack. This target must be in the same Area as the attacking Hero. If the target is not in the same Area as the Hero, the Melee Attack cannot be performed.
  2. Select the weapon to be used for this Attack if the Hero has several Melee weapons. A Hero can always perform a Melee Attack with their bare hands. The Dice Pool is then made up of the Bare Hands dice.
  3. Perform an Attack Test (see Tests).
  4. If the Attack Test is:
    • A Success, the target sustains a Wound (see Enemy Wounds).
    • A Fail, nothing happens. The Attack misses.
  5. If necessary, apply the effect of any remaining Overload results (see Vril a Weapon and Overload).

Example: Claudine can make a Melee Attack with her Knife (Range 0), and the "Precise" Keyword. She can also make a Melee Attack with her Bare Hands (Range 0). Claudine is in a Soldier's Area (Defense Value of 4). She performs the Attack Basic Action (Melee) on them. She uses her Knife (with the Precise Keyword). The Success total is 5 (2+3), greater than the Soldier's Defense Value. The Test is a Success, and the Soldier sustains a Wound. Their Life Value is 1 and they are removed from the board.

Ranged Attacks

To perform a Ranged Attack, a Hero must be in an Area containing no Enemies. Ranged Attacks are those with a Range of 1 or more. When a Hero performs a Ranged Attack, follow these steps:

  1. Choose the target of the Attack. This target must be in a different Area from that of the attacking Hero, and there must be a Line of Sight between the two Areas. If there is no Line of Sight, the Ranged Attack cannot be carried out (see Line of Sight).
  2. Select the weapon to be used for this Attack if the Hero has one or more Functioning weapons (not Jammed) with sufficient Range to reach the target. If the Hero does not have a weapon with sufficient Range, or if all their weapons are Jammed, the Ranged Attack cannot be carried out (see Weapon Token and Range).
  3. Make an Attack Test (see Tests).
  4. If the Attack Test is:
    • A Success, the target sustains a Wound (see Enemy Wounds).
    • A Fail, nothing happens. The Attack misses.
  5. If necessary, apply the effect of any remaining Overload results (see Vril a Weapon and Overload).

Example: Sarge performs the Attack Basic Action (Ranged) on a Soldier (Defense Value of 4) located at a Range of 2 Areas. He uses his Thompson Submachine Gun (Range 2, with the "Burst" Keyword). The Success total is 4 (1+1+2), equal to the Soldier's Defense Value. The Test is a Success, and the Soldier sustains 1 Wound. Their Life Value is 1 and they are removed from the board. Sarge would not have been able to target the Soldier with his Revolver, as he was at a Range of 2, which is greater than the Revolver's Range.

Regardless of the type of Attack performed and its result, if the weapon used has a Noise icon, move the Discretion token back on the Mission Tracker by as many spaces as the number of Noise icons. Or, if the weapon has an Explosion icon, trigger the alarm immediately (in the Pre-Alarm phase only, see Noise and the Alarm).

Example: During his Attack Test, Sarge used a weapon with three Noise icons. He therefore moves the Discretion token back three spaces on the Mission Tracker.

Draw

Take the top two cards from your Action card pile and add them to your hand. There is no limit to the number of cards a Hero can have in their hand.

Open/Unlock a Door

To perform this Action, a Hero must be in an Area containing a Locked or Closed Door. To Unlock a Door, the Hero must also have:

  • The Set of Keys token for a Key Lock.
  • The Code token for a Code Lock.

Example: In Sarge's Area, there is an Open Door token ("Open" side up), a Closed Door, and a Locked Door.

If the Door is Locked and the Hero holds the Set of Keys (or Code) token, remove the Lock token. The Door is now Closed. If the Door is Closed, turn the Door token "Open" side up. The Door is now Open.

It therefore takes two successive Actions to open a Locked Door. An Open Door cannot be closed or locked again.

As soon as a Hero Opens a Door and finds themselves in Line of Sight of an Inactive Enemy, turn over the Enemy token and trigger an Enemy Spawn (see Enemy Spawning).

As soon as a Hero Opens a Door and finds themselves in Line of Sight of a face-down Area Accessory card, turn over the card and trigger the listed effects (see Area Accessories).

Pick Up a Loot Card or Token

During their Mission, Heroes can search for and use equipment and tools found on the battlefield, unless otherwise indicated. To make this Action, a Hero must meet the following two conditions:

  • The Hero must be in the Area of a Loot card, or of a token specified in the Mission.
  • The Hero must be in an Area containing no Enemies.

Loot card: Turn the Loot card face up, if necessary. Then place the card in a free slot on your Dashboard, or replace one of your Loot cards with this one and place the former face up in your Area.

Token specified in the Mission: Place the token on your Dashboard. It does not occupy a slot unless otherwise indicated.

If the Hero does not want to pick up the Loot card or token, leave it face up in their Area. A Hero may not carry more than three Loot cards simultaneously.

Reminder: The basic Loot cards used during the Set Up have the basic Loot icon in the bottom left-hand corner.

Note: A Door is considered to be within the two Areas it separates.

Give/Take a Loot Card or Token

A Hero in the same Area as another Hero may Give or Take a Loot card, or a token specified in the Mission, if the other Hero accepts.

  • Loot card: If you receive a Loot card, place it in a free slot on your Dashboard, or replace one of your Loot cards with it and place the former face up in your Area.
  • Token specified in the Mission: If you receive a token, place it on your Dashboard. It does not occupy a slot unless otherwise indicated.

Note: In certain Missions, if specified, a Hero must make a Give/Take Action to put down or remove a Loot card or token in their Area.

Unjam a Weapon

Turn over a Weapon Token on the Hero's Dashboard, "Functioning" side up. This weapon is Functioning and can be used for Attack.

Vril a Weapon and Overload

Vril is at the heart of the threat that the Reichbusters must neutralize. However, they can also harness this new source of power during their Missions to improve their own weapons! "Vril Device Blueprints" Area Accessory cards ("A Hero can carry out the Vril a Weapon Action in this Area.") allow Heroes to transform their weapons into Vril weapons to increase the damage they can cause.

To perform this Action, a Hero must meet the following three conditions:

  • The Hero must have a non-Vril weapon on their Dashboard.
  • The Hero must be in the Area of an Area Accessory card that allows a weapon to be Vrilled.
  • The Hero must be in an Area containing no Enemies.

The Hero moves the Weapon token to the "Vril" version of the weapon of their choice on the Hero Dashboard, and turns this token "Functioning" side up if this was not already the case. From now on, when this weapon is used for a Test, the Hero must add the indicated number of red Vril dice to their Dice Pool and add any Successes obtained to the total (see Tests). A Vril weapon remains Vril until the end of the Mission, and can never become non-Vril again.

Example: Claudine is alone in an Area with a "Vril Device Blueprints" Area Accessory card. She performs a Vril a Weapon Basic Action to transform her Sten Submachine Gun into a Vril Sten Submachine Gun, and moves the corresponding Weapon token. The Vril Sten Submachine Gun provides additional dice for Attacks, and no longer has the "Shoddy Kit" Keyword.

However, using this new, unstable form of energy comes with its own risks.

Overload

Each red Vril die has an Overload side. When a Hero obtains an Overload result in their Attack Test, the weapon turns against its bearer:

  • Each Special Result can be used to cancel an Overload result. A Special Result on another type of die cannot be used (see Special Results).
  • After applying the result of an Attack Test, for each remaining Overload result, the Hero sustains a permanent Wound. Immediately draw one Wound card for each remaining Overload result, apply only the effect described at the bottom of the card, and slide it under your Dashboard in the slot provided.

Recover

To perform the Recover Action, an Operational or Down Hero must use their two Basic Action tokens. Discard two Wound cards of your choice.

  • If the Hero now has fewer than four Wound cards slipped under their Dashboard, stand the Hero's miniature back up. They are once again Operational and can act as normal.
  • If the Hero still has four or more Wound cards tucked under their Dashboard, they remain Down.

A Down Hero must carry out the Recover Action as the first Action of the Heroes' Turn (see Hero States).

Play an Action Card

An Operational Hero can play as many Action cards from their hand as they want. Action cards are divided into two sections (except the "Feat" Action cards):

  • An Action section at the top of the card.
  • A Modifier section at the bottom of the card.

The "Feat" Action cards only have an Action section.

Important! When a Hero plays an Action card with two sections, they must decide whether to apply the Action section OR the Modifier section.

Important! Action cards have icons indicating when they can be played, their effect, and the duration of the effect (see Icons).

Action Section

When a Hero decides to play an Action card and apply the Action section, apply the effect(s) described at the top of the card. The Hero does not have to apply all the effects listed on the card. They can decide to apply only certain effects and not others, or to apply only parts of the selected effects. However, effects must always be applied in the order indicated (unless otherwise stated on the card), whether the Hero decides to apply all of them or not. Playing an Action card for its Action section can make Noise. See Noise and the Alarm.

Example: Brick plays an Action card to apply its "Hard as a Brick" Action section ("- Move one Area. - Make a Melee Attack."). This enables him 1) to Move one Area, then 2) to make a Melee Attack. He decides to Attack the Officer in his Area. Brick doesn't need to Move, so he only applies effect 2) to Attack the Officer. The Action section shows the Immediate duration icon, so Brick places the card in his discard pile.

Modifier Section

When playing an Action card, its Modifier section can only be applied to enhance another Action. A Hero can play several Action cards and apply their Modifier sections during the same Action, except when offering Support (see Support). When a Hero decides to play an Action card and apply its Modifier section, apply the effect described at the bottom of the card.

Example: In the previous example, Brick has played his "Hard as a Brick" Action card to Attack the Officer (Defense Value 3). He attacks with his Bare Hands and adds dice thanks to the card. He rolls the dice and obtains a result that isn't enough to make the Test a Success. He decides to play an additional Action card and apply its "Focused" Modifier section ("Re-roll all (blank) Test results."). This enables him to re-roll the blank result, giving him a total of 3 Successes. The Attack Test is therefore a Success. The Modifier section shows the Immediate effect icon, so Brick places the card in his discard pile.

Play a Loot Card

An Operational Hero can play as many Loot cards from their Dashboard as they want. Each Loot card shows:

  • An illustration of the Loot.
  • One or more icons.
  • A description of the card's effect.

Choose a Loot card from the Hero's Dashboard and apply the effect described on the card. Playing a Loot card can make Noise, depending on the card played (see Noise and the Alarm).

Important! Loot cards have icons indicating when they can be played, their effect, and the duration of the effect (see Icons).

Drop a Loot Card or Token

An Operational Hero may drop as many of the Loot cards or tokens indicated in the Mission as they wish, at no cost, unless otherwise indicated. Choose a Loot card or token from the Hero's Dashboard and place it face up in their Area.

Note: Dropping a Loot card does not trigger its Effect.

Defending Yourself and Wounds

During the Enemies' Turn, Heroes can be attacked and must Defend themselves. Heroes must make a Defense Test for each Attack they are targeted by (see Tests). During a Defense Test, the Dice Pool consists of two green Defense dice. The Hero applies any card Effects adding additional dice to the pool or modifying the Success total.

If the Defense Test is:

  • A Success, nothing happens. The Hero has defended themselves effectively against the attack.
  • A Fail, the Hero sustains a Wound:
    • Draw one Wound card from the Wound card deck.
    • Apply the effect(s) described at the top of the card immediately and only once. If an effect is impossible to apply, ignore it.
    • Calculate the difference between the Hero's total Successes and the Enemy's Attack Value (see The Enemies). The result is the number of Damage Points sustained by the Hero: a. If the number of Damage Points sustained is equal to or greater than the Damage threshold indicated in the middle of the card, this is a permanent Wound. Apply the effect described at the bottom of the card and slide it under the Hero's Dashboard in the slot provided. This effect remains active until the Wound card is discarded. b. If the number of Damage Points sustained is less than the Damage threshold indicated in the middle of the card, discard the Wound card.

Wounds

Each Wound card is divided into two sections, separated by a Damage threshold:

  1. An Immediate effect section at the top of the card.
  2. A Permanent effect section at the bottom of the card.
  3. Damage threshold (in the middle of the card).

Example Wound card: "Roughed Up!" (Damage threshold 4): Immediate effect... Permanent effect: "You sustain Recoil. Discard a card from your hand. You can no longer play cards."

Example Loot cards: "Helmet" (grants Defense dice), "Light 'Em Up!" (Make a Ranged Attack. Add a bonus for each other Operational Hero on your Tile), "Double Dodge" (Make a Defense Test with additional dice).

The Enemies

Enemy Cards

Each Enemy card details all the characteristics of the corresponding miniature(s).

  1. Enemy name.
  2. Subtitles: Subtitles available to this Enemy (see Enemy Subtitles).
  3. Keywords: Summary of Keywords available to this Enemy (see Keywords).
  4. Melee Attack: Attack Value and Support Value (see Attack, Target Hero - Melee Attack).
  5. Ranged Attack: Attack Value, Range, and Support Value (see Attack, and Target Hero - Ranged Attack).
  6. An Attack Value on a yellow background indicates the main Attack. Here, this is a Ranged Attack (see Target Hero).
  7. Defense: Defense Value (see Tests).
  8. Life: Life Value (see Enemy Wounds).
  9. Move: Move Value (see Move, Target Hero).
  10. Loot: This enemy can drop a Loot card when killed (see Special Results).
  11. Awareness: This Enemy activates immediately the first time a Hero enters their Line of Sight (see Effect).
  12. Behavior: This Enemy has the Subtitle Vrilmeister and changes their Behavior when they are wounded (see Enemy Wounds).

Example Enemy card text (General Wolff; Subtitles Offizier, Techno, Vrilmeister):

  • ARMORED: This Enemy can only be Wounded by Attacks with Armor-Piercing.
  • CAUTIOUS: When this Enemy Moves, they cannot enter a Hero's Area. When a Hero enters their Area, they Move to an adjacent Area.
  • AREA ATTACK: When this Enemy Attacks, all Heroes in the Target Hero's Area must defend themselves against the Attack.

Mission Cards

Each Mission card lists the Enemies present in the Mission in their order of activation, indicating how they spawn and detailing their main characteristics. The Heroes available for the Mission are listed on the back of the card.

  1. Mission number and name.
  2. Enemy list: During the Enemies' Turn, activate each type of Enemy in order, from top to bottom (see Activation Order).
  3. Enemy values: Reminder of Enemy Life, Move, Attack and Defense Values. An Attack Value on a yellow background indicates the main Attack.
  4. Spawn letter: This Enemy spawns via an Enemy token or a Reinforcement card showing this letter (see Enemy Spawning).
  5. Enemy name and Keywords.
  6. Loot: Reminder that this Enemy can drop a Loot card when killed.
  7. Awareness: Reminder that this Enemy activates once as soon as a Hero enters its Line of Sight.
  8. This Enemy is mentioned several times in the list. It can spawn with this letter via an Enemy token or Reinforcement card, but can only be activated once (see Activation Order, and Enemy Spawning).
  9. This Enemy has no letter and cannot spawn via an Enemy token or Reinforcement card.
  10. Heroes available for this Mission.
  11. Heroes unavailable for this Mission.

Enemy States

An Enemy is either Inactive or Active.

Inactive

As long as an Enemy hasn't spotted the Heroes, they are considered inactive. An Inactive Enemy is represented on the board by an Enemy token placed in an Area, "Level" side up.

  • Level 1: Low in number and/or power.
  • Level 2: High in number and/or power.
  • Level 3: Very high in number and/or power.

An Enemy token can represent several Enemies. Heroes don't actually know how many Enemies are in an Area, but they can estimate based on the token's color and level. An Enemy placed on the board during Mission Set Up is considered Inactive, even if a miniature is used to represent it.

An Inactive Enemy does not Move or Attack. Turn the Enemy token over and trigger an Enemy Spawn (see Enemy Spawning) as soon as at least one of the following conditions is met:

  • An Inactive Enemy has Line of Sight on at least one Hero.
  • An Inactive Enemy has Line of Sight on at least one Active Enemy.
  • The Alarm is triggered (see The Alarm).

Active

Once an Enemy has spotted the Heroes, they are considered Active. An Active Enemy is represented on the board by a miniature (except for miniatures placed on the board during Mission Setup). An Active Enemy moves and attacks during the Enemies' Turn. An Active Enemy can never revert to its Inactive state.

The Enemies' Turn

The steps of the Enemies' Turn differ according to whether the Mission is in the Pre-Alarm or Post-Alarm phase. The Surveillance step is only carried out in the Pre-Alarm phase. The Reinforcements step is only carried out in the Post-Alarm phase.

On the Enemies' Turn, follow these steps:

  1. Surveillance (Pre-Alarm only)
  2. Move
  3. Attack
  4. Reinforcements (Post-Alarm only, once per Enemies' Turn)

Activation Order

Activate Enemies in the order of the selected Mission card, from top to bottom. Only activate each type of Enemy once (Surveillance, then Move, then Attack), regardless of how many times it is mentioned on the Mission card. Only activate each Enemy type the first time it appears on the Mission card (name in yellow and Values listed). If an Enemy type is displayed several times, do not activate it for the following mentions (letter and name in white).

Example: In Mission 4 - Tough at the Top, activate in order from top to bottom: Officer, Homing Bomb, Dog, Soldier, Zombie, Experiment 6XX, Experiment 601, Sentry Gun. Carry out the Surveillance, Move and Attack steps for Officers, then do the same for Homing Bomb, etc. Once all Enemy types have been activated, perform the Reinforcements step if you are in the Post-Alarm phase.

Surveillance

For the type of Enemy activated, check whether at least one Active Enemy has Line of Sight on an Operational or Down Hero (in the Pre-Alarm phase only, see Line of Sight). If this is the case, trigger the alarm immediately (see Noise and the Alarm).

Example: Enemy type Experiment 6XX is activated during the Surveillance step. An Experiment 6XX miniature (Active Enemy) has Line of Sight on Kulbir. The alarm is immediately triggered: the Discretion token is turned "Alarm!" side up on the space at the top of the Mission Tracker. All Enemy tokens on the board are turned over and an Enemy Spawn is triggered for each one. The Mission is now in the Post-Alarm phase, and there will be a Reinforcements step at the end of each Enemies' Turn.

Move

For the type of Enemy activated, move all Active Enemies according to their Target Heroes (see Target Hero). An Enemy's Move Value (in Move Points) is shown on their Enemy card and on the Mission card. Example: An Officer has a Move Value of 2.

  • Crossing an Area border costs 1 Move Point.
  • Opening a Closed (Unlocked) Door costs 1 Move Point.
  • An Enemy cannot Unlock a Locked Door, unless otherwise indicated.

Enemy miniatures of the same type may be in different groups once they have moved. A single miniature is also considered to be a group.

Example: A group of Enemies consisting of three Zombies is in front of a Closed Door. Zombie #A opens the Door, then Zombies #B and #C go through it and move to the adjacent Area. There are now two groups of Enemies, one with one Zombie, the other with two Zombies.

Attack

For the type of Enemy activated, perform an Attack with all Active Enemies according to their Target Heroes (see Target Hero). Each Enemy group determines its Target Hero, which may be the same as or different from that of other groups of the same type. If several groups of Enemies of the same type attack the same Target Hero with the same type of Attack (Melee or Ranged), combine their Attacks. Follow these steps:

  1. Choose an Enemy miniature to be the main attacker.
  2. Add up their Attack Value and the Support Values of each of the other attacking miniatures. These Values are shown on the Enemy card and on the Mission card. The sum gives the Enemy's total Attack Value.
  3. The Target Hero Defends themselves with a Success threshold equal to the Enemy's total Attack Value to determine whether they sustain a Wound (see Defending Yourself and Wounds).

Enemy groups don't need to be in the same Area to combine their Attacks, only to attack the same Target Hero with the same type of Attack.

Note: This may cause an Enemy Spawn, in the unlikely event that an Active Enemy comes into the Line of Sight of an Inactive Enemy as it moves. In this case, newly-spawned Active Enemies Move and Attack during this Enemies' Turn if their type (letter of appearance order on the Mission card) has not already been activated (see Enemy States and Enemy Spawning).

Examples:

  • Three Zombies are in Doc's Area. They make a Melee Attack against him, combining their Attacks. One Zombie is the main attacker, with an Attack Value of 5, the other two have a Support Value of +4, so Doc sustains a total Attack Value of 13 (5+4+4). Appendix 9.
  • Two Soldiers are in an Area adjacent to Tane's, and two others are in another adjacent Area. They make a Ranged Attack, combining their Attacks. One Soldier is the main attacker, with an Attack Value of 4, the other three have a Support Value of +2. Tane therefore sustains a total Attack Value of 10 (4+2+2+2). See Appendix 10.
  • One Soldier is in Hans' Area, and two others are in an adjacent Area. The first Soldier makes a Melee Attack with an Attack Value of 4. Hans therefore sustains an initial Attack Value of 4, against which he must Defend himself. The other two Soldiers then make a Ranged Attack against him, combining their Attacks. One Soldier is the main attacker, with an Attack Value of 4, the other has a Support Value of 2. Hans therefore sustains a second Attack with a total Value of 6 (4+2). See Appendix 7.

Reinforcements

When all Enemy types have been activated, bring in Reinforcements (in the Post-Alarm phase only). Follow these steps:

  1. Draw one Reinforcement card from the Reinforcement card pile. Each Reinforcement card has three icons corresponding to the three Barracks Tiles around the board.
  2. Trigger an Enemy Spawn in front of each Barracks in order (Barracks A, then B, then C), in the Area indicated by the arrow (see Enemy Spawning). If a letter shown on the Reinforcement card does not appear on the Mission card, ignore it. If the Enemy Reserve no longer contains a miniature of the type corresponding to a letter, ignore it.
  3. Discard the Reinforcement card.

Example: Heroes draw a Reinforcement card, then spawn Enemy miniatures in succession. In front of Barracks A: one "B" Enemy (Dog), two "C" Enemies (Soldiers), one "D" Enemy (Soldier). Then, in front of Barracks B: four "D" Enemies (Soldiers). Lastly, in front of Barracks C: one "D" Enemy (Soldier), three "E" Enemies (Zombies), one "F" Enemy (Experiment 6XX). Heroes then discard the Reinforcement card.

Target Hero

The Target Hero is the Hero towards whom an Enemy will move and try to attack during the Enemy's Turn.

The method of determining the Target Hero depends on the Enemy's main Attack type, indicated on their Enemy card and on the Mission card by an Attack Value on a yellow background. An Enemy who only has a Melee Attack will try to get close to their target, while an Enemy with a Ranged Attack will avoid getting too close.

Example: An Officer's main Attack is a Ranged Attack. A Zombie's main Attack is a Melee Attack.

Target Hero - Melee Attack

When an Enemy with a main Melee Attack must choose their Target Hero, follow these steps:

  1. If the Enemy is in the same Area as a Hero, that Hero is the Target Hero. The Enemy will use their Melee Attack against the Target Hero.
  2. Otherwise, the Target Hero is the Hero the Enemy can reach by crossing the fewest possible Area borders. Move this Enemy to reach or get closer to the Target Hero's Area. The Enemy will use their Melee Attack against the Target Hero, if possible.

Examples:

  • A Zombie is in Doc's Area. It doesn't move and will make a Melee Attack against him.
  • A Zombie is in an Area adjacent to Doc's. It will move and will make a Melee Attack against him.
  • A Zombie is two Areas away from Doc. It moves by its Move Value (1) to get closer.

Target Hero - Ranged Attack

When an Enemy with a main Ranged Attack must choose their Target Hero, follow these steps:

  1. If the Enemy is in the same Area as a Hero, that Hero is the Target Hero.
    • If an adjacent Area contains no Heroes, move this Enemy into that Area. The Enemy will use their Ranged Attack against the Target Hero. If the Enemy can move into several adjacent Areas, choose the one that puts the Heroes at the greatest disadvantage (e.g., on the way to the exit or to an objective).
    • Otherwise, the Enemy remains in the same Area and uses their Melee Attack against the Target Hero.
  2. If the Enemy is not in the same Area as a Hero, has Line of Sight on a Hero without moving, and their Ranged Attack has enough Range, that Hero becomes the Target Hero. The Enemy will use their Ranged Attack against the Target Hero.
  3. If the Enemy is not in the same Area as a Hero, or does not have Line of Sight on a Hero, or if their Ranged Attack does not have sufficient Range, the Target Hero is the one on which the Enemy can have Line of Sight by crossing the fewest possible Area borders:
    • If possible, move this Enemy to an Area that provides Line of Sight, within Range of the Target Hero and containing no Heroes. The Enemy will use their Ranged Attack against the Target Hero.
    • Otherwise, move this Enemy closer to the Target Hero.

Examples:

  • A Soldier is in Irena's Area; she is the Target Hero. An adjacent Area has no Heroes in it. They move into it and attack Irena from a distance.
  • A Soldier is in Irena's Area; she is the Target Hero. There are Heroes in both adjacent Areas. They don't move and will make a Melee Attack against Irena.
  • A Soldier is in an Area with no Heroes in it, adjacent to Irena's. She is the Target Hero. They don't move and will make a Ranged Attack against her.
  • A Soldier is three Areas away from Irena, and no other Heroes are closer. They move by their Move Value (2) to an adjacent Area. Irena is now within Range (1), and they will make a Ranged Attack against her.

Target Hero Tie-Breaker

If several Heroes can be chosen as the Target Hero:

  1. The Target Hero is the Operational Hero with the most Wound cards tucked under their Dashboard.
  2. If several Heroes can still be chosen, the Target Hero is the one with the fewest Action cards in their hand.
  3. If several Heroes can still be chosen, the players choose the Target Hero from the Heroes tied.

Enemy Spawning

Enemies can appear because an Inactive Enemy has Line of Sight on a Hero, because an Inactive Enemy has Line of Sight on an Active Enemy, because the alarm has been triggered, or because Reinforcements are arriving in the Post-Alarm phase. When Enemies must spawn, follow the steps shown here. Enemies that spawn are automatically Active. They can move and attack on the next Enemies' Turn.

  1. Look at the Spawning letters indicated on the flipped Enemy token or on the drawn Reinforcement card.
  2. For each letter, check the Mission card and take a miniature of the corresponding type from the Enemy Reserve. If the Enemy Reserve no longer contains a miniature of that type, ignore the letter.
  3. Place all miniatures taken from the Enemy Reserve on the board, within the same Area as the Enemy token or in the Area indicated by the arrow on the Barracks Tile.
  4. Remove the Enemy token from the game or discard the Reinforcement card.
  5. If one or more Inactive Enemies on the board now have Line of Sight on these new Active Enemies, trigger an Enemy Spawning for them too.

Example: A Hero is in the Line of Sight of an Inactive Enemy (Level 1 Enemy token). The Hero turns the Enemy token over, then triggers an Enemy Spawn of miniatures in the Area: two "B" Enemies (Dogs), and one "D" Enemy (Soldier). The Hero then removes the Enemy token from the game.

Enemy Wounds

An Enemy's Life Value is shown on their Enemy card and on the Mission card. When a Hero's Attack Test targeting an Enemy is a Success, the Enemy sustains a Wound. Add a Wound token to the Enemy's base.

If the number of Wounds received is greater than or equal to their Life Value, remove the miniature from the board and place it back in the Enemy Reserve. If the Enemy has the Vrilmeister Subtitle, turn over or exchange their Enemy card for the one indicating the next Behavior. Ignore any excess Wounds. If the Behavior indicated is a skull, remove the miniature from the board.

Reminder: During Set Up, prepare the Enemy cards with the Vrilmeister Subtitle in descending order (the card with the highest Behavior number first, the others below). If the Enemy's Life Value is 1, or if the Attack results in the Enemy's destruction, there is obviously no point in placing a Wound token on its base.

Examples:

  • An Experiment 601 has a Life Value of 2. Bochka rolls a Success on an Attack Test against it. He places a Wound token on the base of the Experiment 601 miniature. To defeat this Enemy, a Hero must successfully make a second Attack Test against it.
  • Bjorn has rolled a Success on an Attack Test against General Wolff, who has a Life Value of 1 and the Vrilmeister Subtitle. He turns over his Enemy card to show its "1" Behavior. This also has a Life Value of 1, and the next Behavior indicated is a skull. To defeat this Enemy, a Hero will have to make another Attack Test against him.

General Wolff's second Behavior card adds the keyword RUTHLESS: "This Enemy Attacks instead of Moving if there is a Hero in the Line of Sight. They can therefore Attack twice during the Enemies' Turn."

The Upkeep Turn

The Upkeep Turn remains the same in both the Pre-Alarm and Post-Alarm phases. Follow these steps:

  1. Discard all cards and tokens marked with the Duration - Game round icon. Their effect is no longer active (see Icons).
  2. Heroes with four cards or less in their hand draw one Action card from their Action card pile. There is no limit to the number of cards in their hands.
  3. Heroes retrieve their Basic Action tokens played during this game round.
  4. Each Hero can perform a free Pick Up Action, to collect a face-up Loot card in their Area, or a token specified in the Mission, if the Area contains no Enemies.
  5. Move the Mission Tracker token forward one space on the Mission Tracker.
    • If the Mission Tracker token lands on the same space as the Discretion token, the Heroes have been spotted and the alarm is triggered (see Noise and the Alarm).
    • The Heroes complete the Mission if the Mission Tracker token is on the same space as the Endgame token, or on a lower space, and the Heroes have fulfilled the Mission objective.
    • The Heroes fail the Mission if the Mission Tracker token is on a space after the Endgame token and they have not fulfilled the Mission objective.

Reminder: Each Mission has three Objectives of increasing difficulty: Cadet, Veteran, and Legend. For the Heroes to complete an Objective, lower difficulty Objective(s) must also be completed.

Example: Claudine, Sarge, Quentin, and Red Hawk have respectively 5, 4, 6, and 6 cards in their hand at the end of the Enemies' Turn.

  1. Claudine previously played the "A Real Lady" Action card, which she placed near her Hero Dashboard. This card has the Game round duration icon, so Claudine places it in her discard pile.
  2. Sarge has four cards in his hand, so he draws one Action card from his Action card pile.
  3. Claudine, Sarge, Quentin, and Red Hawk have all already played their two Basic Action tokens. They each retrieve these tokens and place them in their designated slots.
  4. There is a face-up Loot card in Sarge's Area, and there are no Enemies present. He picks up the card and places it on a free slot on his Dashboard. The Loot card in Red Hawk's Area is face down and cannot be picked up.
  5. Players move the Mission Tracker token forward by one space. The Upkeep Turn is complete, and a new round can begin.

Hero Skills

Heroes have Skills that enable them to perform Actions more efficiently.

  • COVER ME (Brad): You can add a Success to the Success total of an Attack Test made by another Hero in your Area. (The exact bonus is shown by an icon in the original.)
  • CROWD CONTROL (Flamin' Joe): Once per Attack Test, you can spend a Special Result to move all Enemies in your Area to an adjacent Area.
  • DUAL WIELDING (Irena): When you perform an Attack, you can choose two different targets. The Success threshold of the Attack Test is equal to the sum of the Defense Values of the two targets. If the test is a Success, both targets sustain a Wound.
  • ELUSIVE (Tane): After being the target of an Attack, you can move into an adjacent Area away from the attacker.
  • FOCUSED (Red Hawk): Once per Heroes' Turn, you can Open a door by playing an Action card and applying a "Move one Area" effect on it.
  • GENIUS (Prof.): When you make the Draw Action, draw three cards, add them to your hand, then discard an Action card from your hand.
  • GUARDIAN (Doc): You can Support another Hero making a Defense Test in the same Area.
  • HEAVY INFANTRY (Hans): Once per Defense Test, you may spend a Special Result to add Successes to the Test's Success total.
  • MECH IMPLANTS (Bochka): If you Fail a Defense Test, draw two Wound cards and choose which one to apply. Discard the other one.
  • RAGE (Björn): Once per Melee Attack Test, you can spend a Special Result to roll an extra die and add any Successes to the Test's Success total. If you obtain a Special Result again, the standard Special Result rules apply.

Enemy Subtitles

Some Enemies have a Subtitle, shown on their Enemy card, which grants them (or other Enemies) specific abilities and effects.

  • ALIEN: Units with the Alien Subtitle are fearsome extraterrestrials controlled by Enemies with the Domination! Keyword (Alien Controller, Die Ausgeburt, Augenmutter), giving them Attack bonuses. See Domination!.
  • EXPERIMENT: Enemies with the Experiment Subtitle are hideous, lab-grown abominations created as part of Projekt Vril. They are obedient Vril-soaked creatures who increase their Attacks tenfold in the presence of Enemies with the Turn Up the Heat! Keyword (Scientist). See Turn Up the Heat!.
  • OFFIZIER: Enemies with the Offizier Subtitle units are Projekt Vril's elite, and are fanatically defended by subordinates. Enemies with the Bodyguard Keyword (Soldier, Sturm Angriff, Vril Acolyte) will have their Attack performance enhanced and will risk their lives to prevent their superiors from sustaining any Wounds. See Bodyguard.
  • TECHNO: Enemies with the Techno Subtitle have been developed or enhanced by Projekt Vril's finest engineers. Don't let Enemies with the Reinforcement! Keyword (Engineer) increase their Defense. See Reinforce!.
  • VRILMEISTER: Enemies with the Vrilmeister Subtitle are the most formidable units you'll meet. Wounding them can weaken them or, instead, inspire renewed rage to destroy their opponents. They have several Enemy cards (Behaviors). To defeat a Vrilmeister, you need to eliminate each of its Enemy cards. See Enemy Cards and Enemy Wounds.

Reminder: During Set Up, the first card of an Enemy with the Vrilmeister Subtitle is the one with the highest Behavior number. When they have sustained Wounds equal to or greater than the Life Value indicated on the card, they change Behavior - replace the card with the one displaying the next Behavior number.

Keywords

Hero weapons and many cards contain Keywords that grant them specific abilities and effects.

  • ABLATIVE SHIELD: An Enemy with the Ablative Shield Keyword sustains no Wounds caused by a weapon or card featuring the Vril icon.

  • ACCURATE: A weapon or card with the Accurate Keyword can be used to carry out a Ranged Attack by drawing a Line of Sight through Enemy areas. This Attack also ignores the Meatshield and Bodyguard Keywords.

  • AREA ATTACK: When an Enemy with the Area Attack Keyword makes an Attack, all Heroes in the Target Hero's Area must Defend themselves against this Attack.

  • 'ARMLESS...: An Enemy with the 'Armless... Keyword cannot Open doors.

  • ARMOR: An Enemy with the Armor Keyword can only suffer Wounds caused by Attacks made with a weapon or Loot card with the Armor-Piercing Keyword.

  • ARMOR-PIERCING: After a Success on an Attack Test made with a weapon or a card with the Armor-Piercing Keyword, this Attack inflicts: One Wound to a miniature with the Armor Keyword. Two Wounds to a miniature without the Armor Keyword.

  • AUGEN HANDLER: During an Enemy Spawn, when an Enemy with the Augen Handler Keyword spawns, also spawn an Augen Enemy in the same Area.

  • BERSERK: An Enemy with the Berserk Keyword can perform two Attacks per turn with each of its Active limbs (Head, Right Arm, Left Arm, Legs).

Further Keyword text printed on cards in the appendices:

  • KNOCKED BACK (Übersoldat): When this Enemy Wounds a Hero, move the Hero to an adjacent Area away from the attacker, if possible. Otherwise, the Hero suffers a 2nd Wound with two damage points.
  • BRUTAL (Übersoldat): A Hero Wounded by a Melee Attack from this Enemy recovers only one Basic Action token at the next Upkeep Turn.
  • ARMORED (Übersoldat): This Enemy can only be Wounded by Attacks with Armor-Piercing.
  • 'ARMLESS... (Dog): This Enemy cannot Unlock or Open doors.
  • MEATSHIELD / RELENTLESS (Zombie): You cannot make a Ranged Attack targeting another miniature in the same Area as this Enemy. / This Enemy ignores tokens.
  • BODYGUARD (Soldier): An Enemy with the Offizier Subtitle cannot be targeted if they are in the same Area as this Enemy. Each additional Enemy with the Offizier Subtitle adds +1 to this Enemy's Attack Value if they are in the Line of Sight.

Appendices

The Appendices are illustrated worked examples (referenced from the examples in the Tests, Special Results and Enemy Attack sections above): Appendix 1 (Claudine), 2 (Irena), 3 (Doc), 4 (Remmy), 5 (Tane), 6 (Doc), 7 (Hans), 8 (Quentin), 9 (Doc) and 10 (Tane). They consist of dice illustrations, Hero Dashboards and cards, which could not be reproduced in the text source; the rules content of each example is given in the corresponding example above. Hero Dashboard and card text appearing in the appendices:

  • Claudine, Appendix 1: Weapons Knife (Precise) and Sten Submachine Gun. Skill Vengeance. Support card "Deadly" (Sally).
  • Irena, Appendix 2: DUAL WIELDING (see Hero Skills). Weapons Silenced Pistol (Pistol Whip, Accurate, Lethal-capable) and Undercover Pistol (Pistol Whip, Precise, Life Drain). Cards "Crack Shot" (Make a Ranged Attack with Lethal; Progression: +1 Area when making a Move Action) and "Sneak Attack"/"Vicious" (At the end of the Move phase of the Enemies' Turn, make a Ranged Attack).
  • Doc, Appendices 3, 6 and 9: GUARDIAN skill. Weapons Saw and Colt Pistol (Precise, Double Impact, Pistol Whip, Life Drain, Ricochet). Cards "Body Armor" (Make a Defense Test with extra dice), "Saw It Coming..." / "Double Dodge" (Make a Melee Attack), "Withdraw", "Opportunist", "Die Hard", "Vril Enhanced", "Clear!".
  • Remmy, Appendix 4: STEEL SKIN skill. Weapons Luger Pistol and Colt Pistol (Pistol Whip, Accurate, Double Impact, Quick Attack, Ricochet). Cards "Vril Injection" (Make your Attack Tests with extra dice and re-roll each blank result once) and "Too Danish for You" (Make two Ranged Attacks, targeting a different Enemy for each Attack. Re-roll all blank Test results).
  • Tane, Appendices 5 and 10: ELUSIVE skill. Weapons Machete (Double Impact, Pistol Whip, Lethal) and Shotgun (Double Impact, Quick Attack, Pistol Whip, Shockwave, Lethal). Cards "Brass Knuckles" (Make your Melee Attacks with bare hands plus extra dice), "Vril Implants", "Vril Tolerance".
  • Quentin, Appendix 8: RESOURCEFUL skill. Weapons Bow (Precise, Armor-Piercing, Accurate) and Knife (Precise, Critical Hit).
  • Übersoldat (Appendix 8): Defense 6, Techno Subtitle; Keywords Brutal, Armored, Knocked Back, Relentless.
Icons
  • Basic Actions
  • When to Play a Card
  • Effect
  • Effect Duration
  • Effect Tokens
    • Smoke Token
    • Suppressing Fire Token
    • Weapon Token
    • Other Tokens
  • Discarding and Shuffling
  • Priority of Rules
  • Recover
  • Play an Action Card
    • Action Section
    • Modifier Section
  • Play a Loot Card
  • Drop a Loot Card or Token
  • Defending Yourself and Wounds
    • Wounds
  • Take all the Wound cards and place them near the board. They will be used throughout the Mission.
  • Take the other listed tokens (such as Documents or Set of Keys) and place them on the Board as specified in the Mission.
  • Take the listed miniatures and place them on the board as specified in the Mission. Note: Enemies placed on the board during Set Up are considered Inactive, even if miniatures are used to represent them.
  • Take the dice and place them near the board. They will be used during the Mission.
  • Place the Hero miniatures on the Entrance Tile. The Mission can now begin.
  • Wound card slots for permanent Wounds sustained by the Hero. When the Hero slides a fourth Wound card under their Dashboard, he or she is Down. The Effects are indicated by the icons above the fourth slot (see Hero States and Defending Yourself and Wounds).
  • RALLY (Sally): When you enter an Area containing at least one Enemy, a Hero in an adjacent Area can move into your Area.
  • RESILIENT (Kulbir): During a Defense Test, you can re-roll every blank result once each.
  • RESOURCEFUL (Quentin): Once per Heroes' Turn, you can Open a door by playing an Action card and applying a "Move one Area" effect on it.
  • SQUAD LEADER (Sarge): You can Support another Hero making an Attack Test in an adjacent Area.
  • STEEL SKIN (Remmy): Once per Defense Test, you can spend a Special Result to roll an extra die and add any Successes to the Test's Success total. If you obtain a Special Result again, the standard Special Result rules apply.
  • STRONG (Brick): When making a Defense Test, you can add a die to your Dice Pool. When making a Melee Attack Test, you can add a die to your Dice Pool.
  • VENGEANCE (Claudine): Once per Heroes' Turn, you can move into an adjacent Area if it contains at least one Enemy.
  • VRIL EXPERIMENT (O'Reilly): When performing an Attack Test, you can add a die to your Dice Pool.
  • BODYGUARD: When performing an Attack, a Hero cannot target an Enemy with the Offizier Subtitle in the same Area as an Enemy with the Bodyguard Keyword. What's more, each Enemy with the Offizier Subtitle adds 1 to the Attack Value of each Enemy with the Bodyguard Keyword if they are within Line of Sight.

  • BOMB: When an Enemy with the Bomb Keyword performs a Melee Attack, or sustains a Wound caused by a Ranged Attack, it explodes: All miniatures in the Area sustain one Wound. For Heroes, this Wound is permanent. Place the Enemy with the Bomb Keyword in the Enemy Reserve. When an Enemy with the Bomb Keyword sustains a Wound caused by a Melee Attack, it does not explode.

  • BOOSTED SHIELD: An Enemy with the Boosted Shield Keyword adds 6 to its Defense Value when it is the target of a Ranged Attack.

  • BRUTAL: When a Hero sustains Wounds caused by a Melee Attack from an Enemy with the Brutal Keyword, he retrieves only one Basic Action token at the next Upkeep Turn.

  • BURST: Once per Attack Test, a weapon with the Burst Keyword enables the Hero to spend a Special Result to inflict Wounds successively on several Enemies. Follow these steps:

    1. Roll an extra die and add the Successes obtained to the Test's Success total (if you obtain a Special Result again, the standard Special Results rules apply).
    2. If the Attack Test is a Success, calculate the remaining Successes by subtracting the target's Defense Value from the Test's Success total (remainder = Success total - Defense Value).
    3. If the remainder is greater than 0, select another target in the same Area as the previous one. Otherwise, Burst ends.
    4. Determine whether the Attack Test against this other target is a Success or a Fail, by comparing the remainder and the target's Defense Value.
    5. If the Attack Test is a Success, return to step 2.

    Each Attack Test makes Noise.

    Example: Claudine has a Line of Sight on two Soldiers (Defense 4, Life 1) and a Dog (Defense 5, Life 1) in the same Area. She carries out a Ranged Attack against one of the Soldiers with her Sten Submachine Gun (Range 2, with the Burst and Shoddy Kit Keywords). She spends a Special Result to use the Burst Keyword and rolls another die. The total number of Successes is 8 (2+2+3+1). The Test is a Success, and the Soldier is killed. The Submachine Gun generates Noise, so the Discretion token moves back three spaces. The remaining number of Successes is 4 (8-4). Claudine targets the second Soldier. The Test is a Success, and the second Soldier is killed. The Discretion token moves back another three spaces. The remaining number of Successes is 0, and Burst ends.

  • CAUTIOUS: During the Enemies' Move step, an Enemy with the Cautious Keyword cannot enter a Hero's Area. What's more, when a Hero enters their Area, the Enemy moves to an adjacent Area to get away from the Hero, if possible.

  • CONFUSION: When an Enemy with the Confusion Keyword inflicts a Wound on a Hero, the Hero discards a card from their hand. If their hand is empty, they discard the first card from their Action card pile.

  • CRITICAL HIT: Once per Attack Test, a weapon with the Critical Hit Keyword enables the Hero to spend a Special Result (as shown on the weapon) to succeed on the Attack Test. (Hero dashboards read: "to inflict a Wound on your target.")

  • DEADLY: Once per Attack Test, a weapon with the Deadly Keyword enables the Hero to spend a Special Result to add Successes to the Test Success total.

  • DUG IN: An Enemy with the Dug In Keyword adds 1 to their Defense Value if they are in the same Area as at least one Enemy Soldier or Zombie.

  • DOMINATION!: An Enemy with the Domination! Keyword adds their Support Value to the Attacks of every other Enemy with the Alien Subtitle in the Area.

  • DOUBLE IMPACT: Once per Attack Test, a weapon with the Double Impact Keyword enables the Hero to spend a Special Result to roll an extra die and add any Successes obtained to the Test's Success total. If you obtain a Special Result again, the standard rules for Special Results apply.

  • DUELIST: An Enemy with the Duelist Keyword adds 4 to their Defense Value against Melee Attacks.

  • EASILY DISTRACTED: An Enemy with the Easily Distracted Keyword subtracts 2 from their Defense Value for each Hero in the Area.

  • EVASIVE: If an Enemy with the Evasive Keyword is in the same Area as other Enemies without this Keyword, this Enemy cannot be targeted. This Enemy can also only be wounded if the Hero spends a Special Result during the Attack Test.

  • FIRESTORM: During an Attack Test, you target all miniatures in an Area. Make a single Attack Test. Each miniature uses its Defense independently.

  • FRESH BLOOD: When an Enemy Soldier in the same Area as an Enemy with the Fresh Blood Keyword is defeated and returned to the Enemy Reserve, place an Enemy Zombie in the same Area.

  • GRAB: When an Enemy with the Grab Keyword makes an Attack, move the Target Hero into the Enemy's Area, ignoring any restrictions.

  • KNOCK BACK: When an Enemy with the Knock Back Keyword inflicts a Wound on a Hero, move that Hero to an adjacent Area away from the Attacker. If this move is not possible, the Hero sustains a second Wound with 2 Damage Points. Note: If the Wound card drawn by the Hero also has this Keyword, he or she is Knocked Back twice (or sustains an additional Wound if the move is impossible).

  • LASER: An Enemy with the Laser Keyword shoots a devastating beam of concentrated light in a straight line. One Hero in each Area crossed by this beam is the target of this Attack. After resolving the Ranged Attack against the Target Hero: Choose another Target Hero in a different Area and in the same direction as the first Attack. Make a Ranged Attack against this new Target Hero. Repeat the Ranged Attack as long as you can choose another Target Hero in the same way.

  • LETHAL: During an Attack Test, a weapon or card with the Lethal Keyword enables the Hero to re-roll every blank and one other result (as shown by the icons) once each.

  • LIFE DRAIN: Once per Attack Test, a weapon with the Life Drain Keyword enables the Hero to spend a Special Result (as shown on the weapon) to discard one of their Wound cards.

  • MASSIVE: An Enemy with the Massive Keyword is made up of several limbs (Head, Right Arm, Left Arm, Legs), connected to its Torso. Each limb is considered a separate target.

  • MASTER OF THE HORDE: An Enemy with the Master of the Horde Keyword adds 1 to the Support Value of every other Enemy in their area.

  • MEATSHIELD: When making a Ranged Attack, a Hero cannot target another miniature in the same Area as an Enemy with the Meatshield Keyword.

  • MENTAL SHIELD: An Enemy with the Mental Shield Keyword adds 4 to its Defense Value when it is the target of a Ranged Attack.

  • PISTOL WHIP: A Ranged weapon or a card with the Pistol Whip Keyword enables the Hero to make a Melee Attack against an Enemy in the same Area. This Attack makes no Noise.

  • PRECISE: During an Attack Test, a weapon with the Precise Keyword enables the Hero to add 1 Success to the Test's Success total for each blank and one other result (as shown by the icons).

  • PUNCH THROUGH: An Enemy with the Punch Through Keyword ignores the results of Hero Defense Tests.

  • PURSUIT: An Enemy with the Pursuit Keyword adds 1 to their Move Value if they have a Hero in their Line of Sight.

  • QUICK ATTACK: Once per turn, a weapon with the Quick Attack Keyword allows the Hero to spend a Special Result to perform a second Attack with that weapon. Resolve the first Attack before moving on to the second.

  • REGENERATION: At the end of the Enemies' Turn, an Enemy with the Regeneration Keyword discards a Wound token. If they have the Vrilmeister Subtitle and discard their final Wound token, they resume their previous Behavior if possible. If necessary, replace their Enemy card with the previous one.

  • REINFORCE!: An Enemy with the Reinforce! Keyword adds 1 to the Defense Value of each Enemy with the Techno Subtitle on the same Tile.

  • RELENTLESS: An Enemy with the Relentless Keyword ignores Suppressing Fire tokens.

  • RESILIENT: During a Defense Test, a card with the Resilient Keyword enables the Hero to re-roll every blank and one other result once each.

  • RICOCHET: During an Attack Test, a weapon with the Ricochet Keyword allows the Hero to spend a Special Result to target all Enemies in the target's Area. Make a single Attack Test and compare the Success total to the Defense Value of each Enemy in the Area to determine whether the Test is a Success or a Fail for each.

  • RUTHLESS: During the Enemies' Turn, an Enemy with the Ruthless Keyword attacks instead of moving if they have a Hero in Line of Sight. They can therefore attack twice during the same Enemies' Turn.

  • SHOCKWAVE: During an Attack Test, a weapon with the Shockwave Keyword enables the Hero to spend a Special Result to target all miniatures (Heroes and Enemies) in the target's Area. Make a single Attack Test and compare the Success total with the Defense Value of each miniature in the Area to determine whether the Test is a Success or a Fail for each target.

  • SHODDY KIT: A weapon with the Shoddy Kit Keyword jams at the end of each Ranged Attack, unless the Hero spends a Special Result (as shown on the weapon). When the weapon Jams, turn the corresponding Weapon token over, "Jammed" side up.

    Example: Claudine made a Ranged Attack with her Submachine Gun. During her Attack Test, she did not roll the required Special Result. She therefore turns over her Submachine Gun's weapon token so that the "Jammed" side is facing up. (The same thing would have happened if she had rolled one but had chosen not to spend it on preventing her weapon from jamming.) She will therefore have to perform an Unjam Action before she can use this weapon again.

  • STILL NOT DEAD: When the Enemy Experiment 10-80A is defeated, every other miniature in its Area sustains a Wound. For Heroes, this Wound is permanent. Then replace its miniature on the board and its Enemy card with those of Experiment 10-80B.

  • STUN: Once per Attack Test, a weapon with the Stun Keyword enables the Hero to spend a Special Result to place a Suppressing Fire token in the target's Area.

  • TANGLE: A Hero in the Area of an Enemy with the Tangle Keyword can no longer Move.

  • TOXIC: At the end of the Heroes' Turn, every Hero in an Enemy's Area with the Toxic Keyword is the target of an Attack with a Value of 5.

  • TURN UP THE HEAT!: An Enemy with the Turn Up the Heat! Keyword adds 1 to the Attack and Support Values of every other Enemy with the Experiment Subtitle in its Line of Sight.

  • UNSTABLE: When an Enemy with the Unstable Keyword is defeated and removed from the board, all miniatures (Heroes and Enemies) in its Area sustain a Wound.

  • UNSTOPPABLE: During the Enemies' Turn, an Enemy with the Unstoppable Keyword passes through walls, Locked doors, and Closed doors while moving towards the Target Hero, as if drawing a Line of Sight straight through. Use a Rubble token to replace a destroyed Door and indicate a destroyed wall. A Rubble token is considered an Open Door.

  • VRIL ACID: When an Enemy with the Vril Acid Keyword performs a Ranged Attack, they ignore the Target Hero's Loot cards, which modify the Target Hero's Defense Test.

  • VULNERABLE: When the Enemy Uberkoloss-X is attacked by a Hero located in an Area behind them, add 5 to the Success total of the Attack Test.