Shadows over Normandie: Cthulhu Mythos Call #1
Shadows over Normandie: Cthulhu Mythos Call #1 Rulebook
Table of Contents
Table of Contents
Zombies
Zombies units are noticed by this symbol: Z
At the beginning of the game, put in a bag all the Zombies tokens not used during the deployment. When a Zombies unit is eliminated, place it back in the bag.
Zombies phase
You cannot place Order tokens on Zombies units (except with the Master of the dead special ability).
Every Zombies unit is activated during the Zombies phase. This phase takes place at the beginning of the Activation phase, before the Order numbered 1. Special Orders and units with the Autonomous special ability can be activated before the Zombies.
Move: This movement must be toward the closest infantry unit (ally or enemy). In case of a tie, the player who controls the Zombies chooses.
The sequence of the Zombies activation is decided by the player who controls them.
If the Zombies are run by the game itself, the unit will move toward the unit that belongs to the player with the initiative. In this case, the sequence of the Zombies activation is made in turn, starting with the player with the initiative.
Mythos creatures and Master of the dead units don't "attract" Zombies.
A Zombies unit entering a space occupied by an infantry unit automatically attacks (Zombies don't attack vehicles). Apply the regular Assault rules. Each Zombies unit present in a space adjacent to the infantry unit gives a +2 bonus to the assaulting Zombies unit's dice roll.
Place an Activate token on the Zombies units once activated.
Once all the Zombies units are activated, the Activation phase can be done as usual.
Master of the dead
Units with this special ability can perform two different actions: controlling Zombies units and creating Zombies units.
Creation: If the Master of the dead doesn't have a Suppressed token and has received an Order token, he can, instead of performing a shoot action or a move action, create Zombies during his activation.
He needs to be in a terrain element or in the same space as a unit or a token bearing the Mass Grave symbol. If the Mass Grave has an X1 mention, discard it after having used it to create one Zombies unit (and only one).
Place a Suppressed token on the Master of the dead. Draw a Zombies unit token from the bag of Zombies and place it in a space in or adjacent to the Mass Grave element. If there are no more Zombies in the bag, you cannot use this special ability.
Control: During the Order phase, if one or more Zombies units are in the line of sight (clear or obscured) of your Master of the dead, you can assign an Order to one Zombies unit (and only one). If two Masters of the dead are able to control the same Zombies unit, the player with the initiative places his Order token first.
During its activation, the Zombies unit will ignore the Zombies move rules and act like a "regular" unit.
Recruitment options
Reanimator serum
This option grants you 3 Reanimator serum tokens.
You can, with an Order, instead of performing a shoot or a move action, discard one token to create one Zombies unit. You don't need to be adjacent to a Mass Grave element if you use the serum.
Draw a Zombies unit from the Zombies bag and place it in a space adjacent to the unit who used the serum. If there are no more Zombies in the bag, you cannot use this option.
Serum dart gun
This option grants you 3 Serum dart gun tokens.
You can, with an Order, instead of performing a shoot or a move action, discard one token to place a Serum dart gun token on a Zombies unit situated at [number missing in source] spaces or less from the unit who uses the dart gun.
The character needs a clear or obscured line of sight to the targeted Zombies unit.
Each token gives the Zombies unit a bonus for the rest of the game or until the unit is eliminated (discard the Serum dart gun token then).
- Juggernaut: The Zombies unit has a +2 bonus to its defense value.
- Faster: The Zombies unit has a +2 bonus to its movement value.
- Rage: The Zombies unit has a +2 bonus to its Assault special ability.
Grimoires
The source prints this page in French. The English below is the transcriber's rendering of that French text.
Grimoires are special customisations. Like the other customisations, they have their own recruitment option tile. This option can be bought when creating your army, or be found during a search test.
Once attached to a recruitment tile (of a unit or a hero), take the Grimoire tile.
If you bought it during creation, you can buy as many spells as there are slots on the Grimoire tile. You must pay the cost of each spell.
If you found it during a search test, draw from the search bag a number of tiles equal to the number of slots on the Grimoire. If there are spells among these tiles, place them on the Grimoire tile. Return the other tiles to the bag.
Each Grimoire contains one spell.
The Grimoire spells in the source are listed below, under Grimoire spells.
Customisations
- Dreamlands Gate: Using this customisation, you can travel through the Dreamlands to any place on the battlefield. You can only use this item once.
- In the Reserve phase, place the marker on an interspace, not adjacent to an objective, anywhere on the game board.
- From the next turn, in the Activations phase or the Reserve phase, any infantry unit of your army may teleport to one of the four spaces adjacent to the marker by performing a move action.
- Units that make the journey must take a Terror test even if they have no Suppressed token.
- Once the four spaces are occupied, nobody may use the Dreamlands Gate until one of the spaces is freed.
- Leave the marker in place until the end of the game.
- Cursed Statue: This customisation gives the character the Magician and Mythos Hunter special abilities, with a +2 bonus.
Grimoire spells
- Clutch of Nyogtha (Codex Aesinas). Penalty: 2 Suppressed tokens. Target an enemy infantry unit in the character's line of sight. The character must have a clear line of sight on its victim. The targeted unit must immediately take a Terror test against a difficulty of 4, even if it has no Suppressed token. On failure, the unit suffers one damage.
- Summon ghouls. Penalty: 2 Suppressed tokens. Once the spell is cast, place the summoned ghoul on a space at a distance of 3 spaces from the caster. You can recast the spell as long as you have ghoul tokens available. If you have none left, you can no longer summon them. You can recast the spell as soon as you retrieve at least one token of the corresponding creature.
- Deflect Arm. Penalty: 1 Suppressed token. A character can target an enemy unit. The character must have a clear or obscured line of sight to its victim. The targeted unit immediately receives 2 Suppressed tokens.
Spells
- Augur. Penalty: 2 Suppressed tokens. Once this spell is cast, take three Order tokens assigned to units belonging to your opponent. Look at them and place them back on those same units as you wish. Position them so your opponent cannot see the number printed on them. It will be up to you to reveal them when their turn comes.
- Circle of Nausea. Penalty: 2 Suppressed tokens. Once this spell is cast, place the marker on the character who cast it. Any unit that enters one of the spaces adjacent to that character immediately receives a Suppressed token. Remove the Circle of Nausea at the end of the Reserve phase.
- Mind Blast. Penalty: 1 Suppressed token. A character can target an allied or enemy infantry unit (even a Mythos manifestation) situated at 3 spaces or less. The character must have a clear line of sight on its victim. The targeted unit must immediately take a Terror test against a Mythos Manifestation value of 4. On failure, it draws a madness token.
- Life Drain. Penalty: 3 Suppressed tokens. A character can target an allied or enemy infantry unit situated at 3 spaces or less, to steal its vital energy. The character must have a clear line of sight to its victim. Once the spell is cast, the targeted unit automatically suffers one step loss, and the casting character may flip its token to its undamaged side or recover one of its lost hit points if it had suffered damage.
- Bind Zombies. Penalty: 1 Suppressed token. A character can target a Zombies unit to paralyze it. The character must have a clear Line of Sight to it. Place the token on the targeted unit, with this symbol face up. At the end of the Reserve phase, flip it to the other side. Then at the next Reserve phase, discard it. As long as the token is on the Zombies unit, this one cannot move or fight. If it is engaged in melee combat, it is automatically eliminated. If the character casts the spell again before getting back the token, it is removed from the first Zombies unit and assigned to the new one.
Summoning
Penalty: Variable. Use: Variable.
Once cast, place the summoned unit on a space (or multiple if it is a large creature) at a maximum distance as indicated on the spell tile. If the summoning indicates a limited number of uses, this means that you can cast the spell as many times as you have available tokens of the corresponding creature. If you do not have any more, you can no longer summon them. You can recast the spell as soon as you retrieve at least one of the corresponding creature tokens.
The summon tiles are: Summon Cold One, Summon Hound of Tindalos, Summon Nightgaunt, Summon Shoggoth and Summon Byakhee. The values printed on these tiles are icons and numbers only, and the source text does not explain them, so they are not transcribed here.
Gear
Cthulhu claws
This option gives you 3 Cthulhu claws markers.
You can play a Cthulhu claw during an Assault. Each marker gives a +1 bonus to your dice roll. You can use as many Cthulhu claws as you want in a single assault, but you must announce their use before rolling the die.
Discard each token after use.
Special abilities
- Icy Aura. Instead of performing a shoot action, you can use this special ability. Target a unit situated at 2 spaces or less. Your unit must have at least an obstructed line of sight on it. Place 1 Suppressed token and 1 Activate token on your target. If it has an Order token, the unit loses it.
- Ethereal. An Ethereal unit can only be attacked by other Mythos manifestations or by units with the Mythos hunter special ability. If a unit which is not a Mythos manifestation, or which doesn't have the Mythos hunter special ability, engages in an Assault with an Ethereal unit and wins the fight, the Ethereal unit must move back as usual but doesn't take any damage.
- Weakness (fire). This unit is automatically destroyed if attacked by a unit with one or more of the four fire symbols shown under this ability in the source (icons only, not reproduced as text).
- Body guard. This unit may suffer damage instead of a character situated at 2 spaces or less.
- Hypnosis. During its activation, this unit, instead of moving, shooting or casting a spell, can target an infantry enemy unit (even a Mythos manifestation) with an Order and not yet activated. You need a clear line of sight on your target. Reveal its Order token in order to see it. Activate the unit instead of your opponent, before or after the unit of your army with the same Order number. You control your opponent's unit totally.
- Kamikaze. In order to activate this special ability, you must turn over your unit during a movement, at the beginning or end of the movement. This movement can be null (zero spaces). Place the token, its explosive side up, on one of the four interspaces. Every adjacent unit is affected by the blast. Roll the dice for each one.
Scenarios
The pack contains three scenarios, as printed in the source: Chapter 1 (2 players, 2 sides), Chapter 2 (2 players, 2 sides) and Chapter 3 (3 players, 3 sides).
Chapter 1: Master, We're Ready!
2 players / 2 sides.
It's a big day for Master Erghöl Derleth. His loyal cultists are united around him and the mystical symbols have been traced according to the rituals described in the Culte des Ghoules. This Black Sun dabblers will find out what "power" really means... But the men of the Black Sun took the initiative and now are rushing to capture this mighty magician and his grimoire.
1. Battlefield and deployment
- Map tiles: SoN-5-A, SoN-4-A and SoN-2-A, placed side by side as shown in the source.
- The source marks two terrain pieces with X1 (one of each type shown).
- The Sons of Cthulhu deployment zone is on SoN-5-A.
- The Black Sun deployment zone is on SoN-2-A.
2. Army recruitment
The source shows the recruitment cards as graphics. The card names, as printed, are listed here; the point costs and unit compositions are on the card graphics and are not reproduced as text.
- Sons of Cthulhu: Henchmen of Darkness (Cultists, Zealots, Guards, Master Zombies), Cthulhu's Claws (X3), and an unnamed card showing a Mythos symbol.
- Erghöl Derleth (Cultist of the Old Ones): Culte des Goules and Circle of Nausea; the card carries an X3 marker.
- Campaign: Previous scenario winner can add the Culte des Ghoules (with Summon ghouls and Curse of Azathoth) to his army.
- Black Sun: Master Horst (Black Sun Master), with Servitors, a Master, and the Dreamlands Gate (X1).
- Black Sun Novices (Teufelskommando Regiment 1): Summon Cold One, Der Tote (X1), and Novices.
3. Preparation
- Prepare the Madness bag.
- The Cultist player takes the Majestic cards deck.
- Units are deployed in their deployment zone.
- The cultist player has initiative and deploys first. He uses the Majestic initiative token.
- Place the corresponding marker on space 1 of the turn counter.
- Each player draws 4 cards.
4. Gameplay
- This game lasts 8 turns.
- The Black Sun player must capture (eliminate) Erghöl Derleth before the end of turn 8.
- The game ends as soon as Erghöl Derleth has been eliminated.
5. Victory conditions
- Black Sun victory: The Black Sun wins the game if he captures Erghöl Derleth before the end of turn 8.
- Victoire des Cultistes (Cultist victory): The Cultist player wins the game if the Black Sun doesn't capture Erghöl Derleth before the end of turn 8.
Chapter 2: Caves of Terror
2 players / 2 sides.
Erghöl Derleth has been captured. He is being held in the caves occupied by the Black Sun after they have been emptied of their previous occupants, the Deep Ones. Herbert P. Lovecraft, a scientist obsessed with life after death, leads there terrifying experiments. Sacrificing Derleth will be able to allow him to create his masterpiece, the Thing. A creature created from the bodies of the many soldiers who died during the purge of these caves. This is the last chance for the Sons of Cthulhu to deliver their leader.
1. Battlefield and deployment
- Map tiles: SoN-3-B, SoN-5-B and SoN-1-B, placed side by side as shown in the source.
- The Sons of Cthulhu deployment zone is on SoN-3-B.
- The Black Sun deployment zone B is on SoN-5-B.
- The Black Sun deployment zone A is on SoN-1-B.
2. Army recruitment
The source shows the recruitment cards as graphics. The card names, as printed, are listed here; the point costs and unit compositions are on the card graphics and are not reproduced as text.
- Sons of Cthulhu: Henchmen of Darkness, Serpents of Darkness, and Culte des Ghoules.
- Group A: Herbert P. Lovecraft (leader), The Devoted Nurses, a Reanimator serum option (X3) and a Serum dart gun option (X3).
- Group B: Black Sun Novices (Teufelskommando Regiment 1) and Culte des Ghoules.
- Campaign: Previous scenario winner can add the Culte des Ghoules (with Summon ghouls and Curse of Azathoth) to his army.
3. Preparation
- Prepare the Madness bag.
- The Cultist player takes the Majestic cards deck.
- Units are deployed in their deployment zone. The Black Sun units are divided into two groups. Group A is deployed in deployment zone A. The group A is deployed in the deployment zone A. (The source prints this clause twice, the second time as "The group A is deployed in the deployment zone A"; transcribed as printed. The second clause may have meant group B, but this is not stated in the source.)
- Erghöl is placed in the prison (the space on the bottom right) on its wounded side. He can receive an Order but cannot get out of the jail. He can use his Hypnosis special ability.
- The cultist player has initiative and deploys first. He uses the Majestic initiative token.
- Place the corresponding marker on space 1 of the turn counter.
- Each player draws 4 cards.
4. Gameplay
- This game lasts 10 turns.
- The Cultist player must free Erghöl before the end of turn 10. To free him, a Sons of Cthulhu unit must be in the space adjacent to the door (the space highlighted in red) at the end of any Supply phase.
- The game ends as soon as Erghöl Derleth has been freed.
5. Victory conditions
- Black Sun victory: The Black Sun wins the game if Erghöl Derleth is still in jail at the end of turn 10.
- Victoire des Cultistes (Cultist victory): The Cultist player wins the game if Erghöl Derleth is freed before the end of turn 10.
Chapter 3: Rangers!
3 players / 3 sides.
As the Sons of Cthulhu and the Black Sun are fighting, the Rangers' lost battalion thinks they're done with cosmic horrors that now haunt their dreams. That's forgetting Ariane's little dragon hyper senses. Insidiously, the creature affects Captain Duval's decisions and leads the exhausted soldiers to a new confrontation.
1. Battlefield and deployment
- Map tiles: SoN-3-A, SoN-5-A, SoN-6-B, SoN-1-A, SoN-4-A and SoN-2-B, placed as shown in the source.
- The source marks terrain pieces with X4 and X2 (two types, as shown).
- Units enter from the edges flagged by the coloured arrows (see Preparation below).
2. Army recruitment
The source shows the recruitment cards as graphics. The card names, as printed, are listed here; the point costs and unit compositions are on the card graphics and are not reproduced as text.
- Sons of Cthulhu: Henchmen of Darkness, Summon Shoggoth, and Servants of Darkness.
- Servitor Overlord (Sons of Nyarlathotep): Bless Blade, Servitors (X2), Toxic Cloud, and Culte des Ghoules.
- Herbert P. Lovecraft (Legendary Gas Scientist): Serum dart gun (X3), Reanimator serum (X3), Laboratory, The Thing, and The Devoted Nurses.
- Black Sun Novices (Teufelskommando Regiment 1): Novices Panzerschreck, Summon Byakhee, Blessing of the Black Sun, and Novices.
- Captain Duval (Charismatic Leader): Rangers Squad, Leader, and Sherman M4A3/76W.
- Howard "Doc" Luckman (Lucky Doctor).
- Sgt. Carter (Mystic Ranger): Scouts Squad and Elder Sign (X3).
- Father Ted (Fighting Chaplain): Mind Blast.
- Ariane Dubois (Esoteric Resistance Agent): Augur and Elder Sword.
- Robert Edwards: the name on the card is only partly legible in the source.
Campaign (French heading "Campagne" in the source; translated):
- If the cultist player won the previous scenario, he has Erghöl Derleth in his army.
- Previous scenario winner can add the Culte des Ghoules to his army.
- If the Black Sun player won the previous scenario, he has The Thing in his army.
3. Preparation
- Prepare the Madness bag.
- The Cultist player takes the Deep Ones cards deck. Discard from it the Deep Dive, Spirit of the totems, Totem, March of the Deep Ones, In your face, Sneaky shot and Aquatic trap cards.
- Units of each army enter the battlefield, with an Order or during the Supply phase, by the spaces flagged by their respective arrows:
- Sons of Cthulhu: green arrow
- Black Sun: purple arrow
- Majestic: olive arrow
- It is not mandatory to make all of your units enter the game at the first turn.
- Herbert lab is placed neat [sic, as printed; probably "next to"] the caves entrance.
- The cultist player has initiative and deploys first. He uses the Deep Ones initiative token.
- The initiative is randomly determined. Place the tokens on the turn counter.
- Each player draws 4 cards.
4. Gameplay
- This game lasts 10 turns.
- The goal for all players is to eliminate the most enemy units.
- Eliminated summoned creatures cannot be summoned a second time.
- Each Shoggoth life point is worth 1 unit.
- The Shoggoth itself is worth 2 units.
- The Sherman 76 itself is worth 2 units.
- Players mark victory points from eliminated units according to the following scale:
- Majestic: Black Sun units are worth 2 points each; Sons of Cthulhu units are worth 1 point each.
- Sons of Cthulhu: Black Sun units are worth 2 points each; Majestic units are worth 1 point each.
- Black Sun: Black Sun and Majestic units are worth 2 points each.
- The game ends at the end of turn 10.
5. End of game and victory
- Victory: The player who earned the most victory points wins the game.
6. Epilogue
Whatever the result of this scenario is, Captain Duval's men find out that a magical portal exists and that the Black Sun knows how to use it. But for what purpose? Discover the answer in Desert Wrath, the first scenarios pack for Shadows over Normandie.