RulesPal
Chat
Rulebook
Warhammer Quest: Blackstone Fortress – Ascension thumbnail

Warhammer Quest: Blackstone Fortress – Ascension

Expansion for Warhammer Quest: Blackstone Fortress

Warhammer Quest: Blackstone Fortress – Ascension Rulebook

Table of Contents

Table of Contents

  • Components
  • The Quest for the Shattered Precipice
    • Starting the Quest for the Shattered Precipice
    • Exploration Rounds
    • Event Phase
    • Ending the Expedition
    • Fragment Cards
    • Desperation Cards
    • Desperate to Survive
    • Stasis Chambers
  • Setting Up the Quest for the Shattered Precipice
  • Fragment Cards
    • Setting Up the Decks
    • Drawing the First Card
    • Moving Between Fragments
  • Unstable Fragments
  • Removing a Tile
  • Finding a Way Out
  • Precipice Defence
    • Playing a Precipice Defence
    • Fortifications
    • Precipice Defence Event Table and Rules
    • Successful Defence
    • Penalties
    • Fortification Hex Overlays
    • Reading a Precipice Defence
  • Take and Hold
    • Take and Hold Rules
    • Take and Hold Successful Defence
    • Take and Hold Penalties
    • Take and Hold Event Table
  • After Take and Hold
  • The Quest for Salvation
    • Starting the Quest for Salvation
    • Setting Up the Quest for Salvation
  • Precipice Defence Conditions
    • Exploration Rounds
    • Event Phase
    • Desperation Cards and Fragment Cards
    • Ending the Expedition
  • Strongholds
  • Returning to Precipice
    • Legacy Step
    • Stockpile Step
    • Rearming Step
  • One-off Expeditions
  • Stronghold: The Hunt
    • The Hunt Stronghold Rules
    • The Hunt Event Table
    • Conquering the Stronghold
    • Rewards
  • Stronghold: Collapse
    • Collapse Stronghold Rules
    • Collapse Event Table
    • Conquering the Stronghold
    • Rewards
  • Stronghold: The Remnant Vault
    • The Remnant Vault Stronghold Rules
    • Conquering the Stronghold
    • Rewards
    • The Remnant Vault Event Table
  • Precipice Defence: Hammerblow
    • Hammerblow Rules
    • Hammerblow Successful Defence
    • Hammerblow Penalties
    • Hammerblow Event Table
  • Precipice Defence: Breachers
    • Breachers Rules
    • Breachers Successful Defence
    • Breachers Penalties
    • Breachers Event Table
  • Precipice Defence: Deliverance
    • Deliverance Rules
    • Deliverance Successful Defence
    • Deliverance Penalties
    • Deliverance Event Table
  • Event Tables
    • Event Table – No Hostiles on the Battlefield
    • Event Table – At Least One Hostile on the Battlefield

Components

This new chapter of Blackstone Fortress: Ascension uses a variety of additional components listed below. These will be used by the explorers in different situations as they seek to escape the Blackstone Fortress.

  • Cards:
    • 48 desperation cards
    • 11 salvage cards
    • 2 resource cards
    • 1 encounter card
    • 12 exploration cards
    • 9 legacy cards
    • 3 stronghold cards
  • Booklets:
    • 40-page Ascension booklet
  • Counters and Markers:
    • 2 salvage tokens
    • 13 stockpile counters
    • 1 resonator matrix token
    • 12 drill counters
  • Tiles:
    • 6 blackstone resonator tiles
    • 2 siege drill tiles
    • 15 fortification tiles
  • Other Components:
    • 1 Deliverance envelope

Replacement cards: The decks for this next section of your adventure include further replacement cards for some from other Blackstone Fortress products, identified by the card-outline symbol (shown here as [ ]). For each of these cards, simply exchange it with its replacement while playing a Blackstone Fortress: Ascension quest.

The Quest for the Shattered Precipice

In order to survive the Blackstone Fortress, the explorers must first navigate the eternally shifting chambers to find a relatively safe haven from which to launch future expeditions. The rules below describe how to take up this quest.

Starting the Quest for the Shattered Precipice

The quest for the shattered Precipice is a quest that follows on directly from the quest to endure. To embark on this quest, follow the rules presented here. Once the explorers have started this quest, they may not start another until it has been completed.

Exploration Rounds

An exploration round as part of the quest for the shattered Precipice does not follow the steps listed on page 11 of the Rules booklet. Instead, an exploration round is a combat that begins when the leader turns over the first fragment card, and ends either because all of the explorers are out of action or because the explorers have successfully found Precipice. Each exploration round can include challenges, as well as multiple recovery steps and leader steps – these will happen when the rules state that they do, and they are carried out as described on page 11 of the Rules booklet.

Event Phase

When making an event roll, players should use the event tables found on page 40.

Ending the Expedition

Instead of the rules for ending an expedition found on page 11 of the Rules booklet, an expedition in the quest for the shattered Precipice comes to an end if either of the following occur:

  • All of the explorers are out of action.
  • The explorers successfully complete the Take and Hold combat (see below).

If an expedition in the quest for the shattered Precipice ends because all of the explorers are out of action, the quest has failed, and the players will need to start the quest anew – remove all wound and grievous wound counters from all of the explorers, and start again from the beginning of the quest for the shattered Precipice.

Safe Haven?: If the explorers find a way out (as described on page 11), they have found the remains of Precipice. Immediately play a recovery step and then a leader step. Then turn to page 12 and read the rules on that page, then turn to page 16 and play the Take and Hold combat.

Fragment Cards

The quest for the shattered Precipice uses the rules for fragment cards found on pages 8-11.

Desperation Cards

The quest for the shattered Precipice uses desperation cards, some of which are beneficial to the explorers and some of which are detrimental. Some challenges will require an explorer to draw one or more desperation cards.

When an explorer draws a desperation card:

  • If a specific explorer is named on the card and is on the expedition, the named explorer gains that desperation card.
  • If a specific explorer is named on the card and is not on the expedition, that card is discarded (shuffle that card back into the deck the next time you set up the desperation cards) and the explorer must draw another desperation card.
  • If no specific explorer is named on the desperation card, the explorer that drew the desperation card gains that card.

When an explorer gains a desperation card, you cannot remove it unless the card says otherwise.

Desperate to Survive

When a grievous wound counter would be placed on an explorer's card, that explorer's player can instead choose for a wound counter to be placed on that explorer's card and for the explorer to draw a desperation card – the grievous wound is ignored. A player cannot choose to do this for a retinue character.

Stasis Chambers

If an explorer with more than ten cards is placed in a stasis chamber, when reducing their total to ten cards, you cannot remove desperation cards from that explorer unless those are the only cards remaining.

Setting Up the Quest for the Shattered Precipice

Set up the expedition as described in the Rules booklet, but with the following changes:

  • During step 2, you must include the four explorers who successfully undertook the quest to endure. Each time an explorer is chosen, it must be one of these four explorers. If you cannot remember which explorers these were, each time an explorer is chosen it must be one of the three explorers with augmetics if an explorer without an augmetic has already been chosen.

  • During step 3, do not follow the instructions for creating the exploration deck. Instead, take all of your Blackstone Fortress challenge cards (and any eligible challenge cards you wish to include from other expansions), add the challenge cards from this expansion, then shuffle them all and place them face down in the space for them on the Precipice board.

    Then, take the fragment cards and split them into three decks – one deck for the α cards, one deck for the β cards, and one deck for the γ cards. In each deck, find the cards marked with the triangle symbol, then return the other cards to the box. Set aside the γ card with the exit on it, then shuffle each deck face down and place them below the Precipice board. Finally, place the γ card with the exit on it on the bottom of the γ deck.

    Then, take the desperation cards, shuffle them face down, and place them below the Precipice board.

  • During step 4, take all of the encounter cards from Blackstone Fortress. You can then add any eligible encounter cards from other expansions you own, as described in that expansion. Then, add the four Guardian Drones encounter cards from this expansion. Shuffle these cards to make a new encounter deck, and then place the deck to the left of the combat track.

    Take the Guardian Drone and Awakened Spindle Drone hostile reference cards and add them to the other hostile reference cards to the right of the combat track.

  • Do not perform step 5.

  • During step 10, place this booklet with the other reference booklets.

  • During step 12, the leader reads aloud the following text instead: "The explorers are struck by the terrible realisation that they must brave the shifting passages of the fortress once more, if they are to have any hope of survival. Turning their backs on the ascension chamber, they strike out once more into the Blackstone Fortress."

From this point on, the rules for Sett VII from the Dreaded Ambull expansion and for Sawbone Station from the No Respite expansion can no longer be used.

Fragment Cards

Expeditions in Blackstone Fortress: Ascension use cards unique to this expansion – called fragment cards – to create a route through the Blackstone Fortress. Each fragment card has the following information on it:

  1. Deck Symbols: Each card has an α, β or γ symbol here to identify which deck it belongs in. In addition, cards may have one or more symbols used to identify which cards are used in a certain expedition (e.g. the triangle symbol).
  2. Fragment Map: Each card shows a map similar to those on a combat card – these are called fragments. When a card is revealed as described below, players set up the relevant chambers, markers and portals to create the fragment.
  3. Access Hex: Each card has one or more access hexes which provide routes to adjacent fragments. Explorers in an access hex can take the Explore (1+) action, as described opposite. Each access hex has an arrow printed on it identifying one hexside – this is the connecting hexside. When setting up a fragment, mark the connecting hexside of each access hex with a connection marker – this simply reminds you which hexsides provide possible exits from the fragment.
  4. Entrance Roll: Each card has three symbols showing the faces of either a triangle or a pentagon. The player that revealed this card should roll the relevant dice. The result determines which access hex on this card is the entrance hex. Some access hexes have two or three dice symbols – if any of these symbols are rolled, that hex is the entrance hex. If an access hex doesn't have an entrance roll, it can't be an entrance hex.

Discovery Markers: The fragment maps show discovery markers without numbers. When you are setting up a fragment map and you need to set up a discovery marker, use the lowest numbered discovery marker not already associated with a hostile group or twist (so the first one you set up will be discovery marker 1, the next will be 2, and so on). If you need to set up two discovery markers, set up the discovery marker closest to the explorers first.

Setting Up the Decks

The fragment cards are split into three decks: α, β and γ. The cards in each deck are marked with various symbols which are used to identify which cards should be included in each deck in each expedition (so for the quest for the shattered Precipice, for example, you will only include cards with the triangle symbol in their respective decks). If the expedition you are setting out on tells you which cards to include in each deck, separate these cards into their respective decks and follow the expedition's instructions. Return all the other fragment cards to the box. If the expedition you are setting out on does not tell you which cards to include in each deck, separate all of the cards into their respective piles and shuffle them face down.

Drawing the First Card

The leader begins each expedition by drawing the top card of the α deck and placing it so that all players can see it. They then make an entrance roll by rolling a triangle if the card shows a triangle, or a pentagon if the card shows a pentagon. The result of the roll determines which access hex shown on the card is the entrance hex. The players then set up the fragment as shown on the map, exactly as for a combat, with the entrance hex touching the maglev transport chamber on the connecting hexside identified by the arrow on the fragment card. From this point on, the maglev transport chamber is considered to be part of that fragment.

Moving Between Fragments

Explorers cannot take the Summon (4+) action in Blackstone Fortress: Ascension. Instead, they move between areas by using the Explore (1+) action, which they can only do when standing in an access hex other than an entrance hex.

Explore (1+): When an explorer takes this action, that explorer's player reveals the top card of the relevant deck for the access hex the explorer is standing in and places it where all players can see it (for example, if the explorer is standing in an access hex labelled α, the player would reveal the top card of the α deck). They then make an entrance roll for the new card in the same way as described opposite. The players then assemble the fragment shown so that the entrance hex identified by the entrance roll joins the existing fragment at the access hex that contains the explorer, so that the connecting hexsides of the entrance hex and the access hex are touching. The new fragment is now part of the battlefield.

The new fragment is now the stable fragment, while the old fragment becomes an unstable fragment. If the new fragment includes any number of discovery markers, the players then draw that number of encounter cards one at a time, adding each card to the combat track and the relevant hostiles to the battlefield as they would at the start of a combat. For each hostile group set up in this way, add the relevant initiative card to the end of the combat track – the hostiles set up in this way will act in this phase, after all other hostiles and explorers have acted (note that this does not apply if a new fragment is added in the event phase).

Once these steps are complete, the combat continues and the explorer can continue with their activation.

No Escape: If, when an explorer takes the Explore (1+) action, the maglev transport chamber is on the battlefield, it is immediately removed from the battlefield (see overleaf).

Unstable Fragments

When the battlefield is made of two fragments, one will be stable (the newer of the two fragments) and the other will be unstable. The following rules apply to the unstable fragment.

No Stable Route: Explorers cannot take the Explore (1+) action in an unstable fragment.

Borrowed Time: Place an unstable counter on the encounter card of each hostile group that was set up in the unstable fragment and on each twist that came into effect when the unstable fragment was set up. When no tiles from the unstable fragment remain on the battlefield (see below) remove any remaining hostiles from these groups, remove their initiative card from the combat track (move any remaining initiative cards up to fill the spaces left behind) and shuffle their encounter cards back into the encounter deck – any twists on these cards no longer have any effect.

Absorbed into the Fortress: At the start of each event phase, the leader must remove one tile from the unstable fragment in such a way that all other tiles from the unstable fragment are still connected to the rest of the battlefield.

Collapse: If an explorer takes the Explore (1+) action when there is an unstable fragment on the battlefield, all tiles from the unstable fragment are removed before a card is drawn.

The Collapse rule means that, if you're not careful, you can accidentally take an explorer out of action. Make sure that when your explorer takes the Explore (1+) action you check that the other explorers are out of harm's way first!

A New Path Opens: If an unstable fragment is entirely removed, the entrance hex on the stable fragment is no longer treated as an entrance hex, so explorers can take the Explore (1+) action in that hex.

Going in Circles: Once an unstable fragment is entirely removed, place that fragment's card face down at the bottom of its respective deck. This means that the fragment decks never run out.

Diagram caption (Unstable Fragments example): In this example, the leader must remove tile 1 or tile 2 at the start of the event phase. The leader cannot remove tile 3, as that would leave tile 1 and tile 2 not connected to the rest of the battlefield. Similarly, the leader cannot remove tile 4, as that would leave tile 1, tile 2 and tile 3 not connected to the rest of the battlefield.

Removing a Tile

Whenever a tile is removed from the battlefield, the following rules apply. Any explorers on the removed tile are taken out of action and any hostiles on the removed tile are slain. If there are any of Dahyak Grekh's booby trap markers on the removed tile, they are returned to Dahyak Grekh's player, and they are considered not to have been used in this combat. If the Ambull location marker is on the tile, it is removed, and if the Ambull returns to the battlefield as the result of a reinforcement roll or as a result of the Tunnel behaviour roll, it does so from a portal in the same way as other reinforcements.

Finding a Way Out

Remember, explorers cannot take the Summon (4+) action in Blackstone Fortress: Ascension. Instead, they need to explore the shifting chambers until they can find a way out.

Access hexes labelled Exit provide these ways out. When an explorer takes the Explore (1+) action in one of these hexes, that explorer's player sets up the maglev transport escape chamber so that one side of it touches the connecting hexside of the access hex. From this point on, the maglev transport escape chamber is considered to be part of that fragment.

Diagram caption (Finding a Way Out): Access Hex; Exit; Maglev Transport Escape Chamber.

At the start of the event phase, if all of the explorers that are not out of action are in the maglev transport escape chamber, the explorers have found a way out and the combat ends.

Catch your breath: When the explorers find a way out, immediately play a recovery step followed by a leader step. The rules for the expedition will explain what happens next.

Precipice Defence

At various points during Blackstone Fortress: Ascension, the explorers will be called upon to defend what is left of Precipice from the denizens of the Blackstone Fortress. Only if they can preserve this relatively stable haven can they have a hope of eventually escaping the fortress.

Each time the explorers are called on to mount a Precipice defence, the situation will be different. In order to defend Precipice, the players will need to turn to the pages of this booklet that contain the information about that Precipice defence. The Precipice defences happen in the following order. No Precipice defence can be attempted twice.

  • Take and Hold (pages 16-17)
  • Hammerblow (pages 34-35)
  • Breachers (pages 36-37)
  • Deliverance (pages 38-39)

Playing a Precipice Defence

A Precipice defence is carried out in the same way as a stronghold, except that there is no access route. When setting up the battlefield, the players should set up their explorers in any of the hexes marked 'E' on the map.

Fortifications

Once the battlefield is set up but before the first round begins, explorers have an opportunity to deploy fortifications. (However, explorers will not have any fortifications to deploy in the first Precipice defence, Take and Hold.)

Fortifications come in five kinds: barrier, shield, sentry gun, medicae panel and tunnel. Each is described below, along with their value in stockpile counters (pg 21). Before the first round of a Precipice defence, explorers can add fortifications to the battlefield up to a total value that is no greater than the total number of stockpile counters in the databank. Note that these counters are not 'spent' when a fortification is added to the battlefield – they remain in the databank.

To deploy a fortification, take the hex overlay that represents that fortification (see opposite) and place it in an empty hex, other than a hex that contains an Ascension Artefact (the Precipice defence map will identify these, if they are present) or a hex that is adjacent to a portal or a hostile. If you have run out of hex overlays for a particular fortification, you cannot deploy another fortification of that type. A hex overlay follows the same rules as the rest of the battlefield, with the exception of the rules listed below.

Barrier (2): Each explorer or hostile standing in the same hex as this overlay is considered to be in cover (except in the case of attacks made by adjacent enemies).

Shield (6): You can re-roll failed defence rolls for any explorer in the same hex as this hex overlay.

Sentry gun (6): Explorers treat this hex overlay as if it were an obstruction and hostiles treat this hex overlay as if it were an explorer. It has no defence value. When it is wounded, place the relevant wound or grievous wound counters next to it as a reminder. When it has suffered a total of 7 or more wounds it is removed from the battlefield. After the leader's activation in each round, they can make the following weapon action with each sentry gun on the battlefield as if it were an explorer:

WeaponRange 1Range 2-3Range 4+
Sentry Guntrianglepentagontwo-square symbol

Medicae panel (2): Each explorer standing in the same hex as this hex overlay at the beginning of the event phase can make a vitality roll.

Tunnel (3): If an explorer is standing in the same hex as this hex overlay, they can take the Traverse (6+) action:

  • Traverse (6+): Place this explorer on any tunnel hex overlay on the battlefield.

At the end of the Precipice defence, any fortifications are returned to the game box – explorers will need to deploy fortifications anew for each Precipice defence.

Precipice Defence Event Table and Rules

Each Precipice defence has an event table, which is used instead of any other event table. In addition, each Precipice defence has a set of rules that will affect how the combat is fought. Make sure to read all of the rules carefully before you start the combat!

Successful Defence

The instructions for the Precipice defence will tell you what the explorers need to do to for a successful defence and the penalty should they fail (see below). If all of the explorers are out of action before this happens, the defence ends in failure. If the defence fails, the players suffer the penalty described in the Precipice defence.

Once the explorers succeed in their defence (or fail in the attempt), they carry out the Precipice sequence with the modifications described on page 21.

Penalties

If the explorers fail in their defence, they will suffer one or more penalties, as described in that defence's rules.

Fortification Hex Overlays

The booklet illustrates the hex overlay for each of the five fortification kinds (Barrier, Shield, Sentry gun, Medicae panel and Tunnel), each with two faces; the flip symbol marks the overlay's reverse. The rules for each are given under Fortifications above.

First Defence: If you are playing the quest for the shattered Precipice and have found a way out to Precipice, turn to page 16 after reading these rules.

Reading a Precipice Defence

Each Precipice defence is set out in the following parts (the booklet's own layout key, numbered as on the example page):

  1. Title: The name of the Precipice defence.
  2. Introduction: A short description of what the explorers will face in this defence. It should be read out loud by the leader.
  3. Map: The map shows the chambers that make up the combat, any portals or location tiles that it has, the locations of the hostiles that are on the battlefield at the start of the combat, and any notes that will be needed to resolve the combat. Note that the hostiles must be deployed in specific hexes rather than next to a discovery marker. When setting up the battlefield, the players should set up their explorers in any of the hexes marked 'E'.
  4. Hostile Groups: The hostiles that make up each hostile group in the Precipice defence, along with a one- or two-letter key that shows where they are located on the map.
  5. Special Rules: All of the special rules that apply during the combat. Make sure to read all of the special rules carefully before you start the first combat turn.
  6. Event Table: This event table is used in the event phase of this Precipice defence, instead of any other event table.
  7. Successful Defence: What the heroes must do in order to successfully defend Precipice.
  8. Penalties: The penalties the explorers suffer if they fail to defend Precipice.

Take and Hold

Precipice Defence

The explorers exit a passage and find themselves in an area that looks strangely familiar. As they wander through the chamber, they gradually realise that they are walking through a section of Precipice, transposed into the Blackstone Fortress and warped by its unknowable power. They have arrived at the Galleus Portal. Even as they come to this realisation, harsh shouts ring out. They have been spotted!

The Take and Hold battlefield map shows the chambers that make up the combat, the explorer setup hexes marked 'E' in the centre, the hostile locations, and the Precipice tile (shown to the lower right of the map).

Hostile Groups:

  • 1: 2 Chaos Space Marines (SM), 6 Traitor Guardsmen (TG)
  • 2: 1 Cultist Firebrand (CF), 7 Cultists (C)
  • 3: 4 Negavolt Cultists (NC)
  • 4: 4 Ur-Ghuls (U)

Take and Hold Rules

There are no special rules for this Precipice defence.

Take and Hold Successful Defence

In order to succeed in this defence, all hostiles must be slain, and one or more explorers must be occupying a hex on the Precipice tile (see the battlefield map) at the start of the event phase. If the explorers succeed in this defence, turn to page 18.

Take and Hold Penalties

If the explorers are all out of action at the beginning of the event phase, the quest fails, and they must begin again from the beginning of the quest for the shattered Precipice.

Take and Hold Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Driven to Destruction: In the next activation phase, increase the Move value of all hostiles by 1.
11-14Helping Hand: The leader picks one explorer who was not picked for this expedition and makes one weapon action from that explorer's explorer card as if they were standing on the centre hex of the Precipice tile (use the Secret Agenda side of the explorer's explorer card). If they cannot make a weapon action for any reason, there is no effect.
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.
18-19 The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.

After Take and Hold

Read the following aloud:

Though you have defended the shattered remnants of Precipice against Mallex's marauding servants, your situation looks hardly less dire. A plan is proposed, however, that might see Precipice saved, and a message sent to your allies elsewhere in the galaxy about the cataclysmic threat represented by the Blackstone Fortress. Those amongst you who have been marked by the fortress offer the key to this plan – you alone are able to identify blackstone artefacts that might provide the power for this almighty task. The group must forge onwards into the darkness once more, locate these resonator matrices and return them to Precipice's defenders.

The quest has entered a new stage. Gone are any dreams of glory, controlling or amassing any wealth from the fortress – all that remains is to survive and escape. With a relatively stable foothold gained, the explorers now have a haven to return to between their ventures into the fortress. They have also gained crucial information about technology which could enable them to power a device which might allow Precipice to escape the Blackstone Fortress. They will need to gather resonator matrices from various locations within the fortress in order to activate a series of blackstone resonators around the Galleus Portal, and defend these resonators from any attack. Then, perhaps, they will win free of the Blackstone Fortress once and for all.

In this new section of the story, the explorers have found a new purpose. You will mount expeditions into the Blackstone Fortress, using the fragment cards to create an ever-changing battlefield to explore, in search of clues and salvage from the fallen Precipice. When your explorers have enough clues, you will be able to make attempts on three strongholds which contain devices crucial to the explorers' escape. After each of these strongholds, if your explorers have gathered the materials required to activate more of the blackstone resonators, the Galleus Portal will come under attack and you will be forced to defend it. You will need to be successful in explorations, strongholds and Precipice defences, and you must do so before the fortress fully awakens – as timed by the legacy cards – if the quest is to have a hope of success.

This quest uses the fragment cards and desperation cards in the same way as the previous quest did. Your explorers still have no access to their ships, and so will have limited ability to rearm on their return to Precipice. They may, however, stumble across salvage from their ships while exploring the fortress, which they may find useful – this is represented by the salvage cards.

The Quest for Salvation

In order to stand a chance of saving Precipice from the Blackstone Fortress, the explorers must find clues as to the location of strongholds within the fortress, defeat these strongholds, and mount successful defences of Precipice. The rules below describe how to take up this quest.

Starting the Quest for Salvation

Once you have completed the quest for the shattered Precipice, the quest for salvation begins. To embark on this quest, follow the rules presented here. Once the explorers have started this quest, they may not start another until it has been completed.

Setting Up the Quest for Salvation

Set up the expedition as described in the Rules booklet, but with the following changes:

  • During step 3, do not follow the instructions for creating the exploration deck. Instead, take all of your Blackstone Fortress challenge cards (and any eligible challenge cards you wish to include from other expansions), add the challenge cards from this expansion, then shuffle them all and place them face down in the space for them on the Precipice board.

    Then, take the fragment cards and split them into three decks – one deck for the α cards, one deck for the β cards, and one deck for the γ cards. Shuffle each deck face down and place them below the Precipice board.

    Then, take the desperation cards, shuffle them face down, and set them up below the Precipice board.

  • During step 4, take all of the encounter cards from Blackstone Fortress. You can then add any eligible encounter cards from other expansions you own, as described in that expansion. Then, add the Guardian Drones encounter cards from this expansion. Shuffle these cards to make a new encounter deck, and then place the deck to the left of the combat track.

    Take the Guardian Drone and Awakened Spindle Drone hostile reference cards and add them to the other hostile reference cards to the right of the combat track.

  • Do not perform step 5.

  • During step 10, place this booklet with the other reference booklets.

  • During step 12, the leader reads aloud the following text instead: "The explorers ready themselves to brave the depths of the Blackstone Fortress once more. As the bulkhead hatch of the Galleus Portal slams closed behind them, they venture into an ever-changing labyrinth, seeking the keys to their salvation."

Precipice Defence Conditions

After players have picked their explorers at the start of a new expedition, they must consult the following table. If all of the conditions presented in a row of the table are met, the players must mount the relevant Precipice defence instead of undertaking a normal expedition, as described on pages 12-15. Remember that each Precipice defence can only be attempted once: if the explorers have already attempted a specific Precipice defence, they do not have to mount that defence again even if the relevant conditions are met. If the conditions are not met, or if the players have already mounted the relevant Precipice defence, the players undertake a normal expedition as described below.

ConditionsPrecipice Defence
• There are 2 or more blackstone resonator tiles in the databank
• The stockpile counters in the databank have a value of 12 or more (see page 21)
Hammerblow (pages 34-35)
• There are 4 or more blackstone resonator tiles in the databank
• The stockpile counters in the databank have a value of 24 or more
• The explorers have attempted the Hammerblow Precipice defence
Breachers (pages 36-37)
• There are 6 or more blackstone resonator tiles in the databank
• The stockpile counters in the databank have a value of 36 or more
• The explorers have attempted the Breachers Precipice defence
Deliverance (pages 38-39). Note that you will need to pick certain explorers when you mount this Precipice defence.

Exploration Rounds

An exploration round as part of the quest for salvation does not follow the steps listed on page 11 of the Rules booklet. Instead, an exploration round is a combat that begins when the leader turns over the first fragment card, and ends either because all of the explorers are out of action or because the explorers have found a way out. Each exploration round can include challenges, as well as multiple recovery steps and leader steps – these will happen when the rules state that they do, and they are carried out as described on page 11 of the Rules booklet.

Event Phase

When making an event roll, players should use the event tables found on page 40.

Desperation Cards and Fragment Cards

The quest for salvation uses the rules for desperation cards (page 6) and fragment cards (pages 8-11).

In addition, from this point, some of the fragment cards you encounter will show a salvage token on them. When setting up these tiles, place a salvage token in the hex indicated. If an explorer takes a Discover (4+) action in a hex that includes one of these tokens, that explorer's player removes that token, shuffles the deck of salvage cards face down, draws the top card of the deck and gives it to that explorer. If there are no salvage cards left in the salvage deck, that player draws a discovery card for that explorer instead.

A salvage card is treated in the same way as a resource card, with the exception that when it is discarded it is shuffled back into the salvage card deck.

Ending the Expedition

Instead of the rules for ending an expedition found on page 11 of the Rules booklet, an expedition in the quest for salvation comes to an end if any of the following occur:

  • All of the explorers are out of action.
  • An explorer dies in the recovery step.
  • The explorers find a way out, as described on page 11 (unless the explorers are attacking a stronghold, as described opposite).
  • The explorers conquer a stronghold (see opposite).

If an expedition in the quest for salvation ends because all of the explorers are out of action or because an explorer dies in the recovery step, the explorers return to Precipice as described opposite.

If an expedition in the quest for salvation ends because the explorers find a way out, the explorers return to Precipice as described opposite, unless they are making an attack on a stronghold as described opposite. If they are making an attack on a stronghold and they find a way out, they should immediately play a recovery step followed by a leader step, and then turn to the relevant pages for that stronghold in this book and set up that combat.

Strongholds

To find their salvation, the explorers must first collect resonator matrices from three strongholds within the Blackstone Fortress.

After picking their explorers at the start of a new expedition, the players can discard four clue cards held by those explorers. Doing so allows the explorers to make an attack on a stronghold instead of undertaking a normal expedition. The discarded clue cards are shuffled back into the discovery deck.

The players must agree which one of the strongholds they are attacking from the following list. Each stronghold can only be conquered once.

  • The Hunt (pages 28-29)
  • Collapse (pages 30-31)
  • The Remnant Vault (pages 32-33)

Rules for attacking a stronghold can be found on pages 12-13 of the Precipice booklet.

It is up to the players to decide if they are willing to discard the clue cards held by the explorers they control – if the players cannot agree, then a normal expedition must be mounted.

Returning to Precipice

Each time the explorers return to Precipice, rather than following the stages in the Precipice book, the players do the following:

  1. Legacy step
  2. Stockpile step
  3. Rearming step

Legacy Step

If the explorers conquered a stronghold or mounted a defence of Precipice (whether successful or not) on this expedition, skip this step. Otherwise, the legacy step is played in the same way as described in the Precipice book, with the exception that the Blackstone Fortress: Ascension legacy cards are used instead.

Stockpile Step

In the stockpile step the explorers add their archeotech to the Precipice stockpile. To do this, in leader order each explorer can discard any number of their archeotech cards (discarded cards are shuffled back into the discovery deck). Each card discarded in this way adds its value to the Precipice stockpile: add stockpile counters to the databank with a value equal to the card's value (so, for example, if Janus Draik discarded two archeotech cards, one with a value of 1 and one with a value of 2, his player would add stockpile counters with a total value of 3 to the databank). Stockpile counters have different values to make it easier to add to and keep track of the total value of counters in the databank. The explorers' ability to defend Precipice and escape the Blackstone Fortress depend on this stockpile, so players are encouraged not to be stingy!

Rearming Step

In the rearming step explorers have a chance to plunder forgotten corners of Precipice for anything that might help them in their quest. To complete the rearming step, shuffle all of the available resource cards face down (regardless of which ship they originated from) and deal out six resource cards face up. In leader order, each explorer picks and takes one resource card. Once each explorer has picked one resource card, any remaining resource cards are returned to the deck and the rearming step is over.

One-off Expeditions

If you wish to play a one-off expedition using the contents of this expansion, add the encounter cards for the Guardian Drones to the Blackstone Fortress encounter card deck used for one-off games.

You can play a different kind of one-off expedition using the fragment cards. The objectives remain the same as described in the Rules booklet, but instead of using the normal encounter deck, you use encounter cards and fragment cards as described in the instructions for an expedition in the quest for salvation.

Stronghold: The Hunt

Blackstone Fortress Stronghold

The explorers enter a dark cavern, the supposed location of a blackstone resonator matrix. A skittering noise in the shadows alerts the explorers to the fact that they are not alone, and in the distance they can hear the ominous hum of the Blackstone Fortress' guardians. They would do well to retrieve the resonator matrix and retreat unseen.

The Hunt stronghold map shows the blocked hexes, the arrival hexes, the hostile locations and the resonator matrix token (placed in the hex shown on the map).

Access Route: When building the decks of fragment cards for this expedition, only include those cards with the black-oval symbol. One of these cards has an Exit on it – keep this to one side. After you have shuffled each of the fragment piles, place this card face down on the bottom of its respective deck.

Hostile Groups:

  • 1: 2 Guardian Drones (GD)
  • 2: 4 Spindle Drones (SD)
  • 3: 4 Ur-Ghuls (UG)

The Hunt Stronghold Rules

Stay Low: Treat cover hexsides as wall hexsides when making behaviour rolls for Guardian Drones. (This means that explorers will be able to hide from the Guardian Drones if they are careful.) This rule does not apply to cover hexsides of the hex which contains the Guardian Drone being rolled for.

The Sentinel and the Stalker: The Guardian Drone that begins the combat closest to the resonator matrix token is the Sentinel. When the Sentinel activates, if you roll anything other than Hover Drones or Command for its behaviour, treat the result as Hold instead. The other Guardian Drone is the Stalker. When the Stalker activates, do not make a behaviour roll for it: instead it makes a Move action of 2 hexes towards the nearest explorer. The Sentinel and the Stalker rule no longer applies if, when the Guardian Drones are activated, there are any explorers visible to either of the Guardian Drones, or one or more Guardian Drones have one or more wound or grievous wound counters, or an explorer has grabbed the resonator matrix (see below).

Elimination Protocols: Re-roll failed attack rolls for Guardian Drones. In addition, when the Sentinel and the Stalker rule no longer applies, after each Guardian Drone is activated for the first time in a round, activate it a second time unless a Command result was rolled for its behaviour.

Skittering in the Shadows: Halve all reinforcement rolls, rounding up.

Grab the Resonator Matrix: An explorer in the same hex as the resonator matrix token (see the stronghold map) can make a Grab (1+) action to grab the resonator matrix. If they do so, place the resonator matrix token on their explorer card as a reminder. If that explorer is taken out of action, place the resonator matrix token in the hex where they were standing. The cost of the Move action is increased by 2 for an explorer that has the resonator matrix token (so the Move (1+) action becomes a Move (3+) action).

The Hunt Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Movement Detected: Add 1 to the Move value of Guardian Drones in the next activation.
11-14Shield Protocol: Place a Hover Drones token in the same hex as each Guardian Drone on the battlefield, unless that Guardian Drone already has a Hover Drones token.
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.
18-19Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.

Conquering the Stronghold

At the start of the event phase, if all of the explorers that are not out of action are in the maglev transport chamber, and one of those explorers has the resonator matrix token, the explorers have conquered the stronghold and they return to Precipice.

Rewards

When you conquer this stronghold, add two blackstone resonator tiles to the databank. In addition, add this stronghold's card to the legacy cards that apply in future expeditions, to serve as a reminder that it has been conquered.

Stronghold: Collapse

Blackstone Fortress Stronghold

The explorers have barely left the maglev chamber before they hear an ominous rumbling. Almost as one, they break into a run as first the maglev chamber and then the corridor begin to drop into nothingness. Running for their lives, the explorers desperately seek a way out.

The Collapse stronghold map shows the arrival hex, the salvage token locations, the resonator matrix token location, the hostile locations and the Maglev Heavy Transport Chamber.

Access Route: When building the decks of fragment cards for this expedition, only include those cards with the downward-arrow symbol. One of these cards has an Exit on it – keep this to one side. After you have shuffled each of the fragment piles, place this card face down on the bottom of its respective deck.

Hostile Groups:

  • 1: 6 Traitor Guardsmen (T1)
  • 2: 6 Traitor Guardsmen (T2)
  • 3: 2 Rogue Psykers (RP)
  • 4: 7 Cultists (C)

Collapse Stronghold Rules

Collapse: This combat takes place on an unstable fragment (pg 10). Place an unstable counter on the maglev transport chamber. Whenever the players must remove a tile from the fragment, instead of choosing which tile is removed they must remove each tile that has an unstable counter, and then place an unstable counter on each tile that was adjacent to the ones that were removed.

Desperate Stand: Do not make behaviour rolls for hostiles in Group 1 and 2. Instead, when a hostile from these hostile groups is activated, it will act as follows:

Hidden (No line of sight to an explorer)Engaged (Adjacent to a visible explorer)In Cover (Armed with Lasgun and in cover from all visible explorers)Close (Range to the closest visible explorer is 2 or 3 hexes)Other (Any other situation)
HoldOnslaughtAimChargeAim

The Desperate Stand rule does not apply to hostiles from these groups that are set up as reinforcements.

Grab the Resonator Matrix: An explorer in the same hex as the resonator matrix token (see the stronghold map) can make a Grab (1+) action to grab the resonator matrix. If they do so, place the resonator matrix token on their explorer card as a reminder. If that explorer is taken out of action, place the resonator matrix token in the hex where they were standing. If that explorer is absorbed into the fortress (pg 10), or if the resonator matrix token is on a tile that is removed, the combat ends immediately: the explorers have failed to conquer the stronghold and they return to Precipice. The cost of the Move action is increased by 2 for an explorer that has the resonator matrix token (so the Move (1+) action becomes a Move (3+) action).

Collapse Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Trip: The leader picks one explorer. That explorer is stunned.
11-14Overburdened: In the next turn, reduce the Move value of any explorer that has a total of 10 or more resource and/or discovery cards by 1 (to a minimum of 1).
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.
18-19Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.

Conquering the Stronghold

At the start of the event phase, if all of the explorers that are not out of action are in the maglev heavy transport chamber, and one of those explorers has the resonator matrix token, the explorers have conquered the stronghold and they return to Precipice.

Rewards

When you conquer this stronghold, add two blackstone resonator tiles to the databank. In addition, add this stronghold's card to the legacy cards that apply in future expeditions, to serve as a reminder that it has been conquered.

Stronghold: The Remnant Vault

Blackstone Fortress Stronghold

The explorers have found the approximate location of the Remnant Vault, a strongroom that hides an invaluable resonator matrix. As they advance through the corridors in search of the vault, sounds of pursuit reach their ears, building and building until it sounds as if all the fortress' denizens are after them. They will have to move quickly.

The Remnant Vault stronghold map shows the arrival hex, the hostile locations, the resonator matrix token location and the Vault.

Access Route: When building the decks of fragment cards for this expedition, only include those cards with the triangle symbol in a box. One of these cards has an Exit on it – keep this to one side. After you have shuffled each of the fragment piles, place this card face down on the bottom of its respective deck.

Hostile Groups:

  • 1: 4 Ur-Ghuls (UG)
  • 2: 4 Negavolt Cultists (NC)
  • 3: 7 Cultists (C)
  • 4: 1 Guardian Drone (GD)

The Remnant Vault Stronghold Rules

Endless Hordes: Every reinforcement roll is treated as having a result of 2.

Relentless Pursuit: When you return reinforcements to the battlefield, instead of following the normal rules, place each hostile returned to the battlefield in a hex as close as possible to an explorer while not visible to any explorers. Then activate that hostile.

Grab the Resonator Matrix: An explorer in the same hex as the resonator matrix token (see the stronghold map) can make a Grab (1+) action to grab the resonator matrix. If they do so, place the resonator matrix token on their explorer card as a reminder. If that explorer is taken out of action, place the resonator matrix token in the hex where they were standing. The cost of the Move action is increased by 2 for an explorer that has the resonator matrix token (so the Move (1+) action becomes a Move (3+) action).

Silent Guardian: Do not make behaviour rolls for the hostile in Group 4. This rule no longer has any effect if, when Group 4 activates, there are any explorers visible to the Guardian Drone, or there are any explorers in the Vault (see the stronghold map) or the Guardian Drone has any wound counters or grievous wound counters.

Lockdown: An explorer with the resonator matrix token standing in the Vault (see the stronghold map) can take the Operate (4+) action (see below).

Conquering the Stronghold

If all of the explorers that are not out of action are in the Vault, there are no hostiles in the Vault, and an explorer takes the Operate (4+) action, the explorers have conquered the stronghold and they return to Precipice.

Rewards

When you conquer this stronghold, add two blackstone resonator tiles to the databank. In addition, add this stronghold's card to the legacy cards that apply in future expeditions, to serve as a reminder that it has been conquered.

The Remnant Vault Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Leap from the Shadows: The leader picks one hostile that was slain during the combat and has not returned to the battlefield, and then deploys them as close to an explorer as possible. That hostile then makes one attack.
11-14Desperate Strength: The leader picks one hostile group. In the next turn, re-roll failed attacks for hostiles from that group. Place an unstable counter on their hostile reference card as a reminder.
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.
18-19Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.

Precipice Defence: Hammerblow

Precipice Defence

A huge blast echoes through the cramped corridors as some hastily assembled barricades are blown to smithereens. With their ears still ringing, the explorers are forced to duck for cover as shots ring out. The Galleus Portal is under attack once more, and the explorers must mount a defence of the hard-won resonators necessary for their survival.

The Hammerblow battlefield map shows the chambers that make up the combat, the explorer setup hexes marked 'E' in the centre, and the hostile locations.

Hostile Groups:

  • 1: 2 Chaos Space Marines (SM)
  • 2: 2 Rogue Psykers (RP)
  • 3: 4 Chaos Beastmen (CB)
  • 4: 12 Traitor Guardsmen (TG)

Hammerblow Rules

Blackstone Resonators: Two of the hexes on this battlefield represent the blackstone resonators activated by the explorers. Set these hexes up with their undamaged side face up. Explorers treat these hexes as if they were an obstruction and hostiles treat these hexes as if they were explorers. Blackstone resonators have no Defence value. When a blackstone resonator is wounded, place the relevant wound or grievous wound counters next to it as a reminder. When it has suffered a total of 7 or more wounds it is sabotaged – flip it over to show its damaged side. Once they are sabotaged, hostiles treat these hexes as an obstruction.

Melta Bombs: If a Chaos Space Marine is in a hex adjacent to a blackstone resonator when they are activated, that blackstone resonator is sabotaged (do not make a behaviour roll for the Chaos Space Marine, and it does nothing else in that activation).

Hammerblow Successful Defence

In order to succeed in this defence, no more than one blackstone resonator can be sabotaged and all hostiles must be slain at the beginning of the event phase. If the explorers succeed in their defence, they return to Precipice.

Repairs: If, at the end of the combat, one blackstone resonator has been sabotaged, reduce the stockpile counters in the databank by 6.

Hammerblow Penalties

If the explorers are all out of action at the beginning of the event phase, or if both blackstone resonators are sabotaged, the explorers have failed in their defence. If the explorers fail in their defence, remove all stockpile counters from the databank, and then the explorers return to Precipice.

Hammerblow Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Demolitions: In the next activation phase, re-roll failed attacks made by hostiles that target a blackstone resonator.
11-14Helping Hand: The leader picks one explorer who was not picked for this expedition and makes one weapon attack from that explorer's explorer card as if they were standing on the centre hex of the Precipice tile (use the Secret Agenda side of the explorer's explorer card). If they cannot make a weapon attack for any reason, there is no effect.
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.
18-19

Precipice Defence: Breachers

Precipice Defence

The explorers may have successfully repulsed attackers at the Galleus Portal twice now, but their enemies have learned. A sinister throbbing sound carried through the bulkheads alerts the denizens of Precipice to a new threat – it seems the enemy intends to bore straight through the armoured walls keeping the survivors safe. The explorers must act quickly to prevent disaster.

The Breachers battlefield map shows the chambers that make up the combat, the explorer setup hexes marked 'E' in the centre, the two siege drill locations, and the hostile locations.

Hostile Groups:

  • 1: 2 Rogue Psykers (RP)
  • 2: 6 Traitor Guardsmen (TG)
  • 3: 4 Negavolt Cultists (NC)
  • 4: 4 Spindle Drones (SD)

Breachers Rules

Blackstone Resonators: Four of the hexes on this battlefield represent the blackstone resonators reclaimed by the explorers. Set these hexes up with their undamaged side face up. Explorers treat these hexes as if they were an obstruction and hostiles treat these hexes as if they were explorers. Blackstone resonators have no Defence value. When a blackstone resonator is wounded, place the relevant wound or grievous wound counters next to it as a reminder. When it has suffered a total of 7 or more wounds it is sabotaged – flip it over to show its damaged side. Once they are sabotaged, hostiles treat these hexes as an obstruction.

Siege Drills: Two of the hexes on this battlefield represent the siege drills boring into Precipice. Explorers treat these hexes as if they were hostiles and hostiles treat these hexes as if they were obstructions. When a siege drill is wounded, place the relevant wound or grievous wound counters next to it as a reminder. When it has suffered a total of 13 or more wounds it is destroyed – remove it from the battlefield.

Impending Doom: At the end of each event phase, add 1 drill counter to each siege drill hex.

Breachers Successful Defence

In order to succeed in this defence, no more than three blackstone resonators can be sabotaged, both siege drills must be destroyed before they bore through the walls (see Penalties, below) and all hostiles must be slain at the beginning of the event phase. If the explorers succeed in their defence, they return to Precipice.

Repairs: At the end of the combat, reduce the stockpile counters in the databank by 6 for each sabotaged blackstone resonator.

Breachers Penalties

If the explorers are all out of action at the beginning of the event phase, or if all four blackstone resonators are sabotaged, the explorers have failed in their defence. In addition, if at the beginning of the event step there are one or more siege drills with six or more drill counters on them, the siege drills have bored through the walls and the explorers have failed in their defence. If the explorers fail in their defence, remove all stockpile counters from the databank, and then the explorers return to Precipice.

Breachers Event Table

RollEvent
1-10Drilling: Place one drill counter on each siege drill hex.
11-14Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
15-17Malfunction: The leader picks one drill counter on a siege drill hex and removes it.
18-19Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.
20Helping Hand: The leader picks one explorer who was not picked for this expedition and makes one weapon attack from that explorer's explorer card as if they were standing on the centre hex of the Precipice tile (use the Secret Agenda side of the explorer's explorer card). If they cannot make a weapon attack for any reason, there is no effect.

Precipice Defence: Deliverance

Precipice Defence

With all of the blackstone resonators channelling the fortress' power, all the explorers need to do is hold off the denizens of the Blackstone Fortress while the warp-entanglement core's stabilisation fields are activated, and Precipice will be transported out of the fortress. However, it seems as though their enemies have other plans…

Choosing Explorers: When choosing explorers for this combat, you must include the three explorers with augmetics. If an explorer without an augmetic has already been chosen, each time a player chooses an explorer it must be an explorer with an augmetic.

The Deliverance battlefield map shows the chambers that make up the combat, the explorer setup hexes marked 'E' in the centre, and the portals numbered 1 to 6 around the battlefield.

Deliverance Rules

Blackstone Resonators: Six of the hexes on this battlefield represent the blackstone resonators activated by the explorers. Set these hexes up with their undamaged side face up. Explorers treat these hexes as if they were an obstruction and hostiles treat these hexes as if they were explorers. Blackstone resonators have no Defence value. When a blackstone resonator is wounded, place the relevant wound or grievous wound counters next to it as a reminder. When it has suffered a total of 7 or more wounds it is sabotaged – flip it over to show its damaged side. Once they are sabotaged, hostiles treat these hexes as an obstruction.

Hostile Groups: Set up an encounter deck for this combat in the same way as for an expedition, but do not include any Obsidius Mallex or Guardian Drone encounter cards. Do not set up hostile groups at the start of this combat. Instead hostile groups are set up during the combat as described below.

In the destiny phase, if there are fewer than four hostile groups on the battlefield (which will always be the case in the first turn), generate additional hostile groups as follows: for each space above the combat track, starting on the left, draw one encounter card and set up the hostiles shown on that card. In this combat, the encounter you set up corresponds to the number on the combat track, rather than on a discovery marker (so, for example, you will set up encounter 1 for the card on the leftmost space on the combat track, and encounter 4 for the card on the rightmost space on the combat track). If the encounter is a twist, discard that encounter card and draw another.

Each new hostile group is set up as close as possible to the portal that shares its number on the combat track (see the map).

Whenever all of the hostiles in a hostile group have been slain, remove their encounter card from the combat track and place it in an elimination pile next to the Precipice board.

Assault Commanders: If there are four or more cards in the elimination pile in the destiny phase, and there are fewer than four hostile groups on the battlefield, the next hostile group to be set up will be two Guardian Drones. Add their encounter card to the combat track and set the Guardian Drones up as close as possible to portal 5. Once this hostile group has been set up, this rule has no further effect.

Overlord: If there are eight or more cards in the elimination pile in the destiny phase, and there are fewer than four hostile groups on the battlefield, the next hostile group to be set up will be Obsidius Mallex. Add his encounter card to the combat track and set him up as close as possible to portal 6. Once this hostile group has been set up, this rule has no further effect. If the Assault Commanders and Overlord rules would trigger on the same turn, first resolve the Assault Commanders rule and then, if possible, resolve the Overlord rule. If it is not possible to resolve the Overlord rule as well, the Overlord rule does not take effect in that destiny phase.

There Can Be Only One: Use the Obsidius Mallex, Chaos Lord Empowered hostile reference card for Obsidius Mallex.

Harsh Motivation: Whenever a Hold or Fall Back behaviour roll is made for a hostile, that hostile is immediately slain.

Scattered Survivors: Do not make reinforcement rolls.

Deliverance Successful Defence

In order to succeed in this defence, no more than four blackstone resonators can be sabotaged and both Guardian Drones and Obsidius Mallex must be slain at the beginning of the event phase. If the explorers succeed in their defence, open the Deliverance envelope.

Deliverance Penalties

If the explorers are all out of action at the beginning of the event phase, or if five or more blackstone resonators are sabotaged, the explorers have failed in their defence and in their quest. They must start again from the start of the quest for salvation.

Deliverance Event Table

RollEvent
1-2All Is Dust: Each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Never-ending Tide: Randomly determine one hostile group on the battlefield (other than the Guardian Drones or Obsidius Mallex). Set up reinforcements for that group as if there had been a reinforcement roll of 3.
11-14Helping Hand: The leader picks one explorer who was not picked for this expedition and makes one weapon attack from that explorer's explorer card as if they were standing on the centre hex of the Precipice tile (use the Secret Agenda side of the explorer's explorer card). If they cannot make a weapon action for any reason, there is no effect.
15-17Inspiration: The leader can pick one explorer. That explorer receives 1 inspiration point.

Event Tables

When the leader makes an event roll in Blackstone Fortress: Ascension, unless the explorers are in a stronghold or are taking part in a Precipice defence, the leader must roll the Blackstone dice and consult the appropriate table, below.

Event Table – No Hostiles on the Battlefield

RollEvent
1-5Challenge: Draw the top card of the Exploration deck and resolve that challenge.
6-7Inspiration: The leader picks an explorer. That explorer receives 1 inspiration point.
8-11Increasing Instability: At the beginning of the next event phase, if there is an unstable fragment, the leader must remove two tiles from the unstable fragment, rather than one. Place an unstable counter on the leader marker as a reminder. If there is only one tile in the unstable fragment, or if there is no unstable fragment, there is no effect.
12-15The Fortress Stirs: If there is no unstable fragment, determine which access hex is furthest from the explorers. If there is more than one access hex furthest from the explorers, the leader picks one of them. The leader resolves the Explore (1+) action as if there were an explorer in that hex taking that action. If there is an unstable fragment, there is no effect.
16-20Recovery: Resolve a recovery step as described on page 11 of the Blackstone Fortress rules.

Event Table – At Least One Hostile on the Battlefield

RollEvent
1-2All Is Dust: If any discovery markers are still on the battlefield, the leader must discard one of them. If there are no discovery markers, each explorer loses 1 inspiration point, to a minimum of 0.
3-4Unfulfilled Destiny: Do not make a destiny roll at the start of the next turn.
5-6Desperate Lunge: The leader picks one hostile on the battlefield and activates that hostile.
7-10Increasing Instability: At the beginning of the next event phase, if there is an unstable fragment, the leader must remove two tiles from the unstable fragment, rather than one. Place an unstable counter on the leader marker as a reminder. If there is only one tile in the unstable fragment, or if there is no unstable fragment, there is no effect.
11-14The Fortress Stirs: If there is no unstable fragment, determine which access hex is furthest from the explorers. If there is more than one access hex furthest from the explorers, the leader picks one of them. The leader resolves the Explore (1+) action as if there were an explorer in that hex taking that action. If there is an unstable fragment, there is no effect.
15-17 The leader picks an explorer. That explorer receives 1 inspiration point.
Heroic Effort:
20Lucky Find: The leader picks one explorer. That explorer takes one discovery card.
20Lucky Find: The leader picks one explorer. That explorer takes one discovery card.
20Lucky Find: The leader picks one explorer. That explorer takes one discovery card.
20Lucky Find: The leader picks one explorer. That explorer takes one discovery card.
Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.
20Lucky Find: The leader picks one explorer. That explorer takes one discovery card.
18-20Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.
Inspiration:
18-19Heroic Effort: The leader picks an explorer that is out of action. Deploy the explorer in the same hex as another explorer or as close to another explorer as possible, and then make a vitality roll for them. If no explorers are out of action, the leader picks an explorer. Make a vitality roll for that explorer.
20Lucky Find: The leader picks an explorer. That explorer draws a discovery card.