010203-Hybrid Rulebook Complete
010203-Hybrid Rulebook Complete
010203-Hybrid Rulebook Complete
CREDITS CONTENTS
Hybrid is an original Rackham creation based on the Credits ................................................................... 2
Rag’Narok and Confrontation stories published by Contents ................................................................ 2
First contact .......................................................... 3
Rackham . The Heresiarch’s Laboratories ............................... 5
The Lodge of Hod ................................................... 7
Welcome to hybrid ! ............................................... 9
Editor: Jean Bey. The Rackham figurines .............................................. 10
The Cards ............................................................... 11
Artistic Director: Jean Bey. Reference Profile ...................................................... 12
Project Manager: Didier Poli. The Game Tiles ........................................................ 13
Production Manager: Philippe Chartier and Nicolas Hutter. General rules ......................................................... 14
Rules, development and writing: The die rolls ............................................................ 14
William Grosselin, Pascal Petit and Nicolas Raoult. Positioning the warriors .............................................. 14
Moving your warriors ............................................ 16
Publishing Director: Sébastien Célerin. Activation ............................................................... 16
Graphic design: Franck Achard. Movement and base-to-base contact ............................ 16
Layout: Franck Achard and Philippe Chartier.. Movement and Wounds .............................................. 16
Illustrations: Edouard Guiton, Paolo Parente and Didier Poli. Special movement ..................................................... 17
Forbidden movements ............................................... 18
Cover illustration: Édouard Guiton eand Paolo Parente. Accepting a scenario objective ..................................... 18
Logo: Franck Achard. Action modes ......................................................... 19
Figurine sculpturing: Choosing an Action Modes ......................................... 19
Yannick Hennebo et Alexandre Aragorn Marks. The Modes and their levels of mastery .......................... 19
Figurine painting: Vincent Fontaine et Martin Grandbarbe. Cards ...................................................................... 23
Action cards ............................................................ 23
Game board illustrations: Nicolas Fructus. Event cards............................................................... 25
Scenery: Vincent Fontaine. Army cards .............................................................. 25
Photography: Jean-Baptiste Guiton. Equipement card ...................................................... 26
Translation: Alexander Martin and Peter Patzak Counters ................................................................ 27
Access counters ....................................................... 27
Testers : Boris de Baillou, Frank Bellanger, Lionel Dhallu, Activation ............................................................... 27
Xavier Giacomin, Cédric Lemitre, Christophe Mouret, Laurent Wound counter ......................................................... 27
Nialon, Olivier Paillet, Pascal Petit and David Voize. Pillar and Fallen rocks counter ..................................... 27
Event card ............................................................... 27
Thanks to: Raphaël Guiton, Cédric Lemitre, William Mordefroy Template counter ..................................................... 28
and the Rackham team. Mode counters ......................................................... 28
Objective counters ................................................... 28
Passage counters ...................................................... 28
The figurines included in the game box were created for Trap counters ........................................................... 28
Rackham. They come from the world of Confrontation Door counters .......................................................... 29
and Rag’narok, two games published by Rackham. Trapdoor counters .................................................... 29
Aptitudes ................................................................ 30
How the game unfolds ............................................ 33
Cadwallon, Confrontation, Hybrid, the Hybrid logo, Preparation .............................................................. 34
Hybrides, the Rackham logo, Rag’narok and Wolfen are The first round ......................................................... 34
all registered trademarks belonging to Rackham. The following rounds ................................................. 34
The end of the game ................................................. 34
Missions ................................................................. 35
All rights reserved Copyright © 1996-2003 Rackham. Return to glasinhar .................................................... 36
The scarlet hive ........................................................ 37
All the illustrations, photographs, figurines and figurine names The Heresiarch’s prison .............................................. 38
are exclusive Rackham creations belonging to Rackham. The dark jewel .......................................................... 40
Prowlers ! ................................................................ 41
The Heresiarch’s diaries .............................................. 42
Printed by Édiprint (Luxemburg) Deadly matrix ........................................................... 44
The scorpion’s venom ................................................ 45
Invisible war ............................................................. 46
The heroes’ twilight .................................................. 47
Epilogue ................................................................. 48
3 PROLOGUE
store. The others, the women, the children, the old and infirm, were
asked to build defences and to pray. If the Acheronians attacked, the
chances of survival would be slim, if not inexistent, but everyone
had to do everything in their power to fight the enemy for as long
as possible.
— “It’s getting closer, I can hear something,” whispered a foresry
the last stars had disappeared behind the clouds
”
After a few minutes, he finally spotted what he was looking for: a
small hole in the ground filled with a foul stench and echoing with
strange noises. Instinct told him he should return to the village, his
wife and his sons to await the arrival of the Temple Knights.
~
The Knight was tasting the bitter nectar of terror for the first
time in his life. AND BE AT THE
Crouched behind the door, the Akkylannian gripped his sword as
he prayed to Merin that he might survive the battle that lay ahead.
If he could hang on for just a few hours, a second, larger squad
READY!
would descend into the hellhole. The
cavalry would give him a small chance
of survival.
He could hear “them” just a few
yards away – the claws of the small
creatures scratching against the steel
and rock as they came ever closer.
The Knight had seen his brothers-
in-arms cut down one by one by
these cursed clones. He had already
fought Alchemists of Dirz, but these
creatures were different, they seemed
bent on … on eating them!
The noises had ceased. The
scratching had died away. All that
remained was a dull thud getting
ever closer. Could it be that they
knew where he was hidden? They were close by, he could smell
their foul stench.
He would die the death of a Temple Knight, for Merin, for
Akkylannie. He stood up and pushed the door open.
His scream echoed around the whole of the laboratory before
calm returned.
5 PROLOGUE
THE HERESIARCH’S
LABORATORIES
“Real power is eternal.” warning to those who might follow their example.
The research progressed rapidly, independently of the genetic
irz the Heresiarch’s words are engraved in the walls of the studies undertaken elsewhere in the Alchemic Empire. New clones
D oldest Scorpion Empire laboratories as a sinister promise to
those who would oppose him.
and treatments were invented, but none satisfied the ambitions of
the perfectionist, Dirz. Eventually, still haunted by his macabre
vision, he decided to take on the responsibilities himself.
Shortly after the founding of the first Shamir, Dirz had a ghostly The Heresiarch conceived the Aberration, an abominable
vision of a newborn city engulfed in flames. The heretical scientist creature born of the cheapest and most viable stems, sampled from
saw this as the Akkylannian Inquisition’s doing and imagined ways the legendary Isateph. The first specimens underwent a battery of
to confound destiny’s plans for him. He ordered the building of rigorous tests, but very few improvements were made because the
secret laboratories hidden in the Syharhalna and contacted the Emperor himself had designed the creature. The Aberration, after
survivors of the witch-hunt that was tearing the Griffin Empire all, was near perfect for the role it was destined to fill.
apart. The genetic stem that had given birth to this beast was discreetly
The Heresiarch entrusted the construction of his future empire distributed among the Heresiarch’s laboratories. Dirz wanted to
to the enigmatic D’Jabril, the Guardian of the Alchemic god Arh- produce an astronomical number of clones in the knowledge that,
Tolth; a sorcerer with inhuman powers. Obsessed with his vision, when the time came, his victory would be quick and complete.
Dirz threw himself into his project with all his heart and soul. What happened next was what the Emperor had feared most.
No one knows where the Heresiarch found the funds necessary Dirz had returned to his people to reign over the young Empire
for the construction of his laboratories. of Syharhalna when a small army marched on Shamir…
When the autonomous structures became operational, Dirz used The city was burnt to a cinder and drowned in blood. Dirz had
the clones that had built them as the first lab rats. Their genetic to retreat to his quarters with a handful of Technomancers and the
inheritance was then modified to create a new, cheaper and stronger Voyager. Once inside, he freed the creatures that lay dormant in
generation of beings. Under the authority of Dirz himself, hundreds their tanks and condemned the entrance to the Hybrid Project’s
of clones and prisoners were brought to these places to be exploited laboratories.
both alive and … dead. When the combats ceased, the Syhars found their Emperor,
The scientists who were assigned to these cursed places never mortally injured, but still fighting death. Before he finally
left them because the doors could only be opened from the outside. succumbed, he designated Basyleüs Antykaïn as his successor…
Henceforth, their existence was confined to the four walls of their The dreams of the Heresiarch died with him and his beloved city.
new prisons, any contact with the outside world was strictly Far away on the horizon, the Heresiarch’s laboratories seemed
forbidden. to get wind of their creator’s demise and the machines ceased all
Three times a year, the scientists were sent the food and water activity as the doors were sealed to the outside world. The fates of
necessary for their survival. Some tried, in vain, to escape – the the wise men of the Hybrid Project were also sealed – they were
Emperor’s warriors caught and massacred them. Their remains condemned to a terrible fate, the traces of which still adorn the steel
were then returned to the laboratory and put on display as a and rock walls of their laboratories. The Heresiarch had succeeded
PROLOGUE
I Griffin Empire.
The Temple Knights, remembering what had happened during
the Great Purge that followed Dirz’s heresy, kept this information
secret from the prelates of Merin’s church. The forces of the
Inquisition got wind of the massacre but they seemed oblivious to
the existence of the laboratories.
When they searched the scene, the Temple Knights found critical
information concerning the Hybrid Project and discovered that two
similar installations existed in Bran-Ô-Kor and in Syharhalna.
Faced with such a crisis, the Temple Masters ordered the Lodge
of Hod to deal with the problem.
Two Temple forces were discreetly sent to the sites to neutralize
the Hybrid Project before the unthinkable happened. One never
returned and the other suffered heavy losses before discovering two
more laboratories.
We are now certain that these laboratories outdate the Scorpion
creations.
-
7 INTRODUCTION
THE LODGE There was a time when Akkylannie stood for a dream that had
become reality; the prophet Arcavius’s ideal for all mankind. The
wise men of Aarklash call this time the Radiant Era.
OF HOD At this time, two specific entities were charged with the safety of the
Empire of Light.
The See of Foreign Aff airs, founded by Karl, was charged
with protecting Akkylannie’s borders and the pilgrims’ paths.
TITLES AND HIERARCHY The brotherhood of warriors founded the Temple Order.
The See of Internal Aff airs was inspired by the laws of Kelgar
OF THE TEMPLE the Pious and was designed to protect the word of Merin and his
prophet. Its guardians, the future Inquisitors, acted as safeguards
Officially, the Temple only recognises three ranks: against errors in interpretation of the cult and dealt with the first
Templar, Commander and Supreme Commander. heretics.
However, tradition dictates that the Templars attribute The Radiant Era came to a brutal end at the Battle of Kaïber, the
titles to themselves to reflect certain aptitudes or bloody baptism of the Order of the Ram. In the name of Good,
experiences. This informal tradition allows the Order’s Karl’s Templars sided with their Lion brothers… The battle was
representatives to better organize themselves in turning into a massacre when the timely intervention of Cynwäll
difficult times. Elves enabled the forces of Good to register a narrow victory, giving
them just enough time to seal the narrow pass that linked Acheron
to the rest of the continent.
TITLE AUTHORITY
When they finally returned, the warriors of the unique god
SUPREME COMMANDER SUPREME TEMPLE (ARCAVIA) discovered that their homelands were also prey to the horror.
The Inquisitor Korwin Khorto had just uncovered the plans of
COMMANDER CARDINAL COMMANDERY
VENERABLE
MASTER
LODGE
LODGE
EVEN IN THE
KNIGHT FACTION MOST SECRET
SENESCHAL
ESQUIRE -
FACTION
CIRCLES HOD IS
TEMPLAR - REFERRED TO AS A
THE SUPREME COMMANDER represents the Temple’s
reigning authority.
LEGEND
A COMMANDER is in charge of one of the four Cardinal
Regiments: North, South, East and West. These
Commanderies govern all the Lodges placed under
their protection.
A Venerable is generally a close councillor to the
Temple Commanders. Many have a deep understanding
of the supernatural forces.
A Master is a Temple Veteran. This title is the lowest
required to found a Lodge. A Lodge is a meeting place
for Temple Knights. Depending on its size, a Lodge may
be split up into Factions.
A Knight is an experienced Templar with obvious
leadership qualities. He can command a Faction.
A Seneschal is an Esquire who has shown merit. He
takes over from the officer in charge if he is killed or
can no longer fulfil his role. On the orders of his leader
a Seneschal can take responsibility for an entire Faction
or just a small part of it.
An Esquire serves as a relay between the leader and
the Templars.
By definition, all representatives of the Temple, with the
exception of Commanders and Supreme Commanders, are
Templars. Their rights are identical: they must show respect
and solidarity in all situations.
INTRODUCTION 8
an Alchemist Monk belonging to the Order of the Ram: by trying Having witnessed first-hand the rape of their homeland by an
to force the hand of nature, Dirz had sold his soul to Darkness intransigent, devoted few, the leaders of the Outer Circle decided
and engendered dreadful beasts. Driven by a terrible thirst for to create a secret army. This elite entity would smother Evil
vengeance, the Church had excommunicated all of Dirz’s alleged wherever it reared its ugly head…
followers and burnt Merin’s gardens in their
blind rage. The Heresiarch himself escaped
his pursuers by fleeing deep into the desert of
Syharhalna.
The Great Purge had just begun.
~
Sadly, the Inquisition hit the ranks of the The Lodge of Hod does not exist.
Templars especially hard. Having just escaped Even in the most secret circles Hod is referred
one massacre only to find another one on their
doorsteps, the most courageous among them
questioned the investigative methods of the
Church. Suspected of treachery, accused of
in public alongside the very sorcerers they had fought to eradicate. to hand over a corrupt member to the Inquisition!
Even faced with such injustice, and the prospect of an agonizing
death, not one of the Templars renounced Merin… However…
A S ENESCHAL IS AN E SQUIRE
WHO HAS SHOWN MERIT.HE TAKES
OVER FROM THE OFFICER IN CHARGE
IF HE IS KILLED OR CAN NO LONGER
FULFIL HIS ROLE .
INTRODUCTION
W E LC OME
TO HYBRID A
YOU HAVE JUST
ACQUIRED
A COLLECTABLE
MINIATURES GAME
A collectable miniatures game is played using miniatures,
also called figurines, representing the soldiers and troops used
by the players. The game usually opposes two players who
each control one of the two factions confronting each other.
In this type of game the figurines move about on surfaces of
various sizes, from a game board to a huge table with mind-
boggling scenery. Collectable miniatures games put into play
many different worlds, be they historical (re-enacting battles
of medieval times, of World War II...) or fictional (medieval
fantasy, science fiction...).
These games are much more than just games played with
“lead soldiers,” for they use rules of varying complexity that
divide the game into several phases. Every type of troop (the
B
figurines) has its own characteristics allowing almost all
situations in these different phases to be resolved.
DECK: a pile of cards. The cards are drawn one after the
• Action cards that give you the values for each game effect
as well as a short narrative designed to help you uncover the
other with the face of the card hidden. Hybrid uses many types mysteries of Aarklash (this information has no influence on
of deck: Event; Action… the game).
NATURAL VALUE
The Natural Value NV is the most important of the warrior’s MOVEMENT
characteristics. It represents the warrior’s strategic importance,
his overall power and his life force. In between the portrait of each warrior and his Equipment
Each time a warrior suffers a Wound, his NV is reduced by 1 details, you will find his Movement / Mt value. This indicates the
point. When this value reaches 0, the warrior is out of action and distance that a given warrior can travel. The value indicates the
his figurine is immediately removed from the board. number of free squares a warrior can cross when it comes to take
The Natural Value of a warrior also determines his Success his turn. The average Mt value is 7.
Level SL in everything he undertakes. The higher a warrior’s NV, Some squares are more difficult to cross than others, generally
the better his chances of success! Accordingly, a warrior with a because they are littered with debris or because they are occupied
high NV has excellent Action potential while a Wounded or less by pits. These squares sometimes require several Movement points
fortunate warrior has less chance of being successful in difficult if they are to be crossed.
or risky undertakings.
13 INTRODUCTION
The game TILES
EQUIPMENT
into combat.
Example:
APTITUDES
R ANKING
• RANKS 0 and 1
• RANK 2
•
• belief.
G A M E R U L E S 14
N.B: A lucky or well-placed blow that comes at just the right
time can cause serious damage. Indeed, a Perfect Success during
hand-to-hand combat or when firing inflicts an additional Wound
GENERAL on the designated enemy (see below).
Most Actions undertaken by HYBRID’s protagonists (attacking, Example: a warrior endowed with a NV of 5 attempts a test with
defending, firing…) are regulated by Natural Rolls of the dice. the benefit of a +5 modifier. Normally there shouldn’t be a doubt
about the manœuvre’s success, but should the player roll a 10, the
To make a Natural Roll, you have to roll one of the ten-sided test will still result in failure!
dice (D10) and score a total that is equal or inferior to the relevant
warrior’s NV.
ROLLING 2D10
Example: a Purifier attempts a Natural Roll. His NV is valued
at 3. The Action is successful if the player in control rolls a 1, a 2 Some Actions require that several D10 be rolled simultaneously.
or a 3 with the D10. When this is the case, the number of dice is indicated: for
example, “roll 2D10” means that two D10 must be rolled. The
D10 are often numbered from 0 to 9. In Hybrid the 0 player subsequently gets to keep the result of ONE of the dice.
represents 10.
During the game, numerous modifiers can influence a Natural
Roll. They can be positive or negative and influence the total
that you must roll with the dice accordingly. The total sum of Positioning
the warrior’s NV and its modifiers determine the Success Level THE WARRIORS
of the Roll.
The warriors are positioned with reference to their four aspects:
SL = NV + 1 / Wound (+modifier(s)) the front, the left side, the right side, the back.
In most cases a warrior’s position is obvious, however, the
Example 1: an Hybrid is trying to injure an enemy with his postures of some warriors can be confusing at this stage of the
sword. The Scorpion warrior hasn’t sustained any Wounds and game. If this is the case, tell your adversary at the beginning of
his NV is valued at 3. To succeed, he must roll 3 or less with the the game which side of the warrior you consider to be the front.
D10. However, the clone’s sword affords him a +2 modifier in this The rest will then fall into place.
situation, his SL is therefore 3 + 2 = 5. Hence the clone must roll
a D10 and get a 5 or less to succeed. The positioning of a warrior before and after he is moved is
paramount. If you expose a warrior’s back to his enemies, your
Example 2: attacking an enemy from behind is easier and error could prove fatal!
therefore the SL for such an Action is increased by 1 point. Our
Hybrid’s SL is therefore the sum of his NV (3), the bonus for his
sword (+2) and the bonus afforded by the attack from behind (+1)
or, 3 + 2 + 1 = 6. He succeeds if he rolls 6 or less with the D10.
• Aanwarrior is more easily wounded from behind by
enemy. The Offensive Combat chapter gives you more
detailed information on this aspect of the game.
PERFECT SUCCESS & CRITICAL FAILURE • Ahimwarrior can only attack an enemy who is in front of
although he can defend himself on both sides.
Perfect Success is achieved by rolling a 1 with the D10. In this
case, the relevant Action is an automatic success. In this manner,
an injured warrior can perform a last prowess even in the most
• Abehind
warrior cannot interact with surroundings that are
him (open a door, activate a lever etc.)
desperate of situations.
15 GAME RULES
ANGLE OF VISION If you want to know whether a figurine can see an element of
the game, trace an imaginary straight line between the warrior and
A warrior’s angle of vision is determined by the front face of his the object in question. If there are no objects on this line, then
base and is shaped like an inverted triangle (see diagram). you can assume that the warrior can see it.
OF SIGHT
A warrior can see all the elements that are located within his line
of sight. However, this line of sight can be blocked by numerous
obstacles: figurines (friend or foe), walls, pillars and closed doors FIGURINES’S ORIENTATION
all block a warrior’s line of sight.
DIRECT DIAGONAL
ANGLE OF VISION
BLIND SPOT
laboratories built by Dirz the Heresiarch. They consist of Therefore, a warrior positioned 9 squares from the nearest enemy
experimental labs filled with strange instruments, linked by a cannot be seen, even by an adversary looking directly at him.
maze of corridors, many of which have caved in. No notice should
be taken of the elements depicted on the board – these do not
impair the line of sight in any way. This is not the case of the various
counters that you will have to position on the board or the walls that
mark the boundaries between the different rooms.
M O V E M E N T S 16
MOVING YOUR Example: the player first places the counter nr. 4, face down,
next to the warrior he wants to move in fourth position. His
adversary wonders whether this will be the first warrior activated,
WARRIORS or whether the player is bluffing.
Movement and
BASE-TO-BASE CONTACT
Unlike in Confrontation, in Hybrid there is no fray. A warrior
can move around freely as soon as he is activated even if he is in
base-to-base contact with an enemy or if he is wounded. He must
nevertheless have enough space and the Mt value needed to carry
out this manoeuvre.
In Hybrid a warrior cannot leave an opponent just to return
into base-to-base contact with him on another square in one
Movement. This avoids “strategic retreats” followed by attacks
from behind on the same enemy.
Activation
The Hybrid warriors move one by one following the order Movement AND WOUNDS
determined by the players. This is called the Activation
Sequence. Like his NV, each wound suffered reduces a warrior’s Movement
Firstly, the players make an Activation Roll using the D10. The by 1 point, the minimum being 0. If a warrior has been nursed back
player with the lowest score begins. He then chooses whether to to health, his Movement value is revitalized proportionally to the
activate his fighters first or to force his adversary to activate his number of NV points retrieved. The warrior cannot, however,
warriors. If the scores are tied, the players should roll again. exceed the Mt value on his Profile card.
The players then determine the order in which they will
move their warriors. For this purpose, both players have several Example: a warrior has a Movement value of 7. If he suffers 2
numbered counters that they place next to their warriors according Wounds, his Movement value becomes 5. During a round, an event
to their chosen Activation sequence. Each warrior must have his enables the same warrior to retrieve 1 NV point. Accordingly, he
own counter before the game can begin. retrieves 1 Movement point.
In order to keep the Activation sequence secret, the counters
are positioned with their numbers hidden and the players choose
the order in which they are distributed. Of course, the aim is to
develop a strategy that will confound your adversary.
17 MOVEMENTS
SPECIAL Movements RETREAT : in certain situations, it is necessary to retreat
without turning one’s back on the enemy. Each square covered
DIAGONAL MOVEMENTS: a warrior can move diagonally by a retreating warrior costs him 1 additional Movement point.
without relinquishing a Movement point. However, he loses 1
Movement point if he diagonally moves through a door, an angle
in a wall or the base of a figurine. OPENING AND CLOSING DOORS: a fighter standing in
If a warrior attempts to pass in between two enemies that are, front of or next to a door can open it. In this case remove the
respectively, in contact with his front and one of his sides (or his Door counter and replace it with a Passage counter of the same
back and one of his sides), the penalties are not cumulative. Even size (simle or double). A fighter can also close a door that hasn’t
if he passes betweentwo figurines diagonally, he only incurs one been destroyed or permanently blocked: then simply replace the
Movement penalty. Passage counter with a Door counter of the same size. Unless
stated otherwise, carrying out one of these manoeuvres costs the
fighter 1 Movement point.
MOVING SIDEWAYS: moving sideways costs 1 additional SCALING FALLEN ROCKS: Walking over a zone obstructed
Movement point for every square moved by fallen rocks causes 1 Movement penalty, except for creatures
endowed with Velocity. A warrior cannot end a Movement on a
Example: a fighter with a Movement value of 7 can make a square obstructed by fallen rocks.
sideways movement of 3 squares and can then still move forward A warrior pushed onto a square covered in fallen rocks suffers
by 1 square. a Wound.
M O V E M E N T S 18
A warrior endowed with the Titan Aptitude is not impaired Example: the front edge of an Aberration’s base occupies two
by fallen rocks: he can walk over or end a Movement on an squares. The creature is too big to walk down a corridor that is only
obstructed zone and does not suffer a Wound if he is pushed one square wide. Griffin warriors should bear this in mind when
onto the affected zone. they are fighting such beasts!
ENTERING AND LEAVING A LABORATORY: on A warrior who is unable to cross such a zone can, however, fight
certain missions, the protagonists begin their quests outside the an enemy base-to-base, even if it is in an inaccessible zone.
laboratory and can only enter via a square occupied by an Access
– Entry counter. Put the warrior who wants to enter on top of
the counter. This counts as a Movement and costs the warrior 1 Accepting a
Movement point. SCENARIO OBJECTIVE
The warrior can only exit a laboratory via a square occupied
by an Access – Exit counter. To leave the laboratory, the warrior
must have at least 1 Movement point in reserve when he lands on Some Hybrid scenarios depend on specific battle objectives,
the Exit square. such as activating a special button, retrieving an artefact or freeing
an ally for example. In most cases the objective is represented by
NB: Only warriors endowed with the Puny Aptitude can exit a an Objective counter placed on the board.
laboratory diagonally. To accept an objective, a warrior must end, or choose to end a
Movement (it is possible to keep Movement points in hand that
Whichever Special Movement is used, don’t forget to face your you don’t use) on the square occupied by the Objective counter.
figurine in the appropriate direction. The warrior can however, if he chooses, make a quarter, or a half
19 MODES
During the resolution of Skilled Firing, only the targeted warrior the board, he can also call upon his Movement / Mt value.
can employ several Action cards. For his part, the warrior who The Moving mode only exists to enable warriors to execute
engaged Skilled Firing can only use one. specific manoeuvres in relation to different types of movements:
running, sliding, brutal charges and furtive movements are the
typical fare of this highly strategic mode. The judicious use of the
Mv mode can change the very outcome of a game.
M O D E S 22
This mode must be announced as and when a figurine is However, enemies endowed with the Titan Aptitude cannot
activated. A specific Level of Mastery must also be chosen. be brushed aside in this way unless the aggressor himself is also a
A warrior in Moving mode doesn’t lose any Movement points Titan.
when he opens or closes a door. The Novice Move is ineffective when employed against an
enemy in Defensive Combat mode.
1/ Basic Move: this Level of Mastery enables a warrior to move
around the board more quickly than he usually would. The warrior 3/ Skilled Move: this Level of Mastery enables a warrior to
making a Basic Move benefits from a +2 modifier in Movement. hinder an enemy’s Movements. A warrior in Skilled Move mode
who has travelled at least one square before coming into base-
2/
is placed next to
next to the
23 CARDS
Action CARDS
NATURAL ROLL MODIFIERS
On each of the Hybrid Action cards you will find a number
between 0 and 4 (Action points) and a short text (the Action When a warrior accomplishes a risky, intrepid feat, the player in
effect). control can choose to provoke destiny by using one or several of his
Each Action card can be played in a number of ways and when he Action cards at once. He must inform his adversary which card(s)
chooses to play an Action card, the player has to decide whether he intends to use. This announcement must be made before the
he will use the Action points or the Action effects of the card. dice have been rolled. As long as he hasn’t announced if he is or
Once played, the Action card is discarded and any unused isn’t using Action cards in this round, the player’s adversary cannot
effect is lost. use his own Action cards (in a surprise attack for example).
When an Action card is played to assist a Natural Roll, it is
placed face up. The player must then decide whether he wishes to
use the Action points or the Action effects linked to the card.
Action cards are only used punctually when a player has already
decided on a mode for one of his warriors. If the chosen Level
of Mastery enables the relevant warrior to accomplish several
Actions, the player must tie each card to a specific Action. It is
possible to accumulate the effects of several cards during the
same Action.
The bonuses afforded by an Action card cannot, under any
circumstances, be used during a Natural Roll occasioned by an
Event card, an Equipment card or an Aptitude.
A player who doesn’t wish to use an Action card for one
of his figurines must announce this decision. This decision is
irrevocable.
DISTRIBUTION
Before the game begins, shuffle the Action cards thoroughly.
Each player then draws four cards. When he has looked at his
cards, a player can decide that he’s not satisfied with his draw.
In this case he can choose to discard his first draw (the cards are
placed at the bottom of the deck) and draw three new cards. He
cannot reject the second draw.
If the Action points are used for a Hindrance, they are employed
as negative modifiers on the Action mode of the adversary and his
SL during the Natural Roll.
Action Effects
A player who would rather use the text on the card than its value
reads the card out loud. The effect is applied immediately.
Whether the effect enables the owner to steal a card from his
adversary or to revive a discarded Action card, the new card can
only be played during the Activation of the next warrior, whether
he be a friend or a foe.
If the effect is chosen in the context of a Hindrance, it must
be applied to the adversary’s warrior.
Army
Equipement CARDS
The Equipment cards supplied with Hybrid are divided between
the warring factions. They come in two categories: Aura cards and
Mutation cards. The Aura cards are the strict reserve of the Griffin
warriors while the Mutation cards belong to the Scorpion faction.
AURA CARDS
The Activation counters are used to determine the order of the An Event counter represents an unexpected event that takes
various warriors in each camp’s Activation Sequence. place during a mission. Within the game environment this kind
Some missions allow you to select your warriors according to of event is provoked by the players. In order to pick up an Event
Rank, which lets you either deploy many fighters of lesser strength counter, a player has to end a movement on a counter and declare
or a small troop of elite warriors. The Activation counters are it activated.
numbered from 1 to 10 and there are two of each (one for each Once this has happened, the counter is turned over because
camp) to allow for greater flexibility, whatever the type of game some Events are traps. If this is not the case, the counter is
chosen. discarded and the player draws an Event card.
Event counters can only be picked up in turn – the same player
cannot activate two Event Counters in a row. It is, however,
Wound COUNTERS possible to occupy the same square as an Event Counter without
activating it.
by one point. Wound counters are used to keep count of the Example: the Scorpion player has activated the first
number of Wounds a warrior has suffered at any given moment Event counter of the game. He cannot activate a second
in the game. Event counter until his Griffin adversary has, in turn,
A player gives each of his warriors a Wound counter. These can activated one himself.
subsequently be placed on his army’s cardboard specification
sheet. By moving the counters each time warriors are wounded or The activation of an Event counter shouldn’t be taken lightly
healed, it becomes easy to determine the NV of a given warrior. because it gives your adversary the opportunity to activate the
next one – an act that might be decisive at critical moments.
C O U N T E R S 28
The violence of combat can cloud the judgement of A Passage counter represents an opening between two rooms,
participants. Mode counters enable players to tell, in the blink a corridor and a room or juxtaposed Tiles. Passages do not block
of an eye, whether adjacent warriors are using Capacities that lines of sight and a warrior can be placed on a Passage. As with
might last several rounds. The relevant counters are placed next Door counters, there are two types of Passage counter: simple
to the warriors to remind the players of their capacities until and double.
such time as these are withdrawn. There are four types of Mode
counters: Defensive Combat, Skilled Move, Expert Move and
Skilled Firing. Trap
Skilled Firing Mode counters are numbered from 1 to 10. This COUNTERS
enables players to tell which warrior activated the Skilled Firing
mode first and to determine the order of firing when several warriors
Trapdoor COUNTERS
Example: a warrior endowed with the Frenzy/1 Aptitude increased by a factor of X squares.
eliminates two enemies. He is rewarded with a +2 SL modifier in
Offensive and Defensive Combat until the end of the game Example: a warrior endowed with Eye of the Lynx/2 can see and
fire 2 squares further than other warriors. Within the confines of
the laboratories, he can see 10 squares rather than 8.
A P T I T U D E S 32
INFILTRATION/X : at the end of each round, a warrior PRESTIGE/X : a warrior endowed with this Aptitude is well
endowed with this Aptitude can move X additional squares. The respected within his own ranks as well of those of the enemy. He
warrior is considered to be in the same mode he was in when he benefits from a +X modifier on all his SLs (X being the value on
was activated. the warrior’s Profile card) in all Action modes. Sadly, this new-
found status is lost when the warrior shows signs of weakness. The
Example: a warrior who was in Offensive Combat mode when warrior loses this Aptitude as soon as he suffers a Wound.
he was activated who uses his Infiltration Aptitude to come into
base-to-base contact with an enemy, can attack. DORSAL PROTECTION/X : warriors with this Aptitude are
endowed with an armoured shell or battle techniques that make
If the warrior was in Moving mode when he was activated, he them difficult to strike from behind. This Aptitude cancels the +1
can use his Infiltration Aptitude to open doors without suffering modifier associated with Attacks from behind.
a penalty. The X factor indicates the negative modifier that an assailant
must apply to his SL when attacking a warrior endowed with this
If, during a battle, several warriors are endowed with the Aptitude from behind.
Infiltration Aptitude, their additional movement are resolved in
the same order as the Activation Sequence of the round being
played. A warrior loses this Aptitude for the rest of the game as
soon as he enters an enemy’s direct line of sight – it is impossible
to ambush an enemy once the element of surprise is lost.
longer in play.
is fired.
TITAN :
normal squares.
per square.
VELOCITY/X :
MISSIONS
The ten missions described in these pages will take you on a
journey of discovery across the Heresiarch’s abominable world.
Mission
diagram legend
With the exception of a few missions, the players are free to
assemble their combat groups as they see fit. However, their
choices must respect two parameters:
Fallen rock
• THE RANK TOTAL: The sum of the warriors’ ranks must
not exceed this mission parameter. In this instance, two Rank 0 Pillar
warriors count for 1. Trapdoor
• TOTAL NUMBER OF WARRIORS: In order to avoid the Double door
board becoming overcrowded, the total number of warriors taking Single door
part in a game is limited to this number.
Double passage
Single passage
E Event
Example: a Scorpion player is assembling his warriors, his
choice must take into account the following parameters: rank total 1 2 3 Objective
8; total number of warriors 8. He chooses an Aberration (Rank
3), three Hybrid (Rank 1) and four Pests of Flesh(Rank 0). The DEPLOYMENT:
four Pests of Flesh total 2 rank points. The rank total is therefore: 3 D Rank 0 Dirz
+ (3 × 1) + 2 = 8, for a total of 8 figurines. The parameters have
D Rank 1 Dirz
been respected.
D Rank 3 Dirz
G Rank 1 Griffin
G Rank 3 Griffin
V Venerable
Griffin
deployment zone
Dirz
deployment zone
Simple entrance
Double entrance
Simple exit
Double exit
Simple entrance / exit
Double entrance / exit
M I S S I O N S 36
RETURN TO GLASINHAR
LABORATORY SO11 INSTRUCTIONS
In Akkylannie, one of the Lodge of Hod’s most difficult missions SELECTING COMBAT GROUPS
took place in the quiet village of Glasinhar. After the massacre
of the population by a pack of unknown creatures, a group of GRIFFIN SCORPION
Knights was sent to investigate. These brave men never returned R ANK TOTAL 5 6
home. Venerable Ambrosius decided to solve the enigma of their
disappearance himself.
TOTAL NO.OF WARRIORS 5 5
OBJECTIVES TRAPS
Place 1 Trap counter among the 3 Event counters.
Each side must exterminate the other. Any side with at least
one warrior standing, having exterminated all enemy warriors, is SPECIAL RULES
declared the winner. There are no special rules for this mission.
D D D D
E
D
E
D D
D
GRIFFIN
Entrance E
G E
37 MISSIONS
The Scorpion player must stop the Griffin player from achieving
his goal. Let the massacre begin!
DIRZ
Entrance
DIRZ E E
Entrance E
DIRZ
Entrance
DIRZ
Entrance
DIRZ
Entrance
E E
E
M I S S I O N S 38
AMBROSIUS’S CELL
Venerable Ambrosius must take part in this game. He is placed
on the V square at the beginning of the game. Ambrosius’s cell is located in the 3 zone. It can only be
opened if the control panel corresponding to Objective counter
TRAPS 1 has been activated. This doesn’t stop Ambrosius from trying to
escape on his own!
No traps are associated with the Event counters during this At the beginning of the second round, the Griffin player rolls a
game. D10. If he rolls a “1”, the door is unlocked. If the roll results in a
failure, the player can try again in the next round. In this instance,
the player must roll a “1” or a “2” to unlock the door. Each attempt
to unlock the door results in a cumulative +1 SL modifier.
39 MISSIONS
D D V
E
D 3
D
D
1 E D
Exit
E D
D
D
D
2 E D
1
GRIFFIN
Entrance / Exit
M I S S I O N S 40
1 2
E
DIRZ
E Entrance
GRIFFIN
Entrance E
GRIFFIN
Entrance
41 MISSIONS
PROWLERS !
SO–NEMESIS LABORATORY INSTRUCTIONS
According to the information contained in Dirz’s diaries, the SO The Objective counter 1 represents the Gem of Darkness. A
Nemesis laboratory was among the prototype laboratories that warrior who ends a Movement on this counter possesses the gem.
were abandoned along with the Hybrid Project. The buildings are When this happens, place the gem on the relevant warrior’s base.
completely outdated, but built in a particularly robust alloy. The The gem follows the carrier in all his movements.
Dawn Ritual that reactivated the Heresiarch’s laboratories also If the carrier is eliminated, the treasure is dropped and the
brought the SO Nemesis back to life, to the extent that even the counter is placed on the square occupied by the warrior (or if the
Syhars discovered its existence. warrior occupied several squares, on one of the occupied squares)
A small army of Syhar scouts was sent to investigate ahead of when he was destroyed.
a much larger force. They arrived at the same time as a squad of The two exits represented by Objective counters 2 and 3
Griffins. open up when the gem (Objective counter 1) is picked up by a
warrior. If the warrior manages to escape the laboratory through
OBJECTIVES one of these exits, the game is won.
After the Activation Roll in the fifth round, the player who
Time is of essence: a huge Gem of Darkness powers the activated the Objective counter 4 must roll a D10. If the result is
enormous laboratory clone tanks and the winner is the first player an even number, nothing happens. If the result is an odd number,
to safely evacuate a warrior from the laboratory with this gem. the 2 and 3 exits slam shut forever. In this instance 4
opens and becomes the only laboratory exit.
TRAPS
SELECTING COMBAT GROUPS
Add a Trap counter to the 5 Event counters.
GRIFFIN SCORPION
R ANK TOTAL 7 8
TOTAL NO.OF WARRIORS 5 8
E
E
SPECIAL RULES
There are no special rules associated with this game.
1
E
E
2 4
D D
G
D
M I S S I O N S 42
GRIFFIN
Entrance
E D
E DD
E
D
2 3
M I S S I O N S 44
DEADLY MATRIX
LABORATORY SO21
SELECTING COMBAT GROUPS
The incomprehensible formulae and the indecipherable notes GRIFFIN SCORPION
found in the Heresiarch’s diaries revealed a second secret: the
location of a mass production laboratory named SO21 designed R ANK TOTAL 8 8
to produce large numbers of clones. The Heresiarch seems to TOTAL NO.OF WARRIORS 6 9
have had special plans for this particular laboratory located close
to the border of the Alahan kingdom.
TRAPS
No traps are associated with
the Event counters during this
GRIFFIN game.
Entrance
SPECIAL RULES
OBJECTIVES
The Scorpion player cannot
The Griffin player must neutralize the accelerated E draw an Action card when
cloning tanks by accessing the main control panel. He one of his Rank 0 warriors is
must also activate the laboratory’s self-destruction eliminated. When this happens,
mechanism. an identical clone is placed in
the tank of the player’s choice.
The Scorpion player’s mission is to stop the Griffins The new clone is incorporated
from destroying the laboratory. Sadly, most of the into the Scorpion player’s next
laboratory’s doors are locked. Activation Sequence.
INSTRUCTIONS
The Objective counter 1 represents the main control panel for
the accelerated cloning tanks. All the doors to the laboratory are
E
unlocked (but not opened) as soon as a Griffin warrior enters the
room occupied by the Objective counter 1.
Once activated, the Objective Counter 1 is discarded. All the
tanks are neutralized: all the creatures in the tanks as well as any
Rank 0 Scorpion warriors present in the zone, are immediately
eliminated. The Objective counter 2 represents the switch that D
activates the laboratory’s self-destruct mechanism. To activate
the mechanism, a warrior must inflict 2 Wounds on the switch D
(the switch is considered to be in direct contact with the warrior
in question). Long-distance attacks also work on the switch. A
Scorpion warrior who positions himself on the square occupied D
by the Objective counter 2 blocks all access to the switch for as
1
long as he chooses to stay.
D D D
D
D
2 E
45 MISSIONS
OBJECTIVES TRAPS
The Scorpion player secretly designates a Rank 1 warrior who The laboratory is riddled with unstable chemical products and
must escape from the laboratory at any cost. This anodyne clone the strains of terrifying viruses. Add two Trap counters to the 4
has been infected with a deadly virus that makes the plague look Event counters to represent these dangers.
like a common cold!
All Rank 0 Scorpion warriors begin the game in accelerated
cloning tanks. A tank can only house 1 figurine at a time. Since SPECIAL RULES
the tanks aren’t operational at the beginning of the game, their
occupants are not immediately incorporated into in the Activation It is possible to eliminate Rank 0 warriors before they awake. To
Sequence. do this, simply place a warrior on an adjacent square and engage
The Griffin player must catch and eliminate the infected in hand-to-hand combat with the warrior still inside his tank.
warrior before he escapes. The tank can also be destroyed by a long-distance attack (shot,
etc.). If the tank suffers a Wound, it and the dormant clone are
INSTRUCTIONS destroyed.
D
E
D
E
D E
1
E D
G G D
D
M I S S I O N S 46
INVISIBLE WAR
LABORATORY SO25 – Part 1 INSTRUCTIONS
The Knights of the Lodge of Hod have uncovered a laboratory SELECTING COMBAT GROUPS
that is proving especially difficult to destroy – the lab SO25. For an GRIFFIN SCORPION
unknown reason, the warriors created in this laboratory appear to
have some form of social organisation and are able to coordinate R ANK TOTAL 8 9
their attacks to repel intruders. Venerable Ambrosius assembles TOTAL NO.OF WARRIORS 9 9
his finest warriors: time is running out and all this agitation will
soon attract the attention of the authorities
Everything must be destroyed immediately. TRAPS
OBJECTIVES No Traps are added to the Event Counters for this mission.
To win the game a player must obliterate all his adversary’s SPECIAL RULES
warriors.
There are no special rules for this mission
D D
E E
E
D
G
47 MISSIONS
G E
E D
E E D
1
G D
D
G G E 2
D
E P I L O G U E 48
EPILOGUE
In a few hours the hunger will have gotten the better of me and
We have been locked up for two whole weeks, the machines there’ll be only one solution left open to me. Indeed, I fear Ybhan
have stopped and silence now reigns supreme. Kern has already chosen this way out.
We tried to contact S04 and SO28 but without success, as if I will inoculate myself with a Hybrid treatment. I’ll become a
our equipment had given up the ghost or the laboratories had predator and, who knows, maybe I’ll be able to defeat the last
simply ceased to exist… Our Gems of Darkness reserves have survivors in the complex. Their bodies will provide me with food.
been exhausted and our Immortal gems are too weak to be of What will happen then? I don’t know, but by then I too will have
any use to us. What has happened? Is there still life outside the lost my mind.
laboratories? I have lived, as I will die, for the glory of Arh-Tolth and our all-
powerful Emperor Dirz.
~ ~
I had to kill my last slave.
I’m hungry and we have no food left. My brothers-in-arms
have all done the same. In accordance with the rules, we locked With a tired gesture, Venerable Ambrosius closed the book and
ourselves in our quarters with our slaves in chains. Their sacrifice looked around the room. The slaves’ skeletons still lay at the foot
gives us the food necessary to survive until reinforcements of the wall, their chains padlocked to a ring in the wall.
arrive. Why did the Hybrid Project’s laboratories suddenly stop,
I must admit that I had become attached to the little Barhan condemning those who worked in them to death? This was
girl. She believed in my redemption until the very end. She will the fifth lab purified by the Lodge of Hod and still the enigma
never know how much I am indebted to her. remained intact.
Always the same tragedy: a nauseating complex; piles of bones
~ strewn on the floor; and creatures that only the sick mind of the
Heresiarch Dirz could have imagined. Each time he discovered
This morning, Ybhan Kern tried to force his way into my quarters. the location of two new laboratories of the same type. How many
First he begged me to open the door, to give him something to were there? Tens, hundreds… Would the inhabitants of Aarklash
eat. Then he threatened me. He stayed there, banging on the one day discover what their destiny might have been?
door… The paranoid imbecile had fashioned himself some sort While examining the Technomancer’s texts, Ambrosius
of weapon. Thankfully, he never got in. discovered that each of the laboratories was capable of
I will surely starve to death. What irony! To think that my producing 10 clones per day. What would happen if the Alchemists
creators endowed me with an organism capable of surviving on rediscovered and activated the project? Would it mean the end of
three litres of water a week… Aarklash? A shiver ran down his spine.
I’m beginning to understand the importance of the little “The zone has been cleansed and the machines have been
Barhan’s sacrifice. I forget her name. I have a fever. neutralized,” reported Seneschal Demian through the crack in
the door. Two Purifiers and Misericord, her face hidden behind a
~ metal visor, stood beside him.
“I have to study the last archives and then we’ll leave this place.
Two days. It’s been two days since I killed her. I have nothing Set the charges.”
left to eat. My body is rotting away at a terrifying rate. It’s been Life went on, and the men would soon blow up the entrance
so hot and humid since the machines stopped. to the laboratory. Tonight, Demian would grumble about
Ybhan Kern banged on my door again today with a heavy metal Misericord’s indiscipline and they would move on to another
object. He was laughing like a demon and talking gibberish. laboratory.
Condemned to err the laboratory’s corridors, I think he’s lost Ambrosius unravelled the parchment and studied it carefully.
his senses. He found the coordinates of two new laboratories, SO4 and
I tried to wake up a Yersina clone in the hope that it would SO28. Suddenly his eyes widened and he read the coordinates
protect me should I get out of this place. I didn’t succeed – when for SO28 a second time in disbelief.
the tank opened, the creature simply collapsed… Without the “It’s just not possible, how am I going to tell them?”
power of our Gems of Darkness, it’s become impossible to
awaken the clones. Irony of ironies, their flesh is inedible.