Reichbusters v1 22
Reichbusters v1 22
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v1
Jun 2020
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GAME ROUND SEARCH USE AN ITEM
If you are in an area with at least 1 facedown item and no enemy Use an item on your dashboard. The item cannot be jammed
The game is played in rounds. A round consists of 1 turn for each or drained . If the item has noise dice on its front, make a
units, you can search. Make a noise test and flip all the
hero, each of which is followed by an enemy turn. noise test when the item is used.
facedown objects in the area faceup. Then choose 1 faceup item
Players decide the order in which they take their turns. However and place it on your dashboard.
after the alarm sounds, at the start of each round shuffle and deal You may perform a search action to retrieve an object that is ENEMY TURNS
out the turn order tokens to find the fixed hero turn order. already faceup; no noise test is necessary. After every hero turn, there is an enemy turn (even if the hero has
When a card deck is exhausted, shuffle its discard pile to make a been captured).
new deck. After doing so for a hero action deck, remove the top READY EQUIPMENT
card from the game, then continue play. Remove 1 or from a weapon on your dashboard or from 1. RAISE THE ALARM!
an adjacent portal. If you remove a you must also have and Pre-alarm: If any enemy units are alert , advance the mission
Unless otherwise specified, when a card effect tells you to draw
discard a vril orb item from your inventory. tracker by 1 round.
or discard it refers to the hero action cards. Unless specified
otherwise, when there is a choice to make, the players make it. Post-alarm: The enemy ignores this phase.
DRAW 2 CARDS
Draw the top 2 cards of your action deck into your hand. There is
SETUP HERO TURNS no hand limit unless otherwise specified. 2. ACTION STATIONS!
On their turn players may take 2 basic actions and bonus actions Alert enemy units move 1 area towards the nearest hero, in
Each player takes a dashboard and their hero’s character card,
deck of action cards, and miniature. Place the 2 weapon tokens
as desired. UNLOCK/OPEN DOOR the order listed on the mission’s faction card. Unit names in white
do not activate. An active enemy unit in the same area as a hero
and 1 skill token listed on your hero card on your dashboard, Open or unlock an adjacent door. Take the noise test shown on
stays where it is.
along with your hero card. Remove your 2 feat cards from your BASIC ACTIONS the door. If the door is locked and you do not have keys, this
action deck, shuffle the rest of the deck, and draw 2 cards. Add action unlocks it, but does not open it. Discard the lock token. If an enemy unit needs to move through a locked door, they
these to your feat cards to form your starting hand. The rest of the
MOVE If the door is unlocked, or locked and you have keys, this action unlock it instead of moving. If they need to move through an
cards are your draw deck. Unless otherwise specified, you may move 1 space into an opens it (flip the door token over). Opened doors cannot be closed. unlocked closed door, they open it instead of moving. This may
adjacent area. You cannot move into and out of an area as part of result in breaking up groups of the same type of enemy.
1-3 players: either share out the 4 heroes and take turns with the same action if that area contains any enemy units (though you RECOVER
each hero, or play with fewer heroes. Melee units continue moving until they are in the same area as a
can do so with separate actions). You can however move out of A hero who starts their turn downed must spend both of their hero. Ranged units continue moving until they are in range and
Choose a mission. Raids are one-off games and campaign games one area and into another if they both contain enemy units. basic actions to recover. When you recover, discard all but 2 have LOS to a non-downed hero. However, a ranged unit in an
are part of an ongoing plot. You may make multiple moves using action cards, and/or use an wound cards of your choice. Stand your miniature up again; you area with a downed hero can still capture the hero.
action card movement modifier to move more than 1 area with a may play action cards as normal.
Set up the tiles, doors, guard tokens, and spawn tokens as
directed. Shuffle each type of room feature required and place a move action (each modifier allows you to move 1 additional area). 3. KILL THE INTRUDERS!
random feature of the correct type where indicated. Shuffle each Using a basic move modifier can add noise to the move action. BONUS ACTIONS Alert enemy units attack the nearest non-downed, non-
type of item into individual stacks and deal items into map areas A move action may be used to stand up a knocked down but non- PLAY ACTION CARDS captured hero; if 2 heroes are equidistant, the enemy attacks the
as indicated. downed hero. hero who most recently had a turn this round (if none have, the
Each hero has a deck of 12 action cards consisting of 10 action/
players choose). Unit names in white do not activate.
Place the mission’s faction card next to the map, and place the Place a cleared token if you move into a room/corridor that modifier cards and 2 feat cards.
specified maximum number of each enemy unit near the map. contains no enemy units, or you end your turn in a room or If more than 1 enemy unit of the same type attacks the same
When you use an action/modifier card, you must choose to use
Shuffle the pre-alarm noise, post-alarm noise, spawn, and wound corridor that contains no enemy units (only 1 is needed in each hero in the same way (melee or ranged), combine all the attacks.
the top or the bottom section. The top section is always a free
decks and place them near the map, along with the rest of the room/corridor). A cleared token indicates that no enemies remain Nominate 1 unit as the main attacker and use their attack value.
action or instant action. The bottom section is always a modifier
tokens and dice. in that room/corridor, so enemy patrols cannot enter from there. Add the support value of each additional attacker of that type.
to another action (either a card or a basic action).
However, they do not prevent spawns from barracks. This total is the target number for the hero’s 2 dice defence test.
Place each hero on one of the entrance tokens for the mission.
Free actions can be played from your hand before, between,
Players decide which hero goes first. If the test result equals or is greater than the target number, the
ATTACK or after taking your basic actions.
defence was successful.
Raid missions Melee attacks happen when both attacker and target are in the Instant actions require a trigger, and may be played in the
Draw 1 objective card, 1 faction card, and 1 map card. Players If the test fails, deduct the defence result from the attack number
same area. Heroes and enemies are in melee if they are in the enemy turn if the trigger allows for it.
then choose a team card. Any of these cards can be chosen by to find the damage. Draw a wound card and apply the top effect.
same area, even if no attack or defence tests have been made yet.
the players or drawn randomly. Modifiers are at the bottom of each non-feat action card and If the damage is equal to or greater than the wound target number
Ranged attacks occur when the attacker and target are in can be played after the dice have been rolled. in the middle of the card, the wound is permanent: also apply the
Set up the map according to the map card and objective card. different areas. A unit in melee cannot make ranged attacks. bottom effect and keep the card. The permanent effect remains
Set up the mission tracker next to the map, according to the After choosing a section, you may implement some or all of the
active until the wound is healed.
objective card. After the attack has been resolved, take a noise test if necessary. listed effects; none are compulsory. If you are implementing more
If is shown, use the number of noise dice on the weapon than 1 effect, they must be resolved in the listed order.
Each player chooses a hero from those available. Place the being used. If is shown the attack does not generate noise.
4. CHECK AWARENESS!
tokens listed on the team card, and then assign these stores to More than 1 modifier can be played to modify a test, and you may When 1 or more heroes are in LOS of at least 1 enemy unit in a
the heroes, discarding any unused ones. Heroic points remain on When a hero attacks, follow these steps: wait to see the results of a card before deciding to play another. room/corridor, raise awareness 1 level in that room/corridor. Only
the card and may be used by any hero; shuffle the rest and place Playing a modifier discards that card at the end of the test. A apply this once per room/corridor per enemy turn, regardless of
1. If more than 1 weapon is available at the current range,
them facedown next to the map. modifier does not start a new noise test, so modifier noise dice are the number of enemy units and heroes involved.
declare which is being used. Any hero can choose to make a
always added to the noise test for the main action.
Campaign missions , unarmed melee attack regardless of their weapons.
Before your first campaign mission, decide on a difficulty level 2. Declare the target. In melee, this can be any enemy in the same
When you make an attack test, each friendly hero in the same END OF ROUND PHASE
area may play 1 card from their own hand to modify that test.
for the whole campaign. Set up the next incomplete mission area. For ranged attacks, this must be an enemy in an area you Optional: With 2 players and only 2 heroes, at the start of each
Only when a total is declared and the results applied is this
available. Place the HQ card next the map and place on it any have line of sight (LOS) to that is within the range of the weapon end of round phase, 1 hero may take the open/unlock action as a
process of playing cards and modifying the result final.
items and heroic points from the previous mission and any in areas. Units can trace LOS through friendly units and any free action that does not count as part of the player’s turn.
additional items provided by the new mission. tokens but not through enemy units, walls, or closed doors.
GIVE OR DROP AN ITEM Once all heroes have had a turn, and the enemy has had a turn
Each player chooses a hero from those available. Assign the items 3. Make an attack test and apply the results. Each friendly hero Once during your turn, you may give an item to another hero in after each hero, there is an end of round phase:
from the HQ to the heroes. Heroic points remain on the card in the same area may play 1 card from their own hand to the same area, or drop an item.
and may be used by any hero; shuffle the rest and place them modify the test. 1. Any player with fewer than 5 cards draws 1 card from their deck.
facedown next to the map. You may only give an item to another hero if your area contains 2. Check the board for any tokens that need to be removed.
Once during an attack test, a can be spent to cause the target no enemy units. The recipient adds the item to their dashboard
Remove card RB041 from the spawn deck, and the secret passage to drop loot items. The faction card lists the type: grey units drop immediately. You may carry up to 4 items on your dashboard. If 3. Advance the mission tracker by 1. If it reaches the end of the
cards RB185, RB190, and RB201 from the room features deck. normal loot, red units vril loot, and black units do not drop loot. you gain a fifth, you must drop another item to make space for it. pre-alarm section, the alarm triggers. If it reaches the end of
If, at the start of a mission, you don’t have enough heroes the post-alarm section, the mission has failed.
If an enemy target is killed, place a random loot item faceup in You can drop an item even if enemy units are in the same area.
available to play, the campaign ends in failure. its area before removing the miniature. Place the item faceup in the area. 4. Collect the turn order tokens ready for the next round.
TESTS VRIL Once the alarm triggers: When an alert token is placed in a room/corridor, all enemy tokens
1. Place the round marker on the alarm space. in that room/corridor immediately spawn enemy units.
When using vril weapons or items, you must roll the number of
An action requiring you to use dice shows a coloured dice icon
red vril dice shown and add these dice to the total of the test. 2. Trigger all remaining spawn tokens on the map. When a room/corridor with an awareness token no longer contains
and a number that indicates the quantity of dice you must roll:
enemy tokens and enemy units, immediately remove the token.
Each may be spent to cancel the effect of a single surge . 3. Remove all awareness level tokens.
Attack dice: weapon, item, or action.
Each remaining causes the vril item or weapon to backfire: Post-alarm awareness levels are no longer tracked. All enemy
draw a permanent wound, and the item or weapon is drained . 4. Replace the pre-alarm noise deck with the post-alarm deck. units become alert and all remaining spawn tokens on the
Defence tests: always 2 dice, unless indicated otherwise.
5. End all ongoing action card effects. map are triggered. Remove all awareness tokens.
Noise dice: noise card, weapon, item, or action. WOUNDS 6. The enemy immediately takes a free turn outside of the normal
Unless otherwise stated, enemy units only have 1 wound and are turn sequence. BOARD TILES
Vril dice: weapon, or item, or action.
killed and removed from the map when they suffer 1 wound. 7. Place the round marker on the post-alarm track’s first position. Rooms and corridors are separated by black walls which are
TO TAKE A TEST: When a wound is automatically inflicted on a hero by an effect, 8. Start the next round. always impassable and block LOS. They can only be connected
through a door allowing access across the wall.
1. Determine the target number for success, then build your it inflicts both top and bottom effects of the wound card.
pool of dice and roll them all together. Post-alarm Areas are movement and range spaces. Some rooms are split into
When a unit with the X wounds keyword suffers a wound, In the post-alarm game all enemy units are alert and you
2. Trigger any special result effects and play action cards to multiple areas by a yellow and black line. Areas connected by
place a wound token next to it. When it has a number of treat as . At the start of each round shuffle and deal out
modify the result. doors are always separate areas. Two areas are adjacent if they
wounds equal to or greater than X, it is killed: remove its the turn order tokens to find the fixed hero turn order. share a common edge not blocked by a wall or closed door. A door
4. Take a permanent wound for each surge result that wasn’t miniature from the map.
is adjacent to an area if it is part of the wall that borders it.
cancelled by a result. When a unit with multiple states across a number of unit cards SPAWNING ENEMY UNITS Room feature cards are facedown at the start of the game. When
5. If any or remain in the dice pool, drain the vril item suffers a wound, if the card is on a grey side with , flip to its
Enemy units are placed on the map when a spawn is triggered: a hero can draw LOS to the room feature, flip the card and trigger
or weapon you were using for the test (put a token on it). red side. If the card is on a red side with , replace it with the
its effects. When the room feature with secret passage tokens is
grey side of the enemy’s next unit card. If the unit card is on a • by a noise card (after a noise test),
6. Your total score must equal or exceed the test’s target number revealed, place the tokens onto the board as indicated.
side without , it is killed: remove its miniature from the map. • as soon as a hero can draw LOS to a spawn token, or
to trigger the test’s effect. If an effect needs to be applied to the nearest room, tile, or
Downed • when the alarm triggers. area, count the number of closed doors and areas between the
7. Apply the results of your success or failure.
A hero with 4 or more permanent wounds is downed. Place the triggering area and the potential rooms, tiles, or areas. On a tie,
When a spawn is triggered, draw a spawn card, locate the spawn
Attack test (against enemy) miniature on its side. If you are downed during your own turn,
level and cross-reference the unit code against the current players choose.
Target number: Defence of target miniature. your turn ends as soon as the current action is finished. A hero
mission’s faction card. Place the appropriate miniatures on the
healed to less than 4 wounds is no longer downed.
If the test succeeds, the enemy unit suffers a wound. map, then discard the spawn card and the appropriate token, COMPLETING A MISSION
Defence test (against enemy) noise card, or room feature.
Target number: Attack total of all attacking miniatures.
CAPTURE The game ends when all the heroes escape, run out of time, or are
Each faction card has a limited amount of each type of miniature captured. A hero cannot escape without an objective item.
If the test fails, deduct the defence result from the attack number You are captured if, at the start of your turn, all these conditions it can spawn (the # column). If this limit is reached, any
to give the damage. Draw a wound card and apply the top effect. are true: you are downed, and there are 4 or more enemy units additional enemy miniatures of that type are not placed. As soon as the first hero escapes, the game ends; all remaining
If the damage is equal to or greater than the wound target number and no other heroes in your area. non-captured heroes check to see if they can exit by tracing a
in the middle of the card, the wound is permanent: also apply the A captured hero cannot take any actions on their turn, and also
Enemy patrols path to an exit as if they had infinite movement. If they can reach
bottom effect and keep the card. The permanent effect remains Enemy patrols take the form of enemy miniatures or spawn an exit without moving into an area that contains an enemy unit,
counts as a guard point. All enemy units gain the guard keyword
active until the wound is healed. tokens, and enter through a closed non-exit door closest to they escape too. If their route is blocked, they are captured.
while in the same area as a captured hero.
the hero whose turn it is, or most recently was. If there are After the game ends, start at the top row of the Victory or Defeat?
Noise test Enemy units can draw LOS through a downed or captured hero. equidistant doors, choose the one with the highest alert level; if chart and go down until you find the game result that applies.
Target: 1 alert levels are equal, players choose. Patrols cannot enter from a
A captured hero can be rescued by their teammates: if all the
After taking any action that may cause noise, make a noise test room or a corridor with a cleared token on it, and if there is a hero
using the number of dice shown on the dice icon. Noise is never
conditions listed above are no longer true at the start of any of AFTER A CAMPAIGN MISSION
your subsequent turns, you have escaped and may take your turn. on both sides of a door, they cannot use that door.
tested for enemy actions. You can make several noise tests per Discard any objective items and move all items back to the HQ
turn, but only 1 per action. The door that the patrol appears through is opened and remains card. Remove permanent wounds as indicated by the chosen
HEROIC POINTS open, even if it is locked. If there are no doors left to open, then difficulty level. If the mission was successful, add a random
If the test succeeds, draw a noise card and apply the top effect. patrols appear from the nearest barracks.
Heroic points (HPs) are one-use heroic point to the HQ card.
If the total equals or exceeds the new target number in the middle
of the card, also apply the lower effect. tokens. Attack and defence HPs A patrol that appears in LOS of a hero is spawned immediately. Players can put their vril-enhanced weapons on their vril side or
can only be used for attack and Otherwise, the appropriate spawn token(s) are placed on the map. normal side. Remove any or tokens on your weapons.
If is shown, use the number of noise dice on the weapon defence tests respectively, and wild The patrol appears or spawns with the level of awareness indicated
being used. If is shown the action does not generate noise. Attack Defence Wild HPs can be used on either. Heroes may then use HPs (their own and those on the card) to
by the card, and then follows the level of awareness rules.
buy new skills (unspent HPs from the HQ card remain on the
If a single action triggers multiple tests, make the one with the HPs never affect noise tests. HPs can be spent either: Post-alarm spawning card for use in the next mission). Attack HPs can be spent to buy
highest noise value.
• Before a test: spend 1 HP to automatically succeed; the total is After the alarm triggers, instead of spawning as wandering patrols, attack skills, defence HPs can be spent to buy defence skills, and
During the post-alarm treat as . equal to the target number, or enemies spawn in the areas pointed to by the A, B, or C barracks wild HPs can be spent to buy any non-vril skill.
• After a test: spend 2 HPs to change a failed test to a success; on the map (as indicated on the post-alarm noise card). A new skill costs HPs equal to the number of skills of that type
SPECIAL RESULTS the total is equal to the target number. the hero will now have. No hero may have more than 4 skills; if
Each of the types of dice has 1 special star result, and some Levels of awareness
a 5th is bought, discard a skill to make room.
cards or items can be used to add special results to a test. You may gain a randomly-drawn HP each time you pacify a room/ Enemy units have 3 levels of awareness: at ease (no awareness
corridor. This must be done in a single turn, must involve killing token), suspicious , or alert .
All special results count as +2 towards your total. In addition, all enemy units (at least 4) in that room/corridor, and cannot use All enemy units in a room/ corridor share the same level of ATTACK DEFENCE NOISE
each special result must be spent to trigger 1 of these effects: any HPs. Add the HP gained to your dashboard. awareness. Deadly Counter Auf Deutsch
a. Trigger an effect (from a skill, an item, or a weapon). Each of Die Hard Iron Hide Recon
these special effects may be triggered once per action. You can THE ALARM • The first time an enemy unit sees any hero, regardless of what
Fire Support Lone Wolf Sleight of Hand
only spend a special result on an effect that can be completed. causes it, immediately raise the awareness 1 level. Do this up
When the round marker reaches the end of the pre-alarm tracker Frenzy Resilient Sneaky
to once per room/corridor per hero turn.
b. Get a boost, which allows you to roll an additional dice of the (alarm illustration), the alarm is triggered. Some events can cause Quick Shot Guardian
same type as the dice that triggered it. Add the result to your the marker to move during the turn, triggering the alarm early.
• When 1 or more heroes are in LOS of enemy units in that room/ VRIL
total. If this is another special, it must be spent as usual. Boost corridor at the end of any enemy turn, raise the awareness 1 TACTICAL Vril Enhanced
can be triggered as many times as a special result is rolled. If the alarm is triggered early: level. Only apply this once per room per turn, regardless of the
Bitter Vril Implants
1. Finish the current action or enemy turn (not hero turn). number of enemy units and heroes involved.
A special result can never be re-rolled. If a special result is not Decoy Vril Tolerance
used to trigger another effect, it automatically triggers a boost 2. Immediately go to the end of round phase for that round. • If an enemy unit enters a room/corridor with a different level of Opportunist
(whether you want it to or not). 3. Once the end of round phase is complete, the alarm triggers. awareness, raise its awareness to the higher level. Withdraw
KEYWORDS & SKILLS Deadly: Once per attack, a may be spent to add to the Iron Hide: Once per defence, a may be spent to add to Sleight of Hand: Once per non-weapon noise test, a may be
total. the total. spent to draw 2 noise cards and choose 1 to apply, discarding
Ablative Shield: This unit is immune to grenade attacks.
the other.
Decoy: This hero may choose to be the target of an attack instead Knocked Back: Knocked back heroes are moved 1 area directly
Accurate: Accurate attacks may draw LOS through areas
of another hero in their area. The decoy must be a legal target for away from the unit that caused the knocked back effect (player’s Smash: Heroes who are wounded by this unit in melee are
containing enemy units, and ignore bodyguard and meatshield.
the attacker. choice). If they cannot move, there is no effect. knocked back and knocked down in addition to any other wound
Armour Piercing: This attack may damage an armoured target. effects.
Detect: Increase all noise test results in this unit’s area by . Knocked Down: Place the hero’s miniature on its side. A knocked
Against a non-armoured target, the armour pircing attack inflicts
down hero must spend 1 movement to stand up again before they Sneaky: When making a non-weapon noise test, this hero may
2 wounds. Die Hard: When no other heroes are in your area, your attacks
can move further, or take any other actions. reduce the noise value by .
gain and lethal.
Armoured: An armoured unit cannot be damaged unless the
Lethal: You may re-roll each and result once when making Special Ops: Once per non-weapon noise test, a may be
attack is armour piercing. Double Tap: Once per attack, a may be spent to add to
an attack test. spent to draw 1 action card.
the total.
Auf Deutsch: Once per non-weapon noise test, a may be
Lifedrain: Once during this hero’s attack, a or a may be Splash: Once per attack, a may be spent to also apply the
spent to reduce the awareness in the nearest room by 1 level. Dual Wielding: When attacking, you may compare the total
spent to immediately remove a permanent wound from this hero. test result to a second enemy unit in the same area as the target.
against the combined defence of 2 enemy units in the same area,
BANG! Pre-alarm, when a is triggered, the
wounding both targets if successful. Squad Leader: This hero may play a single card from their own
mission tracker is immediately advanced 1 round. Lone Wolf: When no other heroes are in your area, gain and
If the mission tracker reaches the end of the Dug In: This unit gains +1 defence whilst at a guard point. hand to modify an attack test of another hero in the same or an
resilient.
pre-alarm section, the alarm triggers. adjacent area.
Enhance! Zombies and experiments gain +1 attack in this units Meatshield: Heroes may not make ranged attacks against other
Post-alarm, a causes the hero to draw a noise card and area. Stand Down: Once per defence, a may be spent to ignore all
enemy units in the meatshield’s area while it is a valid target.
resolve the bottom effect. damage from an attack.
Escort: This unit can be escorted by a hero. A hero may Mech Implants: Once per defence, a may be spent to add
Barracks: Barracks tokens indicate where enemies spend a basic action to escort a unit by placing this Stealthy: This hero may re-roll when making a non-weapon
to the total. If the defence fails, draw 2 wound cards and
spawn through post-alarm noise cards. When an token into one of their item slots. noise test.
choose 1 to apply, discarding the other.
enemy unit spawns from a barracks, place them A hero can add this token to their dashboard even when Strong: Gain on unarmed attack tests, and on defence
onto the area that the arrow points toward. No Hands: This unit cannot open or unlock doors. tests.
enemy units are in the same area. When not assigned to a
Bitter: If this hero draws a wound card, they may also draw an hero’s dashboard, the escort token moves with their associated Obscured: LOS cannot be drawn into, out of, or Stunned: Once per attack, a may be spent to the target’s
action card. miniature. through an area that is . area until the next hero turn.
Bodyguard: Heroes are unable to target officers or Vrilmeisters When being escorted, a unit moves with the hero. If the hero is Opportunist: After turn order tokens have been handed out, this Suppressed: Enemy units do not activate and will
while a bodyguard unit is in the same area. Also, this unit gains knocked back, they drop the escort token before the knock back hero may swap theirs with another hero. immediately end their activation in an area that is .
+1 attack when on the same tile as an officer or a Vrilmeister. and the escorted unit remains in the area containing the escort Remove any suppressed tokens at the end of the
token. Escorted units do not count as heroes or enemy units. Overload: Once per attack, a or a may be spent to make
Bomber: If a bomber makes a melee attack, or is wounded by a an additional attack with the same weapon. Resolve the second enemies turn.
ranged attack, it explodes. This causes a and inflicts 1 wound The hero may use the give item action to transfer escort to attack after completing the first. Unique: This unit can only spawn or be placed once per game.
on all units in its area. The bomber is destroyed. A bomber does another hero.
All Vrilmeisters are unique.
not explode if it is wounded in melee. Overwhelm: When spawning this unit, spawn 2 units instead of 1.
If the hero drops the for any reason, the remains with the
Unreliable: This weapon or item will become jammed (mark with a
BOOM! Pre-alarm, when a is triggered, the escorted unit until picked up again. Piercing: All count as a when making a defence test
) when used, unless it has a spent on it during that action.
mission tracker is immediately advanced 2 rounds. This item is always faceup and causes . against this attack.
If the mission tracker reaches the end of the If a weapon or item has multiple unreliable keywords, each
Evasive: After an enemy unit attacks you, you may move to an Precise: In all attacks, each and adds to the total. keyword will trigger a unless a is spent on it.
pre-alarm section, the alarm triggers.
adjacent area, away from your attacker. Quick Shot: Once per turn during a ranged attack, a may be
Post-alarm, a causes the hero to draw a noise card and Jammed weapons cannot be used until all are removed
Fast: This unit moves 2 instead of 1 in the Action Stations phase. spent to make an additional ranged attack. Resolve the second from the weapon.
resolve both the top and bottom effects. If this was triggered by attack after completing the first.
an enemy unit, only resolve the bottom effect. Fire Support: This hero adds to all attack tests by other Unstable: After removing this unit, all units in its area take a
heroes in their area. Rage: Once per melee attack, a may be spent to add to wound. This causes a .
Burst: Once per attack, a may be spent to add to the
the total.
total. Firestorm: This weapon attacks all units in the target area; apply Unstoppable: Ignore doors and locks when moving. Open any
Once burst has been triggered, the attack may wound more than the attack total to each target. Recon: Once per non-weapon noise test, a may be spent to doors and locks this unit passes through.
1 target in the same area. Other normal targeting restrictions ignore the top effect of the noise card.
Fixed: This unit cannot move. Vengeance: Once per their turn, this hero may move 1 if this
apply. Reinforce! Sentry flamers, sentry guns, sturm angriff, sturm allows them to move into melee.
Frenzy: Once per turn during a melee attack, a may be spent
Total your attack score as normal. Apply this total to the initial to make an additional melee attack. Resolve the second attack kanonier, ubersoldaten, and all armoured units gain +1 defence
Versatile: Versatile weapons may make ranged attacks against
target, and then to other targets in the same area, 1 at a time. after completing the first. while in this unit’s tile.
enemy units in the same area.
Each time a target is wounded, reduce the total by the amount
Focused: This hero may re-roll per attack action. Relentless: This unit ignores effects.
needed to wound it, and move onto the next target. Continue until Vril Enhanced: Once per action, a may be spent to recover
you fail to wound a target. Genius: When this hero takes the draw 2 cards action, they draw 3 Repulse: Heroes who are wounded by this unit are knocked back one of your action cards that has been removed from the game.
cards instead, adding them to their hand. They then discard 1 card. in addition to any other wound effects. Place it on top of your discard pile.
Chain Fire: This ranged attack targets all heroes in the target
area. Guard: If this unit begins its activation in an area with a guard Resilient: You may re-roll each and result once when Vril Experiment: This hero may add to any non-noise test.
point, count how many units with the guard keyword are in that making a defence test. may be spent to remove 1 wound from the hero, or inflict 1
Counter: Once per defence a may be spent to make an attack
area. If there are fewer than 5 guards there, the unit will remain wound on an enemy unit in the same area.
against a unit that attacked this hero. Ruthless: If this unit is in range and LOS of a hero at the start of
in the area. Vril Implants: Once per action, a may be spent to change a
Coward: This unit will not move into the same area as a hero, the Action Stations phase, it will make a ranged attack instead
Guard point: Some rooms receive a guard point of moving. result to a .
and will move out of an area containing a hero during the Action
Stations phase, if possible. Coward takes precedence over guard. token. Vril Tolerance: After you draw a wound card when resolving a ,
Scuttle: This unit gains fast if it has LOS to a hero during the
Action Stations phase. resolve the top effect only, then discard it.
Critical Hit: Once per attack, a or a may be spent to Guardian: This hero may spend their defence modifier cards to
immediately wound the target enemy. modify the defence tests of other heroes in the same area. Vrilmeister: Heroes may not spend heroic points when attacking
Shockwave: Once per attack, a or a may be spent to
a Vrilmeister. All Vrilmeisters are unique.
Crowd Control: Once per attack, a may be spent to move all Heavy Infantry: Once per defence, a may be spent to add target all units in the target area. Use the same attack total
enemy units in the target’s area 1 area further away from this hero. to the total. against each target. Withdraw: If this hero draws a wound card, they may immediately
move 1.
Crush: Heroes who are wounded by this unit in melee are Incendiary: This ranged attack is piercing and targets all heroes Silent: Once per non-weapon noise test, a may be spent to
knocked down in addition to any other wound effects. in the target area. ignore all noise results. X Wounds: This unit has a number of wounds equal to X.
BONUS ACTIONS BONUS ACTIONS
Play action cards Play action cards
When you use an action/modifier card, choose a section. When you use an action/modifier card, choose a section.
Free actions can be played from your hand before, Free actions can be played from your hand before,
between, or after taking your basic actions. between, or after taking your basic actions.
Instant actions require a trigger, and may be played in the Instant actions require a trigger, and may be played in the
enemy turn if the trigger allows for it. enemy turn if the trigger allows for it.
GAME ROUND Modifiers can be played after the dice have been rolled. GAME ROUND Modifiers can be played after the dice have been rolled.
After the alarm sounds, at the start of each round shuffle and After choosing a section, you may implement some or all of the After the alarm sounds, at the start of each round shuffle and After choosing a section, you may implement some or all of the
deal out the turn order tokens to find the fixed hero turn order. listed effects; none are compulsory. If you are implementing deal out the turn order tokens to find the fixed hero turn order. listed effects; none are compulsory. If you are implementing
more than 1 effect, they must be resolved in the listed order. more than 1 effect, they must be resolved in the listed order.
When shuffling the hero action deck discards into a new deck, When shuffling the hero action deck discards into a new deck,
remove the top card from the game, then continue play. When you make an attack test, each friendly hero in the same remove the top card from the game, then continue play. When you make an attack test, each friendly hero in the same
Post-alarm: Treat as . area may play 1 card from their own hand to modify that test. Post-alarm: Treat as . area may play 1 card from their own hand to modify that test.
Vril When an alert token is placed in a room/corridor, all enemy Vril When an alert token is placed in a room/corridor, all enemy
When using vril weapons or items, roll the number of red vril tokens in that room/corridor immediately spawn enemy units. When using vril weapons or items, roll the number of red vril tokens in that room/corridor immediately spawn enemy units.
dice shown and add them to the total of the test. When a room/corridor with an awareness token no longer contains dice shown and add them to the total of the test. When a room/corridor with an awareness token no longer contains
Each may be spent to cancel the effect of a single enemy tokens and enemy units, immediately remove the token. Each may be spent to cancel the effect of a single enemy tokens and enemy units, immediately remove the token.
. Each remaining causes the vril item/weapon to backfire: Post-alarm awareness levels are no longer tracked. All enemy . Each remaining causes the vril item/weapon to backfire: Post-alarm awareness levels are no longer tracked. All enemy
draw a permanent wound, and the item/weapon is drained . units become alert ; trigger all remaining spawn tokens. draw a permanent wound, and the item/weapon is drained . units become alert ; trigger all remaining spawn tokens.
VRIL ITEMS VRIL ITEMS
Vril Goggles Vril Goggles
Target the same or an adjacent tile ignoring LOS, Target the same or an adjacent tile ignoring LOS,
reveal a number of room features, items, or spawn reveal a number of room features, items, or spawn
tokens equal to the vril result. tokens equal to the vril result.
Reveal all room features, items, and spawn tokens on the Reveal all room features, items, and spawn tokens on the
tile. tile.
ITEMS ITEMS
Vril Healing Potion Vril Healing Potion
AP Rounds Discard a number of permanent wounds from a hero AP Rounds Discard a number of permanent wounds from a hero
This ranged weapon gains armour piercing for the in your area equal to the vril result. This ranged weapon gains armour piercing for the in your area equal to the vril result.
duration of the attack. duration of the attack.
Discard all permanent wounds from the target hero. Discard all permanent wounds from the target hero.
Ammo Ammo
Vril Injection Vril Injection
Add to a ranged weapon attack. Add to a ranged weapon attack.
Re-roll blank results for all of your tests until the Re-roll blank results for all of your tests until the
start of your next turn. start of your next turn.
Bandages Bandages
Discard up to 2 permanent wounds from heroes in Add to all tests until the start of your next turn. Discard up to 2 permanent wounds from heroes in Add to all tests until the start of your next turn.
your area. your area.
Ends this effect. Ends this effect.
Body Armour Vril Orb Body Armour Vril Orb
Add to defence tests. Add to defence tests.
Use this as part of a ready equipment action Use this as part of a ready equipment action
to remove a . to remove a .
Disguise Kit Disguise Kit
If this hero triggers a rise in awareness level of a room Vril Shield If this hero triggers a rise in awareness level of a room Vril Shield
or corridor, and is the only hero in LOS of the room or Hero chooses: add to a defence test, or if the or corridor, and is the only hero in LOS of the room or Hero chooses: add to a defence test, or if the
corridor, discard to cancel the rise in awareness. shield is not , add and to a defence test. corridor, discard to cancel the rise in awareness. shield is not , add and to a defence test.
Dog Biscuits Ignore all damage from the attack. Dog Biscuits Ignore all damage from the attack.
Discard to cancel the attack of all dogs, experiment Replace all damage from the attack with surge effect. Discard to cancel the attack of all dogs, experiment Replace all damage from the attack with surge effect.
6XXs, and General Wolff in the same area until the 6XXs, and General Wolff in the same area until the
end of the turn. end of the turn.
OBJECTIVE ITEMS OBJECTIVE ITEMS
Grenade Detonator objective Grenade Detonator objective
Target an adjacent area. Inflict a wound on all units Needed to complete a demolition charge mission. Target an adjacent area. Inflict a wound on all units Needed to complete a demolition charge mission.
in that area. Action cards that allow a hero to throw in that area. Action cards that allow a hero to throw
grenades do not require this item. Dossier objective grenades do not require this item. Dossier objective
A hero that finds this objective item may place it on A hero that finds this objective item may place it on
Helmet Helmet
their dashboard. their dashboard.
Add to defence rolls. Add to defence rolls.
Objective complete Objective complete
Keys A hero that can draw LOS to an objective complete Keys A hero that can draw LOS to an objective complete
An unlock/open door action taken by this hero can item may add it to an item slot on their dashboard. An unlock/open door action taken by this hero can item may add it to an item slot on their dashboard.
open a locked door. open a locked door.
Demolition charge Demolition charge
Knuckledusters A hero may use a give item action to plant a Knuckledusters A hero may use a give item action to plant a
Add to unarmed melee attacks. demolition charge on a faceup false objective item. Add to unarmed melee attacks. demolition charge on a faceup false objective item.