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HYBRID & NEMESIS RULES

Original rules by Rackham


Rewritten and clarified by Stephen Rogers
Edited by Martin Dockner

Hybrid and Nemesis are published by Rackham who retains copyright


control over this intellectual property. This edited version is provided for
personal use only, to people owning copies of the original rulebooks
and contents of the boxed sets.
Contents
1 INTRODUCTION 4

2 HOW THE GAME UNFOLDS 4


2.1 PREPARATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.2 THE FIRST ROUND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3 THE FOLLOWING ROUNDS . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2.4 THE END OF THE GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3 REFERENCE PROFILE CARDS 6

4 GENERAL RULES 8
4.1 THE DIE ROLLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
4.2 MAKING A NATURAL ROLL . . . . . . . . . . . . . . . . . . . . . . . . . 8
4.3 MAKING A FIXED ROLL . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
4.4 PERFECT SUCCESS & CRITICAL FAILURE . . . . . . . . . . . . . . . . 9
4.5 ROLLING 2d10 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

5 THE GAME TILES 9


5.1 POSITIONING THE FIGHTERS . . . . . . . . . . . . . . . . . . . . . . . . 9
5.2 ANGLE OF VISION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
5.3 LINE OF SIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
5.4 DEAD ANGLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
5.5 THE DARKNESS OF THE LABORATORIES . . . . . . . . . . . . . . . . 13

6 ACTIVATION SEQUENCE 13
6.1 ACTIVATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
6.2 WOUNDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
6.3 CHOOSING AN ACTION MODE . . . . . . . . . . . . . . . . . . . . . . . 14
6.4 MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
6.4.1 SCENERY ELEMENT MODIFIERS . . . . . . . . . . . . . . . . . . 15
6.5 RANDOM MOVEMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
6.6 FORBIDDEN MOVEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . 16

7 ACTION MODES 17
7.1 LEVELS OF MASTERY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

8 CARDS 22
8.1 ACTION CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
8.1.1 DISTRIBUTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
8.1.2 CARDS DRAWN DURING THE GAME . . . . . . . . . . . . . . . . 23
8.1.3 ACTION POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
8.1.4 ACTION EFFECTS . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
8.1.5 ACTION MODE MODIFIERS . . . . . . . . . . . . . . . . . . . . . 24
8.1.6 HINDERING THE ACTIVE FIGHTER . . . . . . . . . . . . . . . . 25
8.1.7 ACTIVATION ROLL MODIFIERS . . . . . . . . . . . . . . . . . . . 25

2
8.2 EVENT CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
8.3 GENERIC MATERIAL CARDS . . . . . . . . . . . . . . . . . . . . . . . . 26
8.4 ARMY EVENT CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
8.4.1 FIRST CONTACT . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
8.4.2 FIRST BLOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
8.5 ARMY MATERIAL CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . 27
8.6 AURA CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
8.7 MUTATION CARDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

9 COUNTERS 30
9.1 ACTIVATION COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.2 WOUND COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.3 MODE COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
9.4 MATERIAL COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.5 ACCESS COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.6 PASSAGE COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.7 DOOR COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
9.8 PILLAR AND FALLEN ROCKS COUNTERS . . . . . . . . . . . . . . . . . 31
9.9 TRAPDOOR COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.10 TEMPLATE COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.11 OBJECTIVE COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.11.1 ACCEPTING A SCENARIO OBJECTIVE . . . . . . . . . . . . . . 32
9.12 EVENT COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
9.13 TRAP COUNTERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
9.13.1 ARMED TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
9.13.2 PASSIVE TRAPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33

10 APTITUDES 34
10.1 THE GRIFFINS OF AKKYLANIE . . . . . . . . . . . . . . . . . . . . . . . 38
10.2 CYNWLL ELVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
10.3 LIONS OF ALAHAN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
10.4 ALCHEMISTS OF DIRZ (SCORPIONS) . . . . . . . . . . . . . . . . . . . . 40
10.5 THE OPHIDIAN ALLIANCE . . . . . . . . . . . . . . . . . . . . . . . . . . 42
10.6 THE DWARVES OF TIR-NA-BOR . . . . . . . . . . . . . . . . . . . . . . . 42

11 MISSIONS 43
11.1 DISARMED . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
11.2 OBJECTIVE ROOMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
11.3 RANDOM EVENT LOCATION . . . . . . . . . . . . . . . . . . . . . . . . 45

12 CAMPAIGN RULES 46
12.1 VICTORY POINTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
12.2 EXPERIENCE AND LOSS . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
12.3 VICTORY BONUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

13 FEUDAL LEVY 47

3
1 INTRODUCTION Once the initial layout is complete, sort
the cards into the standard six decks used in
Hybrid is a squad-level, tactical boardgame any mission. Each deck has a unique card
for two players using Rackham figurines. The back.
game pits the Griffins of Akkylannie and Shuffle the Event cards and place them
their allies against the Scorpions of Dirz and in a deck face down near the mission board
other Meanders of Darkness. Both sides fight (page 25).
within the depths of the Heresiarchs hidden Players shuffle their own Army Event
network of laboratories to discover the lost cards and select the top two cards. These
secrets of the Alchemical Empire. two are placed face down near the player.
Both players draw their cards at the same
time throughout the game first at First
2 HOW THE GAME UN- Contact, second at First Blood (page 26).
The Griffin player shuffles their Aura
FOLDS cards and draws three at random. After
studying them they discard one and keep
This chapter is a brief, practical guide of how
the other two for their use during the game.
a game of Hybrid typically flows. In this sec-
The Scorpion player does the same with their
tion we will touch upon how the rules de-
Mutation cards (page 27).
tailed in this book relate to one another. Spe-
The unused Army Event, Aura, and Mu-
cific terms are highlighted in bold text. The
tation cards are set aside. These decks are
page numbers refer to the complete rules as-
not normally used once the allotted cards are
sociated with each term. Should you need
drawn.
any further details, turn to the relevant sec-
Shuffle the Action cards and place the
tion for additional information.
deck near the mission board. Both players
draw or are dealt four cards. After studying
2.1 PREPARATION them, a player can choose to discard all of
their Action cards to the bottom of the Ac-
First, the players must decide on the scenario tion card deck and replace them with three
theyre going to play by choosing a mission new cards. This new hand cannot be dis-
and their faction (Missions, page 43). carded (page 23).
They then establish their squad lists to
include the fighters and any extra Equip-
ment they need to complete the mission
2.2 THE FIRST ROUND
(Reference Profile cards, Army Mate- Both players must make an Activation Roll
rial Cards, pages 6 and 27). The players with a d10. The player with the lowest score
may also need additional fighters, which are decides who will start. (page 13).
kept in reserve for later use. If this is the case, The players then determine the Acti-
instructions will be provided in the briefing. vation Sequence of their fighters by tak-
The mission briefing sets each factions ing turns placing Activation counters next
victory conditions and a diagram of the lab- to their respective fighters. Counter #1 is
oratory. All of the Tiles (page 9), counters placed next to the fighter they will activate
and fighters needed for the game are placed in first; counter #2 is placed next to the sec-
accordance with the mission diagram. Fight- ond fighter to be activated and so on and so
ers that require an Access to enter the lab- forth until all of the fighters have been given
oratory are put to one side (page 15). an Activation counter. However, the order

4
in which counters are placed need not reflect The Success Level (SL) of the roll is de-
the order in which they are activated. termined according to the fighters current
Once this has been done, the player who Natural Value (NV), as modified by the
starts the game round reveals their first Ac- Equipment at their disposal, the Level of
tivation counter, beginning with counter Mastery chosen, and the Action cards played,
#1, and takes a turn with the relevant etc. The feat is deemed successful if the re-
fighter. The player in control of the fighter sult is equal or less than the SL. A result of
decides which Action mode and Level of 1 signifies a Perfect Success and a result of
Mastery (page 17) they will adopt once ac- 10 signifies a Critical Failure (page 9).
tivated: If the active fighter is using a Level of
Mastery that delays the effects of an Action
If they choose the Maneuver mode, mode or has special effects (such as Defensive
they must immediately specify a Level Combat which allows a fighter to potentially
of Mastery. Then the fighter can use fend off several attackers), the player must
their Movement points (Mt). place a corresponding counter next to the af-
fected fighters figurine. The counter is re-
If they chooses another Action mode moved as soon as the fighters status changes.
(Offensive Combat, Defensive Combat, This counter can also be used to determine
Firing) they must announce the Level the order of Activation of different fighters in
of Mastery after the fighter has finished the same mode (for example, a fighter finds
moving. themselves ambushed by several enemy fight-
ers in Skilled Firing at the same time).
When a fighter is activated the control- Once the Activation has been completed
ling player (or player) can immediately play by the first fighter, the second player acti-
any number of Action cards to increase their vates the first fighter in their Activation Se-
chances of success and render the feat more quence. When second player finishes, the
spectacular. The Action card(s) must be first player activates their second fighter. . .
shown to the opposing player (or opponent). The players continue taking turns this
Should the player choose not to play Action way until all the fighters with an Activation
cards they must declare this intention to their counter have been activated.
opponent. (page 24). Any effects that expire at the end of the
Whether or not the player used any Ac- current round are then withdrawn and the
tion cards their opponent can choose to Hin- next round begins.
der the Activation by playing one and only
one of their own Action cards. The modi-
fiers associated with this card have a negative
2.3 THE FOLLOWING ROUNDS
rather than a positive effect when played as The following rounds unfold in the same
a Hindrance. manner with one exception: any number of
If the player used any Action cards ini- Action cards can now be played during the
tially, they can choose to play additional Ac- Activation Roll, by either player, in order
tion cards to minimize the negative effects of to increase the chance of wining the deci-
their opponents Hindrance. sion. The players alternately bid Action
In the majority of cases, after the final cards face down, one at a time, starting with
value of any Action card modifiers is deter- the player who won the last Activation Roll.
mined, the player has to make a Natural When both players pass on bidding the Ac-
Roll with a d10 to complete an Activation. tion cards are revealed and their values are

5
factored into the Activation Roll result for Quote: the flavor text in italics below
each player. the portrait establishes the attitude of the
fighter.

2.4 THE END OF THE GAME ACTION MODES Surrounding the por-
The winner is the player who fulfills all their trait are the 4 Action modes: Offensive Com-
victory conditions. The game is considered bat, Defensive Combat, Firing and Maneu-
to be a draw if neither player can accomplish ver. Each Action mode is associated with a
this. corresponding icon.
Are you brave enough to confront the en- Each Action mode value indicates a
emy and resolve the mysteries of the Here- fighters proficiency in that mode. The
siarchs laboratories? higher the number, the more effective the
fighter is in the given mode. The average
value for an Action mode is 4. Any value
higher than 4 indicates that the fighter is
3 REFERENCE PRO- gifted.
FILE CARDS If a hyphen () appears opposite an icon
the fighter in question cannot use the corre-
Each player takes control of one faction to sponding Action mode.
create an optimized squad of fighters to carry Example: the Aberration has a value of
out each mission. A fighter and their capabil- in Firing mode. Since the Aberration
ities are represented by an individual figurine doesnt possess a projectile weapon, or the
and a Reference Profile card. Scorpion fighter ability to fire one, it is incapable of using the
cards are green and Griffin fighter cards are Firing mode.
blue.
A Reference Profile card represents an Sword Icon OFFENSIVE COM-
elite soldier, a hero, or more commonly, sev- BAT (OC): is used to attack during for
eral fighters of the same type. In the latter base-to-base contact the higher the value,
case, each fighter has the same basic char- the more dangerous the fighters attack.
acteristics and abilities regardless of how the
individual figurines are modeled. Shield Icon DEFENSIVE COM-
The characteristics of each fighter are rep- BAT (DC): encompasses parrying tech-
resented by a set of numerical values, Equip- niques, ducking, and dodging. A fighter who
ment and Aptitudes. is gifted in defense is very difficult to injure.

THE BASICS Reticle Icon FIRING (F): is per-


formed by fighters equipped with projectile
weapons. A value higher than 4 in Firing
Name: the name on the card can be the mode denotes a marksman.
name of a type of fighter, a champion, or a
unique personality.
Flank Icon MANEUVER (Mv):
or the ability to react to threats. There are
Portrait: the image below the name is situations where it can be crucial to know
an illustration or a picture of the painted fig- when to move like the wind or how to creep
urine. up on an enemy without being heard. An

6
exceptionally agile fighter has great tactical It usually costs 1 Mt point to move onto
flexibility. a board square. Some squares are more dif-
ficult to cross than others because they are
NATURAL VALUE (NV) Printed un- littered with debris or other hazards. Addi-
derneath the portrait, the Natural Value tional Mt points are sometimes required for
(NV) is the most important of the fighters making turns or traveling diagonally during
characteristics. It represents the fighters a fighters movement.
prowess, luck, and vitality.
The Natural Value of a fighter is the ba- RANK Rank is a key indicator when com-
sis for determining their Success Level (SL) paring the relative value of each fighter.
in everything they undertake. The higher a Fighters are ranked from 0 to 4. The higher
fighters NV the better their chances of suc- the value the more prominent the fighter is.
cess. A fighter with a high NV has excel- Rank is also used as a key limitation in the
lent potential, but a wounded or less skillful composition of a squad for each mission.
fighter has less chance of being successful in
difficult or risky situations. Rank 0 fighters are raw recruits or can-
As fighters are injured their capabilities non fodder. Note: Rank 0 fighters
are impaired. Each time a fighter suffers a cannot fulfill mission objectives.
wound the following effects take place imme-
diately: Rank 1 is made up of standard fight-
ers, mission specialists and promising
Their NV is reduced by 1 point. When
heroes.
this value reaches 0, the fighter is elim-
inated and placed off-board.
Rank 2 is an elite group of fighters,
All Action mode values are reduced by many of whom are the most valuable
1 point each (down to a minimum of 1). members of any squad.

Their Movement value is reduced by 1 Rank 3 is consists of exceptionally pow-


point. erful creatures and emblematic person-
alities.
If a fighter was in any DC mode ex-
cept Heroic Parry (DC/6) they lose Rank 4 is reserved for legendary fight-
their DC status until their next Acti- ers whose power defies belief.
vation.

A fighter in Skilled Firing mode (F/3) Some crazy rumors even imply that a
loses their Skilled Firing status until fifth rank exists. . .
their next Activation.
EQUIPMENT The items listed in this
MOVEMENT (Mt) A fighters Move- section are the fighters standard Equipment,
ment Value (Mt) determines the distance each of which provides specific benefits dur-
that fighter can travel in a single Activa- ing a mission.
tion. This value is referred to using the terms Any benefit is contingent on the fighters
squares or points, with points being the Action mode; weapons, armour, shields and
more correct term. The average Mt value is special items each have modifiers that can in-
7 points. fluence the Success Level of a roll of the dice.

7
Example: a Hybrid has Fused Weapons 4 GENERAL RULES
that give it a +2 modifier in Offensive Com-
bat. Without taking into account any modi- 4.1 THE DIE ROLLS
fiers, the Hybrids SL in Offensive Combat
mode is equal to its Natural Value (3). If we All die rolls in Hybrid require the use of one
add this to its weapons modifier (+2) its SL or more d10. There are two types of die rolls:
improves to 5, 3+2=SL 5 . Natural Rolls and Fixed Rolls. Both have a
Success Level (or target number), but their
Note: if a fighter has more than one piece
criteria are very different.
of Equipment that provides an effect or mod-
ifier in the same Action mode, only one of
them can be applied per game round, unless 4.2 MAKING A NATURAL
specifically stated otherwise. ROLL
In its simplest form, a Natural Roll is a test
where a d10 score equal to or lower than the
APTITUDES Some fighters are endowed
relevant fighters NV is a success.
with special powers or hereditary gifts called
Many modifiers can affect a Natural Roll
Aptitudes. The descriptions of their effects
positively or negatively. The total sum of
on the game are described starting on page
the fighters NV and all of the applicable
34 of this book.
modifiers determine the SL of the die roll.
Some Aptitudes have different levels of ef-
fectiveness or range. When the description of
Calculating the Success Level: The cor-
an Aptitude in the rulebook indicates an X
rect formula for the Success Level of a Natu-
preceded by a /, this is replaced by a num-
ral Roll is: Natural Value minus the fighters
ber on the Reference Profile card.
current number of wounds plus all modifiers
Example: a Hybrid has the Mutation/1 equals Success Level.
Aptitude.

NV Wounds all modifiers = SL


CARD BACKS The italicized text on Example: a Seneschal with two wounds
each card back tells part of the story of the in Basic Firing mode (F/1) wants to attack
secret war between the Griffins and the Scor- a Hybrid: A NV of 4 2 (wounds) +1
pions. and all of their allies. (Combined Weapon, Firing/+1) = a SL of
Some of the fighters available are not 3 or less on a d10 .
Griffins or Scorpions, but in fact they are al-
lied to one side or the other. The basic green
or blue color of the card will indicate which 4.3 MAKING A FIXED ROLL
side they will fight for. Some of these fight- A Fixed Roll is any test with a designated
ers have specific rules or limitations on their SL or a test that specifically prohibits mod-
use, if so their recruiting limitations will be ifiers. Simply roll a d10 and score equal or
detailed. less than the specified SL.
New fighters are added to Hybrid each Example: the Combined Attack Apti-
year. As fighters are added new and unique tude 2nd attack cannot be modified by Action
Aptitudes are introduced and explained. cards or game effects. The SL in this exam-
Special rules for fighters beyond Aptitudes ple is the fighters starting NV regardless of
may also be presented for inclusion. any wounds or modifiers.

8
4.4 PERFECT SUCCESS & grid, divided into individual squares. Some
CRITICAL FAILURE Tiles have walls and rooms outlined even
curved walls that make certain squares im-
A Perfect Success is achieved by rolling a passable. The configuration of the Tiles, the
1 with a d10. The test is an automatic suc- doors, and any objects are described in each
cess illustrating that even an injured fighter mission briefing.
can perform a last act of prowess in the most IMPORTANT! The Hybrid Tiles rep-
desperate of situations. resent the alchemical laboratories built by
Note: A lucky or well-placed blow that Dirz, the Heresiarch. They consist of rooms
comes at just the right time can cause seri- filled with strange instruments, linked by a
ous damage. A Perfect Success during base- maze of corridors, many of which have caved
to-base combat or when Firing always inflicts in. No notice should be taken of the graphic
an additional wound on an enemy fighter un- elements depicted on the board they do not
less specifically stated otherwise. affect the fighters in any way. This is not the
Example: a fighter using the Basic Fir- case of the various counters positioned on the
ing Level of Mastery ( F/1 ) rolls a 1 on a board or the walls marking the boundaries be-
Natural Roll. The wounded target loses not 1 tween the different rooms.
but 2 NV points!
A Critical Failure occurs when a d10 roll
results in a 10. This has the opposite effect of 5.1 POSITIONING THE
a Perfect Success and represents bad luck or FIGHTERS
clumsiness. The test ends in hopeless failure,
regardless of any modifiers that might come Each fighters position, or facing on the mis-
into play. sion board, is a crucial part of Hybrid tactics.
Example: a fighter with a NV of 5 at- A fighters base has four aspects: the front,
tempts a test with the benefit of a +5 mod- rear, left and right sides.
ifier. It would seem that there shouldnt be A fighters position is usually obvious.
a doubt about the tests success, but if the However, the front facing of the base and
player rolls a 10 the result will still be a fail- the poses of some figurines can be confusing.
ure! If necessary, mark the front face to indicate
which side of the fighters base should be con-
sidered the front facing.
4.5 ROLLING 2d10 Base-to-base contact is the essential po-
Some tests require that several d10 be rolled sition to understand and keep track of. A
simultaneously. When specified, the number fighter is in base-to-base contact with any
of dice is indicated: for example, roll 2d10 fighter or scenery element that touches at
means that two d10 must be rolled. The least one full square-length of their own base.
player subsequently gets to keep the result Note: Base-to-base contact is only orthogo-
of ONE of the dice. nal and never diagonal.
A standard base can be in base-to-base
contact with up to 4 fighters or elements of
5 THE GAME TILES scenery. A cavalry base can contact 6 ele-
ments, and a large base can potentially be in
A Hybrid mission takes place on a series of base-to-base contact with up to 8 fighters or
connected Tiles of various size and shape. elements of scenery.
Each Tile is marked out in a 25 25mm The position of a fighter before and after

9
movement is paramount. If a fighters back obstacles on this line, then it can be assumed
is exposed to their enemies, this error could that the fighter can see it.
prove fatal! In summary: When a target element is potentially ob-
scured or hidden by an intervening element,
A fighter can only attack an enemy in the players can also choose to rely on a
Offensive Combat if that enemy is in models point of view by looking over the
contact with their own front facing. shoulder of the active fighter, at table level,
and agree that the target is in view or not.
A fighter can defend themselves from
the front facing and on both sides. The most accurate way to establish a line
of sight when an element of scenery inter-
A fighter cannot interact with game venes is by determining the area of a dead
elements that are behind themselves angle.
(doors, objects, other fighters).

An enemy is easier to wound if at- 5.4 DEAD ANGLES


tacked from behind. A fighter receives A dead angle is a group of squares that a
a +1 modifier when attacking an en- fighter cannot draw a line of sight through
emys rear facing in Offensive Combat. due to an intervening element of scenery or
another fighter. Sometimes it will be plainly
5.2 ANGLE OF VISION evident that a target lies within a dead angle.
Other times it can be less clear. See figure 2
A fighters angle of vision is an area in front for examples.
of their own front facing shaped like an in- A dead angle created by an intervening el-
verted orthogonal pyramid that moves up ement has: a shadow (depth), an inside edge
and away from the fighter. The complete an- and an outside edge. The inside and out-
gle of vision for a fighter is a 90 arc as it is side edges are always inverted orthogonally
indicated in figure 1. (1 square forward, 1 square sideways in a 1:1
ratio) similar in profile to the angle of vi-
5.3 LINE OF SIGHT sion. The only variable of a dead angle is the
relative position between the fighter and the
A fighter can potentially see all of the scenery intervening element; this is the depth of the
elements that are located within their angle elements shadow.
of vision. However the angle of vision can be Shadow depth is determined from the
blocked by numerous obstacles. Therefore, fighters front facing, moving in a straight
a fighter must be able to establish a line of line through their angle of vision (the AoV
sight. centerline). Count the number of squares be-
The line of sight enables the players to tween the fighter and the intervening element
determine whether or not the different fight- including the elements square.
ers can see each other and whether or not it
is possible to shoot at an enemy. Other fight- If the fighter is directly in front of the
ers, walls, pillars and closed doors all block a element add 1 square to the depth of
fighters line of sight. the elements shadow.
If a player wants to know whether a
fighter can see an element of scenery; trace If the fighters centerline is immediately
an imaginary straight line between the fighter adjacent to the intervening element the
and the element in question. If there are no depth of the shadow is unchanged.

10
Figure 1: Line of Sight; legend: fighters orientation, direct diagonal, angle of vision

If the fighters centerline is not adja- other, exactly like the fighters own angle of
cent but off to the side, count the num- vision.
ber of spaces between the fighters cen- Each intervening element of scenery cre-
terline and the element, subtract this ates its own dead angle. All dead angles must
number from the depth of the elements be taken into account in order to establish a
shadow. line of sight.
Example: an element of the scenery is
Once the depth of the elements shadow positioned 3 squares away from a fighter and
has been determined, apply the start of the 1 square right of the fighters centerline. Us-
inside edge on the square behind the ele- ing this method the depth of the elements
ment, moving up and away from the active shadow is 2 squares (depth of 3 1 adjacent
fighter. This follows the same orientation as square)
the fighters angle of vision. In this example the fighter can draw a line
Using the adjusted shadow depth value, of sight to every grey space, but the line of
apply the start of the outside edge by the ex- sight is blocked to all of the red spaces by the
act number of squares behind the interven- element. However, the element of scenery it-
ing element. The outside edge also moves self could be a target.
orthogonally, but away and then up from the If the element in this example was an ob-
fighter. struction, such as a Fallen Rock counter, the
The dead angles total area is made up red spaces would all be subject to a -1 modifier
of all of the spaces in between including when targeting them using Firing mode.
the inside and outside edges. No line of sight HOUSE RULE! The editors preferred
exists within this area. method is to use an angle of vision template
Note: when a fighter is directly in front (see figure 3). Use a piece of paper, card-
of an intervening element the inside and out- stock, acetate or Perspex and mark out a
side edges are parallel. They begin in the 25 times 25mm grid, measuring 275 times
same square moving up and away from each 200mm. Cut this grid in half, starting 50mm

11
Figure 2: Line of Sight, dead angle; legend: fighters orientation, direct diagonal,
angle of vision, blind spot, element of scenery (pillar)

Figure 3: Line of Sight template; legend: centerline, angle of vision, start of inside
edge, start of outside edge

12
from the right corner of a long edge, moving any order the players wish. The aim of this
one square up, one square left. is to develop a strategy that will confound
You will end up with a pair of identical their opponent.
templates. Each one is equal to of the angle Example: a player places their first
of vision including the centerline. Using one counter, the #4 counter face-down next to
of these templates you can easily and quickly the fighter they wish to activate 4th. Their
determine the angle of vision, range to tar- opponent has no idea which counter has been
get, shadow depth as well as the inside and allocated, thus bluffing is possible.
outside edges. Once both sides have established their
Activation Sequence and distributed their
counters, the player who goes first reveals
5.5 THE DARKNESS OF THE their #1 counter. This player resolves the
LABORATORIES fighters Activation and then the opponent
activates their first fighter. This alternat-
The Scorpions clandestine laboratories are
ing sequence continues until all of the fighters
particularly dark. The lighting is weak at
have been activated.
best and the torches that adorn the walls
flicker and flame. This makes it impossible to
see beyond 8 squares. This is also the maxi- 6.1 ACTIVATION
mum range of projectile weapons. A fighters Activation can involve several
A fighter positioned 9 squares from the steps and incorporates many aspects of the
nearest enemy cannot be seen or shot at, even game; however, the key components are their
by an enemy fighter looking directly at them. current NV, the Action mode and Movement
(Mt).
6 ACTIVATION SE-
6.2 WOUNDS
QUENCE
The current NV of a fighter must be taken
Each game round the fighters are activated into account every time they are activated.
one at a time, in an alternating order planned If a fighter is wounded their performance de-
out by the players. This is called the Activa- grades immediately and it becomes more dif-
tion Sequence. ficult for them to fight as well as move. Each
In order to determine who goes first in a wound suffered has the following constant ef-
game round both players make an Activation fects on a fighter:
Roll by rolling a d10. The player with the Their NV is reduced by 1 point. When
lowest score has the choice of going first or this value reaches 0, the fighter is elim-
second. If a tie occurs, re-roll until a winner inated and placed off-board.
is determined.
The players then plan the order in which All Action mode values are reduced by
they will activate their fighters. Both players 1 point each (down to a minimum of 1).
allocate an Activation counter to each fighter,
Their Mt value is reduced by 1 point.
starting with Activation counter #1, up to
the total number of fighters they have avail- If the fighters wounds can be healed they
able for that game round. So as to keep their regain 1 point in all of these values for every
sequence secret the counters are positioned wound healed, up to the starting values on
upside down, with their numbers hidden, in their Reference Profile card.

13
6.3 CHOOSING AN ACTION 6.4 MOVEMENT
MODE Independent of the Action mode chosen, the
controlling player has the option to move
The fighters mode is announced when they each fighter. The maximum distance in
are activated. There are 4 Action modes: squares the fighter can cover depends on the
Offensive Combat, Defensive Combat, Firing fighters starting Mt value, their current NV
and Maneuver. Every mode has six Levels and the route they are attempting to cover.
of Mastery: Basic, Novice, Skilled, Expert, For the majority of situations, a fighter
Master, and Heroic. As noted regarding the is free to move around the mission board up
fifth Rank of fighters, there is rumored to be to the maximum of their current Mt value.
a seventh Level of Mastery. . . Fighters can even leave base-to-base contact
The Levels of Mastery available to a without negative effects; however, there are
fighter in any Action mode depend on the additional point costs for certain moves and
fighters starting proficiency in each Action some forbidden movements.
mode, their current NV, and any card effects
that can be applied by either player. Levels Normal Movement: when moving for-
of Mastery are covered in detail starting on ward in a straight line, each open or clear
page 10. square costs 1 Mt point to enter.

Diagonal Movement: a fighter can move


Activation Sequence FAQ Q: If one of forward diagonally without penalty unless
my fighters is killed BEFORE they are ac- they are moving:
tivated, is their place in the Activation Se-
quence lost or it is replaced with the next through a single-width door
fighter in my squad? A: When a fighter is
around a corner, a pillar, a large-width
killed before it is activated, the next fighter
door frame, or fallen rock
from the same squad takes their place in the
order of Activation. past one or more enemy fighters.
Q: If I have 4 fighters, do I have to use
counters 1 to 4, or I can choose between coun- For every square a fighter moves diagonally
ters 1 to 10? For example: If I want abso- past one of these elements cost 1 additional
lutely to be the last, then I want to put coun- Mt point.
ters 7, 8, 9 and 10 to be sure that my oppo- Example: a fighter can move forward di-
nent is the first to activate his troops. . . A: agonally past a corner or a pillar for 1 ad-
The ability to choose which side takes the ditional Mt point, but could not attempt to
first Activation is decided at the beginning pass between two elements of scenery that are
of each round (Activation Roll). From that diagonal to one another.
point each side alternates Activations until
every fighter has been activated. You may Quarter-Turn: the first quarter-turn
not pass on any Activation and taking higher made by a fighter during their movement is
number counters will have no effect because free. All subsequent quarter-turns cost 1 Mt
each side organizes its Activations indepen- point each.
dently each round beginning with Activation
counter #1, up to the total number of fight- Half-Turn: each half-turn always costs 1
ers you have at the start of the round. Mt point.

14
Moving Sideways: moving sideways, or Once the fighter moves onto the Access
sidestepping, costs 1 additional Mt point per counter, they are immediately removed from
square. the game.

Retreat: moving a fighter backwards,


without changing facing, or retreating in Opening and Closing Doors: a fighter
good order, costs 1 additional Mt point per can open or close a door if they are touching
square. with their front or side facings.

6.4.1 SCENERY ELEMENT MODI- regardless of the door size, the cost to
FIERS open or close a door is 1 additional Mt
point
Scenery elements can slow a fighters progress
during movement, theses are most common:
A fighter can open and close a door
in the same Activation if the door is
Moving Through Friendly Fighters: touching their front or side facings each
a fighter can move through one or more time.
friendly fighter with no additional movement
costs. However, when determining the path
of the active fighter, the following circum- Each time a door is opened or closed
stances prohibit moving through a friendly use an appropriate counter (passage or
fighter: door, respectively) to indicate its cur-
rent status.
if the active fighter begins, enters into
or ends their move in base-to-base con- A fighter cannot open or close a door that
tact with an enemy, and has been destroyed, blocked or sealed unless
If a friendly fighter is in base-to-base specifically stated otherwise.
contact with an enemy.
If one or both of these circumstances apply Scaling Fallen Rock: moving through a
to a friendly fighter along the active fighters square with fallen rock costs 1 additional Mt
path, that friendly fighter is considered im- point per square.
passable.

Entering and Leaving a Laboratory: Jumping Over a Trapdoor: closed trap-


on certain missions the protagonists start doors are moved over as if they were open
outside the laboratory and can only enter via squares. A single-width open trapdoor
a square designated as an entry by the place- square can be jumped over for:
ment of an Access counter.
a cost of 1 additional Mt point, and
When entering a laboratory, placing a
fighter on the Access counter costs 1
Mt point. a successful Natural Roll. If the roll is
failed the fighter falls in the trap and
When leaving a laboratory, moving suffers 1 wound. Note: a fighter can-
onto an Access counter costs 1 addi- not attempt to jump over a trapdoor
tional Mt point. that is 2 squares wide.

15
Any fighter standing on a closed trapdoor same square as another fighter or a
that opens or if they are forced to move over Fallen Rock counter.
an open trapdoor fall in and suffer 1 wound.
Falling into a trapdoor ends a fighters move- A fighter cannot pass through walls,
ment. closed doors, pillars or any mission
Example: an Aberration pushes a Pu- specific scenery elements that are de-
rifier using its Brutish Strength/2 Aptitude. scribed as impassable.
The Purifier must be able to fall back two A fighter cannot move forward diago-
squares or suffer a wound for each square he nally past more than one scenery ele-
cannot fall back. Alas, the square behind him ment.
is an open trapdoor. He falls back one square
into the trapdoor. He suffers a wound for No large-based fighter can fit through
falling into the trapdoor and a second wound a single-width door. However, fighters
for being unable to fall back a second square. who are in base-to-base contact with an
HOUSE RULE! An open trapdoor enemy can still attack across a barrier
with a fighter inside will not close. Climb- they cannot cross.
ing out of an open trap on the fighters next
A fighter cannot leave base-to-base con-
Activation costs 1 additional Mt point.
tact with an enemy fighter and then
reinitiate base-to-base contact with the
6.5 RANDOM MOVEMENT same enemy during the same Activa-
tion.
When random movement of a fighter or el-
ement of scenery is required the player who If a fighter is forced to move, any other
won the Activation Roll rolls a d10; fighters or elements of the scenery are
dice role move considered impassable.
12 move up
34 move right Movement FAQ Q: If an enemy is in
56 move down front of a door or a single-width opening, can
78 move left I pass diagonally through that door? For Ex-
910 no move ample:
The orientation of this movement
matches that of the mission diagram. All
moves are 1 square in the direction indicated
unless specifically stated otherwise. Addi-
tionally if the movement is blocked by an My fighter is , can it pass through the
impassable element the movement is not per- door and past the enemy ? A: No, with one
formed. possible exception, a combatant cannot pass
a solid obstacle such as a wall or door opening
and an enemy at the same time. However, in
6.6 FORBIDDEN MOVE-
this example, if the active fighter declared a
MENTS Novice Maneuver (Mv/2), the fighter could
Despite freedom of movement, there are still ignore any enemy that is not a Titan, or is not
some areas that are inaccessible and position- in Defensive Combat mode. Regardless, the
ing that is not allowed: normal penalty of -1 movement for moving
diagonally past an element of scenery would
A fighter cannot end a move on the still apply.

16
Q: The highlighted rule on page 16: . . . a The fighter can use any mode up to the max-
warrior cannot leave an opponent just to re- imum value they can achieve during their Ac-
turn into base-to-base contact with him on tivation.
another square in one Movement. What Example: a fighter with a final Offen-
does it mean? A: This is a means of pre- sive Combat value of 4 can choose a Level of
venting circumstances where fighters break Mastery from 1 to 4.
contact only to reinitiate contact and pos-
sibly trigger a game effect (such as an Event
or objective) or gain advantageous position- OFFENSIVE COMBAT (OC) Offen-
ing in an overly elaborate manner and thus sive Combat mode is the primary means of
detract from the game play. wounding and eliminating enemies in Hybrid.
When using OC mode, a fighter can
7 ACTION MODES move, and must position their front facing in
base-to-base contact with an enemy fighter.
The controlling player activates a fighter and A large-based fighter can only attack one
chooses an Action mode to attack, defend, fighter even if they are facing two enemies.
shoot or maneuver in order to contribute to Instead of moving, a fighter in OC mode
their factions success in each mission. can attack any enemy fighter they are in
base-to-base contact with. Simply turn the
7.1 LEVELS OF MASTERY fighter to face the enemy they wish to attack.
A +1 modifier is added to the Natural
After choosing one of the 4 Action modes; Roll if the fighter is in base-to-base contact
Offensive Combat, Defensive Combat, Firing with an enemys rear facing (OC only).
and Maneuver, the player must declare their
fighters Level of Mastery. There are six Lev-
els of Mastery in each mode. Basic Strike (OC/1): The Basic
As noted earlier in the Activation Se- Strike enables a fighter to attack an enemy
quence, several modifiers can affect the Lev- in base-to-base contact with their own front
els of Mastery available to a fighter through- facing.
out a mission. In any Action mode the po-
tential Level of Mastery available to a fighter
is effected by:
Novice Strike (OC/2): This Level
The initial value printed on the fighters of Mastery enables a fighter to ignore one
Reference Profile card wound when determining the SL before at-
tacking an enemy.
The current number of wounds; each
wound subtracts 1 from the initial value
Any Action card modifiers used to en- Skilled Strike (OC/3): If a fighter
hance or Hinder the fighter succeeds in wounding their target using a
Skilled Strike, a second attack can be at-
Any Events or mission conditions that tempted. No Action Card effects from the
specifically affect the Level of Mastery first attack can be applied and no further Ac-
If the fighter has an initial value for an tion cards can be played, however, all other
Action mode, the applicable modifiers can- modifiers are taken into account when deter-
not reduce their Level of Mastery below 1. mining the SL.

17
Expert Strike (OC/4): This Level of A fighter in Defensive Combat mode has
Mastery enables a fighter to match the finest the following abilities regardless of the Level
duelists. The fighter gains a +2 modifier on of Mastery:
their attack.
The fighters defense is active from the
front facing and both sides, however a
Master Strike (OC/5): The Master fighter cannot defend an attack to their
Strike enables a fighter to roll 2d10 when rear facing.
making an attack. Only one die result counts
towards the test. A fighter remains in DC mode unless
they:
Heroic Strike (OC/6): The fighter fail their Natural Roll,
uses a penultimate combat technique or a
suffers a wound, or
deadly concealed weapon. If the attack is
successful, two wounds are inflicted. If a in their next Activation they
Perfect Success is rolled the target suffers 3 choose another Action mode.
wounds.
The fighter immediately loses their DC
status if any of the above conditions ap-
DEFENSIVE COMBAT (DC) Defen- ply.
sive Combat is the only mode that enables a
fighter to avoid injury. It consists of complex If a fighter loses their DC status before their
parries, sidesteps and unexpected counter- Activation during the game round, they can
attacks. Defensive Combat can be a very be activated as normal.
useful means of delaying an enemy until help Only the active fighter can employ sev-
arrives, protecting an entrance or crossing a eral Action cards during the resolution of an
combat zone safely. . . attack. For their part, the opposing player
After the fighters movement is complete with the fighter in Defensive Combat mode
and the final DC value of the fighter has can only use one Action card as a Hindrance.
been determined, place a Defensive Combat Most of the Defensive Combat Levels
counter next to the fighter. of Mastery can only block attacks during
Note: A fighters SL, while they are in base-to-base contact, however, Basic and
DC mode, can only be affected by Action Heroic Parry (DC/1 and DC/6) can be used
cards during their Activation, and any Action against long-range projectile weapon attacks
card modifiers only last through the fighters in addition to base-to-base contact.
first parry.
Each time a fighter in DC mode is tar- Basic Parry (DC/1): a Basic Parry
geted by an attack they can choose any Level enables a fighter to block any attack. The
of Mastery up to their current DC value. Basic Parry can also be used to evade long-
In response to a successful attack, a Natu- range attacks from projectile weapons.
ral Roll by the defending (opposing) player,
equal to or less than the SL will prevent Novice Parry (DC/2): the enemy
that attack from wounding the fighter unless suffers a wound if they roll a Critical Fail-
specifically stated otherwise. ure or if the defending player rolls a Perfect
Example: A fighter in DC mode cannot Success when using the Novice Parry. The
parry a Combined Attack Aptitude 2nd at- Novice Parry can only be used when attacked
tack. during base-to-base contact.

18
Skilled Parry (DC/3): a fighter who 8 squares and is obstructed or blocked by in-
blocks an attack with a Skilled Parry can im- tervening elements of scenery and other fight-
mediately attempt a Basic Strike as if they ers.
were in Offensive Combat mode. This rep- It is possible to target at another fighter,
resents an audacious counter-attack. No Ac- the ground or an element of scenery.
tion cards can be used to increase the chances In order to fire at a target, the fighter
of success of such a counter-attack. The must be located within range and in view of
Skilled Parry can only be used when attacked the target. All fighters and most elements
during base-to-base contact. of scenery block the line of sight making it
impossible to target anything behind them.
Expert Parry (DC/4): few things There are two standard line of sight mod-
can pierce the invisible barrier formed by the ifiers that are always in effect when using Fir-
Expert Parry. A fighter engaged in this Level ing mode:
of Mastery makes a Natural Roll with a +2
modifier. The Expert Parry can only be used if there are intervening Fallen Rock
when attacked during base-to-base contact. counters between the target and the
attacker, there is a -1 modifier for
each obstructed square along the line
Master Parry (DC/5): this Level of
of sight, and
Mastery enables a fighter to roll 2d10 when
attempting to block an attack. Only one die
result counts towards the test. The Master if the target is a large-based fighter
Parry can only be used when attacked during there is a +1 modifier.
base-to-base contact.
Example: A Purifier ( NV 3 ) with 1
wound (-1 ) fires his consecrated pistols (+2
Heroic Parry (DC/6): the fighter Firing ) at an Aberration (+1 large-base).
who engages this Level of Mastery can at- Three squares covered in fallen rocks (-3 ob-
tempt to avoid any attacks against them- structed ) lie between the Purifier and his
selves during the round even if they fail a DC target. Without any other modifiers, includ-
Natural Roll or suffer a wound. The fighter ing Action cards or Aptitudes, the SL for
can remains in Heroic Parry indefinitely or the Purifiers Natural Roll is 2 or less on a
until another mode is chosen during their Ac- d10. If the Purifier rolls a Perfect Success
tivation. Note: Heroic Parry overrides two the Aberration will suffer two wounds.
of the three criteria for loss of DC status.
Furthermore, unless the Aberration was
already in Defensive Combat and chose Ba-
FIRING (F) Being able to kill from a dis- sic or Heroic Parry (DC/1 or DC/6) any
tance is a rare and valuable talent in Hybrid wound(s) could not be prevented.
because it enables a single fighter to police a With the lone exception of Novice Firing
wide area. The number of potential targets (F/2) none of the other Firing Levels of Mas-
depends on the fighters angle of vision and tery allow a fighter to shoot at an enemy if
line of sight. they are in base-to-base contact with any en-
As stated previously, a fighters angle of emy fighters. In order to use all other Firing
vision starts at their front facing, moving out- Levels of Mastery, there must be at least one
ward through 90. A fighters line of sight square separating the target and any other
mirrors the angle of vision, but has a range of enemy fighters from the active fighter.

19
Basic Firing (F/1): Basic Firing en- If the fighter fails to eliminate the en-
ables a fighter to fire a projectile weapon at emy, the next friendly fighter in Skilled
an enemy. A fighter cannot use Basic Firing Firing must shoot if possible.
if they are in base-to-base contact with an
enemy. The fighter keeps their Skilled Firing Sta-
tus between rounds if no enemies come within
range, or if the only enemy is eliminated with
Novice Firing (F/2): Novice Firing a single shot.
enables a fighter to fire in all directions, even Once in Skilled Firing, a fighter can main-
at enemy fighters in base-to-base contact, tain this status until:
however, the target must still be within the
fighters 360* line of sight. The fighter fails their Natural Roll

This fighter shoots twice in the same


Skilled Firing (F/3): a fighter can
game round
only use Skilled Firing when no enemies are
located in their line of sight or in base-to-base another Action mode or Level of Mas-
contact. After completing any movement, tery is chosen during their Activation
the fighter automatically adopts an ambush
position. Place a Skilled Firing counter near This fighter moves for any reason
the fighter.
Each Skilled Firing counter bears a num- This fighter suffers a wound, or
ber so that it is always clear which fighter
takes precedence. As soon as an enemy en- an enemy ends their move in line of
ters the line of sight of several friendly fight- sight or base-to-base contact with this
ers in Skilled Firing, they fire in turn begin- fighter.
ning with the lowest numbered counter.
This sequence of Skilled Firing interrupts If a fighter loses their Skilled Firing sta-
the Activation Sequence until all applicable tus before their Activation during the game
Skilled Firing has been completed. This in- round, they can be activated as normal.
terruption can occur several times during the During the resolution of Skilled Firing,
Activation Sequence. only the targeted (active) fighter can employ
A fighter in Skilled Firing must fire at the several Action cards. For their part, the op-
first enemy that crosses their line of sight. posing player with any fighters in Skilled Fir-
Make a Natural Roll when this happens. Any ing can only use one Action card as a Hin-
Action card effects applied when the fighter drance.
entered Skilled Firing apply only to this first
shot: Expert Firing (F/4): this Level of
Mastery enables a fighter to shoot a target
If this fighter eliminates the enemy behind any single square occupied by another
with this attack, the fighter remains in fighters base friend or foe. However, it is
Skilled Firing mode. This fighter can impossible to target a fighter positioned be-
then fire a second time if the opportu- hind two or more squares occupied by other
nity arises during the round. Any other fighters bases. A fighter cannot use Expert
friendly fighters in Skilled firing are not Firing if they are in base-to-base contact with
activated. an enemy.

20
Master Firing (F/5): this Level of Novice Maneuver (Mv/2): this
Mastery enables a fighter to roll 2d10 when Level of Mastery enables a fighter to run
making the attack. Only one die result straight through their enemies. The fighter
counts towards the test. A fighter cannot use is able to pass through a square occupied by
Master Firing if they are in base-to-base con- an enemy. However, the Novice Maneuver
tact with an enemy. is ineffective when used against an enemy in
Defensive Combat, and the rules for Moving
through Friendly Fighters are still in effect.
Heroic Firing (F/6): A talented
fighter practiced in Heroic Firing can fire
Skilled Maneuver (Mv/3): this
twice during their Activation. However, a
Level of Mastery enables a fighter to im-
fighter cannot use Heroic Firing if they are
pede an enemys movements before they can
in base-to-base contact with an enemy.
respond.
The two shots are declared and resolved A fighter in Skilled Maneuver, who has
at the same time. If any Action cards are traveled at least one square before coming
played, each card must be specifically as- into base-to-base contact with an enemy,
signed to each shot as the player wishes. The stops this enemy from using their Mt value
opposing player can still play only one Action and the Mv mode until the end of the round.
card, and only against one of the shots. The targeted fighter is unable to move,
Lastly, the two shots do not have to be but they are still activated and may choose
against the same target, but both shots re- any other Action mode. A Skilled Maneuver
quire a line of sight. counter is placed next to the target of this
effect. Remove this counter at the end of the
round.
MANEUVER (Mv) The Maneuver
mode is entirely independent of a fighters
Mt value. The Maneuver mode enables Expert Maneuver (Mv/4): the Ex-
pert Maneuver is a devastating charge! Sim-
fighters to execute dexterous or agile feats:
running, sliding, brutal charges and furtiveilar to the Skilled Maneuver, this Level of
movements, all of which make this a highly Mastery not only enables a fighter to impede
strategic mode. The judicious use of Mv their enemys movements, but sews doubt
mode can often be the difference in the out-and uncertainty into their every response.
come of a mission. In addition to the criteria for making a
This mode must be announced when a Skilled Maneuver, the target of the Expert
fighter is activated and the Level of Mas- Maneuver must be in the active fighters line
tery must be established before the fighter of sight when the use of this Level of Mastery
is moved. is announced.
Its effects are that same as the Skilled Ma-
Regardless of the Level of Mastery, open-
neuver as well as this additional effect: The
ing and closing doors does not cost additional
target fighter suffers from a -2 modifier on all
Mt points for a fighter in Maneuver mode.
their Natural Rolls. Place an Expert Maneu-
ver counter next to the target of this effect.
Basic Maneuver (Mv/1): this Level Remove this counter at the end of the round.
of Mastery enables a fighter to move around
more quickly than usual. A fighter making a Master Maneuver (Mv/5): stealth
Basic Maneuver gains +2 Mt points. can enable a fighter to avoid many senseless

21
combats. . . a fighter using this Level of Mas- Note: The wording of this answer ac-
tery moves around rapidly and in complete counts for fighters with different size bases.
silence. Specifically large bases and cavalry bases can
This Level of Mastery confers a -2 modi- be in contact with more than one fighter
fier on any enemy Natural Rolls that target along the same facing.
this fighter in Offensive Combat and Firing
modes. Firing Mode FAQ Q: It seems to me that
I can only declare Skilled Firing if the active
Heroic Maneuver (Mv/6): this fighter does not have any enemy fighters in
Level of Mastery enables a fighter to move his line of sight, but if the active fighter has
around as if they were being chased by the an enemy in his line of sight at the start of
hounds of hell. At the end of the round, his Activation, and then moves away so that
if this fighter is not blocked by enemies, or at the end of his movement he is out of line
hampered by a Skilled or Expert Maneuver, of sight, can I then declare Skilled Firing?
they can use an additional number of Mt A: Yes, with the exception of Maneuver
points equal to their current NV. mode each fighters Mastery level is declared
HOUSE RULE! In Heroic Maneuver after the active fighter has moved.
use the fighters unmodified NV value to Q: Can a fighter shoot through his troops
move at the end of the round. in any Mastery Level other than Expert Fir-
ing? A: No, only Expert Firing allows a
fighter to target another fighter when there
Action Modes FAQ
are any intervening fighters along the LOS.
Q: When targeting a cavalry-based or
Offensive Combat Mode FAQ Q: Are large-based fighters in Firing mode, how
fighters touching diagonally considered to be much of the target base has to be within my
in base-to-base contact, thus allowing them fighters LOS in order to get the +1 mod-
to attack each other? ifier? A: Clarification: fighters noted as
A: No to both questions, fighters are only Titans on their Reference Profile card and
considered to be in base-to-base contact if figurines mounted on a large base always
one of the fighters bases entire facing is in gives a fighter in Firing mode a +1 modi-
contact with another fighters base. Fur- fier. Cavalry-based figurines that are not Ti-
thermore, a fighter can only attack another tans do not confer a +1 modifier, but as long
fighter that is in base-to-base contact with as you have an unobstructed line of sight to
its own front facing. In order to be more ex- one square the target cavalry or large-based
plicit, here an example: figurine occupies there is no -1 modifier for
obstructing terrain.

8 CARDS
Hybrid features several categories of cards
Here can only strike , which is in that are used in each mission. This book out-
base-to-base provided that front facing is lines the order of play and the general rules
(as shown in the diagram) in contact with . while the cards are more specific or actually
Both are not in base-to-base contact with conflict with the general rules. If a conflict
. occurs the card text takes precedence over

22
the general rules. In brief, the card types are X cards are from the Nemesis expansion and
as follows: each of them has a unique blend of Action
value and strategic effect. All of the Action
Action Cards: are typically used to affect cards have instructions for its use and itali-
a fighters Activation. cized text that unfold more about the adven-
tures within the Heresiarchs domain.
Event Cards: are used to influence the mis-
sion environment and affect fighters. Action cards can be used for several pur-
poses by both players during a game round.
Army Event Cards: are faction specific Most of the Action cards have alternative
Event cards. strategic effects that must be considered be-
fore playing them. Some Action cards only
Army Material Cards: are also faction have a point value and an instruction to re-
based, but they are pieces of Equip- move them once used.
ment assigned to specific fighters, typi- Regardless of how they are used, once
cally before the start of the mission. played all Action cards are discarded or re-
moved as instructed on the card itself.
Aura Cards: are special enhancements re-
IMPORTANT! The effects and modi-
served for Griffin fighters with this Ap-
fiers afforded by an Action card cannot, un-
titude.
der any circumstances be used during any
Mutation Cards: are special enhance- Fixed Roll or any Natural Roll required as
ments reserved for Scorpion fighters part of an Aptitude, Equipment, an Event,
with this Aptitude. Army Event, Material, Aura, or Mutation
card effect.
Of these six types, the Army Material
cards, included with the Nemesis expansion
8.1.1 DISTRIBUTION
share a common card back with the Event
cards. The rest of the card types have a Before the game begins, shuffle the Action
unique card back. cards thoroughly. Both players then draw
Before play, all of the various cards should four cards. When they have reviewed their
be separated into individual decks. The hand, both players can decide to keep or re-
Army Material cards are kept apart from the draw their entire hand. If any player wishes
Event cards unless specifically stated other- to redraw, their original hand is placed on
wise. the bottom of the Action deck and they draw
IMPORTANT! The terms discard and three new cards. The redraw cannot be re-
removed are precise when using each card jected.
type. Discards may be brought back into play,
but removed cards cannot. Occasionally the 8.1.2 CARDS DRAWN DURING
term withdraw is used in the card text. All THE GAME
withdraw instructions are considered to be
removed from the game instructions. During a mission there is no hand limit and
both players can obtain additional Action
cards. A player draws an Action card and
8.1 ACTION CARDS
placed it in their hand each time one of their
On each of the 28 Action cards there are fighters is eliminated by an enemy fighter.
point values numbered from 0 to 4, includ- IMPORTANT! Friendly fire and game
ing three cards with a value of X. The three effects where a player voluntarily eliminates

23
or removes their own fighters do not allow a from a +2 modifier on the SL of its attack
player to draw an Action card. thanks, once again, to the bonus provided by
Example: a Pest of Flesh moves into the Action card. This is added to its current
base-to-base contact and its Sacrifice Apti- NV (3) and its Neural Weapons (+2 OC ).
tude is announced by its player to wound an Excluding any other modifiers the Hybrid will
enemy. Although the Pest of Flesh died, its successfully strike its target on a SL of 7 or
demise was the voluntary choice of the player; less. If the Natural Roll is a Perfect Success
therefore, that player cannot draw an Ac- the target will suffer 3 wounds due to the Hy-
tion card. Conversely, if the Pest of Fleshs brids temporary boost to Heroic Strike.
Sacrifice resulted in the death of the enemy
fighter, that fighters player does draw an Ac- 8.1.4 ACTION EFFECTS
tion card.
If the Action card deck is exhausted no A player who would rather use the Action ef-
further Action cards may be drawn. fect of a card than its value simply reads the
HOUSE RULE! If the Action card deck card out loud and applies the effect immedi-
is exhausted, reshuffle any discards into a ately.
new draw deck. During play if the Action
card discards are reduced only to X value 8.1.5 ACTION MODE MODIFIERS
cards, or no cards remain, no further Action
cards can be drawn. When a fighter accomplishes a risky, intrepid
feat, the player can choose to increase the
likelihood of success by using one or several
8.1.3 ACTION POINTS
of their Action cards at once. They must
One use of Action cards is to alter a fighters inform their opponent which card(s) they in-
SL and maximum Level of Mastery tem- tend to use, or they must announce that they
porarily to perform heroic acts or render will not use Action cards. Once made the de-
them nearly incapable of succeeding. cision is irrevocable.
If the controlling player (or player) As long as the player has not made
chooses to use the Action points on the card, this announcement, the opponent cannot use
these will have a positive effect both on the their own Action card, or Hindrance. If the
SL of their Natural Roll and on the value of player declares the Level of Mastery without
the chosen Action mode. playing Action cards, or announcing their in-
The fighter will then have access to a tention to do so, this counts as a decline and
higher Level of Mastery in the chosen Ac- they cannot play any Action cards during this
tion mode as well as having a better chance fighters Activation.
of success in their roll of the dice. When each Action card is played to as-
Example: the Scorpion player decides to sist a Natural Roll, it is played face up. The
use an Action card for their unwounded Hy- player must then decide whether they wishes
brids Offensive Combat. The value on the to use the Action points or the Action effect
Action card is 2. The temporary value of the linked to the card.
Hybrids Offensive Combat is the sum of its If a chosen Level of Mastery enables the
initial OC value (4) added to the value of the relevant fighter to accomplish several Ac-
Action card (2) or 4+2=6. Subsequently, the tions, the player must tie each card to a spe-
Hybrid can use the Offensive Combat mode cific Action. It is possible to accumulate the
at the sixth Level of Mastery, Heroic Strike effects of several cards during the same Ac-
( OC/6 ). Furthermore, the clone benefits tion.

24
8.1.6 HINDERING THE ACTIVE tion cards until both players decide to stop.
FIGHTER The cards are then revealed. Each player
adds up their wagered Action points. They
The declaration by the player regarding use can then reduce their scores in the Activa-
of Action cards is fundamental when the op- tion Roll by the number of Action points they
ponent considers playing a Hindrance. A have wagered.
Hindrance allows an opponent to play one If the scores are tied after the roll, roll the
and only one Action card to negatively af- dice again until there is a winner. The only
fect the active fighters proficiency. As with exceptions being:
the positive effects of an Action card, a Hin-
drance may use either the Action points or If one player has rolled a 1 (Perfect
the Action effects. Success), in this case this player wins
If the Action points are used for a Hin- the test automatically.
drance, they are employed as negative mod- A player who rolls a 10 (Critical Fail-
ifiers to the Action mode value of the active ure) loses the test automatically.
fighter and their SL during the Natural Roll.
If both players roll a Perfect Success or Criti-
However, the value of an Action mode or a
cal Failure simultaneously, the dice are rolled
SL cannot be reduced to a value lower than
again without taking into account any wa-
1.
gered Action points.
In response, the player can choose to play When the Activation Roll has been com-
additional Action cards to lessen the impact pleted, the wagered Action cards are dis-
of the Hindrance. carded or removed as instructed.
If the player decided not to use any Ac-
tion cards, their opponent can still play a
Hindrance. In this instance, only one Ac- 8.2 EVENT CARDS
tion card is played that belonging to the Each Event card has a unique title and itali-
opponent! cized story text that reflects the effect of the
When the two players have finished play- card. There is no hand limit and no limit on
ing their Action cards, total up the sum of the number of Event cards that can be played
the modifiers and any effects and apply them. during a game round.
Whatever the result, after rolling the die, the The Event cards supplied with the game
Action cards are discarded or removed. come in four categories:
Field Events (13 cards): affect the mis-
8.1.7 ACTIVATION ROLL MODI- sion environment or specific Tiles
FIERS
Random Events (11 cards): alter rolls of
After the second round of play, the players the dice, a few cancel each other, while
can use one or more Action cards to assist some cause. . . Random Events. . .
them in the Activation Roll.
Strategic Events (15 cards): affect indi-
Beginning with the player who won the
vidual fighters or the Activation Se-
previous Activation Roll each player states
quence.
whether or not they wishes to use Action
cards to assist their Activation Roll. If ei- Generic Materials (3 cards): provide
ther player decides to use any, they take turns additional Equipment that can be at-
placing a card face down on the board. The tached to any fighters Reference Pro-
players continue to alternate wagering Ac- file card.

25
A second criterion exists, one of timing; a fighter can only use specific items listed
when the cards can be played during a game on the Material cards if they have an initial
round: value in the Action mode that the card text
indicates.
Interruption A card bearing the name In- Example: A Tiger of Dirz cannot use
terruption must be played as soon as the Pistols noted on the Firing Kit because
it is drawn. Once it has been used its Reference Profile has a value of - in Fir-
the card is discarded or removed as in- ing mode, but it can still benefit from the
structed. Leather Vest due to its value of 1 in DC
Reserver A Reserve card can be held un- mode. Imagine that some enterprising tech-
til an opportune moment or specific nomancer has fashioned barding for it!
point during the Activation Sequence. Every time a fighter is able to use a
o When a player chooses to play a card piece of Equipment, the controlling player
that requires a target, the player must can choose to use the Equipment printed on
designate a specific target. Once it has the fighters Reference Profile card or any
been used the card is discarded or re- listed on a Material card. However, a fighter
moved as instructed. can only use one piece of Equipment per Ac-
tion of Natural Roll.
Constatn A Constant works in the same As noted previously, the Generic Material
way as a reserve card but the effects can cards are shuffled into the Event deck, while
last several rounds or the entire game. the Army Material cards are kept separate
Once played, the card is placed face-up unless specifically stated otherwise.
next to its target as long as its effect
remain active. It is then discarded or
8.4 ARMY EVENT CARDS
removed as instructed.
There are 18 Army Event cards, with 9 for
Note: There are a few exceptions to the tim- each faction. Like Event cards, Army Event
ing of some Events, check the card FAQ at cards are classified according to timing and
the end of this section. rarity, but they are all listed as Griffin or
A note on rarity: with the exception Scorpion Army Event cards and they are for
of the Generic Materials, the Event cards in- use only by the appropriate faction.
dicate a rarity; common, rare and very rare, At the, beginning of the game, the players
as of this time the rarity of an Event has no shuffle the Army Event cards that are rele-
known effect on game play. vant to their faction. They then randomly
pick two that are kept face down close at
8.3 GENERIC MATERIAL hand without looking at them until they can
CARDS be drawn.

Generic Material cards are additional Equip-


8.4.1 FIRST CONTACT
ment using the same rules and restrictions
as the Equipment on the Reference Profile When First Contact is established with the
cards. enemy, both players draw one of their Army
Material cards are added to a fighters Event cards and apply the instructions if nec-
Equipment listed on the Reference Profile essary. First Contact is made when the two
card and a fighter may have a number of Ma- fighters have established a line of sight be-
terial cards up to their Rank value. However, tween their combat groups or when the first

26
attack (a long-range attack or base-to-base behavior of their companions. At the be-
combat) has been resolved. ginning of the game, the Griffin player shuf-
fles the Aura cards and draws three. Having
8.4.2 FIRST BLOOD studied them, the player discards one and
keeps the other two. These are the Auras
A player draws their second Army Event card that a fighter with the Aura Aptitude, such
when the first fighter has been eliminated or as the Venerable Ambrosius will be able to
removed from the board by an enemy fighter. use during the game.
As stated earlier a fighter that is voluntarily With one exception, Aura of Power,
removed does not count as a casualty. Auras never affect the fighter projecting
them. They cannot benefit from them per-
8.5 ARMY MATERIAL CARDS sonally, but the Aura has a profound influ-
ence on the fighters that fall within their area
Army Material cards are like Generic Ma- of effect.
terial cards. There are 10 Army Material Again with the exception of Aura of
Cards; 4 cards for the Scorpions and 6 cards Power, which extends the range of another
for the Griffins, one of which is reserved for Aura, a fighter with the Aura Aptitude can
Garell the Redeemer. This card can be found activate a single Aura, maintain the same
within the Garell figurine blister along with aura, swap Auras or even choose not to use
the relevant Reference Profile card. any when they are activated. The name of
At the beginning of the game each player the chosen Aura and its effects are revealed
can choose to use any of their faction Army to the opponent. The Aura remains active
Material cards. Each card has a Rank value until this fighters next Activation.
that is taken into account when creating a The effects of an Aura are applied be-
combat group. Unused cards are set aside fore this fighters choice of Action mode and
for the rest of the mission. the corresponding Level of Mastery is deter-
IMPORTANT! The Aura and Muta- mined.
tion cards were originally referred to as
Equipment cards. These faction cards are not
Equipment and should not be confused with 8.7 MUTATION CARDS
the Equipment on the Reference Profile cards
or Material cards. If card text or game effect There are 14 Mutation cards. Like Event
refers to an Equipment card, that effect does cards, Mutation cards are classified accord-
not apply to an Aura or Mutation card. ing to timing and rarity. These cards are ex-
clusively reserved for Scorpion fighters with
the Mutation Aptitude.
8.6 AURA CARDS
The Mutation cards enable the Scorpion
There are 14 Aura cards. Like Event cards, player to apply various genetic mutations,
Aura cards are classified according to timing developed by the technomancers of Dirz, on
and rarity. These cards are exclusively re- their fighters. At the beginning of the game,
served for Griffin fighters with the Aura Ap- the Scorpion player shuffles the Mutation
titude. cards and draws three at random. Having
The Venerable Ambrosius is a rare and studied them, the player discards one and
gifted member of the Lodge of Hod. He and keeps the other two. These cards describe the
a few of his brethren can project Auras that possible Mutations that some of the combat
can modify the environment or influence the clones can undergo during the game.

27
Only a fighter with the Mutation/X Ap- the result. However, the test is failed if all
titude, where X is replaced by a number, can the dice are Critical Failure results.
use Mutation cards. A fighter can receive as
many Mutation cards as the X value.
Momentary Madness (Player Er-
The Scorpion player can assign a Muta-
rata): The instructions on the card should
tion card (or cards) to a fighter with the Mu-
read as follows: Play this card when your
tation Aptitude in any game round at the
opponent activates a fighter of Rank 1 or
beginning of the chosen fighters activation.
less. The fighter in question is temporarily
A fighter with a Mutation value of 2 or more
under your control for the entire round. You
can be assigned Mutation cards in separate
must immediately choose its Action mode
rounds if so desired by the player, however,
and carry out its Activation as if it were one
the effects of a mutation card or any combi-
of your own fighters. It can be ordered to at-
nation of them are not retroactive.
tack, fire or use its Aptitudes upon its orig-
Once a Mutation card has been assigned,
inal allies. It cannot however be forced to
it cannot be transferred to another fighter.
attack itself. Note: This rewording specif-
If this fighter eliminated or removed, the
ically allows a player to take control of a
assigned Mutation card is discarded or re-
Pest of Flesh and Sacrifice it against another
moved respectively, however, certain effects
fighter.
can linger on after the death of the owner of
a Mutation card. If this arises, the effects and
specific rules relating to such an occurrence Below the Belt and Head Start
are listed on the Mutation card itself. (Player Clarification): These cards
should be played as Reserve Event cards.
Cards FAQ and Errata !!!My query about their effect on Army
Events still lingers, but I would suggest that
Event Cards FAQ neither card can affect an Army Event based
on the wording of Head Start [. . . common
Event], since no other card that I can re-
Charnel House and Debris (Player member affects rarity.
Clarification): Although these cards have
a continual presence on the board, like a Con-
stant Event, these cards must be played when Deceit (Player Clarification): The
drawn as if they were Interruption Event instructions at the beginning of this card
cards. should read as follows: This card is played
when you activate one of your fighters.
The Pit (Player Clarification): Use This fighters immediately trades (or swaps)
an open Trapdoor counter when applying the places with another friendly figurine if the
Pit. following conditions can be met:. . .

Luck (Player Clarification): The in- Superior Strategy (Errata): The in-
structions on this card should read as follows: structions at the bottom of the card should
Announce the use of this card before rolling read as follows: This card is played at the
the dice for a test. Luck is on your side and start of the round just before the Activation
increases your chance of success. Add one ad- Roll, which you automatically win. This card
ditional die to the roll. After reviewing the cannot be countered in any way and is dis-
rolled dice, remove all but one die and apply carded after it is played.

28
Army Event Triggers FAQ ifiers automatically replace the Equipment
noted on the fighters reference card.
First Contact Q: If I have a fighter
that sees an enemy, but none of the adver-
Infectious Spores (Player Clarifica-
saries can see any of my fighters, does any-
tion): An affected fighter can only use Mt
one draw for First Contact? A: No, both
(when activated) and Aptitudes that do not
sides should wait until at least one fighter
require an Action mode. Additionally, all
from both sides can spot at least one enemy
Event cards affecting this fighter are dis-
fighter. This will trigger First Contact, both
carded. (Does this include Army Event cards
sides then draw an Army Event Card
as well?)

First Blood Q: Page 26, A player


draws his second Army Event card when one Aura Cards FAQ (Player Clarification:)
of his fighters has been withdrawn from the None of the cards which refer to Venerable
board for the first time Am I to infer that Ambrosius are specifically reserved for him;
the Army Event cards are always picked at any fighter with the Aura Aptitude can use
the same time by all the players? A: Yes, the any of the Aura cards.
two players draw at the same time for Army
Event cards, for both First Contact and First
Blood. Aura of Rebirth (Player Clarifica-
Q: Can I Sacrifice a Pest of Flesh before tion): A revived fighter can only use Mt
the First Contact to draw the Army Event (when activated) and Equipment, Aptitudes,
Card associated with First Blood? A: No Events and Army Events that do not require
to both, First Contact always occurs before an Action mode. Regardless, this fighter re-
First Blood, even if this happen in the same tains all cards attached to or affecting them.
fighter Activation, furthermore and the Sac-
rifice Aptitude cannot trigger First Blood.
Aura of Renunciation (Errata): Re-
place the third sentence with the following:
Army Event Cards FAQ "Should they fail, they will be immediately
moved outside the affected zone, to an adja-
The Clones Fury (Player Errata): cent square of your choice."
The 2nd paragraph of the instructions should Additionally, the timing on this card al-
read as follows: Furthermore, every affected lows it to be played during the activation of
clone in Offensive Combat mode is given the the Aura user or at the end of the round.
chance to re-roll their dice until the end of
the round. This is only applicable if the first
Aura of Vengeance (Errata): Re-
roll did not result in a Critical Failure.
place the third sentence with the following:
"Any friendly fighter, wishing to attack an
Corporeal Instability (Player Er- enemy fighter that is located within the Aura,
rata): The instructions at the bottom of benefits from a +1 modifier in the Offensive
the card should read as follows: Should it Combat mode."
succeed, its force will be multiplied tenfold
and it will benefit from a +2 modifier in Of-
fensive and Defensive Combat. These mod- Mutation Cards FAQ

29
Biomechanical Shell (Errata): Re- Certain counters are there to help the
place the second sentence with the follow- game run smoothly and have no real effect
ing: Once per game and until the end of on the developments of each mission, others
the round, at the moment of their activation, have vital strategic significance and can have
a figure equipped with a biomechanical shell an important influence on the game.
can use it for their complete protection. The Hybrid and Nemesis boxed sets con-
tain more counters than are strictly neces-
Muscular Hypertrophy (Errata): sary. This enables the players to introduce
Replace the second sentence with the follow- other fighters from Confrontation into the
ing: They benefits from a +1 modifier to game as well as allowing for replacement of
their Offensive Combat value and a +1 mod- lost or damaged counters.
ifier on all Natural Rolls related to the OC
mode.
9.1 ACTIVATION COUN-
Purulent Excrescence (Player Clar- TERS
ification): The text should be interpreted The Activation counters are used to deter-
as follows: This Mutation can be played at mine the orders of the various fighters in each
any time, even before the Activation of an factions Activation Sequence.
enemy fighter, and remains active until the Some missions allow for the selection of
end of the game. The affected fighters skin is numerous fighters of lesser Rank or a small
covered with purulent excrescences filled with group of elite fighters. The Activation coun-
a revolting liquid that immediately causes a ters are numbered from 1 to 10 and there are
Wound to the chosen fighter when this Mu- two sets of each (one for each faction) to al-
tation is applied. If an enemy in Offensive low for greater flexibility in troop choice.
Combat wounds this fighter, the purulent ex-
crescences burst spraying the attacker with
the liquid. The attacker must make a Natu- 9.2 WOUND COUNTERS
ral Roll or they suffer a wound. Furthermore,
When a fighter suffers a wound their Natural
if this fighter loses their last NV point after
Value decreases by one point. Wound coun-
any attack in base-to-base combat, their at-
ters are used to keep count of the number
tacker automatically suffers a Wound. Re-
of wounds a fighter has suffered at any given
gardless, each fighter sprayed with Purulent
moment in the game.
Excrescence cannot lose more than one NV
A player gives each of their fighters a
point due to this Mutations effect in a single
wound counter. These can be placed on their
game.
armys tracking sheet. By moving the coun-
ters each time fighters are wounded or healed,
Steel Tendons (Errata): Replace the it becomes east to determine the NV of a
first sentence with the following: Only a fig- given fighter.
ure with a Natural Value of 3 or more can
posses this mutation.
9.3 MODE COUNTERS
9 COUNTERS The violence of combat can cloud the judg-
ment of the participants. Mode counters
Hybrid uses numerous counters that can have enable players to determine, at a glance,
a significant impact on how the game unfolds. whether individual fighters are using Levels

30
of Mastery that might last several rounds. 9.5 ACCESS COUNTERS
The relevant counters are placed next to the
Access counters represent the laboratory en-
fighters to remind the players of their ef-
trances and exits. These spaces are not part
fects until such time as these are withdrawn.
of the laboratory and cannot be moved onto
There are four types of Mode counters:
except to enter or exit. There are standard
Defensive Combat (shield icon) and double-width Access counters.

Skilled Firing (numbered reticle icon)


9.6 PASSAGE COUNTERS
Skilled Maneuver (flank icon edged in A passage counter represents an opening be-
gold) tween two rooms, a corridor and a room or
Expert Maneuver (flank icon edged in juxtaposed Tiles. Passages do not block lines
blue) of sight and a fighter can be placed on a Pas-
sage. As with Access counters and Doors,
Skilled Firing counters are numbered there are standard and double-width Passage
from 1 to 10. This enables players to tell counters.
which fighter activates the Skilled Firing
mode first and to determine the order of fir- 9.7 DOOR COUNTERS
ing when several friendly fighters using this
mode are in a position to fire at the same Doors, airlocks and other immovable barri-
target. ers are excellent places to set an ambush
and ideal ways to move out an enemys view.
Doors must be positioned vertically on the
9.4 MATERIAL COUNTERS board. Their physical appearance has no
Certain Material cards represent Equipment influence on the game whether they repre-
that must be put into play as an element on sented as being out of metal or worm infested
the game board. These items are Material wood.
counters. There are two types of doors in Hybrid :

A standard door occupies one square.


Explosives: When placed strategically,
This type of door cannot be used by
these explosives cause a great deal of damage
large-based fighters (2 by 2 squares);
to all fighters standing within six squares of
them when they explode. A double-width door occupies two
squares
Timer-Activated Explosives: once set
the number of rounds for this explosion must 9.8 PILLAR AND FALLEN
be determined. The range of this explosion
is greater than that of regular explosives. ROCKS COUNTERS
Blasting Explosives: whether they arePillar and Fallen Rock counters represent
used against a wall or a door, these explosives
those elements of scenery that block or in-
create a passage from one room to another.
hibit movement through a square. A Pillar
counter blocks movement and line of sight. A
Curtain of Darkness: a Grenade of Dark- Fallen Rock counter, on the other hand, is an
ness releases this 20 x 50mm rectangular obstruction that limits movement and Firing
Template that blocks line of sight. options.

31
9.9 TRAPDOOR COUNTERS 9.11.1 ACCEPTING A SCENARIO
OBJECTIVE
Trapdoors are a real danger for fighters
Winning some Hybrid scenarios depends on
prowling in the corridors of the Heresiarchs
specific objectives such as activating a spe-
laboratories. The physical appearance of a
cial button, retrieving an artifact or freeing
Trapdoor (a pit filled with spikes) doesnt
an ally. In most cases each objective is rep-
change the rules associated with it.
resented by an Objective counter placed on
Trapdoor counters are reversible showing the board.
a closed side and an open side. To accept an objective a fighter must end
A closed Trapdoor doesnt hamper move- their movement on the Objective counter.
ment and is treated as a clear square. As soon Unless specifically stated otherwise the po-
as a Trapdoor is opened, flip the Trapdoor sitioning of the fighter is not important.
counter to show the open face. The Trap- A fighter located on an Objective counter
door affects all fighters in the same manner is not obligated to accept or trigger it. Leav-
regardless of base size. ing a fighter on top of an Objective counter
will prevent any other fighter from initiating
its effects on the mission environment.
Once an objective is accepted or triggered
9.10 TEMPLATE COUNTERS the counter is removed and its effects are fac-
tored into the mission.
A Template counter, commonly known as IMPORTANT! A Rank 0 fighter can-
a Template, covers a surface area of 2 x 2 not accept or trigger a scenario objective.
squares. When a Template is used, it must
precisely cover the 4 squares that it affects.
The two Template faces are referred to as 9.12 EVENT COUNTERS
the Charnel House and the Cloud of Gas. Each foray in to the Hybrid laboratories
requires numerous Event counters that are
placed in accordance with the mission dia-
gram.
9.11 OBJECTIVE COUN- An Event counter (question mark) repre-
TERS sents an unexpected event that takes place
during a mission. Within the game environ-
The extermination of an enemy is not the ment these Events are triggered by the play-
only way to win a game. In order to van- ers. In order to trigger an Event counter, a
quish adversaries bent on carnage, players fighter has to end movement on a counter and
require strategy and invention. Hybrid mis- declare it triggered.
sions often present the players with opportu- Once this has happened, the counter is
nities to win the game; the activation of a turned over because some Event counters are
laboratory self-destruct, retrieval of an arti- Traps (see below). If the counter depicts a
fact or the sabotage of vital clone tank mech- exclamation point, it is in fact an Event, the
anisms. These goals are represented by Ob- counter is discarded and the player draws an
jective counters. Event card.
Objective counters are numbered from 1 Event counters can only be triggered in
to 6, since certain missions require several ob- turns the same player cannot activate two
jectives be completed in a specific order. Event counter in a row. The activation of an

32
Event counter shouldnt be taken lightly be- If a Trap requires the placement of a Tem-
cause it gives the opponent the opportunity plate, the opposing player places the Tem-
to activate the next one an act that might plate. However one square of the Template
be decisive at critical moments. must be the one occupied by the fighter that
Example: the Scorpion player has ac- triggered or disarmed the Trap.
tivated the first Event counter of the game.
The Scorpion player cannot activate a sec- 9.13.1 ARMED TRAPS
ond Event counter until the Griffin opponent
has, in turn activated an event counter them- Firebomb: this terrifying mechanism
selves. sprays jets of flaming liquid in all directions.
It is, however, possible to occupy the It affects all adjacent squares including the
same square as an Event counter without ac- one the counter is on (making an area of nine
tivating it. squares). All fighters hit, even partially by
the flames suffer 2 automatic wounds.

9.13 TRAP COUNTERS Gas: The omnimancers of the Nemesis


The technomancers of the Hybrid Project are Project developed a powerful combat gas to
victims of a paranoia born of their confine- protect his installations. When activated,
ment and often set traps in their laborato- the Trap lets out a toxic cloud that remains
ries to discourage intruders, eliminate pur- on the game board until the end of the game.
suers and deal with troublesome rivals. Place the Cloud of Gas Template and roll
The section devoted to mission instruc- for random movement each round before the
tions indicates how many Trap counters can activation of the first fighter. Any fighter
be added to the Event counters. Once the dif- within the Toxic Gas Template suffers a -1
ferent counters have been mixed, distribute modifier to all their Natural Rolls.
them randomly on the Event squares shown
on the mission diagram. Mine: the standard Trap for Hybrid, when
Traps are divided into categories; armed this Trap is triggered the square explodes,
and passive. Armed Traps can be defused the fighter standing on this square suffers an
and are removed from the game once trig- automatic wound.
gered or defused. Passive Traps can also be
defused, but they remain in place regardless Paralyzer: when it is triggered, this mech-
of how they are revealed. If defused, the ef- anism lets fine blades covered with a paralyz-
fects of Passive Traps are not implemented ing poison shoot forth from the ground. This
when placed. fighter who triggered this trap must make a
A Trap is triggered when the Trap side of Natural Roll with a SL of NV +2. Failure
the Event counter is revealed, after a fighter does not cause a wound, instead the victim is
ends their movement on this counter and de- paralyzed and loses their next activation. If
clares they are triggering the Event counter. attacked while paralyzed this fighters enemy
A fighter must make a Natural Roll with an gains a +2 modifier on their Natural Roll.
SL of NV +3 unless specifically stated oth-
erwise. If the roll is a success, the Trap is
9.13.2 PASSIVE TRAPS
avoided, if it fails, however, the Trap effects
are applied. Armed Trap counters are re- Drainpipes: when a fighter triggers this
moved from the game once they have been Trap, they fall into a network of drainpipes
triggered. that leads to a place at random on the game

33
board. The trap can only transport a fighter Some Aptitudes are passive (always ac-
to an empty square on a game board. tive) while others have a timing requirement,
Use the Random Event Location method temporary influence or limited use and need
(page 32) to place the victim. If the fighter to be activated before they can be used.
arrives on a square or room that is impass- These are optional Aptitudes. In this case,
able or not accessible during the mission, re- the controlling player announces which op-
roll on the same Tile until a usable square tional Aptitude the fighter will use. Once de-
can be chosen. The fighter is place in the clared, an optional Aptitude cannot be with-
same orientation as they were in when the drawn.
Trap was triggered. Some Aptitudes are followed by a /X.
HOUSE RULE! In subsequent rounds, The X is replaces by a value that figures on
any fighter who moves over the Drainpipe for the relevant fighters Reference Profile card.
any reason ends their movement and triggers As noted for cards text, Aptitudes that
this Trap automatically. conflict with the general rules taken prece-
dence.
Purulent Carnage: this abominable Trap
lets a disgusting living mass of flesh with an
endless hunger fall from the ceiling, which ARMOUR-PIERCING SHOT/X
then moves about on its own until the end of When in Firing Mode, once per round, after
the game. Use the Charnel House Template successfully hitting their target this fighter
and the Random Movement rules. All fight- can fire at a second target up to X squares
ers who come into base-to-base contact with behind from their initial target. The follow-
the Purulent Carnage suffer a wound. ing additional criteria apply when attempt-
HOUSE RULE! When this Trap is re- ing to use this Aptitude:
leased the fighter who triggers or defuses the
Purulent Carnage Trap, along with anyone If the 1st target is a Titan, OR any
close by, will or may be within the Template. other fighter in DC mode facing the
Unless defused, each fighter caught under or attacker, an Armour-Piercing Shot can-
in base-to-base contact with the Template not be attempted.
must make a Natural Roll with an SL of NV
+3 or suffer a wound. Regardless, at the start The 2nd target must be in this fighters
of the next round roll for Random Movement angle of vision, and
and resolve its movement. Any fighter in
base-to-base contact or inside the Purulent The 2nd target must be further away
Carnage must make a Natural Roll with an than the 1st target.
SL of NV +3 or suffer a wound.
If the above conditions can be met the
following rules apply to the 2nd shot:
10 APTITUDES
Aptitudes represent the various fighters spe- When making the 2nd shot, the 1st tar-
cial capabilities. An Aptitude is either a get does not obstruct the line of sight
learned ability or an innate talent that, while to the 2nd, and
it might vary in aspect from one fighter to the
next, always manifests itself in the same way Any Action cards used to modify the
in the game. 1st shot have no effect on the 2nd shot.

34
AURA/X An Aura is effective over X The SL of a Combined Attack is a
squares surrounding this fighter, and affects Fixed Roll equal to the fighters start-
all of the target fighters within this area, but ing NV.
it does not benefit this fighter themselves un-
less specifically stated otherwise. Note: An enemy in DC mode cannot parry a
The Aura effect is not blocked by inter- Combined Attack.
vening terrain.

This fighter may only use one Aura at CONVICTION/X If this fighter is
a time and may choose to change or within 8 squares of the squad leader (fighter
maintain an Aura each time they are with Aura, highest rank, or highest NV, in
activated. that order), they benefits from a +X modi-
fier to all of their SL when in Offensive and
Aura of Power is an exception in that Defensive Combat mode. Note:
it affects the Aura range of this fighter
and can be used in conjunction with
If the squad leader is eliminated all
another Aura during Activation.
Conviction modifiers are immediately
cancelled.
BRUTISH STRENGTH/X When
this fighter attacks in Offensive Combat
mode and succeeds in the attack, the enemy Like an Aura this Aptitude is not af-
must retreat straight back X squares, even if fected by intervening terrain.
the enemy is not wounded. Note:

In the case of several successful attacks DORSAL PROTECTION/X This


this effect is not cumulative. Aptitude cancels the +1 modifier for being
attacked from behind in Offensive Combat,
If the enemy cannot fall back for any and in addition, the attacker incurs a X SL
reason (terrain or any other fighter) the modifier if they attack this fighter from be-
enemy suffers a wound for each square hind in base-to-base combat.
they were unable to retreat.

COMBINED ATTACK/X Each DUELIST/X A fighter with this Apti-


game this fighter may make up to X number tude obtains a Perfect Success in Offensive
of extra attacks per game when in Offensive Combat and Firing mode on a Natural Roll
Combat mode, a maximum of one per round. of X or less.
Note:

Before rolling the OC attack, you must


EYE OF THE LYNX/X This fighters
announce this Aptitude.
angle of vision and range in Firing mode is
After resolving the initial attack, the increased by X squares.
fighter may make one additional attack.

If the enemy is killed by the original FELON/X This fighter adds a +X SL


OC attack, this additional attack is modifier to the +1 SL modifier when attack-
lost. ing from behind in Offensive Combat mode.

35
FRENZY/X This fighter is rewarded If it is a decoy, then the counter is dis-
with a +X SL modifier for each enemy they carded. If not, then all of the fighters
eliminate in base-to-base combat. Note: decoy counters are discarded and the
position counter is replaced with the
This modifier is cumulative until the
corresponding figurine, facing the way
end of the game, however,
the player controlling it wishes.
it only applies to the SL for Offensive
and Defensive Combat modes
As long as this fighter remains invisible,
they ignore doors by passing through
INFILRATION/X At the end of each
them.
round this fighter gains X additional Mt
points. Note:
This fighter is considered to be in the An invisible fighter on a large base can-
same mode as when they were acti- not move through a single-width door
vated. or passage. If this fighter is not in
the line of sight of any enemy fighter
If this fighter is in Maneuver mode they when activated, all of the Disquieting
may use Infiltration to open or close Presence counters replace the figurine
doors without movement penalties. again.
If there are multiple fighters with Infil-
tration their moves are resolved in the
order of Activation. LEADER (X)/Y When any X fighter
is located within Y squares or less of this
A fighter loses the Infiltration Aptitude
fighter, and has a line of sight onto this
for the rest of the game as soon as they
fighter, then X fighter gains a +1 SL modi-
enter an enemy fighters line of sight or
fier for Offensive Combat and Firing mode.
attempt an attack.

INVISIBLE/X This Aptitude gener-


ates X counters of Disquieting Presence. The MUTATION/X This fighter may be
simultaneous use of these counters on the given up to X number of Mutation cards dur-
game board simulates the uncertainty that ing the course of a game.
reigns as to this fighters exact location. All
of these counters except one are decoys, the
last one representing the fighters real posi-
POSSESSED/X - when a fighter who has
tion.
this Aptitude uses the OC mode, they ig-
At the start of the game all Disquiet-
nores the modifier of X wounds when calcu-
ing Presence counters are placed onto this
lating the SL.
fighters location. During the game:
They move independently, but are ac-
tivated and moved at the same time.
PRESTIGE/X This fighter benefits
A counters hidden side is revealed from a +X modifier on their SL in all Action
when an enemy fighter has a line of modes. Note: this Aptitude is lost as soon
sight onto it. as this fighter suffers a wound.

36
PUNY Puny fighters are either very Ignore fallen rock terrain, treating it as
small or weak. The following rules affect a normal square for all purposes.
Puny Fighters:
Additionally, Titans:
This fighter cannot open doors.

Puny fighters do not suffer move- Always confer a +1 modifier when


ment penalties when moving diagonally targeted by enemies in Firing
through doorways, past walls and other mode; this modifier is not cumula-
fighters. tive with the large-based fighters
modifier.
Puny fighters can only obstruct line of
sight to other Puny fighters. Cannot move diagonally, but they
can quarter-turn once per forward
Puny fighters cannot be targeted by square movement for free.
Expert Firing if they are behind a stan-
Can only use passages and doors
dard or large-based fighter
wide enough for them to pass
through.
REGENERATION/X At the end of
their Activation, this fighter can attempt to Prevent a fighter from using Ex-
regenerate. Make a Fixed Roll; on a result of pert Firing (F/4) to target a
X or less this fighter heals one wound. fighter behind this Titan.
Also prevent an enemy fighter
SACRIFICE/X This fighter may sac- from using Novice Maneuver when
rifice themselves to wound one enemy that attempting to move through ene-
they are in base-to-base contact with. Note: mies, unless the enemy fighter is a
Titan themselves.
To use this Aptitude this fighter must
select Basic Maneuver (Mv/1) and end Cannot be affected by Skilled or
their move, or start their Activation, in Expert Maneuvers.
base-to-base contact with an enemy.

Remove this fighter and apply X VELOCITY/X This fighter;


wounds to the enemy.
Confers a X SL modifier when being
An enemy in Defensive Combat mode
shot at,
cannot parry a Sacrifice attack.

Sacrifice does not count as First Blood Ignores the -1 Mt cost for moving
nor does it allow the controlling player through fallen rock squares, and
to draw an Action card for this fighters
death. Ignores trapdoors as long as they do
not end their movement on a trapdoor
TITAN This Fighter is subject to the fol- or are forced onto a trapdoor by any
lowing rules: a Titan may. . . other game effect.

Knock down a door instead of opening


it, the door may not be closed again. Aptitudes FAQ

37
Brutish Force/X Q: The Aberration engages in an attack the enemy fighter prof-
strikes a Griffin fighter. The targeted Griffin its from a "line of sight" on the Skorize War-
should normally be pushed back two squares, rior. He consequently loses his Infiltration
but another Griffin fighter is positioned di- Aptitude, even if he manages to eliminate his
rectly behind the targeted Griffin. Does the target during this Activation.
targeted Griffin move backwards through the
next Griffin fighter because it is a friendly
fighter or does it suffer two wounds? A: The 10.1 THE GRIFFINS OF
target fighter cannot move backwards and AKKYLANIE
suffers two wounds, as if the fighters back
was against a wall. Darkness Hunter Darkness Hunters are
specialists who use the power of Darkness in
their struggle against heretics. At the begin-
Combined Attack/X Q: My ning or the end of their Activation phase they
wounded Seneschal is in Offensive Combat can use one of the two following Aptitudes in
mode performing a Master Strike (rolling addition to their Action mode, but each one
2d10). I want to make a Combined Attack. only once per game.
Do I use the Success Level conditions of the
first attack (current SL, Master Strike, 2d10)
for the Combined Attack? A: When making CIRCLE OF PROTECTION (Dark-
a Combined Attack, the additional attack is ness Hunter Scorpion fighters of rank
based on rolling against the attackers initial 1 or lower can no longer get within 3 squares
NV on a single die, without any modifiers. of the Darkness Hunter.
In this example, after resolving the Master
Strike, the Success Level of the additional This Aptitudes effect ends automati-
attack by a Seneschal (Combined Attack/3) cally at the end of the round.
is always a result of 4 or less on a single d10.
If a fighter is already present within the
area of effect when this Aptitudes use
Frenzy/X Q: The Aberration has in- is announced, then the circle of protec-
flicted three wounds on the Seneschal. Later tion doesnt affect it.
in the same round a Pest of Flesh is sacri-
ficed to inflict a fourth wound, killing the
Seneschal. Can the Aberration claim the EXCOMMUNICATION (Darkness
Frenzy modifier? A: No, Frenzy can only be Hunter the Darkness Hunter selects a
claimed if the attacker inflicts the last wound fighter in his line of sight. All Griffin fighters
on the target fighter. who attack the target in Offensive Combat
benefit from a +2 SL modifier in this mode
until the end of the round.
Infiltration/X Q: My Skorize Warrior
uses his Infiltration/4 in Offensive Combat
mode to attack an enemy fighter from be- SPECIAL ATTACK (Griffin Exorcist)
hind. He makes a Skilled Strike (OC/3) and Twice per game the Exorcist can attempt
for his first attack obtains a Perfect Success to make an additional attack against the en-
(2 wounds) and his second attack is a normal emy he has just wounded. To do so, make
success (one wound). If his enemy is killed, a Fixed Roll with an SL of 7. If this test is
does the Skorize Warrior lose the Infiltration successfully passed the Exorcist manages to
Aptitude? A: Yes, once the Skorize Warrior inflict an additional wound on his enemy.

38
NULLIFY (Griffin Exorcist) At the MINECLEARER (Griffin Minelayer)
beginning of every round the Exorcist can try When this fighter ends his movement on
to neutralize an enemys Aptitude. an Event counter, the player can do one of
the following:
First select an enemy fighter standing
in the Exorcists line of sight within 8 Announce the counters Activation ac-
squares, cording to the usual rules.
Choose the targeted Aptitude and
Look at the counters hidden side.
make a Fixed Roll with an SL of 7.
Whatever it is, its effects are not ap-
If this test is successful, the targeted
plied. This can be done even if it isnt
fighter can no longer use the chosen Ap-
the players turn to activate an Event
titude until the end of the round.
counter.

Griffin Inquisitor The Inquisitors are Defuse a trap, the Event counter is
gifted with magical powers born of their faith turned over a removed from the game
in Merin. During their Activation phase they board, if it is a Trap or not. This can
can use one of these two Aptitudes in addi- only be done when it is the players turn
tion to their Action mode, but each one only to activate an Event counter, yet does
once per game. not count as the Activation of an Event.

INCANDESCENT CHASTISEMENT
(Griffin Inquisitor) The Inquisitors MINELAYER/X (Griffin Minelayer)
Judgment Blade turns white with heat. Due At the start of the game this fighter has
X mines available.
to this, every blow made in Offensive Combat
inflicts an additional Wound until the end of
the Inquisitors Activation. Once per round he can lay a mine at the
beginning or the end of his movement.
However,
MERINS JUSTICE (Griffin Inquisi-
tor) The Inquisitor asks Merin to judge a He must be in Maneuver mode and not
target that is in his line of sight. The target be in base-to-base contact with an en-
is lifted into the air and is struck by invisible emy.
energy.

The inquisitor makes a Natural Roll Place a counter to indicate the mines
with a SL of NV +2. location. It must be placed in an adja-
cent square.
If the test is passed, then the targeted
fighter falls to the ground and his NV If a fighter then moves onto the mined
is equal to the Inquisitors at the time square or one of the adjacent squares
when he calls on Merins Justice. within the same room, the mine ex-
plodes.
This Aptitude has no effect if the in-
quisitors NV is greater than the tar- The target must then make a Natural
gets when he uses this Aptitude, or if Roll. If they fail, then they suffer one
its equal to 0. wound.

39
JUSTICE OF FIRE (Misericord) HELIANTHIC MASTERPIECE
Once per game, at the beginning or the end (Maeln) Once per round Maelyn can
of her Activation, Mir can unleash a power- enchant one piece of Equipment of another
ful wave of flames. All fighters, friend or foe, Cynwall fighter in her combat group. The
located within two squares of her must make bonus provided by this Equipment is in-
a Natural Roll with a SL of NV +2. If it creased by one point until the end of the
fails, then the fighter hit suffers a wound. round.

TRIHEDRON (Nelphall, Som & Syd


MERCY OF THE VIRTOUS (Miseri-
de Kaber) When any active member of
cord) Once per game, at the beginning
the Trihedron is within 8 squares of another
or the end of her Activation, Mir can call
member they benefit from the following:
on Hauteclaires power to treat one of her
wounds. Her Natural Value improves by 1 Nelphall +2 SL modifier in Firing,
point but cannot become greater than its ini-
tial value. [Som Dorsal Protection/2 (sug-
gested)]

OATH OF THE CONDEMNED [Syd de Kaber Possessed/2 (sug-


(Sered) Every time Sered is wounded gested)]
by an enemy fighter in Offensive Combat,
Make a Natural Roll, if it is successful the
10.3 LIONS OF ALAHAN
enemy fighter also suffers a Wound.
BREASTPLATE OF ALLIANCE (The
Red Lioness) An enemy who gets a Per-
10.2 CYNWLL ELVES fect Success against the Red Lioness does not
inflict her with any Wounds.
ADDITIONAL LIMBS (Cynwll
Nova) When you place this fighter in Of-
SWORD OF LLYR (The Red Lionesse)
fensive Combat, announce that this fighter is
When the Red Lioness gets a Perfect Suc-
using their additional limbs to defend them-
cess in Offensive Combat, She automatically
selves better.
kills her enemy.
This fighter then suffers a -1 SL
penalty to their Offensive Combat Nat- SACRAMENT AND DELIVERANCE
ural Rolls. (Alahel the Messenger) When Alahel
uses his Combined Attack Aptitude, and gets
a Perfect Success on this additional attack,
All fighters in Offensive Combat who
he automatically kills his enemy.
target this fighter suffer a -1 SL
penalty to their own Offensive Combat
Natural Rolls until this fighters next 10.4 ALCHEMISTS OF DIRZ
Activation. (SCORPIONS)
TETANY (Biopsist) Once per game,
CONCENTRATION Once per round when he is activated, the Biopsist can select
you can re-roll a die roll bound to one of the a target within his line of sight. Until the
four game modes for one of your fighters. end of the round;

40
This targeted fighter suffers a penalty Neuromancers psychic powers
chosen by the Scorpion player on all of When the Neuromancer is activated he can
their Natural Rolls. call on his psychic powers. To do so:

This penalty is also applied to all Nat- Make a Natural Roll with a SL of NV
ural Rolls made by the Biopsist until +3.
the end of the round.
If the roll fails, no psychic powers
This penalty cannot be greater than can be used. Furthermore, the Neu-
the Biopsists current NV. romancer then remains in Defensive
Combat mode until the end of the
Dasyatis Treatments Dasyatis clones round. If it succeeds, one of the psychic
benefit from a specific Aptitude, which can powers described below can be used
only be activated once per round and must only once in the round.
be announced at the same time as the Dasy-
The area of effect for these powers is 4
atis Action mode.
squares.

ANTIOME TREATMENT/X (Dasy- The Neuromancer cannot use a psychic


atis Clone) The Dasyatis clone suffers power on himself.
a penalty of X on all its Natural Rolls.
A fighter can be affected by only one of
In return it inflicts X additional these powers per round.
wounds when it makes a successful at-
tack in Offensive Combat. INTIMIDATION (Neuromancer)
This psychic power can only be used on an
This Aptitudes effects last until the
enemy fighter who hasnt been activated yet.
end of the round.
The target must make a Natural Roll with a
SL of NV +2. If it fails, the target cannot
ATLAS TREATMENT (Dasyatis use the Offensive Combat mode until the end
Clone) This treatment can be used when of the round.
the Dasyatis clone suffers a wound.

Make a Fixed Roll; on a result of a 1 or PRESERVATION (Neuromancer)


2 the wound is cancelled. This psychic power can be used as soon as
a friendly fighter within the powers area of
The Dasyatis can only prevent one effect is wounded. Make a Fixed Roll; on
wound per round in this way. a result of 5 or less the fighter ignores this
wound.
If a Perfect Success is rolled or any
other effect that inflicts more than one RAGE (Neuromancer) This psychic
wound, this treatment cannot be used. power can only be used on a fighter who
hasnt been activated yet. This fighter now
HEALING (Crimson Servant) Once obtains a Perfect Success on a roll of 1 or 2 in
per round, the Crimson Servant can heal 1 Offensive Combat until the end of the round.
wound of a fighter, Rank 1 or higher, in base- Note: This effect cannot be combined with
to-base contact the Duelist Aptitude.

41
DARK WILL (Vicar of Dirz) When a CLOAK OF CRAWLING (Rank 3)
Vicar of Dirz is the target of successful long- (Sasia Samaris) Sasia Samaris can pass
range attack and he can see the attacker, he through a single-width door. However, she
may call on this Aptitude. must still finish her movement in an open set
Make a Natural Roll that cannot be of squares that fit a large-based fighter on the
modified by Action cards. other side of the door. (forum clarification,
I think.)
If the roll is successful, then the attack
is considered to have missed.
If the result of this roll is a 1, the at-
tack is sent back to the attacker who 10.5 THE OPHIDIAN AL-
then suffers the wounds.
LIANCE
The Vicar can only attempt to only use
this Aptitude twice per round. ABNEGATION/X A fighter who has
this Aptitude is willing to do anything for
SACRIFICE (Crimson Fury) If a their masters. For the fighter to benefit from
Crimson Fury is in base-to-base contact this Aptitude,
with a fighter who wounds Saisa Samaris,
the Scorpion player can choose to transfer
wounds to the Crimson Fury.
An Ophidian who doesnt have this Ap-
PLASMATIC SILICA (Sasia Samaris) titude must be within X squares of
Once per round Sasia Samaris can use the them.
Plasmatic Silica to strengthen her bodys re-
silience at the moment she is attacked.
Make a Fixed Roll; on a result of 3 or As long as the Ophidian remains within
less a successful attack doesnt inflict this area of affect, the fighter ben-
her with any wounds. efits from a +1 SL modifier in Of-
fensive Combat and Defensive Com-
However, Plasmatic Silica does not pre- bat. (Special Ayane: This Apti-
vent wounds resulting from a Perfect tudes range is doubled for Ayane when
Success. SErum is the Ophidian she benefits
from.)
DORSAL BLADES (Rank 3) (Sasia
Samaris) When using Offensive Combat
Sasia Samaris can decide to use her Dorsal
Blades. To do so she must;
First make a Fixed Roll with a SL of 10.6 THE DWARVES OF TIR-
6. NA-BOR
If this roll is a Perfect Success the at-
tack inflicts an additional wound. HARD-BOILED When a fighter with
this aptitude suffers several wounds from a
However, if she gets a Critical Failure single attack, the number of wounds is de-
Sasia Samaris suffers a wound. creased by one.

42
STEAM-POWERED BLUNDER- Note: Two Rank 0 fighters count as a single
BUSS W hen a fighter with this weapon Rank 1 fighter.
uses the Firing mode, the player may declare,
before making the Natural Roll, that he is
using the blunderbuss boiler to charge the The Total Number of Fighters: In or-
shot. Roll a d10; der to avoid the board from becoming over-
crowded, the total number of fighters taking
If the result is 5 or less, add the value part in a game is limited to this number.
as a bonus to the SL.

If the result ranges from 6 9, resolve Army Material Cards: unless specifi-
the shot normally. cally stated otherwise each faction can use
any of their Army Material cards.
If the result is a 10, the boiler blows
up. This fighter suffers a Wound, the The cards chosen must be assigned to
boiler cannot be used for the rest of the specific fighters and,
mission and the shot is cancelled.
each fighter can only be assigned a to-
FUSION HAMMER (Kahinir The Sav- tal Rank value of Army Material cards
age) When Kahinir perform an attack in equal to their own value.
Offensive Combat against an enemy whose
NV is equal to 1, no Natural Roll is required, The Rank value of the Army Material
the attack is an automatic success. cards count against the Rank Total for
the mission, and
DRAGONS BREATH (Kahinir The
Example: A Scorpion player assembling
Savage) Kahinir can spit flames like a
their fighters must take into account the fol-
dragon. When using Firing mode, he can
lowing parameters: rank total 8; total num-
perform a basic attack, but cannot shoot at
ber of fighters 8. They choose an Aberration
a target more than 8 squares away. If the
(Rank 3), three Hybrid (Rank 1) and four
Natural Roll is a success the target suffers 2
Pests of Flesh (Rank 0). The four Pests of
Wounds.
Flesh equal 2 rank points. The rank total is
therefore: 3 + (3x1) +2 = 8, with a total of 8
11 MISSIONS fighters. The parameters have been respected.

The missions available to players take them


on a journey across the continent of Aarklash 11.1 DISARMED
and in to the past through the Heresiarchs When a mission special rules or game ef-
abominable legacy. fect states that a fighter is disarmed, that
With the exception of a few missions, fighter can no longer use the Firing mode,
the players are free to assemble their combat the player must discard that fighters Mate-
groups as they see fit. However, their choicesrial cards and ignore the Equipment listed on
must respect three parameters: the Reference Profile card until the end of the
game or until the effect ends. Additionally,
The Rank Total: the sum of the fighters any counters they may be carrying are also
ranks must not exceed the mission limitation. discarded.

43
11.2 OBJECTIVE ROOMS The Gene Library: the gene library is re-
frigerated and holds the strains of the various
Objective rooms create location specific ef- clones of the Nemesis Project as well as re-
fects. The effects are different depending on volting nourishment substances. There is no
the faction of the fighter performing this Ac- modifier to the Natural Roll.
tion. In order to attempt the triggering of
an Objective room effect a fighter must be Griffin effect: the Scorpion player discards
activated while they are entirely within the all their Mutation cards in hand and in
boundary of the room. Additionally, this Ac- play.
tion is declared instead of choosing an Action Scorpion effect: the Scorpion player draws
mode and using the fighters Mt. a Mutation card and places it in their
In order to apply the effect of any Objec- hand.
tive room, make a Natural Roll. If successful
the location and faction specific effect is ap- The Heart of the Laboratory: this
plied immediately. If the roll is failed the installation allowed the alchemists of the
fighter can try again in any following game Nemesis Project to control the production of
round, but only if they are activated while clones in the Storage Tanks remotely.
already in the room. Lastly, no Action cards
can be used to modify this test, but many of Griffin effect: the Heart of the Laboratory
the rooms have their own modifiers. is disabled and the Scorpion player can
no longer trigger its effects for the re-
mainder of the game.
The Armory: when a scenario is played Scorpion effect: place a Scorpion clone of
that includes this room, do not mix the Rank 0 or 1 in any free square of the
Generic Material cards in with the Event Storage Tanks Objective room. This
deck. Shuffle all of the Material cards and clone is added into the Activation Se-
form a separate deck. quence for the next round. Only one
If the armory is triggered, the control- clone can be generated per game round.
ling player draws a card, if the player draws
a card reserved for their opponents faction, Natural Roll modifiers: the Scorpion
that card is discarded and another is drawn. player benefits from the following mod-
If the Material card deck is exhausted, the ifiers:
Armory can no longer be activated. to generate a Rank 0 clone, +3,
There is no modifier to the Natural Roll
to generate a Rank 1 clone, +1.
and the normal rules for Material cards and
Reference Profile Equipment apply.
The Omnimancers Office: this office
HOUSE RULE! Material cards found holds the project records and the journals of
in the Armory can be transferred once from the laboratory omnimancer. A careful search
one friendly fighter to another if both fighters lets a secret of Dirzs master plan be uncov-
are in base-to-base contact at the end of one ered. There is no modifier to the Natural
of their movements. The fighter who receives Roll.
the Material card can use it on their next Ac-
tivation. If a fighter finds a Material card in Griffin effect: the Scorpion player must re-
the Armory and uses it, the card cannot be veal their Mutation and Army Event
transferred. cards.

44
Scorpion effect: the Scorpion player draws 11.3 RANDOM EVENT LO-
an Army Event card and plays or places CATION
it in reserve as instructed on the card.
This was originally presented as an aspect of
the Heresiarchs Prison mission, specifically
The Storage Tanks: in this dreadful
to represent falling rocks. Random Event Lo-
room the clones born of the heart of the lab-
cation is a useful method of staging an event
oratorys programming appear. There is no
that is not intended to give either player an
modifier to the Natural Roll.
advantage.
Griffin effect: if the Natural Roll is suc- When using a Random Event, before the
cessful, the Scorpion player can no first fighter is activated, the player who won
longer use the Heart of the Laboratory the activation roll rolls a d10. Apply the re-
effect as long as one Griffin fighter is sult as follows:
dice roll Floor Tile
occupying this room. If at any time
15 Large Tile (8x8)
during the game round there are no
68 Medium Tile (4 x5)
Griffins in this room the effect ends im-
910 Corridor Tile (straight, cor-
mediately.
ner, intersection)
Scorpion effect: A newly created clone can (if no Corridor Tiles are used apply the
attempt to activate itself in the same effect to a Medium Tile and vice versa)
game round, after all of the other fight- The opposing player picks a matching
ers have been activated. Tile and rolls a d10, using the die roll count
off each Tile on the board clockwise, moving
from one consecutive Tile to the next until
The Torture Chamber: this room holds the number on the die is equaled.
cages for imprisoning captives and terrifying
This is the Tile the random event will oc-
devices used to make them talk.
cur on. The first player now rolls 2d10 (one
die across, one die down) and applies the ran-
Griffin effect: a Griffin fighter of Rank 0 or
dom effect as follows: in each case count out
1, chosen by the Griffin player, is freed
the result in squares, left to right, then top
and joins their troops. This fighter is
to bottom:
added into the Activation Sequence for
the next round. Only one Griffin can
be freed per game round. Large Tile (8 x 8) 1, 2, 3, 4/5, 6/7, 8, 9,
10
Natural Roll modifiers: the Griffin
player benefits from the following mod- Medium Tile (4 x 5)
ifiers:
short edge 1/2, 3/4/5, 6/7/8, 9/10
to free a Rank 0 Griffin fighter,
long edge 1/2, 3/4, 5/6, 7/8, 9/10
+3,
to free a Rank 1 Griffin fighter, Straight Corridor Tile (2 x 6)
+1.
short edge 15, 610
Scorpion effect: the Griffin player must re-
veal their Aura and Army Event cards. long edge 1, 2, 3/4/5, 6/7/8, 9, 10

45
Corner Corridor Tile (4 x 4 area) 1/2, simply let the players simulate the experience
3/4/5, 6/7/8, 9/10 gained by their troop in-between missions.
Note: if this plots off the Tile, the Missions presented as a part of a cam-
opposing player picks an unoccupied paign can be played individually and con-
square on this Tile and the effect is ap- versely missions that are intended to be
plied. played individually can be combined together
into a player authored campaign scenario.
Intersection Corridor Tile (4 x 6 area) HOUSE RULE! A recommended troop
levy before beginning a campaign for any
short edge 1/2, 3/4/5, 6/7/8, 9/10 campaign it is recommended choosing up to
long edge 1, 2, 3/4/5, 6/7/8, 9, 10 a total of 8 fighters with a maximum Rank
value of 8. Unless specifically state otherwise
Note: if this plots off the Tile, the in the scenario and mission briefings, players
opposing player picks an unoccupied are free to choose any fighters within their
square on this Tile and the effect is ap- faction and its allies.
plied. The starting square for each Tile
is the upper left corner as indicated on 12.1 VICTORY POINTS
the mission diagram.
Every mission in a campaign has a set of ob-
jectives for determining victory conditions.
12 CAMPAIGN RULES For each mission the victor is awarded three
Victory points and the loser gets one Victory
The campaign rules introduced in Nemesis point. In the case of a tie, or if a winner
provide a backdrop for the players to delve cannot be determined, both players get two
further into the world of Aarklash and de- Victory points.
velop new strategies within the confines of The campaign is played out and Victory
the alchemical laboratories. points are awarded at the completion of each
A campaign is a succession of intercon- mission. At the conclusion of the campaign
nected or consecutive missions bound to each the player with the most Victory points is
other by a common scenario. The advantage declared the winner. In the case of a tie the
of this game mode is that overall victory de- outcome of the campaign is a draw.
pends less on each mission and in fact the vic- Additionally, the campaign victory condi-
tory conditions could be met even if the vic- tions can offer bonus Victory points for meet-
tor loses each mission. Victory in this mode ing specific goals that are not based on win-
is tracked using Victory points. ning each mission.
The campaign rules only apply if both
players decide to play the missions out in
12.2 EXPERIENCE AND
the sequence laid out in the scenario brief-
ing. Lastly, a campaign follows the exploits LOSS
of the same core group of fighters who con- At the end of each mission, except the last,
tinue together from one campaign mission to both players must take account of their sur-
the next. For greater playability the play- viving fighters.
ers do not have to keep track of the exact
number of fighters killed, and unless specifi- If the number of surviving fighters is
cally stated otherwise, not even the deaths of equal to or greater than the number
specific fighters. Instead the campaign rules of fighters that started the mission

46
(rounded down) identify the surviving HOUSE RULE! This card can be from
fighter(s) with the lowest rank. If this any of these decks regardless of faction re-
fighter is Rank 2 or less, the controlling strictions. Any card drawn from an oppo-
player can add this Rank value to their nents deck cannot be played and is subse-
total allowance for the next mission. quently removed from the game until the end
of the mission.
If the total number is less than half of
HOUSE RULE! With the exception of
the number of fighters that started the
The Action card deck, any card played dur-
mission (rounded down) the controlling
ing a mission is removed from the campaign
player must subtract one point from the
unless the deck is exhausted. If a deck is ex-
total number of fighters specified in the
hausted shuffle all of cards of that type and
table for the next mission.
put the deck back into play.
These effects are not cumulative from HOUSE RULE! Lastly, any Army Ma-
mission to mission. Any fighter excluded terial cards selected as a part of a players
from a mission due to extensive losses in the troops for a campaign do not get shuffled into
previous mission does not count against the the Armory Objective room deck, unless it
controlling player when accounting for losses was removed from the game before the start
in the current mission. Note: all fighters of the next mission. If the card is shuffled into
eliminated or removed or from the board, an Armory Objective room deck the Material
with the exception of those exiting the labo- card cannot be reclaimed by the controlling
ratory as a victory condition, count as a loss. player for the duration of the campaign un-
HOUSE RULE! In order to add more less it can be drawn from Armory Objective
variables into the Victory point calculations; room deck.
the experience Rank bonus can be exchanged
for +1 Victory point. The fighter penalty can
be exchanged for -1 Victory point.
13 FEUDAL LEVY
12.3 VICTORY BONUS
This section is a resource map for things I
Being victorious in a mission provides a tac-
know about and own that fall outside the Hy-
tical advantage and improves troop morale.
brid and Nemesis rules or require the owner-
To simulate this, at the end of each mission
ship of various magazines and supplements.
the player who is awarded the three Victory
points can choose to draw and keep an ad- It should be fairly obvious that Hybrid
ditional card before the next mission begins. cannot be played properly without a copy of
This card can be freely chosen from the Ac- the game at your disposal, but there are so
tion, Event, Army Event, Aura and Mutation many additional things available it seemed
decks. like a good idea to list them.
HOUSE RULE! It is recommended
that this additional card be drawn after shuf-
fling all of the decks, but before any cards Fighters Currently (August 2007) there
are dealt to the players. As a general rule a are 65 profiles available in English for Hybrid
player cannot draw a card from an opposing divided among the two factions and their al-
faction deck and faction Material cards can- lies. Players are encouraged to develop their
not be chosen unless the Armory Objective own profiles for use by the Hybrid commu-
room is featured in the next mission. nity.

47
Missions At last count (August 2007) Mystery of the Cold Chamber from
there are about 76 different missions available Nemesis the mission text makes no ref-
for Hybrid, many of which are conducted in erence to the Trapdoor counter on the South-
the campaign mode, more are published each east Tile. It can be played as an open Trap-
year. door or replaced with Fallen Rock counters.
A few questions come up from time to
time, so I do my best to note them. Some Campaign III from Nemesis The text
errors were noted in the original published regarding Trapdoors in Cracks in the Ceil-
missions as well. ing should be disregarded in this mission
and applied in the previous mission Death
Deployment As a general rule, if a to the Carrier!
fighters deployment zone is not indicated in
a mission, then use a zone of a higher rank.
Hunt on the Docks from Cry Havoc
If this zone is full, then the fighter is placed
10 the exit point is most likely the North
on an adjacent square.
edge of the NE Tile. Both players should
Example: In the Return to Glasinhar
agree before selecting squads.
mission, any rank 2 Scorpions fighters are to
be deployed in the rank 3 deployment zone.
Strategy
THE CARDS In addition to the cards
needed to play Hybrid, the Hybrid and Cry Havoc 3 features;
Nemesis boxed sets feature 18 cards for use
in Confrontation and RagNarok representing A Forced Passage a Hybrid Battle Re-
the miniatures included in both sets. port,
Additional Rackham figurine blisters,
boxed sets and cards are available for use Keep an Eye Open. . . covers LOS is-
in Hybrid, check the reference section or sues.
www.Rackham.fr for the list of available
Youll Never Get Me! covers Defen-
fighters and cards.
sive Combat Mode.

Corrections Page 10 of the Nemesis book


features several layout specific diagrams to Optional Play
correct a number of missions from the Hy-
brid book. Please refer to the Nemesis book CH-Gaming Aid Vol. 3 features;
to double check your layout before playing:
Four optional mission modifications
Return to Glasinhar
Against The Laboratory now the
The Scarlet Hive Laboratory can fight against both
sides.
The Heresiarchs Prison

Prowlers! Into The Heart of Darkness creates


havoc with variable lighting conditions.
The Scorpions Venom
Massively Multiplayer provides two
The Heroes Twilight modes of play for groups of players.

48
CH-Gaming Air Vol. 6 features; CH-Gaming Aid vol. 4 (new cards, a
mission and a campaign)
The Right Stuff a RPG mode for Hy-
brid fighters and a special campaign. CH-Gaming Aid vol. 5 (new card, a
mission and campaigns)
Cry Havoc 10 features;
CH-Gaming Aid vol. 6 (new cards,
Out in the Open Hybrid ventures out- a campaign and new RPG rules with
side with new rules for using the Cad- acampaign)
wallon Reversible Gaming Tiles.
Cadwallon Reversible Gaming Tile sets,
Extra Resources Each issue of Cry Havoc for use with the Out in the Open rules
has excellent articles related to the world
A and B The Lower City
of Aarklash as do the rest of the Rackham
games. The following issues have articles C and D The Upper City
specific to Hybrid. Note that the Gaming
Aid Volumes were issued with their respec-
tive magazines and each of them has Hybrid GLOSSARY
content.
The Hybrid rules often employ recurring
Cry Havoc 1 (scenery workshop) terms that describe certain game situations.
Cry Havoc 2 (scenery workshop) Here are some definitions and clarifications
of the most common terms.
Cry Havoc 3 (game report and tactics)

Cry Havoc 9 (mission) Activation: every game round both play-


ers make an Activation Roll to determine the
Cry Havoc 10 (new rules and missions) order of play for the round. The players
take turns during the game round activating
Cry Havoc 11 (missions) each fighter to move, attack, defend, shoot or
Cry Havoc 13 (missions) carry out a mission objective.

Cry Havoc 14 (new card) Base: each fighter is mounted on a base.


There are four sizes of bases grouped into
Cry Havoc 15 (new card)
three categories;
As mentioned above the Gaming Aids
have a lot of content and additional mate- standard bases (25 times 25mm)
rials, they are all highly recommended:
cavalry bases (25 times 50mm)
CH-Gaming Aid vol. 1 (new cards and
large bases (37.5 times 37.5mm and 50
missions)
times 50mm)
CH-Gaming Aid vol. 2 (new cards and
a campaign) These bases occupy 1, 2 and 4 squares re-
spectively. With the lone exception of Sasia
CH-Gaming Aid vol. 3 (new cards, an Samaris (Rank 3), no large-based fighter can
additional Tile, missions, new rules and fit through a single-width door. Regardless,
reference material) all large-based fighters occupy 4 squares.

49
Base-to-Base Contact: any time a fight- Game Round: a game round or round
ers base is adjacent to another fighter or an represents the time it takes to activate all of
element of the scenery the fighter is in base- the fighters taking part in a mission. When
to-base contact. Fighters and scenery that the last fighter completes their Activation the
are diagonally across from one another are game round ends and a new one can begin.
not in base-to-base contact. Some missions have a limit on the number of
game rounds.
Discard: the play of some cards require
them to be discarded when they are used. Removed: certain cards must be removed
The potential exists for these discards to be from the game as a requirement when a
placed into a players hand or their respec- player applies their effects. In addition, some
tive deck. Discards should be placed face-up game effects can cause a fighter to be re-
adjacent to their respective decks. moved as well.
A fighter or a card that is removed cannot
be brought back for any reason, even if an-
Eliminated: a fighter who has lost their other game effect states that a discarded card
last wound is eliminated. The fighter is taken or eliminated fighter can be brought back
from the board and placed to the side, with into play. Place all removed cards and fight-
the possibility of being brought back through ers out of the way so as not to confuse them
a specific game effect. with the discards and eliminated fighters.

Fighter: a fighter is any individual figurine Zone: unless specifically stated otherwise,
that is used during a mission. Regardless of the term zone refers to an entire Tile on the
their appearance each one is referred to as a mission board for the purposes of applying
fighter. Events and effects.

50

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