We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 2
EXPANDED HOSTILE PLAYER RULES
‘These optional
«give the hostile player new tools to increase the difficulty of challenges and combats as well as offering
new gaming experiences for the explorers and hostile player alike
SETTING UP THE PRECIPICE BOARD (PAGE 7 OF THE RULES
BOOKLET)
Do not create an exploration deck as normal wh
les
the Precipice board, Instead, use the following
Shue the combat cards and dea! four of them face dawn in
exploration canis ba
EXPLORATION STEP (PAGE 11 OF THE RULES BOOKLET)
During the exploration step, when the explorers would deaw a
dont fallow the normal rues, Instead, use
he following sequence:
exploration ca
1: In the ist exploration step, the hostile pla
from the chal sm the combat deck,
then ane from either deck (their choice to form a hand
draws one card
fe deck and one card
exploration card
2: The hostile player chooses one ofthe exploration caeds from
theirhand and pla up on the table
a Theh
type of card ta the one they just pa
ely draw the opposite
face upand ada itto
theirhand —ifthey placed a challenge card, they must draw
«combat card from the combat
sk and vice versa, IFthey
ow a card ofthe appropriate type, then they must
draw from the other deck I there are no exploration cards
remaining, they do not draw a card
4 The players then resolve the face-up exploration card
itis need
ina spare
tvatwards, Then, place the
the exploration deckin the
posite direction, behind the cards that wee U
rnd. This should mean that no card text or map
outside th
ass vault, but that both sets willbe
BATTLEFIELD CREATION (PAGE 6 OF THE CONBAT BOOKLET)
During the deploy hostles step of battlefield creation, do not
use the normal rules. Instead, follow this sequence:
1: The ho
deck. These cards form their hand,
¢ player draws the tp six cards from the encounter
2: They then reveal one card from their hand for each discovery
ard. They do s0 one at thn,
ont before revealing the next
by the hostile player following
the fist eard shows
ch hostiles must be deployed in or adjacent tothe hex
eA. 1 discovery marke, the counter om the
ex with the & 2 discovery marker, and 0
on, Place the encounter cards ina row ftom lft o right
above the combat tack o act asa reminder as to which cand
corresponul to each hostile group,
sining encounter
ounter deck (in
any order, ncounter deck
places those cards on top of th
(in any order)
DESTINY PHASE (PAGE 7 OF THE COMBAT BOOKLET)
Any dest
‘hat are discarded in this step hecome nemesis
dice with the sume value (see Activation Phase, overleaf)
INITIATIVE PHASE (PAGE 7 OF THE COMBAT BOOKLET)
Adi this to the beginning of the covering fire step of the
initiative phase
PY GLY OY a Ye reWARHAMMER QUEST
SROs
ae ad
Before any explorers decide if they will swap their initiative
cards on the combat track, the hostile player can choose one
hostile grouy' initiative card, If they do they roll a @ andl look
‘up the result onthe table below.
Failure: The hostile group's initiative card stays inthe same
position on the combat track
Success Swap the hostile groups initiative card withthe closest
explorer initiative card to the hostile groups lft or right on the
combat track (hostile player’ choice).
Critical success: Swap the hostile groups intitive card with
any explorer’ initiative catd on the combat track
ACTIVATION PHASE (PAGE 9 OF THE COMBAT BOOKLET)
Dring the activation phase, use this additional rl
‘When an explorer spends a destiny dice, before they perform
that ation they give the spent destiny dice tothe hostile player,
keeping the same value. This dice s now called a nemesis dice.
In addition, if there are any unspent destiny dice when there are
no more explorers or hostile groups left to activate, those dice
become nemesis dice and are given tothe hostile player, keeping
the same value
The hostile player can spend a nemesis dice to perform one of
the following actions at any time during the activation phase,
in the same manner as an explorer spending a destiny dice
‘or activation dice. Once a nemesis dice is spent, its placed
in the discarded destiny dice space on the Precipice board,
Return all nemesis dice tothe discarded destiny dice space on
the Precipice board at the beginning of the event phase, All
nemesis dice revert to destiny dice when they are returned t0
the Precipice board
‘The Fortress Whispers (1+): Modify a reinforcement roll or
‘behaviour roll by an amount up to the value onthe nemesis
dice used to take this action. The hostile payer can spend
multiple nemesis dice when taking this action
they add the value ofthe dice together (soa 2 and a 5 would be
when they do,
considered tobe a nemesis dice with a value of 7)
For example, ifthe dice used was a3, it could be used to modify
‘reinforcement rol ora behaviour rll ofS by up to 3, giving
a possible result of (taking the Sand subtracting 3), 8 (taking
the 5 and adding 3), or anything in between
Raging Blows (1+): Choose one hostile. Make one attack with that
hostile. This action cannot be taken during an explorers activation
New Orders (24):
been made fr that hostile. Re-roll that behaviour roll and use
woke one hostile after a behaviour rol has
the new result
Ad
Surging Aggression (3+): Choose one hostile and make @
behaviour roll for that hostile (this isin addition to any other
behaviour roll for that hostile in this tuen). This action cannot
be taken during an explorer’ activation
Last trike (4+): When a hostile is slain, pick one adjacent
explorer. That explorer suffers | wound, Ifthe explorer is taken
‘out of action, any ation they were making ends immediately
Ambush (5+): When returning san hostles tothe battlefield
5 reinforcements, choose one portal. Deploy those hostiles
adjacent to that portal following the rules on page 13 ofthe
(Combat booklet.
Disturbing Changes (54): Draw an encounter card. Ifthe
encounter card has a twist, it applies forthe rest ofthe combat.
not, there sno effect. This ation cannot be taken during an
explorers activation,
Glancing Blow (64+): After a hostile suffers a wound
or grievous wound, roll a and look up the
result below
Failure: Apply the wound or grievous wound normally
Success The wound is negated, or the grievous wound is
-onverted toa wound.
Critical Success The wound or grievous wound is negated
Wave after Wave (6+): Choose a hostile group. Make a
reinforcement rll for that geoup,
A Twist of Fate (6+): Choose one explorer and an activation dice
‘on their explorer card, Change the value of that activation dice to
1 This action cannot be taken during an explorer’ action.
HOSTILE ACTIVATIONS (PAGE 13 OF THE COMBAT BOOKLET)
Use the normal rules when activating hostile, with one
exception. The hostile player can choose to activate the hostiles
from group in any order = they do not need to activate the
hostile that is closest to an explorer is.