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BSF Nemesis Rules

blackstone fortress nemesis rules
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236 views2 pages

BSF Nemesis Rules

blackstone fortress nemesis rules
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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 re WARHAMMER 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.

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