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Nemesis Lockdown Companion v1.2 en
Nemesis Lockdown Companion v1.2 en
Nemesis Lockdown Companion v1.2 en
Player
Companion
Contents:
4 Introduction
5 Critical gameplay moments
6 Characters
8 Room Descriptions
18 Item descriptions
19 Negative Interactions
20 Losing conditions
21 Winning conditions
28 Intruder’s attack
29 Actions: shot and melee attack
2
Contents:
30 resolving dice score
31 resolving dealt damage
32 resolving life pool of intruders
33 action cards and items
34 Event phase
35 Resolving event card
36 intuders bag development
42 addon: Chytrids
47 addon: void seeders
54 addon: carnomorphs
61 addon: Purge
3
introduction
Nemesis: Lockdown is a semi-coopera�ve game in which
you play the role of an employee of a base on Mars overrun
by hos�le intruders from space.
Critical Gameplay
moments
During the game, there are four cri�cal gameplay
moments that are independent of the current round
and occur a�er certain condi�ons are met:
• First encounter with the Intruder.
• Death of the first character.
• Unlocking the isola�on room.
• Flip the autodestruc�on token red side up.
4
The First encounter:
When the first intruder figure (of any type) appears on
the board, each player immediately chooses 1 of the 2
objec�ve cards. Unselected cards are removed from
the game without revealing their contents. The game
goes on.
Alterna�vely, the above rule should only apply to players who
are playing their first encounter, and enforced selec�on of
objec�ve card shoulf apply to all players at next, subsequent
cri�cal moment.
Autodestruction:
When the autodestruc�on token is flipped red side up,
the system immediately opens the main gate to allow
other characters to leave the base and blocks the
ability to cancel the autodestruc�on sequence.
5
Characters
sentry:
• Has an SMG, can get a combat suit.
• Can do reconnaissance.
• Can mobilize and neutralize players.
• Can remotely block access to unlocked rooms.
• Has discounts for carrying out ac�ons in white
and red rooms.
janitor:
• Has repair equipment, can get intruder repellent
equipment.
• Can do reconnaissance.
• Can carry out repairs / put out fires.
• Can use devices and rooms even if room has
mulfunc�on or no power.
• Has concessions for making DIYs in yellow rooms.
• Has discounts for carrying out ac�ons in white
and yellow rooms.
Lab rat:
• Has an advantage in the dark.
• Can carry out repairs.
• Can influence and manage noises.
• May divert intruders' a�en�on to others.
• May use Contamina�on cards.
(The character may have trouble defending against
intruders. Alterna�vely, assign "Shotgun" as a personal
item.)
6
survivor:
• Can get an assault rifle.
• Can carry out repairs.
• May use the system of technical corridors.
• Can deal direct damage to intruders.
• May avoid encounters with intruders.
• May use Deep Wound cards.
hacker:
• Has a gun, can get codes.
• Can reload energy weapons.
• Can use computer ac�ons more efficiently.
• Can use the computer's ac�ons bypassing the
mulfunc�ons or power constraints.
• Has discounts for carrying out ac�ons in rooms
with a computer and power supply.
Xenobiologist:
• Has a robo�c arm, can get a thought booster.
• Has bonuses for acquiring knowledge.
• Can do reconnaissance.
• Can convert accumulated knowledge into
damage.
• Can use acquired knowledge to manipulate
events and encounters of intruders.
• Has discounts for carrying out ac�ons in white
and yellow rooms.
7
Room descriptions
To perform the ac�on of any room, your character
must be in that room.
You cannot perform a room ac�on if your character is
engaged in combat or there is a malfunc�on marker
in the room.
Computer action:
IN EVERY ROOM WITH A COMPUTER :
If the computer room has power and there is no
mulfunc�on marker in the room, you may perform
the computer ac�on.
8
Alert Room:
ACTIVATE THE ALERT PROCEDURE :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
PEEK AT CONTINGENCY :
Pay the cost by discarding two of the available Ac�on cards
and take one Con�ngency Plan token from the neutral pool.
Archive:
EXAMINE THE ARCHIVES :
You can only perform this ac�on when your knowledge token
is inac�ve.
9
Backup power supply:
RESTORE POWER :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
1 If the base has less than 3 power tokens ac�ve side up, reset
the power. Place power tokens 1 and 2 blue side up, and power
tokens 3 and 4 red side up.
2 Set the power. Place all power tokens freely in the sectors and
in the elevator.
3 If the �me token is inac�ve, flip the �me token ac�ve side up.
10
Cave entrance:
MOVE THROUGH TECHNICAL CORRIDORS :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
Contaminated room:
Each time you use the "Search" action card in this room, place a slime
marker on your character board.
CooLING SYSTEM:
INITIATE AUTODESTRUCTION SEQUENCE :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
Dekon room:
PERFORM DECONTAMINATION PROCEDURE :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
12
Elevator room S-01/02/03:
CALL THE ELEVATOR :
Pay the cost by discarding one of the available Ac�on cards
and take the elevator token and place it next to the elevator
room you are in.
13
GuARD Room:
TAKE EQUIPMENT :
Pay the cost by discarding two of the available Ac�on cards,
reduce the item counter by 1, and choose one:
• Tazer (DIY Equipment)
• Space Suit (DIY Equipment)
LOCK YOURSELF IN :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
A�en�on! - The ac�on of the room is not one-�me. Every player can
use the ac�on. It does not block the autodestruc�on procedure.
Laboratory:
You can perform the following ac�on if there is a heavy
object in the room.
NEST:
The first character to explore this room raises their
knowledge level by one.
DESTROYING EGGS :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
15
PoWER GENERATor:
STOP AUTODESTRUCTION SEQUENCE :
If the autodestruc�on token is yellow side up, pay the cost by
discarding two of the available ac�on cards and discard it.
POWER A SECTION :
Pay the cost by discarding two of the available ac�on cards
and flip the power token in the sector you are in to its other
side.
Repository:
CRAFT EQUIPMENT :
Pay the cost by discarding two of the available Ac�on cards
and cra� a DIY item by discarding one of the required
SuRGERY:
PERFORM A SURGICAL PROCEDURE :
Pay the cost by discarding two of the available Ac�on cards
and do the following:
Testing lab:
You can perform the following ac�on if you have knowledge
of level 4 or higher.
TAKE NEUTRALIZER :
Pay the cost by discarding two of the available Ac�on cards
and take the Neutralizer from the DIY card deck.
16
TRANSMITTER Control room:
SEND A SIGNAL :
Pay the cost by discarding two of the available ac�on cards
and place a marker on the sent signal space on your board.
CHECK AN OBJECTIVE :
Pay the cost by discarding two of the available Ac�on cards.
Then select a player who has already sent a signal and check
their available objec�ve cards.
At the end of the player phase. If the vent marker is in the room, remove all
characters and all intruders from the game. they die.
17
Item descriptions
The game is very random. Alterna�vely, draw 3 and choose 1.
Red deck:
• Weapon prototypes, upgrades.
• Energy weapon reload.
• Melee items.
• Demoli�on items.
Rare items:
• Key to the main gate.
• Sca�ergun.
(allows you to escape from the ba�lefield)
Yellow deck:
• Tools for repair, ex�nguishing fires.
• Objects to open and close doors.
• Reloading fire weapons.
• Demoli�on items.
• Items for dressing wounds and cleaning.
Rare items:
• Emergency access key.
(allows you to use the elevator without restric�ons)
• Cave plan.
Green deck:
• Items for healing and trea�ng wounds.
• Contamina�on card removal items.
• Items to remove slime.
• Reloading fire weapons.
Rare items:
• Scalpel.
(Allows you to remove the larva)
• Research tools.
(They allow you to discover the weaknesses of intruders)
18
Negative
interactions
Killing and wounding players directly is not possible.
(Shoo�ng players, throwing explosives at them)
Indirect
Actions
You can cause indirect injury and death to other players by:
1 autodestruc�on the base.
(Can cause players to die before they can take cover)
2 Star�ng the alert procedure.
(Can cause players to die before they can take cover)
3 Grenade (Red Item)
4 Thermal Charge (Red / Yellow Item)
hindering
You can hinder other players by:
1 Closing the door.
(You can trap others in rooms with fire or intruders and slow
them down in reaching key loca�ons)
2 Se�ng on fire key rooms.
3 Causing mulfunc�on of key rooms.
(You can slow down others before they use key rooms)
4 Using the taser (DIY deck).
(Allows you to target a player directly i
forcing all ac�on cards from his hand to be discarded)
5 Using some ac�on cards, e.g.: "Obstruc�on".
19
Loosing conditions
Mulfunction:
An excessive number of room mulfunc�ons can lead to
premature destruc�on of the base and the death of
players.
fire:
Excessive room fires can lead to the premature
destruc�on of the base and the death of players.
X
or
others:
No goal accomplished, no shelter in �me, premature
death.
20
Winning conditions
Survive:
You will die if you have 3 deep wounds and are about
to receive an addi�onal wound of any type.
Larva, event cards, and contamina�on cards can also
lead to the death of your character.
Shelter yourself:
Lock yourself in the isola�on room:
• When a room is unlocked, perform a room ac�on.
Launch yourself in the CSS Cargo Shipping Pod:
• Check the CSS cargo system,
• Shoot yourself at the right moment in the game.
Hide in the bunker:
• Make a cri�cal moment (excluding a mee�ng),
• Ride a rover; or get your spacesuit ready and
head to the bunker.
21
Basic Actions
Regardless of the combat:
MOVEMENT :
Pay the cost by discarding one of the available ac�on
cards and move your character down the corridor to
an adjacent loca�on.
1 If you are going to an unexplored loca�on, turn
the explora�on and room �les over and resolve
the effects:
23
Resolving Special Effects:
Resolve the effect of the explora�on token and return it to
the box.
Place a door token in the corridor you used to
enter this room.
You are covered in slime. Place a status marker on
your board.
24
mars surface:
radioaktywny pył
Otrzymujesz
1kartęskażenia
iznacznikśluzu.
Otrzymujesz
1kartęskażenia.
A ) Event considered by
everyone on the surface without
protec�on.
B ) Event considered by
everyone on the surface in
buildings and spacesuits.
25
LIFT A HEAVY OBJECT :
Pay the cost by discarding one of the available ac�on
cards and pick up one heavy object in the room you
are currently in.
TRADE :
Pay the cost by discarding one of the available Ac�on
cards and ini�ate a trade. All players (even those who
passed) in the same room with you can exchange any
number of items and objects to each other.
CRAFT AN ITEM :
Pay the cost by discarding one of the available ac�on
cards. Then, as an ac�on, discard items (cra�ing
ingredients) and draw a cra�ed item from the DIY
deck.
DROPING ITEMS AND OBJECTS :
You can do this at any �me during your turn without
using any ac�on.
Objects remain in the room where they were
dropped.
Items are lost and their cards are returned to the
bo�om of their respec�ve decks.
This is an illogical rule. Alterna�vely, all heavy items
should be treated in the same way as heavy objects.
26
Resolving encounters:
An encounter occurs whenever an intruder appears in the
room where the character is.
These encounters can be followed by resolving explora�on
noises, event cards, and intruders’ bag effects.
2a If the drawn �le is empty, return it to the bag and add noise
markers in each corridor leading to the room where the
encounter took place. Finish resolving the encounter.
2b If the �le drawn is anything else, discard all Noise tokens from
all corridors leading to the room you are in.
3 Place an intruder figure in the room that matches the symbol
on the �le.
4 Compare the number on the �le with the number of cards you
have in your hand.
• If your character is in a sector with an ac�ve power,
resolve the lower value (blue).
• If your character is in darkness, resolve the higher value
(red).
5 If the token's value is greater than the number of cards in your
hand, resolve a surprise a�ack.
6 Discard the drawn �le, it does not return to the Intruders’ Bag.
27
Intruder ATTACKS:
(Sneak A�ack; A�ack during the Event Phase; Character Escape)
draśnięcie
Otrzymujesz 1 powierzchowną
Ranę i 1 kartę skażenia.
Dodatkowo otrzymujesz
1 powierzchowną ranę.
28
In combat:
SHOT :
Pay the cost by discarding one of the available Ac�on
cards and do the following:
1 Choose a weapon and one intruder you want to
shoot at.
2 Discard 1 ammo from the weapon card.
3 Roll a combat die and resolve the result.
(If you are not in the darkness, roll an advantage die instead!)
MELEE ATTACK :
Pay the cost by discarding one of the available Ac�on
cards and do the following:
1 Draw 1 Contamina�on card and add it to your
discard pile.
2 Select one intruder you want to a�ack.
3 Roll a combat die and resolve the result.
If you miss, draw 1 Deep Wound card.
(Only the following ma�ers in the results: and )
29
Resolving Dice results:
You miss.
30
Resolving DEALt damage:
3 3
draśnięcie draśnięcie
wyciek chłodziwa
Jeśli w Systemiechłodzeniajest
znacznik awarii,rozpocznij odliczanie
do autodestrukcji.Jeśli nie,
umieść tam znacznikawarii.
USUŃtowydarzenie z gry
i przetasujstoswydarzeń
(łączniezestosem kart odrzuconych).
31
Resolving
health points of intruders:
32
Action and
item cards
JEDNORAZOWEGOUŻYTKU
apteczka
Opatrzswoją1głębokąranę.
ALBO
Uleczswoją1opatrzoną
głębokąranę.
33
Event Phase:
Each round consists of two consecutive phases, the player
phase and the event phase.
PASS:
When a player passes, he may discard any number of cards
from his hand. Passing counts as an action taken on a player's
turn.
This is a problematic rule, not fully balanced and unnecessarily prolongs
the game. Passing should be treated the same as "dropping" and should
be free and independent of the actions performed.
34
RESolving event cards:
6 Draw and resolve one event card:
wyciek chłodziwa
Jeśli w Systemiechłodzeniajest
znacznik awarii,rozpocznij odliczanie
do autodestrukcji.Jeśli nie,
umieść tam znacznikawarii.
USUŃtowydarzenie z gry
i przetasujstoswydarzeń
(łączniezestosem kart odrzuconych).
35
Resolving intruder
Population bag:
7 Draw one token from the Intruders’ Bag.
Remove the drawn �le.
Add one adult to the intruders’ bag.
36
Preparation of
Main board
1 Prepare the main board.
zasilanie
awaryjne
Przywróćzasilanie.
azy n
mag iestartowe izola tka
Pomieszczeniesta
Pomieszczen bazy. rtowe
ocalałychzNemesi
pracowników iot.
Zróbp rzedm Zamknijs ięwśrodks.
u.
37
6 Place the elevator �le next to the board by the elevator
room on level S-02.
38
Preparation of
Laboratory board
laboratorium GNIAZDO
obiekt badań: Intruzi
larwa pełzacz
dorosły reproduktor
osobnik
królowa
1 2 3 4 5 6 7 8
przebadany przebadany
obiekt obiekt
niewykorzystana
przewaga
Jeślikartaataku
dorosłegoosobnikato
Czyhaniewciemności,
zignorujefekt„wciemności”
widocznynatejkarcie.
39
Preparation of
Intruders’ Bag
1 Prepare the bag.
2 Put the following random chips into the bag:
Larva Tokens x4
Creeper Token x1
Queen Token x1
40
Preparation of
Players’ space
41
Chytrids
Changes in preparation:
The add-on is compa�ble with the base side of the board.
The game with this add-on is played according to the
standard rules with the following changes.
1 Instead of using the cards from the base game,
prepare the appropriate cards from the Chytrids
expansion.
2 Next to the main board, place the queen board,
and on it, place the queen figure and s�nkhorn
figures in the appropriate spaces (the queen figure
should stand in the middle, and the s�nkhorn figures
around it).
3 Put all the tokens into the Chytrids’ Bag.
Changes in exploration:
1 Addi�onal step. Place a spore marker in an adjacent
room whose corridor has the same number as the
number on the explora�on �le.
2 Extra ac�on. If you reveal a nest room, place a
mycelium marker in it.
42
Growth and
evolution of spores:
Mycelium:
An excessive number of rooms infested with
mycelium can lead to premature destruc�on of the
base and the death of players.
43
Destroying germinators:
The germinator is not treated as an Intruder for the
purposes of Item and Ac�on cards.
You can perform a shoot or melee ac�on to deal damage
to a germinator. Each damage (regardless of source)
inflicted on a germinator lowers its level by 1.
If its level drops to zero, remove it back to the lab board.
If you perform a melee ac�on and miss, you do not suffer a deep
wound.
44
Encounters with chytrids:
If you draw a s�nkhorn token and there are no more
figures on the queen board. Instead, all s�nkhorns not
engaged in combat returns to the queen board.
Resolving
Health pool of chytrids:
45
Resolving
Chytrids’ bag:
During the Event Phase, draw one token from the Chytrids’
bag.
Put the drawn �le back to the intruders’ bag.
Everyone rolls for noises, except for characters
engaged in combat.
46
void seeders
Changes in preparation:
The add-on is compa�ble with the base side of the board.
The game with this add-on is played according to the
standard rules with the following changes.
1 Instead of using the cards from the base game,
prepare the appropriate cards from the Void Seeders
expansion.
2 Remove the contaminated room from the pool of
rooms "II".
3 Remove 2 each of the "slime" and "silence"
underground explora�on tokens. Add 3 "lair"
underground explora�on tokens to the explora�on
token pool. Place one on each room �le and in each
elevator room.
4 Remove the void seeders weakness cards "Solid
Bulkheads" and "Wave of Calm" from the game.
5 Put the following tokens into the void seeder
intruders’ bag:
• Empty token x1
• Random chips x2 + x1 for each player
• Insanity tokens = x1 for each player
6 Each player receives an insanity track card, cover larva
and slime spaces on each character board. Then place
a status marker on the "1" space.
Mars surface:
Paths should be treated as corridors for traffic only. If any
game effect (such as the Panic Card "Insane Courage" or
the "Whispers" event card) affects a character at an
intersec�on, ignore the corridor rules.
47
Insanity mechanic:
5 In the void seeders expansion, characters
4
can go insane, which is indicated by a status
3
2
marker on the Insanity track card. Players
1
will also draw panic cards at appropriate
�mes during the game.
Insanity level:
The track reflects the character's level of insanity. When
an encounter with an intruder occurs, the type of void
seeder that appears depends on the insanity level of the
character who triggered the encounter. When a character
with level 5 insanity is about to increase his level of
insanity, he dies.
Panic cards:
When you draw a panic card and your character's insanity
level is lower than the value on the panic card, or the
card's effect cannot be resolved, increase your insanity
level by one. Otherwise, resolve the panic card effect.
The effect of a panic card can be canceled by another player if he
plays an "interrup�on" card!
48
Changes in resting:
When you perform the "Rest", "Rushed Analysis" ac�ons,
or the Decon room ac�on, you can:
1 Lower your character's insanity level by 1 or
2 Scan the contamina�on cards.
If the Contamina�on cards are INFECTED while scanning, increase
your character's insanity to 5!
Changes in corpses:
Void seeders do not die or leave a corpse token, so they
are not affected by the xerobiologist's "Robo�c Arm" card.
However, you can use the effect of this card to take a
corpse token from a destroyed lair.
Changes in slimes:
Slime does not appear in the void seeders expansion.
Ignore all slime marker rules.
The void seeders expansion is not fully compa�ble with the
alternate side of the board, the Mars surface. Many of the
elements relate to the "slime" mechanic and the "space suit"
protec�on mechanic. Ignoring the slime is problema�c and
unbalanced.
49
Encountering void seeders:
Check the insanity level of the character who triggered the
encounter. Place the intruder figure in the room that
matches the symbol on the insanity track. Resolve the
encounter. Set the drawn void seeder token aside.
LAIRS:
Lairs share many characteris�cs with void seeders, but
unlike them, they have a material form. They appear in
the game a�er explora�on tokens are revealed.
When exploring or moving to a room containing a lair,
you do not roll for noise.
Lairs, like fire markers, have their effect at the end of a
player's turn. When a character ends his turn (each of his
turns) in a room with a lair, he rolls for noises.
50
Resolving
Health pool of void seeders:
51
Resolving
void seeders’ bag:
During the Event Phase, draw one token from the void
seeder intruders’ bag.
Put the drawn token back to the intruders’ bag.
Everyone rolls for noises, except for characters
engaged in combat.
Lurking:
In all rooms that contain a non-combat void seeder and
that are not adjacent to other character rooms:
1 Place noise markers in all corridors leading to the void
seeder room. Ignore corridors that already have a noise
marker.
2 Remove the void seeder figure from the board and
add a random void seeder token to the intruders’ bag.
52
Performing final scan:
At the end, each player must undergo a final scan:
1 Scan all Contamina�on Cards, raise your Insanity
Level to MAX Level 5 for each.
2 If you have insanity level at level 5. Draw 4 in your
hand. If you drew a Contamina�on card, you lose.
53
carnomorphs
Changes in preparations:
The add-on is compa�ble with the base side of the board.
The game with this add-on is played according to the
standard rules with the following changes.
1 Instead of using the cards from the base game,
prepare the appropriate cards from the Carnomorphs
expansion.
Mutation actions:
To perform a muta�on ac�on, you must scan a chosen
contamina�on card from your hand and place 1 muta�on
marker on your character board (regardless of the scan
result). Depending on the scan result:
A ) If the Contamina�on card is INFECTED, you set it aside
discard pile and resolve an ac�on card effect.
B ) If the Contamina�on card is not INFECTED, discard it
and draw a new Contamina�on card, return it to your
discard pile cards and resolve the effect of the ac�on card.
55
Encountering carnomorphs:
Place a noise marker in each corridor leading to the room.
Metagorger attack:
A character a�acked by a metagorger does not draw or
resolve a carnomorph a�ack card. Instead of this:
A ) If you don't have a Muta�on card, draw 1 Character
Muta�on card, 1 Contamina�on card, and 1
Superficial Wound. Then, add a shambler token to
the carnomorph intruders’ bag and remove the
metagorger figure from the room.
B ) If you have a Character Muta�on card, he only gets 1
Contamina�on card and 1 Superficial Wound. Add a
shambler token to the carnomorph intruders’ bag.
butcher:
An excep�onally large carnomorph specimen. The
butcher does not fit into the entrance to the technical
corridors. If it has to move towards the technical corridors,
it stays in the room.
56
Carnomorph adaptations:
Carnomorph Adapta�on cards replace Intruder Weakness
cards. Thanks to them, carnomorphs become stronger
and stronger.
The knowledge gained by the characters does not affect
the carnomorphs in any way, as is the case with the
intruders.
Players can use the Laboratory room ac�on to research
one object, which increases their character's knowledge
level by 3 and addi�onally removes the revealed
adapta�on card from the game.
Resolving
Health pool of carnomorphs:
When a carnomorph is damaged, draw 1 carnomorph
a�ack card and check the damage effect. There are 2
values on the card – the upper one is for the metagorger
and the lower one is for the other types of carnomorphs
represented by symbols.
If the number in the blood symbol is equal to or less than
the carnomorph's current damage, the carnomorph is
killed. However, carnomorphs don't die that easily:
Metagorger: Remove figure, place corpse marker.
Shambler: Remove figure, place corpse marker.
Fleshbeast: Remove the figure, place a corpse
marker and a shambler figure.
Butcher: Remove figure, place two shambler
figures. The Butcher will no longer be
in the game. Put it back in the box.
57
Feeding:
When a carnomorph not involved in combat is in a room
with a heavy object or metagorger, it begins to feed. The
order of feeding runs from the highest evolu�on to the
lowest:
1 Remove that Carnomorph's damage.
2 Replace the figure with a figure with a higher
development level.
3 Remove the heavy object or metagorger from the
board that the carnomorph was feeding on.
Repeat these steps for all carnomorphs that meet the
above condi�ons.
Order of feeding on objects and metagorgers: red body crew
member, intruder egg, intruder corpse, metagorger, blue body
crew member.
58
Resolving
Carnomorphs’ bag:
During the event phase, draw one token from the Carnomorph
intruders’ bag.
Remove this token from the bag and add 1 metagorger
token to the intruders’ bag. Everyone rolls for noises,
except for characters engaged in combat.
Put the drawn token back to the intruders’ bag.
Place a metagorger figure in every room that has a
metagorger or heavy object.
2 First player.
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Mars surface:
Any effect that men�ons tech corridors in their content
can't be applied to areas, so the rule that the butcher
doesn't move through tech corridors doesn't apply to
areas. If the butcher is to move to the area, remove his
figure from the board and add the butcher token to the
carnomorph intruders’ bag.
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Purge
Intruduction:
Nemesis: Purge is an unofficial mini-expansion, It works as
an extension of the "Alert Procedure" mechanic.
When the �me token leaves the alert procedure token
space, instead of checking the win condi�ons, place the
squad token in exit room 001* and con�nue the game.
Leave the alert procedure token on the �me track. The
alert procedure cannot be reac�vated.
The alert procedure does not open the main gate.
squad:
Use the "Squad" token provided with Nemesis: SG related
(Untold Stories #3).
The squad is invulnerable to any damage and cannot be
removed except by a control vent ac�on.
movement:
During the event phase, when resolving an event card,
a�er the intruder's movement step:
1 Move the squad for a number equal to the sum of
the numbers on the event card.
2 The squad moves towards the nearest Character.
3 The squad always moves along the corridor with the
lowest value.
The unit never adds or removes noise markers.
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attacks:
At any �me, if the character and/or the intruder are in the
same room as the squad:
Kill all characters and intruders in this room.
The process is automa�c and instant.
Mars surface:
The squad starts at the crossroads in front of the bunker.
In the event of a distans �e, the squad always moves
towards the area with the lowest value.
The Rover is able to pass through the Squad.
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