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THE ARCHIVE v0.91
THE ARCHIVE v0.91
Deep below the bowels of the City, the mindless electronic devil COGNIFEX processes millions upon millions of thoughts, not one of
them its own. Nonetheless, its algorithmic desires seethe amidst the current of information, ensnaring incautious delvers, trapping their
ghosts forever within its wires. A select few know the ways to pry dark knowledge from the pulses and spasms in the great network,
harnessing digital sorcery so they may glide immortal between their master's teeth.
The network hungers, and to abate its witless gnashing they must feed it. The ARCHIVISTS operate as information brokers and data
specialists in the City, and they demand payment in memory. Unlike other necromancers, they disdain flesh and bone. Instead, they
bind the ghosts of those imprisoned in their Archive into necromechanical automata. Under an Archivist's will, the black-metal husks
move in perfect synchronicity.
● SYNCHRONIZE
● THRALL: 2 of these units are worth 1 unit slot. Can be activated two at a
time.
● BLACK BOX: If slain while synchronized, this unit immediately uses
Transfer Power.
ACT ABILITIES
When this unit becomes synchronized, it Ferrous Claw gains Effect: (4+) arc 1: 1 When a foe damages this unit, that foe
may immediately synchronize another ally electric damage. gains 1 conduit.
in range 2.
HACKER
Archivist Freak
MV HP DF ARM
4 4 4+ MAG
TRAITS
● SYNCHRONIZE
● SKULL EXTRACTOR: When a foe is slain or obliiterated by a synchronized
ally in range 2 of this unit, give 1 strength to an ally in range 2 of this unit.
ACT ABILITIES
On its last arc, Target Analysis inflicts 1 Motor Control arcs an additional time. On While synchronized, Reboot has range 1-
conduit. its last arc, the target is pulled 2 instead. 4 and removes a negative token from an
ally in range 2 of the target.
● SYNCHRONIZE
● IMPENDING THREAT: The first time this unit moves adjacent to an enemy
on its turn, inflict 1 vulnerable on that enemy (if more than one, choose).
ACT ABILITIES
This unit has super armor against missed Once on its turn this unit may consume 1 While synchronized and adjacent to a foe,
attacks. conduit on an adjacent unit to deal 1 this unit has free movement and may
damage to it then may step 1. move diagonally.
PRIME
Archivist Hunter
MV HP DF ARM
3 4 3+ -
TRAITS
● SYNCHRONIZE
● CAPACITOR: When this unit becomes synchronized, it gains 1 strength.
ACT ABILITIES
ARM CANNON: Attack, Range 2-2, +1 max range per strength it has.
On hit: 2 electric damage (5+) and obliterates units it reduces to 0 hp.
While this unit has any positive tokens, it While synchronized, Arm Cannon gains Attacks from range 3 or further
has PHYS armor. arc 1: 1 electric damage. automatically miss this unit.
● SYNCHRONIZE
● IMMORTAL MACHINE: While synchronized, this unit has
super armor.
● TYRANT: 2x2 unit.
ACT ABILITIES
When Unmake slays or obliterates a unit, While synchronized, Harvest’s range and Drones created by Manufacture enter the
this unit gains 1 strength. line of sight may be measured from an ally battlefield with 1 strength.
in range 2.
4 8 4+ MAG
TRAITS
● SYNCHRONIZE
● BOOT UP: At the start of this unit’s turn, you may synchronize it.
+Choose one more
ACT ABILITIES
STORMBRINGER: Attack, Range 2-4. Stormbringer automatically hits allies and deals no damage to them.
On hit: 1 electric damage, arc 1 or synchronized arc 2: 1 electric damage.
SOUL ABILITIES
PRIORITY TARGET (1 SOUL): Curse, Start of an ally’s turn, Range 4. Effect: Synchronize ally, arc 1: inflict 1 vulnerable.
SHOCK AND AWE (3 SOUL): Own turn. Effect: Until the end of this unit’s next turn, whenever an effect arcs to a foe in range 2 of
this unit, it may jump to any foe in the same range instead of the nearest and may arc to the same unit more than once.
BONUS TRAIT
● JUMPSTART: When this unit synchronizes an ally, arc 1 from that ally: 1 electric damage.
● EXPLOIT WEAKNESS: Curse. When this unit is synchronized by an ally, arc 1: inflict 1 vulnerable.
● HIGH VOLTAGE: While synchronized, this unit may treat conduit on foes as vulnerable.
ACT UPGRADES
● MASTER CONTROL: Curse, Range 2-3. Effect: Pull an ally 2 spaces in any direction, then arc 1: Pull 1 in any direction.
Synchronized: Arc 2 instead.
● SYSTEM CRASHER: Attack, Range 2-4. On hit: 1 damage. If the target is adjacent to a synchronized ally, +1D and 2
damage instead.
● MONOBLADE: Attack, Melee. On hit: 1 damage, then 1 damage again to the same or an adjacent target. Synchronized:
ignoring armor.
● NERVEWIRE: Curse, Range 1-2. Effect: 1 damage and pull target 1 space in any direction. Synchronized: Inflict 1 conduit
then arc 1: inflict 1 conduit.
● GOODBYE, INSECT: Curse, Range 2-4. Effect: Choose one or more tokens on target foe. Double them. Synchronized:
then inflict 1 vulnerable.
● DISMANTLE: Range 1-3. Effect: Destroy a corpse, wall or allied thrall in range. An ally in range 2 of the target gains 1
strength. Synchronized: An ally in range 2 of the prior ally gains 1 strength.
● END OF FLESH: Attack, Melee. On hit: 2 electric damage, synchronized: If this reduces a foe to 0 hp, it is obliterated.
SOUL UPGRADES
● MANUAL OVERRIDE (1 SOUL): Any time. Trigger: This unit or an ally in range 4 is synchronized. Effect: Pull that unit 1
space in any direction then give it 1 strength.
● BASILISK (2 SOUL): Own turn. Effect: Until the start of this unit’s next turn, each foe that voluntarily moves into adjacent
spaces gains 1 vulnerable (once per foe).
● TRANSPOSITION (2 SOUL): Any turn, Range 2. Trigger: After any unit MOVEs. Effect: Swap the places of self or a
synchronized ally in range with another ally within range 2 of the first unit.
● RECONFIGURATION (3 SOUL): Curse, Own turn, Range 2. Effect: Pull up to four units in range 1 space in any direction.
Each ally pulled adjacent to a foe gains 1 strength. Each foe pulled adjacent to an ally gains 1 conduit.
MISSILE STORM (4 SOUL): Own turn, Range 2. Effect: Choose up to 4 allies in range. Arc 1 from each of them: 1 damage
and pull 1 in any direction.
● BSOD (6 SOUL): Start of own turn. Effect: This unit’s turn ends immediately and it can no longer MOVE or ACT this game.
At the start of its next turn, the nearest foe in range 2 takes 6 devil damage.
An alternate unit replaces the missing unit from an alternate necromancer’s options, and itself is a heresy choice for other
necromancers.
FIREWALL
Archivist Scion
MV HP DF ARM
3 4 3+ PHYS
TRAITS
ACT ABILITIES
This unit may synchronize other units from When an ally ends their turn adjacent to a When Shield Charge deals 2 or more
range 4. Firewall, that unit may step 1. damage, this unit may step 2.
4 8 4+ PHYS
TRAITS
ACT ABILITIES
SOUL ABILITIES
HOT SWAP (1 SOUL): Start of an ally’s turn, Range 4. Effect: Synchronize ally then they step 1 with free movement.
BLACK ICE (3 SOUL): Own turn. Effect: Until the end of this unit’s next turn, whenever self or an ally in range 2 is targeted by an
ACT or SOUL ability, the foe using that ability gains 1 vulnerable.
BONUS TRAIT
● ELECTRON FLOW: Self and allies within range 2 may step 1 with free movement after they synchronize a unit.
● MOMENTUM SHIFT: Once during its turn, this unit may spend a negative token on a foe in range 2 to step 2 with free
movement..
● DATA SIPHON: This unit benefits from Synchronize while adjacent to a synchronized ally.
GHOSTWEB TERMINAL
UNDAMAGED DAMAGED Ghostweb Terminal is a WALL.
POWERED WALL
UNDAMAGED DAMAGED Powered Wall is a WALL.
EXPOSED WIRES
Exposed Wires is a HAZARD.
-----
SYNCHRONIZE
What happens if I have more than one synchronize token?
Under normal circumstances this should never happen, but in edge cases where it might, only the most
recently placed synchronize token remains. If two would be placed simultaneously, choose one to keep. You
can only have one at a time.
ARC
Isn’t Arc just worse Infect?
Yeah, that’s on purpose. The Archive is meant to care a lot about exact positioning and arc is another way
to encourage them to deal with that.
What happens to effects that occur on the last arc if there are no more foes in range?
The last affected target is the recipient of any ‘last arc’ effects if there are arcs remaining but no more
targets to arc to.
DRONE
Does the Drone upgrade ‘Network Node’ let you have two units synchronized at once?
No. When a Drone with Network Node is synchronized, it may immediately synchronize another unit. Doing so
removes synchronize from that Drone. This allows you to ‘bounce’ the synchronize token off the Drone onto a
further unit, or benefit from Necromancer upgrades that trigger when an ally is synchronized.
Can I upgrade Drones without including any in my Black Mass, as long as I have a Hive to produce them?
No. You must have units in slots to upgrade them, although any Drones created using the Hive’s Manufacture
will have the same upgrades as those included in your initial force.
HACKER
Does the Hacker need to be synchronized to use Reboot?
No. When it uses Reboot, you can take the synchronize from wherever it is on the board and reallocate it.
PRIME
What happens if a Prime uses Charge Up while already synchronized?
It gains the benefits of Capacitor again.
HIVE
How do I calculate cover and elevation when using Storm Coils?
Determine all modifiers using the position of the unit the attack is being measured from.
OTHER
Your soundtrack isn’t extreme metal!
🤷♀️