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Rogue Purge NPC Rules and Mechanics

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0% found this document useful (0 votes)
363 views16 pages

Rogue Purge NPC Rules and Mechanics

Uploaded by

decan73615
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rogue Purge

ROGUE PURGE Note that this means another Civilian could


become a regular Live One later in the game –
After being on-mission for so long, it was almost
inevitable that the self-aware Live Ones would there can be one of each type in play at once
start to think and even ‘feel’, overwhelming (two if using Purge Reinforcements).
their strict conditioning. In rare cases, there
Rules such as Event Cards or Skills that affect
have even been reports of Live Ones resisting
Purge characters do not affect Rogue Purge
their programming entirely and attempting to
unless explicitly stated.
live amongst society. Without the usual driving
force of their creators they don’t really have a Purge Remains
direction to their existence, but searching for In this set you will find Purge Remains
an explanation is a goal in itself as they try to tokens, representing the decaying
analyse and understand human life. bodies of Purge constructs, Rogue or
otherwise. When using Rogue Purge
The following rules allow you to use one of NPCs you will need tokens matching
these ‘Rogue’ Live Ones as a new NPC type, the character types being used (generally
along with the other Purge units it has captured one Live One, one Assassin, one Devastator
and reprogrammed to its cause. Their rules and two Harvesters). They will be used when the
will compel them to watch and learn, analysing Rogue Purge are defeated.
enemies and equipment to gain experience,
represented by collecting the pegs normally used There are more Purge Remains tokens in the
by other characters. set, which will be needed when using the Rogue
Purge as a Trader crew (see page 5).
A full band of Rogue Purge consists of a Live One,
an Assassin, a Devastator and two Harvesters. Purge Remains tokens should never be shuffled
in with the other equipment tokens, and cannot
USING ROGUE PURGE
be found or purchased in any way other than that
Some missions (such as those in this book) will
described in these rules.
explicitly state how to use and where to place them,
but they can be used in regular games too. To use
Rogue Purge in a regular game, simply add their Left for dead on the battlefield, a badly
Event Cards (marked with a icon) to the deck. wounded Live One was able to heal but
They can only be used when Civilian cards ( ) are was unable to re-establish contact with
also being used. the Purge. Over time it managed to find
its fallen comrades and repair them with
In regular games, there is a chance they will barely functional Purge scraps and non-
appear if a Civilian becomes a Live One following Purge materials. The resulting hybrids were
a result , provided that the Hostility is high not quite Purge, and started to develop
enough for a Live One to appear as normal. If individual personalities; personalities
this happens, roll the Chance Die again, and individual enough that when they were
on a 1-3 place a Rogue Live One instead of a finally able to contact the Purge they were
regular Live One. The other four members of the instantly attacked as alien. Rather than
Rogue Purge group will arrive onto the board in submit to reprogramming, the Live One went
the Arrival step of the following NPC Phase, each rogue, revoking its slave name and forming
at a randomly determined entry point. a new life for it and its strange companions.

Assassin Live One Harvester Harvester Devastator


2
ACTIVATING ROGUE PURGE Conditioning: The Rogue Purge
Rogue Purge are activated in the NPC Phase temporarily reverts to its original
before all other NPC types. They roll a die for programming – it will immediately
activation like Civilians, but it’s the black Purge make an attack (Close Assault
die this time to determine the action taken. Rogue if engaged, Ranged otherwise)
Purge follow the Live One’s programming – they against the nearest enemy.
will all take the same action each turn. Take these
actions in descending rank order, Live One first. It will then flee, making up to two
Move actions, moving the shortest
Observe: The Rogue Purge makes possible distance that would put
up to two Move actions into partial it in more cover from the nearest
cover from the nearest enemy (so enemy than it is in, if possible.
it can still see out). If it is already
in cover, it must move behind a For the rest of the round, other
different wall or terrain piece if NPCs will target and attack the
possible. Then add a peg to its Rogue Purge as if they were
board (see the Watch and Learn regular Purge.
rules). If there are one or more
Traders in LoS and medium range, WATCH AND LEARN
add an additional peg. During a game, Rogue Purge will collect pegs (of
Examine: The Rogue Purge will any colour) and mark them off on their character
Move once towards the nearest boards to represent the knowledge they are gaining.
unengaged Trader, discarded item
or crate. It will not move towards
the same location as a Rogue
Purge that has already acted – if
this happens choose the next
nearest target instead.

If they reach a Trader they will


attempt to Persuade the Trader
to hand over an item. This works
like the reverse of the normal roll
– the Purge rolls dice equal to its
Persuade value, with the Trader’s
Skill statistic treated like a target
Persuade value. If successful the Each Rogue Purge type has a different number of
Rogue Purge takes an item at peg spaces on their boards. When a Rogue Purge’s
random from the Trader. board is full, they will no longer activate using the
table. Instead, when activated they will Move twice
If they reach an item or crate they towards the nearest entry point. If they reach it they
will Search, taking an item at are removed from the board and the Hostility will
random from those available. If a increase by a number equal to their rank (1 for a
crate is locked they will unlock it Harvester, 3 for an Assassin, and so on).
for free.
Rogue Purge gain pegs whenever any of the
If the Rogue Purge does not reach following things happens:
a Trader or crate, at the end of their
Move they instead make a general • They roll an Observe result when activating.
Search of the room if one has not • If a Rogue Purge gains an equipment token,
Rogue Purge

already been made. they destroy it, discarding it and taking one peg.
• If a Rogue Purge damages another non-
Any item taken will be destroyed, Purge character, they take one peg.
giving the Rogue Purge a peg (see
Watch and Learn). Note: If you have any spare Trader Dashboards you
may find it easier to use these to track the pegs.

3
TARGETS AND ENEMIES Alternatively you can extract the secrets of the AI
Rogue Purge consider all other characters to be chip yourself. Discard the token without payment,
a potential target, including regular Purge. and take a number of black pegs equal to the
pegs remaining on the Rogue Purge’s board. At
Conversely, regular Purge will treat them as the start of your next game, distribute these pegs
Purge and will therefore ignore them and freely across the Skill rows on your crew’s dashboards
move through them without attacking. Real Live in any combination. These can take you over
Ones however will not be fooled and will attack your normal limits provided there is physically
them as normal. enough room to place them, and you can replace
regular purple pegs with black ones if you wish.
The Rogue Purge are disguised as Civilians, so
all other NPCs will treat them as such unless a The black pegs are one-use only. They can be
result is rolled. kept from game to game but are not replenished
when spent. They can be used like Skill pegs but
If any Rogue Purge character is attacked and only using the Purge Skill table on page 14, or for
survives, they instantly attack back against effortless actions. The following Purge Skills can
their attacker. be used:
• If engaged with their attacker, they will make • Advanced Targeting
a Close Assault action. • One of Us
• Otherwise, unless already engaged with • You Belong to Me Now
another hostile character (such as a Ganger) • Hologram
they will make a Ranged Assault action. • Gravitonic Burst
• Rogue Purge with no Ranged Assault stat will
move towards their attacker instead. The Skills can be used at any level by spending
the appropriate number of pegs. Passive effects
DEFEATING ROGUE PURGE are not applied.
With their AI chips reprogrammed, Rogue Purge
decay slower than normal, making it easier for As you can see, it’s tempting to let the Rogue Purge
Traders to salvage valuable data and energy gain as many pegs as possible before defeating
from their remains. them, just don’t leave it so long that they escape!

If a Rogue Purge is defeated, lay it prone and


mark it with an Assistance Counter. In future
rounds, continue to roll the Purge Die for its
activation as normal.

On a , it will stand up, retaining its remaining


pegs and can act as normal in subsequent
rounds. On any other result, remove one peg
from its board, if possible. If no pegs remain, the
model is removed from the board permanently
and will not return in this game.

If the prone body of a Rogue


Purge is Searched by a Trader, the
player removes it from the board
and takes a Purge Remains token.

This token contains the remnants of the Raw


Blue energy in the Purge’s body, as well as the
invaluable data found in its corrupted AI chip.

It can be sold in the Trade Phase for a


number of UA equal to a roll of the Chance Die
plus the number of pegs remaining on the Rogue
Purge’s board when Searched.

4
PURGE TRADER CREWS You cannot hire Traders in the Trade Phase.
Instead you will need to capture and reprogram
Existing on the fringes of society as they do,
it’s no surprise that the people most commonly other Purge units to enlarge your crew.
encountered by the newly liberated Purge are
To do this, you must defeat a regular Purge
Traders. It doesn’t take long to come to a simple
character with a Close Assault attack – as an
conclusion – how better to understand the
insider you will know how to do this without
Traders than to do as they do?
triggering their decay protocols. Instead of
The Rogue Purge characters can be used as removing them from the board, lay the miniature
a fully playable Trader crew, using the reverse prone and mark it with a blue Reminder counter.
sides of their boards. Its body can be dragged back to your ship using
the Moving Items rules on page 16. If at the start
of any NPC Phase a defeated Purge with a blue
counter is not in contact with one of your Rogue
Traders, swap the Reminder counter to a red
one. If a defeated Purge with a red counter is
not in contact with your Trader at the start of an
NPC Phase, remove it from the board – it has
decayed.

In the Trade Phase the player will visit their


Workshop. There are no items to buy at the
Workshop, but while there the player can
reprogram Purge units, as well as combine
equipment tokens to create new Purge items
(see the Trade Phase on page 7).
They cannot be mixed and matched with regular
Each body returned to your ship can be
Traders however – Rogue Purge cannot be
reprogrammed at no cost – just add the relevant
hired by a regular crew and Rogue Purge crews
Purge type to your crew, taking the matching
cannot hire regular Traders (although they may
Trader and Class boards (chosen at random if
Persuade characters to join them temporarily
more than one is available). If you choose not to,
during a mission as normal).
their parts can be sold on the black market – see
The physically damaged state of the reclaimed the Purge Remains token for that character type
and rebuilt parts means that Rogue Purge are for the sale price.
not always as powerful as their malevolent
counterparts, but their updated AI chips make
them more survivable and adaptable as Traders.
Be warned! Rogue Purge crews can be tough to
use and require a new playstyle, but are highly
rewarding once they reach veteran crew status.

BUILDING A CREW
Unlike other crews Rogue Purge do not select
Traders up to a points limit when building a
starting crew. Instead their ‘Rookie’ starting crew
is always a single Live One with no equipment,
and no other characters.
Only Harvesters, Devastators and Assassins may
Note: For a one-off game you may want to build be added to your crew – you may not reprogram
additional Live Ones, Mothers or Annihilators.
Rogue Purge

a complete crew, so Rogue Purge still have


points on their boards for this purpose.
CLASS BOARDS
EXPANDING THE CREW Rogue Purge cannot choose a Class. All Rogue
A lone Live One’s first few games will be tough. It Purge must use a random Class Board matching
can complete objectives on its own, but it will be their type. The Board contains Skills representing
easier with some minions to control… the abilities of their original constructed bodies.

5
USING A ROGUE PURGE CREW Often, creating such items will also require
Unless stated otherwise below, Rogue Purge are components from other Purge units. When defeating
treated just like a regular crew. When acting as a regular Purge in Close Assault, Rogue Purge
Traders they are no longer as discreet as when crews can choose to retrieve their remains. Remove
used as NPCs, so the Purge and other NPCs will the defeated character from the board as normal
target them like any other Trader. and take the appropriate Purge Remains token.

EQUIPMENT These are represented on the Purge items as follows:


Some Rogue Purge are limited in the type of
equipment they can use as per a new icon on Harvester
their boards.
Devastator
This character can carry all items but can Assassin
only use Purge items.
Live One
Furthermore, all Rogue Purge other than the
Live One are unable to use any type of stim, or Mother
any item that restores Health, that is not Purge-
specific. Note that Purge have other ways of Annihilator
gaining and restoring Health.
Spider
Finally, Rogue Purge can use their gravitonic
tech to carry items in their armour slot – treat the
Example: To create the
slot as part of their equipment tray. Armour must
Harvey’s Gauntlet, you must
still be equipped into the slot as normal in order
discard an orange special item
to gain its benefits.
token, a blue weapon token,
and a Harvester Remains
Otherwise they can use all equipment as normal.
token at the Workshop, as
Note that Rogue Purge armour tokens are shown on the back of the
not yellow but can be identified by the yellow Harvey’s Gauntlet token.
‘Armour’ text on the back.
Ammo
Crafting Items
The Purge do not need ammunition as such,
Rogue Purge also have a wide
instead drawing power from their internal core.
range of brand-new equipment When using Purge weaponry they can fire once
exclusive to them – these are per turn without expending any ammo or adding
the new teal tokens. This to the Hostility tracker.
equipment represents items they
have crafted by splicing Purge To fire a second or subsequent shot (or use Burst
technology with regular combat Fire or similar effects) they must spend Health or
gear, often physically grafting the Skill pegs to represent the power drain. This is
items onto their bodies. added to the Hostility Tracker if no peg has been
added this round.
These items cannot be found or purchased.
Instead, in the Trade Phase the player will visit Ammo pegs will be spent as normal if firing a
their Workshop (see page 7). While there the regular weapon.
player can combine tokens to create one of the
new Purge items. They must choose the item Stolen Weapons
they want to craft and discard the ‘ingredients’ It’s possible that during a game a regular Trader
might steal a Purge weapon. Regular Traders
listed on the back of the token. Most of these
can use these weapons, but they treat them all
ingredients are regular equipment tokens, shown
as having the and icons.
as coloured squares. Any token of that colour
can be used to craft the new item. Selling Items
Any item of Purge Weaponry can be sold as if it
were Raw Blue.

6
SPIDERS that they accumulate during a mission can be
used as normal for crafting equipment, and will
Spiders can be added to your crew, but they are
be needed to maintain their ship – they can’t
not Traders and do not count towards your crew
fashion a propulsion drive out of spare parts!
limit. Spider tokens can be picked up as normal,
and between games they can be reprogrammed Purge can also spend any spare UA to gain
instead of traded. Reprogrammed Spiders are Career points, representing the experience they
treated like equipment and will take up space in gained earning that money. Once per phase,
your ship’s hold between games. each Rogue Purge can spend 5UA per level in
the Advancement Phase to gain a Career Point.
At the start of each game, each Spider can
For example, to gain a point at level 3 you would
be assigned to one of your Traders as that
have to spend 15UA.
character’s bodyguard – place its Spider token
next to their board as a reminder. They will use Rogue Purge do not gain Career Points for
their standard stats as seen on the Gatherers defeating high-ranking Purge such as a Live One.
board. During the game they are treated like any
other Trader with the following exceptions. You may notice that Rogue Purge Traders have
more potential than they can fulfil, e.g. four unfilled
• They activate for free immediately after the Skill spaces when they can only gain three by
Trader they are protecting. levelling up.
• If the Trader takes any damage while one
or more of its Spiders is within short range, Once a Trader’s Career track is full, any Career
a Spider of your choice is removed for each Points they gain thereafter will instead be added
point of damage before any damage is to any of their other stats with spaces remaining
applied to the Trader. (player’s choice).
When a Spider is defeated, place its counter THE TRADE PHASE
where it fell. It is then treated exactly as detailed Rogue Purge do not visit Trading Posts as
in the Kaboom! rules for Purge Gatherers, normal in the Trade Phase. Instead they may
triggering within short range of its Trader rather visit the following three locations, in any order:
than the Mother. The remains can of course
be reclaimed by your own crew and it can be • The Workshop – here they can reprogram
repaired for free in the Workshop if not used for new Purge units (page 5) and craft new items
crafting an item. (page 6).
• The Black Market – this is where Rogue
MISSION OBJECTIVES Purge can sell items. They cannot buy items.
AND ADVANCEMENT • The Scrap Merchant – only if using the
The Purge have no real need for mundane Dangerous Days rules.
things like money. However, they will still follow
standard mission objectives so they can try to Rogue Purge crews do not pay upkeep costs
understand human goals. Any items and money when using the Dangerous Days rules.
Rogue Purge

7
MISSION BRIEFING 1 - DO YOU WISH TO TRADE?
A research station has been suddenly abandoned due to a Purge invasion, and you can’t resist the
opportunity to check it out. However, these aren’t the usual run-of-the-mill Purge. There are only a
handful and none of them have tried to attack the station inhabitants. In fact they seem to be trying to
communicate… The behaviour of these Purge has you puzzled. These Purge have gone rogue and
do not seem hostile, if anything they are a bit of a nuisance! They keep trying to barter with you and
they’ve been dismantling the valuable salvage left behind. You try your best to ignore them as you go
about your business of robbing the joint.

Players: 1-4 Expansions Recommended: Shift Change at MegaCorp

PRIMARY OBJECTIVE
Reward: Whatever you can find

The aim of the game is money, pure and simple.


This is a prime location and you need to make
the most of it.

The unusual Purge wandering the area


seem to be just an inconvenience, but don’t
underestimate them. If they don’t kill you first you
may be able to get them back to your ship before
they decay, and their scientific value could be
considerable…

The crew that escapes this mission with the


highest total value of new items (including Rogue
Purge remains) is the winner. Players should
make a note of the value of any equipment they
started the mission with, to compare their total to
at the end.

SECONDARY OBJECTIVE
Reward: Purge Technology

You don’t know what the workers at this station


have been researching, but it’s something you’ve
never seen before. Some of the tech left lying
around seems almost Purge-like in origin. But
it couldn’t be, could it? Maybe that explains the
presence of the odd characters about the place…

When allocating Search items, two random small


Purge equipment tokens should be taken as part
of the selection before placing them in the crates.
This is Purge weaponry that can be used by your
Traders if found.

SPECIAL INSTRUCTIONS
Wandering Scavengers
The Rogue Purge start this mission in play,
as shown on the map, as do some Civilians –
chancers searching the abandoned facility just
like you are. If you have the Shift Change at
MegaCorp expansion, replace the Civilians with
Scavengers, and place their Hatches as per the
normal rules.

8
Set up

9
Rogue Purge
MISSION BRIEFING 2 - WE COME IN PEACE
The Galactic Crime Commission have been receiving reports on the Rogue Purge that you
encountered previously. They seem to have broken their programming and the GCC want these
anomalies captured for their Research & Development labs. There are rumours that the GCC intend
to use reprogrammed Purge as fighting units but the very nature of the Purge – that they decay
rapidly after death – has hindered research.

Your mission is to find the Rogue Purge and bring them back alive. You’ve managed to track them to
a settlement, but the inhabitants are doing their best to pretend the Rogue Purge aren’t there. You’ll
need to use brute force or persuasion to capture the Rogue Purge and try not to worry about the
ethics of it all…

Players: 1-4 Expansions Recommended: One additional Crew

PRIMARY OBJECTIVE one Purge equipment token as if you were a


Reward: 5-20UA each + Bonuses Rogue Purge crew at the Workshop (see page
6). You will need to discard other equipment
Ideally you want to capture the Rogue Purge tokens as normal.
intact. They don’t seem to be actively hostile so
maybe words are the answer? To do this you’ll You cannot receive these rewards if you choose
need to Persuade them to join your crew and get to keep the AI Chip and use it for its Skill pegs
them back to your ship. (see page 4).

As a reward for doing so you will receive UA SECONDARY OBJECTIVE


equal to 5 times the Rogue’s rank, plus the value Reward: AI Chips
of their AI chip as normal.
Alternatively, if sweet talking demented robots
In addition, once back on board your ship the isn’t your thing you can bring back their remains.
Rogues will share some of their tech secrets. You The GCC won’t be too pleased but they’ll hand
may take the appropriate Purge Remains token over the cash for the AI Chips anyway. These
for the type of Rogue captured and use it to craft can be taken by defeating the Rogue Purge as
normal (see page 4).

SPECIAL INSTRUCTIONS
Hiding in Plain Sight
The Rogue Purge do not start this mission in play
– they are disguised as Civilians. You’ll need
to be cautious around the Civilians and
wait for them to reveal themselves.

Alternatively you can interrogate


the locals and force the Rogues
to come out of hiding. Traders
may Interact with any Civilian
to roll the Chance Die – on
a you must replace the
Civilian with the Rogue
Live One, regardless of the
Hostility level.

If the Hostility level reaches


Charge, immediately replace
a random Civilian with the
Rogue Live One, or place it
at a random entry point if there
are no Civilians in play. The
other Rogue Purge will enter play
in the next NPC Phase as normal.

10
§Set up

11
Rogue Purge
MISSION BRIEFING 3 - ESCAPE THE GCC
At first it seemed amicable enough. The GCC asked you lots of questions and you were happy to
talk. Being a free Purge means that previously unused parts of your ‘mind’ – including the part that
wants to mindlessly chatter – are suddenly active. In some ways you feel incredible powerful, but in
others you feel as vulnerable as a child.

But then the talk turned to Purge fighting tactics, followed by overheard whispers of vivisections, and
then your companions disappeared one by one. You manage to break out of your holding cell and
swipe a handful of Purge data-chips – in essence, the minds of your followers. You need to leave
the facility and start anew. You have a plan, and set off the emergency klaxons in the hope that any
Purge in the vicinity will investigate. You have need of your one-time brothers...

Players: 1-2 Expansions Recommended: Galactic Corps

This mission is an introduction to using a Rogue Purge Trader crew and should be played before
using them in any other mission. One player must take the role of the Rogue Purge. The other player,
if any, will take an additional crew sent to stop Freeman.

PRIMARY OBJECTIVE up, add the carry objective to one


Reward – Rogue Purge: Freedom of the crates marked in green,
chosen at random. While Freeman
In this mission you play the Rogue Live One, holds this item, Purge of rank 1-3
Freeman, alone and considerably weakened. will not consider him a target until a
Your companions have been reduced to base real Live One makes an attack against him –
components and the handful of chips you remove the token when this happens.
rescued are all that remains of them. You must
escape on a stolen ship (the airlock marked ) SPECIAL INSTRUCTIONS
and start a new life. AI Chips
Freeman starts the game carrying one AI chip
Reward – Other Crew: 5-16UA (remains token) of each type. These do not
take up space in his equipment tray. Freeman
The other crew must capture Freeman, get him may use two consecutive actions to install one
back to his cell and lock the door by Interacting of these chips into the appropriate downed
with the console marked in red. If they do this Purge unit. This will immediately reprogram the
they receive a 16UA reward. If Freeman is character into a Rogue Purge Trader as if you
defeated they receive 6UA instead. were at the Workshop, taking the relevant boards
and a dashboard. It will stand up and act as part
Freeman may be captured by inflicting damage of your crew from then on.
on him in close assault. The attacking Trader
may choose not to cause damage, and instead Traders
lay Freeman prone. His prone body may be If you are playing solo, you should still place one
moved as described on page 16. additional airlock for a Trader crew, built to 180
points with 20UA of equipment. They should be
If prone and in contact with an enemy, Freeman activated in the Trader Phase each round as if
may still activate but may only make close they were NPCs, following the AI Action Chart as
assault attacks. If he causes damage with one of normal. Rogue and regular Purge will be joint top
these attacks he will stand up for free and will act priority targets. AI Traders will defeat Freeman
as normal from then on. rather than capture him.
SECONDARY OBJECTIVE The Galactic Corps
Reward – Rogue Purge: Blending In If you have the Galactic Corps, you can use them
instead of a Trader crew in a solo game. They
Purge haven’t gone rogue before. Freeman will start in the Trader airlock and act as normal
may not have his regular armour or be from there.
connected to the hive mind any more, but his
old comrades don’t know that yet. If he can get
hold of a Purge communicator he can convince
the Purge that he’s one of them. When setting

12
Set up

13
Rogue Purge
PURGE SKILLS
These new skills can be found on the Rogue Purge Class boards. This Skill type cannot be used for
creating custom Traders or Classes but can be used by Traders who have studied Rogue Purge AI
chips (see page 4).

Any Skills that add pegs to your dashboard can take you over your normal limits provided there is
physically enough room to place them. These additions are temporary, and your Trader will revert to
its normal limits for future games.

skill level action


Advanced 1 Use after rolling a ranged assault attack. Re-roll up to two dice.
Targeting 2 Use when making a ranged assault attack. Immediately make a
second ranged assault attack against a different target. You may
re-roll up to three dice across the two attacks.
3 Make a ranged assault attack with five dice. You may re-roll up to two
dice. After any re-rolls you may allocate any hits scored to multiple
targets in range and LoS as you wish, applying modifiers as normal.
One of Us 1 Mark your Trader with a Reminder Counter. You cannot be targeted
by Purge characters of rank 1-2 until the end of the round.
2 Mark your Trader with a Reminder Counter. You cannot be targeted
by Purge characters until the end of the round.
3 Mark your Trader with a Reminder Counter. You cannot be targeted by
Purge characters of rank 1-2 until the next Hostility Level is reached.
You Belong to 1 Target a Purge character of rank 1-3 within medium range.
Me Now Activate them immediately under your control. Then mark them
with a Reminder Counter – they will not activate in the Purge
Phase this round.
2 Target a Purge character of rank 1-2 within medium range. Mark
them with a Reminder Counter. You may activate them as if they
were a Trader for the rest of the mission or until they are destroyed.
They will not be targeted by Purge of rank 1-2.
3 Flip one entry point within medium range. For the rest of the
game, if this location is rolled for Purge arrival, no characters
are placed.
Hologram 1 Replace your character with a random Civilian model. While
this effect is in play you will be treated as a Civilian by all other
characters. You may activate as normal, but making an Assault
action will cancel the effect. Otherwise the effect lasts until the
end of the round.
2 As level 1, but the effect lasts for the rest of the mission unless
you decide to change back or you make an Assault action.
3 As level 2, but you may disguise yourself as a Trader from
another crew instead of a Civilian. Traders from that crew must
enter base contact and Interact with you to see through the
disguise and cancel the effect.
Gravitonic 1 Make a ranged attack with three dice at up to medium range. If any
Burst hits are rolled (regardless of damage caused), the target is moved
2 inches directly away (without provoking attacks of opportunity)
and laid prone.
2 As level 1, but the attack targets all other characters within short range.
3 Passive: Gain
Make a ranged attack with two dice that targets all non-Purge
characters within medium range, regardless of LoS. All targets are
knocked prone in addition to any damage caused.

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Analyse 1 Passive: Once per round, use this Skill after a Trader spends any Skill
pegs within short range and LoS. Take one of their discarded pegs
and add it to your own dashboard.
2 Passive: As level 1, but you may take up to two pegs.
3 Passive: As level 2, but the discarded pegs may be distributed to
any other Traders in your crew.
Energy Drain 1 Target a Machine or Augmented Trader in base contact. Make a close
assault attack with three dice. You may choose Health, Skill or Ammo,
and for each point of damage scored you may remove a peg of the
chosen type from the target’s dashboard and add it to your own.
2 As level 1, but attack with four dice and mix and match the pegs taken.
3 Reaction: Use when a Machine or Augmented character enters
base contact. You may use the level 1 or 2 versions of this Skill
(spending pegs as normal).
Alternatively, use as a standard Skill - as level 2, but attack with five
dice and ignore armour.
Hive Mind 1 Another Trader in your crew gains an extra action this round.
2 All Traders in your crew (including you) gain an extra action this round.
3 Passive: Use an effortless action to give another Trader in your
crew an extra action this round.

Raw Blue 1 You draw power directly from your core. Make an Assault action with
a Rogue Purge weapon or any innate assault value on your board,
adding two dice to the roll.
2 Put your power core into overdrive. You lose one Health, but you
may make two additional actions this turn.
3 Passive: Whenever you defeat a Purge character you may add
Health pegs equal to its rank to your dashboard
Assimilate 1 Make a close assault attack with 1 die. If the target is defeated, you
Biomass take control of their body. Restore them to life with 1 Health. You can
control them as if they were part of your crew until the next Hostility
Level is reached or they are defeated again, whichever happens first.
This Skill cannot be used against Purge or Machine characters.
2 Make a close assault attack with 4 dice. For each hit that would
cause damage (even if there are more than would defeat the
target), add a Health peg to your dashboard. This Skill cannot be
used against Purge or Machine characters.
3 Make a close assault attack with 3 dice. For each hit that would
cause damage (even if there are more than would defeat the
target), you will gain a Career point after the game. If the attack
defeated the target you gain a bonus Career point and add a
Health peg to your dashboard. This Skill cannot be used against
Purge or Machine characters.
Crafting 1 You can draw the energy from Purge tech to rebuild your own body.
Discard a Purge Remains token to restore up to 2 Health.
2 You can fashion new pieces of tech on the go. This may only be
used when unengaged. Create any item, taking and discarding the
Rogue Purge

appropriate tokens, as if you were at the Workshop in the Trade


Phase (see page 6).

Note that some Rogue Purge Classes also use the standard Skills found in the rulebook. Some
use Machine Skills too – if you don’t have the Deluxe Rulebook these can be downloaded from
[Link].

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MOVING OBJECTS The character may re-roll a single die
With these rules, cargo crates, the bodies of from each attack with this weapon.
defeated characters, and other similar sized
items can be moved from one place to another. The character may re-roll a single die
from any ranged assault attack.
When in contact with a suitable item that you
wish to move, you can Interact with it to Move up After an attack with this weapon
to 2 inches, moving the item with your character. has been resolved, place fire tokens
equal to the number of hits scored
If another Trader from your crew is in contact (regardless of damage
with the item, you may Move both characters caused) next to the target
and the item up to 4 inches instead as a single or on their dashboard. In
action. Both are still bound by the 11-inch each Assessment Phase
maximum. Place a Reminder Counter next to the target removes one fire
the other character that moved – they will take token and loses one health. A character
one fewer action in their next turn. cannot have more than 3 fire tokens.

If an enemy is also in contact with the item, it A character on fire may spend an action
may not be moved without their permission (note while prone to remove a fire token.
that enemy NPCs will never give permission
unless a GM says so). Purge and Machines automatically
remove a fire token each time they take
Note: Massive characters can move items (and any action.
characters that are smaller than them) at their full
speed. Other characters cannot and do not need After an attack with this weapon has
to help them. Massive characters themselves been resolved, place
require one more character than normal to move poison tokens equal to
them (two characters to move 2 inches and three the number of hits scored
to move at full speed). (regardless of damage
caused) next to the target or on
EQUIPMENT their dashboard. In each Assessment
This expansion includes a selection of new Phase the target removes one poison
equipment tokens – see page 6 for full details. token and loses one health. A character
cannot have more than 3 poison
NANO TOKENS tokens. Purge and Machine characters
Nano tokens are a new type of do not take poison tokens.
equipment – half the size of a
standard token. They take up Any item that restores Health can be
less space in your tray, but the used to remove poison tokens instead.
convenience comes at a high price!
Stim: Restore 2 Skill pegs.
Due to the advanced and expensive technology
required to make these items so small, all nano Stim: Take 2 extra actions this turn.
equipment is Reliable ( ).
EQUIPMENT NOTES
Nano items will often upgrade other Purge Ammo Module: This item
items you are carrying rather than have contains three batches of ammo. On first
an effect on their own. For example, use the token is turned to have the 14
the Targeting Eye applies its benefits to at the top. On second use it is turned to
another ranged weapon. have the 7 at the top, and on third use
it is discarded. If this item has not yet
ITEM ATTRIBUTES been discarded at the end of a campaign
A character carrying this item may move mission, it is refilled automatically and
freely through closed and locked doors. placed face up in the next mission.
Doors that they pass through will remain
closed and/or locked if they already Matter Tagger: This item teleports cargo
were. This item only works in the mission back to your ship. When Searching a
in which it was found. crate, remove all of the contents and
place it directly into your ship’s hold. Any
items that do not fit are discarded.
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