Rogue Purge NPC Rules and Mechanics
Rogue Purge NPC Rules and Mechanics
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!
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.
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
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.
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.
PRIMARY OBJECTIVE
Reward: Whatever you can find
SECONDARY OBJECTIVE
Reward: Purge Technology
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…
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.
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...
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.
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.
14
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
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].
15
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.
16