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Deep Rock Galactic: Horrors of Hoxxes

Expansion for Deep Rock Galactic: The Board Game

Deep Rock Galactic: Horrors of Hoxxes Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
  • Regions
    • Hollow Bough
    • Sandblasted Corridors
    • Dense Biozone
    • Crystalline Caverns
  • Feature Overview
  • Creature List
    • Creature Table
    • Creature Abilities
  • The Dreadnought Twins
  • Missions
    • Level: Novice
      • Mission 1: Vines and Spines
      • Mission 2: What Is This Place?
    • Level: Experienced
      • Mission 3: Sand in My Beard
      • Mission 4: Are Those Praetorian Eggs?
      • Mission 5: Entangling Dread
      • Mission 6: Where Is Everybody?
      • Mission 7: Broken Lines
      • Mission 8: Cryptic Caves
      • Mission 9: Wrathful Vines

Components

  • 3 cave urchin tokens
  • 6 acid sludge tokens
  • 7 goo tokens
  • 3 wind tunnel tokens
  • 1 Dreadnought Twin cocoon segment
  • 7 double-sided cave segments of various sizes
  • 2 double-sided creeper vine cave segments
  • 1 sandstorm token
  • 2 thorn pot tokens
  • 1 goo sack token
  • 3 spiderweb tokens
  • 1 Lacerator Dreadnought Twin health tracker
  • 1 Arbalest Dreadnought Twin health tracker
  • 8 Dreadnought Twin event cards
  • 4 event cards
  • 5 swarm cards
  • 8 creature cards
  • 12 mission cards
  • 4 Stabber Vine miniatures
  • 2 Septic Spreader miniatures
  • 2 Nayaka Trawler miniatures
  • 2 Deeptora Honeycomb miniatures
  • 2 Pod Spawner miniatures
  • 2 Mist Sprayer miniatures
  • 2 Ejector Cactus miniatures
  • 1 Barrage Infector miniature
  • 4 Electrocrystal miniatures
  • 1 Huuli Hoarder miniature

Introduction

This expansion comes with four new biomes for the Dwarves to explore and exploit. Each biome comes with its own cave segments, as well as unique miniatures and tokens to populate the environment. The new content is described throughout this book.

Additionally, the Dwarves can expect to run into fresh and deadly wildlife. New creatures of various sorts will appear to try and rip you to shreds in new and interesting ways. New event cards and swarm cards will introduce them, but they can also be part of setup for the new missions.

Speaking of which: this book contains 12 brand-new missions that introduce the new mission types and biomes. Feel free to pick a mission card at random or play them in order.

Last but not least, this expansion has a new and deadly surprise in store. Do you remember the mighty Dreadnought monstrosity that appeared in the previous expansion? Well, this time the presence of new cocoons is being reported. They contain not one, but TWO new nightmarish monsters! The ferocious Dreadnought Twins will come at you as soon as you pop their cocoon, so be ready to fight for your lives!

Regions

Hollow Bough

Hollow Bough is characterized by its organic cave segments with dried grass, wooden walls and large tree-like structures. Giant, red thorny vines twist and span throughout the area, and they are a pain in the buttocks. This entire region of the planet is dominated by colossal, organic structures resembling the insides of hollow trees. However, these structures are constantly at war with an invasive species of voracious vine-like plants. They are as much a threat to the planet itself as they are to us. We recommend watching your every step.

Bloated vines. These thick, red vines are immovable, thorny growths that will damage any Dwarf who tries to force his way through them. Each time a Dwarf moves onto a bloated vine space, he suffers 1 damage. The creatures have built up a resistance to the vines and can move onto bloated vines without any problem. Bloated vine spaces can be destroyed with a pickaxe action or the Driller's drill move. Place a single space cave segment on the destroyed space: this part of the bloated vine can no longer harm anyone. Dwarves can safely cross bloated vines with the help of ziplines, platforms or the grappling hook. Throwables and actions that normally damage walls and stalagmites can also destroy bloated vine spaces. Bloated vines do not block line of sight.

Creeper vines. Creeper vines are small and will quickly retract if damaged. If a Dwarf deals any damage to any space of the creeper vine segment or anything on it, flip the entire creeper vine segment to its retracted, harmless side. It will stay like this and be safe for Dwarves to move across... for now. When the swarm threat marker advances, flip all retracted creeper vines to their thorny side. Any Dwarves that move onto a creeper vine segment, or are still standing on one when it reverts back to its thorny side, suffer 1 damage. For each space of a creeper vine segment a Dwarf moves into, he suffers 1 damage. The creatures have built up a resistance to the vines and can move onto both sides of creeper vine segments without any problem. The Dwarves can use ziplines, platforms or the grappling hook to cross creeper vines, but not without suffering 1 damage for each space they move into. Creeper vines do not block line of sight.

Stabber vines. The stabber vine is a hostile form of life, rooted in the soil of the Hollow Bough. Although it's unable to move from its spot, the vine is aggressive and detects nearby movement. Stabber vines have quite a large range. If a Dwarf moves within 2 spaces of it, the vine will lash out at lighting speed, attempting to impale the Dwarf (max. once per turn). Roll 1 die and apply any damage. A !-result deals no damage. It has 2 health and a resistance against stun and freeze effects.

Thorn pots. Thorn pots are red plant masses with a cluster of yellow thorns at the head. The thorn pot explodes when a Dwarf enters a space adjacent to it, or when it's damaged. Roll 1 die and apply any damage to everything within a range of 2 spaces. A !-result deals no damage. Then remove the token.

Note: while creatures also suffer damage from the explosion, they cannot trigger it themselves.

Goo sacks. This yellow plant bursts and releases sticky goo when a Dwarf enters a space adjacent to it, or when it's damaged. A goo sack has 1 health and a resistance to stun and freeze effects. In either scenario, remove the goo sack and replace it with a goo token. Also place goo tokens on all adjacent, empty spaces, except for exits or pits. If a Dwarf causes a goo sack to burst by moving adjacent to it, he must end his turn immediately.

Goo. A goo token disappears once a Dwarf or creature steps on it. Stepping on a space with a goo token ends the current movement action, then remove the goo token. Dwarves can safely move across goo tokens with the help of ziplines, platforms, or the grappling hook.

Note: creatures cannot burst a goo sack themselves.

Goo sack mechanics (example). In this example, the Gunner is 2 spaces away from a goo sack token. He decides to move to a space adjacent to the goo sack token, causing it to burst. The goo sack releases goo tokens on its space and all adjacent spaces. The Gunner must then end his turn immediately!

Sandblasted Corridors

The walls in the Sandblasted Corridors are made of a soft, sandstone-like rock. Its caverns are barren, containing giant fossilized bones but barely any vegetation. The caves are wasted by strong winds, either from forceful wind tunnels or visibility-reducing sandstorms.

Sandstorms. Sandstorms move from one revealed cave segment to another, as indicated by the silhouettes on the map of your mission briefing. When a Dwarf is in a Sandblasted Corridor cave segment with a sandstorm token, the range of his primary and secondary weapons are reduced by 1 (to a minimum of 1). What's more, when a Dwarf starts a movement action on a cave segment with the sandstorm token, his movement speed is reduced by 1. Creatures are unaffected by sandstorms.

Note: if a Mist Sprayer is present in a cave with a sandstorm token, the maximum range of primary and secondary weapons is reduced to 2 (also see "Mist Sprayer" in the Creature List).

Wind tunnels. Wind tunnels are cavities in the walls that periodically blast out air and sand. They activate each time the swarm threat marker advances 1 or more steps, and before a swarm card is drawn. Players may choose in which order they want to activate the wind tunnels. Creatures and Dwarves can end their movement on a wind tunnel. Wind tunnels push all mobile, "one-hex sized" creatures and Dwarves in the direction of the arrow of the wind tunnel, across empty cave segments, goo tokens, deep pit spaces etc. until they hit an immovable obstacle or creature. The push from the wind tunnels is blocked by these obstacles, as well. The sentry gun and supply pod do not block the wind.

Note: pushed creatures and Dwarves will end up on the last empty space they are allowed to stand on. For example, if a Dwarf is blocked by an obstacle right behind a deep pit space, he would end up on the first hex in front of the deep pit space.

Wind tunnel mechanics (example). In this example, we are looking at a cave segment with a 3-space deep pit segment and 2 wind tunnels. The arrows on the wind tunnel tokens indicate the direction of the wind. During the activation phase, the wind tunnels must activate.

Let's start with the top wind tunnel. Because of the wind tunnel's activation, the Grunt is pushed until it hits a wall (deep pit spaces aren't obstacles to Grunts). The Grunt is therefore pushed 2 spaces. The Driller, who was located behind the Grunt, directly adjacent to the top wind tunnel, is then pushed until he hits the deep pit, because this counts as an obstacle for Dwarves. The Driller therefore moves 1 space.

Let's now look at the second wind tunnel. A Spitball Infector is adjacent to the wind tunnel. Because it's an immovable creature, the wind tunnel does not affect it. Since immovable creatures block the wind, the Engineer isn't affected either.

Deeptora Honeycomb. The Deeptora Honeycomb is surrounded by insect swarms. Whenever a Dwarf moves within 2 spaces of the Honeycomb, the bugs will swarm him and attack (max. once per turn). Roll 1 die and apply any damage.

A !-result deals no damage but causes the Dwarf to flee the swarm. Immediately move your Dwarf out of range (3 spaces from the Honeycomb) and then end your turn. Creatures and machines do not trigger the Honeycomb and are not affected by it. The Deeptora Honeycomb blocks movement and line of sight. It has 1 health but can only be destroyed by a flame die or an explosive die. It's immune to all other attacks and effects.

Dense Biozone

This large and remote habitat houses many different and unique species of plants and creatures. Its cave segments are filled with glowing corals. The walls are covered with small green blossoms which glow in the dark and emit the faintest of light. You'd almost forget that you're in a hostile environment...

Cave urchin. This small and spiky, cactus-like plant wounds Dwarves that move into its space. Roll 1 die and apply any damage. A !-result also deals 1 damage. Then remove the cave urchin.

Cave urchins do not block movement or line of sight. They have 1 health and can be destroyed by any type of damage. Creatures and machines do not trigger the cave urchin and are not affected by it.

Spiderweb. If a Dwarf moves onto a space with a spiderweb token, the Dwarf gets webbed. Remove the spiderweb token and place a webbed token on the Dwarf. His movement action ends immediately, and he will not be able to move again for the rest of this turn AND the next turn. Remove the webbed token at the end of the Dwarf's next turn.

A spiderweb has 1 health and can be destroyed from a distance by a flame die or an explosive die. Creatures and machines do not trigger a spiderweb and are not affected by it. Spiderwebs can also be destroyed by constructing something on them (zipline, platform, sentry gun, etc).

Ejector Cactus. This plant launches spiked projectiles in all directions when a Dwarf moves within 2 spaces of it (max. once per turn). Roll 1 die and apply any damage to everything within 2 spaces of the cactus. A !-result deals 1 damage.

Creatures do not trigger the ejector cactus, but they do suffer damage from it. Machines do not trigger it and are not affected by it. Ejector Cacti block movement and line of sight.

An Ejector Cactus has 1 health and can be destroyed by any type of damage. When destroyed, trigger one final spike attack from it before removing it from the board.

Crystalline Caverns

This eponymous biome consists of caverns filled with many crystals. Too bad they don't have any real value... Its large segments are connected by tunnels. The crystals are a natural source of light, allowing for easier navigation.

The Crystalline Caverns have sturdy walls. Carving out a single space cave segment requires 2 pickaxe hits. Use damage cubes for single hits if you have to.

Blue crystals. These glowing crystals emanate bright light. This helps the Dwarves with their ranged attacks, just as if the Scout had used his flare gun. When a Dwarf rolls for a ranged attack against a target adjacent to or on a blue crystal, he may reroll 1 die per attack.

Electrocrystals. These crystals may look harmless, but they zap any Dwarf or creature that moves onto a space adjacent to them. Roll 1 die. Ignore damage results, but if you roll a !-result, the target becomes stunned. The stunned target ends its movement and its turn immediately. Ziplines, platforms and the grappling hook do not protect against Electrocrystals: you must still roll the die.

Spiderweb. Spiderwebs have the same effect as in the Dense Biozone (see Spiderweb under the Dense Biozone).

Feature Overview

The feature overview in the book summarises each new element by icon. The icon key reads:

  • Blocks line of sight / movement (except for Scout, BOSCO, and flying creatures). Where the icon is crossed out, the element does not block that.
  • This element is destructible.
  • Platforms and ziplines can be placed here.
  • Affects ground creatures.

The descriptions for each element are the ones given in the Regions section above.

ElementBlocks line of sight / movementDestructiblePlatforms and ziplines can be placedAffects ground creatures
Bloated vine–YesYes–
Creeper vine––––
Stabber vineCrossed out (neither)Yes––
Thorn pot–Yes–Yes
Goo token––YesYes

Note: the Creeper vine row has no icons printed in the book; its behaviour is covered in its own description above.

Creature List

The creature list has one row per creature with the columns Stats (Health, R for range, M for movement), Reward and Resistance. The activation number is the number printed on each creature's card. Resistance icons are named here using the base game's names for the same icons: Explosion (red burst), Bullet (green bar), Pickaxe (white pickaxe), Armor-piercing (blue arrows), Flame (yellow flame), Stun (sparkle trail), Freeze (snowflake), and Scare (arrow with creature). The Reward icon is shown as Rock 'n' Stone card where the book prints the Rock 'n' Stone card symbol.

Creature Table

CreatureActivation numberHealthRangeMovementRewardResistance
Septic Spreader203R 7M 3––
Nayaka Trawler212R 1M 5–Explosion, Bullet, Pickaxe, Stun, Freeze
Barrage Infector225R 7M –Rock 'n' Stone cardExplosion, Bullet, Pickaxe, Armor-piercing
Pod Spawner23

The creature abilities below are the printed card text, followed by the book's description of each creature.

Note: the Huuli Hoarder's reward is printed as three cube icons with no text; it is called "three loot cubes" here. The creature list prints no activation number for the Huuli Hoarder.

Creature Abilities

Septic Spreader. Lobs acid sludge. Does not require line of sight. Area damage: apply any damage results to Dwarves adjacent to the target, as well. On a !-result, place 2 acid sludge tokens on empty spaces adjacent to the target. Dwarves who step on it suffer 1 damage. Remove the token when stepped on or when the next swarm triggers.

The Septic Spreader is a mobile creature, able to lob acid sludge at Dwarves even from behind obstacles. To make matters worse, the acid sludge deals area damage and leaves behind corrosive globs. Stay clear of them.

Nayaka Trawler. On a "!"-result against a Dwarf, he is knocked over and dragged (ignore obstacles) to an empty space closest to the nearest exit. The Nayaka Trawler then disappears.

Below the ground lies the subterranean menace, the Nayaka Trawler. Very fast and frightening in close combat, the Trawler's biggest attack involves dragging unsuspecting Dwarves away, knocking them over in the process.

Barrage Infector. Shoots vile balls of acid at EVERY target within range (roll for each individual target). A "!"-result dissolves 1 chosen ammo token instead of dealing damage.

A far more static enemy is the Barrage Infector. Think of it as a big brother to the already imposing Spitball Infector. The Barrage Infector is able to hit all targets within range when activated. Extreme caution (and big guns) are advised.

Pod Spawner. Whenever the Pod Spawner moves during activation, it spawns a Grunt on the first space it leaves. When the Pod Spawner is killed, a cloud of Grunts will burst out. Place a Grunt where it died and on every empty space adjacent to it.

Pod Spawners are huge, moving lumps of insectoid flesh. They carry a vast amount of pods that contain Grunts. Disposing of a Pod Spawner will not end the nightmare: the remaining pods burst from its belly, spawning flesh-eating Grunts everywhere.

Mist Sprayer. Reduces the attack range for Dwarves in all connected cave segments to 3 as long as it's alive. When activated, move it 2 spaces away from the nearest Dwarf.

A smaller, but not less annoying enemy is the Mist Sprayer. This tiny terror will try to stay at a safe distance from the Dwarves while continuously releasing a thick, blinding mist into the caves. If you manage to locate it, take it out quickly, because the Mist Sprayer obscures your vision and limits the range of your weapons.

Note: the Mist Sprayer affects all connected cave segments, no matter how many are connected. Its effects are not limited by a maximum range.

Huuli Hoarder. Not activated by events. Remains inactive until the first time it suffers damage. Then, before each event phase, move it toward the nearest exit. If it reaches the exit before it's killed, it escapes; remove it from the map.

The Huuli Hoarder itself is not dangerous to Dwarves, but that doesn't mean it isn't worth killing. If you manage to take it out before it flees into a tunnel exit, it leaves behind a plethora of riches.

The Dreadnought Twins

The Dreadnought Twins are listed in the Creature List above (Lacerator, activation number 18; Arbalest, activation number 19). The attack die results for both are shown on the creature cards as pictograms: the Lacerator's !-result shows a bite pictogram and a figure pictogram, and the Arbalest's !-result shows a bite pictogram and a projectile pictogram.

On occasion, a mighty Dreadnought will split in two during metamorphosis, and twins will develop side by side in the cocoon. Once the cocoon gets damaged by a Dwarf's attack, two separate unique enemies will emerge: the Lacerator and the Arbalest.

These Dreadnought Twins are both huge threats, but separately they are smaller than the classic Dreadnought from the Biomes expansion. The Lacerator specializes in melee attacks, while the Arbalest has ranged abilities. The Dwarves will have to defeat both of these monstrosities to complete their objective in a new mission type.

Summoning the Dreadnought Twins: when a Dwarf damages the cocoon in any way, replace it with the Twin figures, placing them as close as possible to each other where the cocoon used to be, facing the active player. Within these constraints, the active player may choose where to place the Twins.

Take the Dreadnought Twin health trackers for each of the Dreadnought Twins and place a damage cube on the starting space of both.

Event cards: as long as at least one Dreadnought Twin is present, draw Dreadnought Twin event cards instead of regular event cards in the event phase and follow their instructions. If the Dreadnought Twin event deck (8 cards) runs out, reshuffle it and create a new draw pile. The Dreadnought Twins activate like normal creatures, but the Dreadnought Twin event cards may cause one of them to behave differently.

Like the Oppressor, the Dreadnoughts plow through stalagmites and walls. Any minerals contained within the walls drop to the floor. The Twins always face the direction they move in.

The Dreadnought Twins have no damage resistance when attacked from behind, but they're completely immune to scare, freeze and stun effects, even when attacked from behind. Unlike the classic Dreadnought, they can be damaged multiple times during the same Dwarf's turn. For each Dreadnought Twin eliminated, the active player receives a Rock 'n Stone card.

Note: the Gunner's shield protects against damage from the Twins, but not against their effects. For example, the card "Gone Dirtside" will still knock over anybody protected by the shield if this is where the Twin shows up.

Missions

The book contains 12 missions. Each mission's map is printed on its own page and is not reproduced here; the creatures listed under each mission are the ones shown beside its map. Pick a mission card at random or play them in order.

Level: Novice

Mission 1: Vines and Spines

Attention, Dwarves! You are being sent down to a cave system rich in minerals, in the newly discovered Hollow Bough sector. Aside from the nasty vegetation, there are heaps of creatures to watch out for, including the annoying Mist Sprayer. Take it out quickly, because its misty fumes hamper your vision! Resources are scarce, so we will send down emergency supplies occasionally. Be on the lookout for the beacons. This is a typical mining mission, but don't linger. These caves are filled to the brim with nastiness.

Objective: Mine: 8x Morkite

Mission specific event: Emergency Drop. Increase swarm threat by 1. Select 1 of the !-tokens: if its space is currently empty, place 1 primary and 1 secondary ammo token on it. Dwarves can pick these up simply by walking over them.

Creatures on the mission map: Pod Spawner, Mist Sprayer, Grunt.

Mission 2: What Is This Place?

The Dense Biozone is a sector brimming with weird, alien lifeforms. But you weren't hired to study them; only to collect valuable Aquarq gems. No Nitra or gold has shown up on our scanners, so if you need those resources you'll have to find them somewhere else. We did notice a Huuli Hoarder roaming the caves. Maybe pay it a visit.

Special rules: Dwarves will have to carry any minerals they collect themselves. Place them on your character board. When you move onto the mine head, they will automatically be deposited. Remember that the mine head does not block movement or line of sight, and that you can only carry one Aquarq at a time. Once the minerals have been delivered to the mine head, place them on the shared supply space.

Objective: Mine: 6x Aquarqs

Mission specific event: Hey There, Little Fella... Place a Loot Bug at exit 1 and a Pod Spawner at exit 2. Increase swarm threat by 1.

Creatures on the mission map: Huuli Hoarder, Septic Spreader.

Level: Experienced

Mission 3: Sand in My Beard

The Sandblasted Corridors contain a cave system particularly rich in Morkite. In fact, all of the valuable minerals seem to be grouped together in three large clusters. Time to get those pickaxes swinging! Prepare yourselves for insect swarms, strong winds and Nakaya [sic] Trawlers.

Special rules: Whenever the swarm threat marker advances, the wind tunnels blow. All Dwarves and "one-hex" sized, mobile creatures aligned with a wind tunnel are blown in the direction of the arrow until they hit an immovable obstacle.

Objective: Mine: 8x Morkite

Mission specific event: Whirling Sand. Move the sandstorm token to the cave segment with the active Dwarf. The Dwarves' movement and weapon range in the cave segment where the sandstorm is located are reduced by 1. Machines are unaffected.

Creatures on the mission map: Nayaka Trawler, Pod Spawner.

Mission 4: Are Those Praetorian Eggs?

The Crystalline Caverns are truly fantastic. Everywhere there are bright crystals that light up the local wildlife. What's not to like? You might want to bring lots of ammo along though, because those spiderwebs cloak nasty surprises...

Special rules: Even Management acknowledges the challenges that await your team. Therefore, 1 Dwarf may start with an overclocked secondary weapon containing 3 ammo. The rest get to choose: either an extra Rock 'n' Stone card or an extra throwable.

Objective: Collect: 5x alien eggs

Mission specific event: Hey, Where Did You Go? Place a Mist Sprayer at exit 1. If there's already one in play, increase swarm threat by 1 instead.

Creatures on the mission map: Huuli Hoarder, Praetorian.

Mission 5: Entangling Dread

A Dreadnought cocoon has been spotted in the Hollow Bough sector, and you've been tasked to get rid of it. The reason it's especially nasty is because it's believed to contain Dreadnought Twins. That's right: not one, but two giant creatures. To make matters worse, a nearby Mist Sprayer is obscuring visibility. Better take it out quick.

You should be good on resources: we've detected plenty of minerals and even a Huuli Hoarder. However, you'll need to cut through some dense vines to reach them. Aside from ridding the universe of these monstrosities, we need you to collect some of those luscious apoca blooms.

Objective: Eliminate: Dreadnought Twins. Collect: 3x apoca blooms

Mission specific event: Septic Trouble. Activate all creatures. If no creatures are in play, place a Septic Spreader at exit 1 instead.

Creatures on the mission map: Mist Sprayer, Huuli Hoarder.

Mission 6: Where Is Everybody?

Your team was sent to the Sandblasted Corridors to collect rare fossils. Unfortunately, the drop pod malfunctioned and dropped you off at different spots in the caves! Each of you will have to make it back to the new drop pod separately. It will arrive shortly after you've collected all the necessary fossils and minerals. Good luck Dwarves: try to keep all your limbs attached!

Special rules: Dwarves start at their symbol location on the map instead of at the drop pod. A new drop pod will arrive at the gray area near the top as soon as all 4 alien fossils have been collected.

Whenever the swarm threat marker advances, the wind tunnels blow. "one-hex" sized, mobile creatures aligned with a wind tunnel are blown in the direction of the arrow until they hit an immovable obstacle.

Objective: Mine: 3x Morkite. Collect: 4x alien fossils

Mission specific event: Trawler Terror. Place a Nayaka Trawler at exit 1 and a Grunt at exit 2. Increase swarm threat by 1.

Creatures on the mission map: Slasher, Web Spitter.

Mission 7: Broken Lines

Listen up, you lot! We're sending you in deep this time, to the secluded Dense Biozone. It's tucked so far away that all communication will be lost. That means you are on your own and will NOT have access to the supply pod. Well, you won't be all alone, of course. You have the Glyphids and the cocoon with the Dreadnought Twins to keep you company. The latter is hidden away in a big empty cave. Go take out the Twin monsters... but conserve your ammo, by the beard!

Special rules: The Dwarves cannot call down any supply pods. However, each of the two !-tokens contain the remains of our competitors' supply pods. Dig toward them and draw a supply pod card as soon as a !-token is revealed. The medicine inside these old supply pods is expired, so they don't come with any health cubes.

Objective: Eliminate: Dreadnought Twins

Mission specific event: Stocked up. The active Dwarf pulls out an extra ammo token (either type) from his pocket. Keep it or give it to another Dwarf. Then increase swarm threat by 1.

Creatures on the mission map: Mist Sprayer, Grunt.

Mission 8: Cryptic Caves

Scanners picked up a cramped cave in the Crystalline Caverns surrounded by valuable Aquarqs. We need you to go and extract them! There isn't much room to maneuver, so be careful not to burn yourself on the Electrocrystals. Expand the cave system as you dig for Aquarqs, but be careful what you uncover.

Special rules: Dwarves will have to carry any minerals they collect themselves. Place them on your character board. When you move onto the mine head, they will automatically be deposited. Remember that the mine head does not block movement or line of sight, and that you can only carry one Aquarq at a time. Once the minerals have been delivered to the mine head, place them on the shared supply space.

Objective: Mine: 5x Aquarqs

Mission specific event: Electric Surge. The Electrocrystals release bolts of charged energy. All Dwarves and creatures that are adjacent to Electrocrystals immediately become stunned, unless they have stun resistance.

Creatures on the mission map: Septic Spreader, Grunt.

Mission 9: Wrathful Vines

It is time to fetch eggs and fossils again in the Hollow Bough sector. There seem to be invasive vines everywhere. It's like the vegetation is determined to rip any unwelcome guests to shreds.

At least the creature tunnels are concentrated at the far end of the cave. There are plenty of minerals surrounding a hidden cave to the north, so go grab them if you find yourselves short of supplies...

And you always do, right?

Take care, miners! Don't forget it's not only the plants that hate you down there.

Objective: Collect: 3x alien eggs. Collect: 2x alien fossils

Mission specific event: Bugs Build Up. Place a Grunt at exit 1. At exit 2, place 1 Grunt for each swarm symbol the swarm threat marker has already passed on the track.

Creatures on the mission map: Barrage Infector.

Mission 10: Blasted Caves

Saddle up, miners: you're in for a stormy ride! You are to venture into the Sandblasted Corridors and take out the Dreadnought Twins there. Pop their cocoon to lure them out. While you're at it, collect as much Morkite as you can. Feel free to decide which order you want to do things in, but beware: sandstorms are constantly reducing visibility and movement in these dusty caves.

Good luck, and don't let the Trawlers get you carried away... Hah! I crack me up.

Special rules: Each Dwarf starts the mission with 1 fewer ammo token of each type, but receives 2 extra throwables.

Whenever the swarm threat marker advances, the wind tunnels blow. All Dwarves and "one-hex" sized, mobile creatures aligned with a wind tunnel are blown in the direction of the arrow until they hit an immovable obstacle.

Objective: Eliminate: Dreadnought Twins. Mine: 7x Morkite

Mission specific event: Strong Winds. Move the sandstorm token to the next revealed cave segment currently without the storm (refer to the outlines on the mission map). The Dwarves' movement and weapon range in the cave segment where the sandstorm is located are reduced by 1. Creatures and machines are unaffected.

Creatures on the mission map: Nayaka Trawler, Grunt.

Mission 11: Bugtown Shutdown

Suit up, lads! Grab your biggest guns because things are about to start blowing up. The Dense Biozone you are about to enter is swarmed with bugs... But we need you to get in there anyway, because, you know, Morkite. We don't know who will be shooting and who will be looting, but you'd better be ready to stand your ground.

Special rules: Supply pods come with an extra throwable per Dwarf in play. Also, double the amount of secondary ammo tokens provided by the supply pod.

Objective: Mine: 6x Morkite. Collect: 3x apoca blooms

Mission specific event: Aaargh! Place a Septic Spreader by exit 1 and 3 Grunts at all other exits. Then activate all creatures.

Creatures on the mission map: Grunt.

Mission 12: Center of Attention

Another Dreadnought cocoon has been detected, this time in the Crystalline Caverns. It spells doom for our operations and must be taken out! The Glyphid tunnel exits are far away, but you should still be careful. Scans show increased Septic Spreader activity and other forms of nastiness. Oh, and the minerals are few and hard to get to... and you will probably need them to defeat the Twins. Sorry!

Objective: Eliminate: Dreadnought Twins. Collect: 3x apoca blooms

Mission specific event: Septic Nest. Place a Septic Spreader on the !-token, then increase swarm threat by 1. If there are no Septic Spreaders available, trigger a swarm instead.

Creatures on the mission map: Barrage Infector, Pod Spawner, Exploder.

Mission 10: Blasted Caves
  • Mission 11: Bugtown Shutdown
  • Mission 12: Center of Attention
  • 1 Lacerator Dreadnought Twin miniature
  • 1 Arbalest Dreadnought Twin miniature
  • Sandstorm––Yes–
    Goo sackLine of sight crossed outYes––
    Wind tunnel––YesYes
    HoneycombYesYes––
    Cave urchin–YesYes–
    Spiderweb–YesYes–
    Ejector cactusYesYes–Yes
    Blue crystal––Yes–
    ElectrocrystalYes––Yes
    3
    R 1
    M 3
    –
    Stun, Flame
    Mist Sprayer242R –M 2–Stun, Flame, Bullet
    Huuli Hoarder–4R –M 3Three loot cubes–
    Lacerator (Dreadnought Twin)1812R 3M 5Rock 'n' Stone cardBullet, Pickaxe, Armor-piercing; immune to Freeze, Scare, Stun
    Arbalest (Dreadnought Twin)1912R 5M 3Rock 'n' Stone cardBullet, Flame, Explosion; immune to Freeze, Scare, Stun