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Neuroshima Hex! 3.0: Doomsday Machine thumbnail

Neuroshima Hex! 3.0: Doomsday Machine

Expansion for Neuroshima Hex

Neuroshima Hex! 3.0: Doomsday Machine Rulebook

Table of Contents

Table of Contents

  • The Deck
  • Tactical Advice
  • Units and Tiles
  • Modules and Legend
  • Infinity Combo
  • Tournament Restriction

The Deck

The army advantages are: long-distance Modules, large number of Medics, also a Trap and a Mini bomb, which can clear some space on the board in case enemy dominance. However, the biggest strength of this army are its special units, which are able to redirect and duplicate Ranged attacks (Doom Net Fighter, Fireblast and Tripler).

The army disadvantages are: small number of fighting units, low initiative, fewer chances to start a Battle and almost complete lack of Mobility.

Tactical Advice

It is a good idea to place a unit redirecting attacks next to the enemy HQ as soon as possible, so even a small gap in the enemy's defense will allow you to redirect attacks into its HQ. Doomsday Machine can prevail over the enemies by creating a well-organized chain of special units redirecting and duplicating attacks, especially if at least one shooter with high Initiative will be a part of such chain. Always remember about the long distance of your modules (including Medics!) that can work even over the enemy units. Don't forget about the possibility to rotate one unit each turn.

Units and Tiles

Each entry gives the tile name, the number of copies in the army, and the printed text.

HQ (1) On your turn one friendly unit can be rotated any direction.

Alpha Shooter (2) Ranged attack.

Gauss Cannon (2) Can hit multiple enemies simultaneously. All enemy units in a line of fire get 1 wound. No bonuses increasing firepower take effect. Toughness.

Gamma Shooter (1) Attacks on Initiative phase 1 & 2. Ranged attack. Armor & Toughness.

Delta Shooter (1) Ranged attack & Toughness.

Tripler (2) Any friendly Ranged unit firing at this unit's entries will change direction of attack to all 3 exits, simultaneously attacking units in all 3 directions.

Omega Shooter (4) Ranged attack & Armor.

Doom Net Fighter (2) Any friendly Ranged unit firing at this unit's entries will change direction of attack to exit. Net.

Fireblast (2) Any friendly Ranged unit firing at this unit's entries will change direction of attack to exit. Toughness & Armor.

Medic (5) A connected unit must ignore all wounds from 1 attack & Medic is discarded.

Officer (2) Connected units +1 Strength in Ranged combat.

Trap (1) Any enemy attack in the marked side causes Trap to immediately explode, inflicting 1 wound to each adjacent unit (no bonuses take effect), both friendly and enemy (including HQs). After exploding Trap is discarded. Cannot be repaired in any way.

Main War Processor (2) Connected units can perform an additional attack in the Initiative phase that follows its last Initiative phase.

Scout (2) Connected units +1 Initiative.

Battle (4) A Battle begins. After Battle, player's turn ends. Not useable if any player drew their last tile.

Push Back (1) Push an adjacent enemy unit 1 hex away to an unoccupied hex. If choice, enemy player selects hex.

Small Bomb (1) 1 wound to every unit (both friendly and enemy) which stands on the 3 adjacent hexes under attack. Does not affect HQs.

The printed tiles also carry numbered icons and entry/exit arrows in the artwork. The page's text layer does not spell these out, so they are not transcribed here.

Modules and Legend

The page's legend shows the Module icon, an exit icon and an entry icon (the icons themselves are artwork and are not transcribed).

Long Distance Module: Friendly units 1 & 2 hexes from Module connection receive Module bonus. In case of units 2 hexes away Long Distance Modules work even over enemy units or empty spaces.

Medic Module: In case of Medic Module, if it is connected to two units, and both units are destroyed, the player chooses one of them to be affected by Medic. (The print reads "affedted"; corrected to "affected" here.)

Example how Long Distance Module works. It does not, however, affect Alpha Shooter, because it is placed 3 hexes away which is too far from the Module.

Infinity Combo

Playing Doomsday Machine you can encounter a strange situation of the most powerful attack combination you can imagine. Know that it is not an error, it's just a Doomsday feature.

Tournament Restriction

This particular army is not allowed to be played in tournaments.