Neuroshima Hex: Purifiers
Neuroshima Hex: Purifiers Rulebook
Table of Contents
Table of Contents
- Army Description
- New Rules
- Units
- Headquarters (Sztab) - 1 token
- Purifier (Czyściciel) - 4 tokens
- Sweeper (Zamiatacz) - 3 tokens
- Chemist (Chemik) - 1 token
- Gambler (Hazarder) - 3 tokens
- Angel (Anioł) - 2 tokens
- Fuel Barrel (Beczka Paliwa) - 2 tokens
- Arsonist (Podpalacz) - 2 tokens
- Officer (Oficer) - 2 tokens
- Medic (Medyk) - 2 tokens
- Fire Eruption (Erupcja Ognia) - 1 token
- Ability Keywords
- Special Rules
- Tactical Tips
- FAQ
- Components
Army Description
The strength of this army is its ability to cover the board with fire. This makes it hard for the opponent to manoeuvre without risking being burned. The Purifiers have many ways to add Fire to the board: attacks with Flamethrowers (Miotacze Ognia) and abilities that leave Fire wherever a unit, friendly or enemy, is destroyed. Most of their units have high Initiative (Inicjatywa) and Fire Resistance (Ognioodporność), which lets them move through flames unharmed.
The weakness of the army is that all Fire is removed from the board at the start of each Battle (Bitwa), and that some units have sensitive spots (czułe punkty).
New Rules
Fire Markers
Fire (Ogień) appears on the board when a unit is destroyed (as the result of certain abilities) or when a Flamethrower attack is used. It is represented by a Fire marker (znacznik Ognia) and stays on its space until a ground token (żeton podłoża) is placed on it or until a Battle begins.
- Only one Fire marker may be on a space. It may share a space with other kinds of markers (e.g. Traps (Pułapki) or Revival markers (Ożywienia)).
- Fire markers belong to the army. Their number is limited to the number of components in the box (16). After taking control of a unit (Przejęcie Kontroli) or using a Module (Moduł), you may not place Fire markers unless you have your own supply of them, in the same way as for Poison (Jad) and Paralysis (Paraliż) markers.
- Fire markers are placed only on empty spaces, never on water spaces, technology spaces or ground tokens (as with Traps). A space that holds only a Fire marker is treated as empty, including when checking whether the board is full and a Battle begins.
- Fire markers activate at the same moment as Traps. A Fire marker deals 1 wound to the unit that enters its space. A unit with Fire Resistance does not receive that wound.
- All Fire markers are removed from the board at the start of each Battle, before the Initiative segments (before resolving, among other things, Poison and Explosive Charges (Ładunki Wybuchowe)). A Fire marker under a Sandstorm (Burza Piaskowa) is not removed.
- Placing a ground token on a Fire marker removes it without dealing a wound to that token (as with Traps).
- Instant tokens (Żetony Natychmiastowe) have no effect on Fire markers in any way.
- Destruction by a Fire marker does not block abilities that send a unit to the appropriate pool (e.g. returning it to the top of the draw pile, or placing it in the Zombie pool).
Flamethrower (Miotacz Ognia)
A new type of attack. It deals 1 wound to an enemy unit located directly on an adjacent space. It is neither a shot nor a blow: armour does not protect against it, and Modules that increase the strength of a shot or a blow do not increase it. It works normally against units with the Flying (Latanie) ability.
- If, after an attack is resolved, the space it was aimed at is empty (whether or not the unit there was destroyed by this attack, or the space was already empty), place a Fire marker on that space.
- A Fire marker is placed only if the space was empty before the attack or was vacated directly as a result of this Flamethrower attack. It is not placed when a friendly unit standing on the space was eliminated by an enemy in the same Initiative segment.
Units
The printed sheet has no heading for this block; the heading is added for navigation. The number after each unit name is the number of tokens of that unit in the army (legend: X = number of tokens). The numerals and pictograms printed on the hex artwork of each token are not explained in the printed text and are not transcribed here; use the tokens themselves.
Headquarters (Sztab) - 1 token
- Special ability: Scorching (Przypalanie).
- Melee attacks (Ataki wręcz).
- Flamethrowers (Miotacze Ognia).
- Fire Resistance (Ognioodporność).
Purifier (Czyściciel) - 4 tokens
- When it receives any wound on the side with a Fuel Tank (Zbiornik Paliwa), the unit is immediately destroyed and leaves a Fire marker on the space where it died.
- Flamethrowers (Miotacze Ognia).
- Endurance (Wytrzymałość).
- Fire Resistance (Ognioodporność).
Sweeper (Zamiatacz) - 3 tokens
- Ranged attacks (Ataki strzeleckie).
- Flamethrower (Miotacz Ognia).
- Fire Resistance (Ognioodporność).
Chemist (Chemik) - 1 token
- Melee attack (Atak wręcz).
- Ranged attack (Atak strzelecki).
- Flamethrowers (Miotacze Ognia).
- Fire Resistance (Ognioodporność).
Gambler (Hazarder) - 3 tokens
- Melee attacks (Ataki wręcz).
- Ranged attack (Atak strzelecki).
- Fire Resistance (Ognioodporność).
Angel (Anioł) - 2 tokens
- Fire Trail (Ślad Ognia): the unit may move (and/or turn) onto an adjacent empty space, and leaves a Fire marker on the space it moved from.
- Ranged attack (Atak strzelecki).
Fuel Barrel (Beczka Paliwa) - 2 tokens
- Barrel Explosion (Wybuch Beczki): each time this unit is destroyed, it resolves a Flamethrower attack that also wounds friendly units, in the direction of its explosion (1 wound to the unit there, whether friendly, enemy or HQ). If there is no unit in that direction, place a Fire marker on that empty space.
- A Fuel Barrel placed on a Fire marker explodes immediately.
- If this unit is removed during a Battle, the Barrel Explosion is resolved simultaneously with the removal. It cannot be saved by the Medic.
- Fire Burst (Wybuch Pożaru).
Arsonist (Podpalacz) - 2 tokens
- A connected unit gains a Flamethrower attack in one of the directions in which it already attacks.
- If the connected unit can attack in more than one Initiative segment and/or direction, the player must choose only one of them, which receives the Arsonist's bonus.
- Fire Burst (Wybuch Pożaru).
Officer (Oficer) - 2 tokens
- Increases the shot strength of the connected unit by 1.
- Fire Resistance (Ognioodporność).
Medic (Medyk) - 2 tokens
- If a connected friendly unit receives wounds from an enemy unit's attack (or from an Instant token), all those wounds are taken by the Medic instead, and the Medic is destroyed.
- Fire Resistance (Ognioodporność).
Fire Eruption (Erupcja Ognia) - 1 token
- Allows you to place Fire markers on empty spaces, one at a time, so that each newly placed marker does not share an edge with any other Fire marker.
- There is no obligation to place the maximum number of markers; you may stop earlier.
Sniper (Snajper) - 1 token
- Deals 1 wound to one chosen enemy token on the board (except an enemy HQ).
Push (Odepchnięcie) - 3 tokens
- One of your units pushes one adjacent enemy unit, so that the distance between them increases by 1 space. The owner of the pushed unit may not turn it during this push.
- An enemy unit may be pushed only onto an empty space. If several possible spaces are available for the pushed enemy unit, the owner of the pushed unit chooses which one it is pushed onto.
Move (Ruch) - 3 tokens
- Move the unit to an adjacent empty space and/or turn it freely.
Battle (Bitwa) - 5 tokens
- Starts a Battle. Starting a Battle ends the player's turn.
- This token cannot be played if any player has already drawn their last token.
Ability Keywords
The printed sheet gives these keywords in a panel with no heading; the heading is added for navigation.
Fire Resistance (Ognioodporność)
A unit with Fire Resistance cannot be wounded by Fire markers. Fire goes out (is removed) in the normal way. Net (Sieć) does not disable Fire Resistance.
Fire Trail (Ślad Ognia)
A unit with this ability leaves a Fire marker only when it moves as a result of using this ability. In every other case it leaves none.
Fire Burst (Wybuch Pożaru)
After it is destroyed (after the destructive effect has been fully resolved), the unit leaves a Fire marker on its own space, if that space is empty. Net (Sieć) blocks this ability; Paralysis (Paraliż) does not. Execution (Egzekucja) does not trigger it. In the case of Cannibalism (Kanibalizm), the unit is dragged onto the cannibalising unit's space, so no marker appears.
Scorching (Przypalanie) - HQ
When the HQ destroys an enemy unit with its own attack, place a Fire marker on the space of that unit. Only destruction carried out by the HQ itself counts: an adjacent unit destroyed by any other effect does not trigger this ability. The ability works only during a Battle and is disabled while the HQ is netted (zasieciowany).
In a 1 vs 1 game against the Dancer army, the Purifiers player may, after each Battle, place 1 Fire marker on any empty space.
Fuel Tank (Zbiornik Paliwa)
If a unit receives a wound, or is affected by a destructive effect from the side marked with the Fuel Tank symbol, it is destroyed and leaves a Fire marker on its own space. The Medic cannot prevent this: the icon has priority. A hit on the corner adjacent to the side with the Fuel Tank counts as a hit on that side.
Special Rules
Execution (Egzekucja)
Execution cannot be used to remove a Fire marker before the executor is placed. The Fire Burst (Wybuch Pożaru) ability does not trigger on Execution.
Net (Sieć) and Paralysis (Paraliż)
A Net blocks the Fire Burst ability; Paralysis does not. When the HQ is netted, Scorching (Przypalanie) is disabled, like every special ability of the HQ.
Medic (Medyk)
The Medic cannot cancel destruction caused by the Fuel Tank (Zbiornik Paliwa) symbol, nor save an exploding Fuel Barrel (Beczka Paliwa). These effects take priority over the Medic. A Medic destroyed by its own action does not leave a Fire marker.
Taking Control (Przejęcie Kontroli)
A unit taken over by another army does not gain access to the Purifiers' Fire marker supply. It may use the effects of Fire markers only if its new owner has its own supply.
Sandstorm (Burza Piaskowa)
A Sandstorm protects the Fire marker beneath it from being removed at the start of a Battle.
Tactical Tips
Placing the HQ close to a board edge makes its special ability more effective and gives it a particularly strong defence. Fire is a great tool for blocking the opponent's positions and creating space that only the Purifiers player can use. It is worth deploying the Purifiers so that their side with the Fuel Tank faces a board edge or another of your own units; this gives them a better chance of surviving the Battle. An Angel can be placed and immediately moved, to leave additional Fire markers on the board.
Tip for the opponent: if there is a lot of Fire on the board, it is often best to start a Battle, even if you would not deal wounds with your own units. This removes most or all of the Fire and takes away the Purifiers' advantage, especially when your HQ and your units would not take wounds in doing so.
FAQ
Because of the number of available armies and their unique rules, the instruction cannot describe all the possible interactions between them. If in doubt about the rules, consult the NSHEX Codex published on the publisher's website. The printed sheet gives this address as a QR code only, so no URL is transcribed here.
Components
Components: 35 Purifier tokens (żetony Czyścicieli), 2 Purifier markers (znaczniki Czyścicieli), 16 Fire markers (znaczniki Ognia), 1 spare token (żeton zapasowy), instructions.