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Planet Apocalypse: The Power Pack

Expansion for Cthulhu WarsExpansion for Planet Apocalypse

Planet Apocalypse: The Power Pack Rulebook

Table of Contents

Table of Contents

  • Investigators
    • Doctor Hunter
    • Cissy Salem
  • Fourth Circle Terrors
    • Bellatrix
    • Philter
    • Tardigrade
    • Fourth Circle Terrors (reference card)
  • Independent Great Old Ones
    • Independent Great Old Ones (reference card)
    • Geryon
      • Three Bodied
    • Argus
      • Decree

Investigators

Doctor Hunter

Investigator

Pay 1 Doom to take this Loyalty Card–then hand the loyalty card to another Player, who places the Doctor in his pool.

Cost: 1

Combat: 1

Traitor (Ongoing): Any player can Move any investigator.

Starstone (Gather Power): A captured investigator costs the captor 1 Power instead of granting 1 Power.

Addiction (Post-Battle): If Doctor Hunter is not in play at the end of your current action, pay 1 Power or 1 Doom (your choice).

Cissy Salem

Investigator

Pay 1 Doom to take this Loyalty Card–then hand the loyalty card to another Player, who places Tarang anywhere on the map.

Cost: 1, however, Tarang automatically spawns (to any desired area) in the Doom phase if he is not in play.

Combat: 1

Traitor (Ongoing): Any player can Move any investigator.

Starstone (Gather Power): A captured investigator costs the captor 1 Power instead of granting 1 Power.

Uninspiring (Ongoing): If you Summon or Recruit in any Area except for Cissy's, your enemy gets to select which of your cultists, monsters, or terrors appears. You must be able to afford the unit chosen.

[Editor's note: the card prints "Tarang" in its Loyalty Card text and Cost, transcribed as printed.]

Fourth Circle Terrors

Bellatrix

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Magdalene at your controlled Gate.

[Editor's note: the card prints "Magdalene" here, not "Bellatrix"; transcribed as printed.]

Cost: 2

Combat: 5

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play).

Berserkergang (post-Battle): After battle results are tallied, add 1 extra Kill to your total if the Bellatrix was present.

Philter

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Philter at your controlled Gate.

Cost: 2

Combat: 2

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play).

Catholicon (Battle): If the Philter was in the battle, the enemy loses 1 of his rolled Kill and 1 of his rolled Pain results before tallying results.

Tardigrade

Fourth Circle Terror

Pay 2 Doom and 2 Power to obtain this Loyalty Card, then place the Tardigrade at your controlled Gate.

Cost: 2

Combat: 3

Fourth Circle (Gather Power): Lose 1 Power during Gather Power for each Fourth Circle Terror loyalty card you own (whether or not the unit is currently in play).

Encyst (post-Battle & Doom phase): If the Tardigrade is eliminated or killed, place the Cyst token in the Area. In the next Doom phase, replace the Cyst token with the Tardigrade, unless it is currently on the map. (If the Tardigrade spawns into an Eradicated Area on Shaggai, it is eliminated without a token, but gives its owner 1 Power.)

Fourth Circle Terrors (reference card)

This reference card is printed in the compendium file with the Fourth Circle Terror cards. It is the shared rules text for the Fourth Circle minions in this pack.

You may purchase one neutral unit (plus one Investigator) in each Doom phase.

When it is your turn to perform a Ritual of Annihilation, simply pay 2 Power, then lower your track by 2 Doom points. Then obtain the demon's Loyalty Card, and place the demon at your controlled Gate.

Fourth Circle Terrors act as normal terrors in all ways. However, they all have the "Fourth Circle" weakness, which means that in the Gather Power phase, you lose 1 Power, even if the Fourth Circle Terror is not in play.

Independent Great Old Ones

Independent Great Old Ones (reference card)

This reference card is printed in the compendium file with the Argus and Geryon cards. It is the shared rules text for Independent Great Old Ones.

Awakening: Take the Independent's Loyalty Card, Spellbook, and any tokens, and add them to your Pool. Place the Independent's figure on the Map, under your Control. There are no limits to how many Independents you may Control, and you may use one Independent to help you Awaken another.

Death: If your Independent is Killed, place its Loyalty Card, figure, unused tokens, and Spellbook back into the general Pool (tokens already on the map remain there). If you had earned its Spellbook, it "falls off" the Loyalty Card and is no longer in effect. If this Independent is Awakened again, even by the same player, the Spellbook must be earned anew.

Spellbook: Each Independent has its own Spellbook to be earned. When a Spellbook's requirements have been met, place the Spellbook on the Independent's Loyalty Card; you may reap that Spellbook's benefits as long as you control that Independent. This Spellbook does not count as one of your "Faction" Spellbooks for any purpose, and it cannot be placed on your Faction Card.

Doom Phase: When you perform a ritual of Annihilation, do NOT gain an Elder Sign for any Independent Great Old Ones you Control.

Note: For your first game with Independents, we recommend using one fewer Independent than the number of players.

Geryon

Great Old One

How to Awaken Geryon (Cost 6):

  1. Your controlled Gate is in an Area with your Great Old One.

  2. Pay 6 Power, and place Geryon in the Area containing the Gate.

Cost: 6

Combat: 6

Thrice-Damned (post-Battle): Gain 1 Power and 1 Doom if Geryon was in the Battle. This may be modified by his spellbook.

Plaque on card: A kill is inflicted on Geryon.

Three Bodied

Spellbook

Three Bodied (post-Battle): When this spellbook is gained, Geryon is not killed. However, he no longer gains 1 Doom post-Battle. If he is "killed" a second time, flip this card face-down, he survives, and he no longer gains 1 Power post-Battle. If he is killed while this card is face-down, he dies.

Argus

Great Old One

How to Awaken Argus (Cost 4):

  1. Your controlled Gate is in an Area with your Great Old One.

  2. Pay 4 Power, and place Procrustes in the Area containing the Gate.

[Editor's note: the card prints "Procrustes" in step 2, not "Argus"; transcribed as printed.]

Cost: 4

Combat: equal to the combat of all your other units present (excluding any Great Old Ones)

Reinforce (pre-Battle): If Argus is in the battle, place a 2-cost unit from your pool in the area, if available.

Plaque on card: An enemy declares battle in Argus's area.

Decree

Spellbook

Decree (pre-Battle): If Argus is in the battle, the opponent may place a 1-cost unit from his pool in the area, if available.