Shadows of Brimstone: Enemy Traits Pack #2 Supplement
Shadows of Brimstone: Enemy Traits Pack #2 Supplement Rulebook
Table of Contents
Table of Contents
New Rules
New Card Type - Enemy Traits
Trait cards are used to give a particular Enemy Type more diversity (and often a bit more danger) each time you encounter them.
This pack contains a set of Trait cards for HellBats, Hungry Dead, and Slasher Enemies. Whenever you encounter one of these Enemy Groups, roll a D6. On the roll of 4+, draw one Random Trait card from that Enemy Type's set and apply it to them.
Each Trait card lists the bonuses granted to that Enemy Group, as well as any bonus XP the Heroes get for defeating/damaging that Enemy (works just like bonus XP for Elite).
You can adjust the frequency that Trait cards are used by simply increasing (3+, always) or decreasing (5+, 6+) the chance of drawing one, as best fits the challenge level for your game group. As Trait cards can make Enemies more difficult, they are not recommended for use with a Level 1 Hero Posse.
HellBat Traits
Charged Wings
HellBat Trait — Card #275
HellBat Melee To Hit rolls of 6+ now also send out an electric shock, making every Hero adjacent to that HellBat also gain a Stunned marker.
If a Hero affected already has a Stunned marker, instead they take 1 wound ignoring Defense and Armor.
Corpse Nesting
HellBat Trait — Card #277
These HellBats come into play with D3 Corpse Pile Enemies.
Whenever these Corpse Piles successfully roll to Spawn a Hungry Dead, instead it Spawns D3 HellBats.
If one or more HellBats cannot be placed for this, move the Darkness forward 1 space on the Depth Track instead.
Flooding Swarm
HellBat Trait — Card #273
At the end of each Fight round, if there are any Enemies still on the board, add D3+1 Ambushing HellBats to the Fight (or [icon, not legible in source] if 5 or 6 Heroes).
Any HellBat models that cannot be placed for this, each do 2 Horror Hits to every Hero (instead of adding Elite abilites [sic]).
Human Faces
HellBat Trait — Card #274
Any Hero starting their Activation adjacent to one or more HellBats takes 1 Corruption Hit as the Human Faces speak to you in dark whispers.
Spits Burning Bile
HellBat Trait — Card #276
HellBats gain the Assault Special Rule as well as the following Ranged Attack using Ranged To Hit 5+.
Burning Bile - (Ranged Attack)
Range 3 Shots 1 Damage *
* A Hero that fails their Defense roll against this Hit gains a Bleeding marker.
XP = +5
Hungry Dead Traits
Grave Weapons
Hungry Dead Trait — Card #278
Hungry Dead are +1 Combat and their Melee To Hit rolls of 6+ now do double the normal Damage.
XP = +5
Zombie Plague
Hungry Dead Trait — Card #279
Hungry Dead Melee To Hit rolls of 6+ now add a Bleeding marker to the Hero, in addition to the normal Damage, if not defended.
Any Hero that has 1 or more Bleeding markers at the end of the Fight must roll a D6 for each. On the roll of 1 or 2, that Hero gains a Zombie Bite card.
Corrupting Gore
Hungry Dead Trait — Card #280
Any time a Hero kills an adjacent Hungry Dead model, that Hero is splattered with disease-ridden gore, taking 1 Corruption Hit.
Unstoppable
Hungry Dead Trait — Card #281
Hungry Dead are +1 Health and Tough (Immune to Critical Hits).
In addition, Corpse Piles have double their normal Health.
XP bonus is for both Corpse Piles and Hungry Dead.
XP = +5
Clawing Horde
Hungry Dead Trait — Card #282
Hungry Dead are +1 Health.
Hungry Dead are +1 Combat for every other Undead model adjacent to the target.
XP = +5
Slasher Traits
Serrated Claws
Slasher Trait — Card #283
Slashers are +2 Health.
Slasher Combat Hits now use the D8 for Damage and ignore Armor.
XP = +5
Void Parasites
Slasher Trait — Card #284
Slashers gain Keyword Void.
When a Slasher is killed by a Hero, leave it in place on the board. At the end of that Hero's Activation, that Slasher immediately Activates outside of the normal Initiative order, Re-targeting, moving, and Attacking using double its normal Combat value as it unleashes a final fury in death. It is then removed from play.
Soulless Black Eyes
Slasher Trait — Card #285
Horror Hits caused by Slashers now do 2 Sanity Damage each.
Slashers are +2 Health.
Feeding Mandibles
Slasher Trait — Card #286
Whenever a Hero takes one or more Wounds from Slasher Combat Hits, they must also discard 1 Dark Stone or take an extra D3 Wounds, ignoring Defense and Armor.
Enraged by Light
Slasher Trait — Card #287
While on the same Map Tile as the Hero with the Light Source, Slashers are +2 Combat.
At the start of its Activation, if a Slasher is within 2 spaces of the Hero with the Light Source, it will change to target that Hero.
Zombie Bite and Zombie Hero
Zombie Bite
Transformation Curse ◆ Zombie — Card #288 (front)
While you have a Zombie Bite, the next time you would need to roll on the Mutation Chart, remove Corruption Points as normal, but instead you become a Zombie Hero (see back side).
Until you become a Zombie Hero, Zombie Bite may be removed as though it were an Injury or Madness (after that, it must be removed by anything that specifically removes a Curse).
Limit 1 Transformation Curse
(If you would gain another Zombie Bite marker or other Transformation Curse, instead take 3 Corruption Hits.)
Zombie Hero
Transformation Curse ◆ Zombie — Card #288 (back)
A Zombie Hero gains:
Shambling Dead - Both your Cunning and Initiative are reduced to Half (rounding up) and you are -2 Move (minimum of 1).
Altered Form - Your base Health is Doubled. You are also Endurance (3) (does not take more than 3 Wounds from any single Hit), +2 Strength, and gain Keyword Undead.
Rotting Body - At the start of each Adventure, roll a D6 (no Grit). On the roll of 1 or 2, you lose 1 Sanity permanently. On the roll of 3, you lose 1 Health permanently.
Zombie Hunger - You must make an Escape 3+ test to move away from other Heroes (roll once per turn for each Hero moved away from). If failed, your move ends and that Hero takes 1 Hit that does a Bleeding marker instead of normal Damage.
Stunned Markers
Reference card, not confirmed as printed in this pack. Transcribed from the status card bundled with the pack's marker set in the TTS mod.
Stunned (Status Effect)
Any model with one or more Stunned Markers on them is -1 Defense. (For Enemies, this is -1 to their Defense value, while for Heroes, this is -1 to their Defense roll.)
At the start of a model's Activation, roll a D6. On the roll of 4+, the model may remove one Stunned Marker.
Remove all Stunned Markers from a Hero at the end of an Adventure, or if they are KO'd.