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Siege of the Citadel

Siege of the Citadel Rulebook

Table of Contents

Table of Contents

  • Components
    • Cards
    • Figures
    • Tiles and Board Components
    • Tokens
  • Preparation
    • Step 1: Corporation Selection
    • Step 2: Determine the Dark Legion Player
    • Step 3: Mission Selection
    • Step 4: Build the Mission Map
    • Step 5: Event Cards
    • Step 6: Force Cards
    • Step 7: Determine Rank
    • Step 8: Dark Legion Creatures
    • Step 9: Corporation Player Board Setup
    • Step 10: Equipment Selection
    • Step 11: Distribute Secondary Mission Cards
  • Game Overview
    • Step 1: Determine Turn Order
    • Step 2: Individual Player Turn
    • Step 3: Check for End of Mission
    • Corporation Player Overview
    • Dark Legion Player Overview
  • Game Rules
    • Determining Player Order
    • Corporation Player Turn Details
    • Doomtrooper Cards
  • Move Action
    • Blocking
    • Card Details
    • Doors
    • Force Card Appearances
  • Attack Actions
    • Attack Types
  • Attack Sequence
    • Determine Combat Dice
    • Roll and Resolve Combat Dice
    • Combat Rerolls
    • Armour Test
    • Success
    • Terrain
    • Friendly Fire
  • Close Combat Attack
    • Close Combat Specialists
  • Firearm Attack
    • Range and Line of Sight
      • Line of Sight Examples
    • Line of Sight on Stairs
    • Cover
  • Firearm Specialists
    • Concentrated Fire
  • Tech Attack
    • Tech Weapon Attacks
    • Tech Attacks and Line of Sight
  • Tech Specialists
    • Door Hacks
    • Terminal Hacks
    • Concentrated Tech Attacks
  • The Dark Legion Player's Turn
    • Step 1: Draw and Resolve the First Event Card
    • Step 2: Place Initial Reinforcements
    • Step 3: Reveal a Face-Down Force Card
    • Step 4: Activate the Dark Legion Forces
    • Step 5: Discard the Event Card
  • Actions of Dark Legion Figures
    • Move Actions
    • Card Details
    • Attack Actions
    • Attack Sequence
      • Determine the Combat Dice
      • Roll and Resolve Combat Dice
    • Doomtrooper Defence Value
    • Doomtrooper Armour Test
    • Attack Types
  • Promotion Points
    • Doomtrooper Promotion Point Reward
    • Dark Legion Promotion Point Reward
    • Levelling Up During Missions
  • Completing a Mission
    • Single Mission Victory
    • Post-Mission Rewards
    • Post-Mission Penalties
    • Awarding Points for the Main Mission
    • Awarding Points for Secondary Missions
    • Declaring a Winner
  • Campaign Victory
    • Mission Achievements
    • Post-Mission Rewards
    • Command Token
    • Reckless Manoeuvre
    • Declaring a Winner
  • Rank Cards
    • Corporation Rank
    • Doomtrooper Cards
    • Doomtrooper Defence Die
    • Credits
    • Corporation Special Ability
    • Combat Dice
  • Equipment Bunker
    • Weapon Cards
    • Doomtrooper Specialists
    • Special Weapons
      • Tentacle Kit
      • Manus Kit
      • Violator Sword
      • Talon Combo Kit
      • Gehenna Puker
      • Nimrod Autocannon
    • Equipment Cards
      • Equipment Card Costs
    • Special Equipment
  • Dark Legion Reference Table
    • Dark Legion Rank
    • Symbol Key
    • Table 1-2
  • Missions
    • Main Mission Structure
      • Mission Plan
      • High Command Brief
      • Mission Brief
      • Time Limit
      • Dark Legion Resources
      • Rewards
    • Secondary Mission Cards
      • Completing Secondary Missions
      • Secondary Mission Reward
  • Doomtrooper Cards
  • AI, Solo and Cooperative Rules
    • Compass System
    • The Matrix
    • Corporation Target Icon
    • Action Selection
    • Solo and Cooperative Dark Legion Turn
      • Step 1: Draw and Resolve an Event Card as Usual
      • Step 2: Place Initial Reinforcements as Usual
      • Step 3: Reveal a Face-Down Force Card
      • Step 4: Activate the Dark Legion Forces
      • Step 5: Return All AI Cards From the Board to the AI Deck and Shuffle

Components

Component counts are as printed in the source. Some other printings and Mission Book lists give different totals for some card and token types.

Cards

  • 15 Character cards (3 each: Bauhaus, Capitol, Cybertronic, Imperial, Mishima)
  • 30 Rank cards (6 each: Bauhaus, Capitol, Cybertronic, Imperial, Mishima)
  • 6 Door cards
  • 59 Equipment cards
  • 30 Event cards
  • 54 AI cards
  • 30 Doomtrooper cards
  • 44 Force cards
  • 6 Quick Start cards
  • 26 Secondary Mission cards

Figures

  • 12 Legionnaires
  • 9 Necromutants
  • 3 Centurions
  • 2 Razides
  • 2 Praetorian Stalkers
  • 1 Nepharite
  • 1 Ezoghoul
  • 3 Doomtroopers each for Mishima, Imperial, Cybertronic, Capitol and Bauhaus (15 total)

Tiles and Board Components

  • 7 double-sided sector tiles, numbered 1 to 7 and 9 to 15
  • 1 stairway sector tile, numbered 8 and 16
  • 1 Rule Book
  • 1 Mission Book
  • 3 Dark Legion reference boards
  • 15 plastic pawns (3 each: yellow, green, red, blue, white)
  • 12 combat dice (5 white, 4 red and 3 black)
  • 5 player boards
  • Plastic stairs

Tokens

  • 6 identification markers (Bauhaus, Capitol, Cybertronic, Imperial, Mishima and Dark Legion)
  • 50 Corporation tokens (10 each: Bauhaus, Capitol, Cybertronic, Imperial and Mishima)
  • 28 Creature tokens (10 Legionnaire, 7 Necromutant, 6 Centurion and 5 Razide)
  • 6 Dark Legion portals
  • 6 Citadel doors
  • 12 plastic bases
  • 1 North token
  • 6 debris tokens
  • 1 Command token
  • 2 smoke grenades
  • 18 entrances
  • 3 terminals
  • 2 defence turrets
  • 8 traps
  • 4 equipment containers
  • 2 time bombs
  • 1 cell sample
  • 4 combat medical units
  • 8 reckless manoeuvres
  • 1 Message token
  • 2 primary targets
  • 4 Scan tokens
  • 20 Dark Legion activation tokens

Preparation

The game setup depends on the type of game the players wish to play: a single mission or a campaign.

  • Single-mission games are one-off sessions with a declared winner once the mission is complete. Promotion points earned during a single mission are used to determine a winner, but do not need to be tracked between games.
  • A campaign is played over a series of missions linked together by a story. Each player represents one of the Corporations for the whole campaign, and promotion points are tracked game after game. The Doomtroopers become more experienced, gain access to more powerful equipment and face more dangerous Dark Legion forces.

With a few exceptions, the rules are the same whether you are playing a mission or a campaign. Differences are noted where applicable.

Step 1: Corporation Selection

Each player chooses a Corporation to play with, and takes a player board, a Corporation identification marker, the Corporation tokens and the Doomtroopers for that Corporation. (See the Corporation Rank cards.)

Step 2: Determine the Dark Legion Player

Each player places their identification marker face down with the other player markers. Shuffle the markers. Randomly select one of the markers and turn it face up. The player of that Corporation is designated the Dark Legion player for this mission, and takes the Dark Legion identification marker.

  • When playing a single mission, a more experienced player may be the best choice to play the Dark Legion player, especially if there are a number of novice players.
  • When playing a campaign, the role of the Dark Legion player changes from one mission to the next. During a campaign, each player has the opportunity to control the Dark Legion forces.

Step 3: Mission Selection

Select a mission from the Mission Book. The different missions have different requirements, objectives and difficulty levels.

  • When playing a single mission, you may select any mission.
  • During a campaign, the players start with mission number one and move on to the next mission as they progress through the scenario. (See Missions.)

Step 4: Build the Mission Map

Set up the sector tiles of the game board according to the mission plan. Then place the white entrance tokens for the Doomtroopers and the red entrance tokens for Dark Legion reinforcements next to the corresponding entry points, as shown on the plan. It is very important that the sector tiles and the citadel are arranged exactly as illustrated.

Step 5: Event Cards

The Dark Legion player sorts the Event cards and takes the card numbers listed in the Time Limit section of the mission brief. Event cards that are not listed are not used in the mission. The Dark Legion player shuffles the selected Event cards and draws one Event card for each turn shown under the mission's time limit, to create the event deck for the mission. Place these cards face down in front of the Dark Legion player. The remaining Event cards are not used in the mission.

Step 6: Force Cards

The Dark Legion player sorts the Force cards and takes the card numbers listed in the Dark Legion Resources section of the mission brief. Force cards that are not listed are set aside and are not used in the mission. Once the Force card deck has been created, the Dark Legion player shuffles these cards and places the Force cards on the sector tiles, as required by the Dark Legion Resources section. The remaining Force cards form a draw pile and are placed face down in front of the Dark Legion player.

Step 7: Determine Rank

The rank of the Corporation players and of the Dark Legion player depends on whether the game is a mission or a campaign.

  • When playing a single mission, there is no need to track rank and promotion points between missions. Players decide the rank of all players before the start of the mission.
  • During a campaign, all players keep the rank and promotion points they accumulated in previous missions. Each player places their promotion point tracker on the corresponding number.

If it is the first mission of a new campaign, the players start at rank 1 and the promotion point tracker is placed on the space marked "0".

Once their rank is determined, all players place the corresponding Rank card in the lower slot of their player board. The Rank card shows the combat dice, defence dice, credits and number of Doomtrooper cards available at that rank. (See the Corporation Rank cards.)

Command token: If, at the start of a mission, a Corporation player has a higher rank and more promotion points than any other player, they receive the Command token and place it in front of them for the duration of the mission.

Note: All players, including the Dark Legion player, track their rank and promotion points continuously during each mission on their player boards.

Step 8: Dark Legion Creatures

The Dark Legion player commands the Dark Legion creatures. Take the Dark Legion identification marker and the appropriate Dark Legion reference board according to the rank and promotion points of the Corporation player with the second-highest rank and promotion points. (See the Dark Legion reference table.)

If the teams are tied for the highest rank and promotion points, their ranks determine the row of the Dark Legion reference table. If there is only one Corporation player, their rank determines the appropriate Dark Legion reference table.

Note: The appropriate Dark Legion reference table is determined at the start of a mission and does not change during the mission. It is also not determined by the rank of the Dark Legion player for that mission.

Step 9: Corporation Player Board Setup

While the Dark Legion player prepares their forces, the Corporation players set up their player boards.

Each Corporation player chooses two Doomtrooper characters from the three characters available to them, and places the corresponding character cards in the designated spaces on their board. Doomtroopers who are not selected are returned to the box. They will not be used in the current mission.

Each Doomtrooper starts a mission at full health. Corporation players place a pawn on space "5" of the health track for their Doomtroopers.

Note: Corporation players may choose different Doomtroopers for each mission. In fact, the mission chosen in Step 3 may influence their choice of Doomtroopers. Players are allowed to discuss their choices and cooperate to ensure that the Corporations send Doomtroopers with different specialties on the mission.

Step 10: Equipment Selection

Now the Corporation players select Equipment cards for their Doomtroopers. (See the Equipment Bunker.)

Equipment for a Quick Game: New players may use a Quick Start card for their Corporation and select the default equipment.

The current rank of a Corporation's Doomtrooper team determines the number of credits the team has to acquire equipment, as well as the Equipment cards available in the Equipment Bunker (the Equipment card deck). Certain weapons and certain equipment require a team to reach a certain rank before they can select a weapon card or an equipment card. The Equipment deck is organised by rank.

A Doomtrooper team receives the credits listed on its Rank card at the start of each mission. Equipment can only be purchased at the start of a mission, and remaining credits are lost. At the end of each mission, all Equipment cards are returned to the Equipment Bunker.

Each Doomtrooper has an attack specialty, which is close combat, firearms or technology, as indicated by the icon on the character card. If a weapon card does not share the same icon as the Doomtrooper's specialty, that Doomtrooper cannot equip it.

  • Single mission: the player of the Corporation to the left of the Dark Legion player makes the first selection, then play continues with the player to their left.
  • Campaign: the team with the lowest rank and the lowest number of promotion points makes the first selection, followed by the team with the second lowest, and so on. If there is a tie (for example in the first mission of a campaign), shuffle the Corporation tie-break tokens and draw at random to determine the turn order.

After making the first selection, the pack is passed to the next Corporation in turn order. Play continues in this way, each player selecting one card at a time, until all players have used all their credits.

After selecting a card from the Equipment Bunker, the player must assign that equipment to one of their Doomtroopers. The cards are placed in the appropriate Weapon or Equipment slot on the same side of the board as the Doomtrooper who will carry that equipment or weapon.

During a mission, when a Doomtrooper is eliminated, all equipment they carried is lost and returned to the Equipment Deck. Equipment cannot be given or exchanged between Doomtroopers during a mission.

Note: The Dark Legion player does not select equipment.

Note: Players may not select Equipment cards that their Doomtroopers cannot equip, in order to prevent other players from taking them. Each selected card must be assigned to a Doomtrooper or returned to the Equipment Bunker.

Example of a Cybertronic player board setup.

Step 11: Distribute Secondary Mission Cards

If the mission brief indicates the use of secondary missions, the Secondary Mission cards are shuffled. Each Corporation player then draws two Secondary Mission cards and chooses one for the mission, unless the mission brief states otherwise. (See the Secondary Mission cards.)

If the mission brief does not indicate the use of secondary missions, these cards are returned to the box. They will not be used in this mission.

Step 12: Distribute Doomtrooper Cards

During a mission, each Doomtrooper has access to special abilities and tactics, referenced on the Rank card of the Corporation concerned. The Doomtrooper cards are shuffled, and each Corporation player draws the number of Doomtrooper cards indicated on their Rank card. (See the Doomtrooper cards.)

Once all these steps are complete, the players are ready to begin the mission.

Example of First Mission Setup

The printed example on this page is an illustration of a first-mission setup (sector tile layout, tokens and cards laid out for the example). It has no separate rules text; its flavour text is omitted.

Game Overview

Siege of the Citadel is played in turns. During a turn, each Doomtrooper team and the Dark Legion player take a turn. Once all players have finished their turn, the round ends.

Step 1: Determine Turn Order

The turn order is determined by the Corporation and Dark Legion identification markers. At the start of each new turn, all identification markers are placed face down and one is selected at random.

Step 2: Individual Player Turn

Each player takes their turn when their Corporation or Dark Legion identification marker is drawn. The actions a player performs on their turn depend on whether they are a Corporation player or the Dark Legion player.

A new identification marker is revealed only after the current player has finished their turn. Steps 1 and 2 are then repeated until all players have taken their turn, and then play moves on to Step 3.

Step 3: Check for End of Mission

Once all players have received their identification marker and turns have been taken, players check whether the current mission is over.

Missions have specific objectives that the Corporation players must achieve to complete and win the mission. Many missions have a time limit, and if the specific mission objectives of the Corporation players have not been achieved within this time, the Dark Legion player wins.

Corporation Player Overview

When a Corporation player's marker is drawn, they may activate their two Doomtroopers. The Doomtroopers may be activated in any order, but the actions of one Doomtrooper must be finished before another Doomtrooper is activated.

Each Doomtrooper performs up to 2 actions. They may move and/or attack in any order. (For example, a Doomtrooper may move twice, or attack and then move, or attack twice, and so on.) Some missions require a Doomtrooper to perform a SPECIAL action in order to achieve the mission objectives. SPECIAL actions may be used in place of a MOVE or ATTACK action at any time.

A player may also play a Doomtrooper card on their turn. A Doomtrooper card may be played to give one of their Doomtroopers an extra action, or to apply its text effect, but not both. (See the Doomtrooper cards.)

Dark Legion Player Overview

The Dark Legion turn consists of performing the following steps, in order:

  1. Draw an Event card, follow its instructions, then discard it.
  2. Place the indicated reinforcements, if any, at the entry points on the board. Valid entry points are indicated on the mission card and by the red entrance tokens.
  3. If there are Force cards face down on sector tiles, choose a Force card and turn it face up. Then place the corresponding Dark Legion creatures on that sector tile.
  4. Perform up to 2 actions with each Dark Legion unit. Like Doomtroopers, Dark Legion units may move and/or attack in any order. The Dark Legion player must complete all actions with one of their units before activating another unit.
  5. If applicable, discard the Event card.

Note: Some powerful enemies may perform more than 2 actions. For example, the Nepharite and the Ezoghoul may perform up to 3 actions.

Game Rules

Determining Player Order

The turn order for the round is determined by drawing an identification marker at random from the group of Corporation and Dark Legion player markers.

  • Step 1: Players place the identification marker of their Corporation face down, together with the Dark Legion player's marker. Shuffle the markers face down.
  • Step 2: Select one of the markers and turn it face up.
  • Step 3: The player whose marker is drawn takes their turn. Once this player has finished their turn, select another marker for the next player's turn.

When the last marker has been revealed and that player's turn is over, the current turn ends. To begin the next turn, place the markers face down again, shuffle them together and repeat the sequence.

It takes a certain number of turns to determine a winner. Event cards generally follow the number of turns remaining before a mission ends.

If both Doomtroopers of a Corporation player are eliminated, remove that player's Corporation marker from the group of markers. That player no longer takes part in the current mission.

Corporation Player Turn Details

The first time a player's identification marker is drawn, the player places their two Doomtroopers outside a sector tile, next to the white entrance tokens, as indicated on the mission card.

  • Both Doomtroopers must enter through the same entrance.
  • The player places one of their Corporation tokens next to their entrance.
  • More than one player may use the same entrance.

During their turn, the two Doomtroopers of each Corporation player each perform two actions: MOVE and/or ATTACK.

  • A Doomtrooper may perform these actions in any order.
  • A Doomtrooper may perform the same action more than once.
  • A Doomtrooper must complete all of its actions before another Doomtrooper acts.

Certain Equipment, Mission or Ability cards allow a Doomtrooper to perform a SPECIAL action. A SPECIAL action may be substituted for a MOVE or ATTACK action.

Imperial Doomtroopers begin each mission with additional Doomtrooper cards.

Doomtrooper Cards

During their turn, a Doomtrooper card may be discarded to allow one of their Doomtroopers to take an extra action, or it may be played for the special effect indicated by the text on the card, but not both.

A Corporation player may use only one Doomtrooper card per turn, whether it is used for an extra action or for the text effect of the card. Discard any Doomtrooper card once it has been played and its effects have been resolved.

Note: Some special Doomtrooper cards are played on another player's turn. These cards are not subject to this restriction.

Move Action

A Doomtrooper may move up to 3 spaces in any direction per Move action, including diagonally. It may move diagonally between two figures.

A Doomtrooper cannot pass through a Dark Legion creature or through walls. It may pass through Doomtroopers of its own Corporation. It may pass through other Corporations' Doomtroopers if it has the permission of that Corporation's player.

If a Doomtrooper leaves the map and is no longer on a sector tile, it is out of play for the rest of the mission.

A Doomtrooper cannot end a Move action on the same space as another Doomtrooper, a Dark Legion creature, a trap, a turret or any other token, unless explicitly stated.

Blocking

If a Doomtrooper begins a Move action adjacent to one or more Dark Legion figures, that Doomtrooper is blocked and can move only 2 spaces. Dark Legion figures behind walls do not block Doomtroopers.

Example: A Cybertronic Doomtrooper (green) is blocked by 2 adjacent Dark Legion figures (red) and can move only up to 2 spaces (instead of 3) during its Move action.

Dark Legion figures are not blocked by Doomtrooper characters or by other Dark Legion characters.

Card Details

Unless specifically described in a mission note, the appliances and accessories printed on a sector tile (such as boxes, barrels, tubes, statues, chairs or tables) neither stop nor block movement.

Completely obstructed spaces (such as rubble) or completely empty spaces (such as a pit) cannot be crossed. Moreover, these elements do not block line of sight and provide no protection during an attack.

Doors

Doors are a particular type of terrain. Doomtroopers may cross doors as part of a Move action, at no extra cost. However, the first Doomtrooper to pass through a door, represented by a Door token, must draw a Door card to see whether the door was trapped. Once the Door card is resolved, return it to the deck and shuffle.

If a Tech-specialist Doomtrooper is the first Doomtrooper to pass through a door, any trap present is automatically disabled and no Door card is drawn. After passing through a door, whether or not a trap was triggered, the Door token is removed from the card.

Doors cannot be attacked, unless stated otherwise.

Force Card Appearances

When a Doomtrooper team first completes a Move action onto a sector tile, reveal a Force card for that sector and mark the sector with the appropriate Corporation token. The other Force cards remain face down until other Doomtrooper teams enter a space in the sector.

The Dark Legion player places the figures listed on the card in any spaces of that sector, except spaces adjacent to a Doomtrooper. These Dark Legion figures cannot move or attack until it is the Dark Legion player's turn.

When a Force card indicates figures that are not available in the Dark Legion player's figure pool, placement of those figures is ignored.

Once all the figures have been deployed, the Force card is placed face up on the discard pile. If the Force card draw pile is exhausted, shuffle the discard pile to create a new draw pile.

Attack Actions

Doomtrooper characters perform attack actions to engage Dark Legion creatures in combat, or to attempt to hack the Citadel.

A character may make only one type of attack (firearm, close combat or technology) during an attack action. For each attack action, the attacker declares an enemy figure as the target of the attack. Some Equipment cards or Doomtrooper cards may allow a character to target more than one enemy character at a time.

A character cannot perform an attack action if it is off the map. A character may attack an enemy figure on a different sector tile.

Attack Types

Combat between the Doomtroopers of the Corporations and the Dark Legion minions is tense and dangerous. This fierce combat is resolved with attack actions. There are three types of attack actions in Siege of the Citadel: close combat, firearm and technology.

Each attack type is resolved using the combat, defence and damage dice rules described in this chapter. However, several special rules make each type distinct, as indicated in their descriptions.

Attack Sequence

Determine Combat Dice

Doomtroopers attack by rolling combat dice of the same colour as the dice shown on their Rank card. The attack type (firearm, close combat or technology) and the number of combat dice rolled are indicated on the weapon card of each Doomtrooper.

If a weapon card indicates 3 combat dice, the 3 combat dice shown on the player's Rank card are rolled to determine successes.

Example: A close combat attack with a Punisher short sword indicates 3 combat dice, so the Doomtrooper player rolls the three combat dice shown on their player Rank card. At level 2, these are two white dice and one red die.

When a weapon card indicates that fewer than 3 combat dice are used, the Doomtrooper player may choose any combination of combat dice from those shown on the player's Rank card. When an attack uses more than 3 combat dice, the number and colour of the additional combat dice are indicated on the weapon card.

Example: A close combat attack with a Plasma Carbine indicates 1 combat die, so the Doomtrooper player may choose one of the three combat dice shown on their player Rank card. At rank 2, the Doomtrooper player may choose a red die or a white die for their combat die.

Translator's note: the printed example above calls the attack "close combat", but the Plasma Carbine card illustrated beside it is a Firearm weapon. The example is transcribed as printed; the weapon card's attack type is the governing rule.

Roll and Resolve Combat Dice

Once the number and colour of the combat dice are determined, the player rolls the combat dice and counts the number of hits (explosion icons) rolled. If the number of hits is greater than the defence value of the target, the attack is a success.

Successful attacks inflict damage equal to the number of hits exceeding the defence value of the target, after the application of modifiers and re-rolls.

Example: A Punisher short sword rolls two white dice and one red die against a target with defence 1. The illustrated result shows two hits (the red die and one white die), so the attack inflicts 1 damage.

Combat Rerolls

A number of Corporation powers, Doomtrooper cards or other effects allow a player to re-roll one or more combat dice. After the initial roll, the player chooses which of their combat dice to re-roll before the attack is resolved. Re-rolled dice cannot be re-rolled again if the player has other re-roll effects still to apply.

Armour Test

The defence value of some targets also shows a die. These targets can cancel 1 point of damage by obtaining a hit icon on their defence die. This is in addition to any defence value shown.

If, after rolling the defence dice, all damage points are cancelled, the target suffers no damage and the attack is not considered a success.

Success

After possibly cancelling hits with an armour test, if an attack inflicts at least 1 point of damage, this is considered a successful attack. This may result in the elimination of a Dark Legion figure, the loss of health of a Doomtrooper, or the success of a hacking attempt.

Doomtroopers can resist several hits. For each point of damage suffered, a Doomtrooper loses 1 life point. The Corporation player moves their Doomtrooper's health pawn on their player board by 1 space. If the health pawn reaches the skull icon on the health track, the Doomtrooper is eliminated and removed from the board.

Promotion points: The Dark Legion player gains promotion points for wounding and eliminating Doomtroopers. (See Promotion Points.)

Dark Legion figures do not have health like Doomtroopers. If a Dark Legion figure suffers at least 1 point of damage, it is eliminated and removed from the board. Doomtrooper players gain promotion points for eliminating Dark Legion figures. (See Promotion Points.)

Terrain

Certain terrain tokens (such as terminals, turrets, traps and dark portals) on a sector tile may be targeted by an attack action. The defence values of terrain are indicated on the Dark Legion reference table, with possible exceptions indicated on the mission brief. If an attack against terrain generates more hits than the terrain's defence value, the terrain tokens are removed from the sector tile and all promotion points are awarded as indicated. Debris tokens cannot be targeted by an attack action.

Friendly Fire

A Doomtrooper team receives a reckless manoeuvre token for each point of damage inflicted on another Doomtrooper (including their own). This counts as -3 promotion points for the Doomtrooper at the end of the mission, unless the mission brief states otherwise. If there are no reckless manoeuvre tokens left, keep a record with pen and paper.

Close Combat Attack

Close combat attacks represent direct combat with melee weapons, close-range equipment or natural weapons such as claws or deadly teeth. To make a close combat attack, the attacker selects an enemy figure in an adjacent space. The targeted enemy must be adjacent orthogonally or diagonally, but cannot be behind terrain or a wall.

Mishima: Once per attack action, depending on their rank, Mishima Doomtroopers may re-roll unsuccessful combat dice of a close combat attack.

Close Combat Specialists

Overrun: Once a close combat specialist eliminates a Dark Legion unit, it may perform a free overrun. Performing an overrun allows the close combat specialist to immediately advance onto the space vacated by the eliminated unit. This is not considered a Move action.

Charge: After a close combat specialist has ended a Move action by becoming adjacent to an enemy character, it may perform a charge attack for its next action in this turn. A charge attack allows a close combat specialist to use one additional white combat die while performing a close combat attack against the adjacent enemy. The Move action and the charge attack must take place in the same turn.

Note: Overrun and Charge are specific tactics available only to close combat specialist characters. Firearm and technology specialists capable of close combat attacks cannot benefit from overrun or charge.

Firearm Attack

Firearm attacks represent ranged combat, using weapons ranging from standard plasma carbines to the deadly Nimrod autocannon.

Doomtroopers cannot attack adjacent Dark Legion creatures with firearms. However, even when adjacent, they may still make a firearm attack against another, non-adjacent Dark Legion creature.

Remember that a Doomtrooper that begins a Move action adjacent to one or more Dark Legion figures is blocked and can move only 2 spaces. Firearm attacks require mobility and careful planning for maximum effect.

Bauhaus: Once per attack action, depending on their rank, Bauhaus Doomtroopers may re-roll unsuccessful combat dice of a firearm attack.

Range and Line of Sight

To attack with a firearm, the target must be in range, and the attacking character must be able to see the target.

Firearm attacks have variable ranges; see the appropriate Equipment cards for more details. The minimum range of a weapon is indicated by a red number and the maximum range by a black number. The specifics of a weapon may vary; see their Equipment cards for more details.

Checking whether the attacker can see its target is called determining line of sight. Line of sight is established by tracing an imaginary straight line from the exact centre of the space occupied by the attacker to the exact centre of the space occupied by the target. If the imaginary line does not cross a wall or part of a space occupied by another figure, line of sight is clear and a firearm attack is possible.

Establishing line of sight involves special situations that need clarification:

  • Line of sight is not blocked if it passes the corner of two diagonally adjacent spaces containing figures. This occurs when the shot runs along a diagonal line of spaces.
  • Line of sight is also not blocked when it passes the corner of two diagonally adjacent spaces with a figure and a wall, or an empty space and a wall or figure.

Certain terrain or special conditions may also affect line of sight. See the terrain descriptions or the mission brief for more details.

Line of Sight Examples

  • Creatures shown in red cannot be targeted by Coral Beach (green outline) because they are behind a wall.
  • Creatures shown in gold cannot be targeted by Coral Beach (green outline) because they are adjacent to the attacking Doomtrooper.
  • Creatures shown in blue cannot be targeted by Coral Beach (green outline) because they are behind other figures.

Line of Sight on Stairs

The sector with the stairs is a key strategic point of the citadel. The stairs affect line of sight, according to the following rules:

  • Figures on spaces 1 and 2 are visible only from the upper part of the stairs, spaces 5 and 6, but not beyond.
  • Figures on spaces 3 or 4 are visible only from spaces 1, 2, 5 and 6. Figures on spaces 3 and 4 cannot use firearm attacks.
  • Figures at the top of the stairs on spaces 5 or 6 have line of sight to spaces 1, 2, 3 and 4, but not beyond.

Cover

During certain missions, terminal tokens, defence turret tokens, equipment container tokens and debris tokens may be added to sector tiles to indicate terrain that provides cover.

Doomtrooper and Dark Legion figures automatically gain cover if the line of sight of a firearm attack passes through this marker. Figures considered to be in cover from an attack increase their defence value by 1, making them harder to hit. Certain missions or certain terrain may have unique rules concerning cover.

Examples:

  • A creature shown in blue can be targeted by Coral Beach (green outline) without penalty, because the line of sight is not obstructed by debris spaces.
  • Creatures shown in red can be targeted by Coral Beach (green outline), but because the line of sight passes through debris spaces, these creatures gain one additional white defence die.

Firearm Specialists

Concentrated Fire

After a firearm specialist has made a firearm attack, it may choose to immediately attack the same target with its next firearm attack, to perform a concentrated fire. When it performs a concentrated fire, for the rest of this player's turn its firearm specialist gains one additional white combat die, at no cost.

This bonus is cumulative. For example, if a firearm specialist performs a concentrated fire for the second time during its turn (using a bonus action obtained by discarding a Doomtrooper card), it gains two additional white combat dice.

Note: Concentrated fire is a specific tactic reserved for firearm specialist characters. Close combat and Tech specialists capable of making firearm attacks cannot benefit from concentrated fire.

Tech Attack

Doomtrooper engineers spend countless hours studying how the citadel works, and can use their technology to hack the very fabric of the citadel.

Cybertronic: Once per attack action, depending on their rank, a Cybertronic Doomtrooper may re-roll unsuccessful combat dice of a tech attack.

Tech Weapon Attacks

Doomtroopers specialising in Tech have access to hacking weapons capable of attacking Dark Legion creatures. Many of these hacking weapons are subject to restrictions or special directives describing their use, for example being adjacent to a wall. Some Tech specialist weapons leave trap tokens on the board. See the corresponding Equipment card for more details.

Tech Attacks and Line of Sight

Many Tech weapons can target characters more than one space away from the attacker, but they are not considered firearm attacks. Since they are not firearm attacks, the attacking character does not need to see the target.

For example: A tentacle Tech attack can target a Dark Legion figure 2 or 3 spaces away by opening a trap beneath its target, but this requires the Doomtrooper to be adjacent to a section of wall. If the attack succeeds, a tentacle trap marker remains on the map.

Tech Specialists

Door Hacks

Tech specialists automatically disable door traps when they pass through them using a Move action, which avoids having to draw a Door card.

Terminal Hacks

Tech specialists may use an attack action to hack a terminal if they are adjacent to the terminal and have a line of sight to it. The difficulty of a terminal hack is detailed on the Dark Legion reference table for the mission. The mission brief will explain the result of a successful terminal hack.

Concentrated Tech Attacks

After a Tech specialist has made a tech attack, it may choose to immediately attack the same figure with its next tech attack, to perform a concentrated tech attack. When it performs a concentrated tech attack, for the rest of this player's turn its Tech specialist gains one additional white combat die, at no cost.

This bonus is cumulative. For example, if a Tech specialist performs a concentrated tech attack for the second time during its turn (using a bonus action gained by discarding a Doomtrooper card), it gains two additional white combat dice.

Note: Door hacks, terminal hacks and concentrated tech attacks are tactics specifically reserved for specialist characters. Close combat and firearm specialists capable of making tech attacks cannot benefit from these special actions.

The Dark Legion Player's Turn

The Dark Legion player moves and attacks with the creatures of the Citadel, as the Corporation players do with their Doomtroopers. However, the Dark Legion player must carry out the following five steps during their turn.

Step 1: Draw and Resolve the First Event Card

Read the first Event card aloud and follow its instructions. Event cards regulate the number of turns in the mission. Drawing the last Event card from the Event card deck indicates the last turn of the mission. Sometimes the Event card details the Dark Legion reinforcements to be placed; otherwise, draw a Force card for each Corporation player to indicate the Dark Legion reinforcements. If the deck is exhausted, shuffle and create a new deck.

Example: the Close Combat Phobia Event card reads: "The Lord of the Citadel induces a phobia against close combat among the Doomtroopers. Doomtroopers may not attack in close combat during the rest of this round." Its reinforcements entry reads: "Draw as many Force cards as Corporation players."

Note: If the Dark Legion player is the last player to take part in the round with the last Event card, the Corporation players have no more extra turns. They must plan accordingly!

Step 2: Place Initial Reinforcements

Adding Dark Legion reinforcements, the Dark Legion player places them off the board, next to the external entrances marked by a red entrance token, or as otherwise indicated. Different Dark Legion reinforcement figures may enter through different Dark Legion entrances.

If reinforcement figures indicated by the Force cards are not available, the Dark Legion player places as many figures as possible. If there are no figures of the correct type available, the Dark Legion player places no reinforcements.

Step 3: Reveal a Face-Down Force Card

The Dark Legion player must reveal a face-down Force card on a sector tile, if any remain. The figures listed are placed in any space of that sector that is not adjacent to a Doomtrooper.

Example: the Legionnaire Cohort Force card reads: "1 Legionnaire. If this is the last reinforcement Force card drawn, draw one more reinforcement Force card."

Note: These figures are placed on the sector tile instead of the red entrance tokens of the card, like the reinforcements placed in Step 2.

Later in a mission, once the card has been fully explored, there may be no more face-down Force cards. When there are no face-down Force cards left, this step is skipped.

If figures indicated by the face-down Force card are not available, the Dark Legion player places as many figures as possible. If there are no figures of the correct type available, the Dark Legion player places no figures.

Figures placed after revealing a face-down Force card may be activated in Step 4.

Step 4: Activate the Dark Legion Forces

On the Dark Legion player's turn, each Dark Legion character may perform a certain number of actions, as indicated on the Dark Legion reference table. For most creatures this is 2 actions. Certain powerful creatures, such as the Ezoghoul and the Nepharite, may perform up to 3 actions per turn.

Dark Legion figures may move and/or attack in any order, and may even repeat the same action during the turn.

A Dark Legion figure must complete all of its actions before another Dark Legion figure is activated.

Step 5: Discard the Event Card

This is done at the end of the Dark Legion player's turn, so that the card serves as a reminder for any game effects it may have.

Actions of Dark Legion Figures

Dark Legion forces move and attack like the Doomtroopers of the Corporations, but with a few minor differences. Certain powerful and unique creatures may even use special abilities to which Doomtroopers do not have access.

Move Actions

Dark Legion figures may move up to three spaces per Move action. Movement may be diagonal or orthogonal, in any direction.

Dark Legion figures may not pass through Doomtrooper characters, but may move through other Dark Legion figures.

Dark Legion figures may not end a Move action on the same space as another Dark Legion creature, a Doomtrooper, a trap, a turret or any other token, unless explicitly stated.

Doors on the map open automatically when a Dark Legion figure is on an adjacent space, without triggering traps. Doors close if no Dark Legion creature remains adjacent.

Card Details

Remember that, unless explicitly described in a mission brief, details printed on a sector tile (boxes, barrels, tubes, statues, chairs or tables) neither stop nor block movement.

Completely obstructed spaces (such as rubble) or completely empty spaces (such as a pit) cannot be crossed. Moreover, these elements do not block line of sight and provide no protection during an attack.

Attack Actions

Dark Legion figures may engage a Doomtrooper using their combat dice or close combat dice, as indicated on the Dark Legion reference table.

Dark Legion firearm attacks have a range of 16 spaces, unless otherwise stated on a weapon or an Event card. Dark Legion figures must have line of sight to their target for a firearm attack. They cannot attack adjacent Doomtroopers with firearms, but when adjacent they may still attack non-adjacent Doomtroopers.

Dark Legion figures may perform only one type of attack (firearm or close combat) during an attack action. Unless an Equipment card or an Event card states otherwise, only one enemy character may be targeted by each attack. A character may not perform an attack action when it is not on the map.

Attack Sequence

Determine the Combat Dice

When a Dark Legion figure attacks, the colour and number of combat dice used are listed on the Dark Legion rank reference table. (See the Dark Legion reference table.)

Roll and Resolve Combat Dice

Determining a successful attack and inflicting damage works in the same way as Doomtrooper attacks against Dark Legion figures. The Dark Legion player rolls the combat dice and counts the number of hits obtained. If the number of hits is greater than the defence value of the target, the attack succeeds, and the targeted Doomtrooper loses one life point for each hit above the target's defence value.

Doomtrooper Defence Value

Unless stated otherwise, Doomtroopers have a defence value of 1.

Doomtrooper Armour Test

Doomtroopers wear sturdy armour that helps absorb some of the damage they may suffer. This is represented by their defence value and their defence die. When they are attacked, Doomtroopers subtract their defence value from the number of hits obtained. If hits remain, they may attempt an armour test by rolling their defence die. On a hit icon, one additional point of damage is cancelled.

It is possible, on a successful armour test, to prevent the Doomtrooper from being wounded by a successful attack. Even if the armour test succeeds, any excess damage is still applied, and the Doomtrooper loses one health point for each point of damage suffered.

Success: The Dark Legion player receives 1 promotion point for each health point lost by a Doomtrooper, even if that Doomtrooper is later healed.

Attack Types

Dark Legion creatures perform one of two attack types: close combat or firearm. Dark Legion creatures do not perform Tech attacks.

  • Close combat attack: The target of a close combat attack must be in an adjacent space (orthogonally or diagonally) to the attacking figure, and not obscured by terrain or a wall.
  • Firearm attack: A Dark Legion figure cannot attack an adjacent Doomtrooper figure, but when adjacent, it may still make a firearm attack against another, non-adjacent Doomtrooper.
  • Special attacks: Certain Dark Legion creatures may have special attacks listed in the mission brief, which explains their use.

Promotion Points

The Corporation players and the Dark Legion player track the promotion points earned during the mission on their player boards.

Doomtrooper Promotion Point Reward

A Doomtrooper team immediately receives promotion points for each Dark Legion creature eliminated. For example, at rank 1-2, the rewards are as follows:

CreaturePromotion Points
Legionnaire1
Necromutant2
Centurion3
Razide4
Praetorian Stalker5
Nepharite6
Ezoghoul8

(See the appropriate Dark Legion reference table.)

Dark Legion Promotion Point Reward

The Dark Legion player immediately receives 1 promotion point for each health point lost by a Doomtrooper, even if that health is recovered later.

The Dark Legion player immediately receives 2 bonus points if a Doomtrooper loses its last health point and is eliminated from the mission. These points are awarded regardless of how the Doomtrooper was defeated, even if it was due to a friendly fire attack by a Corporation player.

Levelling Up During Missions

It is possible to rank up during a mission. If a player passes 9 on the promotion point tracker on their player board, they replace the Rank card on their player board with the next Rank card.

A player immediately benefits from the combat dice and defence die values of their new rank. As the credits and the number of Doomtrooper cards with which a player starts are determined before the mission, changes to these values are not taken into account during a mission.

Promotion points above and beyond what was needed to gain their rank are carried over to the new rank. (See the Rank cards.)

If the rank of a Doomtrooper team drops back to 1 and no promotion points are awarded, ignore the other reductions.

Completing a Mission

Each mission takes several turns to complete. Unless the mission brief states otherwise, the last turn of the mission takes place when the last Dark Legion Event card is drawn. If this occurs before all Corporation players have taken their turn, the rest of the turn is resolved normally. Once the final identification marker has been drawn and that player has ended their turn, the mission is over.

Single Mission Victory

To determine the winner of a mission, players must determine their total promotion points according to their performance during the mission and any other promotion points awarded or lost after the end of the mission.

Doomtrooper:

  • Promotion points in play
  • Main mission bonus or penalties (as commander)
  • Secondary mission bonus or penalties
  • Secondary mission bonus or penalties (as commander)
  • -3 promotion points for each reckless manoeuvre token

Dark Legion:

  • Promotion points in play
  • Main mission bonus or penalties

Post-Mission Rewards

Promotion points are tracked cumulatively during and after each mission. Be sure to add post-mission rewards to the total number of promotion points already earned during the mission.

Post-Mission Penalties

Corporation players subtract 3 promotion points for each reckless manoeuvre token received during the mission. (See Friendly Fire.)

Awarding Points for the Main Mission

Collectively, the Corporation players determine whether the main mission has been successfully completed, according to the objectives stated in the mission brief. If the main mission was a success, each Corporation player gains the number of promotion points listed in the mission brief.

If the main mission was not successfully completed, refer to the mission brief to see whether the Dark Legion player gains additional promotion points.

Awarding Points for Secondary Missions

Individually, the Corporation players determine whether they have succeeded at their secondary missions (if any). Each secondary mission has its own rewards for the success of its objectives, and may impose penalties if the mission fails.

In some cases, the Dark Legion player may gain promotion points for failed secondary missions.

Declaring a Winner

After adjusting the total of their promotion points in the mission according to the success or failure of any main or secondary mission, the player with the most promotion points is declared the winner!

In case of a tie between the Dark Legion player and one or more Corporation players, the Dark Legion player wins the mission. If one or more Corporation players are tied, those players share a joint victory.

Campaign Victory

A campaign is made up of a number of individual missions played in sequence. In a campaign, as players play and complete missions, their Doomtroopers progress, become more capable in combat and gain the credits needed to access the most powerful weapons and equipment available.

The total number of missions in a campaign must be determined before the first mission begins. Three missions are recommended for a short campaign. Six missions are recommended for a longer, extended campaign. Another option is to choose a number of missions equal to the number of players taking part in the campaign, so that everyone can play as the Dark Legion player.

Note: During a campaign, players may choose to start at rank 2 or above. However, for a true experience of Siege of the Citadel, it is recommended to launch the campaign at rank 1. Watching the Corporation teams advance and progress is an integral part of a successful campaign.

Note: When you choose to play at a higher rank, all players, including the Dark Legion player, start at the same rank with the same starting number of promotion points.

Mission Achievements

The Corporation players record promotion points for eliminating Dark Legion creatures and for other objectives detailed in the mission brief.

As progress is tracked cumulatively during a campaign, the most significant difference between tracking mission results in a single game and in a campaign is that players may start a mission at different ranks and with different total promotion points.

Post-Mission Rewards

As in a single mission, during a campaign promotion points are cumulated during and after each mission. Be sure to add any post-mission reward to the total number of promotion points already earned during the mission.

Award main mission points. Collectively, the Corporation players determine whether the main mission was completed successfully, according to the objectives stated in the mission brief. If the main mission was a success, each Corporation player gains the number of promotion points listed in the mission brief.

If the main mission was not completed successfully, refer to the mission brief to see whether the Dark Legion player gains additional promotion points.

Award secondary mission points. Individually, the Corporation players determine whether they succeeded at their secondary missions (if any). Each secondary mission has its own rewards for successfully achieving its objectives, and may impose penalties if the mission fails.

Command Token

The Doomtrooper player with the Command token has the greater responsibility of ensuring the mission succeeds. If the mission fails, that player is demoted by one rank. (This is equivalent to a penalty of 10 promotion points.)

The player must take the Rank card below their current Rank card, place it on their player board and remove the previous Rank card. In future missions, this may affect their combat dice and other rank-related advantages. They do not change the position of their promotion point tracker.

Reckless Manoeuvre

Corporation players receive 3 penalty points for each reckless manoeuvre token acquired during the mission.

Declaring a Winner

After each mission in a campaign, players announce their current rank and total promotion points, but a final winner is only declared after the last mission of the campaign.

Once the rewards and penalties for the final mission have been counted, the player with the highest rank and total number of promotion points is declared the winner of the campaign.

If one or more Corporation players are tied, those players share a joint victory. Whoever the current winner, the greatest victory is the shared experience and the enjoyment the players have had throughout the campaign!

Rank Cards

The Rank card on a player board shows a variety of information that indicates the power, abilities and choices of Doomtrooper teams before and during missions.

When a Corporation player increases rank during a mission, the number of Doomtrooper cards and credits does not change until the start of the next mission.

Corporation Rank

Doomtrooper teams of the Corporations generally start at rank 1 and can progress up to rank 12 during a campaign, as they acquire experience and obtain promotion points.

The Equipment cards that a Doomtrooper team can select are determined by this rank. The rank of the Doomtrooper team also indicates the rank of the Dark Legion player used in the mission. (See the Dark Legion reference table.)

Doomtroopers cannot progress beyond rank 12. For scoring purposes, at rank 12, add a Corporation token to the Rank card each time you progress beyond 9 promotion points, and reset it to zero as usual.

Doomtrooper Cards

The number shown indicates the number of Doomtrooper cards that the Doomtrooper team receives at the start of each mission. These cards represent special abilities or tactics that teams can use during missions. (See the Doomtrooper cards.)

Doomtrooper Defence Die

This shows the colour of the dice (white, red or black) that a Doomtrooper may roll when attacked, to cancel damage points. (See Armour tests.)

Credits

The number of credits allocated to each team at the start of each mission is used to "pay at the till" for items from the Equipment Bunker. Credits indicate the maximum total value of Equipment cards that a team can acquire for a particular mission. Some equipment can only be taken out of the Bunker when a team reaches a certain rank. Remaining credits are lost, and new credits are allocated at the start of the next mission. (See the Equipment Bunker, p. 22.)

Corporation Special Ability

Each Doomtrooper team of each Corporation has a special ability that distinguishes the members of its team from those of other Corporations. (See the Corporation Rank cards.)

Combat Dice

As the Doomtrooper team gains rank, its combat dice improve, leading to more success. White combat dice are the weakest, red combat dice are stronger, and black combat dice are the most powerful dice that Doomtroopers can use. (See Attack actions.)

Equipment Bunker

Collectively, the Equipment card deck is called the Equipment Bunker. The Equipment Bunker is the Corporation's storehouse for all types of cutting-edge equipment and powerful weapons. Each Equipment card in the Bunker represents a weapon, a weapon combo or a piece of equipment. Some equipment can only be removed from the Bunker when a team reaches a certain rank.

Weapon Cards

Weapon cards have a short description of the weapon, the number of close combat, firearm or Tech combat dice used, the attack range, the credit cost and the rank requirement. A Doomtrooper may have only one Weapon card.

WeaponRank RequiredCredit Cost
Tentacle Kit10
Punisher Short Sword10
Plasma Carbine10
Manus Kit32
Violator Sword33
Deathlockdrum33
Punisher Combo42
Tentacle Combo42
Talon Combo

Doomtrooper Specialists

Each Doomtrooper has a specialism in close combat (red), firearms (cyan) or Tech (gold), as determined by the icon on their character card. The weapon they equip must share the same icon on its weapon card; otherwise, the Doomtrooper cannot equip the item.

Example: Valerie Duval is a close combat specialist and can be armed only with a close combat weapon, or a weapon combo that includes a close combat weapon.

Special Weapons

Doomtroopers have access to a wide range of weapons, many of which have characteristics and special abilities beyond the combat dice provided during combat.

Tentacle Kit

The Tentacle Kit draws on the defences of the citadel. To attack with the Tentacle Kit, the Doomtrooper must be adjacent to a wall of the citadel. This Tech attack can target a figure 2 to 3 spaces away and does not require line of sight. The Doomtrooper player rolls combat dice against the defence value of the Dark Legion figure, as usual. On a success, the Dark Legion figure is eliminated and a trap token is placed on the empty space.

Later, any Doomtrooper or Dark Legion figure passing through this space is attacked according to the Dark Legion reference table. A Tech specialist may keep only two traps at the same time. If a third trap must be placed, one of the previous traps must first be removed from the board. A Doomtrooper or Dark Legion character may not end its Move action on a space with a trap token.

The Tentacle Kit also provides a blade for a small close combat attack.

Manus Kit

The Manus Kit encloses the forearm of a detached Necromutant, which it uses to access the defences of the citadel. This works like a Tentacle Kit and, in addition, the Barbed Spores attack all characters on accessible spaces adjacent to the trap (including Doomtrooper characters). Roll one combat die of the player's choice once for each space. Barbed Spores combat dice cannot be re-rolled.

Capitol Doomtroopers start each mission with additional credits, depending on their rank. In addition, they may equip items 1 rank higher.

Violator Sword

A Violator Sword may be used in close combat to target a single Dark Legion figure, or to strike in a circle, starting with a target adjacent to the attacker and then turning clockwise or anticlockwise. The attack strikes all characters in adjacent spaces, and stops only if it strikes a wall or has attacked each adjacent character once.

The Doomtrooper rolls 3 combat dice plus the combat die indicated on the weapon card. The number of hits obtained is applied to all figures. All targeted Dark Legion figures with a defence value lower than the number of hits obtained are eliminated. Doomtrooper characters struck by the attack may attempt an armour test to cancel one point of damage.

Talon Combo Kit

Talon Combo Kits may be equipped by several types of Doomtrooper specialists. The Talon Combo Kit may be equipped by a firearm specialist or a Tech specialist, and allows either an enhanced Tech attack or a firearm attack with a powerful Deathlockdrum.

To make a Tech attack on a target with a trap, the Doomtrooper must be adjacent to a wall of the citadel and 2 or 3 spaces from the target. A Deathlockdrum target must be in line of sight, and in this combo the range of the weapon is reduced. The two attacks use one additional white die on top of the player's combat dice.

Gehenna Puker

The Gehenna Puker firearm attack inflicts hits on all targets in its line of fire, which is a straight line in a diagonal or orthogonal direction. The Gehenna Puker attack always fills its full range of 7 spaces.

The Doomtrooper rolls combat dice once to determine the number of hits inflicted on each character in the line of fire. All targeted Dark Legion figures with a defence value lower than the number of hits rolled are eliminated. Doomtrooper characters in the line of fire may attempt an armour test to cancel one of the hits.

Nimrod Autocannon

The two cannons of the Nimrod autocannon allow a Doomtrooper to target one or two characters with the same attack between 4 and 12 spaces away. The weapon is too heavy to be used against Dark Legion creatures at only 3 spaces. The Doomtrooper must have line of sight to both targeted characters, and the targets must not be more than 4 spaces apart.

If only one figure is targeted, the combat dice are rolled twice against that figure. If two characters are targeted, the combat dice are rolled separately against each of the characters.

Equipment Cards

Equipment cards without a weapon have a short description, including the effect of the equipment and its credit cost. Each Doomtrooper may carry up to three non-weapon Equipment cards in a mission. Some Equipment cards enhance a weapon. Each Weapon card may be completed by at most one additional Equipment card.

Equipment Card Costs

WeaponRank RequiredCredit Cost
Coagulant Auto-Injector11
Command Helmet11
Smoke Grenade11
Time Bomb11
Molecular Phaser12
Explosive Ammunition22
Laser Sight22
Glyph Decrypter22
Security Download

Special Equipment

Grenade Launcher

A grenade launcher is a special piece of equipment mounted on a Plasma Carbine. When it is used in a firearm attack, the Doomtrooper targets a space in line of sight, up to 8 spaces further away. Combat dice are rolled once to determine the number of hits applied to any figure in the target space.

Figures in spaces adjacent to the target space suffer one point of damage less. Figures on the other side of a wall are not affected. Dark Legion figures in the target space, or adjacent to it, with a defence value lower than the number of hits obtained are eliminated. Doomtroopers may attempt an armour test to cancel one point of damage from the attack.

Smoke Grenade

Take a special action to throw the grenade into your sector. The entire sector fills with smoke. All move actions in the sector are reduced to 2 spaces, and no firearm attack is possible. Place a Smoke Grenade token on the sector. The Smoke Grenade token is removed from the game at the end of the round. Discard after use.

Time Bomb

Take a special action to place the bomb and set its timer. Place the Time Bomb token on an empty space adjacent to your Doomtrooper. The bomb does not block or hinder movement.

The bomb explodes the following turn, at the start of the Dark Legion player's turn. The explosion inflicts a trap attack (according to the Dark Legion reference table) on every figure on the space with the bomb, and on all figures in adjacent spaces not protected by walls. Discard after use.

Disruptor

A formidable weapon mounted on the firearm cannon of appropriate firearms, the Disruptor alters the atomic structure of the target to inflict serious wounds. During a firearm attack, no target may roll its defence die, where applicable.

The Disruptor cannot be fitted to a Nimrod Autocannon or a Grenade Launcher.

Dark Legion Reference Table

Note: The French source reproduces only the 1-2 table below. The other faces of the three double-sided reference tables (3-4, 5-6, 7-8, 9-10 and 11-12) are not included in that source and are not transcribed here.

There are three double-sided Dark Legion reference tables. The Dark Legion rank shown on a reference table depends on the ranks of the Corporation teams taking part in the mission. In a single mission, the rank of the Dark Legion reference table is the same as that of the Corporation players. The rank of the Dark Legion reference table can only increase at the start of a mission, not during a mission.

The Dark Legion reference table shows the current rank, the defence value, the number of actions per turn and the number of combat dice rolled for close combat and firearm attacks. It also indicates the number of promotion points won by Corporation players for each Dark Legion figure eliminated, or terrain piece destroyed, by their Doomtroopers.

Dark Legion Rank

In a single mission: In a single-mission game, the rank used for the Dark Legion reference table is the same as that of the Corporation players. The rank of the Dark Legion reference table can only increase at the start of a mission, and not during a mission.

In a campaign: In a campaign, the rank of the Dark Legion reference table is the same as that of the second-best-ranked Corporation team taking part in the mission. (If only one Doomtrooper team remains, or if the teams are tied for the highest rank and promotion points, their ranks determine the rank of the Dark Legion reference table.)

The Corporation rank played by the Dark Legion player is not taken into account. This means that the Dark Legion forces may be several ranks higher or lower than the Corporation led by the Dark Legion player in the current mission.

At the start of a campaign, the Dark Legion player uses the 1-2 reference table. Then, when at least two Corporations reach the higher rank, the Dark Legion player uses the reference table of that same rank as those two Corporations.

After the first mission, when at least two Corporations reach rank 3 or higher, the Dark Legion player uses the 3-4 reference table. When at least two Corporations reach rank 5 or higher, the Dark Legion player uses the 5-6 reference table. This progression continues until at least two Corporations reach rank 11, and the Dark Legion player uses the 11-12 reference table.

Symbol Key

  • Close combat: The number and colours of the combat dice rolled by the Dark Legion creature in close combat attacks.
  • Firearm combat: The number and colours of the combat dice rolled by the Dark Legion creature in firearm attacks.
  • Defence value: The number of hits the Doomtrooper must exceed to eliminate the Dark Legion creature.
  • Defence die: The colour of the die that the Dark Legion creature may roll to absorb damage from a Doomtrooper attack.
  • Actions: The number of actions the Dark Legion creature may perform when activated.
  • Promotion points: The number of promotion points awarded to a Doomtrooper for eliminating the Dark Legion creature.

Table 1-2

FigureClose CombatFirearmDefence ValueDefence DieActionsPromotion Points
Undead Legionnaire2 red3 white0-21
Necromutant3 white2 red0white22
Centurion3 white4 white1-23
Razide3 red4 white

Missions

Main Mission Structure

Mission Plan

The main mission includes a plan for setting up the mission map. The plan clearly indicates:

  • Which sector tiles to use.
  • The orientation and placement of the sector tiles. When building the map, make sure that the double-sided sector tile has the correct side facing up.
  • The Doomtrooper sector entry points, marked with white entrance tokens.
  • The Dark Legion reinforcement sector entry points, marked with red entrance tokens.
  • The location of any closed door. If there are closed doors, place a door marker in the corresponding space on the indicated sector.

High Command Brief

This section presents general information and describes the impact of the mission on its campaign scenario.

Mission Brief

This section details the task that the Corporation Doomtrooper teams must accomplish.

Time Limit

This section indicates which numbered Event cards are used to create the Event card deck for the mission. Event cards act as a mission timer, with one Event card drawn by the Dark Legion player at the start of their turn. When the last Event card is drawn, the round ends and the mission ends.

Dark Legion Resources

This section lists the numbered Force cards used in the mission, and how the Dark Legion player deploys these cards.

Rewards

This section indicates the promotion points that the Corporation players obtain when the main mission is successfully completed, and the promotion points gained by the Dark Legion player if the Corporation players fail to complete their main mission.

When the main mission is completed, all players with at least one surviving Doomtrooper receive the same number of promotion points.

A Corporation player who has lost both Doomtroopers during the mission receives no main mission reward, but keeps all the promotion points gained by their Doomtrooper team during the mission.

Secondary Mission Cards

Most main missions include secondary missions specific to each Corporation player. Unless the mission brief states otherwise, each Corporation player draws two secondary mission cards during mission preparation. They choose one of these cards to keep, and return the other card to the secondary mission card deck.

All Corporation players must try to accomplish both the main mission and their own secondary mission to receive the maximum possible rewards. Whether or not the main mission is accomplished, each Corporation player checks each secondary mission reward individually.

Completing Secondary Missions

Secondary missions are secret and are revealed only when the objective written on the card is reached. A player must prove that their secondary mission has been completed, or that it has failed.

Normally, after the elimination of an enemy of the Dark Legion, the character returns to the Dark Legion player's figure pool. Some secondary missions, however, require a player to place eliminated figures on the secondary mission card. In such cases, the characters are returned to the Dark Legion player's figure pool once the secondary mission has been completed and revealed.

Secondary Mission Reward

At the end of the mission, if a secondary mission is successfully completed, the Corporation player's team receives the number of promotion points, and any other reward, indicated on the secondary mission card. When a secondary mission fails, the Dark Legion player gains promotion points, as indicated on the card.

A Corporation player who has lost both Doomtroopers during the mission still receives the rewards (or penalties), depending on whether or not they completed their secondary mission.

Command: Since the player with the command token occupies a higher rank at the start of the mission, their risks are greater if they fail to complete their secondary mission.

Note: If a mission commander fails their secondary mission, they can still receive promotion points for a successful main mission.

Doomtrooper Cards

Each Doomtrooper card may be used for one of two purposes: it may be discarded to perform an extra action with a Doomtrooper figure, or it may be played for its text effect. A player may use only one Doomtrooper card on their turn, however it is used.

Certain Doomtrooper cards may be played for their text effect during another player's turn. These cards are not counted towards a player's card limit.

When a player uses a Doomtrooper card, its effect must be resolved before that player can use another Doomtrooper card.

Players must not reveal their Doomtrooper cards before using them. Once a Doomtrooper card has been used and its effect resolved, the card is discarded. Doomtrooper cards cannot be kept from one mission to the next.

AI, Solo and Cooperative Rules

During a game of Siege of the Citadel, players may choose to team up, each controlling their Corporation, and use the AI cards to control the Dark Legion forces. If you play solo, it is recommended to control two Corporations instead of one.

AI cards can reproduce the decisions that a human Dark Legion player would otherwise have to make during the game. All you have to do is reveal the top card of the AI card deck and follow its instructions. If, for any reason, you do not know how to proceed, use your best judgement.

Compass: Place the Compass token to indicate the north direction for this mission.

Compass System

On each AI card, a pair of compasses is displayed, indicating a primary direction and a secondary direction, such as East-North in the example. This system is used to locate specific elements on the game board. It refers to a compass made up of four directions: North, East, South and West. Each compass has a gold main dial, pointing to the primary direction, and a silver secondary dial, pointing to the secondary direction.

For example, if the Dark Legion AI player must choose between several Doomtroopers and indicates a specific Doomtrooper, the players reveal the first AI card:

  1. Refer to the primary direction (for example, East) and find the Doomtrooper furthest East that you can find on the board.
  2. If more than one Doomtrooper could be selected, refer to the secondary direction (for example, North) and find the Doomtrooper furthest North of this selection of Doomtroopers in the East.
  3. This Doomtrooper is the selected target.

This technique can be used to select sector tiles on the game board, as well as objects, Dark Legion units and so on.

The Matrix

This element of the AI card is used only to select a specific space in a sector tile. It is referenced via the coordinates on the grid, columns A to H and rows 1 to 8. (The printed example shows the card reference A3.)

Corporation Target Icon

If you must target a Corporation, or break a tie between two different Corporations, the result is determined by this icon.

Action Selection

To determine the action that a Dark Legion figure must take, reveal the first AI card and follow the instructions in priority order.

First, follow the first instruction. If its conditions are not appropriate, follow the second instruction. If those conditions are not appropriate either, follow the third instruction (if present).

Reveal a new AI card for each new action of a Dark Legion figure.

Examples of decisions an AI card can make:

  • Which Dark Legion figure takes its actions first? Use the compass system to identify the Dark Legion figure.
  • Where should new reinforcements be placed? Use the compass system to identify the Dark Legion entrance token.
  • Which Corporation is affected by the Event card? The Corporation indicated by the Corporation icon on the AI card.

Solo and Cooperative Dark Legion Turn

In Solo and Coop mode, the Dark Legion turn proceeds as usual, with the following changes: each time a decision normally made by a Dark Legion player is required, reveal the top card of the AI deck, follow its instructions, then place it in the discard pile.

Step 1: Draw and Resolve an Event Card as Usual

If the Event card requires a decision, reveal the top card of the AI deck and follow the instructions:

  • If you must target a Doomtrooper, target a Dark Legion unit, target a tile or target an entrance, use the compass system to determine the result.
  • If you must target a space, use the matrix.
  • If you must target a Corporation, the result is determined by the Corporation icon on the AI card.

Step 2: Place Initial Reinforcements as Usual

To determine where reinforcements enter the game board, use the compass system to identify the Dark Legion entrance tokens.

Step 3: Reveal a Face-Down Force Card

Identify the sector tile closest to the Doomtroopers (including those on which they currently stand) that still contains Force cards. Use the compass system if necessary to identify the tile. Reveal the Force card and place the Dark Legion reinforcements using the matrix. The normal placement rules apply. If any rule is broken, reveal another AI card until all rules are respected.

Step 4: Activate the Dark Legion Forces

Reveal the first AI card and place it aside. This tie-break card will determine the order of activation of the Dark Legion forces, using the compass system. For each action of a Dark Legion creature, reveal another AI card to determine its actions.

When executing an attack, the targeted Doomtrooper is always the closest to the attacking unit. If two or more Doomtroopers are eligible targets, use the AI card and the compass system.

Step 5: Return All AI Cards From the Board to the AI Deck and Shuffle

Note: Occasionally, when the Dark Legion player must make a decision during a Corporation player's turn, reveal the first AI card to determine the result.

For example, if a Doomtrooper enters a sector tile, Dark Legion figures may appear on the tile. Use the matrix to determine their position on the tile. Remember that Dark Legion forces cannot be placed next to a Doomtrooper. If this rule is broken, reveal another AI card until all rules are respected.

  • Step 12: Distribute Doomtrooper Cards
  • Example of First Mission Setup
    • Grenade Launcher
    • Smoke Grenade
    • Time Bomb
    • Disruptor
    4
    3
    Gehenna Puker52
    Violator Combo64
    Manus Combo64
    Nimrod Autocannon84
    2
    2
    Cybernetic Power Arm22
    Chain Blade22
    Neural Jack22
    Dark Energy Shift33
    Combat Medic Unit42
    Disruptor42
    Rune Inscribed Pommel42
    Grenade Launcher62
    1
    white
    2
    4
    Praetorian Stalker4 red4 white2-25
    Nepharite4 red5 white2white36
    Ezoghoul4 red5 white3-38
    Turret-3 red1white-1
    Trap3 red-1--1
    Portal/Terminal--1white-1
    Terminal Hack--0white-1