← All Mission Packs
Mission Pack
Ambull Mission Pack
This mission pack contains rules for the Ambull NEMESIS operative and its two Borewyrm Infestations, alongside two missions designed specifically for them.
NPO and Scenario Datacards
Mission Pack Notes
In the Set Up Operatives step, the AMBULL and BOREWYRM INFESTATION NPOs are always set up in reserve: place them to one side instead of in the killzone (they cannot be activated while in reserve). They are set up in the killzone as determined by cards drawn from the Intruder deck (see opposite). ----- #### Mission 1 NPOs: This mission is a three-way battle – the player(s) and two opposing sides of NPOs. One NPO side is 1 AMBULL NPO and 2 BOREWYRM INFESTATION NPOs; set them up in reserve (they arrive as per the Intruder deck). The other NPO side, known as the Sentry NPOs, is D6+10 points of NPOs, each set up with a Conceal order wholly within alternating NPO drop zones, starting with a random one. #### Mission 2 NPOs: The AMBULL and two BOREWYRM INFESTATION NPOs are third party operatives set up in reserve (they arrive as per the Intruder deck) and they are activated using the NPO activation deck. After the final player activates, but before the first player activates again, if there’s an NPO in the killzone, draw a card from the AMBULL NPO’s activation deck. In other words, the NPOs activate last in the alternating sequence. ----- #### NPO ACTIVATION DECK The AMBULL and BOREWYRM INFESTATION NPOs use a deck of cards to determine their activations, but it only consists of NPO activation cards 1-8. Whenever it’s the Ambull NPO side’s turn to activate, if an AMBULL or BOREWYRM INFESTATION NPO is in the killzone, draw a card from the deck and consult the table below to determine how to resolve it. Once you’ve resolved it, discard that card. The AMBULL NPO can be activated twice per turning point, and BOREWYRM INFESTATION NPOs can be activated multiple times per turning point. If you draw a card but none of it can be resolved, simply skip that NPO activation. For example, if you draw an NPO activation card and you are instructed to activate a BOREWYRM INFESTATION NPO, but there’s only an AMBULL NPO in the killzone, discard that card and then the player(s)/next player activates. The NPO activation deck remains secret and cards are only revealed when drawn. However, players can inspect the discard pile at any time to inform them of activation cards that remain in the deck. In the Ready step of each Strategy phase, and whenever a card would be drawn from the deck but it’s empty, shuffle all NPO activation cards (including discarded ones) together to recreate the deck. |**CARD**|**ACTIVATION/RULE**| |:---:|---| |1–4|**Borewyrm Activation** Activate one ready BOREWYRM INFESTATION NPO, or an expended one if none are ready.| |5|**Rad-Maggot Outbreak:** Roll one D6 separately for each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) on the killzone floor. If the result is less than the operative’s Save stat, inflict damage on it equal to the dice result halved (rounding up).| |6|**Energy Pulse:** Inflict D6 damage on each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) within 6" of the AMBULL NPO (roll separately for each).| |7|**Ambull Activation:** Activate the AMBULL NPO. During that activation, it has an APL of 2. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.| |8|**Enraged Ambull Activation:** Activate the AMBULL NPO. During that activation, it has an APL of 3 and can perform two Fight actions. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.| ----- #### INTRUDER DECK The remaining NPO activation cards (9-13) are used to create a separate Intruder deck. At the end of each turning point after the first, and whenever an operative finishes performing a mission action (excluding Operate Hatch), draw a card from the Intruder deck (unless it’s empty) and consult the table below to determine how to resolve it, then remove it from the game. |**CARD**|**RULE**| |:---:|---| |9–10|No additional effect.| |11–12|Set up one BOREWYRM INFESTATION NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within control range of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary).| |13|Set up the AMBULL NPO ready with a Conceal order (it’s no longer in reserve). If this card was drawn due to a mission action, set that NPO up within control range of the active operative; if this card was drawn due to the end of the turning point, set it up with a random objective marker within its control range, and if possible within control range of enemy operatives (randomise if necessary).