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Mission Pack
The Archivist Mission Pack
This mission pack contains rules for the Archivist NEMESIS operative, alongside two missions designed specifically for it. The first mission is player vs environment (PvE) for co-operative or solo gameplay with the Archivist against NPO adversaries, but the Archivist will betray the players to achieve its own aims. The second mission is player vs player (PvP), but the Archivist acts as a third party operative that players must compete to appease and win to their side. The Archivist can be used in other missions at your discretion.
NPO and Scenario Datacards
Mission Pack Notes
#### Mission 1 **NPOs:** Set up 15 points of NPOs wholly within NPO territory but not within the Vault marked on the mission map. As an NPO STRATEGIC GAMBIT in each turning point after the first, set up D3+2 points of NPOs wholly within NPO territory in the same manner. **Archivist’s Path:** Set up the ARCHIVIST wholly within the player drop zone at the point marked ‘A’ at the start of the Archivist’s Path (see mission map). It starts the battle as a friendly player operative. Whenever the ARCHIVIST player operative is activated, it must move along the Archivist’s Path towards the Vault, but all other decisions are made by the player(s). Once the ARCHIVIST becomes an NPO, it follows its behaviour and moves without following the Archivist’s Path. **Xenotech Vault:** Operatives cannot be set up within the Vault while the hatchway to the Vault is closed. Player operatives can perform the Pick Up Marker action on the objective marker within the Vault. While a player operative is carrying that marker, it cannot be removed from the killzone and set up again, and it cannot perform the Dash action. **Betrayal:** In the Ready step of each Strategy phase after the first, roll one D6, adding the following to the result (these are cumulative): - 1 if two or more player operatives are closer to the player killzone edge than the ARCHIVIST player operative is. - 1 if it’s the third or fourth turning point. - 2 if the objective marker is being carried by a player operative. On a 7+, or if it’s the fifth turning point, the ARCHIVIST becomes an NPO and follows its behaviour. It’s no longer a player operative for the remainder of the battle. The ARCHIVIST NPO is an enemy operative to all other operatives (and vice versa) meaning other NPOs will try to incapacitate it, and it will try to incapacitate both other NPOs and player operatives. **Threat Principle:** Whenever the ARCHIVIST NPO is performing an action in which it moves, moving closer to the objective marker is a high priority (if possible) for the purposes of the threat principle. ##### NPO ACTIVATION CARDS |**Result**|**NPO ACTIVATION**| |:---:|-----| |1-9|Activate one non-ARCHIVIST NPO.| |10-11|Activate the ARCHIVIST 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 9" per turning point.| |12-13|Activate the ARCHIVIST NPO. During that activation it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 9" per turning point.| ----- #### Mission 2 **NPOs:** The ARCHIVIST NPO is a third party operative. In the Ready step of the second Strategy phase, set up the ARCHIVIST NPO ready with a Conceal order touching the centre of a random neutral killzone edge, or as close as possible. After the final player activates, but before the first player activates again, if the ARCHIVIST NPO is in the killzone, draw a card from the ARCHIVIST NPO’s activation deck. In other words, the ARCHIVIST NPO activates last in the alternating sequence. **Infocore Extraction:** Player operatives (excluding ARCHIVIST) can perform the Pick Up Marker action on the Infocore mission markers, and operatives with an APL stat of 3 or more (excluding all changes) can carry two Infocore mission markers at a time. At the end of each turning point, each player gains a number of Negotiation points equal to the number of Infocore mission markers enemy operatives control. **Negotiation:** Each time the ARCHIVIST NPO would activate as a result of its NPO activation deck, each player must secretly bid any number of their own Negotiation points (that number can be 0) by putting a number of dice in their hand that corresponds to the number of Negotiation points they want to bid. They then reveal their selections simultaneously. If one player has a higher bid, that player spends the Negotiation points they bid, then controls the ARCHIVIST as a friendly player operative for the duration of that activation. If neither player bid a higher number of Negotiation points, the ARCHIVIST remains an NPO, activates as normal and follows its behaviours. **Modified Threat Principle:** Whenever the ARCHIVIST NPO performs an action, the closest player operative within its control range is its target. If no operatives are within its control range, the closest visible player operative controlling an Infocore mission marker it could fight/shoot/move towards (as determined by the NPO’s behaviour) is its target (or simply the closest if none are visible). If multiple operatives that meet the conditions to be the target are equally as close to the ARCHIVIST NPO, roll-off and the winner decides which operative is its target. The opponent of the player who controls that target will control the ARCHIVIST NPO for that action, and they must make every effort to fight/shoot/move towards that target (as determined by the NPO’s behaviour) while doing so. If no player operatives control an Infocore mission marker and no player is controlling the ARCHIVIST, skip the activation and discard that NPO activation card. ##### NPO ACTIVATION CARDS |**Result**|**NPO ACTIVATION**| |:---:|-----| |1-8|Skip that activation.| |9-11|Activate the ARCHIVIST 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.| |12-13|Activate the ARCHIVIST NPO. During that activation, it has an APL of 3. It cannot activate more than twice per turning point, and it cannot move more than 12" per turning point.|