relic nemesis rulebook

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  • 8/9/2019 Relic Nemesis Rulebook

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    M

     ® 

  • 8/9/2019 Relic Nemesis Rulebook

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     Components

     Nemesis IconAll o the cards and sheets in this expansion are

    marked with the Nemesis expansion icon todistinguish the components rom those in thebase game and other expansions.

         S     T     A     R     T

    Power Limit:2

    Special AbilitiesDuring thePrepare forBattle step, youmay chooseto lose1 Lifeto roll

    1additional die. Youmaynot usethisabilityif yourLifeis at 1.

    Ifyouarevanquished, youmay 

    immediatelyclaim 1enemyThreatcard onyourspaceas a trophy.

    Ifyouarevanquished, youdo not have

    todiscard yourtrophies.

    Each trophyyouhaveis alsoanasset.     O          f          f            i       c

                i      o

     

          A    s     s     a     s     s       i      n     o    r    u    m

           E      v

            e         r         s      o       r

     

          A     s     s     a        s        s

                i      n

    Starting Space:Outskirts Asset Limit:6

    Strength: 4 Willpower: 1 Cunning: 4 Life: 5

    2 Character Sheets

         S     T     A     R     T

    Special AbilitiesGain2infamyeach timea

    characterdiscards 1ormoreCorruptioncards.

     At thestart ofyour Movement

    phase, youmaymovetoany WebwayPortal spaceorany otherspacecontaining aForgottenPortal card. Then, resolveyourMovement phasenormally.

    Ifyouwinabattleagainst acharacter, hemust discard1Corruptioncard.

    Choosea characterinyourarea. That characterdiscards

    1Corruptioncard (ifhe has any)and loses 1Life.

    Cunning: 4 Life: 4

    Starting Space:Eldar FalconSquadron

    Bounty:Draw 1 Powercard.

     D ir e Av en g e r E x a r c h

     G ith ell io n  Ath’ ulw e i

    4 Nemesis Sheets

     Hulkof theWaywardWarrior

     Confrontation

    Shufflethescenariodeckanddraw4 Threatcardsfromthatdeckplus 1additionalThreatcardforeach ofyourcharacter tokensonthissheet.Then, placethedrawncardsonthis sheetandinitiateabattleagainsteachcard drawn,combiningenemiesthathavethesameattributeasnormal.Treatallabilitieson enemyThreatcardsinthe scenariodeckasblank.

     Afterthebattle(s),ifthereare noThreatcardsremainingonthis space,placeoneofyour charactertokensonthissheet.Otherwise,placeanyThreatcardsremainingonthespace backontop ofthescenariodeck.

    If3 ofyourcharactertokensare onthissheet,youwinthe game!

    SpecialGame RulesEachtimea playerspendstrophies(exceptthosefromNemesisdecks),hemay chooseto placeany, all, or 

    noneof themonthis scenario sheet,forming a single scenario deck , instead

    of discarding themto theirrespectivediscardpiles.

    4 Scenario Sheets

    Asset - Relic- Apostate

    Add 1 to yourbattle score

    foreach Corruption card youhave. Each timeyou draw

    aCor ruption card, treat itsactivation numberas 1.

     The Whispering Gem

     A s s e t - R  e l i c

     - A p o s ta t e

     T h e  I m m e a s u r

     a b l e 

     T o m e

    A t  t h e s ta r t  o f   y

     o u r M o v e m e n t 

     p ha s e,  y o u  ma y 

    d ra w  t h e t o p 

     P o w e r ca rd  f r o m

     t h e d i s ca rd  p i l e.

     

     Ea c h  t i m e y o u 

     p la y a P o w e r

     ca rd,  p la c e i t  o n

      t h e b o t t o m

     o f  t h e d i s ca rd  p

     i l e.

    7 Relic Cards

    At thestart of each of your turns, you may draw 1 Wargear 

    card. Then, you must either purchaseit for1 influencemorethan its printed cost ordiscard it.

    Asset - Ally - Apostate

     Black Market Contact

     A s s e t - A l l y  - 

    A p o s ta t e

    A t  t h e s ta r t  o f

      ea c h  o f 

     y o u r t u r n s,  y o u

      ma y  r o l l 1 

    d i e a nd  c o n s u l

     t  t h e l i s t  t o 

    d e t e r m i n e t h i s

      ca rd ’ s  e f f e c t.

    1 – 2 ) D ra w 1  C

     o r r u p t i o n  ca rd

    .

     3 – 6 ) Ga i n 1  L

     i f e. 

     O u t c a s t  C h i r u r g e o n

    9 Treat Cards

    Asset - Weapon - Apostate

    DuringthePrepareforBattlestep, you may discard thiscard to immediately take

    all enemy Threat cards onyourspace as trophies.

     Vortex Grenade4

     2

    A t  t h e s ta r t  o f   y o u r

     M o v e m e n t  p ha s e,  y o u  ma y 

    d i s ca rd  t h i s  ca rd  t o g a i n 

    1  C u n n i ng .  I f   y o u d o,  s k  i p 

     t h e r e s t  o f   y o u r t u r n.

     P l e c i a n  T o m e

     A s s e t -  Eq  u i p m e n t

    24 Wargear Cards

    Draw 2 Imperiumcards and placethem in yourspace.

    “Let nonethink themselvessafe from ourfury!”  –heard on vox-channel beforeorbital assault on Jervson’s World

    Event

     Drop Pods

     I f   y o u  w i n  t h i s

      ba t t l e,  y o u  m

    a y  c h o o s e 1  s p

    a c e i n a n y 

     t i e r a nd d i s ca r

    d a l l ag  e n t  I m p

     e r i u m ca rd s  o n

      t ha t  s pa c e.

     De f eati n g thi s a n

    cie nt  wa r rio r i s c

     ri p pli n g to 

     I m pe rial  mo rale

     Ag e n t - Ad e p t u

     s A s ta r t e s

     V e n e r a b l e  D r e

     a d n a u g h t  7

    50 Imperium Cards 60 Nemesis Cards

    Arsenal - Weapon

     The Starlight Blade

    At thestart of yourExperiencephase, if thereare no Corruption

    cards in play, gain 1 infamy.

     A l l u r e  o f  S l a

     a n e s h 

     Ea c h  c ha ra c t e

     r ma y d ra w 

    1  C o r r u p t i o n  c

    a rd  t o g a i n 

    1 a t t r i b u t e o f   t

     h e i r c h o i c e.

    “The co veto u s m

    a n i s al wa y s i n  w

    a nt.”

     —a n c i e n t T e r

     ra n a p h o r i s m

    2 Character Boards andPlastic Level Pegs

    20 Character okens 20 Nemesis okens2 Nemesis Boards 6 Floating Dials

    2 Plastic CharacterPieces

    4 Plastic NemesisPieces

    2 Plastic CharacterBases

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    In the Wake of the RiftChaos has enguled the ar-flung Antian Sector. In its centre,the great Warp Rif pulses like a raw wound, drawing the darkattentions o powerul new oes, dreadul beings who even now circle

    the sector like predators stalking an injured beast o prey.Te brutal reaver Moarn Goreheart carves a bloody swathe acrossthe stars, collecting skulls or his brutal god. yranid inestationsspring rom seemingly nowhere—are they isolated spores or thespearhead o an invasion? Te Eldar, too, have been galvanized bya new warlord, a prodigal son who has returned to wage a lightningwar against anyone and everyone that stands in his way. And in theshadows, an ancient daemon weaves her cunning schemes...

    Desperate to deend the Imperium’s tenuous oothold, certain highly-ranked agents have sought salvation in proscribed technology,turning the weapons o the enemy against their creators. While the

     potency o these items cannot be denied, it has caused a great schismin the Imperium, or its more puritanical agents openly denouncesuch practices as heresy, and do everything in their power to thwartthe iconoclasts.

    In this time o strie, can a divided Imperium survive against somany oes—or will the sector run red with the blood o the aithulwhile the great works o mankind burn? 

     Dial AssemblyBeore playing Relic: Nemesis or the first time, careullypunch the cardboard pieces out o their rames and attachall dials to their character or nemesis boards by matching

    the letters on the dials to the letters on the boards—thematching letters must ace each other. Push one hal oa plastic connector pair through either the character ornemesis board and the other hal through the dial. Ten,push the halves together until they fit tightly.

    Affix the dials in the correct locations as shown in the diagramand as indicated by the letters. Do not remove the dials aferthey are attached to the character or nemesis boards.

    Tere are six floating dials (lettersA through F) that are attached toa bushing instead o a characteror nemesis board. Again, playersassemble these dials using plasticconnector pairs by combiningdials and bushings that containmatching letters, making surematching letters ace each other.

    Te floating dials, (letters A through F) are interchangeableand players attach them to their nemesis board asdescribed in the setup section or the “Enemies o theImperium” game mode on page 6.

    Te bushings attached to the floating dials may wear overtime, causing a looser fit when attached to the nemesisboards. As such, there are several spare bushings thatdo not have letters; players can use these bushings asreplacements i necessary.

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    IntroductionTe Relic: Nemesis expansion contains character boards,character bases, and character tokens to allow up to six players toplay Relic . It also includes new Treat cards, Wargear cards, andRelic cards as well as character and scenario sheets that players

    can use to enrich their game experience. Some o the new wargearand relics convert players into apostates, making them susceptibleto skill duels rom other players.

    Additionally, this expansion introduces the “Enemies o theImperium” game mode which allows one or more players toassume the role o a nemesis instead o a character. As a nemesis,a player works against all other players and attempts to gaininamy in order to thwart the Imperium’s efforts.

     Using This Expansiono use this expansion, players shuffle all Wargear, Relic, andTreat cards into the respective decks rom the base game. Ten,players mix all character and scenario sheets together with thecorresponding sheets rom the base game; these characters andscenarios can be chosen during setup like any other character orscenario. All other components, which include nemesis boards,nemesis tokens, nemesis sheets, Nemesis cards, and Imperiumcards, are only used when playing the “Enemies o the Imperium”

    game mode described on page 5.

    o setup a game o Relic: Nemesis, players ollow the setupinstruction on page 4 o the Relic base-game rulebook.

     Character RulesTis section contains new character rules.

     ApostatesDuring a game o

    Relic: Nemesis, each character is either an or a . A character begins the game as

    a devotee; however, he can become an apostate by acquiringan asset that contains the “Apostate” trait. Players can identiyapostate cards by their yellow-green hue.

    During his turn, the active player may choose to engage in a skillduel against any apostate on his space (see “Skill Duels” below).

    Skill DuelsI the active player ends his Movement phase on the same spaceas one or more apostates, he may initiate a skill duel againstone apostate o his choice instead o resolving his Explorationphase normally. Ten, instead o resolving his Engagement phasenormally, the active player resolves a skill duel. Afer resolvinga skill duel, the active player proceeds to his Experience phase.When resolving a skill duel, the active player is the  and the targeted apostate is the . During a skillduel, the challenger can be either an apostate or a devotee. Tedeender must be an apostate.

    A player cannot initiate a skill duel in the Inner tier.

    I a character does not initiate a skill duel, he resolves both hisExploration and Engagement phases ollowing the rules describedin the Relic  base-game rulebook.

    o resolve a skill duel, a player ollows these steps:

    1. Determine Challenge Form: Te challenger chooses anattribute; this is the attribute that both characters test. Te

    chosen attribute determines the consequences when the duelis finished (see the “Apply Consequences” step on page 5).

    2. Set the Challenge Value: Te challenger sets the  by making a skill roll o the chosen orm with a targetnumber o 2. o make a skill roll, the player uses the identicalrules or resolving skill rolls as described in the Relic  base-game rulebook. I the challenger passes the skill test, thechallenge value is equal to the result o the skill roll includingall modifiers. I the challenger ails the test, the skill duel

    immediately ends and the challenger proceeds to step 6.

     Five- or Six-Player GamesRelic: Nemesis includes additional plastic character bases,plastic level pegs, character boards, and character tokensin two new colours (red and black). Players can use thesecomponents to play games o Relic with five or six players.

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    3. Make Defender Skill Roll: Te deender perorms a skill test othe chosen orm with the previously established challenge valueas the target number. I the deender passes, he is the winner othe skill duel. I he ails, the challenger is the winner.

    4. Apply Consequences: Players apply one o the ollowingconsequences as determined by the challenge orm:

     – Strength: Te loser loses 2 Lie.

     – Cunning: Te winner may steal 1 o the loser’s assets(except relics). I a player steals an asset that containscharge tokens, all charge tokens on that card also transer.

     – Willpower: Te winner looks at the loser’s hand oPower cards and chooses to take either 1 o those cardsor 3 influence rom the loser.

    5. Steal Apostate Asset: I desired, the winner may also steal oneo the loser’s apostate assets (except relics).

    6. Proceed to the Experience Phase: Te active player proceedsto the Experience phase.

    Example: Te Commissar initiates a Strength skill duel against theRogue rader who has an apostate asset. Te Commissar’s Strengthis 6. Te Commissar also has the Renegade Ogryn as an ally asset,adding 3 to his score. Ten, he rolls a die which produces a result.Te Commissar passes the skill test with a skill score o 11 (6 + 3 + 2).

    Te Rogue rader must test Strength 11 (the Commissar’s skillscore). Te Rogue rader’s Strength is 3, and he has the ReverentFist relic which provides a skill bonus o 4. Ten, the deenderchooses to substitute a “4” Power card or his skill roll. Te Roguerader’s skill score is 11 (3 + 4 + 4). Since the deender has matchedthe required score, he wins the skill duel. Te Commissar loses 2 Lie(the consequences o a Strength skill duel), but has no apostate asset,so there is nothing or the Rogue rader to steal.

     Enemies of the ImperiumTe “Enemies o the Imperium” game mode allows up to twoplayers to assume the role o a nemesis instead o a character.Each nemesis is a deadly threat to the Imperium’s oothold inthe Antian Sector. As a nemesis, a player works to gain inamy

    by interacting with characters and resolving engagements. Withenough inamy, a nemesis can win the game and thwart theImperium’s attempt to resolve the scenario conrontation.

    Note: When using either the “Dark Alliance” or the “Shoulder toShoulder” scenario sheet, players must use the “Enemies o theImperium” game mode.

    o set up a game o Relic using the “Enemies o the Imperium” gamemode, see “General Setup” below and “Nemesis Setup” on page 6.

     General SetupI players wish to use the “Enemies o the Imperium” game mode,they ollow the setup instructions in this section instead o thoseound in the Relic  base-game rulebook.

    All players begin by resolving the ollowing two steps:

    1. Place Game Board and Choose Scenario: Players ollow steps1 and 2 o the setup instructions presented in the Relic  base-

    game rulebook.2. Determine Nemesis: Tere is one nemesis or a three- to our-

    player game and two nemeses or a five- to six-player game(unless specified otherwise on the chosen scenario sheet).Each player declares i he wishes to control a nemesis or acharacter. I more players than the allowed number wish tocontrol a nemesis, the willing players randomly determinewho among them will be a nemesis.

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     Nemesis SetupAfer players have determined which players will play ascharacters and which players will play as nemeses, charactersollow steps 3 through 12 o the setup instructions presented inthe Relic  base-game rulebook while nemeses simultaneouslyresolve the ollowing steps:

    1. Choose Nemesis: Shuffle the nemesis sheets acedown anddeal two to each nemesis player. Each nemesis player looksat his nemesis sheets and chooses one. Return all unusednemesis sheets to the game box. Afer each player has chosenhis nemesis, each player reveals his nemesis sheet and takesthe corresponding plastic nemesis piece and places it in hisplay area.

    Note: Nemeses are revealed at the same time as characters

    (see step 5 o Setup in the Relic base-game rulebook).2. Choose Player Colour: Each nemesis player chooses one o

    the two nemesis colours (black or red) and takes the nemesisboard, plastic character base, nemesis tokens, and plastic levelpeg corresponding to the colour he chose and places them inhis play area.

    3. Prepare Nemesis Deck: Each nemesis player takes theNemesis deck corresponding to his nemesis, shuffles it, andplaces it in his play area to the lef o his nemesis board,

    leaving room or its discard pile directly above it.

    4. Place Plastic Nemesis Pieces: Each nemesis player attacheshis plastic nemesis piece to his plastic character base andplaces it on the starting space o the game board printed onhis nemesis sheet.

    5. Prepare Nemesis Board: Each player slides the top o hisnemesis sheet into his nemesis board and inserts his plasticlevel peg into the slot on the level track above the word“Start.” Additionally, each player attaches one floating dialwith a color that matches his nemesis’ attribute—red orStrength, blue or Willpower, and yellow or Cunning (see“Floating Dials” diagram in the adjacent column).

    6. Set Starting Attribute, Life, and Infamy: Each nemesis playeradjusts his attribute and Lie dials to match the starting valuesprinted on the bottom o his nemesis sheet. He also adjustshis inamy dial to “0.”

     The NemesisTe  is a dedicated oe o the Imperium and, like acharacter, is controlled by a player. However, or the purposes orules, game interactions, and card text, a nemesis is not a player.Tat is, each time a game component reers to a “player”, it isreerencing either a character or the player controlling a character,never a nemesis. Furthermore, a nemesis is not an enemy . Whengame components and game interactions reerence “enemies”,they are never reerring to nemeses.

    Example: Zach, playing as the Ratling Sniper, acquires the “WatchYour Back” Mission card, which reads “When you acquire this

     Mission card, the player to your lef must place one o his character

    tokens on this card, indicating that he is your target.” Alex, playingthe nemesis Moarn Goreheart, is sitting to his lef but is notconsidered a player or the purposes o card text. Tereore, Zach

     passes over Alex to the next eligible player to his lef, Jason, who is playing the Canoness. Jason places one o his character tokens onZach’s “Watch Your Back” Mission card.

    Example: Alex, playing Moarn Goreheart, lands on the same space as Jason’s character, the Callidus Assassin. While Jason would prefer toavoid a fight with the earsome berserker, Moarn is a nemesis not an

    enemy, and thereore the Callidus Assassin’s special ability cannot beused to evade him.

     Floating Dialso attach a floating a dial to a nemesis board, insert thebushing into the nemesis board. Attach a red dial or anemesis with a Strength attribute, a blue dial or a nemesis

    with a Willpower attribute, and a Yellow dial or a nemesiswith a Cunning attribute.

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    Nemeses and characters are unique entities; however, they havesome similarities. Each nemesis has an attribute and Lie dial andmoves around the game board resolving engagements. However,a nemesis does not interact with the game board’s text boxes orresolve Treat cards. Rather, a nemesis uses unique cards romeither the Imperium deck or its unique Nemesis deck to progressthrough the game to gain inamy.

     Attributes and LifeUnlike characters, each nemesis has only one o three attributes:Strength, Willpower, or Cunning. Each nemesis also has a startingLie value. Te rules governing how nemeses gain and loseattributes and Lie are identical to the rules described in the Relic  base-game rulebook or how characters gain and lose attributesand Lie. When a nemesis’ Lie value is reduced to zero, he is

     vanquished (see “Vanquished Nemeses” on page 13).

    InfamyA nemesis’ influence in the Antian Sector is represented by its. Inamy is not an attribute. As such, when rules and cardtext reerence attributes, they reer only to Strength, Willpower,and Cunning.

     Gaining, Losing, and Spending InfamyA nemesis can gain inamy. Each time this happens, he adjusts theinamy dial on his nemesis board by rotating it clockwise by thespecified amount.

    A nemesis can lose or spend inamy. Each time this happens,he adjusts the inamy dial on his nemesis board by rotating itanticlockwise by the specified amount.

    A nemesis’ inamy dial has a minimum value o 0 and maximum

     value o 25. Each nemesis begins the game with his inamy dialat “0.” (unless specified otherwise). I a nemesis’ inamy dialever reaches “25,” that nemesis immediately wins the game (see“Winning the Game” on page 11).

    Arsenal - Weapon

     The Starlight Blade

    At the start of your Experiencephase, if there are no Corruption

    cards in play, gain 1 infamy.

         S     T     A     R     T

    Special AbilitiesGain 2 infamy each time a

    character discards 1 or moreCorruption cards.

     At the start of your Movementphase, you may move to anyWebway Portal space or any otherspace containing a ForgottenPortal card. Then, resolve yourMovement phase normally.

    If you win a battle against acharacter, he must discard1 Corruption card.

    Choose a character in yourarea. That character discards

    1 Corruption card (if he has any)and loses 1 Life.

    Cunning: 4 Life: 4

    Starting Space: Eldar Falcon Squadron

    Bounty: Draw 1 Power card.

     D ir e  Av en g e r  E x a r c h

     G ith ell io n  Ath’ ulw e i

    Name and Affiliation

    Nemesis’ Attribute

    Starting Space

    Bounty 

    Starting Life Value

    Nemesis Sheet, Board, and Cards StartingAttribute Value

    Special Abilities

    Level rack Infamy Dial

    Nemesis Deck 

    NemesisDiscard Pile

    Level Rewards

    Life Dial

    Attribute Dial

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    Imperium and Nemesis CardsTe Imperium deck and Nemesis decks are only used whenplaying with the “Enemies o the Imperium” game mode.

    Imperium CardsTe Imperium cards represent events, agents, and arsenal thatnemeses can discover during a game. Imperium cards unctionsimilarly to Treat cards ound in the base game. A nemesis drawsthese cards during his Exploration phase (see “Draw ImperiumCards” on page 9) and resolves them during his Engagementphase (see “Resolving Imperium Cards” on page 10).

     Nemesis CardsEach nemesis has a unique . Each nemesis deckcontains several kinds o cards. Some cards (asset, encounter,enemy, and corruption) are similar to those ound in the basegame, and a nemesis uses them to interact with characters. Othercards (arsenal, crisis, and Might) are unique to this expansion andinteract with nemeses as described on page 10.

    Cards are always discarded back to the discard pile thatcorresponds to the image on their backs, not their ronts. Tus,whenever a Nemesis card is discarded, it is always discarded backto that nemesis’ discard pile.

     Card OrientationTe orientation o each card in Relic  is either vertical orhorizontal. Cards that specifically interact with charactersare oriented vertically, similar to all cards in the base game.

    Cards that specifically interact with nemeses are orientedhorizontally.

    When encountering spaces, characters never readhorizontal cards, and nemeses never read vertical cards,including those rom the base game.

    Special Timing: At thestart of the Engagement phase,draw 1 additional Imperiumcard. If thecard is an

    event, discard it. Otherwise, placeit on your space.

    Agent - Imperial Guard

    Imperial Guardsman1

    Asset - Ally - Apostate

    At thestart of each ofyourturns, you may roll 1dieand consult thelist to

    determinethis card’s effect.

    1–2)Draw 1 Corruption card.

    3–6)Gain 1 Life.

     Outcast Chirurgeon

    Tis card interactswith characters.

    Tis card interactswith nemeses.

    Special Timing: At the start of the Engagement phase,draw 1 additional Imperium card. If the card is an

    event, discard it. Otherwise, place it on your space.

    Agent - Imperial Guard

    Imperial Guardsman1

    Imperium Card Example

    ype andrait

    Attributeitle

    Ability 

    A r r e s t i n  g  B e a u t  y 

    C h o o s e  a  c h a r a c t e r  w i t h  

     3  o r  f e w e r  C o r r u p t i o n  

    c a r d s . T h a t  c h a r a c t e r  

    r e c e i v e s  t h i s  c a r d  a s  i f  t h e  y  

    h a d   j u s t  d r a w n  i t  f r o  m  

    t h e  C o r r u p t i o n  d e c k .Y o u  m a  y  s  p e n d  1  i n fl u 

    e n c e  

    t o  e v a d e  a n  y  e n e m  y .

                    P                l          a

               y                   d

              u          r                i          n           g                 t                h 

              e

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              r                B

              a             t             t                l          e

              s             t          e

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                    I               f

                y              o          u          r          o          p              p              o          n            e          n               t

                     i          n  

                  t                h                  i          s

     

                    b          a             t             t                l          e

                    i          s           a

              c                h  

              a          r          a          c             t          e

              r  ,               a

                   d               d

     

                   1              t

              o            y    

              o          u          r

                    b          a             t             t                l          e

              s          c          o          r          e

                   f          o          r

              e          a          c

                    h                   i

              n                 f                l          u

              e          n            c          e

                    h            e

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      .

          A    v    a     r

          i     c    e

         A    r    s    e    n    a     l  -   W  e  a  p  o  n

        T   h  e   S   t  a  r   l   i  g   h   t   B   l  a    d  e

       A   t   t   h  e  s   t  a  r   t  o   f  y  o  u  r   E  x  p  e  r   i  e  n  c  e

      p

       h  a  s  e ,   i   f   t   h  e  r  e  a  r  e  n  o   C  o  r  r  u  p   t   i  o  n

      c  a  r   d  s   i  n  p   l  a  y ,  g  a   i  n   1   i  n   f  a  m  y .

     P l a c e  t h i s  c a r d  o n  y

     o u r  s p a c e.

     T h i s  e n e m y ad

    d s 1  t o  i t s 

     ba t t l e  s c

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     e.

     E n e m y  -  T y ra

     n id

     P u r e s t r a i n 

     G e n e s t e a l e r

      3

    Nemesis Deck

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     The Nemesis TurnWhen playing the “Enemies o the Imperium” game mode, eachcharacter takes a turn in clockwise order as normal. Ten, afereach character has taken his turn, each nemesis takes his turn inclockwise order. o aid players in remembering the turn order,

    it is recommended that nemesis players sit next to each other.urns proceed in this manner until the game is over. Te  is the nemesis currently taking a turn.

    During his turn, an active nemesis perorms the ollowing ourphases in order:

    1. Movement Phase: Te active nemesis rolls one die and moveshis nemesis piece clockwise or anticlockwise around the gameboard the exact number o spaces equal to the die result,identical to the movement or characters.

    2. Exploration Phase: Te active nemesis initiates a battleagainst a character, draws one or more Imperium cards, ordraws one card rom his Nemesis deck. A nemesis does notread or interact with any text boxes on the game board.

    3. Engagement Phase: Te active nemesis resolves a battleagainst a character, resolves the Imperium cards on the spacehe occupies, or resolves a drawn Nemesis card.

    4. Experience Phase: Te active nemesis may spend trophies togain levels.

    Movement PhaseDuring the Movement phase, the active nemesis must move to anew space. He cannot remain on his space, even i it contains anImperium card.

    Outer and Middle iers: Te rules governing nemesis movementin the Outer and Middle tiers are identical to the rules described

    on page 8 o theRelic 

     base-game rulebook or charactermovement. o move between the Outer and Middle tier, see“Entering and Exiting the Middle ier” on page 14.

    Te Inner ier: Te nemesis cannot enter the Inner tier.

     Exploration PhaseDuring the Exploration phase, i the active nemesis is on a spacewith a character, he may choose to initiate a battle with thatcharacter. Otherwise, he must draw either one or more cards romthe Imperium deck or one card rom his Nemesis deck.

    o resolve the Exploration phase, the active nemesis ollowsthese steps:

    1. Check or Character.

    2. Draw Cards.

     Check for CharactersI the active nemesis is on a space with one or more characters,he may initiate a battle with one o those characters o his choice.

    I he chooses to initiate a battle, he proceeds to his Engagementphase. Otherwise, he proceeds to the “Draw Cards” step.

     Draw CardsI the active nemesis does not initiate a battle with a character, hedraws either Imperium cards or a Nemesis card.

     Draw Imperium CardsI the active nemesis is on a space containing threat icons or one

    or more Imperium cards, he compares the number o threat icons,ignoring their colour, on the space he occupies with the numbero aceup Imperium cards already on that space. For each threaticon that exceeds the number o Imperium cards, the activenemesis draws one card rom the Imperium deck and places itaceup on the space he occupies.

    Some abilities can cause a space to contain more Imperium cardsthan threat icons. Tese cards remain in that space until a nemesisresolves them or until they are affected by another ability.

    Afer the number o Imperium cards on the active nemesis’ spaceequals or exceeds the number o threat icons on that space, theactive nemesis proceeds to his Engagement phase.

    Example: Luxuria lands on the Vaulgast Spire space, which containstwo Treat icons. It already contains two yellow Treat cards, butno Imperium cards. Luxuria draws two cards rom the Imperiumdeck, placing an Ultramarines Bike and the Death Riders o Kriegon the Vaulgast Spire space.

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     Draw a Nemesis CardI the active nemesis occupies a space without aceup Imperiumcards and without threat icons (likely a space with a text box),he draws one Nemesis card rom his Nemesis deck. He looksat his Nemesis card without revealing it and proceeds to hisEngagement phase.

    Example: Specimen X lands on the Ultramar Emissary space, whichcontains a Purestrain Genestealer Treat card and the Rogue radercharacter, but no Imperium cards. Specimen X chooses not to battlethe Rogue rader. Since there are no threat icons in his space,Specimen X draws one card rom his Nemesis deck and proceeds tothe Engagement phase.

     Engagement PhaseDuring the Engagement phase, the active nemesis mustparticipate in a battle with a character on his space, resolve anyImperium cards on his space, or resolve the Nemesis card he drewduring his Exploration phase.

     Resolving Battles Against CharactersI the active nemesis chose to resolve a battle during hisExploration phase, he must resolve a battle ollowing the stepsdescribed on page 12. Afer resolving a battle, the activenemesis proceeds to his Experience phase.

     Resolving Imperium CardsI the active nemesis is not resolving a battle against a characterand is on a space containing one or more Imperium cards,he must resolve them. Te order in which a nemesis resolvesImperium cards is determined by the card’s type (event, agent, orarsenal) ollowing these steps:

    1. Resolve Events: Te active nemesis resolves the abilities o allImperium cards in his space that have the event trait. Aferresolving an event, it is discarded. If there are multiple events onhis space, he resolves them one at a time in any order he chooses.

    2. Battle Agents: Te active nemesis must participate in a battlewith each agent on his space (see “Nemesis Battles” on page12) beore proceeding to the next step. I a nemesis loses abattle, his Engagement phase ends immediately and he cannotresolve other Imperium cards.

    3. Acquire Arsenal: Te active nemesis takes all arsenal cards on

    his space and places them aceup in his play area. A nemesiscan only use arsenal card abilities i the card is in his play area.

    Afer resolving these steps, the active nemesis proceeds to hisExperience phase. I a situation arises in which the active nemesisdraws Imperium cards during his Exploration phase yet occupiesa space without any Imperium cards during his Engagementphase, he immediately proceeds to his Experience phase.

     Resolving Nemesis CardsI the active nemesis drew Nemesis cards during the Explorationphase, he must now resolve them. Te different types o Nemesiscards are described in the ollowing sections.

     Cards that Interact with CharactersCards that interact with characters are oriented vertically (see“Card Orientation” on page 8). Each vertical Nemesis cardmimics a card type rom the Relic base game (asset, encounter,enemy, or corruption) and interacts with a character. Tese

     vertical cards contain  presented in bold thatinstructs the nemesis how to resolve the card during hisEngagement phase.

    During his Engagement phase, the active nemesis reads the

    nemesis text on the Nemesis card he drew and ollows theinstructions. A nemesis only reads and resolves the nemesistext on a card once, and only during the Engagement phasethat ollows the Exploration phase in which he drew the card.I a nemesis places a Nemesis card on the game board, neithercharacters nor nemeses can resolve the nemesis text again. Afer anemesis resolves the nemesis text, these cards unction identicallyto the card type they represent rom the base game.

    Enemy Card Corruption Card Encounter Card

    Nemesis ext

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     Cards that Interact with NemesesCards that interact with nemeses are oriented horizontally (see “Card  Orientation” page 8). When the active nemesis draws a horizontalNemesis card, he resolves or acquires it according to its type:

    Crisis: Crisis cards are one-time events that trigger as soon asthe nemesis resolves the card. o resolve a crisis card, the activenemesis reads the text on the card, ollows the instructions, andthen discards the card.

    Might: Might cards unction like Power cards but can only beused by nemeses. o acquire a Might card, the active nemesistakes the card and adds it to his hand o Might cards. Nemeseskeep their Might cards secret rom other characters, revealingthem only when deciding to use them.

    Arsenal: Arsenal cards unction like asset cards but can only beused by nemeses. o acquire an arsenal card, the active nemesistakes the card and places it aceup in his play area. A nemesis canuse the abilities o all arsenal cards in his play area.

     Experience PhaseDuring the Experience phase, the active nemesis gains levels anddiscards any cards he no longer wishes to keep. A nemesis resolveshis experience phase ollowing these steps:

    1. Spend rophies

    2. Discard Cards

    Spend TrophiesEach time a nemesis wins a battle against an agent, he takes theagent Imperium card as a trophy (see “Nemesis Battles” on page12). Each trophy has a trophy point value equal to the agent’sattribute value. For example, i an agent has an attribute value o 4,that agent is worth 4 trophy points.

    Te active nemesis may spend (discard) trophies during this stepto gain levels. For every six trophy points he spends during thisstep, he gains one level (see “Gaining Nemesis Levels” on page13). He may spend any number o trophies; however, any excesstrophy points above multiples o six are lost and do not count

    toward the cost o his next level.

     Discard CardsTere is no limit to the number o cards the nemesis can have.However, i a nemesis has any arsenal or Might cards that heno longer wishes to keep, he may discard them at this time. Anemesis cannot discard cards outside o his Experience phaseunless a game effect allows him to do so.

    Winning the Gameo win a game, a nemesis must acquire 25inamy. When a nemesis’ inamy dial reaches25, he immediately wins the game. For acharacter to win the game, he must resolvethe conrontation section o the scenariocard as normal.

    Imperium Card

    Attribute androphy Value

    Inamy Dial 

     Allure of Slaanesh

    Each character may draw1 Corruption card to gain1 attribute of their choice.

    “The covetous man is always in want.” —ancient Terran aphorism

    Crisis Card

    itle

    Ability 

    Play during thePrepare for Battle step.

    If your opponent in this battle is a character, add1 to your battle score foreach influence he has.

     Avarice

     Might Card

    itle MightNumber

    Ability 

    Arsenal - Weapon

     The Starlight Blade

    At the start of your Experiencephase, if there are no Corruption

    cards in play, gain 1 infamy.

     Arsenal Card

    ype

    and rait

    itle

    Ability 

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     Nemesis BattlesDuring a nemesis’ turn, he may participate in a battle againsteither a character or one or more agents in his space (see“Exploration Phase” on page 9).

    Additionally, if a character ends his Movement phase on aspace containing one or more nemeses, he may resolve a battlewith one of those nemeses of his choice.

    o resolve battles with a nemesis, ollow these steps:

    1. Determine Battle Form: When a nemesis participates in abattle, the battle form always matches the nemesis’ attribute type.For example, if a character participates in a battle with a nemesis that has the Strength (red) attribute, it is a Strength battle.

    2. Prepare for Battle (Nemesis): During this step, the nemesismay declare and apply any battle bonuses used to modiy hisbattle score. A nemesis may only use one weapon and onearmour during a battle.

    3. Roll Battle Die (Nemesis): Te nemesis makes a battle rollby rolling one die. I he has an ability that allows the use oadditional dice, he rolls all dice simultaneously. Any battleroll that produces a result explodes, allowing him to roll anadditional die. I a nemesis wishes to use an ability to reroll orchange the result o his battle roll, he does so during this step.

    4. Prepare for Battle (Character): During this step, the charactermay declare and apply any battle bonuses used to modiy hisbattle score. A nemesis is not an enemy; thereore, assets andPower cards that reerence enemies do not apply to nemeses.(Tis step is skipped when battling an agent.)

    5. Roll Battle Die (Agent/Character): Follow the appropriatesub-step (“Agent” or “Character”) as determined by thenemesis’ opponent or the battle.

    a. Agent: Te player to the lef o the active nemesis makes abattle roll or the agent by rolling one die. Any battle rollthat produces a result explodes, allowing him to rollan additional die (see “Exploding Dice” on page 20 o theRelic  base-game rulebook). Te player rolling a die orthe agent cannot use any o his character or card abilitiesthat affect his die rolls.

    b. Character: Te character makes a battle roll by rollingone die. I he has an ability that allows the use o

    additional dice, he rolls all dice simultaneously. I acharacter wishes to use an ability to reroll or change theresult o his battle roll, he does so during this step.

    6. Determine Battle Scores: At the start o this step, any cardabilities that add to the nemesis’ and agent’s/character’s battlescore are resolved. Te nemesis then calculates his battlescore by adding his battle roll, attribute value, enemy Treatcard bonus (see “Support Bonuses” on page 14), and anymodifiers that apply. Ten, the agent/character calculates hisbattle score by adding his battle roll, attribute value, agent

    Imperium card bonus (see “Support Bonuses” on page 14),and any modifiers that apply.

    7. Determine Battle Result: Tere are three possible battleresults. I the agent’s/character’s battle score is higher thanthe nemesis’ battle score, the agent/character  the battleand the nemesis  the battle. I the nemesis’ battle scoreis higher than the agent’s/character’s battle score, the nemesiswins the battle and the agent/character loses the battle. I thebattle scores are equal, the battle result is a  (see “Apply

    Consequences” below). During this step, characters andnemeses resolve any effects triggered by battle results (win,lose, or tie), excluding those on agent cards.

    8. Apply Consequence: Follow the appropriate sub-step(“Agent” or “Character”) as determined by the nemesis’opponent or the battle.

    a. Agent: I the active nemesis wins the battle, he takes theagent Imperium card as a trophy and places it aceup inhis play area unless instructed otherwise. Additionally, he

    applies any rewards the agents provide or winning. Ten,the active nemesis continues his Engagement phase.

    I the active nemesis loses the battle, he loses one Lie andapplies any other penalties the agent inflicts or losing.Ten, the active nemesis ends his Engagement phase; ithere are any Imperium cards remaining on the activenemesis’ space, he cannot resolve them this turn.

    I the battle results in a tie, the active nemesis does not

    claim a trophy or lose Lie; his Engagement phase endsimmediately, and the agent card remains on his space.

    b. Character: Te loser o the battle loses one Lie andthe battle ends. Te active nemesis proceeds to theExperience phase. I the character won the battle, hecollects the  presented on the opposing nemesis’sheet. I the battle results in a tie, neither player loses Lieand the active nemesis proceeds to his Experience phase.

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    Multiple AgentsI there is more than one agent on the space the active nemesisoccupies, he resolves a battle with all agents at the same time.

    o resolve a battle against multiple agents, the player to the lefo the active nemesis adds each agent’s attribute value to a single

    battle roll to create a single battle score or all agents. Tat playerollows all instructions on agent cards normally.

    I the active nemesis produces a higher battle score than theagent’s battle score, he wins the battle, applies all rewards rom allparticipating agents, and claims those agents as trophies. I theactive nemesis produces a lower battle score than the agent’s battlescore, he loses the battle, loses one Lie, applies all penalties romall participating agents, and ends his Engagement phase.

     Additional Nemesis RulesTis section contains additional rules or nemeses.

     Gaining Nemesis LevelsEach time a nemesis gains a level, he moves the level peg on hislevel track one slot to the right. Ten, he receives all level rewardslisted in the column on his nemesis sheet below the new positiono the level peg, starting with the reward on the top o the column

    and proceeding downward.A nemesis may gain a maximum o 9 levels. I he gains a level, buthas already reached level 9, he gains one inamy instead.

    Most o the level rewards or nemeses match those ound in theRelic base game. Te two level reward icons ound only on thenemesis sheets are as ollows:

    Nemesis Card: Draw one card rom your Nemesis deckand immediately resolve it.

    Infamy: Gain 1 inamy.

     Vanquished NemesesI a nemesis’ Lie is reduced to zero, he is vanquished. Each time anemesis is vanquished, he perorms the ollowing steps:

    1. Discard Might Cards and rophies: Te nemesis discards allo his Might cards and trophies.

    2. Lose Infamy: Te nemesis loses hal o his inamy, rounded up.

    3. Reset Life: Te nemesis adjusts his Lie dial to match thestarting Lie value on his nemesis board.

    4. Relocate: Te nemesis places his nemesis piece on his startinglocation.

    Te nemesis keeps all other cards and tokens. Any nemesis tokenson the game board or arsenal in his play area remain.

    Playing Might CardsMight cards are similar to the Power cards ound in the basegame; however, only nemeses can use them. Might cards providea nemesis with one-time special abilities. Playing Might cards isalways optional. Te text on a Might card indicates when anemesis can play the card, and the text also describes the specialability the card provides.

    Additionally, all Might cards eature a

     on the right side o the card. Immediatelybeore a nemesis is required to roll a die to make amovement, battle, or skill roll, he may declare that heis playing a Might card instead. Each time a nemesisuses a Might card instead o rolling a die, the mightnumber on the card is treated as a substitute or the die result. Forthe purposes o special abilities and effects, when a nemesis uses aMight card this way, it is equivalent to a die roll. A nemesis cannotuse more than one might number as a substitute or a singlemovement, battle, or skill roll.

    I a nemesis substitutes a die roll with a Might card, it can explodeollowing normal rules (see “Exploding Dice” on page 20 o theRelic  base-game rulebook). A nemesis can substitute additionaldie rolls caused by an exploding die with a Might card.

    When playing a Might card, the nemesis may use the mightnumber or the special ability; he may not use both. Afer anemesis uses a Might card, he must discard it. Tere is no limit tothe number o Might cards a nemesis may use during a turn.

     MightNumber

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    Support BonusesEnemies and agents can aid characters and nemeses during abattle i they occupy the same space. When resolving a battle,players must apply the ollowing bonuses when necessary.

     Enemy Threat Card BonusA nemesis adds 1 to his battle score during the “Determine BattleScores” step or each enemy Treat card on his space. Tis bonusapplies when a nemesis participates in a battle against both agentsand characters.

     Agent Imperium Card BonusA character adds 1 to his battle score during the “DetermineBattle Scores” step or each agent Imperial card on his space. Tisbonus applies when a character participates in a battle against

    both enemies and nemeses.

     Nemesis BountyEach time a character deeats anemesis in battle, that characterimmediately receives the bountyprinted on that nemesis’ nemesissheet.

     Entering and Exiting the Middle TierI a nemesis ends his movement on one o the our corner spacesin the Outer tier (Grey Knight Envoy, Battlefleet Antias, St. Antias’Sanctuary, and Ultramar Emissary), he may spend 1 inamy ordiscard 1 trophy, Might card, or arsenal to move to the nearestcorner space in the Middle tier. I a nemesis moves to the Middletier in this manner, he skips his Encounter and Engagement phaseduring the turn in which he moved. A nemesis may also use themovement box located on the Space Hulk space in the Middle tierto move back to the Outer tier.

     ClarificationsTis section contains additional details or specific game effectsand situations.

    Master Collector (Scenario Sheet)All spaces in the Inner tier that contain character tokens aretreated as i they do not exist on the game board. Players cannotplace additional tokens on those spaces, players do not countthose spaces when moving during their Movement phase, andplayers do not use those spaces when resolving the text box in theWarp Rif. Tereore, i there is a character token on the CroneWorld Yllen Satari and a player spends eight influence whileresolving the text box on the Warp Rif, that player skips both theCrone World and Chaos itan Mals Furia spaces ending on theDaemon World Braxas space.

     Hulk of the Wayward Warrior (Scenario Sheet)Each time a player is resolving the Conrontation section orthis scenario sheet, he may collect any enemy Treat cards he

     vanquishes as trophies. Each time he spends these trophies to gainlevels, he may return them to their corresponding discard piles asnormal or he may return them back to the scenario deck as perthe instructions on the scenario sheet.

    I there are no Treat cards in the scenario deck, a player simplyplaces one o his character tokens on the scenario sheet during hisEngagement phase.

     Dark Alliance (Scenario Sheet)Te Dark Alliance scenario can only be played with an evennumber o players.

    Tere are only two Nemesis boards included in this expansion;however, players can play the Dark Alliance scenario with six

    players (three as nemeses). o do so, the third nemesis playertracks his Lie, attribute, level, inamy, and nemesis tokens byother means, such as a pad o paper.

     Eversor Assassin (Character)All trophies possessed by the Eversor Assassin are treated asassets, even by other players. As such, i a player wins a Cunningskill duel against the Eversor Assassin, that player can take one othe Eversor Assassin’s trophies as a reward

    Nemesis Sheet Bounty text 

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    Moarn Goreheart (Nemesis)When using the Moarn Goreheart’s Berserker Rage card duringthe Dark Alliance scenario, Moarn cannot move to a teammate’sspace. Tereore, or the purposes o this scenario, playersresolve the Bererker Rage card targeting the closest eligible (non-teammate) character.

     Luxuria (Nemesis)I Luxuria gives a Corruption card rom her Nemesis deck to theUltramarines Captain or the Canoness, that character flips theCorruption card acedown. Because Luxuria’s Corruption cardshave different card backs than cards rom the Corruption deck,keep track of these cards by placing them near other facedownCorruption cards or by placing a character token on them as areminder.

     Githellion Ath’Ulwei (Nemesis)I a player is corrupted and must start a new character, GithellionAth’Ulwei does not gain inamy or the Corruption cards thatcharacter must discard as a result o being corrupted.

    I Githellion Ath’Ulwei gives a Vision Stone to the Storm rooperSergeant, he may use his character ability and discard the VisionStone to add 2 to his battle roll. Additionally, he can discard itduring his Experience phase to make room or more assets.

     Kineblades (Wargear Card)Kineblades only gives a battle bonus or each Power card youhave. Afer a player plays a Power card, that player no longer hasthat Power card. Tus, i a player has Kineblades and substitutes aPower card or his battle roll, he does not add 1 to his battle scorerom Kineblades or the played Power card.

     Neuro Disruptor, Scissorhand, Chaos Chain Axe

     (Wargear Card)I a player uses the Neuro Disruptor, Scissorhand, or Chaos ChainAxe and his dice explode reducing him to 0 Lie, the player is

     vanquished and immediately returned to the St. Antias’ Sanctuaryspace ollowing normal rules. He treats the battle as i it neverhappened. Te battle was neither won nor lost and all enemiesremain in their space.

    Imperial Guardsmen Agent

     (Imperium Card)A nemesis must draw an Imperium card each time he resolvesImperial Guardsmen agent.

     Running out of cardsWhenever any o the decks o cards in this expansion areexhausted, players should shuffle all cards in the correspondingdiscard pile to create a new deck rom which to draw rom.

     Threat card colourTe colour o a Treat card is always determined by the colouredborder on the ront o that card, not by the card’s back.

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     FFG CreditsExpansion Game Design: Alex Davy

    Base Game Design: John Goodenough

    Based on alisman, Designed by: Robert Harris

    Producer: Jason Walden

    echnical Writing: Adam Baker

    Cover Art: Daryl Mandryk, Lin Bo, and Neil Roberts

    Interior Art: A.L. Ashbaugh, Sergio Camarena Bernabeu,Dimitri Bielak, John Blanche, Lin Bo, Jon Bosco, Stephen Boulter,Matt Bradbury, Kevin Chin, West Clendinning, Victor P. Corbella,Paul Dainton, Mauro Dal Bo, Daarken, Vincent Devault, DiegoGisbert Llorens, David Griffith, Ilich Henriquez, Nikolaus

    Ingeneri, aylor Ingvarsson, Michal Ivan, omasz Jedruszek,Jason Juta, Mathias Kollros, Sam Lamont, Clint Langley, SimonLissaman, Damien Mammoliti, Even Mehl Amundsen, MichaelPhillippi, Adrian Smith, Stephen Somers, David Sondrered,Richard Wright, Imaginary FS Pte Ltd

    Figure Design: Alberto Bontempi

    Character and Nemesis Design: Nikolaus Ingeneri

    Flavor ext: Alex Davy 

    Graphic Design: Michael Silsby Rulebook Layout: Christopher Hosch

    Licensing and Development Coordinator: Deb Freytag

    Managing Art Director: Andrew Navaro

    Art Administration: John M. aillon

    Production Manager: Eric Knight

    Executive Game Designer: Corey Konieczka

    Executive Producer: Michael Hurley 

    Publisher: Christian . Petersen

    Playtesters: Hans Addleman, Adrienne Allen-Stephens, SamBailey, Richie Bernal, Greg Boles, John Britton, Peregrin Brown,Jamison Bruce, Alan Burke, Eric Byrnes, Shane Chapman, Marcin“Nemomon“ Chrostowski, Lachlan “Raith” Conley, Dave Cory,Brian Craypoff, David Culp, Emile de Maat, Mat Decker, RonaldDeValk, Jordan Dixon, Bill Eng, Brian Englestein, Rhys Fisher,Mike Foley, Ian Foutz, Michael Gernes, Nick Goldsberry, Gorr,Don Grant, Rudol Hagler, Russel Hall, Joe Hamell, Phil Hankins,Antia Hilberdink, Keith Hladik, im Huckleberry, HadenHuffaker, David Ian Jones, Derek Kagemann, Mitchell Kelly, imKelly, Keesjan Klee, James Kniffen, Alexander Leatherbarrow,Matt Mattice, Pim Mauve, Chris May, Sarah Measel, Erik Miller,Kevin Miller, Lacey Miller, Dustin Monson, Amanda Mungai, JonNew, Katie New, Andrea Novicky, Ronald Novicky, roy Parker,Julija Petkus, Wade Piche, Derek Prichard, Roy Stephens, SamStewart, Adam Sweeny, Jonny Sweeny, Zach ewalthomas, DanTursby, Gabe Usry, Remco van der Waal, Ramin Vazir, JamesVoelker, Jan-Cees Voogd, Joris Voogd, Colin Webster, Jay Colt

    Weesner, Aric Wieder, Benn Williams, Darrin Williams, JessicaWilliams, Rebecca Williams, Aaron Wong, Gerlo Woudstra,Katin Yang, Zach Yanzer, Eric Young, and Jamie Zephyr

     Games Workshop CreditsLicensing Managers: Graeme Nicoll

    Head of Licensing: Jon Gillard

    Business and Legal Advisor: Andy Jones

    Head of Intellectual Property: Alan Merrett

    A special thanks to all our dedicated beta testers. Your hard workis very much appreciated.

    © Games Workshop Limited 2014. Games Workshop, Warhammer40,000, alisman, and all associated marks, logos, places, names, creatures,races and race insignia/devices/logos/symbols, vehicles, locations,weapons, units and unit insignia, characters and illustrations rom theWarhammer 40,000: Relic game setting and Warhammer 40,000 universeare either ®or M, and/or © Games Workshop Ltd 2000–2014, variablyregistered in the UK and other countries around the world. Fantasy FlightSupply is M o Fantasy Flight Publishing, Inc. Fantasy Flight Games andthe FFG logo are ® o Fantasy Flight Publishing, Inc. All rights reservedto their respective owners. Fantasy Flight Games is located at 1995 WestCounty Road B2, Roseville, Minnesota, 55113, USA. 651-639-1905.Retain this inormation or your records. Actual components may varyrom those shown. Made in China. HIS PRODUC IS NO A OY.NO INENDED FOR USE OF PERSONS 13 YEARS OF AGE ORYOUNGER.

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    Index

     Aactive nemesis .............................................. 9

    agent imperium card bonus ..................... 14

    apostate characters ...................................... 4

     Bbattling multiple agents ............................13

     Ccard orientation ........................................... 8

    cards

    arsenal cards ......................................... 11

    crisis cards ............................................ 11imperium cards ............................ 8, 9, 10

    might cards .....................................11, 13

    character rules .............................................. 4

    clarifications ............................................... 14

    components .................................................. 2

    credits .......................................................... 16

     Ddevotee characters ....................................... 4dial assembly ................................................ 3

     Eenemies o the imperium mode ................. 5

    enemy threat card bonus .......................... 14

    expansion icon ............................................. 2

     Ffive or six player games ............................... 4

    floating dials ................................................. 6

    Iintroduction ................................................. 4

    Mmight number ......................................11, 13

     NNemeses

    attributes and lie ................................... 7battle sequence ..................................... 12

    board and sheet ...................................... 7

    bounty ...................................................14

    definition ................................................ 6

    engagement phase ............................... 10

    entering and exiting the middle tier . 14

    experience phase .................................. 11

    exploration phase .................................. 9

    inamy ..................................................... 7level rewards ...................................13, 20

    levels ...................................................... 13

    lie ......................................................... 7

    movement in the inner tier .................. 9

    movement in the middle tier ............... 9

    movement in the outer tier .................. 9

    movement phase .................................... 9

    nemesis cards ...................................8, 10

    nemesis text .......................................... 10

    spending trophies ................................ 11

    turn structure ......................................... 9 vanquished nemesis ............................ 13

     Qquick reerence ...........................................20

     Rresolving imperium cards .........................10

    resolving nemesis cards ............................ 10

    Ssetup

    general ..................................................... 5

    nemesis ................................................... 6

    skill duels ...................................................... 4

    challenger ............................................... 4

    challenge value ....................................... 4

    deender .................................................. 4

    support bonus ............................................ 14

     Uusing this expansion .................................... 4

    Wwinning the game ...................................... 11

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     Luxuria Man is venal, man is corrupt, and above all, man is greedy!No one knows this better than Slaanesh’s inamous pet,Luxuria. When she first emerged rom the Immaterium, shewas little more than a renzied monster, uelled by battlelust and the sadistic ecstasy o inflicting pain. But somethingstrange happened—she didn’t die. For centuries, she survivedcalamitous battles, Ecclesiarchal crusades, and even theattentions o the Ordo Malleus... and as she spent more timein the mortal realm, she became a more subtle and sinisterinstrument o her master’s will.

     Appearing to the eyes o mortals as a painully, unsettlinglybeautiul woman, she has insinuated hersel amid the

     preening nobility and scheming merchants o the AntianSector. Whispering o wealth untold and playing on the egoso powerul men—as well as quietly eliminating most o her

    business rivals—Luxuria has acquired a substantial stakein all o the sector’s key ventures, all while keeping one stepahead o the Inquisition.

    No one knows her true goals, but whatever game she’s playing, she’s had years to arrange her pieces. It will takeunshakeable aith and keen wit to unravel her schemes. akecare upon the hunt, however, or a cornered daemonette

     fights with breathtaking ury...

    Specimen XLittle is known about Specimen X, save that it is a yranidBroodlord o incomparable savagery and guile, and was thetenth specimen catalogued by Inquisitor Arrius Balk duringhis final expedition. Balk was thrilled to have collected aliving Broodlord, and his final transmission rom aboardthe Cruiser Conero indicates that he planned to beginexperimenting on the creature immediately.

    What happened next is unclear; what is known is thatSpecimen X escaped, and afer devouring the ship’s navigator,it spent the next month methodically hunting the terrifiedcrew. When the wreck o the Conero was discovered, aDeathwatch Kill-team was immediately dispatched, but nosign o Specimen X—or Inquisitor Balk—could be oundamong the dead and dying.

    Te Kill-team pursued its quarry with typical zeal, doggingSpecimen X across the stars and hunting his brood to near-extinction... beore disappearing without a trace.

    Recent reports rom the Ordo Xenos indicate Specimen Xhas re-emerged in the Antian Sector. I these reports areto be believed, the entire sector is in unathomable peril,

     or Broodlords are the scouts and spearheads o yranidinvasions! 

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     Githellion Ath’ulweiOnce counted as one the deadliest warriors on crafworld

     Alaitoc, Githellion Ath’ulwei ound the rigid strictures oEldar society claustrophobic and abandoned his home towander the galaxy. Githellion lived or many years as anEldar outcast, prowling the infinite labyrinth o the Webwayat the helm o his Shadowhunter Frigate. During his travels,he elt the ravenous hunger o Slaanesh clawing at his soul,and grew to loathe the Chaos powers with an unbridled ury.

     Many decades passed beore destiny caught up with him.Intervening in a pitched battle between an Eldar colony anda mob o Ork raiders, Githellion witnessed the ury and

     perection o a Dire Avenger squadron in battle. Feeling thetouch o Asurmen himsel guiding him, he devoted himselto their temple. Over the many centuries that ollowed, hebecame an immaculate embodiment o his Aspect, treading

    so ar down the Path o the Warrior that he can never returnto what he was.

    Tough he is no riend to the Imperium, Githellion willsometimes spring to the aid o its mightiest heroes, bursting

     rom the Webway to do battle against a common oe.Nevertheless, Githellion cannot truly be counted as an ally,

     or his motivations are mysterious, and the Eldar have a plan or the sector that is all their own.

    Moarn GoreheartTe story o Moarn Goreheart is a tragic one. When themining colony o Kadron VII was raided by a small bando World Eaters, Moarn’s entire amily was butchered byberserkers, and the sight o their mutilated bodies drovehim into a mindless ury. Laying into them with his vibro-

     pickaxe, he slew several o the warband’s ancient warriorsbeore their captain overwhelmed him.

    Recognising the spirit o the Blood God in him, the captainspared his lie. Trough the ensuing decades, he was trainedas a berserker, undergoing innumerable trials and absorbingtheir Chaos-tainted geneseed, but never orgetting or aninstant the murder o his amily.

     At last, he was deemed worthy, and subjected to one lastritual trial: the barbaric cybernetic procedure known as the

    Butcher’s Nails. In an instant, all o Moarn’s anguish waswashed away as though it had never existed, replaced by pure and unadultered rage.

    With a scream o hate, he wrested the captain’s treasuredBloodeeder out o his hands and massacred his entirewarband. Amid the carnage, Moarn elt a savage joy unlikeanything he had ever elt beore, and knew that he would bein the thrall o that bloodlust until the end o his days.

    Tus a man whose very lie was rent asunder by Khornebecame his devoted servant. Now he turns his attentions tothe Antian Sector, seeking always the thrill o slaughter.

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     Quick Reference

     Nemesis Turn SequenceDuring his turn, the active nemesis perorms the ollowingour phases in order (see “Te Nemesis urn” on page 9or more details):

    1. Movement Phase: Te active nemesis rolls one dieand moves his nemesis piece clockwise oranticlockwise around the game board the exactnumber o spaces equal to the die result.

    2. Exploration Phase: Te active nemesis initiates a battle

    against a character, draws one or more Imperiumcards, or draws one card rom his Nemesis deck. Anemesis does not read or interact with any text boxeson the game board.

    3. Engagement Phase: Te nemesis resolves a battleagainst a character, resolves the Imperium cards on thespace he occupies, or resolves a drawn Nemesis card.

    4. Experience Phase: Te active nemesis may spendtrophies to gain levels.

    Imperium Card ResolutionI there are Imperium cards in the active nemesis’ spaceduring his Engagement phase, he resolves them in theollowing order:

    1. Resolve Events

    2. Battle Agents

    3. Acquire Arsenal

     Battles with NemesesBattles with nemeses are resolved using the ollowing steps(see “Nemesis Battles” on page 12 or more details):

    1. Determine Battle Form

    2. Prepare or Battle (Nemesis)3. Roll Battle Die (Nemesis)

    4. Prepare or Battle (Character)

    5. Roll Battle Die (Agent/Character)

    6. Determine Battle Scores

    7. Determine Battle Result

    8. Apply Consequence

     Vanquished NemesesI a nemesis’ Lie is reduced to zero, he discards all o hisMight cards and trophies and loses hal o his inamy(rounded up). Ten, he resets his Lie to his starting Lie

     value and moves to his starting space (see “VanquishedNemeses“ on page 13 or more details).

    Skill Duels and Consequenceso resolve a skill duel, a player ollows these steps (see “Skill

    Duels” on page 4 or more details):

    1. Determine Challenge Form

    2. Set the Challenge Value

    3. Make Deender Skill Roll

    4. Apply Consequences

     – Strength: Te loser loses 2 Lie.

     – Cunning: Te winner may steal 1 o the loser’s assets(except relics).

     – Willpower: Te winner looks at the loser’s hand oPower cards and chooses to take either 1 o thosecards or 3 influence rom the loser.

    5. Steal Apostate Asset

    6. Proceed to the Experience Phase

     Nemesis Level Reward Icons

    Gain 1 inamy.Draw 1 card rom yourNemesis deck and

    immediately resolve it.

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