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.

Composition

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.

CARDACTIVATION/RULE
1–4Borewyrm Activation Activate one ready BOREWYRM INFESTATION NPO, or an expended one if none are ready.
5Rad-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).
6Energy Pulse: Inflict D6 damage on each operative (excluding AMBULL and BOREWYRM INFESTATION NPOs) within 6" of the AMBULL NPO (roll separately for each).
7Ambull 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.
8Enraged 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.

CARDRULE
9–10No additional effect.
11–12Set 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).
13Set 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).
Common Abilities and Options

Behaviour:
BRAWLER

This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it’s a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.
Ambull
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Enormous Claws (Brutal, Ceaseless, Rending)
5
3+
4/5
Abilities
BehaviourBulkyExtra Defence

Bulky: This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor.

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action.
  • This operative can move through other operatives (excluding NEMESIS operatives).
  • Ignore all changes to this operative’s APL and if it’s a player operative, APL changes don’t affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence dice, unless this operative is injured.

NEMESIS, AMBULL
Borewyrm Infestation
A 1
M 4"
S 5+
W 5
Weapons
ATK
HIT
DMG
Vicious Jaws (Rending)
3
4+
3/4
Abilities
BehaviourSmall

Small: Whenever this NPO has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

BOREWYRM INFESTATION
Equipment
Ploys
TacOps