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.

Composition

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
ResultNPO ACTIVATION
1-9Activate one non-ARCHIVIST NPO.
10-11Activate 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.
12-13Activate 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
ResultNPO ACTIVATION
1-8Skip that activation.
9-11Activate 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.
12-13Activate 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.
The Archivist
A 4
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Atomic Disassembler (Rng 8", Dev 3, Prc2)
5
4+
4/2
Eradicator Glove (Brutal, Shock, Stun)
4
4+
5/7
Abilities
BehaviorBulkyExtra DefenceXenotech Shielding

Behavior: This NPO will shoot the closest player operative as a priority, but will fight if the need arises and shoot other NPOs. When activated, if it will perform the Fight or Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fight.
  2. Shoot the closest player operative.
  3. Charge the closest operative with less than 10 wounds remaining.
  4. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  5. Shoot the closest NPO.
  6. Dash towards the closest player operative, to cover if possible.

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.

Xenotech Shielding: Whenever an operative is shooting this NPO:

  • Ignore the Piercing weapon rule.
  • Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative.
  • This NPO can benefit from the effects of the Extra Defence core rule regardless of being injured (this takes precedence over that rule).
NEMESIS, ARCHIVIST
Equipment
Ploys
TacOps