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Cee ING UN iy MERC Qe egh NV A A DARK NEW DAWN A BEYOND PRECIPICE EXPANSION FOR BLACKSTONE FORTRESS All images and names are copyright and/or trademarks of Games Workshop Ltd. It you want the models in this campaign. buy them here www.games-workshop.com/en-GB/Kill-Team-Rogue-Trader-2018-eng This expansion was made purely for the reason that i like the models. It has never been my intention to infringe any of Games Workshops Interlectual Property in any way. I'd like to thank everyone in the Beyond Precipice facebook group for their patience and encouragement when things have been become tricky in developing this expansion. Id like to give extra thanks to the following people as without them, this would have been a lot harder to complete. Frdre, Darth, tan, Daniel, Kyle. Dean, Henrik, Dy and Luke. There is bound to be more of you, so if ive missed you off, | genuinely apologise and will be sure to correct my failings. So thanks again everyone for actually showing some positive interest in what i've been doing, it’s made the madness more bearable. So until the next time, enjoy, have fun and play nice. Gavin Lee \ RO AO GET as Ye Need V © ENV CONTENTS Exploration of the New Dawn Starting the Quest 4 Setting up the Quest 4 Exploration rounds 5 Ending an Expedition 5 One-off Expeditions 5 New Rules Retinue Characters 6 Random Movement - Model 6 Random Movement - Destiny Marker 7 Treasure Chests 7 Mortal Hexes 8 Bravery 8 Stealth 9 Sudden Noises 9 Alertness Level 9 Plague Ship 9 Location Combats 1. Into the Dark 10 2. Not Alone 12 3. Bug Hunt 14 4. A Trapped Cog 16 5. Breach The Doors 18 6. A Noble Sacrifice 20 7. You Have the Bridge 22 Additional Text 24 Enemy Dataslates Gnasher-Screamer 26 Nightmare Hulks 27 Vox Scramblers 28 Glitchlings 29 Nurglings 30 Sludgegrubs 31 Cursemites 32 Eyestinger Swarms 33 Vulgar Thrice-Cursed 34 Plague Zombies 35 Retinue Characters Aximillion 36 The Voidsman 37 Sanistasia Minst 38 Larsen Van Der Grauss 39 Voidmaster Nitsch 40 Knosso Prond 4 Beyond Precipice Rules Gellerpox 42 Encounter Cards 42 RO AO GET as Ye Need V © ENV EXPLORATION OF THE NEW DAWN In order to discover the fate of the New Dawn, the adventurers must progress through the ship to the bridge. The rules below describe how to take up this quest into the unknown interior of the ship. STARTING THE QUEST FOR THE NEW DAWN The quest for the New Dawn is a stand-alone quest that can be attempted if the adventurers are not currently on another quest, such as the quest for the hidden vault. Before starting an expedition, the adventurers can choose to undertake the quest for the New Dawn. If they do 50, follow the rules presented here to set up an expedition for this quest. Once the adventurers have started this quest, they may not start another until this quest is completed. The quest for the New Dawn uses some new rules and some existing rules from those presented for the quest for the hidden vault on pages 6-9 of the Rules booklet. SETTING UP AN EXPEDITION FOR THE QUEST FOR THE NEW DAWN Do not follow the instructions for creating an exploration deck. Remove all exploration cards and set up Mission 1 During step 4, take only the encounter ‘cards. from A Dark New Dawn. Discard all enemy reference cards apart from the GELLERPOX enemy reference cards found in A Dark New Dawn. Discard all Discovery Cards apart from Archeotech and Items. Do not include Secret Agenda Items, During step 12, the leader reads aloud the following text instead: ‘As the shuttle approaches the New Dawn, the adventurers can see no visible damage to the ship. The only sign of anthing amiss is the lack of power to most of the ship. Whole sections seem to be in total darkness while others appear to be untouched. The adventurers must not delay with their exploration of the exterior, for with each passing moment, the New Dawn moves closer to Precipice on its automated docking sequence......” EXPLORATION ROUNDS An exploration round as part of the quest for the New Dawn is split into the following steps, stead of those listed on page 11 of the Rules booklet. 1, Resolve location combat 2. Recovery step 3. Leader step THE NEW DAWN The New Dawn takes the form of seven combat encounters, each with their own unique rules and theme. When the adventurers enter one of these combats, it will require additional rules to set up. The maps and rules for each of these locations can be found on pages 10-23 of A Dark New Dawn. Each of the locations have an event table, which is used instead of any other found in Blackstone Fortress and its expansions, as well as a set of rules that will affect how the location combat is fought. Make sure to read all the rules for a location carefully before you start the combat, as they will often change how hostiles or adventurers are set up or behave for that combat. The instructions for each location will tell you what the adventurers need to do to conquer that location, and the rewards they receive for doing so. If all of the adventurers are taken out of action before this happens, the ‘expedition ends in failure as normal and no rewards are receieved. ENDING AN EXPEDITION Instead of the rules for ending an expedition found on page 11 of the Rules booklet, an expedition comes to an end if any of the following occur. At the end of a location combat, all of the adventurers are out of action. An Adventurer dies in the recovery step. After resolving a location, all the players agree to end the expedition. The adventurers complete the Bridge location combat. When an expedition ends, the adventurers return to Precipice as normal. ONE-DFF EXPEDITIONS If you wish to play a one-off expedition using the contents of A Dark New Dawn, add the ‘encounter cards for the GELLERPOX to the Blackstone Fortress encounter card deck used for one-off games. You can also find more instructions for how to use enemies from A Dark New Dawn in the Beyond Precipice section on page 42. NEW RULES ‘A Dark New Dawn contains a host of new features, retinue characters, random movement, treasure chests, bravery, mortal hexes as well as allowing the adventurers to attempt stealth attacks as they try not to make a sudden noise. RETINUE CHARACTERS Aximillion, Larsen Van Der Grauss, Sanistasia Minst, Voidsman and Voidmaster Nitsch are all retinue characters. The adventurers will not have access to them at the start of the quest for the New Dawn, but may find them in the course of their expedition. Once discovered, they can join the adventurer group. When starting a location, one retinue character can be chosen to accompany the adventurers. A retinue character is treated as an adventurer in all regards with the following exceptions: Aretinue character does not have an initiative card, and is always controlled by the leader. Retinue characters are activated immediately after the leader's own adventurer. Aretinue character can never use destiny dice. Retinue character cards will tell you how many actions (and what actions) that character can take each time it is activated. Some actions will have an action dice (X+) after an action, these actions also require the controlling adventurer to use an action dice to complete. Aretinue character can never have discovery or resource cards. They may also never receive rewards. If they recieve one, it goes to their controlling adventurer. fusing Beyond Precipice rules, retinue characters do not gain Inspiration during this quest, 4 i hexside. RANDOM MOVEMENT - MODEL Ifa rule instructs you to move a model in a randomised direction, allocate each hex adjacent to the model a number, as shown below. Then roll an activation dice; the number the hex that corresponds to the result is the destination hex. If there are not six eligible hexes (because the starting hex is close to an edge of a tile, for example), then each eligible hex should be assigned a number and an activation dice rolled as usual, re-rolling any numbers that were not assigned to an eligible hex In the example above, the vortex must move 1 hex ina randomised direction. Each adjacent hex is allocated a number, and an activation dice is rolled. The result is a 3, so the vortex moves into hex 3. In the example above, the vortex can only move into hexes 1,2 or 3. It cannot move into hex 4 because it would pass through a walled RANDOM MOVEMENT - DESTINY MARKER Ifa rule instructs you to move a destiny marker in a randomised direction, allocate each tile exit (excluding the exit the marker moved through in its last turn) a number, working clockwise as shown below. Then roll an activation dice; the numbered tile exit that corresponds to the result is the destination tile. Place the destiny marker on the first hex of this tile. If there are not six eligible tile exits, then each eligible exit should be as- signed a number and an activation dice rolled as usual, re-rolling any numbers that were not assigned to an eligible tile. If the tile only has one eligible exit, no dice roll is, needed and the marker moves to this tile. If however, the tile has no eligible exit, the destiny marker will move through the tile exit that it came. from on its last activation. AT In the example above, the destiny marker starts at the top of the map. On its next move, the tile it is on is only connected to one other tile so the destiny marker moves to that tile. On its second move, the tile is connected to two other tiles so a random roll is required. Both tiles are allocated an equal number of possible dice results and an action dice is rolled. On a 1-3, the destiny marker would move on to the green tile. If the player rolled a 4-6, the marker would be placed on the orange tile. TREASURE CHESTS Throughout the New Dawn, adventurers will discover several treasure chests. These chest hexes will all have a number between 1-4 on them. This corrsponds to the number of activation dice the adventurer rolls to discover what is inside. Total up all the dice rolled and check the following table to see what is found: 1-2 Silencer 34. Pain Chem Shunt 5-6. Decoy 78. ‘Auspex 9-10. Bandages 11-12. Medi-it 13-14. Advanced Medi-kit 15-16. Emergency Chem Shunt 17-24. Discovery Card If the adventurer adds a silencer to De iat pore ‘weapon will not cause a sudden noise from the adventurers hex when itis fired. REN If the adventurer uses a Pain Chem Shunt, they may remove one Wound token DECOY (4+) The adventurer may throw the decoy into any visible hex. The decoy makes a range 4 sudden noise from its target hex. All zombies that are not Alert or Hyper-aggressive must move towards the decoy. The decoy lasts until a zombie moves into the decoy hex AUSPEX (4+) If used, the adventurer can reveal any unknown destiny marker within 5 hexes. No line of sight is required. The adventurer may use a bandage to remove a Wound token. If the adventurer uses 3 bandages, they ay emore «ies Wome token. EDI-KIT ‘The adventurer may use a Medi-kit to remove a Grievous Wound token If used, the adventurer may remove all Wound tokens. The adventurer may then roll a free Vitality roll for every Grievous Wound they have. If the roll is a Success, the Grievous. ‘Wound becomes a Wound. If the roll rea. Gntaal tne adventurer ny remove the Grievous Wound. Eee econ Ne ‘The adventurer may use this if they are adjacent to an out of action ad- venturer or retinue character. When used, remove 1 Wound or Grievous ‘Wound token from the character. If the character completes the combat without going out of action again, they remove all Wound and Grievous Wound tokens in the Recovery step. if however, they are taken out of action again in the same combat, the character is dead and can no longer be used. /n MORTAL HEXES During their expecition through the New Dawn, location combats may have Mortal hexes on the map. These hexes are lethal to any model en- tering them. If any adventurer, retinue character or enemy model attempts to, or is forced to enter a mortal hex, the model instantly dies and cannot be used again. BRAVERY Several items and special rules found in A Dark New Dawn and Beyond Precipice can affect a models bravery. If a model is affect, follow the below rules depending on if the affected model is an adventurer or enemy model If an adventurer is affected by a bravery modifier, they must reduce each action dice result by 1 for each bravery modifier. fan enemy model is affected by a bravery modifier, they must deduct 3 from their next behaviour roll for each bravery modifier. If their behaviour roll is 0 of less the model Flees. A fleeing model must move away from the nearest adventurer. if an adventurer is adjacent to any hex this model moves into or out of, this model may make a free (1+) melee attack against the fleeing model ANG ATP OTST) “a 2 “a Ve" YW Vay Vv STEALTH During their exploration of the New Dawn, the adventurers may come across enemies that are unaware of their presence. When this happens, the adventurers must follow the following rules when engaging with them, All weapon actions will make a either a Melee, Ranged or Grenade Sudden Noise unless the adventurer is attempting a Stealth Kill Stealth Kill (1+) - If the adventurer is adjacent to an enemy that is not aware of them they must attempt a Stealth Kill instead of their normal melee attack. To perform an Stealth Kill, the adventurer must roll a [_]. Ifa critical is not rolled, the enemy model suffers a Grievous Wound. If one critical is rolled, the enemy suffers a Grievous Wound and a Melee Sudden Noise is caused. If a double critical is rolled, the enemy model suffers no damage and a Melee Sudden Noise is caused. Melee Sudden Noise - If an adventurer causes this, a Sudden Noise (2) is caused from the target hex. Ranged Sudden Noise - When this is caused, 2 sudden noises are generated The first is a Sudden Noise (4) from the firer’s hex, unless the weapon is fitted with a silencer. The second is a Sudden Noise (2) from the target hex. Grenade Sudden Noise - When thrown, a grenade will activate a Sudden Noise (4) from only the target hex. Sudden Noise (X) - When a Sudden Noise is caused, all enemy models with X hexes of the Sudden Noise hex will hear the noise. This Noise may change the enemy models Alertness Level. ALERTNESS LEVEL All enemy models start a location combat in one of three states. These are Prone, Mindless or Active. Prone - Prone enemy models do not activate whilst they are Prone. If this model is within range of a Sudden Noise, i attacked or a model moves onto or adjacent to its hex, it will become Mindless. Place model on its side to represent it being prone. Mindless - Mindless models activate normally. Mindless models always move 1 hex in a random direction (see page 6 for more details). If a Mindless model is within range of a Sudden Noise, is attacked or at any point of their move is within 2 hexes of an adventurer, the Mindless mode! becomes Alert. To indicate that the model is. mindless, place a token/coin beside the model Alert - Any enemy that starts the location combat not Prone or Mindless is considered to be Alert. These models ignore all rules in the Stealth and Alertness, Level sections and act as a normal enemy. PLAGUE SHIP Due to the virulent plagues and diseases aboard the ship and the difficulty in extraction, adventurers going out of action have a real chance of death. If all adventurers are out of action, each adventurer must roll a destiny dice. If the result is equal to or higher than the turn number, they are found by other search parties and returned to precipice. If the result is lower, the adventurer could not be found before their death Additionally, when making this roll, deduct the campaign mission number from the dice roll. A-OARK NEW DAWN - LOCATION 1 INTO THE DARK As the shuttle enters the New Dawn’s flight deck, the shuttles running lights illuminate a scene of destruction. The flight deck is strewn with damaged and discarded ‘equipment. The once clear deck has now become a tangled web of detritus. Although shadows flicker in the distance, giving the illusion of movement, the shuttle’s auspex suite confirms that there are no living creatures within a 200 metre radius. Collecting their equipment, the adventurers lower the shuttle hatch and descend onto the darkened flight deck. @ soaring tex @ Power Tenant © vu @ irr cae RO AI GET oy as Ye Niet V © ENO y Ne Pees eee Vee All Plague Zombies start the combat the result ia 3 or lower, Plague Zombi Prone, At the beginning at dics for each enemy mode! the medal secomes Mindless, Reinforcements: If an enamy unit makes a Feinforcamant rll, thay alvays reinforce back to their Starting model level, These reinforcements enter fram the nearest portal and start Mindless. Rescue Aximillion: If en adventurer is adjacent to ‘Aximilin, they may try and gain his trust. The adventurer must discard @ 4+ action die and roll an Agity test. I the test Is passed, they adventurer ean take Aximliion os 8 Retinue Cheracter Ifthe testis failed, he adventurer suffers a Wound, no Defence roll Is llowed, The adventure i free to try again as long ae| thay have anather 44 action dies Power Terminal: There are three Power Terminals located around the fight deck. To activate a terminal, an Adventurer must be an the same hax as the terminal and discard a 4+ action dice. I the adventurers activate a termi- msl, read Additional Text 1. I the sdventurerssetvate all {rminals, ead Additional Text 2. LSS J [Ait is Dust: Eacn expire ones 1 inspiration point, toa minimum of 0 2-3, Untuttied Destin: Do not make a Destiny ro atthe beginning of the next turn Not Dead Yet: If possita, the leader must pick ‘Vanamy that hae been sisin during the combat encounter and has net returned to the battle- field, and then deploy them as close as possible to an adventurer as possible, 46 You Clumsy Fool: The Leader must pick an venturer That adventurer eauses a Sudden Noiee with a range of 4 hexes irom their hex HH They Just Won't Dle: For the next turn, al enemies gain a AL save. TH4 Ingpleation: The Leader pieks 1 edventurer, that adventurer receives 1 Inspiration point. | 5-17 Herole Effort: The leader picks an out of action adventurer Deploy the adventurer in the same hex as. or as close to, ancther adventurer. I ro Séventurer is out of action, the leader most pick fn adventurer. Make a vitality rol for that adventurer Lucky find: The Leader picks 1 adventurer, that 2D |sdventurer that adventurer may ral 1D8 en the [Guest Discovery Table aT lan LL Into The Dark i completa if, at the and of any turn, all ‘adventurers have exited the map via the Service ‘Tunnels. f the adventurers complete Into The Dark, read Additional Text 3. CU the adventurers eseape into the tunnels, the leader must choose an adventurer. This, ‘eventuter ean make one 208 Quest Discovery Be VRS. SOR MEY ena © Cae A-DARK NEW DAWN - LOCATION 2 NOT ALONE As the adventurers make there way through the service tunnels, they notice that sounds can be heard up ahead. As they move closer, it becomes apparent that its weapon fire. Somebody up ahead is laying down a serious storm of shells. However, it’s sound is distorted as if fired in an echo chamber. Finally the adventurers realize that the sounds seem to be coming out of the air vents. The adventurers must make a decision, do they push on towards the medicae bay or try to find the source of the weapon fire? @ smanring Hex @ THE vousman @ PLAGUE ZOMBIE eee vec iat 7 ‘Gon AP che’ phd CU aa Tay A. 4resinger suas Ae DU Te eae ey Unknown Enemies: At the beginning of the combat. Shue and desi i 4 enemy encounter earés out face down under a unit number. This card remains face down Until an adventurer has line of sight and is within 5 Fevasled, place the models within 1 hex of the discovery marker. Enemy Movement: Until the discovery markar is Fevesied, each tum itwill make a random move, When Ite markers turn to move it wll move onto the ist hex of a connecting a. Itmare than 1 hex ie connected to the tie the enemy is on, rol @ 08 to determine whieh tile is moved to, Do net inelude the tile the discovery ‘marker has just maved from when datarmining which he Voldsman: if the Adventurers can nt to The Voigsman, they may take him 98 retinue member. However, at the beginning of each fur in which an adventurer hasnt reached The Yoldeman, roll a 020 and deduct the turn number from it if this number iO or above. the Armaman is stil in place this turn. Ifthe rolls beiow 0, the Armsman is re moved and @ Nightmare Hulk is depioyed in his place. Plague Zombies: All Plague Zombies start the combat Prone. At the Beginning of each turn, coll the destiny dice for each Plague Zombie. I the result i 3 9 lover, the model becomes Mindless Keeping quiet: All non-melee w. 1 Sudden Noise uniass fited with silencer ‘Sudden Noise: fan adventurer causes a Sudden Noise by uring 3 pistol or ranged weapon, they create a noise that ean be heard by any model within hexes of them ‘Additionally they cause a Sudden Noise on the hex of ther target This secondary Sudden Noise can only be heard on the target and adjacent hexes. If grenade is Used, the sudden noise has a range of 4 hexes from the her of detonation and not from the adventurer. Cea a J [Ait is Dust: Eacn expire ones 1 inspiration point, to a minimum of 0 Untullfiled Destiny: Do not make a Destiny roll atthe beginning of the next turn 3 Not Dead Yet: If possita, the leader must pick ‘Vanemy that hae been slain during the combat encounter and hae net returned to the battle- field, and then deploy them as close as possible to an adventurer as possible, 46 FAN erase een reece Nolse win a range of 4 hexes ‘rom ther hex Corruption and Decay: For the duration of the next turn, all GELLERPOX models may re-roll foiled meive attacks TH4 Ingpleation: The Leader picks 1 edventurer, that adventurer recieves 1 Inspiration point & Herole Etfort: The leader picks an out of action adventurer Deploy the adventurer in the same hex as. or a0 close to, another adventurer. I ro Séventurer is out of action, the leader must pick fn adventurer. Make a vitality rol for that adventurer Lucky find: The Leader pieks 1 adventurer, that 2D |scventurer may coll 1D6'0n the Guest Discovery Table TOT Not Alone is completed if, at the and of any turn all ‘adventurers have left tha map via the exit Ifthe adver furers manage to do this, read Additional Text 4 CU the adventurers eseape into the tunnels, the leader must choose an adventurer. This, ‘eventuter ean make one 208 Quest Discovery A-OARK NEW DAWN - LOCATION 3 NT As the adventurers approach the Medicae Bay they begin to notice their surroundings change. A thick mist has descended, reducing visability to just a few metres. The atmosphere has become warm and damp and condensation drips off every surface. Strange sounds fill the air but no discernable direction can be identified. Within moments the adventurers are completely disorientated and the sounds become louder. Buzzing, squelching and a collection of other strangely organic noises become deafening. @ stating tex © SANSTASIA MINsT @ PLAGUE ZOMBIE @ wuro1o vest COSY Ay 4 sudgeguss Aeon TILL ey Mutoid Nest: The Mutold Nest has 19 wounds. Every time the Mutoia Nest suffers a Wound or Grievous Wound roll a for each adjacent adventurer. If he rll ig.a Critical, the adventurar suffers a Wound, no Defence rolls alowed against this wound. At the beginning of each turn that the Mutoid Nest is stl alive, roll the destiny dice and check the following table to see what hatches: 1-5 Nothing hatches. 6:10 4 Eyestinger Swarms TH18 4 Sludgegrubs, 16:20 4 Cursemites, If any units are hetehed, place them on sn adjacent hex. to the Mutoid Nest Unnatural Swarms: Whenever an orginal enemy unit activates, al models of that type that have been creat- fd by the Mutold Nest, scivate 08 wall Medi-bay: Ifthe Adventurers gain access to the Medi-bay, they may take Sanistasia Minst as a retinue ‘member. Minst also administers an Advanced Medi-kt forall adventurers that are within the Maci-bay Plague Zombies: All Plague Zombies start the combat Prone, At the beginning of each turn, roll the destiny fice for each enemy unit It the resut le 3 or lower, you Unt becomes Mindless. Each turn after the frst an ‘ditional -1 modifier Is applied tothe rol Keeping quiet: All non-mslee weapons used will eause 1 Sudden Noise unless fited with silencer fan adventurer causes a Sudden a pistol or ranged weapon, they create 8 noise that can be heard by any model within 4 hexes of them. Addltionally they cause a Sudden Noise on the hex of ther target. This secondary Sudden Noise can only be heard on the target and adjacent hexes. ia Grenade is Used, he sudden noise nas a range of 4 hexes trom the hex of detonation and nat from the ae J. |Aitis Dust: Eacn expire ones 1 inspiration point, toa minimum of 0 2-3. Untuttied Destiny: Do not make 2 Destiny ro atthe beginning of the next turn, Not Dead Yet: If possita, the leader must pick ‘Vanemy that hae been slain during the combat encounter and hae net returned to the battle- field, and then deploy them at to an adventurer as possible, 46 rH re reinforced ack to their starting model count Corruption and Decay: Fot the duration of the next turn, all GELLERPOX models may re-rol foiled meive attacks TH4 Inspiration: The Leader picks 1 adventurer, that adventurer recieves 1 Inspiration point i Herole Effort: The leader pieks an out of action adventurer. Deploy the adventurer in the same hex as. or as close to, another adventurer. I ro Séventurer out of action, the leader pleks an Adventurer. Make a vitality roll for that adventurer ayy |Last ting The kgs et stvenaen at fsdvanturer that adventurer takes ard TTT aCe Bug Hunt is completed if, at the and of any turn all [adventurers have exited tha map via the Service ‘Tunnels If the adventurers complete Into The Dark, rad Additional Text 5. CU the adventurers eseape into the tunnels, the leader must choose an adventurer. This, ‘eventuter ean make one 308 Quest Discovery A-OARK NEW DAWN - LOCATION 4 A TRAPPED COG As you exit from the service hatch onto the observation deck, you are greeted with a scene of utter chaos. The gantries are swarming with plague zombies and daemonic entities merge in and out of every mechanical structure. ‘Ah, you made it. As you can see, I'm a bit stuck. I can't deactivate the bridge, as its moving is the only thing stopping me from getting overwhelmed. I've scaled the doors to keep the rest out, but judging by the internal camera grids, there is quite a few out there.” Looking around, the adventurers work out how to descend onto the gantries still unsure whether to help the Adept or make their way out the Enginarium. @ stenting Hex @unsen © PUGUE ZOMBIE er BULKHEADS

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