| Friendly Insider | Hostile Insider | ||||||
|---|---|---|---|---|---|---|---|
| Each Character in the Room with the Insider draws 1 Action card more after the Drawing Action Cards step. Action [1]: Move the Insider from a Room (your or a neighboring one) without a Character through an empty Corridor. Then, she makes a Noise roll. Health track: | All Characters treat the Insider as an Intruder. Keep Hits dealt to the Insider on this card. The Insider and all Intruders completely ignore each other. | ||||||
| Healthy | Injured | Heavily Injured | Skull | ||||
| Serious Wound = lose 2 HP. Contamination = nothing happens. | |||||||
| Room | ID | Story | Effect |
|---|---|---|---|
| Life Support Control A, B, C | 1 | The door slides open, and a blast of unbearably hot air hits you. You recoil, instinctively covering your eyes. Your thoughts run wild as you stare at the raging fire. Is anyone trying to burn this place? Why? What is going on here? | <ul><li>Instant: Place a Fire marker and a Malfunction marker in your Room. Flip the inactive Life Support System token to active in your Section. If you are Moving Cautiously, lose 1 HP. Otherwise, lose 3 HP.</li><li>When another Life Support Control Room is Discovered, go to #02.</li><li>Exploration: Place a Fire marker in your Room. If you are Moving Cautiously, lose 1 HP. Otherwise, lose 3 HP.</li></ul> |
| Life Support Control A, B, C | 2 | All the sensors flash red. No, the fire has spread too far. There is no way to contain it. “The entire base is on fire,” you snarl. “Damn! The only thing to do now is to stop the inflow of oxygen. Move!” |
<ul><li>Instant: Place a Fire marker and a Malfunction marker in your Room. Flip the inactive Life Support System token to active in your Section.</li><li>No Fire marker can be discarded in Sections with an active Life Support System token.</li><li>When the last Life Support Control Room is Discovered, go to #03.</li><li>Exploration: In each Life Support Control Room with a Fire marker, spread Fire markers through Corridors with the lowest Noise value.</li></ul> |
| Life Support Control A, B, C | 3 | You dash into the room. There she is! There is a technician bent over a console, no doubt busy feeding new data into the last panel. | <ul><li>Instant: Place the Insider in your Room and the Insider card on the Hostile side.</li><li>At the end of the current Player Phase: If the Insider is alive, remove all active and inactive Life Support System tokens from the game. Remove the Insider model from the game.</li><li>No Fire marker can be discarded in any way.</li><li>Fire Damage Step: Each Character in a Room with a Fire marker loses 2 HP more.</li></ul> |
| Drilling Station | 4 | Drilling station. Shivers run down your spine as you realize what you are witnessing. Someone must have attempted to bury the base with explosives. Well, no doubt you could shut the intruders out, but… Was it genius or madness? | <ul><li>Instant: If the Hibernatorium is Undiscovered, place the Robot in the Drilling Station Room and reveal the Robot card.</li><li>Whenever a Room is Discovered, do not place the middle-right Corridor.</li><li>Exploration: Go to #05. Resolve the Story card before the Exploration card.</li></ul> |
| Drilling Station | 5 | The words are indistinct and drowned by static, but you get the meaning. “Trapped… no way to… Slightly… Impact…“ It is clear. The saboteur has trapped herself, and she is not able to get out. Your instinct kicks in - she knows a lot about the base, too much to let her die like this. “Coming to the rescue,” you radio and move. |
<ul><li>Instant: Set up the Room as normal, but do not resolve the rest of the Exploration card: Do not move your Character into the Room, do not place Corridors, do not place any markers and do not resolve the Entrance effect. Place the Insider in the just Discovered Room and place the Insider card on the Friendly side.</li><li>When a Character enters the Room with the Insider, go to #06.</li><li>Exploration: If there are no Intruders in the Room with the Insider, place 1 Adult there.</li></ul> |
| Drilling Station | 6 | The second you burst into the room, you notice that you are almost too late. There is an intruder charging at the cowering woman. Your finger immediately envelopes the trigger. | <ul><li>Instant: Place 1 Adult in the Room with the Insider.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Resolve an Exploration Sequence in any Room slot adjacent to an Unexplored Corridor: Peek at the drawn Room and place it face down. Place Corridors as normal. Do NOT place markers and do NOT resolve the Entrance effect.</li><li>Whenever a Character Moves into a face-down Room, flip it face up.</li></ul> |
| Surgery Room | 7 | You tread on the blood-splattered floor and eye the carnage. “Looks like someone has tried to operate on a living organism here,” you mutter. “And most likely failed.” You glance at the row of monitors. One of them displays the Hibernatorium. The video is zoomed on a capsule where a living creature moves and squirms. |
<ul><li>Instant: Place the Insider in the Hibernatorium (even if it’s Undiscovered).</li><li>When a Character is in the Room with the Insider, go to #08.</li><li>Exploration: If the Insider is in the Surgery Room, remove her from the game and place 1 Drone in that Room. Otherwise, place the Insider in the Surgery Room.</li></ul> |
| Surgery Room | 8 | There is a lab technician in the room. “Good to see you,” she manages, a faint smile on her pale face. “I have a thing to share with you. Here. Take this.” She presses a vial into your gloved hands. “Normally, you would need tests and all that, but there is no time for procedures,” she continues. “It is a drug I have devised myself. It allows you to move among the intruders almost unnoticed. It fools them and makes them treat you like one of their numbers.” Seeing doubt in your eyes, she adds: “Come on, I’ve tried it on myself. It does work.” |
<ul><li>Instant: Place the Insider card on the Friendly side.</li><li>The Insider doesn’t make a Noise roll when Moving anymore.</li><li>Exploration: Go to #10.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Remove 1 Contamination from your hand without scanning. OR If no Character has the #09 card, Take a drug from her - go to #09.</li></ul> |
| Surgery Room | 9 | The drug has an unsavory, metallic taste. You wince, wishing to spit it out, but come on. You need to trust science. | <ul><li>Instant: Place this card near your Character board. Then, place a Larva on your Character board and gain 1 Contamination.</li><li>Do not make a Noise roll when Moving to a Discovered Room.</li><li>Whenever a Character Passes, they gain 1 Contamination.</li></ul> |
| Surgery Room | 10 | A scream of agony pierces the air. The technician slumps to the ground, twitching and jerking. You instinctively take a step back, raising your weapon, expecting hostiles around, but they are not there. Instead, the technician’s body is suddenly ripped apart from the inside in an explosion of blood and tissue. An intruder crawls out of the steaming carnage, mature and mortally dangerous. | <ul><li>Instant: Place 1 Drone in the Room with the Insider. Remove the Insider from the game, except for the #09 card.</li></ul> |
| Server Room | 11 | The room is empty, but there is a note on the console. You grab it up and read: “All the data has been erased. The last remaining copy is injected into my body as a chip.” You crumble the note and sigh with anger. “I need the data,” you snarl. “Got to find the damned thief before they do another stupid thing.” |
<ul><li>Instant: Place a Malfunction marker in your Room.</li><li>All Characters can’t gain Data tokens from the Server Room. Note: To get a Data token, find the Insider.</li><li>When a Character is in the Escape Shuttle Room, go to #12.</li></ul> |
| Server Room | 12 | There she is. You spot the thief running for the Escape Shuttle. Her intentions are clear. You break into a run. “That’s enough,” you yell. “Stop! It’s too dangerous!” She freezes and looks at you suspiciously. “Too dangerous,” you gasp. “Come with me! My Lander is only seconds away!” |
<ul><li>Instant: Place the Insider in the Escape Shuttle Room and the Insider card on the Friendly side. Place card #14 near the Mission Task. There are now 2 Mission Tasks available. Players with an Official Order Objective must fulfill only one of them. Players with the Ulterior Motive Objective must ensure both Official Tasks remain unfulfilled.</li><li>Action [1] (In a Computer Room with the Insider + Out of Combat): Activate the Robot anywhere in the Facility.</li><li>Action [1] (In a Room with the Lander and with the Insider + Out of Combat): Get the Insider into the Lander, gain a Data token, and go to #13.</li></ul> |
| Server Room | 13 | The doors of the Lander slide closed. The woman’s lips are set, and her eyes shine with determination. One look tells you that she would do anything to survive and would not wait for anybody. Not surprising, though. Wouldn’t you want to get the hell out of here, too? |
<ul><li>The Insider does not get out of the Lander when an Intruder appears in the Room.</li><li>At the end of the current Player Phase: The Lander Takes Off (no matter if any Character is inside or an Intruder is in the same Room). The Escape Mission Task is now fulfilled.</li></ul> |
| Server Room | 14 | The order from the High Command you have just received sounds serious. “Evacuate the woman at all costs.” Freed from any doubts, you look at the woman. “The Lander,” she reminds you. “Yes,” you nod. “I will take you there.” |
Mission Task “THE ESCAPE”: The Insider must Escape from the Facility using the Lander. |
| Cooling System / Reactor | 15 | You look at all the explosives gathered here and suddenly realize that there is more than enough to blow up the base. Alarmed, you check the wires and come up with a bone-chilling conclusion. “Whoever is planning the destruction, they are going to use the power of the reactor,” you mutter under your breath. |
<ul><li>Instant: Place the Insider on the Round track 4 spaces down from the current Round marker (there should be 3 empty spaces between the Round marker and the Insider).</li><li>When the Cooling System AND the Reactor Rooms are Discovered, go to #16.</li><li>When the Insider is on the same space as the Round marker, go to #17.</li><li>Exploration: Move the Insider 1 space up the Round track.</li></ul> |
| Cooling System / Reactor | 16 | You have barely entered the room when a shot rings out in the air. Instinctively, you duck, but the bullet is not aimed at you. There is a woman lying on the floor in a pool of blood, her pistol near her hand. Your heart stops. What could have made her go that far? Then, you glance at the monitor and see the final countdown of the self-destruct mode. No, you think. No, not that. How do I switch it off? |
<ul><li>Instant: Place the Autodestruction token on this card.</li><li>The Autodestruction token can only be removed from the game by using the Reactor Room Action.</li><li>When any Character uses the Reactor Room: Remove the Insider from the game (with the Autodestruction token on this card).</li><li>At the start of the Cleanup Phase: Go to #17.</li></ul> |
| Cooling System / Reactor | 17 | It is too late to stop the self-destruct mode. Initiating it, the saboteur disabled all the methods to interrupt the countdown. There is no time for cursing or considering. There is only one thing left to do. Run. Run like there was no tomorrow. |
<ul><li>Instant: If the Autodestruction token is not on the Round track: Place the Autodestruction token 4 spaces down the current Round marker (there should be 3 empty spaces between the Round marker and the Autodestruction token).</li><li>The Autodestruction token can’t be removed in any way.</li><li>Exploration: Move the Autodestruction token 1 space up the Round track - unless it would be moved into a space with the Round marker - in that case do not move it instead.</li></ul> |
| Nest | 18 | You enter the Nest, and you see a researcher taking a sample of the slime. The woman looks up at you. She is exhausted, but her eyes are glowing. “I have it,” she whispers. “I know how to learn the weaknesses of those monsters. All you have to do is snatch an egg from them.” “Snatch an egg,” you scoff. “Piece of cake. The swarm will gladly share one.” “It’s a bad time for sarcasm,” the researcher begins, but suddenly, an intruder charges into the room. The woman leaps away with a shriek of terror and breaks into a run. “Get an egg, please,” she screams over the din of the battle. “And bring it to me!” |
<ul><li>Instant: Place the Insider in a neighboring Room of your choice. Place 1 Drone in the Nest.</li><li>Exploration: Place 1 Drone in each Room with a Character carrying an Egg.</li><li>Action [1] (In a Room with the Insider, if you have an Egg + Out of Combat): Give the Egg to the Insider - go to #19.</li></ul> |
| Nest | 19 | The researcher grabs the egg away from you and immediately forgets about you. Surprised, you watch her place it on the operating table. Then, she bends over the console and enters a number of commands. Egg-heads and their ways, you think with resignation. Whatever she is busy with, it will surely take her a while. |
<ul><li>Instant: Place the Egg on the Round track 3 spaces down from the current Round marker (there should be 2 empty spaces between the current Round marker and the Egg).</li><li>When the Round marker is on the same space as the Egg, go to #20.</li><li>At the start of each Cleanup Phase: If the Insider is in a Room with an Intruder and no other Character, she dies - remove the Insider, and the Egg on the Round track from the game.</li><li>Exploration: Move the Egg 1 space up the Round track.</li></ul> |
| Nest | 20 | “I have cracked it,” the researcher exclaims triumphantly. “I know the secrets of the Intruders.” | <ul><li>Instant: Place the Insider card on the Friendly side.</li><li>All Characters in a Room with the Insider: When Bursting: +1 to all Burst results. When Shooting: -1 to all Shoot results.</li></ul> |
| Escape Shuttle | 21 | Someone - an individual you hardly recognize - is running to the shuttle. Their intention is obvious. “Hey,” you yell. “Stop! Don’t board it!” “Wait for me,” a female voice rings out, and you see a stumbling woman trying to catch up. She is most likely injured. The runaway only quickens their pace. You grit your teeth. You are tempted to shoot, but is it worth it? Time passes, and the person is only seconds away from disappearing. |
<ul><li>You may Shoot and Melee Attack the Runaway the same way as an Intruder (place Hits on this card).</li><li>If the Runaway is dead, go to #22.</li><li>At the start of the Cleanup Phase: Place a Universal marker on the Escape Shuttle slot, if possible. This slot is no longer available for any Character. Go to #22.</li></ul> |
| Escape Shuttle | 22 | You grab the woman by the elbow and inspect the wound. “I was trying to evacuate with a friend,” she manages. “But at the last moment, he attacked me trying to save his own skin.” The wound is not a deadly one, but she looks shattered and terrified. “Help me, please,” she adds. “I am expecting a Lander to arrive,” you admit. Her eyes flash with relief. “Can I evacuate with you?” she pleads. “I have got tons of knowledge to share.” |
<ul><li>Instant: Place the Insider in the Escape Shuttle Room and the Insider card on the Friendly side. The Insider immediately loses 3 HP.</li><li>When the Lander is in any Room, go to #23.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Use the Room.</li></ul> |
| Escape Shuttle | 23 | “I can’t wait any longer!” the woman says and unexpectedly, makes a dash for the Landing Zone. | <ul><li>Instant: Flip the Insider card to the Hostile side.</li><li>At the start of each Cleanup phase: Move the Insider twice toward the Lander. Close all Doors she Moves through.</li><li>When the Insider enters the Room with the Lander, get the Insider into the Lander - the Lander will Take Off at the End of that Player Phase.</li></ul> |
| Decontamination Room | 24 | You are greeted by a scientist. “I have uncovered a great secret,” she reveals, her eyes flashing. “One of the greatest mysteries of the Intruders has come to light. I must share it with mankind, and you will be the first to learn it. But please, don’t let me die here. Take me to the surgery room.” |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Friendly side.</li><li>When the Insider is in the Surgery Room without any Intruder, go to #25.</li><li>When the Insider is dead, go to #26.</li></ul>——————————<ul><li>All Characters in a Room with the Insider may discard Contaminations the same way as other Action cards to perform Actions.</li></ul> |
| Decontamination Room | 25 | “There is an AI-controlled operating theater here,” the scientist explains. “I have undergone an operation which brought me to a ton of conclusions. See those vials there? This is the fruit of my painful research.” | <ul><li>Treat all Contaminations as non-Infected.</li></ul> |
| Decontamination Room | 26 | A hoarse cry escapes from her mouth, and the scientist suddenly doubles over and collapses to the ground, still clutching her stomach. There is no doubt she is in agony. | <ul><li>Instant: Lay the Insider model down, remove from the game all previous Story cards and the Insider card.</li><li>Whenever a Character enters the Room with the Insider model, they gain 1 Contamination.</li><li>Exploration: Place 1 Larva in the Room with the Insider model.</li></ul> |
| Emergency Room | 27 | There is a woman in the room. “I am a medical doctor,” she says. “And do you know that the base has an oxygen-saving system correlated with the number of the crew?” No, obviously, you don’t. “And I have just turned the system on,” she adds. |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Friendly side.</li><li>At the start of each Cleanup Phase: In each Section without the Insider flip the active Life Support System token to the inactive side.</li><li>When the Insider dies, go to #28.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Restore 2 HP or discard 1 Serious Wound.</li></ul> |
| Emergency Room | 28 | The oxygen-saving system is the key. You should have at least tried to understand how it works. It appears that the base automatically shuts down the system the moment the last living occupant is not detected. Your thoughts run like crazy, but no conclusion seems to make sense. You can’t restart it or reboot it. It’s too late to change anything. Damn. |
<ul><li>Instant: Remove all active and inactive Life Support System tokens from the game. Remove the Insider from the game.</li></ul> |
| Shelter | 29 | Your fingers dance on the lock pad, but no combination makes any difference. The Alarm button is also inactive. Infuriated, you kick at the door, but it will not budge. “Open the blasted door,” you pant. “Do you hear me?” “I can’t,” a feeble reply comes. “They got me. I am bleeding out. I need… I need help. A med kit…. Get me a med kit. Through the vent.” |
<ul><li>Instant: Place the Insider in the just Discovered Room. Place the Character back in the Room they Moved from (without making a Noise roll). Close all Doors around the Shelter - even if destroyed or in a Corridor without the Door slot.</li><li>Doors around the Shelter can’t be Opened and/or Destroyed.</li><li>Action [1] (In a Room neighboring the Shelter Room + Out of Combat): Discard 1 Medpack token to go to #30.</li></ul> |
| Shelter | 30 | The survivor must be a medical doctor, judging by how skillfully she chooses and administers the meds. “Thank you,” she stutters. “This is… yeah, this is very kind of you. What can I do for you?” “Well, you could open the doors around the Shelter,” you suggest, and she willingly complies. |
<ul><li>Instant: Open all Doors around the Shelter. Place the Insider card on the Friendly side.</li><li>When the Insider is in a Room with the Queen, go to #31.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Restore 2 HP and make a Noise roll.</li></ul> |
| Shelter | 31 | The Queen appears out of the blue, so fast that her moves blur. Her eyes flash with evil intelligence as she snatches the medic and scurries away. | <ul><li>Instant: Place the Queen back in the pool. If the Nest is Discovered, the Insider loses 3 HP. If she is still alive, place her in the Nest and discard this card back to the Story deck. Otherwise, remove the Insider.</li></ul> |
| Gunnery Room | 32 | The cannons are activated which means that the cunning AI, operating them way faster than the human mind can follow, is ready and waiting. “Bad news,” you mutter to yourself. “All the detected strangers are in trouble now.” There is no way but to find the saboteur. She activated the cannons so she must know how to turn them off. |
<ul><li>At the start of each Cleanup Phase: Each Character in a Room with a red Item icon loses 2 HP. Deal 2 Hits to each Intruder in a Room with a red Item icon. If the Intruder has any Hits already, deal [CRITICAL] instead.</li><li>Exploration: If the Insider is on this card, go to #33. Otherwise, place the Insider on this card.</li></ul> |
| Gunnery Room | 33 | The woman seems shocked to see you, and her first instinct is to flee. “Don’t run,” you say firmly, but reassuringly. “We are a rescue mission. We can get you out of there.” There is a flash of understanding in her eyes. |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Friendly side.</li><li>When the Insider is Heavily Injured, go to #34.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Choose a Corridor adjacent to any Room in the Facility with a red Item icon. Roll a Burst die and deal Hits equal to the result in that Corridor.</li></ul> |
| Gunnery Room | 34 | You shouldn’t have trusted that mad woman. There is no doubt that she has lost her mind. “What is wrong with her?” you ask, looking at her glazed-over eyes, and her face twisted in an animal grimace. You don’t want to come close to her for there will be blood. She might be taking everyone for enemies and planning to bring them down with her. |
<ul><li>Instant: Flip the Insider card to the Hostile side and place 3 Hits on that card.</li><li>Whenever a Character ends their Turn in a Room with a red Item icon: They lose 1 HP.</li><li>At the start of each Cleanup Phase: If the Insider is in a Room with a Character or an Intruder, Move her once toward the Hibernatorium.</li><li>When the Insider dies, remove the Insider from the game.</li></ul> |
| Sprinklers Control | 35 | The wiring is smoking, and sparks blind you. One of the monitors displays a malfunction warning and feeds some data about the damaged air circulation system. Another one, still operational, allows you to see the Hibernatorium. One of the capsules is malfunctioning which tells you that it is not empty. There must be someone there. |
<ul><li>Action [2] (In the Hibernatorium + Out of Combat): Wake up the Insider - go to #36.</li></ul>——————————<ul><li>Whenever an Intruder enters a Room with a Character in a Section with an active Life Support System token: Deal 1 Hit to that Intruder.</li><li>At the start of each Cleanup Phase: Each Character in a Section with an active Life Support System token places a Malfunction marker on each of their Heavy Items.</li></ul> |
| Sprinklers Control | 36 | The capsule opens with a hiss and a dazed, half-conscious woman in a technician’s suit crawls out of it. Her first words are nothing but mumbling, but soon her eyes regain some focus. “What is that malfunction?” she mutters. “The system should be fine. It was fine when I activated the capsule. Take me to the room with the malfunction, and I will fix it all right.” |
<ul><li>Instant: Place the Insider in the Hibernatorium and the Insider card on the Friendly side.</li><li>Action [2] (In the Sprinklers Control Room with the Insider + Out of Combat): Remove the Insider from the game.</li></ul> |
| Alarm Room | 37 | You glimpse a woman in the room and automatically wave your hand to her, but then you spot something unusual in the way she moves. You freeze. The conclusion is shocking, but it answers a lot of questions. The woman appears to be an Android who has turned rouge. “No, not that,” you spit. “I must reprogramm it. Otherwise, it will not stop hunting everybody.” |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Hostile side.</li><li>When any Character has a Data token, go to #38.</li></ul>——————————<ul><li>At the start of each Cleanup Phase: Remove all Hits from the Insider and Move her twice toward the closest Character. Then, if the Insider is in a Room with a Character, roll a Burst die. Each Character in that Room loses HP equal to the result.</li><li>Exploration: Resolve the “At the start of each Cleanup Phase” effect from this card.</li></ul> |
| Alarm Room | 38 | “This is helpful,” you whisper, scrolling the options. “Android Safety Modules. Right… Oh, a password. Of course. Something tells me that when I get the password and enter the system in a computer close to the Android, I might be able to change its stance.” | <ul><li>Action [2] (In a Computer Room, in the same Section as the Insider, and if you have a Data token + Out of Combat): Reprogram the Insider - go to #39.</li></ul> |
| Alarm Room | 39 | The android shows no signs of hostility toward you. Deep down, you sigh with relief. In other words, the reprogramming has been successful. “Want some action?” you ask, eyeing the android. “Stay away from us. There are intruders for you to smash.” |
<ul><li>Instant: Discard both previous Story cards. Discard the Hostile Insider card.</li><li>At the start of each Cleanup Phase: Move the Insider toward the closest Intruder. Deal [CRITICAL] to all Intruders in a Room with the Insider and each adjacent Corridor.</li></ul> |
| Experimental Military Lab | 40 | The tablet you have found flashes to life and shows the first lines of a report. “I have designed an operational Intruder-eliminating weapon,” you read, frowning. The lingo seems typical of the military. “Securing the Facility seems doable now. I will place it in the Hibernatorium, and then in the Landing Zone.” |
<ul><li>When any Character is in the Hibernatorium before Round 6, go to #42.</li><li>When any Character is in the Hibernatorium during Round 6 or later, go to #41.</li></ul> |
| Experimental Military Lab | 41 | The Hibernatorium looks like a scene from a nightmare. Billows of smoke, damaged wiring, and sparks spew out of the walls. The capsules with the crew members are all open, and the med screens display no life signs. You look at the devastation site, and it begins to dawn on you. “They have wreaked havoc on the Hibernatorium, but they have also mentioned the Landing Zone. Oh no, I think I know what they are up to!” |
<ul><li>Instant: Place the Insider in the Landing Zone.</li><li>When the Lander is being placed in a Room, and the Insider is there remove the Lander and the Insider from the game.</li><li>When any Character is in a Room with the Insider, go to #42.</li></ul> |
| Experimental Military Lab | 42 | The military in front of you is armed to the teeth and visibly determined. She is aiming at you, but slowly lowering her weapon. “Your responsibility ends here,” she says. “You need to get out of here. I will help you evacuate.” “And yourself?” you ask. “I’d rather stay,” she states. “I have constructed an effective weapon, and there are places in the Facility I must see. The Landing Zone is fine if you want to head there, but I could use some company.” |
<ul><li>Instant: Place the Insider card on the Friendly side.</li><li>At the start of each Cleanup Phase: The Insider Shoots at each Intruder in her Room and Bursts at each adjacent Corridor with an Intruder using the standard rules (without spending Ammo).</li></ul> |
| Security Robot Room | 43 | There is a technician in the room, startled by your entry. “I am happy to see you,” she seems literally relieved. “I wouldn’t have been able to pull it off myself.” “Always happy to take on more challenges,” you answer, managing to hide your sarcasm. “What is it about?” “The robot,” she utters. “It is seriously infected. We must get it to the Reactor Room where I will fix it.” Right. Let’s get on with it, then. |
<ul><li>Instant: Place the Insider in the Security Robot Room and the Insider card on the Friendly side.</li><li>When the Insider and the Robot are in the Reactor Room, go to #44.</li><li>When the Insider dies, go to #45.</li><li>Exploration: Place an Adult in the Room with the Insider.</li></ul> |
| Security Robot Room | 44 | In silence, you watch the technician working on the robot. Her hands are quick, and no move is wasted. “Almost done,” she says at one point. “I improved the software and reconnected…. All right, never mind. The bottom line is that I have initiated the dual functionality of the robot, and from now on, it will work just fine.” |
<ul><li>Instant: Draw 1 random additional Robot card and place it near the starting Robot card.</li><li>All Characters can use Actions from both Robot cards.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Activate the Robot.</li></ul> |
| Security Robot Room | 45 | An ominous alarm rings, the one you thought you would never hear. And you know its meaning. The last crew member is dead. As a result, the security robot enters the Clean Up Everything mode. |
<ul><li>When a Blank token is drawn from the Intruder bag: Move the Robot up to 3 times toward the closest Character. Then, deal [CRITICAL] to each Intruder in the Room with the Robot and to each Intruder in each adjacent Corridor. In that Room, place a Fire marker, a Malfunction marker, and each Character there loses 3 HP. Remove the Robot from the game.</li></ul> |
| Technical Corridor Entrance | 46 | There is an unexpected sound, and you jump away, startled. A maintenance supervisor is crawling out of the vent ducts. “Don’t be surprised,” she mutters. “I know a lot of stuff, including the maintenance corridors. Pretty useful to move safely around the base. However, I am heading to the Server Room. Can you take me there?” |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Friendly side.</li><li>When the Insider is in the Server Room, go to #47.</li></ul>——————————<ul><li>Action [2] (In a Room with the Insider + Out of Combat): Move with the Insider to the Technical Corridor Entrance Room from anywhere in the Facility - only you make a Noise roll.</li></ul> |
| Technical Corridor Entrance | 47 | The supervisor feels at home in the server room. She quickly logs on to the system and downloads all the necessary data. “Look,” she says. “We have cameras all over the base. We can spot intruders where they are.” |
<ul><li>Instant: Discard all Noise markers in the Facility.</li><li>At the start of each Cleanup Phase: When the Insider is in a Room without any Character, go to #48.</li></ul> |
| Technical Corridor Entrance | 48 | Now you realize that the supervisor hasn’t been entirely honest with you. Her intention was to check whether the Escape Shuttle is ready to launch and run away from there as fast as possible. | <ul><li>Instant: Place a Universal marker on the Escape Shuttle slot, if possible. This slot is no longer available for any Character. Remove the Insider from the game.</li></ul> |
| Armory | 49 | The echo of your footsteps resounds in the armory. It is empty. Nothing to see, nothing to take. All the gear has been evacuated. Hard luck. |
<ul><li>Instant: Place a Malfunction marker with a Universal marker in the Armory Room.</li><li>Exploration: Go to #50.</li></ul>——————————<ul><li>The Armory can’t be Repaired in any way for the rest of the game.</li></ul> |
| Armory | 50 | The woman runs to meet you. “How glad am I to see you,” she pants. “Are you coming back from the armory?” “Yes,” you reply. “Which was a waste of time. It is empty, and that’s it.” “I am sorry,” the woman says, slightly embarrassed. “It could be me. I have hidden some stuff here and there.” |
<ul><li>Instant: Place the Insider in your Room and the Insider card on the Friendly side. Place 3 Ammo tokens on the Insider card.</li><li>Whenever any Character Passes in a Room with the Insider: They gain 1 Ammo token by taking it from the Insider card. OR They gain 1 random Red Item.</li></ul> |
| Door Control Room | 51 | The computer system operator is busy with repairs. “The entire computer system should have been updated ages ago,” she swears, trying to unscrew a maintenance box. “Otherwise-“ An explosion tosses her to the ground, and all the computers immediately go dead. “Help me,” she moans, severely injured. |
<ul><li>Instant: Place the Insider in your Room.</li><li>All Computer Rooms can’t be used, and the Robot can’t be Activated remotely.</li><li>At the start of each Cleanup Phase: If the Insider is in a Room with an Intruder and without a Character, she dies - go to #53.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Discard 1 Medpack token to go to #52.</li></ul> |
| Door Control Room | 52 | “Just in the nick of time,” the operator whispers. You kneel at her and expertly dress her wounds. The adrenaline shots help almost immediately, and the woman sits up. “Can you walk?” you ask. The woman clenches her teeth. “I think so.” “Good. Your computer expertise may help.” |
<ul><li>Instant: Place the Insider card on the Friendly side.</li><li>All Computer Rooms can’t be used, and the Robot can’t be Activated remotely, unless the Insider is in your Room.</li><li>When the Insider dies, go to #53.</li></ul> |
| Door Control Room | 53 | The operator is dead, but her ghost seems to be haunting you. Your blood runs cold as you realize that before her death the self-destruction procedure had launched. | <ul><li>Instant: Place a Malfunction marker in each Computer Room. Place the Autodestruction token 4 spaces down from the current Round marker (there should be 3 empty spaces between the Round marker and the Autodestruction token). Remove the Insider from the game.</li></ul> |
| Pressure Control | 54 | There is a woman in the room, visibly shaken. Seeing you, she utters a muffled cry of joy. “I am so glad to see you! Every minute was about five minutes long,” she confesses. “The system held, but my life was in constant danger. I feel like I am reborn. I cannot-“ No doubt she is happy to see you and hopes that you will save her, but she will not stop talking, and that may bring problems down on you. |
<ul><li>Instant: Place the Insider in your Room.</li><li>Whenever a Character Moves from a Room with the Insider, and without any other Character: The Insider moves with the Character (without making a Noise roll).</li><li>Whenever a Character Passes in a Room with the Insider: The Character makes a Noise roll.</li><li>At the start of each Cleanup Phase: If the Insider is in a Room with an Intruder and without any Character, remove the Insider from the game.</li><li>Exploration: Each Character in a Room with the Insider makes a Noise roll.</li></ul> |
| Supply Room | 55 | You look at the monitor to see the Hibernatorium, and you realize that someone has just hidden in a capsule. The person wears an expensive suit which identifies them as a high-ranking corporate manager. | <ul><li>Instant: Place the Insider in the Hibernatorium and the Insider card on the Friendly side.</li><li>Action [1] (In a Room with the Insider + Out of Combat): Discard all your Objectives to take this card.</li></ul>If you have taken this card: NEW PRIVATE OBJECTIVE: Escape the Facility using the Lander with the Insider. The Insider gets on the Lander with you, if she is in the same Room. |
| Front | Back |
|---|---|
| An alternative Burst die for Nemesis Retaliation, which reduces the difficulty of the game. You may decide to use the die for the whole game or at any point during a game. | Once per Round, before you roll the Burst die, you may discard 1 Action card to use the Lucky Burst die during this Action (instead of the standard Burst die). The Lucky Burst die favors the high results. |
| Face | Frequency |
|---|---|
| 1 | 1 |
| 2 | 1 |
| 3 | 2 |
| 4 | 1 |
| 4 + [SPECIAL] | 1 |