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Horizon Zero Dawn The Board Game Modules v1

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● I would like to give credit to BGG poster Vach.

Their Difficulty Modes Slider document


contained the inspiration for both the Component Armor module, and the Intruders
module. I took ideas from both and tweaked them in my own ways, but the original
concepts came from Vach.
● These following modules are aimed at making the Horizon Zero Dawn board game more
interesting, and engaging. They are designed to force you to be more tactical, and put
increased value on stealth, positioning, hand management, and interesting mechanics
like knocking off parts. However, in pursuit of these goals, most of these modules make
the game substantially more difficult as well. For me, this was ok as I found the base
experience to be far too easy and frequently boring. Often, especially by the end game,
machines could rarely punch through my armor, would go down in a matter of seconds,
and I was always able to acquire the coveted bonus salvage. I personally prefer my
cooperative games, even semi-cooperative games, to have some more bite and brutality
to them. If you do not, then your mileage with the below modules may vary. I would
suggest checking out the Too Deadly section if you don’t want survival odds of less than
5% (even people who do like hard games might appreciate a couple of the suggestions
in it).
● Most of these modules are designed to work better with three to four hunters. In all
honesty, so is the base game. It does not seem much thought was put into balancing the
game for one to two hunters, and usually the game gets considerably easier at those
player counts. I would always suggest using the three to four player side of the terrain
boards, and when playing solo or with only two players, perhaps try controlling more
than one hunter. However, most of these modules still can be used with only one to two
hunters if you would like, and I honestly think they make the one to two hunters game
even better as well (though I still always suggest using the three to four side of the
terrain boards).
● These modules are still being playtested. I have thrown many of them into a game, but
there isn’t enough time in the day to try them with every combination of hunter, Intruder
roll, encounter, etc. That is why I have opened this up to BGG so that others might help
me balance, playtest, and notice things I may have missed. I would prefer feedback to
be constructive and not “This is garbage,” or “This is so poorly balanced it’s laughable.”
● These modules, mostly Intruders, tend to assume you have the KS All-in content. A lot of
them are usable without all of it, though some, especially Intruders, will require some
tweaking.
● There are still things I would like to do with these modules including (but not limited to)
○ Playtest and tweak, especially the stat updates and Intruders tables
○ Make official looking stat and activation cards with the updated stats
(unfortunately, I do not have a scanner so this would be difficult at this time)
○ Create flavor text/unique names for all machine activation cards to give their
abilities more punch and increase immersion

Crafting is a little too powerful a means of healing in the base game. When crafting, you only
take the bottom two (instead of three) cards from your discard pile and shuffle them into your
deck. You may still craft twice an activation.
Optional Alternative: When crafting, you may take the bottom three cards from your discard pile
and shuffle them into your deck as normal, but you may only craft once an activation.

Instead of a hunter not getting any rewards when something dies due to fire damage (which
puts fire based characters at a disadvantage), the hunter who inflicted the fire token that kills an
enemy can choose to receive either the glory or the salvage from the kill, but not both.

Your hunter may take two sprint actions in one activation if they discard two cards from their
hand. Sometimes you need to get somewhere fast, but you’ll tire yourself out by doing so. And
with how hard some of the machines hit with the stat adjustments below, you might really need
to consider if it’s worth pushing that extra square.

If any hunter is ever in range of an AOE attack of a hunter (including an AOE attack they
themselves cause) then they must roll the black die. On a blank, they take one point of
unblockable damage if the AOE is causing damage and/or the status effect that is being applied.

If a hunter ever fires a ranged attack through the square of or into a square where another
hunter is (draw a line from the center of the square the ranged attack is coming from to the
center of the square the ranged attack is going to - any square touching that line counts) then
the hunter who made the attack may choose a square for each affected hunter to roll into (as
they get out of the way of the attack).
I have found the status effects on hunters in the base game to be rather boring and unintrusive.
Depending on your build, frozen and shocked especially might not even affect you at all.
Therefore, I have buffed each status effect accordingly, making them a little bit more deadly and
interesting.
Fire: You can now accumulate more than one fire token at a time. At the end of your activation,
resolve all fire tokens on you. For each fire token that you have, you will take two unblockable
damage. You may also choose to scrap one card from your hand to remove all fire tokens
instead of taking any damage. If you move into a river space, you may remove one fire token
from yourself.

Frozen: You can only have one frozen token at a time. If you are directed to take a frozen token
and you already have one, you must take one point of unblockable damage. When you have a
frozen token, the next time you are attacked you will only get half of the normal damage
resistance, rounded down, from your modifications (ex. If a weave would normally let you block
two ranged damage, it instead only blocks one. If it would normally let you block one ranged
damage, then it will block no damage on this incoming attack). You must also disregard all crits
rolled on your evade roll. If you do not roll a crit, then you must count one less pip towards your
defense on your evade roll. At the end of the first attack made against you when you have a
frozen token, you remove the frozen token.

Shocked: You can only have one shocked token at a time. If you are directed to take a shocked
token and you already have one, you must take one point of unblockable damage. When you
have a shocked token, you keep it until the end of your hunter's first turn (including enemy step
and maintenance step) that they begin with that token. At the end of that turn, you discard the
shocked token. When you have a shocked token, you may not play interrupt cards. Also, on the
turn in which you begin with the shocked token, you may only take one action instead of two.
You may scrap one card from your hand (after drawing up to your hand size at the beginning of
the turn) in order to take two actions as normal.

If a machine has components, then it gains bonus armor equal to half the number of
components rounded up (if an enemy has five components, then it would gain three armor).
This armor applies only to the chassis (only to attacks made directly towards its health).
Components only have armor equal to the base armor of the enemy (the armor listed on the
card). When a component is destroyed, it only takes half the damage to its health (rounded
down) from the Component Damage Value that it normally would, but reduces the bonus armor
the chassis has by one (ex. If an enemy has three components, it gains two additional bonus
armor. If a component is destroyed that would normally deal four damage to the enemy, it
instead only deals two damage to the enemy and reduces the additional bonus armor by one).
This never reduces the base armor of the chassis (ex. In that previous example, once two
components had been destroyed, destroying the third won’t reduce the armor of the enemy
anymore, but will deal the full four Component Damage Value damage to the enemy).
With all of the modules in this document in place, especially the stat upgrades, the game can
get a lot harder. That was my intention, as I found the base game to be such a walk-in-the-park
that I rarely felt threatened or felt a need to be particularly tactical. I could always get the bonus
salvage with ease, even though it felt like it should be more special and rare. I have found that
these modules have spiced up the game for me, made me think more tactically, and forced me
to consider both new ways to use the environment and my cards as well as ascertain
acceptable losses. However, even I can recognize during some of my playtests that the above
changes can sometimes be too difficult, bordering on unwinnable. If you would like to implement
the above changes to make the game more interesting, but don’t want it to be so punishing,
consider implementing some of these small modules as well:
● Give everyone two stamina cards at the beginning of the game, increasing all their deck
sizes by two for the rest of the game. However, these stamina cards can’t be swapped
out for other cards, and you can still only have a max of six stamina cards in your deck
(meaning you will likely need to grab ammunition, misc, or level up cards to fill out your
deck size towards the end).
● A player no longer faints when they go to draw and they can’t draw up to their hand limit.
They only faint when they get hit by a machine and can’t discard enough. However, if
they can’t draw up to five, whatever they can draw up to is all they have to work with that
turn, even if they craft.
● If you think the stat upgrades above are TOO powerful, instead just try adding one point
to every small machine’s health (Watchers, Scrappers, etc), two points to every medium
machine (Shell-Walker, Trampler, etc), and three to ever quarry, nothing to tear values,
and only one point to all damage numbers.

You are no longer Fledglings competing to gain the attention and subsequent sponsorship of a
Hawk. You are now a group of Thrushes who have bonded, becoming friends and learning to
cooperate. The Hawks have decided to send your group on a dangerous mission for the glory of
the lodge, one which they will be watching closely as they are seeking any opportunity to cut the
wheat from the chaff. If any one hunter underperforms, they will be thrown out of the lodge.
None of you can bear to see that happen to one of your friends, so you must function as a unit
instead of compete for the top.

Everyone selects the next hunt from the tracking deck together. The leader token, fledgling
token, and event deck are not used.
Glory is no longer used as a means to heal as it is in the base solo game. Instead, you must do
your best to make sure every hunter attains some glory. If any hunter earns less than half
(rounded up) the amount of glory as the hunter who earns the most at the end of a hunt stage,
then they are thrown out of the lodge and the others return from their hunt in despair. Game
over. If one hunter ever faints, they are also thrown out of the lodge, game over. This makes the
solo/full coop game more of a cooperative puzzle as you attempt to divide and conquer, keep
each other alive, and set each other up for glory kills.
I have found that many enemies die too quickly, and in the late game barely do enough damage
to get past your armor and modifications. Therefore, I have chosen to raise and tweak the stats
in order to get a more challenging and/or interesting experience. It is also strongly suggested
you use these stats modifications with Component Armor rules as well, as it makes going for
components more rewarding, and occasionally more difficult. If a stat does not show up in my
list below, then it remains unchanged from what is on their cards.

Core Set
Watcher:
Hit Points: 6
Melee Damage: +1

Strider:
Hit Points: 8
Blaze Canister Tear Value: 4
Melee Damage: +2

Scrapper:
Hit Points: 9
Power Cell Tear Value: 6
Destroyed Component Rules (Power Cell): Disables A attacks.
Radar Tear Value: 4
Melee Damage: +1
Ranged Damage: +2

Grazer:
Hit Points: 8
Rotor Blades Tear Value: 4
Blaze Canister Tear Value: 4
Melee Damage: +2
Shell-Walker:
Hit Points: 13
Armor Value: 3
Cargo Holder Tear Value: 6
Lightning Gun Tear Value: 6
Shield Claw Tear Value: 4
Destroyed Component Rules (Shield Claw): Reduce this enemy’s base armor value to 1 (if
using Component Armor rules)
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1

Sawtooth:
Hit Points: 25
Resource Container Tear Value: 6
Blaze Canister Tear Value: 8
Melee Damage: +2

Soldiers of the Sun


Broadhead:
Hit Points: 8
Horns Tear Value: 4
Blaze Canister Tear Value: 6
Destroyed Component Rules (Horns): Remove Bludgeon from A attacks, and reduce A
attacks damage by two.
Melee Damage: +3

Trampler:
Hit Points: 16
Processing Unit Tear Value: 8
Power Cells Tear Value: 6
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1
Activation Card Change: On the card that begins “Hunter within 2 squares” add stun effect to
all melee attacks on that card.
Behemoth:
Hit Points: 36
Force Loaders Tear Value: 8
Power Cell Tear Value: 8
Freeze Canister Tear Value: 8
Cargo Holder Tear Value: 6
Melee Damage: +2
Ranged Damage: +2
Pulse Attack Range: +1
Pulse Damage: +1
Ramming Speed Ability Change: “If this enemy moves one or more squares during its
activation, increase the damage of its attacks by 2, and all stuns require the hunter to discard
two cards from their hand before making an evade roll instead of one for the rest of its
activation.”

The Sacred Land


Redeye Watcher:
Hit Points: 6
Ranged Damage: +2
Pulse Damage: +1

Longleg:
Hit Points: 14
Wings Tear Value: 6
Signal Array Tear Value: 4
Signal Array Damage Value: 0
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1
Warning Call Ability Change: “While this enemy is alert, any non-alert enemies within two
squares become alert at the end of its activation. Enemies alerted this way do not activate this
turn.”

Stalker:
Hit Points: 15
Dart Gun Tear Value: 6
Generator Tear Value: 6
Mine Launcher Tear Value: 6
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1
Fire Bellowback:
Hit Points: 18
Blaze Canister Tear Value: 4
Cargo Sac Tear Value: 8
Gullet Tear Value: 6
Ranged Damage: +3
Melee Damage: +2
Pulse Attack Range: +1
Pulse Damage: +1

Freeze Bellowback:
Hit Points: 18
Freeze Canister Tear Value: 4
Cargo Sac Tear Value: 8
Gullet Tear Value: 6
Ranged Damage: +3
Melee Damage: +2
Pulse Attack Range: +1
Pulse Damage: +1

Snapmaw:
Hit Points: 26
Blaze Canister Tear Value: 6
Freeze Sac Tear Value: 8
Melee Damage: +3
Ranged Damage: +2
Pulse Damage: +1

The Frozen Wilds


Daemonic Watcher:
Hit Points: 7
Melee Damage: +1

Daemonic Scrapper:
Hit Points: 11
Power Cell Tear Value: 6
Radar Tear Value: 4
Melee Damage: +2
Ranged Damage +2
Daemonic Shell-Walker:
Hit Points: 15
Armor Value: 3
Cargo Holder Tear Value: 6
Lightning Gun Tear Value: 6
Shield Claw Tear Value: 4
Destroyed Component Rules (Shield Claw): Reduce this enemy’s base armor value to 1 (if
using Component Armor rules)
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1

Scorcher:
Hit Points: 16
Blaze Canisters Tear Value: 6
Mine Launcher Tear Value: 6
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1

Frostclaw:
Hit Points: 34
Power Cells Tear Value: 6
Activation Card Change: On the card that begins “Freeze Unit Destroyed,” the first ranged
attack gains +3 damage, the second gains +2
Ranged Damage (other than the ones specified above): +1
Melee Damage: +2
Pulse Damage: +1

The Forge and Hammer


Lancehorn:
Hit Points: 10
Drill Horns Tear Value: 6
Freeze Canister Tear Value: 6
Melee Damage: +2
Charger:
Hit Points: 7
Horns Tear Value: 6
Blaze Canister Tear Value: 4
Melee Damage: +3
Destroyed Component Rules (Horns): Reduce damage inflicted by this enemy’s melee
attacks by 2.

Glinthawk:
Hit Points: 10
Freeze Sack Tear Value: 6
Melee Damage: +2
Ranged Damage: +2

Ravager:
Hit Points: 25
Freeze Canister Tear Value: 6
Power Cell Tear Value: 6
Melee Damage: +2
Ranged Damage: +3
Pulse Damage: +1

The Lawless Badlands


Bandit Thug:
Hit Points: 4
Ranged Damage: +2

Bandit Fighter:
Hit Points: 5
Melee Damage: +2

Bandit Marksman:
Hit Points: 5
Activation Card Change:
Is there a hunter within two spaces of the Cultist Marksman?
Yes:
Mandatory Action: Ranged Attack 2/7
Mandatory Action: Move 1 Space Away From the Nearest Hunter
No:
Conditional Action: Ranged Attack 3/7
Conditional Action: Move 1 Toward Closest Character
Bandit Slugger:
Hit Points: 6
Melee Damage: +2

Bandit Heavy:
Hit Points: 7
Melee Damage: +1
Activation Card Change: Add stun effect to the melee attack
Range Damage: +2
AOE Damage: +1

Bandit Brute:
Hit Points: 7
Armor: 2
Melee Damage: +1
Activation Card Change: Add stun effect to the melee attack
Range Damage: +2
AOE Damage: +1

Immense Machines
Stormbird:
Hit Points: 70
Blaze Canister Tear Value: 8
Freeze Canister Tear Value: 8
Thruster Engine Tear Value: 6
Melee Attacks: +1
Ranged Attacks: +2
Pulse Attacks: +1
Crash Landing Ability Change: “If this enemy suffers a condition, flip this card and the
Stormbird takes two damage attributed to the hunter who inflicted the status effect.”

Rockbreaker:
Hit Points: 70
Digging Arm Tear Value: 8
Fuel Sac Tear Value: 10
Exhaust Port Tear Value: 12
Melee Damage: +2
Ranged Damage: +2
Pulse Damage: +1
Thunderjaw:
Hit Points: 70
Disc Launcher Tear Value: 10
Tail Tear Value: 12
Melee Damage: +2
Ranged Damage: +1
Pulse Damage: +1

Fireclaw:
Hit Points: 70
Power Cell Tear Value: 8
Fire Sac Tear Value: 10
Fire Unit Tear Value: 12
Melee Damage: +1
Ranged Damage: +2
Pulse Damage: +1

Kickstarter Exclusives
Mercenary Warrior:
Hit Points: 4
Glory: 1
Ranged Damage: +2

Mercenary Heavy:
Hit Points: 7
Glory: 1
Ranged Damage: +2
Melee Damage: +2
Activation Card Change: Add stun effect to the melee attack.

Cultist Thug:
Hit Points: 6
Glory: 1
Melee Damage: +2
Cultist Marksman:
Hit Points: 4
Glory: 1
Activation Card Change:
Is there a hunter within two spaces of the Cultist Marksman?
Yes:
Mandatory Action: Ranged Attack 2/7
Mandatory Action: Move 1 Space Away From the Nearest Hunter
No:
Conditional Action: Ranged Attack 3/7
Conditional Action: Move 1 Toward Closest Character

Cultist Heavy:
Hit Points: 7
Armor: 2
Melee Damage: +1
Ranged Damage: +2
Activation Card Change: Add stun effect to melee attack

Corrupted Watcher:
Hit Points: 6
Melee Damage: +1

Corrupted Scrapper:
Hit Points: 10
Power Cell Tear Value: 6
Destroyed Component Rules (Power Cell): Disables A attacks.
Radar Tear Value: 4
Melee Damage: +2
Ranged Damage: +2

Corrupted Fire Bellowback:


Hit Points: 20
Blaze Canister Tear Value: 6
Cargo Sac Tear Value: 8
Gullet Tear Value: 8
Ranged Damage: +3
Melee Damage: +2
Pulse Damage: +1
Revenge of the Nora
Corrupter:
Hit Points: 22
Glory: 4
Grenade Launcher Tear Value: 8
Spike Launcher Tear Value: 6
Melee Damage: +3
Ranged Damage: +3
Pulse Damage: +2
AOE Damage: +1

Deathbringer:
Hit Points: 70
Glory: Follows the same rules and structure thresholds as other immense machines
Stabiliser Tear Value: 6
Flamethrower Tear Value: 10
Repeater Cannon Tear Value: 12
Ranged Damage: +3
Pulse Damage: +2
(Note: These changes are so you can add the Deathbringer as an Immense Machine hunt at the
end of a standard game of Horizon Zero Dawn)
At the end of the turn when half the required encounter points (rounded down) have been
earned, or during a Hunter’s Call when the total damage done to all quarries exceeds half the
total health of all quarries (ex. Hunter’s Call has two Sawtooths, each with 25 hit points, or 50
total. When 25 hit points have been dealt to the Sawtooths in any combination), activate
intruders. When intruders is activated, roll on the tables below to get intruders who arrive to
make your lives more difficult, whether they be bandits or more machines. If you roll something
that you cannot put on the board, likely because the models are already in use, then roll again
until you get something you can add or roll an “undisturbed” result.

When you add these intruders to the board, the person whose turn just ended will get to place
the intruders on any edge square on the starting tile, spreading them out however they like.

Make sure to mark these new enemies as intruders somehow, likely with some kind of token.
Intruders DO NOT drop salvage.
Intruders DO NOT contribute encounter points.
Intruders DO contribute glory points.
You must defeat these intruders to earn the bonus salvage listed on the tracking card. However,
if you do, everyone will receive +1 bonus salvage at the end of the hunt (You do not get +1
bonus salvage if you roll “undisturbed”).

Dealing with intruders can be incredibly difficult, but remember, you do not need to defeat them
to end the hunt victoriously. If you are struggling, it may be best to avoid them as much as
possible and go for the machines that give encounter points so you can get out of there intact.
First Second Third Fourth Hunter’s Immense
Encounter Encounter Encounter Encounter Call Machine

Very Easy None 1 1 2 None None

Easy 1 1 2 2 None None

Normal 1 2 2 3 1 None

Hard 1 2 3 3 1 1

Very Hard 2 2 3 3 2 2

Ultra Hard 2 3 3 3 3 3

Brutal 2 3 3 3 4 3

Legendary 2 3 3 3 4 4

Personal 1 2 2 3 3 4
Favorite
(You can also use a different array of numbers for a different experience. Ex. 1, 2, 2, 3, 3, 3, or
2, 2, 1, 1, 0, 0)
Roll 1d20
1 - 2 = Undisturbed. Your hunt proceeds without interruption
3 - 15 = Wandering machines! They’ve stumbled upon your hunting ground and joined the fray.
(Roll 1d20 on Table A with relevant Intruder Level).
16 - 20 =Bandits, mercenaries, and cultists! They’ve been stalking you and use the chaos as an
opportunity to make you their prey (Roll 1d20 on Table B with relevant Intruder Level).

(Note: You will not see any Striders as they already appear on a large number of tracking cards,
and they have more interesting variants. You will not see Lancehorns or Grazers either as they
would prefer to just escape rather than intrude.

LEVEL FOUR
Level Four is a special, legendary Intruder Level that will make your hunts demonstrably more
difficult. When using Level Four, there is not a Table A or Table B, there is only one table, and
you do not make the roll detailed above. You simply roll 1d20 on the Level Four table, and add
the result to your encounter as usual. Level Four should generally only be used on an Immense
Machine fight or Hunter’s Call fight. They are the equivalent of something like a Ravager joining
a fight against a Thunderjaw. If you are not incredibly prepared and honed for this encounter,
you will likely end up bloody paste on the ground, and even then...

TABLE A
Level One Level Two Level Three
1. One Watcher 1. Two Redeye Watchers, One 1. Three Watchers, Two Scrappers
2. One Redeye Watcher Watcher 2. Three Redeye Watchers, Two
3. Two Watchers 2. Two Redeye Watchers, Two Scrappers
4. Two Redeye Watchers Watchers 3. One Glinthawk, Two Scrappers
5. One Watcher, One 3. Two Scrappers, One Redeye 4. One Charger, Two Scrappers
Scrapper Watcher 5. One Broadhead, Two Scrappers
6. One Redeye Watcher, 4. Three Scrappers 6. Two Glinthawks, Two Scrappers
One Scrapper 5. One Glinthawk, Two Redeye 7. Two Chargers, Two Scrappers
7. Two Watchers, One Watchers 8. Two Broadheads, Two
Scrapper 6. One Charger, Two Redeye Scrappers
8. Two Redeye Watchers, Watchers 9. Three Glinthawks, Two Redeye
One Scrapper 7. One Broadhead, Two Redeye Watchers
9. Two Scrappers Watchers 10. Three Chargers, Two Redeye
10. One Glinthawk 8. Three Glinthawks Watchers
11. One Broadhead 9. Three Chargers 11. Three Broadheads, Two Redeye
12. One Charger 10. Three Broadheads Watchers
13. One Watcher, One 11. One Shellwalker, One Redeye 12. Two Longleg, One Shellwalker
Glinthawk Watcher 13. Two Shellwalkers, One Longleg
14. One Watcher, One 12. One Longleg, One Redeye 14. One Stalker, Two Scrappers
Broadhead Watcher 15. One Trampler, Two Scrappers
15. One Watcher, One 13. One Shellwalker, One Scrapper 16. One Scorcher, Two Scrappers
Charger 14. One Longleg, One Scrapper 17. Two Stalkers
16. Two Glinthawks 15. One Stalker 18. Two Tramplers
17. Two Broadheads 16. One Trampler 19. Two Scorchers
18. Two Chargers 17. One Scorcher 20. One Freeze Bellowback, and
19. One Longleg 18. One Freeze Bellowback One Fire Bellowback
20. One Shellwalker 19. One Fire Bellowback
20. One Longleg, One Shellwalker
TABLE B
Level One Level Two Level Three
1. One Bandit Thug 1. Three Bandit Thugs, Two Bandit 1. Three Bandit Sluggers, Three Bandit
2. One Bandit Fighter Sluggers Marksmen, One Bandit Brute
3. One Bandit Thug, One 2. Three Bandit Fighters, Two Bandit 2. Two Bandit Sluggers, Two Bandit
Bandit Fighter Marksmen Marksmen, Two Bandit Brutes
4. Two Bandit Thugs 3. Two Bandit Sluggers, Two Bandit 3. Three Bandit Sluggers, Three Bandit
5. Two Bandit Fighters Marksmen Marksmen, Two Bandit Brutes
6. One Cultist Marksman 4. Three Bandit Sluggers, One Bandit 4. Three Mercenary Warriors, Three
7. One Cultist Thug Brute Mercenary Heavies
8. One Cultist Marksman, 5. Three Bandit Marksmen, One 5. Four Mercenary Warriors, Three
One Cultist Thug Bandit Brute Mercenary Heavies
9. Two Cultist Thugs 6. Two Bandit Sluggers, Two Bandit 6. One Corrupter, Two Cultist Thugs, Two
10. Two Cultist Marksmen Marksmen, One Bandit Brute Corrupted Watchers
11. Three Bandit Thugs 7. Three Mercenary Warriors, One 7. One Corrupter, Two Cultist Marksmen,
12. Three Bandit Fighters Mercenary Heavy Two Corrupted Watchers
13. Two Bandit Thugs, One 8. Two Mercenary Warriors, Two 8. One Corrupter, One Cultist Heavy, Two
Bandit Fighter Mercenary Heavies Corrupted Watchers
14. Two Bandit Fighters, 9. Two Cultist Thugs, Two Cultist 9. One Corrupter, Two Cultist Thugs, One
One Bandit Thug Marksmen, Two Corrupted Corrupted Scrapper
15. One Bandit Thug, One Watchers 10. One Corrupter, Two Cultist Marksmen,
Bandit Heavy 10. Two Cultist Thugs, Two Cultist One Corrupted Scrapper
16. One Bandit Fighter, One Marksmen, One Corrupted 11. One Corrupter, One Cultist Heavy, One
Bandit Heavy Scrapper Corrupted Scrapper
17. One Bandit Marksman, 11. One Cultist Heavy, Three Corrupted 12. One Corrupter, Two Cultist Thugs, Two
One Bandit Fighter Watchers Cultist Marksmen, One Cultist Heavy
18. One Bandit Slugger, One 12. One Cultist Heavy, Two Corrupted 13. One Corrupter, Three Corrupted
Bandit Thug Scrappers Watchers
19. Two Bandit Heavies 13. One Corrupted Fire Bellowback 14. One Corrupter, Two Corrupted
20. One Cultist Marksman, 14. One Corrupted Fire Bellowback, Scrappers
One Cultist Thug, One Two Cultist Thugs 15. Two Corrupted Fire Bellowbacks
Cultist Heavy 15. One Corrupted Fire Bellowback, 16. One Corrupter, One Corrupted Fire
Two Cultist Marksmen Bellowback
16. One Corrupted Fire Bellowback, 17. One Corrupter, One Corrupted Fire
One Cultist Heavy Bellowback, Two Cultist Thugs
17. One Corrupter 18. One Corrupter, One Corrupted Fire
18. One Corrupter, Two Cultist Thugs Bellowback, Two Cultist Marksmen
19. One Corrupter, Two Cultist 19. One Corrupter, One Corrupted Fire
Marksmen Bellowback, One Cultist Heavy
20. One Corrupter, One Cultist Heavy 20. Two Corrupters
SUPER SECRET SPECIAL LEVEL FOUR TABLE
Level Four
1. Two Longlegs, Two Shellwalkers
2. Two Tramplers, One Stalker
3. Two Stalkers, One Scorcher
4. Two Scorchers, One Frost Bellowback
5. One Fire Bellowback, One Frost Bellowback, and One Trampler
6. One Sawtooth
7. One Ravager
8. One Snapmaw
9. One Frostclaw
10. One Behemoth
11. One Sawtooth, Two Redeye Watchers
12. One Ravager, Two Redeye Watchers
13. One Snapmaw, Two Redeye Watchers
14. One Frostclaw, Two Redeye Watchers
15. One Behemoth, Two Redeye Watchers
16. One Sawtooth, One Fire Bellowback
17. One Ravager, One Longleg
18. One Snapmaw, One Stalker
19. One Frostclaw, One Scorcher
20. One Behemoth, One Trampler

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