AvP boar game rules no FLUFF v1.6 compressed pics

with each other like puzzle pieces and won't slip apart in the heat of the game. ..... three groups of creatures, each being a formidable fighting machine, find themselves ... advanced technology which they use as tools of the hunt and war alike, ...
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1. Introduction What is Alien vs Predator: The Hunt Begins? Alien vs Predator: The Hunt Begins is a dynamic, tactical board game for one or more Players that allows to take control of one of three forces; the Alien Xenomorphs, Predator Yautja or Human Colonial Marines! The Alien vs Predator: The Hunt Begins the Board Game portrays a conflict of up to three different forces taking place on a derelict Spaceship called the USCSS Theseus. From Alien Xenomorphs skulking in the shadows, waiting for the moment of weakness to pounce on and capture new hosts for the brood, to the well trained Colonial Marines who are geared up with state-of-the-art equipment and finally a mysterious race of brutal extra-terrestrial Hunters which the humans call Predators. Each Force offers a unique set of skills to provide their own diversity to the gameplay of the Aliens vs Predator Board Game. Whether you prefer the take control of a Swarm of nightmarish Aliens, flooding the dark corridors with numbers, command brave Colonial Marines to the fight terrors of the dark or embark on a trophy hunt leading small, yet powerful, groups of Predators you will find many hours of exciting fun with Alien vs Predator: The Hunt Begins. A feeling of suspense and tension is enhanced by 'Ping Tokens' mechanic, these tokens hide the identity of each model until it is spotted by an opposing model. Each Force uses Ping Tokens in a slightly different way after being spotted, which is the first way that Alien vs Predator provides a unique asymmetrical game balance. Alien vs Predator: The Hunt Begins, offers many challenging game types which can be played by one or more players. Main campaign consists of 10 missions joined together into a narrative story depicting dramatic events taking place on the USCSS Theseus. Each mission was designed so it can be played separately aswell. Another game type available is Survival Arena mission, which puts a group of Survivors against a Horde of enemies. This game type can be played as a single misson or multi round mini-campaign during which both Horde and Survivor Forces will have a chance to gain experience and improve from round to round. There are also single pre-made scenarios which allow you to test your strengths on your own or against friends to see who has best tactical sense and can lead his Force to victory. Alien vs Predator Board Game caters to different kinds of gamers, offering two sets of rules, Basic and Advanced. The Basic rules set offers a very fast paced, yet immersive and exciting game. These rules make for a shorter, simpler game omitting the more complex rules to assure that even beginners and casual players will feel like they are playing involving and rewarding game within the dark, terrifying setting of Alien vs Predator. The Advanced rules open the full breadth of tactical possibilities before aspiring tabletop commanders. These rules were made with experienced players in mind, who want to have an influence on every aspect of their game, starting with advanced force organization, a multitude of new cards and new special rules, increasing the game complexity but ultimately enhancing the experience of playing the game. Apart from two rule sets to choose from, the Game offers a variety of mission options, starting with solo survival missions, through to pre-made or random scenarios and finishing with massive, story-driven, multi-battle campaigns.

1.1 Box Contents Alien vs Predator: The Hunt Begins includes: Models: - 10 Infant Aliens - 5 Stalker Aliens - 3 Predators - 5 Colonial Marines Dice: - 1 Xenomorph Die - 1 USCM Die - 1 Predator Die Cards: - 2 Alien Stat Cards - 3 Predator Stat Cards - 1 Colonial Marine Stat Card - 20 Random Events Cards - 30 Mission Cards (Advanced Game) - 60 Strategy Cards (20 for each faction) (Advanced Game) Board Game Tiles: - 31 Straight Corridors - 8 Crossroads - 8 T-Shape - 8 L-Shape - 10 Dead-end - 6 Wind Tunnels tiles - 7 Rooms (Lab, Escape Capsules, Armoury, Bridge, Hibernation Room, Engine Room, and Predator Pod) Other Peripherals: - 1 Flame/Acid Spit Template (Advanced Game) - 50 Wound, Ping!, Activated, Sentry and Objective Tokens. - 16 Door Pieces

1.2 Assembly Before you can begin to play, the models will require assembly. Assembly instructions can be found inside of the miniatures box. The miniatures should be assembled using Super Glue and hobby tools, with the assistance of an adult (Super Glue and hobby tools not included). The miniatures included in Alien vs Predator: The Hunt Begins, have been specially designed by Prodos Games LTD. ***

2. General Rules In this section we will introduce few general concepts used in AvP The Hunt Begins board game. You can find a short description next to any of the concepts, ideas and rules explaining how it relates to the rest of the game. Familiarising yourself with those basic concepts will make understanding the game rules much easier.

'D20' - Alien vs Predator: the Hunt Begins uses 20 sided dice, referred to as ‘D20’ throughout the rules. If there is a number in front of ‘D20’, then that is the number of 20-sided dice that should be rolled (i.e. ‘2D20’ = Roll 2 20-sided dice). All tests, rolls and re-rolls in the Game are made by rolling D20 dice. 'Re-roll' – A Player may re-roll a die only once (players may not re-roll a re-roll). If the Player is able to reroll and chooses to do so, they must keep the second result, even if it is worse than the first result. 'Off the Table!' - D20 rolls count only if they land on the gaming table. If a D20 happens to roll off of the table, it must be rolled again, the result only counts if it lands on the table. (This is the only exception to the no re-rolling a re-roll rule; i.e. re-rolls that land off of the table must be rolled again). 'Power Shot' – Dice rolls which result in a natural 1 (unmodified result of a 1) are always successful. Armour, Con or ‘Heal’ rolls cannot be made if to Hit results in a natural 1. ‘Fumble’ - Rolls of a natural 20 are always a failure. Any Model that rolls a natural 20 for any Skill test may spend no further Action Points in the Game Turn. They also cannot use any remaining "Experience Points" this Game Turn. For Example: A Colonial Marine uses his 1st Action Point to make a Shooting Action. The Marines' Ranged Weapon has RoF 2. The Player allocates all RoF to an enemy Model, then the Player rolls 2D20. One of the rolls is a 20, meaning that the Marines loses his 2nd Action Point, but may still complete the initiated Action (one further shot). 'Activated/Deactivated’ – A Model that is Activated may spend Action Points to complete Basic or Advanced Actions and use its Active Special Skills. Deactivated Models are Models which have been activated or are counted as having been activated in the Game Turn. Deactivated models may not use any actions this game turn. 'Autohit’ – If a Ranged or Close Combat Attack is described as being an ‘Autohit’, this means the RS or CC test is always successful. 'Action Point' – Points that allow models to perform many different actions. Each model starts its activation with 2 action points. Each action costs at least 1 action point unless specified otherwise. ‘Close Combat Attack’ - Any kind of Action which requires a Model to make a CC test is a Close Combat Attack.

'Ranged Attack' – Any kind of Action which requires a Model to make a RS test is a Ranged Attack 'Discard pile' – Stack of cards for used up/discarded cards of certain type. For Example: Strategy Card Discard Pile 'Deck' – Deck of cards of a certain type. For Example: Environmental Cards Deck 'LVL' - an acronym for Level. 'To Hit/Hit' - Any test for Ranged Attack or Close Combat Attack might be also referred as To Hit. Any Successful Range Attack or Close Combat Attack is also referred as a Hit. 'Displaced' – Model is Displaced when 2 or more models swaps their respective positions in a way that keeps Engaged Tile legally, fully occupied. More info about Displacing in 5.2.1 Section of the Rulebook. 'Token' – Cardboard marker representing many different things like items, units, skills, effects or Mission objectives depending on its contents. Examples are: Acid Damage Token, Predator Wound Token, Ping Token, 'Skill Test' - In order to pass a ‘Skill Test’, roll equal to or less on a D20 than the Value of a relevant skill of the model. For Example: a Model with a ‘Range Skill’ of 12 (RS 12) after any Modifiers, needs a roll of 12 or less on a D20 to successfully passes the RS (Range Skill) test. 'Test Value' – A number that needs to be rolled equal to or less on D20 to pass a Test. 'Modifier' – A number added to a Test Value before the roll is made. 'Range' – Distance counted in Tiles for AvP: The Hunt Begins and in inches for AvP: Unleashed. Distance is calculated from active model excluding tile it occupies. 'Active Skill or (A)' – (A) next to a Skill name means that this is a Active skill. Active skills require at least one action point to activate the skill. Designer Note: Skill description always overrides this rule. 'Passive Skill or (P)' – (P) next to a Skill name means that this is a Passive Skill. Passive skills are always in effect unless specified otherwise by skill description and often modify or affect other Active Skills. 'Engaged Tile' – Any game Tile is considered to be Engaged if one of two following conditions is met. • Tile is Engaged if its occupied by at least two models of opposing factions



Tile is adjacent to a Tile fully occupied by the models from at least 2 factions.

'Fully Occupied Tile' – Tile with zero occupation points remaining ***

***

2.1 Basic Game, Advanced Game and Unleashed Rules! Alien vs Predator: The Hunt Begins comes with 2 different set of rules that may be used together with the models and Tiles provided. Basic rules and Stats apply to all of the models in the game, unless stated otherwise. The Basic rules include the rules for movement, shooting and close combat and everything else that you need to play the game. Basic rules make for a fast-paced, dynamic games. Advanced rules introduce the ability to create a unique and customised force. Which in turn greatly enhances the tactical depth that Aliens vs Predator: The Hunt Begins can offer. Some of the Stats (highlighted in red on the Stat Card) are only to be used in The Hunt Begins Unleashed Rules. The The Hunt Begins – Unleashed Rules are a Board Game add-on that can be purchased separately and are only used with that supplement. Ignore these when using the rules for the Basic and Advanced Game. These rules are designed for more complex game play on a open terrain using the Alien vs Predator: The Hunt Begins board game as well as terrain pieces created from scratch by hobbyists. These rules are dedicated to more advanced players familiar with Wargaming. The Hunt Begins – Unleashed Rules will require additional gaming peripherals that, like The Hunt Begins – Unleashed Rules book, are not provided with the Alien vs Predator: the Hunt Begins board game.

2.2 Stats for Basic and Advanced Games During your adventures on the board of the USCSS Theseus, you will encounter many different creatures, starting from tiny facehuggers, average built Colonial marines, towering Predator Berserkers which, in turn, are dwarfed by the colossal Alien Crushers. To simulate combat between them, each miniature used in game is described by a set of statistics that represent their relative abilities. The Values of those statistics range from 1 to 20 for most statistics, 1 showing that creature is barely capable in the relevant skill area and 20 showing that the unit is a well trained professional or the pinnacle of evolutionary adjustments. Each Skill can be temporarily or permanently affected as the Game progresses. Most are used as the starting point for calculating the Test Value needed to roll on a D20: BASIC: M [add logos here] – Movement. Determines the movement speed of a model. The number shows us how many tiles the model may move after spending 1 Action Point on a Move action, the value in brackets shows us the move distance in inches for AvP: Unleashed. BASIC: CC [add logos here] – Close Combat. The higher the value of this skill the better fighter the creature is. This skill describes the unit's effectiveness in close combat as well as familiarity with close combat conditions and its ability to perform other actions while engaged in melee. This is the Test Value required to roll on a D20 to pass a Close Combat Skill test. BASIC: RS [add logos here] – Range Skill. This skill describes how good of a shot unit is. High values of this skill are achieved by extensive training, assistance of advanced technology of evolutionary body adjustments over the course of generations. This is the Test Value required to roll on a D20 to pass a Range Skill test. BASIC: St [add logos here] – Strength Skill. This skill describes how strong, well built or physically powerful the model is. The Strength Statistic may be used to test a model's burst of strength. A model's strength is one of the factors contributing to the Strength of its Close Combat weapons. This is the Test Value required to roll on a D20 to pass a Strength Skill test. BASIC: Con [add logos here] – Condition Skill. This skill describes how tough and resilient unit is. It may be used to test models performance in low air conditions or its resistance to external factors. This is the Test Value required to roll on a D20 to pass a Condition Skill test. BASIC: LD [add logos here] – Leadership Skill. This is the skill describing the ability to act as a cohesive unit, member of a squad or the strength of the unit's ego and natural instincts. This is the Test Value required to roll on a D20 to pass a Leadership Skill test. BASIC: W [add logos here] – Wounds. This is a way of tracking how much damage a Model can receive. All common units of roughly human size or smaller usually have only one wound. If a Model’s Wound Value is reduced to ‘0’ or less it is removed from the board as a casualty.

BASIC: A [add logos here] – Armour Value. This is the numerical value describing a unit's natural ability to shrug off damage. It may be granted by advanced personal body armour, inhumanely tough skin or layers exoskeleton. The higher the value, the better model's protection against most sources of damage. The Test Value required to roll equal to or less on a D20 for an Armour test to ignore a Hit. Occasionally an Armour Value may include a second number in brackets e.g. A:18(12), this is the Impenetrable Armour Value. Armour cannot be reduced below the Value in brackets. ADVANCED: Pts [add logos here] – Points Value. This number represents how much the Model is worth and is used by the Players to produce balanced opposing army lists.

ACTION POINTS Each Model in the Game has 2 Action Points (unless stated otherwise). For simplicity this Value is not included on the Stat lines. Once a Model uses all of its Action Points, it is deactivated for the rest of the Game Turn.

2.3 Miniatures Definitions Bases The Alien vs Predator: The Hunt Begins rules are written with the assumption that provided models are mounted on the bases they are supplied with. The model's base size has a variety of purposes in the rules of the game. The base size describes volumetric size and strength of each model in reality.

Some models aren’t supplied with a base at all. You should always feel free to mount the model on any size base for modeling or aesthetic purposes, however, please take note that models will have to follow the rules of the models placed on the base it should be mounted on. Each Stat card specifies on which size base the model should be mounted on. We have 3 types of base sizes: Small Bases are 30mm in diameter. Medium Bases are 40mm in diameter and are used for example HQ/Elders, Alien Warriors. Large Bases are 50mm or more in diameter and used for Large Models and Light Vehicles. Monsters often do not have a base or have a special base (Alien Crusher). These are regarded as 'Large Bases' in the Game Rules unless specified otherwise.

Body Body - The Body of a model includes the legs, torso, arms, head and backpack that are completely within the model's Base circumference. Any other details on the model are not classified as part of the model's Body. Any parts of the model that extend beyond the Base circumference do not count as part of the Body.

2.4 Ping Tokens In Alien vs Predator: The Hunt Begins, each model is in unfamiliar territory, facing unknown odds, however each faction is equipped with devices or a natural ability to detect life-forms. These devices or skills also give them some idea of the layout of the space ship and allow to detect even the slightest vibration in the air. Nevertheless, even most advanced and sophisticated equipment is not able to define the size or type of moving object precisely. To represent this, every model in the Alien vs Predator: The Hunt Begins starts the game deployed as a Ping Token. The players place and move the Ping Tokens around the map, facedown, until they wish to replace a Ping Token with a model, or immediately as soon as a Ping Token and/or an opposing model gains Line of Sight (LOS) to each other.

2.4.1 Line of Sight for Ping Tokens (LOS) A Ping Token has "Line of Sight" (LOS) to an opposing player's Ping Token if any of the players can draw a straight, unblocked line between the centres of two occupied tiles. Air Vent tiles CANNOT be used to draw LOS. Every rule in Alien vs Predator: The Hunt Begins, if not stated otherwise, referring to Models refers to

the Model's Ping Token as well.

1. Models are hidden as PING tokens as there is no direct LOS between opposing factions.

2. One marine is activated and moved to a corner tile. Now, a straight line can be drawn joining the Marine occupied tile with the tiles occupied by the Xenomorphs so the Aliens are

spotted.

3. The Xenomporph PING tokens in LOS of the Marine must be instantly flipped over and replaced with the appropriate models.

2.4.2 Ping Token conversion to Model There are two ways of converting Ping Tokens into the relevant model: 1. Voluntary – The owning Player decides, at any point in the game, to replace the Ping Token with the relevant model, following the rules of token conversion below. 2. Mandatory - Both Players reveal their Ping Tokens once both tokens gain LOS. If the Ping Token has not yet been activated that Phase; then all of the newly-placed models can be activated as normal. If the Ping Token has already been activated, than the models cannot be activated until the next Game Turn. Each faction in the Alien vs Predator: the Hunt Begins has its own special rules for converting the tokens into models:

Aliens: Once the token is revealed, it must be replaced with an Alien model shown on the token's art, however, if the Ping Token has not yet been activated and is located on an Infested Tile the Alien Player may decide to keep any number of models with LOS to opposing models in Hide sacrificing their activation for the turn they were spotted in. In Hide, Alien tokens are not revealed. The

unactivated models staying in Hide count as being activated in the game turn they have been placed in Hide.

Colonial Marines: “Team Tactics”(P) - due to their tactical combat training, once the Colonial Marine Token is revealed, it must be replaced with any, chosen by the Marine Force controlling player, unused Marine model from the Squad. Additionally when any Marine model of Troop Type loses a wound, it may be taken off any other Marine model of Troop Type occupying the same tile.

Predators: “Seasoned Hunter”(P) - Predators are master huntsmen, they use a highly tuned set of skills and hitech equipment in their Hunts. When a model's Ping token with the Seasoned Hunter Special Skill is revealed the respective model can be placed anywhere within 1 Tile from the point that it was revealed, however the model cannot be placed on any Tile located towards any enemy model with LOS to the Predator. “Vocal Mimicry”(P) – Predators use their advanced technology to deceive and bait enemies exactly where they want them. To represent this, a Predator Force always starts each mission with 2 Extra Ping Tokens. The only actions available to those Tokens are Move and Run. When any of the Tokens granted by “Vocal Mimicry”(P) are revealed, remove it from play.

1. Marines are getting ready for a Predator by assuming a defensive formation.

2. The Predator PING token moves into the Marine's LOS.

3. Being in a Marine's LOS, the PING Token is flipped over and the Predator model is revealed.

4. Using the Predator PING token conversion rules, the Predator player is allowed to place his freshly revealed model on any tile adjacent to the one he was spotted on apart from the tile leading towards the enemy which spotted him.

3. GAME BOX CONTENTS 3.1 Game Board The game takes place aboard a Science and Transport vessel, the USCSS Theseus. The game board of Alien vs Predator: The Hunt Begins is variable – and is set up in different ways to represent different levels within the USCSS Theseus. The Basic stand alone Missions provided in Alien vs Predator: The Hunt Begins each have a different map, created with corridors and room pieces. A limitless variety of different maps of your own design can be produced using the Advanced Game Missions Rules that are included in the Alien vs Predator: The Hunt Begin Game. The limit is literally your imagination!

3.1.1 Tiles

The individual pieces that make up the maps are called Tiles. Their edges are cut so they interlock with each other like puzzle pieces and won’t slip apart in the heat of the game. The individual tiles also have a game function. Alien vs Predator: The Hunt Begins uses 5 different types of Tiles:

1. Infested Corridor (Graphic here) Any model making a Shooting Action targeted at an Alien model placed within the Infested corridor receives a -4 modifier to Ranged Skill (RS) due to the Xenomorphs natural ability to blend into their Infested surroundings.

2. Normal Corridor (Graphic here) Any model making a Close Combat Action targeted at a model from the USCM faction receives a -4 modifier to Close Combat (CC) due to the Marines extensive combat training, allowing them to use every available box, corner or niche in the familiar space ship environment to gain a tactical advantage.

3. Half Infested Corridor (Graphic here) Counts as both an Infested and a Normal tile, providing modifiers for both Marines and Aliens as described above.

4. Air Vent – is treated like any other corridor tile, but with two exceptions, only models on Small Bases can move though these tiles and Air Vent tiles cannot be used to draw LoS on or through them. Air Vent tiles count as a regular tile to move through. Only Models with “Tiny”(P) may finish their activation on a Air Vent Tile. A model must spend 1 Action Point to move through an Air Vent as per the example below:

1. The Marine model is getting ready to crawl through the Air Vent.

2. After using Run action he moves 2 Tiles. His move ends on the Air Vent tile which isn't allowed...

3. ...so the model backs up to last legal Tile it occupied.

4. In its next activation, the model uses a run action again and makes it easily to the other side of Air Vent.

5. Rooms - Rooms follow the same rules as per a Normal Corridor as described above, unless they

are Infested Rooms, in which case, they follow the rules of Infested Corridors.

3.1.2 Doors Door Pieces represent the airlocks and bulkheads of the USCSS Theseus. Hydraulic powered, heavy metal slabs separating sections of the ship may often be the only thing keeping the death at bay. Heavy duty bulkheads are made to withstand sudden loss of pressure, shrapnel explosion and any amounts of small arms fire. Mechanisms controlling the doors are rather simple and easy to work with for humans and Predators, Xenomorphs can only rely on their sharp claws and brute force to get past them. A Marine or Predator must spend an action point to activate a door. To do so, the model must be on the tile adjacent to the doors the model would like to activate.

1. The Model may not try to open doors from its current position as the door is not located on an interlock of the tile it occupies.

2. The doors are adjacent to a tile occupied by the Marine so he may open either of them. Once the door is activated, the door piece is removed from the game permanently. Depending on the Faction, models may interact with doors in the following ways:

“Seal the Bulkhead”(A) (Marines Faction Unique Action) - Any Marine model can spend 2 action points to create a locked door. To do this the model must spend 2 Action Points and pass a CC Skill test. If the test is successful, a new door piece can be placed on the interlocking border of the Tile occupied by the active model performing “Seal the Bulkhead” extended action and any other adjacent corridor or room tile. If the test is failed model loses 2 actions. Up to 3 Door pieces per game can be created this way. “Seal the Bulkhead” may not be performed on Engaged Tiles.

“Force the Doors Open”(A) (Alien Faction Unique Skill) – Any Alien model may try to forceopen a door by spending a Close Combat Attack Action. “Force the Doors Open”(A) succeeds if a roll of D20 is equal to or lower than following Test Values. Models base size:

Test Value :

Small

5 or less on D20

Medium

10 or less on D20

Large

15 or less on D20

No base

Automatic success

Assisting in “Force the doors open”(A) - (Aliens Faction Unique Rule) Each Alien model occupying tiles adjacent to a door, whilst it is being forced open, count as assisting, even if it was activated earlier this Game Turn. Friendly models located on BOTH sides of the doors count as assisting. The model trying to break down a door receives a +1 modifier to the required Test Value for each assisting model. Models on adjacent Engaged Tiles can assist in forcing doors open.

1. In this situation, the door is the only barrier between the Marine and a Xenomorph. Based on an Alien Infant base size, an alien player would need to roll 1-5 on D20 to successfully “Force the Doors Open”(A).

2. Now, with more of its allies assisting, its chances to succeed are significantly increased. In the example above, each Alien model which will use a Close Combat Attack Action to try to force the

doors receives a +3 Modifier to a Test Value of a roll to “Force the Doors Open”(A)

3. Models on both sides of the doors contribute and support their joined effort. In this situation each Alien model trying to break through the doors receives a +5 Modifier to a Test Value of a roll to “Force the Doors Open”(A), so the doors will break on a roll of 1-10 on D20.

4. Even models on Engaged Tiles may assist in breaking the doors down. All rolls to force open the

doors separating the two alien groups receive a +5 Modifier to a “Force the Doors Open”(A) Test Value.

3.2 Tile occupation rules. Each tile has its own limit of models that can occupy it, this is referred to as Tile Occupation. Each Tile in the game has capacity of 8 Occupation points. Based on its base size, each model reduces the number of Occupation points on a tile whilst it occupies that tile. Once the occupation points of a tile are reduced to 0 no more models can pass through or be placed on that tile. Depending on the model's base or Ping Token size, the occupation points are as follows: Base/Ping Token size

Occupation Point Value

Small (30mm)

1

Medium (40mm)

2

Large (50mm)

3

Models without bases

6

Acid Damage Token

1

Small (30mm) base or Ping Token - takes up 1 occupation point. Medium (40mm) base or Ping Token - takes up 2 occupation points. Large Models (50 mm) base or Ping Token - takes up 3 occupation points. Models without bases - takes up 6 occupation points. Acid Damage Token – takes up 1 occupation point.

Acid Damage Token - this token represents structural damage to the construction of the ships deck. Whenever a model with the Acidic Blood Special Skill loses a wound, roll a D20. On a roll of 1-5 the lost wound is accompanied by a jet of extremely dangerous molecular acid. If you are able, place an Acid Damage Token on a tile occupied by the model which lost a wound. Even if a token cannot be placed, additionally 1 model on this Tile chosen by the Alien Faction player receives St10 Autohit. The Tile's Occupation Points are reduced by 1 for each Acid Damage Token on a Tile. Up to 2 tokens can be placed on each tile unless specified otherwise and their effect is cumulative.

4. HOW TO PLAY In this Chapter, the Game Turn and all phases constituting it will be described in more details. Alien vs Predator: The Hunt Begins is played by 1 or more players on a game board made up from cardboard tiles. Players take control of a chosen faction and try to lead it to victory whether by slaying all of the enemies or by completing mission objectives. Completing your mission and at the same time

preventing opponents from completing theirs before you do will require the ability to predict enemy movements, to make long term plans and good dose of luck. During each game turn, players proceed to activate their models according to the initiative order, one model at a time. Once all of the models on the board have been moved, the next game turn starts. Apart from moving miniatures, players may use their action points to fight and use Special Skills. On top of that, players may use special Strategy Cards to add complexity to the game and surprise the opponents when they least expect it. Environmental Cards guarantee that conditions on the ship will keep changing; demanding each player to adjust their strategy on the fly. Once all the victory conditions for one of the Factions have been fulfilled, the game ends, so victory may be achieved by eliminating or outsmarting other players! In this section of the book you will find all the information needed to set up a board and to play a game of AvP.

4.1 STARTING A GAME Alien vs Predator: The Hunt Begins may be played in one of the two game modes. Your first choice before playing a game is to decide whether to play the Basic or Advanced game. The Basic game mode uses all of the models provided in the game box. Basic games are balanced around a pre-set number and type of models participating in a mission and therefore skips the force creation aspect. Games of this type tend to be shorter and are the best way to familiarise yourself with the rules available to the most common units before jumping into advanced games. Advanced game mode is available to players which have expanded their force rosters with the additional models offered as Expansion Packs. The advanced rule set makes for more interesting, often longer games and require a different tactical approach as the models available in this game mode bring many new and unique skills into play. Regardless of your choice, game flow and main turn sequence after the board has been set up is the same for Basic and Advanced game modes.

4.1.1 Basic Game Preparation To play a Basic game the following actions must be completed. 1. Choose a Mission. Choose or roll D20/2 to select a map used for the mission. Campaign missions, if played in the order will uncover the events taking place on the decks of USCSS Theseus.

2. 3. 4.

Set up Tiles, Doors and Mission Tokens as per mission description. Place all of the Ping Tokens on the Tiles as per mission description. All players draw 5 Strategy Cards from their decks.

4.1.2 Advanced Game Preparation 1. Agree with the opponent what is the points limit for the game. Each player creates an army using Alien vs Predator: The Hunt Begins expansion packs or models supplied with the Alien vs Predator: The Hunt Begins board game within an agreed points limit. 2. Set up a game board. Roll D20/2, copy the map layout from the appropriate mission as described in the mission section, use the relevant mission’s tile set up, alternatively, if both players agree, place the game tiles as wanted. Each player then draws a mission card and places 4 mission tokens according to Placing Mission Tokens rule. 3. Place all of the Ping Tokens on the Tiles as per mission description. 4. All players draw 5 Strategy Cards from their decks.

4.2 Turn Sequence Basic Turn Sequence Alien vs Predator: The Hunt Begins is played in turns which are divided into Model Activation phases. If not stated otherwise in the mission description, each game turn begins with an Initiative roll.

1. Roll for the Initiative. 2. The player with Initiative starts the turn by drawing the Environmental Card and placing it into play. 3. The player with Initiative activates their 1st token/Model, once the model/token is deactivated place an Activation Token next to the model. The opponent then activates a model; continue to alternate activation of models until all models are deactivated in the game turn. Both players may use Strategy Cards from their hands as described in the Strategy Cards Section of the manual. 4. The game ends once the mission is completed by one of the players or if any one player has no models left in the game. 5. Once all models are deactivated and all Sentry Tokens have been removed, a new game turn starts. Both players must draw enough Strategy Cards to have no more than 5 in their hand and roll for initiative. Each Game Turn sequence consists of points 1-5. Keep following the instructions for each point until one of the players fulfills his victory conditions.

Advanced Turn Sequence Every game turn is made of few distinct phases. 1. INITIATIVE PHASE - Roll for the Initiative. 2. CARD REFRESHMENT PHASE - The player with Initiative starts the turn by drawing the Environmental Card and placing it into play. All players draw enough cards from their respective Strategy Decks to have 5 cards in hand. 3. MODEL ACTIVATION PHASE - The player with Initiative activates their 1st token/Model, once the model/token is deactivated place an Activation Token next to the model. The opponent then activates a model; continue to alternate activation of models until all models are deactivated in the game turn. Both players may use Strategy Cards from their hands as described in the Strategy Cards Section of the manual. 4. VICTORY CONDITIONS CHECK PHASE - The game ends once the mission is completed by one of the players or if any one player has no models left in the game. 5. END OF TURN - Once all models are deactivated and all Sentry Tokens have been removed, a new game turn starts. Each Game Turn sequence consists of points 1-5. Keep following the instructions for each point until one of the players fulfills his victory conditions.

4.2.1 INITIATIVE PHASE Each player rolls a D20 for Initial Initiative. The highest roll wins. In case of a tie, all tied dice must be re-rolled until one player wins the roll. The winner may choose to give Initiative to an opponent.

4.2.2 CARD REFRESHMENT PHASE The player with the Initiative draws an Environmental Card from the Environmental Cards Deck, reveals it and puts it into play. All players draw enough cards from their respective Strategy Decks to have 5 cards in hand.

4.2.3 MODEL ACTIVATION PHASE The player who won the initiative roll may start the activation phase first in a given Game Turn. Active player must nominate one model to activate in each of his activation phases. A chosen Model must use at least 1 Action Point per Activation. Once the Model has been activated and has used its allowed Action Points, the play moves to the next Player, who then activates their chosen Model in the same way. Once a model finishes its activation put a Activation Token next to it to show that it has been already activated this Game Turn.

Players continue this process until all of their models have been activated once per Game Turn. If one Player has more models in play than their opponent, they must activate the extra models in any order at the end of the Activation Phase of the Game Turn. The last model activated in the previous Game Turn for each Player may not be activated first in the new Game Turn. Ignore this rule if the Player has only one model left. Each player may use up to two of their Strategy Cards each Game Turn during both players activation phases. Once there are no more models left to be activated on either side, players may choose to use up all Sentry Tokens remaining in play. Players take turns according to the initiative and use Sentry Tokens on their models on viable actions. Once all Sentry Tokens are removed from play the Game Turn ends. For Example: Rod and Christopher are in Game Turn 3 and Rod has 3 models remaining in play whilst Christopher has 1. Christopher wins the Initiative, so Activates first, when Christopher has Deactivated his model Rod Activates his 2nd and 3rd models in turn, completing at least 1 Action with each Model. Rod chooses to Activate the Marine with the Smartgun model last in Turn 3, so cannot use him first in Turn 4. Christopher only has a single Alien Warrior left on the game board so can Activate it first, even though it was his last activation in the previous turn.

4.2.4 VICTORY CONDITIONS CHECK PHASE Once Activation Phase is finished, all models are deactivated and all sentry tokens have been removed, players should check if they fulfilled any victory conditions for the current mission. If that's the case for any player, the game ends immediately and the player who completed all of their mission requirements is the winner.

4.2.5 END OF TURN Once all models are deactivated and all Sentry Tokens have been removed, a new game turn starts. Proceed to start new game turn with the Initiative Phase.

4.3 ACTIONS Each Model in the Game has 2 Action Points (unless stated otherwise). To perform any Action, a model needs to spend one or more Action points depending on the Skill's description. For simplicity this Value is not included on the Stat lines and Stat Cards. Once a Model uses all of its Action Points, it is Deactivated for the rest of the Game Turn.

The Actions are divided into 2 Groups; Basic or Extended, each action can only be used once by a model in a game turn.

4.3.1 Basic Actions (1 Action Point) Requiring only a short burst of energy, Basic Actions are the most common of all Actions in Alien vs Predator: The Hunt Begins. Move Action(A) – Models can make a movement up to their Movement Value in number of Tiles. On the Stat cards you will find also number in brackets, this number is only used for Alien vs Predator: The Hunt Begins Unleashed rules. Shooting Action(A) – A Model can spend one Action Point to make a Ranged Attack at a target. When making a Shooting Action, the Model will make a number of RS tests equal to the RoF of the weapon they are firing. The target must be in LOS of the Model that is making a Shooting Action. Close Combat Action(A) - A Model can spend one Action Point to perform a Close Combat Attack. When making a Close Combat Action, the Model will make a number of CC tests equal to their weapon’s RoA. The target must be Engaged with the model using Close Combat Action. Pass Action(A) – The Model may spend one Action Point to end its Activation. Interact Action(A) - The model may spend one action point to interact with objectives/doors or to use Special Skills described on the Model's Stat card unless specified otherwise. Interact Actions CANNOT be performed on Engaged Tiles. Sentry Action(A) – A Model may use 1 action to enter Sentry. Models in Sentry can hold off 1 Action Point (which cannot be increased by any means) to be used as reaction during the enemy’s Activation Phase. The following Basic Actions may be made during a Sentry Action: Shooting, Close Combat and Move. Sentry Actions can be used between the Activation or Actions of enemy Models. Sentry Tokens not used up as reaction to opponents actions must be used before the end of the Game Turn. The Sentry Action lasts until the end of the Game Turn. Place a Sentry Token next to each model in sentry to indicate its status.

For Example: Player 2 Activates their Model. Player 1 can now use a Model in Sentry mode before Player 2 can use any Action Points. For Example: Player 2 Activates their Model, Player 1 decides not to use their Model(s) in Sentry at that point, so Player 2 issues a Move Action, Engaging a Model in Sentry. Player 1 can choose to use the Model’s Sentry Action at this point.

4.3.1.1 Marine Faction Unique Actions: “Aim”(A) (Requires: Any Marine model) – A model may spend one Action Point to gain a +4 Modifier to RS. The Modifier is added only to their first Ranged Attack if a Model’s weapon has a RoF higher than 1. “Burning Inferno”(A) (Requires: Marine Faction models with a Flamethrower or a Powerloader) Every model on a Target Tile within range up to 2 receives an Autohit with St and/or AVV equal to the Weapon’s St and AVV. A Marine armed with a Flamethrower may use their shooting action to target a tile located around a corner without need for LoS ONLY IF the target Tile is within 3 Tiles of a Marine model with the “Ping!” Special Skill. “Burning Inferno”(A) counts as Shooting Action. "Shotgun!"(A) - (Requires: Marine Faction models with a Shotgun) - Choose a Target Tile within LoS and within range 2 of the Model making this action. Make a RS test for every enemy Model on the Target Tile and all enemy models located on the tile between Target Tile and the Tile occupied by the model using "Shotgun!" Special Action. Each model hit receives a St 8 hit. "Shotgun!" Counts as a Shooting Action. "Point Blank Shot"(A) (Requires: Marine Faction models with a Shotgun) – A model armed with a shotgun may perform a “Point Blank Shot”(A) Special Action. Nominate up to 3 enemy models Engaged with the model using Point Blank Shot. The targeted models receive a Autohit with St and AVV equal to weapons St and AVV. Point Blank Shot counts as a Close Combat Action.

4.3.1.2 Alien Faction Unique Actions: “Force the Doors Open”(A) (Alien Faction Unique Skill) – Any Alien model may try to forceopen a door by spending a Close Combat Attack Action. “Force the Doors Open”(A) succeeds if a roll of D20 is equal to or lower than following Test Values. Models base size:

Test Value :

Small

5 or less on D20

Medium

10 or less on D20

Large

15 or less on D20

No base

Automatic success

Assisting in “Force the doors open”(A) - (Alien Faction Unique Rule) Each Alien model occupying tiles adjacent to a door, whilst it is being forced open, count as assisting,

even if it was activated earlier this Game Turn. Friendly models located on BOTH sides of the doors count as assisting. The model trying to break down a door receives a +1 modifier to the required Test Value for each assisting model. Models on adjacent Engaged Tiles can assist in forcing doors open. “Hide”(A) (Requires: Infested Tiles) – Any Alien model on an unengaged Tile may spend one Action Point to be placed in Hide. The Model is immediately replaced with a Ping Token, however, the model can still be targeted with a Ranged Attack with a -10 modifier to RS. Any further actions initiated by the model or being Engaged removes its Hide status and the Token is immediately replaced with the appropriate model. The -10 RS modifier overrides -4 modifier for shooting at Alien models located on Infested Tiles.

4.3.2 Extended Actions (2 Action Points) Sometimes performing a complex or challenging task requires more time, preparation or assistance to succeed. Some actions require a model's full focus or an extended duration of time to complete and as such take more than 1 Action Point from a model's Action Point pool. Taking some time on the battlefield may be the only way to ensure that a task is done correctly with a significant and lasting effect. Run Action(A) - Models can make a Movement up to their Movement Value in Tiles + 1.

4.3.2.1 Marine Faction Unique Extended Actions: “Seal the Bulkhead”(A) (Marines Faction Unique Action) - Any Marine model can spend 2 action points to create a locked door. To do this the model must spend 2 Action Points and pass a CC Skill test. If the test is successful, a new door piece can be placed on the interlocking border of the Tile occupied by the active model performing “Seal the Bulkhead” extended action and any other adjacent corridor or room tile. Up to 3 Door pieces per game can be created this way. “Seal the Bulkhead” may not be performed on Engaged Tiles. “Tactical Move”(A) – (Marines Faction Unique Action) Any Marine model can spend 2 action points to perform a “Tactical Move”(A) When a Model completes a Tactical Move Action, first put a Sentry Token on its base and then move the model 1 Tile. The active model may instantly use up a Sentry Action after moving, but BEFORE any other models that may want to respond to “Tactical Move”(A) with their own Sentry Actions. “Weld It Shut!”(A) – (Marines Faction Unique Action) Any Marine model of Troop Type can spend 2 actions to remove 1 Air Vent Tile from play permanently. The Air vent Tile must be adjacent to the Tile occupied by a model using this action. The “Weld It Shut!”(A) action may not be performed on Engaged Tiles. Models with the Tiny Special skill located on the removed Air vent Tile are removed from play as a casualty. Up to 4 Air vent Tiles can be removed from the game in this way. “Grenade Launcher”(A) – (Marines Faction Unique Action – Requires: Marine Faction model with

Pulse Rifle) Models equipped with a M41A Pulse Rifle may spend 2 actions to shoot the M40 under barrel Grenade Launcher instead of the M41A Pulse Rifle. Use the M40 stat line for this attack. If a Wound is dealt by using the "Grenade Launcher"(A) Special Action, the target model receives 2 Wounds instead of 1. "Grenade Launcher"(A) counts as Shooting Action. “Rapid Fire”(A) – (Marines Faction Unique Action – Requires: Marine Faction model with Pulse Rifle or Smartgun) A model completing a Rapid Fire Shooting Action gains a +1 Modifier to their Ranged Weapon’s RoF and a -4 Modifier to their RS for this Action. Template weapons cannot Rapid Fire. “Rapid Fire”(A) counts as Shooting action.

4.3.2.2 Alien Faction Unique Extended Actions: “Skulking Advance”(A) – (Aliens Faction Unique Action) Any Alien model may perform Skulking Advance by spending 2 Action Points. The model is replaced with its Ping Token in the same way as a model using the Hide(A) Special Skill and the token is placed on an unengaged, adjacent Infested Tile. The Model does not lose its Hide status during a Skulking Advance move. Skulking Advance and Pass are the only actions that a model may perform without losing its Hide status.

4.3.2.3 Predator Faction Unique Extended Actions: “Field Wound Treatment”(A) – (Predators Faction Unique Action) A Predator model may use 2 actions

to roll a D20. On a roll of 1-10 the model regains 1 Wound lost earlier in the game. On a roll of 11-20 the actions are lost. Field Wound Treatment cannot be performed on Engaged Tiles. Each Predator model may regain only 1 Wound thanks to this action per Game. *** ***

4.4 MOVEMENT Movement and positioning is an important factor often guaranteeing success in Alien vs Predator: The Hunt Begins. The ability to predict an opponents movements, to set up traps and to create encounters in favourable conditions is a sign of a good Force commander. Keeping your units one step ahead and out of reach of the enemies is the best way to assure victory. Movement of the units on the decks of USCSS Theseus is portrayed by moving models between the floor Tiles. In the game we have two movement actions player can choose from:

Basic Action – Move(A) A Model can travel up to number of tiles equal its Movement Value, The model can be positioned

anywhere within the footprint of the Tile. A Model cannot travel through a Tile which is fully Occupied (no occupation points left) by friendly or enemy models, unless started otherwise. Move(A) – Counts as Movement action. Each model may perform only one Movement action per Game Turn.

1. The active Alien Stalker would like to pass through the group of Alien Infants...

2. ...as there is 1 occupation point left free on the Tile occupied by the Alien Infants, and it's exactly the number of occupation points the Stalker requires to be allowed to move onto it...

3... the Stalker may pass through.

1. An Alien Royal Guard may not move through tile occupied by his lesser allies as there are not enough occupation points free on it to accommodate him. The Tile is occupied by 5x small based alien models, each taking up 1 occupation point and also an Acid Damage Token which takes up another occupation point. Added together it creates 6 occupation points on the tile which has an occupation

limit of 8 points therefore, the Royal Guard (a large base creature taking up 3 occupation points) must wait for his soldiers to leave and make more room for him to pass through.

Extended Action – Run(A) Run follows the same rules as a Move(A) basic action with an additional +1 modifier to the maximum number of tiles the model can move with a basic Move action. Run(A) – Counts as Movement action. Each model may perform only one Movement action per Game Turn. Once a model finishes its Move or Run Action, the model may not be moved between the tiles without making another Move or Run action or by being Displaced by an engaging model or as a effect of Strategy Cards.

1. The Marines are trying to fight off a single Alien while more are coming to fight.

2. After the Alien player moved 2 of his models, the Tile occupied by the Marines is Fully Occupied and cannot fit any more models. Now it is counted as Engaged and a Fully Occupied Tile which means models on an adjacent Tiles may participate in CC with any models from Engaged Tiles just as if they are occupying it. The last Alien Stalker gets to fight after all!

4.4.1 Carrying a Objective Token CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. A Model carrying any kind of Token is considered encumbered and therefore may not move more than 2 Tiles in each of it's activations. The Movement cap for encumbered models can never be increased above 2 Tiles per activation.

4.5 COMBAT Whenever three groups of creatures, each being a formidable fighting machine, find themselves stranded together on a decks of one space ship, conflict is bound to happen and all actors of this play of war are more than suited to take the center stage.

Marines, armed with best ballistic weapons, drilled and trained in advanced squad tactics, willing to sacrifice themselves for their squad mates if situation calls for it and go the extra mile to complete the mission orders. Parasitic Xenomorphs are a terror of the cold and dark space, stuff of nightmares evolved into one of the best killing machines, armed with amazing speed, razor-sharp claws and spiked tails ready to capture any careless creature and drag it into an egg chambers to create more of its kind. Fearsome Yaut'ja hunters, towering above even the biggest of humans, supported by their super advanced technology which they use as tools of the hunt and war alike, physically very powerful and resistant following a honourable code of the Hunt are always driven to gain standing within their clan and always looking for trophies to prove their hunting skills. Conflict means inevitable combat and rules for simulating combat between best warriors in the galaxy are described in this section of a book.

4.5.1 RANGED COMBAT Any kind of combat that allows models to attack each other over a distance of a couple of tiles is called Ranged Combat. The statistic tested to see if a Ranged Attack was successful is Ranged Skill abbreviated to RS. The higher the value of RS the better shot the model is. RS value may be modified in game by many different factors such as the type of tile the target is located within, active and passive skills used by attacking or defending models or Environmental and Strategy Cards. Unless specified otherwise every model requires Ranged weapon and the LoS to the Target model to use any Ranged Attack Action.

Ranged Attack Process Flow: The Ranged Attack can be described in 5 steps: 1. The Activated model must spend an action point to make a Shooting Action. 2. The targeted enemy model must be in LOS of the model making a Shooting Action. 3. To Hit the target model, the shooting model must pass a RS test with relevant modifiers or target model/models are automatically hit in case of weapons causing Autohits. 4. If the RS test is unsuccessful the shot misses. If the player's model passes the RS test, the targeted Model must pass an Armour test with relevant modifiers or lose a Wound. 5. If the Activated model's weapon has more than 1 RoF then continue the process from point 2 until all of RoF dice of the Activated model's weapon are used.

*** RANGED COMBAT EXAMPLES***

Making a Ranged Attack at Engaged models A Model may target an opponent's model engaged in close combat. If it does, it receives a -10 Modifier to its RS Test Value. Shooting through engaged Tiles While making a Ranged attack, the attacker receives a -2 modifier to RS Test Value for every Engaged Tile occupied by at least one enemy model between the shooter and target Tile.

4.5.2 CLOSE COMBAT Any kind of combat that allows models to fight and attack each other while being engaged with each other is called Close Combat. The statistic tested to see if a Close Combat Attack was successful is Close Combat Skill abbreviated to CC. The higher the value of CC the better a fighter the model is. CC value may be modified in game by many different factors such as the type of the tile the target is located within, active and passive skills used by the attacking or defending models or Environmental and Strategy Cards. To successfully perform a Close Combat Attack, the active model and its target must be Engaged. 'Engaged Model' – Models count as Engaged if they occupy an Engaged Tile. 'Engaged Tile' – Any game Tile is considered to be Engaged if one of two following conditions is met. • A Tile is Engaged if it's occupied by at least two models of opposing factions • A Tile is Engaged if it is adjacent to a Fully Occupied and Engaged Tile occupied by the models from at least 2 factions. The Close Combat Attack process flow: 1. The Activated model must spend an action point to make a Close Combat Action. 2. The targeted enemy model must be Engaged with the model making the Close Combat action. 3. To Hit the target model, the attacking model must pass a Close Combat test with relevant modifiers or target model/models are automatically hit in case of weapons causing Autohits. 4. If the CC test is unsuccessful, the attack misses. If the player's model passes the CC test, the targeted Model must pass an Armour test with relevant modifiers or lose a Wound. 5. If the Activated model's weapon has more than 1 RoA (Rate of Attack) then continue the process from point 2 until all of RoA dice of the Activated model's weapon are used.

1.The Alien Royal Guard cannot fit to join the fight between the Humans and a Predator, but as that Tile is Engaged and Fully Occupied (3x1 point for each marine + 1x2 points for a Predator + 1x3 points for the Power Loader) it counts as an Engaged Tile and models on it may be attacked in CC by all models on adjacent Tiles (such as the Alien Royal Guard, in this case).

4.5.3 Special Combat Actions Some very specialised weapons have their own unique rules for combat. As a rule of thumb, rules listed next to a weapon entry always override general rules. Flame throwers, Shotguns, Predator Smart-Discs or a Facehuggers deadly embrace, all of these weapons and more are very unique in the way that they deal destruction to their enemies and as such all of them have their own special rules for combat. Below is the list of all special weapons and their respective Special Attack Actions.

Flame Thrower Flame throwers are very destructive weapons, squirting a burning fuel mixture onto everything that finds itself on the wrong side of the nozzle and within short range. Flame throwers are not a precise weapon – they don't need to be, all it takes is to point the nozzle in roughly the general direction of the target and squeeze the trigger to cover it and everything next to it in sea of flame. When making a ranged attack, the flame thrower can leave a great portion of a corridor in flames and hit multiple targets in one action. “Burning Inferno”(A) (Requires: Marine Faction models with a Flamethrower or a Powerloader) -

Every model on a Target Tile within range up to 2 receives an Autohit with St and/or AVV equal to the Weapon’s St and AVV. A Marine armed with a Flamethrower may use their shooting action to target a tile located around a corner without need for LoS ONLY IF the target Tile is within 3 Tiles of a Marine model armed with Motion Tracker and the “Ping!” Special Skill. “Burning Inferno”(A) counts as Shooting Action.

1. Marine armed with Flame thrower has no LoS to group of Aliens lurking around the corner and as such he cannot target them with Burning Inferno Special Skill.

2. Now, when his squad member armed with Motion Tracker moved up to assist, group of aliens is within range of the Ping! Special Skill and counts as being within LoS for the sake of the Burning Inferno Special Action and Grenade! Strategy Card. Now, thanks to smart positioning group of aliens is within the range and about to be cleansed by fire.

Shotgun Shotguns are weapons designed to be used at medium to close range against soft targets. The cloud of pellets that it can fire has the potential to hit more than one target with each pull of a trigger, so Shotguns are valuable in tight fighting conditions and can never be overrated. Very deadly up close, their effectiveness drops off quickly with distance. Trading off the precision for the rate of fire and destructive potential is something many Colonial Marines appreciate when embarking on missions taking place on the confined decks of spaceships or within ground installations and colonies. "Shotgun!"(A) - (Requires: Marine Faction models with a Shotgun) - Choose a Target Tile within LoS and within range 2 of the Model making this action. Make a RS test for every enemy Model on the Target Tile and all enemy models located on the tile between Target Tile and the Tile occupied by the model using "Shotgun!" Special Action. Each model hit receives a St 8 hit. "Shotgun!" Counts as a Shooting Action. "Point Blank Shot"(A) (Requires: Marine Faction models with a Shotgun) – A model armed with a shotgun may perform a “Point Blank Shot”(A) Special Action. Nominate up to 3 enemy models Engaged with the model using Point Blank Shot. The targeted models receive a Autohit with St and AVV equal to weapons St and AVV. Point Blank Shot counts as a Close Combat Action.

Smart-Disc The Predator Smart-Disc is an extremely sharp circular cutting device that is typically thrown like a discus and yet returns to the user like a boomerang. It also features a hand grip for use as a melee slashing weapon as well. Computer-controlled gyros guarantee that the Smart-Disc returns to its wielder when thrown and also give the weapon a degree of auto-guidance, allowing it to alter its course in mid-air and follow a moving target if necessary. It is also capable of tracking multiple targets with one throw, giving it capabilities against large groups of enemies that most other Yautja weapons do not posses. Its devastating razor edges are capable of cutting through most substances with ease — a Smart-Disc has been seen to cut through half a dozen cattle carcasses and a man in quick succession without any effort. "Smart-Disc Throw"(A) – (Requires: Predator Faction model armed with Smart-Disc) - Choose a Target Tile up to 2 range away. Roll 2D20 for every occupied tile between the Target Tile and the Tile occupied by the model using the "Smart Disc Throw"(A) Special Action. Each roll result of 1-10 deals 1 Wound with no Armour test allowed to any model on this Tile chosen by the Predator player. One model may receive a maximum of 1 Wound as a result of one "Smart-Disc Throw"(A) Special Action. "Smart-Disc Throw"(A) counts as Shooting Action.

Facehugger The Facehuggers are a parasitoid form of the species Xenomorph XX121 that hatches from an Egg. It is the second stage in the Xenomorph's life cycle, and exists solely to implant a Chestburster embryo within a host creature via their mouth. As such, it has no real offensive capabilities (beyond an ability to spit acid which is generally only used to gain access to hosts and not for attack) and must rely on stealth, surprise or their victims being previously immobilised by other Xenomorphs to achieve implantation. Once the victim is successfully grappled, only its immediate reaction or outside help can leave any chances to pry creature off before victim is impregnated. "Facehug"(P) – Models hit in Close Combat must pass a Con Test rather than a Armour Test or become infected and removed from play. For each model removed from play by the "Facehug"(P) Special Skill, the Alien Faction player may instantly place one of his own, Alien Faction models if the appropriate model is available. Models Deployed in such a way are placed on any Infected Tile and count as already activated for this Game Turn.

Acid Spit Xenomorph acidic blood is primarily a passive defense mechanism and while it does not pose a threat directly; killing or harming an Alien with any attack that breaks the skin will cause the acid to spill, potentially harming the attacker or, as would be the case on a starship, breaching a vessel's hull. Despite its typically passive nature, certain castes of Xenomorph have evolved to use their acid blood in a more offensive manner. Drones for example, have developed a highly pressurised bloodstream that can cause them to physically explode if sufficiently damaged, showering the surrounding area in

acid. Warriors have the ability to spit their blood at targets, although the quantity is small and consequently this means of attack is normally used to wound and disable targets rather than kill them. "Acid Spit"(A) – When using the Acid Spit Weapon, choose the Target Tile adjacent to the Tile occupied by a model making the attack. For every enemy model on the targeted Tile make an RS test. If the RS test is successful the targeted model receives a hit with the Weapon’s St and AVV. "Acid Spit"(A) Counts as a Shooting Action.

4.5.2.1 Engaging by Displacing If, at any time, an active model on medium, large base or no base would like to join and engage a Tile which is already occupied in such a way that there are no occupation points left for the engaging model to move onto it legally and the destination Tile isn't fully occupied, the active model may swap positions with enough models so that the newly engaged tile will be legally, fully occupied. The player must choose to Displace his own models first and then, only when no friendly models remain, enemy models may be displaced. The owner of an Engaging model decides which Faction forces he chooses to Displace. Owner of chosen Faction decides which models are being Displaced.

1. The Tile occupied by the Marines and a Predator isn't fully occupied (2 Points for Marines, 2 for Predator and 3 for power Loader gives 7) and doesn't count as an Engaged Tile and therefore may not be attacked from adjacent tiles. At the same time, there are not enough occupation points free to fit the Royal Guard (1 occupation point left, Guard takes up 3). For him to fight, some models need to be Displaced.

2. The Royal Guard may move onto a tile by Displacing a Predator. This action swaps the Alien Royal Guard for the Predator model. Now, the Tile occupied by Marines is fully occupied and therefore may be engaged from adjacent tiles. As a result each of the involved models, including the Predator that was Displaced, counts as Engaged and may still participate in CC.

3. The Royal Guard may choose to Displace Marine forces. The Marine player then chose to Displace 2 Colonial Marines. The main attacked tile is still counted as Engaged because it's fully occupied and

may be Engaged from all adjacent Tiles. As a result all models involved may still participate in CC.

4. In this case the Marine player chose to displace the Power Loader. The occupation value on the Tile that the Royal Guard moved onto dropped to 7( 2 for Marines,2 for Predator and 3 for Royal Guard) and isn't an Engaged Tile anymore. As result of this move, the Power Loader may no longer participate in CC. Therefore this is an ILLEGAL MOVE.

4.5.2.2 Disengaging from Engagement. A model can try to disengage from a combat engagement, to do so the model must spend one action point and pass a CC skill test, if the test is successful the model may be moved away from the enemy on to an adjacent tile as long as the tile is NOT OCCUPIED by an enemy model. If the test is failed, the model loses its action and must continue to fight engaged.

Disengaging counts as a move action.

4.5.3 ARMOUR Once a model has been hit by a Close Combat or Ranged Attack or was a subject of a Autohit, the Armour Test must be made to see if the models armour is tough enough for it to avoid damage. The Armour Value represents the effectiveness of the wearer’s Armour and ability to shrug off the damage. The higher the Armour Value, the better the Armour is. Some Armour Values have a second number in brackets. This bracketed number represents the minimum number an Armour Value can be modified to by Strength of the attack, this is referred to as Impenetrable Armour. An Armour Value test is modified by the Strength of the attack as shown in the table below:

Weapon Strength and respective Armor Test Value Modifiers: Weapon Strength

Modifier

1...

+9

7

+3

8

+2

9

+1

10

0

11

-1

12

-2

13

-3

...20

-10

Example: The Predator’s Armour Value is 18 (14) meaning that if the Predator needed to take an unmodified Armour test a D20 roll of 18 or less would be needed. If there were Armour Modifiers their cumulative Value can never reduce the Predator’s Armour Value to below 14. Unless otherwise specified, if an Attack states that no Armour test can be taken then the Model cannot make any Armour test against this Attack, regardless of whether it has Impenetrable Armour or not.

4.5.4 Wounds When a model fails to pass an Armour Test, it loses one wound (unless otherwise specified). When model is brought down to 0 wounds, it is instantly removed from play. DESIGNER NOTE: Some missions require Predator and Alien players to collect Trophies. In missions when collecting trophies is one of the victory conditions do not remove models with zero wounds from play, instead put them on the side on or next to a Tile they died at. This indicates that trophies may be collected from this Tile by appropriate models.

5. CARDS Up to 4 different types of cards are used during a game of Alien vs Predator: The Hunt Begins:

Stat Cards – this cards contains all of the information needed to use each unit or model in the game. The front of the card provides numerical values for each of the statistics describing the given model, weapons it uses and Special Skills it has access to. The back of the Stat Card contains the statistics and information required to use the unit in Alien vs Predator: The Hunt Begins Unleashed. Stat cards give fast and easy access to a models characteristics without the need to write anything down or to go through the Rulebook in search of them. Stat cards for each unit in players control are put on his side of the table before the game starts to provide quick reference.

Environmental Cards – This type of card simulates random events taking place on the decks of the USS Theseus. Environmental Cards affect the ship and everyone on board unless stated otherwise. One environmental card is drawn from the appropriate deck and played by the player who won the Initiative roll at the beginning of every Game Turn. Only one Environmental Card may be in play at any one time.

Strategy Cards – Strategy cards are Faction Specific Cards portraying the advantages, tactics or special maneuvers for each Force. Before the game starts, each Player draws 5 Strategy cards from their deck. Each player may discard their entire initial hand to the ‘discard pile’, before the First Game Turn starts and replace it with a fresh hand from the top of their deck. They must keep their second hand. Player’s hands are kept secret. At the beginning of each Game turn each player draws enough Strategy Cards to have no more and no less than 5 in hand. Each player may play up to 2 Strategy cards each turn. No player may have more than 5 cards in their hand at any point during the Game; if they do they must instantly discard down to 5 cards. Strategy Cards can only be played between individual model activations of any player unless specified otherwise on the Card. The player which activates the next model may choose to play a Strategy Card before the enemy player. Unless otherwise specified, Strategy Cards are removed from play immediately after the effect on the card took place, and added to the owning Player’s Discard Pile.

Mission Cards –

Mission Cards provide an interesting, random aspect to a game making sure that no two missions will play out the same way. Mission Cards contain a multitude of different objectives injecting breath of fresh air into old, familiar maps and allowing players to create completely new, exciting custom maps with randomized victory conditions. Mission Cards may be used with player made Mission Maps for almost innumerable challenges, offering hours of great fun. Each Force uses a separate, Faction Specific Mission Card Deck. One Mission Card is drawn from appropriate deck for by each player at the beginning of the custom game.

7. Advanced Game Rules Advanced Game Rules section explains how to create your own custom Force to fight dangerous enemies on the Decks of USCSS Theseus.

7.1 Organization chart The Advanced Game allows players to carefully choose their forces for each mission. You decide what models you will use and whether the situation calls for specialists such as a Sergeant or Hero or do you simply need more of the regular squads. Using the force list brings a whole new feel to the game. The potential for variation is enormous. You can replay every scenario several times, trying out different squad and weapon combinations in each game. If you get beaten with one force, pick a different one next time and try again! When planning to play advanced game, players should agree on a point level they wish to use. For the first few games we recommend using a small force of 300 Points. Each Model has a Points Value which depends on the Model’s likely effectiveness in the game. Building your skirmish force using the points system makes for more personalized forces and more fun as result!. To ensure balance in the game, Alien vs Predator: The Hunt Begins follows an Organization Chart approach. Each Faction has its own organization chart.

Example of Force creation:

Michael and Steve want to play a fast game and agreed to play Advanced game with 200 points limit. Michael decides to bring 2 big Squads of Marines, one of them led by LVL 2 Sergeant. Troop type: • 1x 7 Marine Squad (1x Heavy Weapon, 1x Flame Thrower, 1x Motion Tracker) – 70 pts • 1x 8 Marine Squad (1x Heavy Weapon, 1x Flame Thrower, 1x Motion Tracker) - 80 • 1x Sergeant LVL 2 Upgrade – 50 pts Total – 200 pts Steve buys following models for his Alien Force: Troop type: • Facehugger 6x 5 pts – 30 pts • Alien Stalker 6x 15 pts – 90 pts



Infant Warrior 3x 12 pts – 36 pts

Support type: • Alien Warrior 2x 22 pts – 44 pts Total – 200 pts

7.1.1 Force Lists In this section of the Rulebook you will find all that is needed to create your own custom force for each faction using AvP: Addon Packs, together with points value for each unit/model, list of available equipment and special skills that may be purchased for it.

7.1.1.1 Marines Force List Battle Group composition: 1 to 2 HQ + 2 to 5 Troop type, 0 to 3 Support Max Squad: Squads between 5-8 models for Troop Type, 1-3 for Support Type, 0-1 For HQ. Max Squad Level (LVL): 4 (each model in the squad must be at the same LVL except for Squad Upgrades (HQ or Sergeant)

Troop Type: Colonial Marine: 10 pts per model for LVL 1 +10 pts per additional LVL per model, max. 1 Squad with LVL 2 and above per Battle Group. (Free Squad composition: up to 1 Heavy Weapon (Smart Gun) up to 2 Special weapons (Flamethrower, Motion Tracker). Sergeant upgrade: 35 pts per model LVL 1 + 15 pts per additional LVL. Max. 1 Squad with LVL 2 and above per Battle Group. Only Colonial Marines may have a Sergeant upgrade and a squad may not contain more than 1 Sergeant upgrade. Weyland-Yutani Commandos: 35pts per model (always starts the game at LVL1) (squad composition, up to 3 Heavy Weapons (Smart Guns) and up to 3 Special Weapons).

Example: 7 Marines at LVL 1 = 70pts + Sergeant at 50pts (LVL 2), 5 Weyland-Yutani Commandos at 175pts = 295 pts in total.

Support Type: Power Loader: 75 pts for LVL1, + 35 per additional LVL, (limited to only one squad at LVL 2 and above) Sentry Guns: 35 per Gun (cannot gain Experience or LVL), may be carried by a Power Loader or set up using the Infiltrate rules during the Deployment Phase in Alien vs Predator: The Hunt Begins Unleashed.

HQ Type: Captain: (“Make your own Hero” rules – between 75 to 100 pts depending on Hero’s type). Major: (“Make your own Hero” rules – between 110 to 185 pts depending on Hero’s type). Colonel: (“Make your own Hero” rules – between 195 to 250 pts depending on Hero’s type). Major Dutch Schaefer : 275 pts Lieutenant Linn Kurosawa :255 pts

7.1.1.2 Aliens Force List Hive composition: Troop types – at least 50% of total Hive points, 0 – 50% Support, 1 - 2 HQ. Max Squad: No restrictions Max Squad Level (LVL): 4 (Hive Experience: Aliens always start the game at LVL1. For every 10 experience points gained, the Hive (every friendly Alien model) Level Up).

Troop Type: Facehuggers: 5 pts per model Infant Warrior: 12 pts per model Stalker: 15 pts per model

Support Type: Alien Warriors: 22 pts per model Alien Crusher: 175 pts per model Royal Guard: 100 pts per model

HQ Type: Royal Guard (with Praetorian upgrade): 120 pts per model Predalien: 175pts per model Queen: 275 pts (max 1 per Hive) Alien Warrior: (“Make your own Hero” rules – between 75 to 100 pts)

Example: A Squad can be constructed with: 3x Facehuggers, 2x Infant Warriors 3x Stalkers.

7.1.1.3 Predators Force List Hunt Pack composition: 1 to 2 Elders + 2 to 6 Hunt Packs Max Squad: one Model per Hunt Pack (unless stated otherwise), 0-1 For HQ. Max Hunt Pack Level (LVL): 4

Hunt Pack: Predator Warrior – 65 pts + 45 pts per additional LVL Predator Hunter – 55 pts +40 pts per additional LVL Female Predator – 55 pts + 40 per additional LVL Young Bloods (can take up to 3 Young Bloods per Hunt Pack) – 30 per model + 20 per additional LVL per model Predator Hellhounds (can take up to 6 Hellhound per Hunt Pack) – 20 per model – cannot gain LVLs) Berserker – 125 pts + 60 per additional LVL

Elders: Berserker (with Elder upgrade) (“Make your own Hero” rules – between 150 to 250 pts depending on Hero’s type, equipment). Predator Warrior (with Elder Upgrade) (“Make your own Hero” rules – between 100 to 250 pts depending on Hero’s type, equipment). Female Predator (with Elder Upgrade) (“Make your own Hero” rules – between 100 to 250 pts depending on Hero’s type, equipment).

7.2 Experience and LVL Each Squad in the Advanced game starts with an Experience Level (LVL). The starting level of the Squad is 1, the player can increase the level of the Squad by spending more points before the Game Starts, to the maximum points limit agreed on for the game. Each Squad or Independent HQ models gains an Experience during the course of the Game. For each enemy model removed from the Game a model or Squad gains a number "Frags". The number of Frags allocated to the Squad is dependent on Base Size of the model removed as casualty from the game. For models on Small Bases (30mm) 1 Frag x LVL of the removed model

For models on Medium Bases (40mm) 2 Frags x LVL of the removed model For model on Large Bases and above (50mm) 5 Frags x LVL of the removed model. Example: An Activated Marine model is making a Ranged Attack removing a Facehugger LVL1 from the Game. The Marines Squad immediately gains 1 Frag (Small base model x LVL of the removed model). Another Marine from the same Squad makes a Ranged attack and removes an Alien Warrior (LVL2) from the Game, his squad gains immediately 4 Frags. For each 10 Frags, the Squad's LVL is increased by one. The maximum number of the LVL available for the Squad is described in the relevant Faction Rules. Designer's Note: Keep tracking of your Frags on your Army Roster Sheet, the copy of the Army roster sheet is available on page XXX.

Level provides following benefits to models: Models with LVL 2 can re-roll one dice roll. Models with LVL 3 can re-roll one dice roll and gain Heal 4 Models with LVL 4 can re-roll two dice rolls and gain Heal 6

8. Missions 8.1 Campaign Missions Mission 1 While investigating part of the lower decks, Squad Charlie finds itself locked behind the thick bulkhead that leads back to the crew compartments with motion detector signals going off all around them. “Damn! It’s fused tight. Private Harrigan, find us an alternate route!” Sergeant Adams bellowed. “Let’s get out of this hellhole.”

Briefing:

Marines:

The bulkhead leading towards the main decks has been automatically sealed. Your objective is to lead your squad towards the computer console located inside the computer room, override emergency procedures and take the elevator down to the ship's lower levels.

Aliens:

After a long time on board, the Xenomorphs have realised that something has woken up. Little do the freshly awoken Colonial Marines know, that they are no longer the sole inhabitants of the USS Theseus... Shortly after the Hive broke free, drones spotted two separate groups of intruders in the vicinity of the newly transformed section of the ship. Liquidate the threat and evolve by obtaining enough bio samples from unwelcome guests.

Predators:

After detecting multiple Xenomorph signatures on the human ship, board it and retrieve information about the origin of this particular strain and return to a landing pod.

Victory conditions:

Marines: •

Override the bulkhead control by using 1 Interact Action inside the COMPUTER ROOM.



At least 1 Marine model must reach the elevator.

Aliens: •

Collect 5 frags from Marine and Predator forces combined.

Predators: •

Scan the LAB, ENGINE ROOM and HIBERNATION ROOM or download all of the ship schematics from the COMPUTER ROOM. Scanning a room takes 1 Interact Action performed inside the rooms listed above.



At least 1 Predator model must return to the Predator Landing Pod Tile.

MAP:

Mission 2 The lights in the hibernation chamber flicker eerily as the Xenomorphs cast long shadows on the cryosleep tubes housing still-sleeping humans. An unspoken command passes through the creatures and they move as one, seeking to expose the humans to be infected by the Facehuggers or to drag them back to the hive itself. Briefing:

Marines:

Alarm! Computer systems report multiple fires spreading on the deck! Your objective is to put them out by spending an Interact Action in each of the following rooms: ENGINE ROOM, ARMORY and HIBERNATION ROOM.

Aliens:

The intruding forces are well armed and prepared for our resistance. On top of that they are pushing in deeper and deeper into our new home and we can't allow that to happen. Your objective is to bolster the Hive's numbers by infecting all of the humans sleeping in the HIBERNATION ROOM by spending an Interact Action while in it. Keep collecting trophies to strengthen the Hive.

Predators:

The Hive is still weak and the humans are not fully aware of our presence. It's a great time to strike and collect some trophies for the clan. Your objective is to collect trophies from any of the following opponents: ALIEN INFANT WARRIOR, ALIEN STALKER, MARINE with SMARTGUN, MARINE with FLAMETHROWER. To collect trophies use the TROPHY COLLECTION Predator Special Rule.

SPECIAL MISSION RULES

Predators Missions Rules: TROPHY COLLECTION - Trophies can be only collected from models killed in Close Combat. Instead of removing the model from the game, put it on its side on the tile it died on. In any of the following turns, a model can spend an Interact Action to remove one of the models viable for TROPHY COLLECTION that is already on its side from the board and take one TROPHY TOKEN. TROPHY COLLECTION cannot take place on Engaged or Combat tiles.

Victory conditions:

Marines: •

Put out fires in the following rooms by spending an Interact Action inside each of them: ENGINE ROOM , ARMORY, HIBERNATION ROOM.

Aliens: •

Make your way to the HIBERNATION ROOM and infect it by spending 3 Interact Actions while inside it.



Kill and collect trophies from ANY 3 models. Collecting a trophy is achieved by using the TROPHY COLLECTION rules as explained in the SPECIAL MISSION RULES above.



Bring at least 3 TROPHY TOKENS to ANY Vent Tile.

Predators: •

Kill and collect trophies from ANY 4 models. Collecting a trophy is achieved by using the TROPHY COLLECTION rules as explained in the SPECIAL MISSION RULES above.



Bring at least 3 TROPHY TOKENS to the Predator Pod Tile.

Mission 3 Scanning the large, darkened room, Yen’sha swept his thermal vision over the large tanks holding the humans in suspended animation. Each of them had been infected and were playing host to new monsters. “Excellent, more prey to hunt,” he thought to himself. Thawing the humans would result in activating the Chestbursters within the hosts. Yen’sha made his way towards the control room…

Briefing:

Marines:

Lights are flickering, mechanical doors refuse to budge and life support systems are reporting dangerously low power levels. Immediate action must be taken to bring power back to the ship or it will turn into a cold and dark hulk drifting in space. Your objective is to collect spare parts from the ARMORY and proceed to repair the generator located in the ENGINE ROOM.

Aliens:

Humans rely too much on the steel walls of the ship and its systems to make it habitable for them. The Hive doesn't have to worry about such details. Your objective is to damage the ARMORY, ENGINE ROOM and LAB.

Predators:

Xenomorphs have infected the human cryochamber. Dozens of new chrysalides are waiting to burst out of their hosts. Your objective is to create a diversion behind unsuspecting enemy lines by proceeding to the HIBERNATING ROOM to start the unfreezing procedure by spending an Interact Action while inside it. Keep collecting trophies to gains status within clan.

SPECIAL MISSION RULES

Marines Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on or under the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. A Token may be dropped by a model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. Aliens Mission Rules: DAMAGING A ROOM (ALIEN) – The room is considered damaged if there are 2 Acid Damage Tokens inside of it. Any Alien model apart from a FACEHUGGER can spend an Interact Action to roll D20. On a roll of 1-10 put an Acid Damage Token in the room with the model performing a DAMAGING A ROOM action. On a roll of 11-20, the action is lost.

Victory conditions:

Marines: •

Collect spare parts from the ARMORY by spending an Interact Action while inside it. Place a Token on a base of the model which performed this action. Carrying a Token follows the CARRYING A TOKEN Special Interact Action as explained above. When the model holding the token/parts makes its way to the ENGINE ROOM, spend an Interact Action to repair the generator.

Aliens: •

Put 2 Acid Damage Tokens in each of the following rooms: ARMORY, ENGINE ROOM and LAB. Once all of the Tokens are in place, the mission is complete.

Predators: •

Unfreeze the infected humans sleeping in the HIBERNATING ROOM by spending an Interact Action while inside of it.



Kill and collect trophies from any 4 models. Collecting a trophy is achieved by using TROPHY COLLECTION rules as explained in the SPECIAL MISSION RULES above.

Mission 4 Checking out the medical bay, the marines notice an alert beeping insistently on one of the nearby consoles. The unit’s medic, Corporal Jensen, tapped the screen and then his face went white. The people still in cryo had been infected with something biological. There was only one thing to do before the situation went critical.

Briefing:

Marines:

The Med Computer indicates abnormal life functions in a few Cryotanks located in the HIBERNATING ROOM. Our worst fears came to be. Infected humans will give rise to a new generation of Xenomorphs. Your objective is to proceed to the HIBERNATING ROOM and destroy the infected cryo tanks.

Aliens:

The Queen hungers for new genotypes! The Hive needs new hosts to become stronger and more diverse. The Hive needs new types of warriors to protect its corridors, the Hive needs new drones to transform the entire ship into a womb for new generations. Your objective is to capture 3 intruders.

Predators:

Your ship’s bio scanner has detected a very rare strain of Xenomorph developing in one of the egg chambers. It may even be the next Queen! You cannot let the humans destroy it. It's too valuable for the clan. Make your way to the egg chamber and retrieve the egg.

SPECIAL MISSION RULES

Marines Mission Rules: DAMAGING A ROOM (MARINES) – The room is considered damaged if there are 4 Acid Damage Tokens inside it. Any Marine model can spend an Interact Action to roll D20. On a roll of 1-10 put an Acid Damage Token in the room with the model performing the DAMAGING A ROOM action. On a roll of 11-20, the action is lost.

Aliens Missions Rules: TROPHY COLLECTION - Trophies can be only collected from models killed in Close Combat. Instead of removing the model from the game, put it on its side on the tile it died on. In any of the

following turns, a model can spend an Interact Action to remove one of the models viable for TROPHY COLLECTION that is already on its side from the board and take one TROPHY TOKEN. TROPHY COLLECTION cannot take place on Engaged or Combat tiles.

Predator Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. Victory conditions:

Marines: •

Damaging a room follows the DAMAGING A ROOM (MARINE) Interact Rule. Once 4 Acid Damage Tokens are placed inside the HIBERNATING ROOM, the mission is complete.

Aliens: •

Capture any 3 models. Capturing models follows the TROPHY COLLECTION Interact Rule described above. Move all TROPHY TOKENS to the Vent Tiles. Moving a TROPHY TOKEN follows the CARRYING A TOKEN Interact Rule described above. Once all 3 TROPHY TOKENS are moved on the Vent tiles, the mission is complete.

Predators: •

Locate and carry the Egg Token to the Predator Pod Tile. Carrying a Token follows the CARRYING A TOKEN Interact Rule. Once the Egg token is moved to the Predator Pod Tile, the mission is complete.

Mission 5 The eggs are in danger as the humans press their attack. A command flows through the hive from the Queen to collect the newly laid eggs and move them deeper into the hive where the Warriors can protect them. Any who oppose the hive should be killed or dragged back for infection.

Briefing:

Marines:

The numbers of Xenomorphs are growing with each hour as the Hive is growing stronger and, if no action is taken, the Marines will be overrun. Your objective is to set up Sentry Turrets around the perimeter in few key locations.

Aliens:

Intruders are getting dangerously close to the egg chambers. The Hive cannot allow that to happen. The eggs need to be transported deeper into the ship's levels. The new generation must be saved at all cost! Your objective is to collect and transport 3 out of 4 eggs to an elevator shaft located inside of the ENGINE ROOM.

Predators:

One of your Clan brothers was swarmed and severely wounded near an egg chamber. What's worst is he was infected by Xenomorphs. Our ship lacks an advanced medical bay to extract the parasite, therefore we are forced to use the humans LAB to perform the procedure. Your objective is to escort the wounded Predator to a LAB to cleanse his body from infection and ESCORT him back to the Predator Pod.

SPECIAL MISSION RULES

Alien Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn.

Victory conditions:

Marines: •

Aliens:

Any MARINE model can spend an Interact Action to lay down a MISSION TOKEN (Sentry Turret) in any of the 4 Tiles shown on the mission map. MISSION TOKENS may only be placed on the Tile occupied by model performing Interact Action. Once 3 of 4 Tokens are placed on designated Tiles, the mission is complete.



Locate and carry egg Tokens to the ENGINE ROOM. Carrying a token follows the CARRYING A TOKEN Interact Rules. Once 3 out of 4 eggs are in the ENGINE ROOM, the mission is complete.

Predators: •

Make a note which one of your models is to be ESCORTED. The ESCORTED model starts with one WOUND TOKEN to represent the Xenomorph chrysalis inside his body. The ESCORTED model must reach the LAB and spend an Interact Action representing him getting ready for the extraction procedure. Once an Interact Action have been used by the ESCORTED model, ANY other Predator model apart from the one being ESCORTED must spend an Interact Action to remove ONE WOUND Token from the ESCORTED model.

Once the ESCORTED model reaches the Predator Pod Tile, the mission is complete.

Mission 6 Yen’sha slashed through the head of one of the Serpents, its body falling lifelessly to the ground as its blood hissed on the metal deck. “There are just too many,” he thought to himself. Bringing up a holographic schematic of the ship, he noted the places the aliens had taken over for breeding pods. He would need to destroy these to stop the ship from being flooded with the creatures.

Briefing:

Marines:

The infestation spreads at an alarming rate, it is clear that the Xenomorphs are using the ventilation shaft system to move quickly around the ship avoiding our fortified positions. To secure our tactical advantage, we need to weld shut the vents around the perimeter. Your objective is to seal 4 vent tunnels.

Aliens:

Intruders keep threatening the Hive. Their numbers must be reduced if the brood is to survive. Your objective is to decimate the enemy forces.

Predators:

Having retrieved the queen’s chrysalis, the remaining infestation cannot be allowed to spill uncontrollably out of the hunting grounds. Your objective is to assure no Xenomorphs will leave the ship by planting tactical nukes in 3 out of 4 egg chambers.

Victory conditions:

Marines: •

To seal a Vent tile, any MARINE model may spend an Interact Action on a Tile adjacent to a vent Tile. Remove the vent tile from play. The Vent counts as sealed. The mission counts as complete once 4 vent tiles have been removed from play.

Aliens: •

Collect 5 frags from Marine and/or Predator forces. Once the required frags are collected, the mission is complete.

Predators: •

Any Predator model can spend an Interact Action to lay down a MISSION TOKEN (Tactical Nuke) in any of the 4 Tiles shown on the mission map. MISSION TOKENS may only be placed on the Tile occupied by model performing Interact Action. Once Tokens are placed on 3 designated Tiles, the mission is complete.

Mission 7 “Sergeant! You need to see this,” Private Rogers exclaimed, pointing at a vid-screen. Sergeant Adams peered at the monitor and saw a pair of figures in one of the storage rooms. One was a woman dressed in a convict’s jumpsuit and was badly wounded. The other from the looks of it, appeared to be one of the ship’s synthetics, his left arm missing as white fluid leaked down his overalls. “Marines,” he said chewing on his tobacco, “prepare for a rescue mission.”

Briefing:

Marines:

The computer shows couple of human life signatures deep inside of the infested part of the ship. Those crew members, if still alive, can provide valuable intel as to the origin of the Xenomorphs on the ship. Your objective is to locate and retrieve intel from 2 out of 4 crew captured by Xenomorphs. The Intel must be transferred to the LAB.

Aliens:

Humans are encroaching deeper and deeper into the Hive's territory. Set up an ambush while cutting them off from their escape route. Your objective is to kill 5 of the intruders and damage 2 corridor tiles leading to their extraction point.

Predators:

Your prey is distracted by fighting between themselves. Make a good use of the chaos in their lines and keep collecting Trophies for the Clan.

SPECIAL MISSION RULES

Marines Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. Aliens Mission Rules: DAMAGING A ROOM (ALIEN) – The Room is considered damaged if there are 2 Acid Damage Tokens inside it. Any Alien model apart from a FACEHUGGER can spend an Interact Action to roll D20. On a roll of 1-10 put a Acid Damage Token in a room with model performing DAMAGING ROOM action. On a roll of 11-20, the action is lost.

Predators Missions Rules: TROPHY COLLECTION - Trophies can be only collected from models killed in Close Combat. Instead of removing the model from the game, put it on its side on the tile it died on. In any of the following turns, a model can spend an Interact Action to remove one of the models viable for

TROPHY COLLECTION that is already on its side from the board and take one TROPHY TOKEN. TROPHY COLLECTION cannot take place on Engaged or Combat tiles.

Victory conditions:

Marines: •

Any MARINE model can spend an Interact Action while being located on a Tile marked on the Mission Map to retrieve intel from a captured crew member in the form of a Token. Carrying a token follows the CARRYING A TOKEN Interact Rule as explained above. Only one Token may be retrieved from one Tile.



Once 2 out of 4 Tokens have been moved to the LAB, the mission is complete.

Aliens:



Collect 5 frags from Marine and/or Predator forces. Once required the frags are collected, the mission is complete.



Put 2 Acid Damage Tokens in each of the Tiles marked on the Mission Map. DAMAGING ROOM follows DAMAGING ROOM (ALIEN) rules as explained in the SPECIAL MISSION RULES above. Once there are 2 Acid Damage Tokens on each of marked Tiles, the mission is complete.

Predators: •

Kill and collect trophies from any 5 models. Collecting a trophy is achieved by using the TROPHY COLLECTION rules as explained in the SPECIAL MISSION RULES above.



Once 5 TROPHIES are moved to the Predator Pod Tile, the mission is complete.

Mission 8 Creatures we cannot see are hurting the hive. We will hurt them. Strand them here with us. Break their machine so they cannot escape. Swarm them, infect them, kill them. Show them they cannot hurt the hive without paying for it.

Briefing:

Marines:

Alien activity on the ship’s deck is reaching a terrifying level. Their attacks are unrelentingly pushing on our perimeter. We need to wipe out as many of them as possible before our positions are flooded by the swarm. Your objective is to collect 5 frags from Alien and/or Predator forces.

Aliens:

The Hunters are becoming a problem. The Hive is losing more and more drones for their entertainment. This must stop! They might have intruded our home, but they won't leave it! Your objective is to damage the access to the Predator Pod tile and collect 5 frags from Predator and/or Marine forces.

Predators:

The Hive is getting restless and the humans are dug in inside their secure perimeters. No bigger challenge for a Hunter has presented itself until now. Bask in the thrill of the hunt! Your objective is to collect 5 frags from Alien and/or Marine forces.

SPECIAL MISSION RULES

Aliens Mission Rules: DAMAGING A ROOM (ALIEN) – The Room is considered damaged if there are 2 Acid Damage Tokens inside it. Any Alien model apart from a FACEHUGGER can spend an Interact Action to roll D20. On a roll of 1-10 put a Acid Damage Token in a room with model performing DAMAGING ROOM action. On a roll of 11-20, the action is lost.

Victory conditions:

Marines: •

Collect 5 frags from Alien and/or Predator forces. Once the required frags are collected, the mission is complete.



Once the required frags are collected AND at least 2 MARINE models reach the ARMORY, the mission is complete.

Aliens: •

Collect 5 frags from Predator and/or Marine forces. Once the required frags are collected, the mission is complete.



Put 2 Acid Damage Tokens in each of the Tiles marked on the Mission Map. DAMAGING ROOM follows DAMAGING ROOM (ALIEN) rules as explained in the SPECIAL MISSION RULES above. Once there are 2 Acid Damage Tokens on each of marked Tiles, the mission is complete.

Predators: •

Collect 5 frags from Alien and/or Marine forces.



Once, the required frags are collected AND at least 1 PREDATOR model reaches the PREDATOR POD, the mission is complete.

Mission 9 The Serpents have proved to be more resourceful than they were given credit for. Yen’sha scanned the damage of the docked yautja gunship. Klaxons went off and his head snapped up to look at them. A quick check showed him the humans have activated the self-destruct! He would need to act fast if he was to get off the doomed vessel.

Briefing:

Marines:

Override the reactor self-destruction system located in the ENGINE ROOM. Make your way back to the hangar lift located in the ESCAPE CAPSULES room.

Aliens:

The humans think they are safe invading our home from different levels. Cut them off from their only means of escape. Your objective is to destroy the corridors leading to the ESCAPE CAPSULES. Keep collecting frags to reduce the intruder’s strength.

Predators:

The humans are helpless. The puny creatures are desperate to destroy the Xenomorphs even at the cost of their own lives. They want to self-destruct the whole ship! With our ship being damaged in a recent swarm attack, we cannot let it happen before the repairs are made. Your objective is to collect spare parts needed to repair your space ship from the ENGINE ROOM and collect 5 frags from Alien and/or Marine forces.

SPECIAL MISSION RULES

Aliens Mission Rules: DAMAGING A ROOM (ALIEN) – The Room is considered damaged if there are 2 Acid Damage Tokens inside it. Any Alien model apart from a FACEHUGGER can spend an Interact Action to roll D20. On a roll of 1-10 put a Acid Damage Token in a room with model performing DAMAGING ROOM action. On a roll of 11-20, the action is lost.

Predator Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. Victory conditions:

Marines: •

Any MARINE Model can spend an Interact Action while being in the ENGINE ROOM to override the self-destruct terminal safety codes.



At least one MARINE Model must make it back alive to the ESCAPE CAPSULES Tile.

Aliens: •

Collect 5 frags from Marine and/or Predator forces. Once the required frags are collected, the mission is complete.



Put 2 Acid Damage Tokens in each of the Tiles marked on the Mission Map. DAMAGING ROOM follows the DAMAGING ROOM (ALIEN) rules as explained in the SPECIAL MISSION RULES above. Once there are 2 Acid Damage Tokens on each of marked Tiles mission is complete.

Predators: •

Any PREDATOR model can spend an Interact Action while being located on the ENGINE ROOM Tile marked on the Mission Map to retrieve spare parts in the form of a Token. Carrying a Token follows the CARRYING A TOKEN Special Rule as explained above.



Collect 5 frags from Alien and/or Marine forces. Once the required frags are collected, the mission is complete.

Mission 10 Hallways were collapsing all around them as the remaining marines raced to find an escape pod. An eerie red glow lighting up alien machinery came from ahead of them and Corporal Jensen was the first to comment, “What in the hell is that?” Without pause, Sergeant Adams took stock of the situation, “I don’t know Corporal, but I do know one thing. We are leaving!”

Briefing:

Marines:

The ship's hull is breaching! The computer reports a sudden loss of power and dropping oxygen levels. We need to evacuate NOW! The road leading to the hangar is cut off, walkways burned by Aliens, and the only way to leave the exploding hulk is through the Predator's Pod. Your Objective is

to move at least one Marine model to a Predator Pod to escape and warn others of what hides in the cold dark depths of space.

Aliens:

Eggs! Precious eggs! Flames and explosions! The Hive is collapsing! The last three eggs containing Queens must be saved! Drones took care of the human hangar so the only means of escape is the Hunters Pod. Your objective is to bring at least one of the Queen Eggs to a Predator Pod and launch it.

Predators:

The human ship cannot take any more. The prey is scared; the scent of its fear fills the decks. Let them come, let them come and give you the last challenge, the last opportunity to show what a great hunter you are and become leader of your clan. Your objective is to collect 5 frags and depart via the Predator Pod.

SPECIAL MISSION RULES

General Mission Rules: LAUNCHING A POD – To launch a pod any model that is located on the Predator Pod Tile while the PREDATOR POD Tile is not counted as Combat Tile, must spend an Interact Action to slam a button and launch the pod away from exploding ship. Note that LAUNCHING A POD may not be performed when the PREDATOR POD counts as Engaged Tile.

IMMINENT DESTRUCTION – Starting from the beginning of Turn 2, the player who won the Initiative this Turn rolls a die for each Collapsing Tile, on a roll of 1-10 the player removes this Tile from play, on a roll 11-20 nothing happens to the tile this Game Turn. Each Tile not fully connected on each viable side is counted as a Collapsing Tile. Each of the adjacent Tiles next to the one that just collapsed needs to take similar test at the start of next Game Turn. On a roll of 11-20, nothing happens with this Tile this Game Turn.

Alien Mission Rules: CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn.

Victory conditions:

Marines: •

Perform a LAUNCHING A POD Interact Action with at least one MARINE model located on the Predator Pod Tile.

Aliens: •

Perform a LAUNCHING A POD Interact Action with at least one Egg Token being located inside the PREDATOR POD

Predators: •

Collect 5 frags from Marine and/or Alien forces.



Perform a LAUNCHING A POD Interact Action with at least one PREDATOR model located on the PREDATOR POD Tile.

Missions Summary:

SPECIAL MISSION RULES:

CARRYING A TOKEN - Any model may pick up an appropriate Token by spending an Interact Action while standing on the same Tile as a Token. Place the Token on the base of the model which performed this action. The Token moves with the model carrying it. If the model carrying the token is removed from play, drop the Token on the tile where the carrying model was removed from play. Token may be dropped by model carrying it if that model spends an Interact Action. Put the Token on the Tile occupied by the dropping model. Any other model may pick it up by spending an Interact Action. Each token may be picked up only ONCE each Game Turn. DAMAGING A ROOM (ALIEN) – The Room is considered damaged if there are 2 Acid Damage Tokens inside it. Any Alien model apart from a FACEHUGGER can spend an Interact Action to roll D20. On a roll of 1-10 put a Acid Damage Token in a room with model performing DAMAGING ROOM action. On a roll of 11-20, the action is lost.

DAMAGING A ROOM (MARINES) – The room is considered damaged if there are 4 Acid Damage Tokens inside it. Any Marine model can spend an Interact Action to roll D20. On a roll of 110 put an Acid Damage Token in a room with the model performing DAMAGING ROOM action. On a roll of 11-20, the action is lost.

TROPHY COLLECTION - Trophies can be only collected from models killed in Close Combat. Instead of removing model from the game put it on its side on the tile it died on. In any of the following turns, a model can spend an Interact Action to remove one of the models viable for TROPHY COLLECTION that is already on its side from the board and take one TROPHY TOKEN. TROPHY COLLECTION cannot take place on Engaged or Combat tiles.

LAUNCHING A POD – To launch a pod any model that is located on the Predator Pod Tile while the PREDATOR POD Tile is not counted as Combat Tile, must spend an Interact Action to slam a button and launch the pod away from exploding ship. Note that LAUNCHING A POD may not be performed when the PREDATOR POD counts as Engaged Tile.

***Note that LAUNCHING A POD may not be performed when the PREDATOR POD counts as Engaged Tile.***

COLLAPSING TILE – At the beginning of Turn roll a die for each Collapsing Tile, on a roll of 1-10 player removes this Tile from play, on a roll 11-20 nothing happens this Game Turn. Each Tile not fully connected on each viable side is counted as Collapsing Tile. Every model located on a Tile when it collapses is removed from play.

VICTORY CONDITIONS:

Only after meeting EACH of the requirements listed in Victory Conditions for each mission, mission is complete. Mission ends instantly when any side of the conflict fulfils all of its Victory Conditions for given mission.

8.2 Custom Missions

9. Survival Arena Mode Taking control of one of three forces to guide it through the events unfolding on board of USCSS Theseus isn't the only way to play and enjoy Alien vs Predator: The Hunt Begins. Apart from ready to play single campaign missions, which merge together in one story that can be replayed from each factions point of view, random missions fully set up by the players, the game offers one more game type – Survival Arena, a mode which poses a challenge ahead of even the best of the commanders. The Survival Arena game mode may be played as single Survival Arena mission or as more complex Progressive Survival Arena by one or more players. In the case of only one player, the antagonist forces are being controlled by simple set of rules that simulates an opponents instinctual behaviour called Horde Instinct. In case of more than one player, players may freely decide who, if anyone takes control of the horde and who will try to keep survivors alive. The game caters to any player configuration, but the only requirement is that one or more players control survivors. Survival Arena mode works best in conjunction with the Advanced game rules which allows players to customize their force providing almost unlimited diversity between each game. Forces, being balanced by their point values, let you recreate many epic and movie-like encounters giving each side of the conflict a chance to be victorious. Would a meager few Marines, supported by Power Loader, stand a chance against Alien Queen and her brood? Can three Predators vanquish massive Alien Crusher? Is two Alien Royal Guards enough to protect egg chamber from invading USCM Forces? Time to find out!

9.1 Survival Arena Mode game types.

Survival Arena – A team of USCM Survivors must stay alive for as long as they can. The opposing force's only goal is to remove all Survivors models from play. Once all of the survivors or The Horde die, the game ends and victory points are calculated. Whoever scored most points emerges as victor. Progressive Survival Arena – A team of survivors tries to stay alive throughout multiple Game rounds, resisting attacks from a Horde of Aliens while gaining experience and resupplying gear, cards and dead models between game rounds. The Horde in this game type grows stronger from round to round depending on how the battle goes. This game type allows for great heroes to emerge, gaining levels and skills as their enemies crumble to dust. The Survivors must be comprised of only Colonial Marine faction models. The Horde must be comprised of only Alien faction models.

9.2 Setting up a Survival Arena game: 1. Choose a game type. Survival Arena – single mission or Progressive Survival Arena. 2. Choose which forces will take part in the mission. Only two different forces may participate in Survival Arena mission. 3. Decide which player controls which force. Only survivors must be controlled by a player and the horde may be controlled by a set of general behaviour rules called Horde Instinct. 4. Choose which mission map that the game will take place on or create a new, unique map using Creating a Survival Arena Map section. 5. Once the map has been set up, players agree on a number of points allowed for their forces and create their force lists using the Advanced Game Organization chart. 6. Players put their models on the respective starting tiles. Survivors always begin at the Core Tile. The Horde may set their models up anywhere on any Infested Tile up to the occupation point limit. 7. Players roll for initiative and take turns as described in General Rules section of the book. 8. The round ends once all models from one faction are removed. Victory points are calculated, player with most points is Victorious! 9.2.1 Survival Arena Mode maps.

The Survival Arena game type can be played on many different kinds of maps. Starting from campaign maps through to special Survival Arena maps or brand new maps created by players extensively described in the 'Creating a Map' section of the book. Survival Arena – Small Map

Survival Arena – Medium Map

Survival Arena – Large Map

9.2.2 Choosing force composition. Force lists are created using the Advanced Game Organisation Chart rules Section 7.1

9.3 Horde Instinct Horde instinct is the simple set of rules which automates the horde's actions, allowing even a single player to enjoy the challenges of Survival Mode. A. Horde Activation. Horde models activate in the following order: 1. Engaged models, starting with the model with the most CC Attacks 2. Models next to Engaged Tiles, starting with models with the most CC Attacks 3. Models which can make it to an Engaged Tile in one movement (walk or run), starting with models nearest to the survivors

4. Models which can make a Ranged Attack at survivors 5. Models that are most distant from the Survivors B. Horde actions. Horde models interact with the map in the following way: 1. If the model is activated next to a door blocking the shortest way to the survivors, the model will spend a action and try to “Force the Doors Open”(A) 2. The model will stop and try to “Force the Doors Open”(A) a door blocking the shortest way to the survivors, 3. The model will stay and try to “Force the Doors Open”(A) again in a turn in which Test Value of “Force the Doors Open”(A) roll has increased due to the movement of a different model earlier in the same turn. C. Horde Movement Horde Movement is described by following rules: 1. Models move towards the nearest survivor model. Nearest means one separated by least number of tiles. If two equally distant tiles are occupied by survivor models, the Horde models will move towards the Tile with more occupation points taken by the survivor force. 2. Horde models aim to Engage/Range Attack survivors at every opportunity. 3. If a Horde model finds itself with two separate routes leading to survivor models but both are the same number of tiles away with the same number of occupation points taken by Survivors, choose a route occupied by more Horde models. D. Horde Attacks Horde Attacks are described by the following rules: 1. Models Engaged with survivors will attack during every activation that they are able to 2. Models with ranged attack capabilities will attack once during activation if they have LOS and are suffering no negative RS modifiers. If there is no opportunity to make a ranged attack with no negative modifiers, the model will continue closing in to Engage Following these simple rules should guarantee an enjoyable game with The Horde unrelentingly hunting for survivors. Nothing beats a duel of wits which only a live opponent can provide so grab a friend or two, and go through challenges offered by the cold, dark depths of the USCSS Theseus together!

10. Make your own Hero This section of the Rulebook will enable you to design your own Hero to lead your chosen Faction into the dark corridors of the USCSS Theseus. 1. Choose the Faction and the type of hero you would like to make. A. From the tables below, choose the Squad type you want to base your Hero on. Your hero will have all of the Faction and Squad Special Skills listed for the chosen entry. B. Take the basic stat line and increase the Wound stat to a number listed next to an upgrade statline. C. Upgrade the model from a 30mm to 40mm base (models on a 40mm or larger base stay on their Squad's designated base size) D. If the option has no value it cannot be chosen. The number is the starting cost of the hero in points. Total Custom Hero's cost (including all upgrades and equipment) may not exceed 25% of your total Force cost. USCM

Captain

Colonel

Major

Marine

75

110

195

WeylandYutani Commandos

100

185

250

Aliens

HQ Upgrade cost

Alien Warrior 75-100 Praetorian 120 (Upraded Royal Guard) Predalien

175

Queen

275

Predators

HQ Upgrade cost

Predator Warrior

100-250

Female Predator

100-250

Berserker

150-250

10.1 MARINES

10.1.1 Choose a Troop type you would like to upgrade to a HQ and note its initial stat line and skills. USCM

Captain

Colonel

Major

Marine

75

110

195

W-Y Commandos

100

185

250

Basic Stat lines: USCM

M CC RS ST CON LD W

A

Special Skills:

Marine

5

12

14

9

9

19

1

13

Team Tactics(P)

W-Y Commandos 5

14

16 11

11

19

1 13 (10) Team Tactics(P), Perimeter Secured!(P)

10.1.2 Modify the initial stats according to a Rank Modifiers Table. Rank Modifiers Table: USCM

M CC RS ST CON LD W

Captain

-

0

Colonel

-

Major

-

0

-

A

+1

-

+1 14(10)

+1 +1 +1

+1

-

+2 15(11)

+2 +2 +2

+2

-

+3 15(12)

10.1.3 Modify the Stat Line. Each stat point costs 5 points (except for Wounds, which cost 15 points). You can add or remove to a maximum shown in the relevant Stat Box (i.e. +2/-1 means that the Hero’s Stat can be increased by up to +2 for a total of 10 pts or can be reduced by 1 reducing the cost of the Warlord by 5 pts). A Warlord cannot be reduced to below the initial cost listed in Section 10.1.1. For example a Marine Captain HQ cannot be reduced below 75 points in this section. USCM

M

Captain

-

Colonel Major

CC

RS

0/-1 +1/-1

ST -/-

CON LD -/-

W

A

/

+1/0 +1/-1

- +1/-1 +1/-1 +1/-1 +1/-1

/

+1/0 +1/-1

- +2/-1 +2/-1 +2/-1 +2/-1

/

+1/0 +1/-1

10.1.4 Choose one ranged weapon for your Hero for the points listed below. Your Warlord’s Ranged Weapon will have all the Weapon Special Skills listed for the chosen weapon. USCM

M41A1 Pulse Rifle/ M40 Grenade

M240 Flame

M56 Smartgun

WeylandYutani Mk221

Armat M37A2 Pump Shotgun

Tactical Shotgun

Launcher

Thrower

Marine

0

30

50

-

20

W-Y Commandos

0

30

50

20

-

Each weapon grants the model the following Special Skills: M41A1 Pulse Rifle/ M40 Grenade Launcher - “Grenade Launcher”(A) M240 Flame Thrower - “Burning Inferno”(A) M56 Smartgun - “Guided Fire”(P) Weyland-Yutani Mk221 Tactical Shotgun/Armat M37A2 Pump Shotgun - “Shotgun!”(A), “Point Blank Shot”(A)

10.1.5 Modify the Ranged Weapon Stat line. A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Ranged Weapon cannot be reduced below the initial cost of the weapon in Section 10.1.4. Each R point cost 5 pts, St costs 15pts, RoF costs 10pts and AV points cost 15pts. R

St

RoF

AV

+3/0 +2/-2 +1/-1 +2/-2

10.1.6 Choose one Close Combat weapon for your Hero for the points listed below. Your Warlord’s Close Combat Weapon will have all the Weapon Special Skills listed for the chosen weapon. USCM

Combat Knife

Overcharged Stun Prod

Katana

Hydraulic Arm

Marine

0

10

40

30

W-Y Commandos

0

10

40

30

Overcharged Stun Prod: "Electric Shock"(P) – models hit with a Close Combat attack by a model equipped with an Overcharged Stun Prod must pass a Con Test or receive a Wound with no Armour test allowed.

10.1.7 Modify the Close Combat Weapon Stat line. A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Close Combat Weapon cannot be reduced below the initial cost of the weapon in Section 10.1.6. Each St costs 15pts, RoA costs 10 pts and AV points cost 15pts. R 0

St

RoA

AV

+1/-2 +1/-1 +1/-2

2.8 You may Add up to three Special Skills to the HQ at the cost listed below. "Dodge"(P) – 20 pts "Perimeter Secured!"(P) – 30 pts “Heal(4)”(P) – 20 pts

10.2 ALIENS 10.2.1 Choose which unit type you would like to upgrade to a HQ and note its initial stat line and skills. Aliens

HQ Upgrade cost

Alien Warrior 75-100 Praetorian 120 (Royal Guard Upgrade) Predalien

175

Queen

275

Basic Stat Lines. Aliens

M CC RS ST CON LD W

Alien Warrior

5

17

Praetorian (Royal Guard upgrade)

5

17

-

Predalien

5

17

Queen

6

19

10 13

A

Special Skills:

13

19

2 15 (12) Acid Spit(A), Acidic Blood(P)

13

13

19

3 15 (12) Royal Pheromones (P), Acidic Blood(P)

-

14

14

19

4 15 (12) Egg Injection(P), Acidic Blood(P)

-

19

19

19

6 15 (14) Royal Pheromones (P), Unstoppable (P), Resilient(P), Acidic Blood(P)

10.2.2 Modify your Hero's Stat Line. Each stat point costs 5 points (except for Wounds, which cost 15 points). You can add or remove to a maximum shown in the relevant Stat Box (i.e. +2/-1 means that the Hero’s Stat can be increased by up to +2 for a total of 10 pts or can be reduced by 1 reducing the cost of the Warlord by 5 pts). A Warlord cannot be reduced to below the initial cost listed in Section 10.2.1. For example a Alien Warrior HQ cannot be reduced below 75 points in this section.

Aliens

M CC

RS

ST

Alien Warrior

- +1/-1 +2/-1 0/-1

Praetorian (Royal Guard upgrade)

- +2/-0

-/-

Predalien

- +2/-0

Queen

- +2/-0

CON LD -

W

A

-

+1/0 +1/-1

+2/-0 +1/-1

-

+1/0 +1/-1

-/-

+2/-0 +1/-1

-

+1/0 +1/-1

-/-

+2/-0 +1/-1

-

+1/0 +1/-1

10.2.3 Choose one ranged weapon for your Hero for the points listed below. Your Warlord’s Ranged Weapon will have all of the Weapon Special Skills listed for the chosen weapon. Aliens

None

Acid Spit

Alien Warrior

-

0

Praetorian (Royal Guard upgrade)

0

30

Predalien

0

30

Queen

0

10

Acid Spit – "Acid Spit"(A)

10.2.4 Modify the Ranged Weapon Stat line. A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Ranged Weapon cannot be reduced below the initial cost of the weapon in Section 10.2.3. Each R point cost 5 pts, St costs 15pts, RoF cost 10 pts and AV points cost 15pts. R

St

RoF

AV

+3/0

+2/-2

+1/-1

+2/-2

10.2.5 Note Your Hero's Close Combat weapon Statline. Your Warlord’s Close Combat Weapon will have all the Weapon Special Skills listed for the chosen weapon. Weapon Name Range St RoA AV Warrior Claw

2

16

4

2

Royal Guard Claw

2

16

4

4

Predalien Claw

2

16

5

3

Queens Claw

2

16

5

3

10.2.6 Modify your Hero's Close Combat Weapon Stat line. A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Close Combat weapon cannot be reduced below the initial cost of the weapon in Section 10.2.5 Each St point cost 15 pts, RoA cost 10 pts and AVV points cost 15pts. R

St

RoA

AV

0

+3/-2

+2/-1

+2/-2

10.2.7 You may Add up to three Special Skills to the HQ at the cost listed below. "Dodge"(P) – 15 pts "Hive Bloodhounds"(P) – 25 pts "Improved Hide"(P) – 10 pts "Royal Pheromones"(P) -30 pts "Unstoppable"(P) – 20 pts “Resilient”(P) – 20 pts

10.3 Predators 10.3.1 Choose Troop type you would like to upgrade to a HQ and note its initial stat line and skills. Predators

HQ Upgrade cost

Predator Warrior

100-250

Female Predator

100-250

Berserker

150-250

Name

M CC

RS

CON

St LD

W

Armour

Predator Warrior

5

17

12

Female Predator

5

17

Predator Berserker

5

17

Special Skills

14

14

19

3

15 (12)

Seasoned Hunter(P),

12

14

14

19

3

15 (12)

Seasoned Hunter(P),

-

14

14

19

4

14 (12)

Seasoned Hunter(P), Rage!(A)

10.3.2 Modify your Hero's Stat Line. Each stat point costs 5 points (except for Wounds, which cost 15 points). You can add or remove to a maximum shown in the relevant Stat Box (i.e. +2/-1 means that the Hero’s Stat can be increased by up to +2 for a total of 10 pts or can be reduced by 1 reducing the cost of the Warlord by 5 pts). A Warlord cannot be reduced to below the initial cost listed in Section

10.3.1. For example a Predator Warrior HQ cannot be reduced below 100 points in this section. Predators

M CC

RS

ST

CON LD

W

A

Predator Warrior

- +1/-1 +2/-1 +2/-1 +1/-1

0

+1/0 +1/-1

Female Predator

- +1/-1 +2/-1 +2/-1 +1/-1

0

+1/0 +1/-1

Predator Berserker - +2/-0 +1/-2 +3/-1 +1/-2

0

+1/0 +1/-1

10.3.3 Choose one ranged weapon for your Hero for the points listed below. Your Warlord’s Ranged Weapon will have all of the Weapon Special Skills listed for the chosen weapon. Wrist Dart

SmartDisc

Plasma Caster

Gatling Plasma Caster

Plasma Cannon

Predator Warrior Elder

10

30

30

40

20

Predator Female Elder

10

30

30

40

20

Berserker Elder

10

30

10

10

10

Predator

Smart-Disc – "Smart-Disc Throw"(A) Plasma Caster - "Hot Plasma"(P) Gatling Plasma Caster - "Hot Plasma"(P) Plasma Cannon - "Hot Plasma"(P)

10.3.4 Modify the Ranged Weapon Stat line. A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Ranged Weapon cannot be reduced below the initial cost of the weapon in Section 10.3.3. Each R point cost 5 pts, St costs 15pts, RoF cost 10 pts and AVV points cost 15pts. R

St

RoF

AV

+3/0

+2/-2

+1/-1

+2/-2

10.3.5 Choose one Close Combat weapon for your Hero for the points listed below. Your Warlord’s Ranged Weapon will have all the Weapon Special Skills listed for the chosen weapon. Predator

Wrist Blade Combi-Stick Smart-Disc

Predator Warrior Elder

0

30

40

Predator Female Elder

0

30

40

Predator Berserker Elder

0

30

40

10.3.6 Modify your Hero's Close Combat Weapon Stat line.

A maximum of 3 upgrades and 2 downgrades may be applied to the Weapon. A Close Combat Weapon cannot be reduced below the initial cost of the weapon in Section 10.3.5. Each St costs 15pts, RoA cost 10 pts and AVV points cost 15pts. R

St

RoA

AV

0

+3/-2

+2/-1

+2/-2

10.3.7 You may Add up to three Special Skills to the HQ at the cost listed below. "Charge!"(P) – 20 pts "Rage!"(A) – 30 pts "Self-Destruct Device"(P) – 30 pts

11. Reference 11.1 Marines Stat Lines Name

Ty M pe

Colonial Marine – Pulse Rifle

T

Colonial Marine – SmartGun

T

Colonial Marine – Flame Thrower

T

Colonial Marine – Motion Tracker

T

Colonial Marine Sergeant

T

Weyland -Yutani Commandoes - Pulse Rifle

T

Weyland -Yutani Commandoes – Smart gun

T

Weyland

T

C C

RS St Co n

1 12 14 9 (5)

1 12 14 9 (5) 1 12 14 9 (5)

1 12 14 9 (5)

1 14 16 9 (5)

9

9

9

WA

19 1 13

19 1 13

19 1 13

Ty pe

Weapon Name

Ran St ge

Ro A

AV V

Skills

CC Combat Knife

B2B 9

1

0

RS M41A1 Pulse Rifle

24

12

1

0

Team Tactics(P), Grenade Launcher(A),

RS M40 Grenade Launcher 24

16

1

0

CC Combat Knife

B2B 9

1

0

RS M56 Smart Gun

30

3

1

CC Combat Knife

B2B 9

1

0

FT

1

0

14

RS M240 Flame Thrower

9

9

1 14 16 11 11 (5)

1 14 16 11 11 (5)

1

L D

14 16 11 11

19 1 13

19 2 13

CC Combat Knife

B2B 9

1

0

RS M41A1 Pulse Rifle

24

12

1

0

RS M40 Grenade Launcher 24

16

1

0

Team Tactics(P), Burning Inferno(A), Medic!(P) Team Tactics(P), Ping! (P), Grenade Launcher(A)

CC Combat Knife

B2B 9

1

0

RS M37A2 Shotgun

FT/ CC

12

1

0

B2B 11

1

o

24

12

1

0

RS M40 Grenade Launcher 24

16

1

0

B2B 11

1

0

30

14

3

1

Team Tactics(P), Perimeter Secured!(P), Guided Fire(P)

B2B 11

1

0

Team Tactics(P),

19 1 13 CC Combat Knife (10) RS M41A1 Pulse Rifle

19 1 13 CC Combat Knife (10) RS M56 Smart Gun

19 1 13

12

Team Tactics(P), Guided Fire(P)

CC Combat Knife

Team Tactics(P), Shotgun!(A), Point Blank Shot(A) Team Tactics(P), Perimeter Secured!(P), Grenade Launcher(A)

-Yutani Commandoes – Flame Thrower Weyland -Yutani Commandoes – Motion Tracker

(5)

FT

T

1 14 16 11 11 (5)

19 1 13 CC Combat Knife (10) RS M41A1 Pulse Rifle RS M40 Grenade Launcher

Power Loader S

Sentry Guns

(10) RS M240 Flame Thrower

S

1 14 14 9 (5)

9

-

-

-

14 -

12

1

0

B2B 9

1

0

24

12

1

0

24

16

1

0

19 4 14 CC Hydraulic Grappler (12) RS M240 Flame Thrower

2

16

2

2

FT

12

1

0

-

CC -

-

-

-

-

RS M30 Autocannon

30

14

4

1

14

2

3

14

3

1

2

12

4

1

12

12

2

0

1 10

Major Dutch Schaeffer

H Q

1 14 17 12 12 (5)

20 4 12 CC Hydraulic Arm 2 (12) RS Built-In M56 Smartgun 30

Lieutenant Linn Kurosawa

H Q

1 17 14 10 10 (5)

20 3 12 CC Katana (12) RS Rapid Fire Pistol

Perimeter Secured!(P), Burning Inferno(A), Medic!(P) Team Tactics(P), Ping! (P), Grenade Launcher(A), Perimeter Secured!(P) Burning Inferno(A),

Auto-Sentry(P), Gun Emplacement (P) Guided Fire(P)

Dodge(P)

11.1.1 Marines Weapons 11.1.1.1 Close Combat Weapons

Combat Knife Name Combat Knife

Range St RoA AVV B2B

9

1

0

Combat Knife is the standard issue USCM close quarters weapon.

Overcharged Stun Prod Name Overcharged Stun Prod

Range St RoA AVV B2B

*

1

0

Stun Prods are usually issued to Marines on missions to deal with colonist unrest or convict pacifications. The electric shock that it delivers is often strong enough to send a Xenomorph's nervous system haywire. "Electric Shock"(P) – models hit with a Close Combat attack by a model equipped with an Overcharged Stun Prod must pass a Con Test or receive a Wound with no Armour test allowed.

Hydraulic Grappler

Name

Range St RoA AVV

Hydraulic Grappler

2

16

2

2

The Hydraulic grappler is the Power Loader's main tool of work. This massive steel claw is dexterous enough to be used during loading of both regular cargo and armanents alike. It's hydraulic powered grip is strong enough to crush reinforced ammunition boxes with ease.

Hydraulic Arm Name

Range St RoA AVV

Hydraulic Arm

2

14

2

3

Built-in M56 Smartgun

30

14

3

1

Major's Schaeffer pride and glory; his hydraulically powered cybernetic limb of enormous strength is quite capable of punching through solid concrete walls. Not only is it a huge crushing fist, but it also sports an experimental built-in M56 Smartgun. "Guided Fire"(P) – Allows a model to re-roll any RS Tests.

Katana Name Katana

Range St RoA AVV 2

12

4

1

Linn Kurosawa's favourite blade made of surgical steel. She uses it almost as if it's a part of her body, dealing deadly blows with unparalleled grace.

11.1.1.2 Range Weapons

M41A1 Pulse Rifle/ M40 Grenade Launcher Name

Range St

RoA

AVV

M41A1 Pulse Rifle

24

1

0

12

M40 Grenade Launcher 24 16 1 0 The standard issue rifle of the USCM is the M41A1 Pulse Rifle, complete with the M40 underbarrel Grenade launcher attachment. This weapon is commonly used in every theatre of war thanks to its reliability. The M40 Grenade Launcher increases the rifle's utility and destructive power whenever a situation calls for it.

“Grenade Launcher”(A) – (Marines Faction Unique Action – Requires: Marine Faction model with Pulse Rifle) Models equipped with a M41A Pulse Rifle may spend 2 actions to shoot the M40 under barrel Grenade Launcher instead of the M41A Pulse Rifle. Use the M40 stat line for this attack. If a Wound is dealt by using the "Grenade Launcher"(A) Special Action, the target model receives 2 Wounds instead of 1. "Grenade Launcher"(A) counts as Shooting Action.

M240 Flamethrower Name

Range St

RoA

AVV

M240 Flame thrower FT 12 1 0 The M240 Flamethrower is one of the standard issue USCM support weapons. Able to shoot burning pyro-gel up to 30 meters away it is one of most formidable tools of war available to the Marines.

“Burning Inferno”(A) - Every model on a Target Tile within range up to 2 receives an Autohit with St and/or AVV equal to the Weapon’s St and AVV. A Marine armed with a Flamethrower may use their shooting action to target a tile located around a corner without need for LoS ONLY IF the target Tile is within 3 Tiles of a Marine model with the “Ping!” Special Skill. “Burning Inferno”(A) counts as Shooting Action.

M37A2 Pump Shotgun Name

Range St

RoA

AVV

M37A2 FT 12 1 1 The M37A2 is another standard issue USCM weapon. This Pump Shotgun is commonly used as a side weapon for sergeants in the USMC and, due to its smaller size, is often used in preference to the M41A1 in close quarters combat.

"Shotgun!"(A) - (Requires: Marine Faction models with a Shotgun) - Choose a Target Tile within LoS and within range 2 of the Model making this action. Make a RS test for every enemy Model on the Target Tile and all enemy models located on the tile between Target Tile and the Tile occupied by the model using "Shotgun!" Special Action. Each model hit receives a St 8 hit. "Shotgun!" Counts as a Shooting Action. "Point Blank Shot"(A) (Requires: Marine Faction models with a Shotgun) – A model armed with a shotgun may perform a “Point Blank Shot”(A) Special Action. Nominate up to 3 enemy models Engaged with the model using Point Blank Shot. The targeted models receive a Autohit with St and AVV equal to weapons St and AVV. Point Blank Shot counts as a Close Combat Action.

M56 Smart Gun Name

Range St

RoA

AVV

M56 Smart Gun 30 14 3 1 The M56 is the Colonial Marines primary squad support heavy weapon. Due to its high tech auto-targeting system, its torrent of relentless ammunition almost never misses its target. "Guided Fire"(P) – Allows a model to re-roll any RS Tests.

M30 Autocannon Name

Range St

RoA

AVV

M30 Autocannon 30 14 4 1 M30 Autocannons are the main weapons fitted on Sentry Guns. These deployable fixed weapon emplacements are the USCM main tool used for area denial and securing a perimeter. "Auto-Sentry"(P) – Models with the Auto Sentry skill always receive a Sentry Token at the beginning of a new game turn before any models are activated. "Gun Emplacement"(P) – Models with the "Gun Emplacement" Special Rule may only use Sentry and Basic Shooting Actions.

Rapid Fire Pistol Name

Range St

RoA

AVV

Rapid Fire Pistol 12 12 2 0 Linn's favourite ranged weapon. Light, compact and made specially for her, it is perfectly suited weapon for her fighting style. This semi-automatic handgun can drop a hail of bullets on anything out of reach of Linn's Katana.

11.2 Aliens Stat Lines Name

Ty M pe

Facehugger

T

Alien Stalker T

CC RS St Co n

1 10 (6)

-

1 10 (6)

5

5

10 10

L D

WA

19 1 10

19 1 10

Ty pe

Weapon Name

Ran St ge

Ro A

AV V

Skills

CC Facehug

B2B *

1

0

RS -

-

-

-

Facehug(P), Improved Dodge(P), Tiny(P), Acidic Blood(P)

CC Claws

B2B 10

1

0

-

-

-

RS Infant Warrior

T

Alien Warrior

S

Royal Guard S

Crusher

S

1 15 (5)

-

1 17 (5)

10

1 17 (5)

-

1 13 (4)

-

Praetorian (Royal Guard upgrade)

H Q

Predalien

H Q

1 17 (5)

-

H Q

1 19 (6)

-

Queen

1 17 (5)

-

11.2.1 Alien Weapons

9

9

13 13

13 13

20 20

13 13

14 14

19 19

19 1 13

-

-

CC

B2B 10

2

0

RS -

-

-

-

-

19 2 15 CC Warrior Claws (12) RS Acid Spit

2

16

4

2

1 12 Tile

1

2

19 3 15 CC Royal g. Claws (12) RS -

2

16

4

2

-

-

-

-

19 7 14

CC Crusher Claws

2

16

4

10

RS -

-

-

-

-

19 3 15 CC Warrior Claws (12)

2

16

4

2

RS -

-

-

-

-

19 4 15 CC Predalien Claws (12) RS -

2

16

5

3

-

-

-

-

2

16

5

3

-

-

-

-

19 6 15 CC Queen Claws (14) RS -

Hive Bloodhounds (P), Climbing Claws(P), Dodge(P), Acidic Blood(P) Improved Hide(P), Acidic Blood(P) Acid Spit(A), Acidic Blood(P)

Royal Pheromones (P), Acidic Blood(P) Acidic Blood(P)

Royal Pheromones (P), Acidic Blood(P)

Egg Injection(P), Acidic Blood(P) Royal Pheromones (P), Unstoppable (P), Resilient(P), Acidic Blood(P)

11.2.1.1 Aliens Close Combat Weapons Facehug Name

Range St RoA AVV

Facehug 1 * 1 0 The deadly embrace of the Facehuggers.

"Facehug"(P) – Models hit in Close Combat must pass a Con Test rather than a Armour Test or become infected and removed from play. For each model removed from play by the "Facehug"(P) Special Skill, the Alien Faction player may instantly place one of his own, Alien Faction models if the appropriate model is available. Models Deployed in such a way are placed on any Infected Tile and count as already activated for this Game Turn. Model removed by "Facehug"(P)

Model Alien Faction Player may deploy.

- Any Troop Type Marine model on a small base

- Alien Infant

- Predator Faction Hell Hound

- Alien Stalker

- Any Predator Faction model

- Predalien

Stalker Claws Name

Range

St RoA AVV

Stalker Claws B2B 10 1 Alien Stalker Claws. Deadly up close.

0

Infant Claws Name

Range St RoA AVV

Infant Claws B2B 10 Alien Infant Claws. Deadly up close

2

0

Warriors Claws Name

Range St RoA AVV

Warriors Claws 2 16 4 1 Alien Warriors Claws. Really deadly up close.

Royal Guards Claws Name

Range St RoA AVV

Royal Guards Claws 2 16 4 1 Royal Guards Claws. Really deadly up close.

Crusher Claws Name

Range St

Crusher Claws

2

RoA AVV

16 4

10

Alien Crushers Claws. Really deadly up close.

Predalien Claws Name

Range St

RoA AVV

Predalien Claws 2 16 5 3 Alien Predaliens Claws. Really deadly up close.

Queens Claws Name

Range St

RoA AVV

Queen Claws 2 16 5 10 Alien Queens Claws. Really, really deadly up close.

11.2.1.2 Aliens Ranged Weapons Acid Spit Name

Range St

Acid Spit Alien acidic spit.

FT

RoA AVV

12 1

2

"Acid Spit"(A) – When using the Acid Spit Weapon, choose the Target Tile adjacent to the Tile occupied by a model making the attack. For every enemy model on the targeted Tile make an RS test. If the RS test is successful the targeted model receives a hit with the Weapon’s St and AVV. "Acid Spit"(A) Counts as a Shooting Action.

11.3 Predators Stat Lines

Name

Ty pe

M

C C

RS St Co n

Predator P Warrior with Smart-Disc

1 17 12 (5)

Predator P Warrior with Combi Stick

1 17 12 (5)

Predator Hunter

1 12 17 (5)

P

Female Predator

P

Predator Young Bloods

P

14 14

14 14

14 14

1 17 12 (5)

14 14

1 15 15 (5)

12 12

L D

WA

Ty pe

Weapon Name

19 3 15 CC Smart-Disc (12) RS Smart-Disc Throw 19 3 15 CC Combi Stick (12) RS Wrist Dart

Range

St

RoA

AV V

Skills

1

15

3

3

12

*

*

3

Seasoned Hunter(P), SmartDisc Throw(A)

1.5

14

4

3

12

12

1

0

19 3 15 CC Wrist Blades B2B (12) RS Plasma Caster 18

14

2

0

12

3

3

19 3 15 CC Combi Stick (12) RS Wrist Dart

1.5

14

4

3

12

12

1

0

B2B

14

2

0

18

12

3

3

19 2 13 CC Wrist Blade (11) RS Plasma Caster

Seasoned Hunter(P) Seasoned Hunter(P), Hot Plasma(P) Seasoned Hunter(P) Seasoned Hunter(P), Pack Hunt(P), Hot Plasma(P)

Predator Hellhounds

P

1 13 13 (6)

10 10

15 1 12

CC

Bite

RS Predator Berserker

P

Elder Predator Berserker

HQ

Elder Predator Warrior

HQ

Elder Female Predator

HQ

1 17 (5)

14 14

B2B

12

2

0

-

-

-

-

14

5

3

14

3

3

19 4 14 CC Combi Stick 1.5 (12) Gatling RS 18 Plasma Caster CC RS CC RS CC

Charge!(P), Dodge(P) Seasoned Hunter(P), Rage! (A) Hot Plasma(P) Seasoned Hunter(P) Seasoned Hunter(P) Seasoned Hunter(P)

11.3.1 Predator Weapons 11.3.1.1 Predator Close Combat Weapons Wrist Blade Name

Range

St RoA AVV

Wrist Blade B2B 14 2 0 Even from their youth, wrist blades are the Predators main tool for Close Quarters Combat.

Smart-Disc Name

Range

St RoA AVV

Smart-Disc (CC) 1 15 3 3 The Predator's Smart-Disc is a powerful medium range device is a formidable close combat weapon. "Smart-Disc Throw"(A) - (Requires: Predator Faction model armed with Smart-Disc) Choose a Target Tile up to 2 range away. Roll 2D20 for every occupied tile between the Target Tile and the Tile occupied by the model using the "Smart Disc Throw"(A) Special Action. Each roll result of 1-10 deals 1 Wound with no Armour test allowed to any model on this Tile chosen by the Predator player. One model may receive a maximum of 1 Wound as a result of one "Smart-Disc Throw"(A) Special Action. "Smart-Disc Throw"(A) counts as Shooting Action.

Combi-Stick Name

Range

St RoA AVV

Combi-Stick 1.5 15 4 3 The fearsome Predator version of a spear. Made from unknown alloys, totally resistant to the Alien's acidic blood and able to pierce solid steel with ease.

Hellhound Bite Name Hellhound Bite

Range B2B

St RoA AVV 12

2

0

Predator Hellhound bred especially for their size and aggression are formidable opponents. Their massive jaws and bone spikes protruding from their bodies make them very deadly creatures, which are often used as bloodhounds and hunting dogs by Predators. "Charge!"(P) - Models attacking in close combat in a turn that they moved at least 1 Tile receive +4 modifier to CC test for their first Close Combat Test .

11.3.1.2 Predator Ranged Weapons Wrist Dart Name

Range

St RoA AVV

Wrist Dart 12 12 1 0 A wrist-mounted short-range Dart Gun. Capable of piercing a Marine's breastplate and a Xenomorph's skull with equal ease.

Smart-Disc Name

Range

St RoA AVV

Smart-Disc 1 15 3 3 The Smart-Disc is incredibly deadly at range and is no less terrifying in close quarters. Its razor sharp, powered serrated edge is capable of slicing through both steel and hardened exoskeletons. "Smart-Disc Throw"(A) - (Requires: Predator Faction model armed with Smart-Disc) Choose a Target Tile up to 2 range away. Roll 2D20 for every occupied tile between the Target Tile and the Tile occupied by the model using the "Smart Disc Throw"(A) Special Action. Each roll result of 1-10 deals 1 Wound with no Armour test allowed to any model on this Tile chosen by the Predator player. One model may receive a maximum of 1 Wound as a result of one "Smart-Disc Throw"(A) Special Action. "Smart-Disc Throw"(A) counts as Shooting Action.

Plasma Caster Name

Range

St RoA AVV

Plasma Caster 18 12 3 3 Capable of guiding armor-penetrating plasma bolts towards distant targets, it is arguably the most powerful and technologically advanced offensive tool at the Yautja's disposal. The bolts fired by the weapon explode in a burst of plasma shrapnel upon striking a target, causing grievous wounds and potentially damaging other enemies near the point of impact. "Hot Plasma"(P) – Successful Armour Tests against hits caused by a weapon with the "Hot Plasma"(P) Special Skill must be re-rolled

Gatling Plasma Caster Name

Range

St RoA AVV

Gatling Plasma 18 14 3 3 Caster Slightly modified Plasma Caster design that employs a revolving action to fire multiple plasma bolts at any time, similar to a Gatling gun. "Hot Plasma"(P) – Successful Armour Tests against hits caused by a weapon with the "Hot Plasma"(P)

Special Skill must be re-rolled.

Plasma Cannon Name

Range

St RoA AVV

Plasma Cannon 30 16 1 3 A hand held, bigger version of the standard Predator Plasma Caster. It shoots larger, more destructive Plasma Charges at the cost of slower cell recharge between each shot. "Hot Plasma"(P) – Successful Armour Tests against hits caused by a weapon with the "Hot Plasma"(P) Special Skill must be re-rolled.

12. Skills Every one of the units available in Alien vs Predator: The Hunt Begins brings a unique set of skills and abilities to play. These skills are what makes a unit stand out from any others, representing special actions a unit may perform thanks to specialised training, advanced technology or evolutionary adjustments. There are four ways for a model to be granted a skill: • • • •

Model gets skills listed for its unit type in the reference section of the book. Model gets skills listed for the equipment it's using. Model gets skills purchased during Hero creation using Make Your own Hero rules in section 10.0 of the Rulebook. Model may be granted skills as result of using a Strategy Card

Skills can be divided in to two categories: •

'Active Skill or (A)' – (A) next to a Skill name means that this is an Active skill. Unless specified otherwise, active skills require at least one action point to activate the skill. Designer Note: Skill description always overrides this rule. •

'Passive Skill or (P)' – (P) next to a Skill name means that this is a Passive Skill. Passive skills are always in effect, unless specified otherwise by skill description, and often modify or affect other Active Skills or actions.

12.1 Marine Skill List “Aim”(A) – A model may spend one Action Point to gain a +4 Modifier to RS. The Modifier is added only to

their first Ranged Attack in the case of Model’s weapon with a RoF higher than 1. "Auto-Sentry"(P) – Models with the Auto Sentry skill always receive a Sentry Token at the beginning of a new game turn before any models are activated.

“Burning Inferno”(A) - Every model on a Target Tile within range up to 2 receives an Autohit with St and/or AVV equal to the Weapon’s St and AVV. A Marine armed with a Flame thrower may use their shooting action to target a tile located around a corner without need for LoS ONLY IF the target Tile is within 3 Tiles of a Marine model with the “Ping!” Special Skill. “Burning Inferno”(A) counts as Shooting Action.

"Dodge"(P) – After a model with “Dodge” (P) is hit by an attack roll D20, on a roll of 1-5 model dodges the attack and the attack has no effect on this model, on 6-20 the dodge fails. The model must then continue as if it had been hit as normal. Dodge rolls cannot be made to avoid hits from Flamethrower Attacks. "Electric Shock"(P) – models hit with a Close Combat attack by a model equipped with an Overcharged Stun Prod must pass a Con Test or receive a Wound with no Armour test allowed. "Guided Fire"(P) – Allows a model to re-roll any RS Tests. "Gun Emplacement"(P) – Models with the "Gun Emplacement" Special Rule may only use Sentry and Basic Shooting Actions.

“Grenade Launcher”(A) – (Marines Faction Unique Action – Requires: Marine Faction model with Pulse Rifle) Models equipped with a M41A Pulse Rifle may spend 2 actions to shoot the M40 under barrel Grenade Launcher instead of the M41A Pulse Rifle. Use the M40 stat line for this attack. If a Wound is dealt by using the "Grenade Launcher"(A) Special Action, the target model receives 2 Wounds instead of 1. "Grenade Launcher"(A) counts as Shooting Action. “Heal(X)”(P) – When a model with a “Heal(X)”(P) Special Skill loses a wound make a Heal(X) Test with a Test Value equal to X. If the Test is passed ignore the Wound effect. Heal rolls may not be made against wounds suffered as a result of a Power Shot. “Medic!”(P) – A model with the “Medic!”(P) Special Skill grants Heal(4) to every friendly model on the same and adjacent Tiles. "Perimeter Secured!"(P) - For every door successfully opened by any model from the Alien and/or Predator Factions while there is at least one Squad of Weyland-Yutani Commandos in the Marines Force roll D20, on a roll of 1-5 all models located on Tiles adjacent to the doors receive a St 8 AVV 2 Autohit. "Ping!"(P) - Provides LOS to all Tiles within range of up to 3 for "Burning Inferno"(A) Special Skill and the “Grenade!” Strategy card only. "Point Blank Shot"(A) (Requires: Marine Faction models with a Shotgun) – A model armed with a shotgun may perform a “Point Blank Shot”(A) Special Action. Nominate up to 3 enemy models Engaged with the model using Point Blank Shot. The targeted models receive a Autohit with St and AVV equal to weapons St and AVV. Point Blank Shot counts as a Close Combat Action.

“Rapid Fire”(A) – (Marines Faction Unique Action – Requires: Marine Faction model with Pulse Rifle or Smartgun) A model completing a Rapid Fire Shooting Action gains a +1 Modifier to their Ranged Weapon’s RoF and a -4 Modifier to their RS for this Action. Template weapons cannot Rapid Fire. Rapid Fire counts as a Shooting Action. “Seal the Bulkhead”(A) – (Marines Faction Unique Action) - Any Marine model can spend 2 action points to create a locked door. To do this the model must spend 2 Action Points and pass a CC Skill test. If the test is successful, a new door piece can be placed on the interlocking border of the Tile occupied by the active model performing “Seal the Bulkhead” extended action and any other adjacent corridor or room tile. Up to 3 Door pieces per game can be created this way. “Seal the Bulkhead” may not be performed on Engaged Tiles.

"Shotgun!"(A) - (Requires: Marine Faction models with a Shotgun) - Choose a Target Tile within LoS and within range 2 of the Model making this action. Make a RS test for every enemy Model on the Target Tile and all enemy models located on the tile between Target Tile and the Tile occupied by the model using "Shotgun!" Special Action. Each model hit receives a St 8 hit. "Shotgun!" Counts as a Shooting Action. “Tactical Move”(A) – (Marines Faction Unique Action) Any Marine model can spend 2 action points to perform a “Tactical Move”(A) When a Model completes a Tactical Move Action, first put a Sentry Token on its base and then move the model 1 Tile. The active model may instantly use up a Sentry Action after moving, but BEFORE any other models that may want to respond to “Tactical Move”(A) with their own Sentry Actions. “Team Tactics”(P) - due to their tactical combat training, once the Colonial Marine Token is revealed, it must be replaced with any, chosen by the Marine Force controlling player, Marine model from the Squad. Additionally when any Marine model of Troop Type loses a Wound, it may be taken off any other Marine model of Troop Type occupying the same tile. “Weld It Shut!”(A) - Any Marine model of Troop Type can spend 2 actions to remove 1 Air Vent Tile from play permanently. The Air vent Tile must be adjacent to the Tile occupied by a model using this action. The “Weld It Shut!”(A) action may not be performed on Engaged Tiles. Models with the Tiny Special skill located on the removed Air vent Tile are removed from play as a casualty. Up to 4 Air vent Tiles can be removed from the game in this way.

12.2 Alien Skill List "Acid Spit"(A) – When using the Acid Spit Weapon, choose the Target Tile adjacent to the Tile occupied by a model making the attack. For every enemy model on the targeted Tile make an RS test. If the RS test is successful the targeted model receives a hit with the Weapon’s St and AVV. "Acid Spit"(A) Counts as a Shooting Action. "Acidic Blood"(P) - Whenever a model with the Acidic Blood Special Skill loses a Wound, roll a D20.

On a roll of 1-5 the lost Wound is accompanied by a jet of extremely dangerous molecular acid. If you are able, place an Acid Damage Token on a tile occupied by the model which lost a Wound. Even if a

token cannot be placed, additionally 1 model on this Tile chosen by the Alien Faction player receives St10 AVV5 Autohit immediately. The Tile's Occupation Points are reduced by 1 for each Acid Damage Token on a Tile. Up to 2 tokens can be placed on each tile unless specified otherwise and their effect is cumulative.

"Climbing Claws"(P) – A Model with the Climbing Claws Special Skill may move through fully occupied unengaged Tiles. The model may not finish its move on fully occupied Tiles. "Dodge"(P) – After a model with “Dodge” (P) is hit by an attack roll D20, on a roll of 1-5 model dodges the attack and the attack has no effect on this model, on 6-20 the dodge fails. The model must then continue as if it had been hit as normal. Dodge rolls cannot be made to avoid hits from Flamethrower Attacks. "Egg Injection"(P) – Models removed from play as a result of a Close Combat Attack must make a Con Test. For every model that failed its Con Test, the Alien Faction player may instantly place one of his own, Alien Faction models, if the appropriate model is available. Models Deployed in such way are placed on any Infected Tile and count as already activated for this Game Turn. Model removed by the "Egg Injection"(P)

Model Alien Faction Player may deploy.

- Any Troop Type Marine model on a small base

- Alien Infant

- Predator Faction Hell Hound

- Alien Stalker

- Any Predator Faction model

- Predalien

"Facehug"(P) – Models hit in Close Combat must pass a Con Test rather than a Armour Test or become infected and removed from play. For each model removed from play by the "Facehug"(P) Special Skill, the Alien Faction player may instantly place one of his own, Alien Faction models if the appropriate model is available. Models Deployed in such a way are placed on any Infected Tile and count as already activated for this Game Turn. Model removed by "Facehug"(P)

Model Alien Player may deploy.

- Any Troop Type Marine model on a small base

- Alien Infant

- Predator Faction Hell Hound

- Alien Stalker

- Any Predator Faction model

- Predalien

“Force the Doors Open”(A) (Alien Faction Unique Skill) – Any Alien model may try to force-open a

door by spending a Close Combat Attack Action. “Force the Doors Open”(A) succeeds if a roll of D20 is equal to or lower than following Test Values.

Models base size

Test Value

Small

5 or lesson D20

Medium

10 or lesson D20

Large

15 or less on D20

No base

Automatic success

“Hide”(A) (Requires: Infested Tiles) – Any Alien model on an unengaged Tile may spend one Action Point to be placed in Hide. The Model is immediately replaced with a Ping Token, however, the model can still be targeted with a Ranged Attack with a -10 modifier to RS. Any further actions initiated by the model or being Engaged removes its Hide status and the Token is immediately replaced with the appropriate model. The -10 RS modifier overrides -4 modifier for shooting at Alien models located on Infested Tiles. "Hive Bloodhounds"(P) – Models with this Special Skill receive +1 to MV when using a Run action. "Improved Dodge"(P) - After a model with “Improved Dodge” (P) is hit by an attack roll D20, on a roll of 110 model dodges the attack and the attack has no effect on this model, on 11-20 the dodge fails. The model must then continue as if it had been hit as normal. Dodge rolls cannot be made to avoid hits from a Flamethrower Attack. "Improved Hide"(P) – Models with this Special Skill, whilst located on an Infested Tile at the beginning of the game Turn are placed in Hide as per the “Hide”(A) Special Skill before the first activation takes place in any game turn. Models with the "Improved Hide"(P) Special Skill do not need to spend an Action point to be placed in Hide in this way. "Resilient"(P) – Models with the "Resilient"(P) Special Skill may never receive more than 1 Wound per failed Armour or Con test. "Royal Pheromones"(P) – All friendly Alien models within range of 2 Tiles from a model with the "Royal Pheromones" Special Skill receive a +2 modifier to CC value. This effect is not cumulative.

“Skulking Advance”(A) – (Aliens Faction Unique Action) Any Alien model may perform Skulking Advance by spending 2 Action Points. The model is replaced with its Ping Token in the same way as a model using the Hide(A) Special Skill and the token is placed on an unengaged, adjacent Infested Tile. The Model does not lose its Hide status during a Skulking Advance move. Skulking Advance and Pass are the only actions that a model may perform without losing its Hide status. "Tiny"(P) – Models with the "Tiny"(P) Special Skill may never assist in making a “Force the Doors Open”(A) Test. Models with “Tiny”(P) Special Skill may finish their activation on an Air Vent Tile. "Unstoppable"(P) – Models with the "Unstoppable"(P) Special Skill always pass “Force the Doors Open”(A) Tests.

12.3 Predators Skills List

"Charge!"(P) - Models making a close combat attack in a turn they have made a Movement Action of at least 1 Tile receive a +2 modifier to CC value for all their CC tests. "Hot Plasma"(P) – Successful Armour Tests against hits caused by a weapon with the "Hot Plasma"(P) Special Skill must be re-rolled “Field Wound Treatment”(A) – (Predators Faction Unique Action) A Predator model may use 2 actions

to roll a D20. On a roll of 1-10 the model regains 1 Wound lost earlier in the game. On a roll of 11-20 the actions are lost. Field Wound Treatment cannot be performed on Engaged Tiles. Each Predator model may regain only 1 Wound thanks to this action per Game. "Pack Hunt"(P) – Models with the "Pack Hunt" Special Skill receiver +1 modifier to CC and RS tests for each other model with the "Pack Hunt" Special Skill within the range of 1 Tile. "Rage!"(A) – A model may use the "Rage!" Special Skill at the beginning of the model’s activation before any action points are spent. A model using the Rage Special Skill can reroll any CC test in the Game Turn and receives a + 2 modifier to Close Combat Weapon’s St. At the end of the model’s activation the model loses a Wound.

“Seasoned Hunter”(P) - Predators are master huntsmen, they use a highly tuned set of skills and hitech equipment in their Hunts. When a model's Ping token with the Seasoned Hunter Special Skill is revealed the respective Predator model can be placed anywhere within 1 Tile from the point of reveal, however the model cannot be placed on any Tile located towards any enemy model with LOS to the Predator. "Self-Destruct Device"(P) – When a model with the Self-Destruct Device is removed from play, roll a D20. On a result of 1-3 every model on a Tile Occupied by the removed model receives a St15 AVV 10 Autohit. "Smart-Disc Throw"(A) - Choose a Target Tile up to 2 range away. Roll 2D20 for every occupied tile between the Target Tile and the Tile occupied by the model using the "Smart Disc Throw"(A) Special Action. Each roll result of 1-10 deals 1 Wound with no Armour test allowed to any model on this Tile chosen by the Predator player. One model may receive a maximum of 1 Wound as a result of one "Smart-Disc Throw"(A) Special Action. "Smart-Disc Throw"(A) counts as Shooting Action. “Vocal Mimicry”(G) – Predators use their advanced technology to deceive and bait enemies exactly

where they want them. To represent this, a Predator Force always starts each mission with 2 Extra Ping Tokens. The only actions available to those Tokens are Move and Run. When any of the Tokens granted by “Vocal Mimicry”(P) are revealed, remove it from play.

13. Card list 13.1 Environmental Cards

Environmental Cards – These types of cards simulate random events taking place on the decks of the USCSS Theseus. Environmental Cards affect the ship and everyone on board unless stated otherwise. One environmental card is drawn from the appropriate deck and played by the player who won the Initiative roll at the beginning of every Game Turn. Only one Environmental Card may be in play at any one time. Nr. Type Name

Description

1.

E

Life Support System Failure

Roll D20 for each model on the map. On a roll of 20 model receives a Wound.

2.

E

Sprinklers!

All CC tests receive a -4 modifier.

3.

E

Power Outage

All RS tests receive a -4 modifier.

4.

E

Security System Reset

No doors may be opened by Marine and Predator Forces and “Forced the Doors Open”(A) Skill tests always fail.

5.

E

Billowing Smoke LoS range is reduced to 1 Tile. “Ping!” Special Skill LoS range isn't modified.

6.

E

Broken Steam Valve

Every model on an Air Vent Tile receives a St12 Autihit. Models on Tiles adjacent to an Air Vent Tile receive a St5 Autohit.

7.

E

Security System Short-Circuit

Roll a D20 for each Door Piece on the table. On a roll of 1-4 remove the Door just as it would be opened.

8.

E

Automated Bulkhead Closure

Player with the Initiative must place one Door Tile on a interlock of any 2 unengaged Tiles.

9.

E

Gun Jam!

Before using any Ranged Attack Action roll D20, on a roll of 1-5 Ranged Attack Action is lost.

10.

E

Cramped Conditions

Before using any Close Combat Action roll D20, on a roll of 1-5 Close Combat Action is lost.

11.

E

Emergency Lightning

All Ranged Combat Tests receive a +2 modifier to Test Value.

12.

E

Cleared Deck

All Close Combat Tests receive a +2 modifier to Test Value.

13.

E

Heavy Load

Models carrying any Tokens may not move more than 1 Tile this turn

14.

E

It's all quiet...

No Special Effect this Game Turn.

15.

E

Burning Acid

Roll a D20 for each Tile with an Acid Damage token on it. On a roll of 1-5 put an additional Acid Damage Token on a tile. Maximum 2 Acid Damage Tokens may be on one Tile at any point in time.

16.

E

Electric Feedback

Roll a D20 for each model that successfully removes any door Tile from game. On a roll of 1-5 model receives St10 Autohit

17.

E

Gravity Fluctuations

Every model may move maximum 1 Tile during its activation.

18.

E

Gravity Loss

Every model starts its activation with 1 Action Point

19.

E

Inertia Dampener Failure

Every model using any Move action, receives a St 5 Autohit at the end of its activation.

20

E

Unforeseen Circumstances

Once this card is drawn, show it to the other player(s), join your Environmental Card Deck with your Environmental Card Discard pile, re-shuffle it to make your new Environmental Deck. Draw one card from Environmental Deck.

13.2 Strategy Cards Strategy Cards – Strategy cards are Faction Specific Cards portraying the advantages, tactics or special maneuvers for each Force. At the beginning of each Game Turn, each player draws enough cards to have 5 in hand. Up to two Strategy Cards may be played by each player per game Turn.

Marines Nr. Type Name

Description

1.

S

Grenade!

Target a Tile up to 2 range away from any Marine model within LoS. If Target Tile is within the “Ping!” Special Skill ignore LoS requirement. Every model on a Target Tile receives St14 Autohit.

2.

S

Stimulant Pack

Target any Marine model before its activation. Target Marine Troop model receives +1 modifier to RoA and +2 to its CC weapon St for remainder of its activation.

3.

S

Shut it!

Target marine model performing “Seal the Bulkhead”(A) Special Action. Model automatically passes CC Test required.

4.

S

Emergency Medpack.

Target any Marine model which just received a wound. Roll a D20, on a roll of 1-15 ignore this wound.

5.

S

Watch out!

Target any Marine model. Model receives the “Dodge”(P) Special Skill.

6.

S

Laser Targeter

Target any Marine model before its activation. Target Marine Troop model receives +1 modifier to RoF and +2 to its RS weapon St. for remainder of its activation.

7.

S

Fire team

Target any Marine model before its activation. Target Marine model receives +1 modifier to RS for every other Marine model on the same Tile.

8.

S

Suppressive Fire

Target any Tile within LoS of any Marine model. Every model moving onto it is instantly deactivated.

9.

S

Covering Fire!

Target any Tile within LoS of any Marine model. Roll D20 for every model moving onto it. On a roll of 1-10 model receives a St12 Autohit.

10.

S

Marksman

Target Marine model gains the “Guided Fire”(P) Special Skill

11.

S

Perfect Timing

Instantly put up to 2 Sentry Tokens next to any 2 Troop Type models. Model may have maximum 1 Sentry Token at any time.

12.

S

Right on Time

Instantly put a Sentry Token next to any Troop Type model. Model may have maximum 1 Sentry Token at any time.

13.

S

Now or Never!

Target Troop Type model receives additional Action Point. May not be played on deactivated models.

14.

S

Thrown off Balance

Target any Alien or Predator model using any Close Combat Attack. Target model receives -4 modifier to CC Test rolls this round.

15.

S

Weak spot

Target any Alien or Predator model about to make a Armour Tests. Target model receives a -4 modifier to its Armour.

16.

S

Duralloy Armour

Target any Marine model about to make a Armour Tests. Target model receives a +4 modifier to its Armour Tests.

17.

S

Flash bang

Target up to 2 Sentry Tokens. Remove targeted Sentry Tokens from Play.

18.

S

Booby-Trap

Target any Model which just completed any Move or Run action. Target model receives a St15 Autohit instantly after finishing its move or run action.

19.

S

Move it! Move it!

Target any Marine model may move 1 additional Tile when using Move or Run action.

20

S

Tactical Advantage

Once this card is drawn, show it to the other player(s), join your Strategy Deck with your Discard pile, reshuffle it to make your new Strategy Deck. Draw fresh 5 cards.

Aliens Nr. Type Name

Description

1.

S

Swarm

Target any Alien Troop Type model. Target model receives +1 modifier to CC for every other friendly model on the same Tile.

2.

S

Acidic Blood Splash!

Target any Alien model that just lost a Wound. Target model causes Acidic Blood Splash as described in "Acidic Blood"(P) on a roll of 1-10 instead of 1-5.

3.

S

Impale

Target any Alien Troop Type, engaged model. Make a single CC Test, it the test is passed target must pass a Con Test or receive a Wound. Counts as Close Combat Action.

4.

S

Just a shadows

Target any Marine or Predator model using any Ranged Attack action. Target model receives -4 modifier to its RS Test rolls this round.

5.

S

Glancing Blow

Target any Alien model about to make a Armour Tests. Target model receives a +4 modifier to its Armour Tests.

6.

S

Ammunition Explosion

Target any model making any Ranged Attack Action. After Shooting Action is completed roll D20, on a roll of 1-5 model receives a St8 Autohit.

7.

S

Knockdown

Target any model engaged with any Alien Faction model. Target model loses 1 Action Point once it's activated.

8.

S

Unstoppable

Target any Alien model performing “Force the Doors Open”(A) Test. Test may be rerolled.

9.

S

Ferocious Attack

Target any Alien model during its activation. If Targeted model moves at least 1 Tile and makes Close Combat Attack during this Game Turn it receives +4 modifier to CC test for their first Close Combat Test.

10.

S

Queen's Call

Target Troop Type model receives additional Action Point. May not be played on deactivated models.

11.

S

Adrenal Boost

Target any Alien model may move 1 additional Tile when using Move or Run action.

12.

S

Hissss!

Target any Marine or Predator model using any Close Combat Attack. Target model receives -4 modifier to CC Test rolls this round.

13.

S

Metabolic Reconstitution

Target any Alien Troop Type model. Model receives the “Dodge”(P) Special Skill until the end of the Game Turn.

14.

S

Scything Talons

Target any Alien model. Any single, chosen by the Alien player, successful Armour Test caused by this model must be re-rolled.

15.

S

Ambush

Target any Alien model. Target model may re-roll all of its CC Tests this round.

16.

S

Queen's Will

Target any unactivated Alien Force Ping! Token. Swap Target Token with any other unactivated Ping! Token of the same size and Faction.

17.

S

Darkness is Alive

Target up to 3 Alien Ping! Tokens. Target tokens may instantly be moved 1 Tile. This movement may not bring those Tokens into LoS of other factions.

18.

S

It's coming right for us!

Target any Alien Troop type model. Target model may move one additional Tile when using Move or Run action.

19.

S

Crawling Darkness

Target up to 2 Alien Ping! Tokens. Target tokens may instantly be moved 1 Tile. This movement may not bring those tokens into LoS of other factions.

20

S

Tactical Advantage

Once this card is drawn, show it to the other player(s), join your Strategy Deck with your Discard pile, reshuffle it to make your new Strategy Deck. Draw fresh 5 cards.

Predators Nr. Type Name

Description

1.

S

Net Launcher

Target any Troop Type model on a Tile up to 2 range away from any Predator model and within LoS. Target model must pass a Con Test or be moved 1 Tile directly away from the attacking Predator and receive St 8 Autohit. This forced movement ignores Disengaging rules.

2.

S

Laser Grid

Target any Tile. Any model moving on to it must roll D20. On a roll of 1-5 it receives St10 Autohit. Lasts until the end of the Game Turn.

3.

S

Spear Gun

Target any model on a Tile up to 3 range away from any Predator model and within LoS. Roll a D20, on a roll of 1-10 target model receives St15 Autohit.

4.

S

Battle Frenzy

Target any Predator model. Target model receives +1 modifier to CC and +1 to St of its CC weapons.

5.

S

Blood Lust

Target any Predator model. Any single, chosen by the Predator player, successful Armour Test caused by this model must be re-rolled.

6.

S

Plasma Overcharge

Target any Predator model making a Ranged Attack using Plasma or Gatling Plasma Caster. Reduce RoF down to 1. If RS Test is passed target model and all models on the targets tile receive a St8 Autohit.

7.

S

Improvised Surgery

Target any Predator model using “Field Wound Treatment”(A) Special Action. Target model regains previously lost Wound on a roll of 1-15 rather than 1-10.

8.

S

One Step Ahead

Target any Predator Faction Ping! Token. Swap Target Token with any other unactivated Ping! Token of the same size and Faction.

9.

S

Clans Chosen

Target Troop Type model receives additional Action Point. May not be played on deactivated models.

10.

S

Cloaking Field

Target any Predator model out of LoS of opponents. Replace the model with a Ping! Token of appropriate size and Faction.

11.

S

Monstrous Endurance

Target any Predator model, it may move 1 additional Tile when using Move or Run action.

12.

S

Bull Rush

Target any model engaged with any Predator Faction model. Target model loses 1 Action Point once it's activated.

13.

S

Dominating Presence

Target any Alien or Marine model using any Close Combat Attack. Target model receives -4 modifier to CC Test rolls this round.

14.

S

Shadow of a Stalker

Target any Predator model. Target model may re-roll all of its CC Tests this round.

15.

S

Forceful Impact

Target any Predator model. Each armour test caused by the Target model receives additional -2 modifier to Test Value.

16.

S

Multi Spectrum Cloak

Target any Predator model. Target Predator model may be instantly moved to a adjacent unoccupied Tile. Moving this way model ignores Disengaging Rules. This counts as a Movement Action.

17.

S

Target any Marine or Alien model that hasn't been activated yet this Game turn. Targeted model must be activated next in its Factions activation phase.

18.

S

Target model loses one action point once it's activated.

19.

S

Target model is instantly deactivated.

20

S

Tactical Advantage

Once this card is drawn, show it to the other player(s), join your Strategy Deck with your Discard pile, reshuffle it to make your new Strategy Deck. Draw fresh 5 cards.

13.3 Mission Cards Mission Cards – Mission Cards provide interesting random aspect to a game making sure no two missions will play out the same way.

Nr. Card Name

Marines.

Aliens.

Predators.

1

Mission Alpha

Target a Room. Interact

Target 3 Door pieces. Destroy

Gain 5 Frags.

2

Mission Beta

Target a Room Interact and Carry back to starting position.

Target a Tile. Interact.

Gain 3 Trophies

3

Mission Gamma

Target a Rooms. Interact.

Target a Tile. Interact and Carry back to starting position.

Target a Room. Interact

4

Mission Delta

Target a Rooms. Interact and Carry back to starting position.

Target a Tiles. Interact.

Target a Rooms. Interact.

5

Mission Epsilon

Target a Tile. Interact.

Target a Tiles. Interact and Carry back to starting position.

Target a Tile. Interact and Carry back to starting position.

6

Mission Zeta

Target a Tile. Interact and Carry back to starting position.

Target a Room. Deliver.

Target a Tiles. Interact and Carry back to starting position.

7

Mission Eta

Target a Tiles. Interact.

Target a Rooms. Deliver.

Target a Tile. Deliver.

8

Mission Theta

Target a Tiles. Interact and Carry back to starting position.

Target a Tile. Deliver.

Target a Tiles. Deliver.

9

Mission Iota

Target a Room. Deliver.

Target a Tiles. Deliver.

Target a Room. Damage.

10

Mission Kappa

Target a Rooms. Deliver.

Target a Room. Damage.

Target a Rooms. Damage.

Target a Rooms. Damage.

Target a Room Interact and Carry back to starting position.

Mission 11 Lambda

Target a Tile. Deliver.

12 Mission Mu

Target a Tiles. Deliver.

Target a Tile. Damage.

Target a Rooms. Interact and Carry back to starting position.

13 Mission Nu

Target 3 Air Vent Tiles. Remove Tiles.

Target a Tiles. Damage.

Target a Room. Deliver.

14 Mission Xi

Target a Room. Damage.

Target a Room. Interact

Target a Rooms. Deliver.

15

Target a Rooms. Damage.

Target a Rooms. Interact.

Target a Tile. Damage.

16

Target a Tile. Damage.

Gain 3 Trophies.

Target a Tiles. Damage.

17

Target a Tiles. Damage.

Gain 5 Frags.

Target Tile. Evacuate.

Target Tile. Evacuate.

Target a Room Interact and Carry back to starting position.

Target Room. Evacuate.

19

Target Room. Evacuate.

Target a Rooms. Interact and Carry back to starting position.

Get 5 Frags.

20

Gain 5 Frags.

Gain 5 Frags.

Get 3 Trophies.

18