Beachhead
Beachhead: An Aliens vs. Marines 2-player scenario
By Kyle Gaul aka Krycek
Episode: 1, Ticonderoga Invasion
Situation: USCM headquarters at Gateway has received an SOS
from the USS Ticonderoga, a heavy cargo carrier near the fringes
of the network. The SOS makes reference to several xenomorphs
beleieved to be part of the same alien species found on LV-426.
The identity of the unknowns was confirmed when the arriving
marine team found the docking bay hived and inaccessable to the
dropship. The dropships docked, instead with auxilliary
airlocks along the fuselage of the ship. The marine offensive
will split into several teams, each with a mission objective to
accomplish.
Marine team Aurek (your team) is assigned to enter through an
aux airlock, then restore power to Engineering, the bridge
(operations), and the computer core; then proceed back to the
airlock. Restoring power to these areas will allow the other
marine teams to accomplish their various tasks (i.e. searching
for surviving crew etc.). The other teams are counting on you,
as well as the further success of the campaign.
Starting conditions: Start with the Airlock with an adjacent
Weapons Locker.
*Begin with 1 commanding officer (Sgt or Lt.), 1 Corporal, and
2 Privates or
1 officer (Sgt, Lt, or Crp), 1 "named" character and 2
privates. Only 1 character in your team may have the
Smartgun trait. All characters begin with field packs (except
for the "named" person who begins with a Shotgun).
1 character has a Medkit and one other character may
begin with a Shotgun as well.
Starting Hand Size: 4
Starting Combat Pool: 4 (you are well briefed and prep'd for the
op)
Victory conditions: *Restore Power to Engineering, Operations,
and the Computer Center (see rules below for how to Restore
Power) and
*Return at least 1 surving marine to the Airlock (and rotate
him/her).
Special Rules: *Must have Operations, Engineering, and Computer
Center in deck.
*Must have 3 "hive" locations in deck.
*All standard scenario rules for draw deck still apply (i.e.
unique cards, only 3 non-unique cards, etc.).
*May Restore Power to a location by rotating at least 2
characters there (they must survive until the end of the
turn).
*Locations whose power has not been restored function as if
damaged
*Engineering, Operations, and Computer Center enter play
"damaged" regardless of which player plays them .
*If hived, locations may still have their power restored
normally but are still hived.(except hiving all three
(Operations, Engineering, Computer Center) and the Airlock
will win the game for the Aliens player- it is assumed this will
effectively cut off all the power lines off the deck and hiving
the airlock will trap the marines from their dropship).
*If Engineering, Operations, or Computer Center is
damaged due to the playment of a card (i.e. structual damage)
the power here becomes unrestored and must be re-restored
(however the location will still be damaged- the only difference
is the power will be turned back on, allowing you to complete
you mission objective)
Aliens:
Starting Conditions: *Begin in the Breeding Chamber, with and
adjacent Hived Cryonics, with an Alien Queen, 1 Royal Guard,
and Alien Warriors each with 1 group token on them (1 token
on each alien). Also start with 2 tokens in the Chestburster
area of your Breeding Chamber.
Starting Hand Size: 3
Starting Combat Pools: 5 (You have been hiving the ship for a
week...)
Victory Conditions: *Kill all invading marines or *Hive the
following locations: Airlock, Engineering, Operations and
Computer Center. (not the "hived" versions- regular
"unhived" versions played by either you or your opponent).
Special Rules: *You must have Engineering, Operations, and
Computer Center in your deck.
*You must have at least 3 hive locations in you deck.
*All standard scenario rules still apply (except you may have
up to 4 alien warriors in your deck).
*You may not restore power to a location (why would you want
to?)
Final Special Notes:*No, the marines cannot win by killing all
the aliens.
*All the rules in the rulebook are applicable except where
overwritten.
*A location with unrestored power is treated as damaged until
power is restored.
*There is no way to disconnect power to a location except for
playing a card at either Operations, Engineering, or Computer
Center which would cause it to be damaged. You may then
restore power to the location (to allow your marines to
complete their objective) but the location itself remains
damaged until a card such as Structural Repairs is played.
*This scenario is the first of 3 or 4 scenarios that can be
played together as a campaign, where you perform in beginning
scenarios will directly affect your starting circumstances in
later scenarios.
*Q: When will the others be done? A: Whenever I get around to
it.
Copyrights and Thanks: *Aliens Predator CCG is copyright 1997 by
Harperprism. All Aliens Predator CCG rules and the rulebook
itself are copyright 1997 by Precendence Publishing. This
scenario is in no way an attempt to challenge or steal
those rights.
*This scenario was written by Kyle Gaul aka Krycek on 2/27/98.
Copyright 1998, all rights reserved. Do not distribute without
permission of the author. If permission is granted to post this
on your web site, this copyright notice must be attached. Do
not steal or otherwise edit this scenario without permission of
the author. Posting this on your site is defined as theft
unless I have been emailed a request. Permission is granted to
print copies for personal use.
For comments or questions email me at: krycek@neo.lrun.com
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