ALIENS PREDATOR
House Rules from the desk of Donovan Raidor
Created: 04-16-99, Last Updated: 06-06-04 [version 6.1]
Supplemental Rules | Original Scenarios | Advanced Scenarios |
General Rules | Prey | What Do You Mean THEY... |
Aliens | War | Hunting The Hard Meat |
Marines | Total War | Queenhunt |
Predators |   | Pest Control |
...Prey...
       I never should have accepted this job, the technician thought to himself. The planetoid was the closest thing to Hell he had ever experienced in his life. In fact, it almost fit the literal description. It was a dense metal world at the ass-end of space. Active volcanoes covered almost 60% of the surface, rendering the ambient temperature a toasty 49 degrees Centigrade year-round. The atmosphere, what little there was of it, was full of volcanic ash and poisonous phosphide vapors. There weren’t any free-standing water bodies worth mentioning, though the indigenous insects and quasi-mammalian rodents somehow managed to survive just fine anyway. The Company had placed an atmosphere processor here under the pretenses of eventually being able to mine the mineral-rich crust, but he knew it was just a cover. The other building complex, the research facility, was the Company’s main interest on this backwater rock. Playing God, jerking around with genetic manipulation of some alien bugs to create bioengineered weapons. Whatever, ...they didn’t tell him and he didn’t want to know; ...just as long as the paychecks kept coming. But now, it seemed the bio-tech geeks had shot themselves in the proverbial foot. Their bugs had somehow gotten loose, and the entire research facility had been quarantined, awaiting the arrival of containment crews from off-world. Oh well, ... as long as nobody tries to blame ME for it... He took a swallow of luke-warm coffee and checked his panel readouts again, oblivious to the twin rows of razor-sharp teeth emerging silently from the shadows of the doorway behind him...
       Interesting, thought the Leader. He had never Hunted this place before, but it was a well known hunting ground, and he had enough information on the planetoid to know that something was wrong. The planetoid had no indigenous predatory species, only primitive fur-bearing scavengers, but the natural topography and geography of the place made it a truly challenging location to Hunt. The surface was covered with volcanoes, both living and long-dead, which had given birth over the eons to a superb variety of jagged spires and deep canyons, rugged and broken stretches of hardened lava-flow, and a seemingly endless series of vast caverns and crevasses. Plenty of places for the TRUE objects of the Hunt to hide... An automated pod had been dispatched earlier to “seed” the planetoid for the Hunt, carrying a predetermined number of eggs to infect the local rodents and use them as hosts. By now, the Hard Meat would have emerged. Nasty insectoid creatures with a bony black exoskeleton, knife-like claws and teeth, and a brutal instinct for killing, the matured Hard Meat drones made worthy quarry for the Hunt. But now, on final approach into the Huntworld’s solar system, a discrepancy had arisen. Each of the Hard Meat hatchlings had been tagged with a small transmitter to facilitate the monitoring of the drones’ movements prior to the landing of the Hunters, and to ensure that no specimens were inadvertently left behind after the Hunt. These transmitters, however, appeared to be malfunctioning. According to the signals, they were all together in a relatively small area, not unusual for Hard Meat attempting to establish a hive, but the signals were abnormally weak. They could be in a deep cavern, he thought, but that shouldn’t garble the signals that badly. Maybe it was artificial interference of some kind; ...a dishonored Outcast had been sighted destroying Huntworlds in this sector... He activated the long-range scanners to get a visual image of the area. ...What the unholy pauk!?!... Several large artificial structures had apparently been erected on the surface of the planetoid since the last Hunt here. ...Oomans... There was no doubt about it, ...the Hard Meat tag signals were definitely coming from within the Ooman structures. Yes, ...he thought to himself, ...very interesting indeed...
       The lieutenant finished reviewing the mission objectives and reclined in his chair. Dandy, he thought. Some Black-Ops Bio-Weapons project goes bad, and the Company sends me to clean it up... At least his directives were clear enough: Contain or eliminate the xenomorphic presence if possible; otherwise, evacuate the surviving staff and abandon the site. It was the most recent communiqué from HQ that bothered him though. It now seemed that the Government might have found out about this little party. If that was true, then there was no telling how many rival corporations might also be privy to what was going down out here in the middle of nowhere. The Company had made it crystal clear what his responsibilities would be if that were the case, ...NO unauthorized personnel were to be allowed access to Company data or staff members, ...period. That could get ugly. Ha, ...no problem, he thought, ...it will probably just be a simple in-and-out, cut-and-dried, ...piece of cake. What could go wrong...
       Of the three different predatory species destined to end up in the same place at the same time, only fate would be the final judge, ...of which were the true hunters, and which were merely...
...Prey...
GENERAL RULES:
Unless otherwise noted, game play is subject to all standard rules presented in the “Official Rule Book” by Precedence Publishing.
The rules and scenarios contained herein were designed for and play-tested with cards from the original Aliens Predator set ONLY. Playing with cards from later expansions (i.e., Resurrection, Atmosphere, etc.) is strongly discouraged, as cards from these sets tend to unbalance the game(s) in very unpredictable ways.
Each game turn will proceed in M-P-A order: Marine(s), then Predator(s), then Alien(s). In games with more than one player of any position, turn order will be decided by a die roll during each Ready round. The player which rolls lowest will act before other players of his or her position during each Round for the rest of the Turn, while the highest rolling player will act after all other players of his or her position. For example, consider a four-player game with two Predator players, one Marine player, and one Alien player. During each Ready Round, both Predator players will roll a die to determine turn order. For the rest of that Turn, the order of actions will be as follows: Marine player, then low-rolling Predator player, then high-rolling Predator player, then Alien player.
During the Play New Locations Step of each Movement Round, all players must play any legally playable Locations held in their hands. Any player holding an unplayable Location may either hold that Location until it can be played legally, or may discarded the Location in question.
If all of any player’s Main Characters (including Alien Warrior Tokens or Alien Chestburster Tokens in a Breeding Chamber) are killed or otherwise removed from play without scoring a Victory, then that player is out of the game. All of his or her Locations and any Items in play will remain in play until the game is concluded, but that player’s hand, discard pile, and draw deck are removed from the game, and he or she may no longer play cards in any way or score a Victory of any kind.
Each player’s “Starting Hand” locations (i.e., those locations which began the game already in play) are considered Distinct for the duration of the game.
No Alien player may EVER have more than one functional Breeding Chamber in play at any time.
Any player may spend 2 Combat Pool to increase one of his or her Main Character’s Damage OR Resistance (but not both) by +1 for the remainder of the turn. This can only be done ONCE per character per turn.
Characters may attempt to Capture uncontrolled Characters or Characters controlled by other Players by declaring Close Combat attacks “to capture” at -2 to hit (or only -1 to hit if the attacker is Lethal). Damage from attacks “to capture” can not be increased by Claws, Knives, Spears, or other such classically “lethal” weapons. If a Character receives enough damage from “to capture” attacks to kill it, then it is considered Captured instead. If the damage from all “to capture” attacks would not be enough to kill the target, then it is ignored (no Damage Counters are applied to the target from attacks “to capture”). A Captured Character is always Rotated, and can not Ready, take any actions, or move on its own (though it may be dragged by its Captors). A Captured Character will remain Captured as long as it stays at a Location with one or more of its Captor’s Main Characters at all times (even if another player’s Main Characters are also at the same location), or until released by its Captor. If the Captor voluntarily relinquishes control to another player with Main Characters at the same Location, that player would become the new Captor and the Character would still be considered Captured. Captured Supporting Characters may be Evacuated by a Marine Player without rotating, and will count as being “Rescued” for the purposes of fulfilling Marine Victory Conditions. Captured enemy Main Characters may also be forcibly Evacuated and removed from the game by a Marine player , but do NOT count as “Rescues” for Victory purposes unless allowed by the Scenario. Note that Aliens may only Capture Characters in this fashion if they currently have no functional Breeding Chamber, and Alien Queens of any variety (Young, Alien, or Warrior) may never be Captured unless special Scenario rules specifically allow it.
Any human, synthetic, or Predator possessing a rifle or shotgun may rotate it when declaring a close combat attack to use it as a club and add +1 Damage to the attack. This applies to conventional attacks as well as attacks to capture.
SUPPLEMENTARY RULES FOR ALIENS:
ATTACKING: If an Alien has a valid, unhidden target during the Combat round, it MUST make an attack. EXCEPTIONS-- Any hidden Aliens (i.e., Aliens using Hidden Movement Tokens) DO NOT have to make attacks. Also, any Queen (Young, Alien, or Warrior) and any Royal Guards at the same location as their Queen DO NOT have to make attacks.
HIVED LOCATIONS: In a game with more than one Alien player, Alien characters may move to or from their Breeding Chamber and any other connected part of their hive for two moves disregarding how may locations are between them. A location is considered a part of a player’s hive if it is a location with the Hive resource that was played by that player, or if that player’s Aliens rotated to add the Hive resource to a location already in play. Alien players may NOT use another player’s hive locations or Breeding Chamber for this type of special movement unless they have also rotated to “hive” that location. If a location with the Hive resource is played by a non-Alien player, that location is considered to be a part of all hives, and is therefor usable by any Alien players for this type of special movement.
HORMONE STORM: If an Alien player currently has no Queen in play, and has no Chestbursters and no functional Breeding Chamber capable of maturing Aliens (in other words, no legal means of ever returning a Queen to play), any Alien controlled by that player may HORMONE STORM to become a Young Queen. In order to HORMONE STORM, the player must have a Young Queen card in his or her hand. During the Mature Aliens round, the player must rotate one (and ONLY one) Alien he or she controls, and declare that the Alien is attempting to HORMONE STORM. If that Alien is still alive at the end of the Search round, the player may replace the Alien with the Young Queen card from his or her hand.
SYNTHETICS: Aliens may not attack a Synthetic character unless that character has moved or rotated during or since the last Combat Round.
SUPPLEMENTARY RULES FOR MARINES:
COMPANY OFFICIAL: If rescued by a Marine player, the “Company Official” counts as 2 rescued supporting characters for the purposes of fulfilling Marine Victory conditions.
CONTROLLING SUPPORTING CHARACTERS: Uncontrolled Supporting Characters are controlled by the first Marine player to have a Main Character at the same location. Supporting Characters found by a Marine player are initially controlled by the player that found them, even if another player’s Marine Main Characters are present at the same location. Once controlled by a Marine player, a supporting character will remain controlled by that player as long as they remain at a location with one or more of that player’s Marine Main Characters at all times (even if another player’s Marine Main Characters are also at the same location), unless that player voluntarily relinquishes control to another Marine player.
DATA CHIP: In a game with more than one Marine player, rescuing Supporting Characters becomes significantly less important than retrieving valuable DATA from whatever projects may have been underway at the ill-fated game location. In a game, this invaluable DATA is represented by a DATA CHIP. The first Marine Player to rotate a “Company Official” in “Operations” will find the DATA CHIP item. This item can be represented by any card flipped face down, and can be carried, dropped, or picked up just like any other Item card. The DATA CHIP is Unique, and only one DATA CHIP can be found per game. The DATA CHIP has no effect on its own (it cannot be used for any tangible effect during the game), but it is pivotal to achieving Victory in a game with more than one Marine player (see below).
SUPPLEMENTARY RULES FOR PREDATORS:
CHALLENGES: In a game with more than one Predator player, a Predator Main Character may CHALLENGE another player’s Predator Main Character. Any time a Predator is at or adjacent to a location with an opponent’s Predator OR any of that Predator’s hidden movement tokens, he may rotate (and reveal himself, if hidden) to declare a CHALLENGE against that Predator. Both the challenging Predator and his intended target then become CHALLENGE participants. A Predator Main Character may only be participating in one CHALLENGE at any given time. The CHALLENGE is resolved when one participant or the other dies. If the winner of the CHALLENGE killed his opponent, then he gains Honor equal to the printed Honor value of the vanquished Predator, plus the Honor total of any Predator Items they possessed. (Note: The “Outcast” is considered to have a printed Honor value of 10 for the purposes of this calculation.) If a CHALLENGE participant dies or is removed from the game by other means, the CHALLENGE is still considered resolved, but the remaining "winner" gains no Honor. Once a CHALLENGE is resolved, the victor is then free to challenge, or be challenged by, any other Predators remaining in the game. An UNBLOODED Predator (see below) may never CHALLENGE any other Predator (BLOODED or UNBLOODED), but may become a CHALLENGE participant if CHALLENGED by a BLOODED Predator controlled by another Player. (Note: A BLOODED Predator receives NO Honor for killing an UNBLOODED Predator unless the UNBLOODED is DISHONORED.) A Predator player may NOT score an Honor Victory if any of his or her Main Characters are participants in an unresolved CHALLENGE. Participants in an unresolved CHALLENGE may NOT voluntarily evacuate from the game.
DISHONORED PREDATORS: If a Predator Main Character ever attacks another Predator Main Character with whom he is not a CHALLENGE participant, the attacking Predator immediately becomes DISHONORED. Being DISHONORED is a permanent condition which can never be reversed or undone in any way. (Note: The “Outcast” is always considered DISHONORED.) Any player with a DISHONORED Predator in play may NOT score an Honor Victory, and DISHONORED Predators may NOT voluntarily evacuate from the game. Any other Predator may CHALLENGE a DISHONORED Predator without rotating.
EXTRA AMMUNITION: A Predator Main Character at an undamaged location with the “Predator Item” Resource may rotate to reload an undamaged Ranged weapon in his possession that is out of ammo.
THE HUNT: Any DISHONORED Predator Main Character controlled by another player is also a legal target for the card “The Hunt”.
HUNTING PACKS: Experienced Predators usually hunt alone; thus a Predator player will usually have only one Main Character, referred to as a SOLO HUNTER. If a Predator player prefers, he or she may instead play with a small group of less-experienced Predators, referred to as a HUNTING PACK, and will therefor begin the game with more than one Predator Main Character in play. Because a HUNTING PACK is generally less experienced than a Solo Hunter, any player using a HUNTING PACK will be subject to additional deck construction and game play restrictions. To reflect a lack of access to more sophisticated equipment, a player using a HUNTING PACK may NOT have any Predator Items in his or her deck with an Honor value of 8 or greater. Such items may be used by a HUNTING PACK if they are found elsewhere during the course of a game (i.e., dropped by a Solo Hunter), but such items may NOT be present in the player’s own deck. A player using a HUNTING PACK will usually have a larger Base Hand Size than a SOLO HUNTER, but to reflect a lack of experience, this Basic Hand Size may never be increased . Note that the Basic Hand Size may be decreased (i.e., by shuffling discards to create a new play deck, or the Effect text on the “Honored Elder” card, etc.), but may NOT be increased in any way, including the Adaptable resource or as a result of cards in play (i.e., the “Know Your Enemy” card Effect text, etc.). Any kills made by a member of a HUNTING PACK are added to the total score for the PACK as a whole instead of being attached to the individual Predators. In order to achieve an Honor Victory, a HUNTING PACK must score the total Honor requirements of all Predators in the PACK (including any that may have died) plus all Predator Items they have found or picked up during the game, and then evacuate at least one surviving Predator Main Character. A PACK player may NOT score an Honor victory while any living Predator in the HUNTING PACK is DISHONORED. There are two different types of HUNTING PACKS; BLOODED and UNBLOODED PACKS.
BLOODED PACKS: BLOODED Predators are adult Predators who have been recognized as competent hunters. Most BLOODED Predators hunt alone (as SOLO HUNTERS), but some prefer to hunt in groups rather than solo. A BLOODED PACK will consist of two or three Predator Main Characters with a combined printed Honor value less than or equal to 18. (Note: The “Outcast” is considered to have a printed Honor value of 10 for the purposes of this calculation.) BLOODED Predators hunting in a PACK are subject to all of the HUNTING PACK rules above. If the “Outcast” is chosen as a member of a BLOODED PACK, then all members of the PACK are considered to be DISHONORED.
UNBLOODED PACKS: Young male Predators who have yet to prove themselves in battle are referred to as UNBLOODED. An UNBLOODED PACK will consist of a BLOODED “Leader” and 2-4 UNBLOODED “Students” who are hoping to be recognized as adults in their first Hunt. The BLOODED Leader must have the Adaptable or Veteran Resource. If the “Outcast” is chosen as the Leader of an UNBLOODED PACK, then all members of the PACK are considered to be DISHONORED. The 2-4 UNBLOODED “Students” must have a combined printed Honor value less than or equal to 16. (Note: The “Eager Youth” Main Character may be played in multiples.) In addition, each UNBLOODED must have an individual printed Honor value less than that of the BLOODED Leader (Note: The “Outcast” is considered to have a printed Honor value of 10 for the purposes of this calculation.). Also, no Predator with the Veteran Resource may ever be played as an UNBLOODED Predator. UNBLOODED Predators hunting in a PACK are subject to all of the HUNTING PACK rules above, but also face two additional restrictions. Firstly, an UNBLOODED PACK player may NOT have any Ranged weapons in his or her deck except “Darts”. Such items may be used by an UNBLOODED PACK if they are found elsewhere during the course of a game (i.e., dropped by a Solo Hunter), but such items may NOT be present in the player’s own deck. If a particular scenario allows the Leader of an UNBLOODED PACK to begin the game with deck-restricted items (i.e., “Camouflage Suit”, “Scattergun”, etc.), such items may not be picked up or used by the UNBLOODED Predators unless their BLOODED Leader has been killed. Secondly, UNBLOODED Predators may never play “Activate Self Destruct”. Because the primary goal of a Blooding Hunt is to allow the UNBLOODED to prove themselves in combat, the printed Honor value of the BLOODED Leader and all of Predator Items in his possession do not count toward the PACK player’s Honor requirement to win as long as the Leader remains at his starting location and does not attack, i.e., an UNBLOODED PACK must score the total Honor requirements of all UNBLOODED Predators in the PACK (including any that may have died) plus all Predator Items they have found or picked up during the game, and then evacuate at least one surviving UNBLOODED Predator Main Character. The Honor requirement of the BLOODED Leader and all of his equipment is ignored until the Leader moves (anywhere) or attacks (anything), after which point, his Honor requirements must also be filled for the UNBLOODED PACK player to achieve an Honor Victory. As a final note, a BLOODED Leader may attack and/or kill any of his UNBLOODED Students without CHALLENGING them first or becoming DISHONORED, though he gains no Honor for such kills.
SCENARIO:
       Prey is a scenario designed for as many players as needed, AND allowing for more than one player of each position as desired. Ideally, there should never be more than 3 players running the same position, or more than 6 players total, as the resulting games could become quite complicated and unnecessarily long.
       The setting for Prey is a desolate volcanic planetoid that has the potential to support Alien, Marine, and Predator players in any combination. The human research presence on the planetoid accounts for the existence of one Alien Queen, and possibly even a second, while the Predator “seedings” would easily explain a third. Predator solo hunters or hunting packs could conceivably be present in any numbers. Marine platoons can be present on behalf of the Government, the Company, or any number of rival corporations, all trying to evacuate as many human survivors as possible, retrieve irreplaceable research data, or even investigating the Predator presence on the planetoid. With a little imagination, the possibilities are endless.
       To generate a greater variety of play, it is recommended that positions be determined randomly by the players. This can easily be accomplished using 3 “Alien Warrior” cards, 3 “Marine Private” cards, and 3 “Eager Youth” cards. Shuffle these 9 cards together, then spread them out face down on the playing surface and have each player draw one card. Players drawing an “Alien Warrior” will play Aliens, while a “Marine Private” would mean a Marine position, and “Eager Youth” would indicate a Predator Solo Hunter or Hunting Pack. If all players agree, positions may be chosen instead of being randomly assigned.
INITIAL SETUP AND STARTING HANDS:
  | STARTING COMBAT POOLS: | BASE HAND SIZE: |
ALIEN players | 3 | 3 |
MARINE players | 2 | 4 |
PREDATOR Solo Hunters | 2 | 5 |
PREDATOR Blooded Packs | 2 | 6 (may not be increased) |
PREDATOR Unblooded Packs | 2 | 6 (may not be increased) |
ALIEN: Begin the game with an Alien Queen and three Alien Warriors at the Breeding Chamber. In addition, start with one adjacent location with the Hive resource, and one Alien Warrior Token in the Breeding Chamber.
OPTIONAL -- If all players agree, to make the game more challenging for the Alien player(s), begin with a Young Queen at any location with the Hive resource instead of an Alien Queen and a Breeding Chamber. There will still be one adjacent (different) location with the Hive resource and three Alien Warriors with the Queen, but the Alien Warrior Token will be placed on one of the Alien Warrior cards, since there is no Breeding Chamber. The Alien Queen and Breeding Chamber cards will be shuffled into the player(s) deck(s), to be brought into play during the game as per normal rules. This places the Alien player(s) at a disadvantage, by not being able to Mature Aliens until the Young Queen matures into an Alien Queen and a Breeding Chamber is created.
MARINE: Start with any four Marine Main Characters at the Barracks, with an adjacent Weapons Locker, OR at the Conestoga Class with an adjacent Airlock. Each Marine player may have no more than one Main Character with the Leader resource.
NOTE -- In games with multiple Marine players, only one of each named Marine Main Character (Bishop, Cpl Hicks, Ripley, etc.) may be in play. Only the “Marine Private” character may be played in multiples. Thus if one Marine player is playing Cpl Ackels, Ash, Pvt Hudson, and a Marine Private, then no other Marine player may use Cpl Ackels, Ash, or Pvt Hudson. Some method should be agreed upon to make character selection as fair as possible. One such method is a “replacement” method. After all players have chosen four characters, if any two or more players have chosen the same named character, then ALL copies of that character are removed from play and “replaced” with Marine Privates. Another option, and the preferred method, is a “draft”. In a draft, all Marine players will roll a die to determine draft order. The highest roll will be “1st draft”, the next highest “2nd draft”, then “3rd draft” and so on. All players will then choose their first character in draft order, for example, “1st draft” will choose a character, then “2nd draft”, and so on. Once a named character has been chosen in the draft, no other player may choose that same character for use in the game. After all players have chosen one character, players take turns picking a second character, but this time in REVERSE draft order; thus “3rd draft” would choose a second character, then “2nd draft”, then “1st”. Players return to normal draft order to select a third character each, and then REVERSE order again to each choose their final character. If neither the “draft” nor “replacement” methods is acceptable to all players, then any other method, including completely random distribution, can be used, as long as all Marine players agree upon the method chosen.
PREDATOR SOLO HUNTER: Begin with one Predator Main Character at a Predator Shuttle*, with any Claws OR any Mask if desired (but not both), and one adjacent location with the Entry resource.
PREDATOR BLOODED HUNTING PACK: If a Blooded Hunting Pack is being used, begin with two (or three) different Predator Main Characters at a Predator Shuttle* with one adjacent Entry location, but no equipment in play at the start of the game.
NOTE -- In games with multiple Predator players or with players using Hunting Packs, only one of each distinct Predator Main Character may be in play. Only the “Eager Youth” Character may be played in multiples. As with Marines (above), some fair and equitable method should be agreed upon for the selection of characters. Again, the “draft” method is preferred, especially when one or more players wish to use Hunting Packs, but any method is acceptable as long as all Predator players agree on the method chosen.
PREDATOR UNBLOODED HUNTING PACK: Begin with one Blooded Leader and 2-4 Unblooded Students at a Predator Shuttle*, with one adjacent Entry location. The Blooded Leader may begin the game with a “Hunting Kit” (or its equivalent) OR any one Ranged Weapon with an Honor value less than 8.
*OPTIONAL -- If all players agree, any Predator player may begin with either a Predator Ship or a Predator Mothership instead of a Predator Shuttle. However, these alternate starting locations carry honor penalties as follows: a Predator Ship adds 5 Honor to that player’s total Honor requirement to achieve an Honor Victory, and a Predator Mothership adds 7 Honor similarly. (NOTE: Any player using the “Outcast”, either as a Solo Hunter or part of a Hunting Pack, may NOT choose a Predator Mothership as an alternate starting location.)
PLAY DECK CONSTRUCTION:
       Each player’s play deck must contain at least 40 cards total, but there is no maximum size limit. Each player may have as many non-Unique items in their deck as they wish. Each player may have up to three of any other non-Unique cards (Supporting Characters, Locations, Events, Aliens, etc.) but only one of any Unique card in their play deck. The “Hand Welder”, “Hull Breach”, “Emergency Escape Vessel” and “UA 571C Sentry Gun” cards are all considered Unique for deck building purposes in the Prey scenario. Each player’s deck must also contain at least one copy of the “Operations” location. Each player’s deck must contain a total of at least 4 supporting character cards of at least 3 different types. Each player’s deck must also contain a minimum of 6 location cards total (including “Operations”), and at least 4 different Locations must be represented. Each Marine player must have at least one copy of the “Docking Bay” location in his or her deck. Finally, in a game with more than one Marine player, all Marine players must have one “Company Official” Supporting Character and at least one “Corporate Office” Location in their decks. Cards included in the “Starting Hands” will begin the game already in play, and do NOT count towards any of the above limits.
VICTORY CONDITIONS:
       Any player may win the game by fulfilling the Primary Victory Conditions for his or her position as detailed below. Note that checking for fulfillment of Primary Victory Conditions is only done at the very END of each turn, and not during the turn itself. For this reason, if more than one player can fulfill the requirements of their respective Primary Victory Conditions in the same turn, then the game is a draw. Any player can also win the game by “Survival Victory” if any of his or her Main Characters are the only Main Characters still in play and no other player(s) managed to fulfill their Primary Victory Conditions. Note that any Alien Warrior Tokens or Alien Chestburster Tokens in a Breeding Chamber ARE considered Main Characters for Victory purposes, since they can attack or be attacked in any combat taking place at the Breeding Chamber. If no Main Characters survive the game, and no player(s) manage to fulfill their Primary Victory Conditions, then the game is a draw.
ALIEN: If all Locations in play have the Hive resource, the Alien player wins.
NOTE -- In a game with more than one Alien player, an Alien player can only score this Victory if he or she has a surviving Queen (of any kind, ...Young, Alien, or Warrior) in play, and it is the ONLY surviving Queen currently in play.
PREDATOR: If a Predator Solo Hunter or Hunting Pack fulfills its minimum Honor requirement for Victory, and successfully evacuates all surviving Predator Main Characters (a minimum of 1), the Predator player wins.
NOTE -- In a game with more than one Predator player, a Predator player can only score an Honor Victory if his current accumulated Honor total, in addition to meeting his or her minimum requirement, is currently at least 3 GREATER than that of any other Solo Hunter or Hunting Pack in the game. In addition, in a game with a Marine or Alien player (or both), a Predator player must also have killed at least one Marine or Alien Main Character in order to score an Honor Victory (...he needs at least one suitable trophy...).
MARINE: If the Marine player has rescued the required number of Supporting Characters, and evacuated all surviving Marine Main Characters (a minimum of 1), the Marine player wins. The number of Supporting Characters that a Marine player must rescue to win depends on the Main Characters that player chose to start the game. The minimum number is 5, assuming that the player began with a “basic” squad of one Corporal and three Privates. For each character in this “basic” squad that is replaced with a higher ranking or non-ranked Main Character, the minimum number of Supporting Characters that he or she is required to rescue is increased by one (to a logical maximum of nine). For example, a starting squad of Sgt Hart, Cpl Ackels, Pvt Hudson, and a Marine Private would need to rescue 6 Supporting Characters (Sgt Hart ranks higher than the “basic” Private he replaced, so the minimum of 5 is increased by 1). Likewise, a squad of Ripley, Cpl Ackels, Cpl Hicks, and Pvt Rogers would have to rescue 7 Supporting Characters total (two “basic” Privates were replaced by a non-ranked character, Ripley, and a higher ranking Cpl Hicks, so the minimum of 5 would be increased by 2 to 7).
NOTE -- In a game with more than one Marine player, a Marine player can only score this Victory if he or she has also evacuated a Main or Supporting Character carrying the DATA CHIP. If the DATA CHIP was ever in play, but was destroyed (i.e., by acid, etc.), then the first Marine player to evacuate his or her required minimum number of Supporting Characters and all surviving Marine Main Characters (at least 1) wins.
SCENARIO:
       War is another scenario designed for up to six players and allowing for more than one player of each position as desired, though ideally, there should never be more than 3 players running the same position. War is a more advanced scenario than Prey, giving each player a stronger starting position and the luxury of expanding their locations at their own pace. As with Prey, the player positions can be chosen or determined randomly.
       The background for War is similar to that for Prey, but this time the research facility is an orbital space station. This station is composed of several self-contained sections, or modules, connected to one another by a series of catwalks, lifts, stairwells, and elevators. Players will begin the game in separate modules, but in order to win, each player must eventually leave his or her starting module and work their way toward the central “Primary” module for a showdown with the other players.
INITIAL SETUP AND STARTING HANDS:
  | STARTING COMBAT POOLS: | BASE HAND SIZE: |
ALIEN players | 3 | 3 |
MARINE players | 2 | 4 |
PREDATOR Solo Hunters | 2 | 5 |
PREDATOR Blooded Packs | 2 | 6 (may not be increased) |
PREDATOR Unblooded Packs | 2 | 6 (may not be increased) |
ALIEN: Begin the game with an Alien Queen and three Alien Warriors at the Breeding Chamber. In addition, start with one adjacent location with the Hive resource, and two Alien Warrior Tokens in the Breeding Chamber.
OPTIONAL -- If all players agree, to make the game more challenging for the Alien player(s), begin with a Young Queen at any location with the Hive resource instead of an Alien Queen and a Breeding Chamber (as described for Prey above).
MARINE: Start with any four Marine Main Characters at the Barracks, with an adjacent Weapons Locker, OR at the Conestoga Class with an adjacent Airlock. Each Marine player may have no more than one Main Character with the Leader resource. The Marine player may also begin the game with any 3 Human Items in play, distributed among the 4 Characters as he or she desires.
NOTE -- In games with multiple Marine players, only one of each named Marine Main Character (Bishop, Cpl Hicks, Ripley, etc.) may be in play. Only the “Marine Private” character may be played in multiples. See Prey rules above for different Character selection options.
PREDATOR SOLO HUNTER: Begin with one Predator Main Character at a Predator Shuttle* with an adjacent Entry location. The Predator may start the game with any Mask and any 2 additional Predator Items in play.
PREDATOR BLOODED HUNTING PACK: If a Blooded Hunting Pack is being used, begin with two (or three) different Predator Main Characters at a Predator Shuttle* with one adjacent Entry location. Each Predator may begin the game with any Claws OR any Mask if desired (but not both).
NOTE -- In games with multiple Predator players or with players using Hunting Packs, only one of each distinct Predator Main Character may be in play. Only the “Eager Youth” Character may be played in multiples. See the Prey rules above for different Character selection options.
PREDATOR UNBLOODED HUNTING PACK: Begin with one Blooded Leader and 2-4 Unblooded Students at a Predator Shuttle*, with one adjacent Entry location. The Blooded Leader may begin the game with a “Hunting Kit” (or its equivalent) AND any one Ranged Weapon with an Honor value less than 8.
*OPTIONAL -- If all players agree, any Predator player may begin with either a Predator Ship or a Predator Mothership instead of a Predator Shuttle. However, these alternate starting locations carry honor penalties as follows: a Predator Ship adds 5 Honor to that player’s total Honor requirement to achieve an Honor Victory, and a Predator Mothership adds 7 Honor similarly. (NOTE: Any player using the “Outcast”, either as a Solo Hunter or part of a Hunting Pack, may NOT choose a Predator Mothership as an alternate starting location.)
PLAY DECK CONSTRUCTION:
       Each player’s play deck must contain at least 40 cards total, but there is no maximum size limit. Each player may have as many non-Unique items in their deck as they wish. Each player may have up to three of any other non-Unique cards (Supporting Characters, Locations, Events, Aliens, etc.) but only one of any Unique card in their play deck. The “Hand Welder”, “Hull Breach”, and “Emergency Escape Vessel” cards are all considered Unique for deck building purposes in the War scenario. “UA 571C Sentry Gun” is limited to 3 per Deck. Each player’s deck must NOT contain any copies of the “Operations” or “Docking Bay” Locations, or any Locations with the “Ship” Resource, but is required to have ONE copy of a “Stairwell” OR an “Elevator” (but not both). Each player’s deck must contain a minimum of 6 different Location cards total (including the “Elevator” or “Stairwell”). There are no minimum required number of Supporting Character cards. In a game with more than one Marine player, all Marine players must have one “Company Official” Supporting Character and at least one “Corporate Office” Location in their decks. Cards included in the “Starting Hands” will begin the game already in play, and do NOT count towards any of the above limits.
ADDITIONAL GAME PLAY RULES:
       Immediately before the game begins, each player must remove at least 6 different Location cards from his or her play deck, including the “Elevator” or “Stairwell”, to form a Module Deck. This Module Deck is then shuffled and set aside, and is no longer considered a part of the play deck. In addition to each player’s own Module Deck, a “Central Module” Deck is created from cards outside of the game (i.e., not a part of any player’s deck). This Central Module Deck will contain exactly 8 cards as follows: “Stairwell”, “Elevator”, “Operations”, “Docking Bay”, and 4 other different locations. These 4 other locations can either be chosen randomly (this is recommended) or consist of a “Cargo Bay”, “Corridor”, “Meeting Hall”, and “Power Plant”. The “Stairwell” and “Elevator” will begin play face up and adjacent to each other in the center of the play area, with the remaining 6 cards shuffled and placed face down to form the “Central Module” Deck.
       During each Movement Round, all players must play any legally playable Locations held in their hands, as usual. Such Locations are added to that player’s string of locations normally and are considered part of that player’s Module. Players may also gain new Locations by rotating a Character during the Search Round to Search for the top Location from his or her Module Deck, play it adjacent to the Character’s current location, then move the searching Character into the new Location. (Note: This functions identically to the “Sweep the Area” card and the special ability of the Marine Main Character “Kane”.) If the Location drawn is identical to one that player already has in play, it is discarded outside of the game and the Search action is canceled. If the Location drawn cannot be played due to card or rule Restrictions, then it is reshuffled into the Module Deck and the Search action is canceled. If more than one Character “sweeps” from the same Location, all Characters that did so must move into a newly discovered Location if at least one of the sweep actions was successful, even if the other “sweeps” were canceled for any reason. All locations in War are considered distinct, and are not the same locations as identical cards present in any other Module, including the Central Module. Also, no Locations in one player’s Module may ever be adjacent to any Locations in any other Modules. Any such adjacencies created during game play (i.e., by an “Access Space”, or “Main Corridor”, etc.) are ignored. Player Characters may only move between Modules using the “Elevator” or “Stairwell” Locations, as described by their card text. Upon reaching the “Central Module” (via the “Elevator” or “Stairwell” already in play), Main Characters may Search the “Central Module” Deck for Locations to add to the “Central Module” using the “Sweep the Area” method described above. The Event cards “Found ‘Em” and “Sweep the Area”, if played, may apply to either the player’s Module Deck OR his or her Play Deck, at each individual player’s discretion.
       The “Modular” Locations system in the War scenario also introduces several special rules. Firstly, Marines may only evacuate Supporting Characters from Locations in the “Central Module”. This is mediated primarily by the fact that the “Docking Bay” can only be found in the “Central Module”, but it also means that evacuation by other means (“EEV”, etc.) is restricted to the “Central Module” as well. Note that Predator Main Characters can always evacuate from any Predator Ship, Shuttle, or Mothership, and Marine Main Characters may evacuate from a “Conestoga Class”, but Supporting Characters may not. Secondly, it is important to note that “Elevator” and “Stairwell” Locations are NOT considered adjacent NOR connected to other “Elevator” and “Stairwell” Locations, they only allow movement between them due to their Special Text. This means that Characters at one “Stairwell” may not use Long-Ranged attacks against Characters at another “Stairwell” and that explosions such as “Self Destruct Device” or “Heat Exchanger” will also not pass through these Locations (the Modules are all self-contained, and possess emergency bulkheads to limit damage in such instances). The exception to this rule is the “Self Destruct Sequence” card, which by its basic intent WILL destroy ALL Locations in play except those with the “Ship” resource (any Main Characters in Ships are assumed to have reached “minimum safe distance”...). Also, since Locations in different modules are not considered “connected”, Aliens may only “Hive Move” to or from their Breeding Chamber and part of their Hive in a different Module if the Elevator (or Stairwell) in the Breeding Chamber Module AND the corresponding Elevator (or Stairwell) in the other Module in question are BOTH part of that player’s Hive.
       Finally, movement between Modules can never be completely prevented, though it can become very difficult. If a “Stairwell” or “Elevator” Location becomes Damaged, or if a “Power Outage” is played, treat the Location(s) in question as if the text now read “...A character may move between Elevators(Stairwells) by rotating and using two moves” (...there’s always a shaft you can climb...). If Locations that came from a Module Deck ever leave play, they are shuffled back into their Module Deck rather than being shuffled into the owner's Play Deck. If the Elevator or Stairwell (or both) in the Central Module ever leave play and are reshuffled into the Central Module Deck, draw the top card from the Central Module Deck at the beginning of the Play New Locations Step and play it randomly onto the string of Central Module Locations (roll a d6: 1-3 play it on the left end, 4-6 play it on the right). Do this once every Turn until both the Stairwell and Elevator are in play.
VICTORY CONDITIONS:
       Victory Conditions are identical to those for the Prey scenario (see above), with one alteration: For the Marine Primary Victory, the minimum number of Supporting Characters to rescue is now 6, increased by 1 for each higher ranking substitution to the “basic” squad (to a logical maximum of ten).
SCENARIO:
       Total War is simply an enhanced version of War, designed to play a little quicker and ALOT bloodier. It is geared more toward combat and accomplishing Survival Victories rather than Primary ones. Players begin the game better equipped, with more combat pool, holding a larger hand, and with the random possibility of very rapid Location play. ...“Let slip the dogs of total war”...
INITIAL SETUP AND STARTING HANDS:
  | STARTING COMBAT POOLS: | BASE HAND SIZE: |
ALIEN players | 6 | 4 |
MARINE players | 4 | 5 |
PREDATOR Solo Hunters | 4 | 6 |
PREDATOR Blooded Packs | 4 | 7 (may not be increased) |
PREDATOR Unblooded Packs | 4 | 7 (may not be increased) |
ALIEN: Begin the game with an Alien Queen and three Alien Warriors at the Breeding Chamber. In addition, start with one adjacent location with the Hive resource, and four Alien Warrior Tokens in the Breeding Chamber.
OPTIONAL -- If all players agree, to make the game ALOT more challenging for the Alien player(s), begin with a Young Queen at any location with the Hive resource instead of an Alien Queen and a Breeding Chamber (as described for Prey above). This is NOT recommended for the Total War scenario unless ALL players are playing Alien positions, and ALL players accept this option (...a Hive War scenario...).
MARINE: Start with any four Marine Main Characters at the Barracks, with an adjacent Weapons Locker, OR at the Conestoga Class with an adjacent Airlock. Each Marine player may have no more than one Main Character with the Leader resource. The Marine player may also begin the game with any 9 Human Items in play, distributed among the 4 Characters as he or she desires.
NOTE -- In games with multiple Marine players, only one of each named Marine Main Character (Bishop, Cpl Hicks, Ripley, etc.) may be in play. Only the “Marine Private” character may be played in multiples. See Prey rules above for different Character selection options.
PREDATOR SOLO HUNTER: Begin with one Predator Main Character at a Predator Shuttle* with an adjacent Entry location. The Predator may start the game with any 8 Predator Items worth up to 32 Honor total.
PREDATOR BLOODED HUNTING PACK: If a Blooded Hunting Pack is being used, begin with two (or three) different Predator Main Characters at a Predator Shuttle* with one adjacent Entry location. Each Predator may begin the game with a “Hunting Kit” (or its equivalent). In addition, the Blooded Pack player may also begin the game with up to 6 additional Predator Items in play, distributed among the Main Characters as he or she desires. Each of these items must have an Honor value of less than 8, and their combined Honor total must be 24 or less.
NOTE -- In games with multiple Predator players or with players using Hunting Packs, only one of each distinct Predator Main Character may be in play. Only the “Eager Youth” Character may be played in multiples. See the Prey rules above for different Character selection options.
PREDATOR UNBLOODED HUNTING PACK: Begin with one Blooded Leader and 2-4 Unblooded Students at a Predator Shuttle*, with one adjacent Entry location. The Blooded Leader may begin the game with a “Hunting Kit” (or its equivalent) and any one Ranged Weapon with an Honor value less than 8. Each Unblooded may begin the game with a “Hunting Kit” (or its equivalent) OR “Darts” (but not both).
*OPTIONAL -- If all players agree, any Predator player may begin with either a Predator Ship or a Predator Mothership instead of a Predator Shuttle. However, these alternate starting locations carry honor penalties as follows: a Predator Ship adds 5 Honor to that player’s total Honor requirement to achieve an Honor Victory, and a Predator Mothership adds 7 Honor similarly. (NOTE: Any player using the “Outcast”, either as a Solo Hunter or part of a Hunting Pack, may NOT choose a Predator Mothership as an alternate starting location.)
PLAY DECK CONSTRUCTION:
       Play deck construction is the same as for War, except that the minimum deck size is now 30 cards instead of 40. There is still no maximum deck size. All other deck building restrictions apply.
ADDITIONAL GAME PLAY RULES:
       In addition to all of the modified extra rules for standard War, the Total War scenario adds an element of random forced Location expansion. At the beginning of the Play New Locations Step of every Movement Round (before new Locations are played), each player, in turn order, rolls a 6-sided die. On a roll of 1 or 2, that player must draw the top Location in his or her Module Deck and play it into his string of locations, if possible. On a roll of 6, ALL players must do so. If a 3, 4, or 5 is rolled, no action is taken. Anytime any player is required to play a Location and has no cards left in his or her Module Deck, he or she must instead draw a location from the “Central Module” Deck and play it adjacent to the “Central Module” Locations already in play (roll a d6: 1-3 play it on the left end, 4-6 play it on the right). Once all player Module Decks and the “Central Module” Deck have been depleted, die rolls every turn are no longer necessary.
VICTORY CONDITIONS:
       Victory Conditions are identical to those for the Prey and War scenarios (see above), with one alteration: For the Marine Primary Victory, the minimum number of Supporting Characters to rescue is now 8, increased by 1 for each higher ranking substitution to the “basic” squad (to a logical maximum of 12).
...WHAT DO YOU MEAN THEY CUT THE POWER...
       What follows are advanced Total War scenarios where Alien opponents are generated and controlled using the “Behavioral Rules” detailed below instead of being controlled by an actual player. This should only be done if all players agree, and is most fun in a game with 2-4 Predator players or 2-4 Marine players (see scenarios below). 2 of the 6 cards in each player’s Module Deck should have the “Hive” Resource, and NO player may have any copies of the “Ambush Point” Location in his or her Module or Play decks. The 4 “random” Locations in the “Central Module” Deck should be any three “Hive” Locations and ONE copy of the “Ambush Point” Location. Shuffle 12 Alien Warrior cards, 3 Royal Guards, 3 Pet Hybrids, and (for an optional touch of flare...) one or two Predator Hybrid cards into a Hard Meat Deck. Create an Alien Combat deck of 30-60 combat cards playable by Aliens (which cards is not really important, but no more than three copies of any one card). Setup the game as usual, but place a “Breeding Chamber” face up near the “Central Module” Deck with an Alien Queen and 5 Alien tokens.
       At the end of the Play New Locations Step every Turn, new Aliens may randomly be brought into play according to the following rules. For each new Hived Location that has entered play since the last Movement Round, and for any Location with a Ready Queen (of any type) but no other Aliens, roll a 6-sided die: a 1, 2, 3, or 4 will indicate that new Aliens will immediately enter play at that Location; if a 5 is rolled, no new Aliens will be placed at that Location. A 6-sided die must also be rolled for any Hived Location with non-Alien Characters or hidden movement tokens present, but no Ready Aliens present: a 1 or 2 will garner each such Location new Aliens, but a 3, 4, or 5 will not. Note that if a 6 is rolled for any of the above Locations, then additional Aliens will be added to the “Breeding Chamber” instead of the Location in question. Roll two more 6-sided dice to determine how many and what types of Aliens will be present for each Location as follows: The smaller of the two numbers is the number of cards to be drawn from the Hard Meat Deck, and the larger of the two is the number of tokens to be evenly divided among them. For example, if a 2 and a 3 are rolled, then two Alien Character cards will be drawn; the first one will be given 1 token, and the second will be given the other two tokens. If a 5 and a 1 are rolled, then only one card will be drawn, but it will be given 5 tokens. If two 3’s are rolled, then three cards will be drawn and given one token each, etc. If there are no cards left in the Hard Meat Deck, then the dice are totaled and that number of tokens is placed in the “Breeding Chamber”. After these Aliens are placed at the appropriate location, one final die roll is made for each Location gaining new Aliens: the amount of Combat Pool to be added to the Aliens’ current total. Whenever the “Ambush Point” Location is brought into play, the “Breeding Chamber” is immediately placed adjacent to it, with the Queen and her entourage officially entering play at that time.
       During Movement, if any player Main Characters or hidden movement counters are present at the Queen’s Location, Alien Groups that can reach the Queen’s Location will do so, in random order, until at least five Alien cards and/or tokens are at her location with her. Secondarily, if there are any player Main Characters within 2 locations of the Queen, then all Alien Groups that can reach those Characters will do so. Failing this, any Alien Group that is within 3 locations of a player Main Character will move to that location. Lastly, Aliens will move to locations with hidden movement counters only if they are one or two locations away AND there are no other valid unhidden targets to approach, as above. If there is more than one possible target, roll randomly for each Alien Group to determine where it will move, and note that Aliens will only consider a Synthetic character a valid target to approach if it has moved or rotated during or since the last Combat Round. If there are 4 or more Aliens (including tokens) at a location with no legal targets to approach according to the above rules, and there is a Location without the “Hive” resource within 2 locations, the Aliens will move into that location and rotate to attempt to hive it. If there is a Young or Warrior Queen capable of moving, it and it’s “honor guard” (at least 5 alien cards/tokens) will move first, followed by all other Aliens according to the above movement logic. If none of the above conditions apply to an Alien Group, then it will move toward the Queen’s Location via the shortest route possible (Queens and any Aliens whose Queen has been killed will move toward the closest player Main Character(s) instead).
       During the Aliens Mature Round, any damaged Aliens will “regroup” themselves, if possible, to move tokens off of the damaged card(s) and into the largest group possible, until the damaged Groups “Die” due to the removal of tokens. Any Alien Character Cards that are killed or otherwise removed from play, including during Combat, are shuffled immediately back into the Hard Meat Deck. Tokens may be turned into Alien cards of the appropriate type, and damaged cards may be exchanged for tokens, as per the normal rules, using the Hard Meat Deck as the Aliens’ “hand”. If there are any Alien Warrior tokens in the “Breeding Chamber”, they will be added to the largest Alien Group present, or an Alien Group will be created using the tokens, until there are no more tokens remaining in the “Breeding Chamber” (if possible).
       During Combat, any Aliens which can attack unhidden targets will do so, rolling to randomly determine targets if necessary. Aliens will attack hidden counters only if there are no unhidden Characters present to attack. After attacks are declared, for each Location with Aliens involved in combat, five cards are drawn, one at a time, from the Alien Combat Deck and played by the aliens at that location. (Note: Player cards which affect the Alien Combat Pool or “hand” must be played BEFORE the Alien Combat “hands” are drawn/played.) Cards modifying Damage, Power, or rolls to-hit will be played on random attacking Aliens, while cards affecting Defense, Speed, or Resistance will be played on random Aliens that are the targets of attacks (...exercise a little common sense here...). Cards usable only by a Queen may be played by her regardless of her Location. Cards requiring Combat Pool will be played as long as they can be afforded. Note that for these special scenarios, the following three cards should be modified and played by the Aliens as follows: “Where There’s One” - Immediately place two Chestburster Tokens on the Breeding Chamber, if possible, “Defend the Hive” - applies to ALL Aliens, regardless of the current or previous locations, & “Death From Above” - the Alien using this card does NOT have to be hidden (though the “Hive” restriction still applies). If spending 2 Pool to increase an Alien’s Resistance will allow it to take less damage and survive, then the Alien will do so. If an Alien does not need increased Resistance, but can increase the damage it will do to an opponent by spending 2 Pool, then it will do so. The Alien Combat Deck is reshuffled whenever it becomes depleted without penalty to the Aliens. If the Alien Queen ever becomes damaged, but survives, replace her with a Warrior Queen.
       For any other Alien “control” situations or decisions that might arise, simply roll to randomly determine an outcome or use a little common sense. There are currently three advanced Total War Scenarios which can utilize these rules, as follows:
SCENARIO:
       An advanced Total War scenario where non-player controlled Aliens infesting an abandoned Ooman facility are the prey in a massive ceremonial/social Predator Hunt involving dozens of hunting parties. It is best played with 2-4 Predator players hunting solo or in packs or both (games with 5 or more players will take FOREVER, and 1-player “solitaire” games aren’t much fun, though they are possible). Each player’s main goal is to be the first to fulfill his or her Honor Requirement for Victory and head home for the big party afterwards. However, with so many Predators in the same place at one time, old rivals are bound to butt heads sooner or later, and if it results in CHALLENGE bouts, more than one skull might get cracked in the process...
INITIAL SETUP, STARTING HANDS, PLAY DECK CONSTRUCTION, AND VICTORY CONDITIONS:
       All are the same as for Total War, with the additional changes due to the “Advanced Aliens” options above.
SCENARIO:
       It is well known that Predators “seed” suitable huntworlds with Aliens to use as quarry for their training Hunts, but where, exactly, do the eggs come from? For the ultimate Hunt scenario, try having several Predator players work cooperatively to CAPTURE the Alien Queen and Evacuate her in a Predator Ship for use as a “breeder”. ...Good Luck...
INITIAL SETUP, STARTING HANDS, AND PLAY DECK CONSTRUCTION:
       All are the same as for Hunting The Hard Meat (above), with the following modifications. One player (either chosen or randomly determined) will begin the game with a “Predator Ship”; all other players will begin with “Predator Shuttles”. Each Predator Main Character also begins the game with a “Dlex Rope” card (represented by any face-down card) in addition to the normal scenario equipment. “Dlex Rope” is a 0 (Zero) Honor Predator Item, the use of which is explained below. “Dlex Rope” CAN be destroyed by acid, but a Predator Main Character at an undamaged location with the “Predator Item” Resource may rotate During the Search Round to equip with a new “Dlex Rope” from outside of the game. No Character may ever carry more than one Ready “Dlex Rope” card at a time.
ADDITIONAL GAME PLAY RULES:
       Any Predator Main Character with a Ready “Dlex Rope” card may rotate it while declaring a short range or close combat attack against a Queen (Alien or Warrior). The attack then becomes an attempt to “lasso” the Queen and help restrain her. If the attack “hits”, it does no damage, but instead the “Dlex Rope” card is placed on the Queen (it is now considered her “Equipment”) and the Predator is considered to be “holding” the rope (and restraining the Queen). If the attack misses, then there is no additional effect, and that Predator must Rotate to Ready his “Dlex Rope” card before it can be used in another attempt. If there is a “rope” attached to a Queen with no Predator currently holding onto it, then any Predator may rotate during the Search Round to “hold” that rope. There is no maximum number of “Dlex Ropes” that can be attached to a Queen, however, only ONE Predator can “hold” any ONE rope (i.e., there can never be more Predators “holding” the Queen than there are “Ropes” attached to her). Any Predator “holding” a Queen may choose NOT to ready during the Ready Round, and thus continue to hold the Queen for the rest of the Turn.
       If there is at least 1 Predator (and at least 1 “Rope”) “holding” a Queen by the end of the Ready Round, then the Queen is considered captured. While held Captive, the Queen is rotated and can take no actions other than attempting escape. At the end of each Ready Round, a captive Queen will roll a 6-sided die to attempt to break free, with her chances of success dependent upon the total Power of the Predators still “Holding” her (see Table below; the Queen must basically roll greater than one third of the total Power Holding her, ignoring any fractions).
Total Power “Holding” Queen: | 0-2 | 3-5 | 6-8 | 9-11 | 12-14 | 15-17 | 18 or More |
Minimum Roll to Break Free: | 1 | 2 | 3 | 4 | 5 | 6 | Impossible |
       If she breaks loose, NO Predators are considered to be “holding” any ropes any longer (until someone Ropes her again during Combat or rotates to “hold” one of the ropes dangling from her during the Search Round). A freed Queen immediately Readies at the Location and will then attempt to bring her would-be jailers’ hunting days to an end. (If there are no enemies at her location to attack, a ready Queen may rotate during the Search Round to remove and drop 1 “rope” card attached to her.) If the escape attempt fails, then she will remain a captive for the remainder of the turn and attempt to break free again at the end of the next Ready Round.
       If at least 18 Power total worth of Predators is “holding” a Warrior Queen during the Movement Round, and they each pay 1 extra move to drag the Queen, she can be moved one Location per turn. (Note: A captive Alien Queen can NOT be moved until someone cuts her off of the egg-sac. If she becomes “damaged”, and therefor replaced with a Warrior Queen, then all “ropes” from the Alien Queen are placed on the Warrior Queen instead, and she can then be moved.) Should the Predators manage to get her back to the Ship (not one of the Shuttles), the Aliens will make one final attempt to free their Queen. During the next Play New Locations Step, roll TWICE as described above to see what combinations of Aliens are present (i.e., 2 sets of 2d6), then let the carnage begin. For each round of Combat taking place at a Predator Ship with a Queen present, the Aliens at that Location will draw 10 cards for Combat instead of 5.
VICTORY CONDITIONS:
       If the Queen is killed at any point, or all of the player Main Characters are killed, the players lose. If the Predators can cleanse their vessel of enemies and evacuate the captured Queen and all surviving Predator Main Characters (at least 1), the players win. ...Happy hunting...
SCENARIO:
       Imagine a derelict space station with an unknown internal layout, intermittent power failures, and a probable XT bug infestation. ...Nuke it from a safe distance, ...right? ...Unfortunately, this drifting disaster area contains valuable Company research data AND a handful of survivors hiding out somewhere onboard. Now imagine that you are part of the Marine Destroyer team sent in to retrieve the data, rescue the civvies, and sterilize the hive. Welcome to Pest Control...
       Pest Control is an advanced Total War scenario designed for 2-4 Marine players working cooperatively to achieve a series of mission objectives before the Aliens can perform a little “pest control” of their own... Most of the rules are the same as for Total War, with the additional Advanced Aliens rules to provide the players’ opposition. The setup has been changed, however, to represent a Module based station with a totally random layout, and all of the player Main Characters begin at the same location instead of in different Modules.
INITIAL SETUP, STARTING HANDS, AND PLAY DECK CONSTRUCTION:
       All are the same as for Hunting The Hard Meat (above), with the following modifications. One player (chosen or randomly determined) will begin the game with a “Conestoga Class” and an adjacent “Airlock”. This player’s Module Deck, referred to as the “Entry Module”, must contain BOTH one “Elevator” AND one “Stairwell”, as well as at least 2 Hive locations within the 6 card minimum Module deck. All other players will begin the game with a “Stairwell” OR “Elevator” as their only location in play, and a “Secondary Module” deck consisting of exactly 5 locations (instead of 6 minimum), at least 2 of which must have the “Hive” resource. The “Central Module” should consist of only a “Stairwell” face-up and in play, with the other 7 cards (Ambush Point, Docking Bay, Elevator, Operations, and 3 random Hive Locations) shuffled into the Central Module Deck. Before the game begins, collect all of the 5-card “Secondary Module” decks and the 7-card “Central Module” deck and shuffle their contents together thoroughly. From this stack, redeal a new random 7-card “Central Module” deck for the center of the play area, and a new 5-card random “Secondary Module” deck for each player besides the player with the “Entry Module”. (...got that?...) This ensures that no one will know where the 3 key locations are (Ops, the Docking Bay, and the Ambush Point), and makes it possible for them to be in any Secondary Module or the Central Module, or even in separate Modules (which is likely to be the case...). A “Company Official” and/or “Corporate Office” are not required in any players’ decks.
       Each player’s Main Characters and their starting Equipment will begin the game in the “Conestoga Class” in the Entry Module (that’s right, ...all of the Marines start at the same location, ...they’re a Destroyer Team, remember...). Also, take 20 random human Supporting Characters and shuffle them into a Survivor Deck, face down in the play area (which characters is not important, as location restrictions will be ignored for the Survivors in this particular scenario, as detailed below).
ADDITIONAL GAME PLAY RULES:
When any location without the “Hive” Resource other than a “Stairwell”, “Elevator”, or “Docking Bay” is brought into play, immediately roll 1d6. If the roll is a 1, then draw the top Supporting Character from the Survivor Deck and bring it into play at that location. If the Survivor Deck is depleted, then ignore this step. Aliens will move toward and attack Supporting Characters in the same fashion as player Main Characters, and they can be captured by Aliens and transported to the Breeding Chamber as usual. If Supporting Characters are killed during play (including via Chestbursters during Mature Aliens) they are shuffled back into the Survivor Deck immediately.
When the “Docking Bay” is brought into play, roll 1d6 and bring that many Supporting Characters from the Survivor Deck into play there.
Marine Main Characters and Supporting Characters may ONLY be evacuated from the “Conestoga Class”. Evacuation may NOT occur from the “Docking Bay” or via the “EEV” card. Evacuated Supporting Characters are removed from the game instead of returning to the Survivor Deck.
To facilitate working effectively as a team, the players are allowed and encouraged to play Event cards for the benefit of other players' Characters when help is needed. If a card refers to "your Marines (or Characters)", another player's Marines (or Characters) may also benefit from that card as if they were "yours" so long as their owner agrees. Likewise, when a "Formation" card is played, each player who so desires may choose to "fall in" with his or her Characters, gaining the benefits and disadvantages of that Formation as if they had played the card themselves. If a player decides to "break formation" with his or her Characters, they may voluntarily remove its benefits and penalties from their Characters (just as if they had "discarded" the Formation) while still leaving the actual card in play if other players are still using it. Note that if a card has a cost in Combat Pool, that cost must still be payed by the OWNER of the card, regardless of who is benefiting from its effects.
Any Marine Main Character in “Operations” may rotate during the Search Round to restore full power to the facility. This will immediately bring ALL Locations in ALL Module Decks into play. The cards in each Module Deck (including the Entry Module, the Central Module, and all Secondary Modules) are turned up, one at a time, and played randomly to the left or right of the string of locations for the corresponding Module, until all locations in all module decks have been brought into play. This may generate new Survivors, as well as new Aliens during the next Play New Locations Step. This restoration of power MUST be done before the “Data Chip” can be recovered or the “Auto Destruct Sequence” can be activated on any consecutive turn (see below).
Once power has been restored to the station, any Marine Main Character may rotate in “Operations” during the Search Round to find the DATA CHIP item. (see Supplementary Rules for Marines, above)
Once power has been restored to the station, any Marine Main Character may rotate in “Operations” at any time to activate the facility “Self Destruct Sequence”, as if he or she had played the card. This will basically begin a countdown which will destroy all cards in play except the “Conestoga Class” at the end of five Turns. If this is done, the Alien Queen (if still in play) will immediately become a Warrior Queen (as if the “Egg-Sac Detachment” card had been played on her) and move with best speed toward the closest and/or largest group of human Main or Supporting Characters.
VICTORY CONDITIONS:
The players are working together to achieve 5 basic mission objectives as follows:
The players should ideally try to rescue as many survivors as possible; letting the Aliens kill civilians after the minimum 1 has been evacuated is considered poor form. However, completion of the mission objectives above is the true bottom line. If two or fewer of the objectives have been completed by the game’s end, then the players are considered to have lost. If three or four of the objectives are achieved, the players are considered to have won a marginal or partial victory. Only if all five of the mission parameters are successfully completed can the players claim a complete and total victory.
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