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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.
1.2 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.
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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.
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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.
Some models arent 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.
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.
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.
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.
3.1.1 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 wont 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.
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...
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
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.
Occupation Point
Value
Small (30mm)
Medium (40mm)
Large (50mm)
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.
2.
3.
4.
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.
4.3 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.
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 Models Sentry Action at this point.
Test Value :
Small
5 or less on D20
Medium
10 or less on D20
Large
15 or less on D20
No base
Automatic success
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.
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 Weapons RoF and a -4 Modifier to their RS for this Action. Template weapons cannot Rapid
Fire. Rapid Fire(A) counts as Shooting action.
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.
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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:
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...
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.
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!
4.5 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.
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).
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
Weapons 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 Weapons St and AVV. "Acid
Spit"(A) Counts as a Shooting Action.
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.
4.5.3 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 wearers 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:
Modifier
1...
+9
+3
+2
+1
10
11
-1
12
-2
13
-3
...20
-10
Example: The Predators 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 Predators 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. Players 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 Players Discard
Pile.
Mission Cards
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
Support type:
Alien Warrior 2x 22 pts 44 pts
Total 200 pts
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 Heros type).
Major: (Make your own Hero rules between 110 to 185 pts depending on Heros type).
Colonel: (Make your own Hero rules between 195 to 250 pts depending on Heros type).
Major Dutch Schaefer : 275 pts
Lieutenant Linn Kurosawa :255 pts
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)
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 Heros type, equipment).
Predator Warrior (with Elder Upgrade) (Make your own Hero rules between 100 to 250 pts
depending on Heros type, equipment).
Female Predator (with Elder Upgrade) (Make your own Hero rules between 100 to 250 pts
depending on Heros type, equipment).
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.
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! Its fused tight. Private Harrigan, find us an alternate route! Sergeant Adams
bellowed. Lets 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.
Aliens:
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.
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.
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.
Mission 3
Scanning the large, darkened room, Yensha 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. Yensha 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.
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:
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 units 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 ships 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.
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.
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.
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
Yensha 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 queens 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 convicts jumpsuit and was badly wounded. The other from the looks of it, appeared to be
one of the ships 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.
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 ships 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.
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:
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. Yensha 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 intruders 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.
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 dont 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.
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.
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:
Perform a LAUNCHING A POD Interact Action with at least one PREDATOR model located
on the PREDATOR POD Tile.
Missions Summary:
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.
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.
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
Captain
Colonel
Major
Marine
75
110
195
WeylandYutani
Commandos
100
185
250
Aliens
HQ Upgrade cost
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
M CC RS ST CON LD W
Special Skills:
Marine
12
14
19
13
Team Tactics(P)
W-Y Commandos 5
14
16 11
11
19
M CC RS ST CON LD W
Captain
Colonel
Major
+1
+1 14(10)
+1 +1 +1
+1
+2 15(11)
+2 +2 +2
+2
+3 15(12)
Captain
Colonel
Major
CC
RS
0/-1 +1/-1
ST
-/-
CON LD
-/-
+1/0 +1/-1
+1/0 +1/-1
+1/0 +1/-1
10.1.4 Choose one ranged weapon for your Hero for the points listed below.
Your Warlords Ranged Weapon will have all the Weapon Special Skills listed for the chosen
weapon.
USCM
M240
Flame
M56 Smartgun
WeylandYutani Mk221
Armat M37A2
Pump Shotgun
Tactical
Shotgun
Launcher
Thrower
Marine
30
50
20
W-Y
Commandos
30
50
20
St
RoF
AV
10.1.6 Choose one Close Combat weapon for your Hero for the points listed below.
Your Warlords Close Combat Weapon will have all the Weapon Special Skills listed for the
chosen weapon.
USCM
Combat Knife
Katana
Hydraulic Arm
Marine
10
40
30
W-Y
Commandos
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.
St
RoA
AV
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
175
Queen
275
M CC RS ST CON LD W
Alien Warrior
17
Praetorian
(Royal Guard
upgrade)
17
Predalien
17
Queen
19
10 13
Special Skills:
13
19
13
13
19
14
14
19
19
19
19
Aliens
M CC
RS
ST
Alien Warrior
Praetorian (Royal
Guard upgrade)
- +2/-0
-/-
Predalien
- +2/-0
Queen
- +2/-0
CON LD
-
+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 Warlords Ranged Weapon will have all of the Weapon Special Skills listed for the
chosen weapon.
Aliens
None
Acid Spit
Alien Warrior
Praetorian
(Royal Guard
upgrade)
30
Predalien
30
Queen
10
St
RoF
AV
+3/0
+2/-2
+1/-1
+2/-2
16
Royal Guard
Claw
16
Predalien Claw
16
Queens Claw
16
St
RoA
AV
+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
Armour
Predator
Warrior
17
12
Female
Predator
17
Predator
Berserker
17
Special Skills
14
14
19
15 (12)
Seasoned Hunter(P),
12
14
14
19
15 (12)
Seasoned Hunter(P),
14
14
19
14 (12)
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
Predator Warrior
+1/0 +1/-1
Female Predator
+1/0 +1/-1
+1/0 +1/-1
10.3.3 Choose one ranged weapon for your Hero for the points listed below.
Your Warlords 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
10
30
30
40
20
10
30
30
40
20
Berserker Elder
10
30
10
10
10
Predator
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 Warlords Ranged Weapon will have all the Weapon Special Skills listed for the chosen
weapon.
Predator
30
40
30
40
30
40
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
+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
Colonial
Marine
SmartGun
Colonial
Marine
Flame
Thrower
Colonial
Marine
Motion
Tracker
Colonial
Marine Sergeant
Weyland
-Yutani
Commandoes
- Pulse Rifle
Weyland
-Yutani
Commandoes
Smart gun
Weyland
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)
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
24
12
Team Tactics(P),
Grenade Launcher(A),
16
CC Combat Knife
B2B 9
30
CC Combat Knife
B2B 9
FT
14
1 14 16 11 11
(5)
1 14 16 11 11
(5)
L
D
14 16 11 11
19 1 13
19 2 13
CC Combat Knife
B2B 9
24
12
16
Team Tactics(P),
Burning Inferno(A),
Medic!(P)
Team Tactics(P), Ping!
(P), Grenade
Launcher(A)
CC Combat Knife
B2B 9
RS M37A2 Shotgun
FT/
CC
12
B2B 11
24
12
16
B2B 11
30
14
Team Tactics(P),
Perimeter Secured!(P),
Guided Fire(P)
B2B 11
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
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
1 14 14 9
(5)
14 -
12
B2B 9
24
12
24
16
19 4 14
CC Hydraulic Grappler
(12)
RS M240 Flame Thrower
16
FT
12
CC -
RS M30 Autocannon
30
14
14
14
12
12
12
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)
Combat Knife
Name
Combat Knife
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
Hydraulic Grappler
16
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
Hydraulic Arm
14
Built-in M56
Smartgun
30
14
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
12
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.
Range St
RoA
AVV
24
12
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
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 Weapons 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.
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.
Range St
RoA
AVV
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.
Range St
RoA
AVV
Ty M
pe
Facehugger
Alien Stalker T
CC RS St Co
n
1
10
(6)
1
10
(6)
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 *
RS -
Facehug(P), Improved
Dodge(P), Tiny(P),
Acidic Blood(P)
CC Claws
B2B 10
RS Infant
Warrior
Alien
Warrior
Royal Guard S
Crusher
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)
13 13
13 13
20 20
13 13
14 14
19 19
19 1 13
CC
B2B 10
RS -
19 2 15
CC Warrior Claws
(12)
RS Acid Spit
16
1
12
Tile
19 3 15
CC Royal g. Claws
(12)
RS -
16
19 7 14
CC Crusher Claws
16
10
RS -
19 3 15
CC Warrior Claws
(12)
16
RS -
19 4 15
CC Predalien Claws
(12)
RS -
16
16
19 6 15
CC Queen Claws
(14)
RS -
Egg Injection(P),
Acidic Blood(P)
Royal Pheromones
(P), Unstoppable (P),
Resilient(P), Acidic
Blood(P)
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)
- Alien Infant
- Alien Stalker
- Predalien
Stalker Claws
Name
Range
St RoA AVV
Stalker Claws
B2B 10 1
Alien Stalker Claws. Deadly up close.
Infant Claws
Name
Infant Claws
B2B 10
Alien Infant Claws. Deadly up close
Warriors Claws
Name
Warriors Claws
2
16
4
1
Alien Warriors Claws. Really deadly up close.
Crusher Claws
Name
Range St
Crusher Claws
RoA AVV
16 4
10
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.
Range St
Acid Spit
Alien acidic spit.
FT
RoA AVV
12 1
"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 Weapons St and AVV. "Acid
Spit"(A) Counts as a Shooting Action.
Name
Ty
pe
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)
Female
Predator
Predator
Young
Bloods
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
15
12
Seasoned
Hunter(P), SmartDisc Throw(A)
1.5
14
12
12
19 3 15
CC Wrist Blades B2B
(12)
RS Plasma Caster 18
14
12
19 3 15
CC Combi Stick
(12)
RS Wrist Dart
1.5
14
12
12
B2B
14
18
12
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
1
13 13
(6)
10 10
15 1 12
CC
Bite
RS Predator
Berserker
Elder
Predator
Berserker
HQ
Elder
Predator
Warrior
HQ
Elder
Female
Predator
HQ
1
17 (5)
14 14
B2B
12
14
14
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)
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
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 .
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
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)
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
'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.
their first Ranged Attack in the case of Models 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 Weapons 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 Weapons
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.
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)
- Alien Infant
- Alien Stalker
- 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)
- Alien Infant
- Alien Stalker
- 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.
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.
"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 models 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 Weapons St.
At the end of the models 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.
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.
Life Support
System Failure
Roll D20 for each model on the map. On a roll of 20 model receives a Wound.
2.
Sprinklers!
3.
Power Outage
4.
Security System
Reset
No doors may be opened by Marine and Predator Forces and Forced the Doors Open(A)
Skill tests always fail.
5.
Billowing Smoke LoS range is reduced to 1 Tile. Ping! Special Skill LoS range isn't modified.
6.
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.
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.
Automated
Bulkhead Closure
Player with the Initiative must place one Door Tile on a interlock of any 2 unengaged Tiles.
9.
Gun Jam!
Before using any Ranged Attack Action roll D20, on a roll of 1-5 Ranged Attack Action is
lost.
10.
Cramped
Conditions
Before using any Close Combat Action roll D20, on a roll of 1-5 Close Combat Action is
lost.
11.
Emergency
Lightning
12.
Cleared Deck
13.
Heavy Load
Models carrying any Tokens may not move more than 1 Tile this turn
14.
15.
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.
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.
Gravity
Fluctuations
18.
Gravity Loss
19.
Inertia Dampener
Failure
Every model using any Move action, receives a St 5 Autohit at the end of its activation.
20
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.
Marines
Nr. Type Name
Description
1.
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.
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.
Shut it!
Target marine model performing Seal the Bulkhead(A) Special Action. Model
automatically passes CC Test required.
4.
Emergency
Medpack.
Target any Marine model which just received a wound. Roll a D20, on a roll of 1-15
ignore this wound.
5.
Watch out!
Target any Marine model. Model receives the Dodge(P) Special Skill.
6.
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.
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.
Suppressive Fire
Target any Tile within LoS of any Marine model. Every model moving onto it is instantly
deactivated.
9.
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.
Marksman
11.
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.
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.
Now or Never!
Target Troop Type model receives additional Action Point. May not be played on
deactivated models.
14.
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.
Weak spot
Target any Alien or Predator model about to make a Armour Tests. Target model receives a
-4 modifier to its Armour.
16.
Duralloy Armour
Target any Marine model about to make a Armour Tests. Target model receives a +4
modifier to its Armour Tests.
17.
Flash bang
18.
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.
Target any Marine model may move 1 additional Tile when using Move or Run action.
20
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.
Swarm
Target any Alien Troop Type model. Target model receives +1 modifier to CC for every
other friendly model on the same Tile.
2.
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.
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.
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.
Glancing Blow
Target any Alien model about to make a Armour Tests. Target model receives a +4 modifier
to its Armour Tests.
6.
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.
Knockdown
Target any model engaged with any Alien Faction model. Target model loses 1 Action
Point once it's activated.
8.
Unstoppable
Target any Alien model performing Force the Doors Open(A) Test. Test may be rerolled.
9.
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.
Queen's Call
Target Troop Type model receives additional Action Point. May not be played on
deactivated models.
11.
Adrenal Boost
Target any Alien model may move 1 additional Tile when using Move or Run action.
12.
Hissss!
Target any Marine or Predator model using any Close Combat Attack. Target model
receives -4 modifier to CC Test rolls this round.
13.
Metabolic
Reconstitution
Target any Alien Troop Type model. Model receives the Dodge(P) Special Skill until the
end of the Game Turn.
14.
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.
Ambush
Target any Alien model. Target model may re-roll all of its CC Tests this round.
16.
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.
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.
Target any Alien Troop type model. Target model may move one additional Tile when
using Move or Run action.
19.
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
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.
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.
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.
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.
Battle Frenzy
Target any Predator model. Target model receives +1 modifier to CC and +1 to St of its CC
weapons.
5.
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.
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.
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.
Target any Predator Faction Ping! Token. Swap Target Token with any other unactivated
Ping! Token of the same size and Faction.
9.
Clans Chosen
Target Troop Type model receives additional Action Point. May not be played on
deactivated models.
10.
Cloaking Field
Target any Predator model out of LoS of opponents. Replace the model with a Ping! Token
of appropriate size and Faction.
11.
Monstrous
Endurance
Target any Predator model, it may move 1 additional Tile when using Move or Run action.
12.
Bull Rush
Target any model engaged with any Predator Faction model. Target model loses 1 Action
Point once it's activated.
13.
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.
Shadow of a
Stalker
Target any Predator model. Target model may re-roll all of its CC Tests this round.
15.
Forceful Impact
Target any Predator model. Each armour test caused by the Target model receives
additional -2 modifier to Test Value.
16.
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.
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.
19.
20
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.
Marines.
Aliens.
Predators.
Mission
Alpha
Gain 5 Frags.
Mission
Beta
Gain 3 Trophies
Mission
Gamma
Mission
Delta
Mission
Epsilon
Mission
Zeta
Mission Eta
Mission
Theta
Mission Iota
10
Mission
Kappa
Mission
11
Lambda
12 Mission Mu
13 Mission Nu
14 Mission Xi
15
16
Gain 3 Trophies.
17
Gain 5 Frags.
19
Get 5 Frags.
20
Gain 5 Frags.
Gain 5 Frags.
Get 3 Trophies.
18