Expansion Overview - Gf9

Transcription

EXPANSION OVERVIEWThe Aliens have taken Newt and some of our own Marines. We don’t leave anyonebehind. We do whatever we need to do to retrieve them and get back to the ship Aliens: Get Away From Her, You B***h! expands the Campaign to five expanded Missions and adds five newBug Hunt Missions, two of which feature the Alien Queen. It also allows one player to play as the Alien Hive,giving you another way to play Campaign and Bug Hunt Missions. This expansion is not a stand alone game.You will need copy of the Aliens: Another Glorious Day in the Corps to use this expansion.COMPONENTSENDURANCECARDS x25GAMEBOARDS x4WILLPOWER DIALMOTIONTRACKERCARDS x25HIVE CARD ORGANIZERHIVEMINDCARDS x31MISSION CARDS x112HIVE HAZARDCARDS x6ALIEN PHASE& WILLPOWERACTIONS CARD

BLIPTOKENS x21ALIEN QUEENDAMAGE TOKENS X8CRATETOKENS x8COMPUTERTOKENS x4TUNNELTOKENS x4ALIEN EGGTOKENS X8AIRLOCK DOOR TILES x2AIMDIALS x2POWER LOADERSTATS OVERLAYCHARACTER CARDS x2M577 APCDAMAGE TOKENS x6M577 ARMORED PERSONNEL CARRIERALIEN QUEENP-5000 Power LoaderEnraged RipleyBishopBroken BishopCHARACTER MODELS x43

WHAT’S NEWEXTENDED CAMPAIGNALIEN QUEENBIGGER BUG HUNTSP-5000 POWER LOADERENLARGED FIRETEAMSM577 APCThis expansion takes the three campaign missionsin the core game and boosts them with an enlargedplaying area and new challenges, then extends thestory with two new missions, ending with the climaticbattle against the Alien Queen.Five new Bug Hunt Missions use the newgameboards to give you bigger playing areas andnew challenges. Drive the P-5000 Power Loader orthe M577 APC, or face the fearsome Alien Queen.The new bug hunt missions allow you to field afireteam of up to eight Characters. You can eitherhave more players, or more grunts as backup toyour players’ heroes.ENRAGED RIPLEYThe Alien Queen is the mother of all Aliens. Whenher eggs are threatened, she adds a larger morefearsome Alien model to your campaign and bughunt games. It will take everything you have to dealwith this massive threat.You have access to the epic P-5000 Power Loaderto help you defeat the Alien Queen. Any charactercan jump into this mechanical suit to take on theAlien Queen.Ride the M577 APC (Armored Personnel Carrier) intobattle. The M577 is a light armored tactical responsevehicle capable of carrying your marines at highspeed and armed with two twin-gun turrets. Perfectfor dealing with the Alien menace in your bug hunts.When the Aliens capture Newt, Ripley forms a onewoman rescue team. Enraged Ripley replaces theoriginal Ripley, transforming her into a raging motherprotecting her adopted offspring.GREATER ENDURANCESYNTHETIC CHARACTERSGREATER DANGERThis expansion adds a new type of playablecharacter, a Synthetic named Bishop. As an artificialperson, Bishop has unique abilities, strengths, andweaknesses.PLAY AS THE ALIEN HIVEOne player can play as the Aliens against all of theother players. This player uses the Alien Queen’sWillpower to guide the Alien Hive in its battle againstthe Marines.4Facing the Alien Queen and surviving the extendedcampaign requires more resources, so thisexpansion adds extra cards to your Endurance Deck.Along with more Endurance cards, there are newMotion Tracker cards, including some that introducethe Alien Queen’s role to the game.NOTE: Endurance cards and Motion Trackercards in this expansion are marked with aPower Loader Claw.

EXTENDED CAMPAIGN & BIGGER BUG HUNTSThe new Campaign missions found in this expansioncan be played individually or linked together to forman even longer five-game Campaign. You and yourteammates will need to work together to make sureyou survive the Campaign and live to tell about it!During a Campaign, players play though each Missionin order, starting with Mission 1: Newt and concludingwith Mission 5: Sulaco. You may elect to launch aRescue Mission or Supply Mission between campaignmissions as normal (pg. 25 of the Aliens core gamerulebook).Play the Missions in the following order:APC CHASEYou can also play APC Chase in-between CampaignMissions 2 and 3 to give your Fireteam an addedchallenge, and recreate the epic escape from the AirProcessing Plant without blowing the transaxle.GREATER ENDURANCEYou’ll need more resources to survive to return tothe Sulaco. When you play the longer five-missionCampaign, or the bigger Bug Hunt Missions, add thenew Endurance cards to the Endurance Deck.GREATER DANGERThe Alien threat is also extended in these newmissions with the addition of new Motion Trackercards. Add all of the new Motion Tracker cardsexcept the Alien Queen Motion Tracker cards to theMotion Tracker Deck for this longer Campaign orBigger Bug Hunt Missions.ALIEN QUEEN MISSIONSWhen playing the two new Missions: Mission 4:Retrieve and Mission 5: Sulaco, or Bug Hunts involvingthe Alien Queen, add the ten Alien Queen MotionTracker cards to the Motion Tracker Deck.ALIEN HIVE PLAYERYou can add an extra player to your Campaign or BugHunts to play as the Alien Hive (pg. 6 ). This givesyour Marines a clever and calculating opponent.EXPERIENCE CARDSIf you have the Aliens:Ultimate Badasses expansion,you can also add Experiencecards to your Campaign orBug Hunts. We recommendusing Experience cards if youhave a Hive player.ICIANTACTICIANcar ds TACTto thr eeICIANaus t uprTACTN: Exhanothed:AC TIO han d to move spa ces.eal a carrymayN: Revcar ds.fro m you up to tha t manion youAC TIOura ncer Act ivatteree Endcar ds.Cha racrt of youa freeDraw thrto make At the sta two End ura ncer han dtoa Ma rinefro m you pay fordraw upCho oseAct ion .t car dsAimterk toausorrac may Exhnce deca ChaYouAtta ckEnd uracar d onthe.ofadPileaus tins teaShu ffled cos ts.the Exhnce carEnd urabac k intogGet movinInspiredtacticsat we gotUsing whENLARGED BUG HUNTFIRETEAMSThe new Bug Hunt Missions feature bigger playingspaces and greater threats, so they allow you tofield a larger eight-person fireteam (pg. 12 ).5

PLAYING AS THE ALIEN HIVEYou can play Aliens with one person playing as theAlien Hive. This requires some additional setup andadds an additional Hivemind step at the start of theAliens Phase.Use the Alien Phase and Willpower Actions card as areference.HIVE HAZARD CARDSThe Hive Hazard cards are added to the EnduranceDeck or placed on Characters during the game as aresult of cards in the Hivemind Deck. Hive Hazard cardsare Hazard cards for all purposes.WILLPOWERSET UPWhen setting up the game, the Hive player placesthe Hivemind Deck, the Hive Hazard cards, and theWillpower Dial in the Hive Card Organizer. Theyseparate out the Nature cards from the HivemindDeck. They select one at random as the starting HiveNature, then shuffle the rest back into the HivemindDeck. Set the Willpower Dial to 4.The Hive Player uses the Willpower Dial tokeep track of how much Willpower theyhave available. The Hive player starts thegame with four Willpower, and can neverhave more then ten Willpower at any time. Once theyreach ten Willpower, they cannot gain any moreWillpower until they spend some.HIVE KNOWLEDGEAs the Hive player you may always look at face-downBlips in play, and the topmost Motion Tracker card ofthe Motion Tracker Deck.CONTROLLING THE HIVEWhenever there is a tie for where an Alien model orBlip will be placed or move, or who they will attack,the Hive player choses where they will be placed ormove, or who they will attack.THE ALIEN PHASE: HIVEMIND STEPIncluding a Hive player adds another step at theStart of the Alien Phase, the Hivemind Step, in whichthe Hive Player does the following.A. GAIN 4 WILLPOWERThe Hive player gains 4 Willpower, adjustingthe Willpower Dial accordingly. If this takes yourWillpower to above ten, set the dial to ten instead.ALIEN PHASE STEPSSTEP 1: Hivemind StepA. Gain 4 WillpowerB. Draw a Hivemind CardC. Use WillpowerD. Discard To Hand SizeSTEP 1: Activate AliensB. DRAW A HIVEMIND CARDDraw a Hivemind card.6STEP 2: Activate BlipsSTEP 3: Draw Motion Tracker cards

C. USE WILLPOWERSpend Willpower to take Willpower Actions or to playHivemind cards. You can take as many Actions andplay as many cards as you wish, as long as you haveenough Willpower to pay for them.TAKING WILLPOWER ACTIONS: Willpower Actionscost the amount shown in the Willpower Actionstable. Note: you can only move the Alien Queen oncein each Hive Phase.PLAYING HIVEMIND CARDS: Hivemind cards costthe amount shown on the card. Note: if you play aNature card, you must discard any other Naturecard in play.MOVING ALIENS: When the Hive player usesWillpower Actions to move an Alien model, they maymove them in any direction.D. DISCARD TO HAND SIZEWILLPOWER ACTIONSMOVE: Move an Alien model (other thanthe Alien Queen) or Blip token one space.DRAW: Draw a Hivemind card.SWAP BLIPS: Choose two Blip tokenson the board and swap them.REORDER DECK: Put the topmostMotion Tracker card on the bottom ofthe deck.MOVE QUEEN: Move Alien Queenmodel up to three spaces. Limit once perHivemind Step.HEAL QUEEN: Remove one Damagetoken from the Alien Queen.If you have more than three Hivemind cards at theend of the Hivemind Step, you must discard down tothree Hivemind cards.HIVEMIND DECKThe Hivemind Deck is made up of three types ofcards; Nature, Instinct, and Reaction. The Hive playerplays Hivemind cards by spending Willpower equalto a cards cost in the Hivemind Step of the AliensPhase (pg. 6 ). They may play as many Hivemindcards as they have in their hand and have Willpowerto pay for.TITLEGAMETEXTNature cards have continuous effects that stay inplay until the Hive player plays another Nature card.They may only have one Nature card in play at anyone time. Whenever a new Nature card is put intoplay, discard the previous Nature card.When an Instinct card is played, follow theinstructions on the card, then discard it.TYPEWILLPOWERCOSTRUNNING OUT OF CARDSReaction cards can only be played when thesituation described on the card arises. The Hiveplayer can only play one Reaction card per turn.When you draw the last Hivemind card from its deck,shuffle the Hivemind Discard Pile to create a newHivemind Deck.7

MOVING LARGE MODELSLarge models like the Power Loader and the AlienQueen occupy a square of four spaces on theboard. These spaces cannot contain anotherlarge model, and cannot be separated by walls orBarricaded doors.For example, the Power Loader can’t movethrough the narrow gap in front of it, so mustgo the long way around the path on the left.To move a large model, move it one space at atime (including diagonally) such that the model stilloccupies four legal spaces at each point in its move.If the large model ends its movement with a smallerfriendly model under it, the player moves the friendlymodels one space in any direction to make roomfor the large model. If it is impossible to move all ofthe friendly models out of the way, the large modelcannot move into that space. If the Alien Queen ismoving and there is no Hive player, the player withthe highest rank moves the Alien models out of theway for it.ALIEN QUEENACTIVATING THE ALIEN QUEENATTACKING THE ALIEN QUEENIn the 1. Activate Aliens Step of the Alien Phase, theAlien Queen moves and acts like any other Alien model.The Alien Queen ignores Characters that she cannotreach (due to narrow doors or passages, or otherobstacles) when determining where she will move.Characters can take Attack Actions against the AlienQueen in the same way they would against a normalAlien. However, each time the Alien Queen would beKilled by an attack or counterattack, she gains aDamage token instead.When attacking, the Alien Queen can attackCharacters within two spaces of its model, but willchoose the closest Character if there is a choice.Characters attacked by the Alien Queen add 3 totheir Defense rolls.When playing a Campaign Mission, the Alien Queendoes not Activate if she starts the Alien Phase withsix or more Damage tokens. Instead, she removes allDamage tokens. The Alien Queen can only be Killed ina Campaign Mission by throwing her out of the airlock.LARGE MODELThe Alien Queen is a Large Model and uses the rulesabove when moving.ALIEN QUEEN MOTIONTRACKER CARDSAlways add the ten Alien Queen Motion Trackercards to the Motion Tracker Deck in games that usethe Alien Queen.When playing a Bug Hunt Mission, the Alien Queen isMortally Wounded when she has 15 or more Damagetokens. If the Alien Queen is Mortally Wounded at thestart of an Alien Phase, the Alien Queen and all Alienmodels and Blip tokens go into a frenzy moving anadditional two spaces. At the end of that Alien Phase,the Alien Queen is Killed and removed from the game(even if she removes Damage tokens using Willpower).ALIEN QUEEN MOTION TRACKERCARDS: These cards are only usedwith the Alien Queen.1 QUEENDAMAGE85 QUEENDAMAGE

P-5000 POWER LOADERMOUNTING A POWER LOADERAny Character may mount an empty Power Loaderby taking an Interact Action next to an emptyPower Loader model. If you do this, return any nonBackup Weapon attached to that Character to yourhand, place the Power Loader Stats overlay on theCharacter’s card, and remove the Character’s modelfrom the game. That Character now counts thePower Loader as their model.The Character’s Speed, Defense and Melee statsare replaced by those on the Power Loader StatsOverlay. You cannot equip a Character mounted inthe Power Loader with a non-Backup weapon.POWER LOADER IN COMBATYou can take an Attack Action with the PowerLoader against any Alien model in a space next to it.When attacking an Alien model, roll the Marine die. Ifyou rolled under your Aim Dial’s number, you scoreda hit. If you attacked the Alien Queen, you immediatelymove the Alien Queen two spaces in any direction,then move the Power Loader to stay adjacent to it.If you attacked any other Alien model, remove theAlien model from play along with any Alien tokensunder it. If you rolled a 2 or less you may immediatelymake another attack using the Power Loader.After making an attack with the Power Loader decreaseyour Aim Dial by two instead of the normal one.ATTACKING THE POWER LOADERAlien models attack a Character in the Power Loaderlike any other Character. If a Character in the PowerLoader fails a defense roll, instead of being knockeddown, they are pushed back two spaces directlyaway from the attacking model (or as far as possible,if less). If they roll a 10 or more, the Character is killed.Remove the Power Loader Stats overlay from theCharacter. The Power Loader is now empty.RIPLEY — CLASS 2 LICENSEDISMOUNTINGTo dismount from the Power Loader, a Charactermust take an Interact Action. If you do this, removethe Power Loader Stats overlay from the Character’scard and place the Character’s model anywherewithin a single space of the Power Loader. ThePower Loader is now empty and can be mounted bya different Character.When Ripley or Enraged Ripley is in the PowerLoader, she gains -1 to her defense rolls.9

M577 ARMORED PERSONNEL CARRIERThe M577 Armored Personnel Carrier (APC forshort) gives the Marines mobile firepower andprotected transport.THE M577 APCThe APC occupies a 3x7 rectangle of spaces. Thesecannot contain impassable terrain or a large model,and cannot be separated by walls.The M557 APC can only be entered or exitedthrough its door. All other edges of the APC arewalls which as usual cannot be moved, attacked,or interacted through. If any Character entered orexited the APC during the Marine Phase, the APCdoor is open during the Alien Phase. Otherwise itis closed. Aliens can attempt to open the APC doorfor the rest of the Alien Phase in the same way theywould remove a Barricade marker.If the APC moves, all models and tokens in the APCmove with it.CREW POSITIONSThere are five specific crew positions in the APC: DRIVER FRONT TURRETGUNNER SCANNER REAR TURRETGUNNER DOOR GUNNERCharacters in the other spacescan repair the vehicle.10DRIVERA Character in the Driver’sspace may take an InteractAction and perform a Tech Test.If they pass, the APC can moveup to five spaces, otherwise itcan only move three spaces.The speed of the APC is reduced by one for eachDamage token it has. The APC can move forward orbackwards (including diagonally, but not sideways).Move the APC one space at a time such that it stilloccupies legal spaces at each point in its move.The APC does not have to stop its movementwhen it enters a space adjacent to an Alien model(other than the Alien Queen). If it moves into aspace containing an Alien model, the Alien Modelimmediately resolves an Attack against the APC, andthen is Killed. If it was a swarm, all of the Aliens in theSwarm are Killed.If the APC model ends its movement with a Characterunder it, the player moves the Character one spacein any direction to make room for the APC. If it is notpossible to move all of the Characters out of theway, the APC cannot move into that space.If the APC moves through a Barricaded door, removethe Barricade.

TURRET GUNNERSA Character in the Front or RearTurret Gunner’s space maytake an Attack Action with theirturret. Exhaust three cards androll two Marine dice, discardingthe highest result. A roll of 7 orless will kill an Alien model andany tokens under it. The targetnumber to kill an Alien model isreduced by one for each Damagetoken it has.Turret weapons can only targetspaces outside the APC. The front turret draws itsLine of Sight from the Front Turret Gunner space,ignoring parts of the APC in front of or to the rightof that space. The rear turret draws its Line of Sightfrom the Rear Turret Gunner space, ignoring thewhole APC.DOOR GUNNERA Character in the Door Gunner’sspace may take an Attack Actionwith their weapon against Aliensoutside the APC. If they do this,the APC door is open during theAlien Phase. Characters in otherspaces can only take Attack Actions against Aliensinside the APC.SCANNERA Character in the Scanner’sspace may take an InteractAction and perform a Tech test.If they pass, you may look at anyone Blip token.REPAIRA Character in a Repair space may take an InteractAction and perform a Tech test to repair the APC. Ifthey pass, remove one Damage token from the APC.If you rolled afor the Tech test, remove twoDamage tokens instead.ALIEN MOVEMENTAlien, Alien Queen models, and Blips treat the M577APC as a Character when moving and attacking. So,if the APC is closer than any other Character, theywill move towards the APC, and Blips that move intoline of sight of the APC are revealed.ALIEN ATTACKSAlien models attack the M577 APCas if it were a Character. The APChas a Defense of 5 and a Meleeof 2. If the APC fails a defense roll,instead of being killed or knockeddown, it gains a Damage token.APC DAMAGETOKEN11

NEW CHARACTERS AND FIRETEAMSBISHOP THE SYNTHETICFIRETEAMSIf the Alien model cannot move into a space nextto any Character, it will move towards the nearestnon-Synthetic Character. It will only move towards aSynthetic Character if they are the only Character itcan move towards.Any remaining Characters are not in the gameand are held in reserve for later missions. You canchange which Characters are in reserve at the startof a new mission.Synthetic Characters cannotplaced onhave Hazard cardsthem. When they draw or reveala Hazard cardthat would beplaced on them, Recycle the cardinstead. If a Hivemind player canonly place a Hazard cardon aSynthetic Character, they Discardthe card instead.NEWTSynthetics like Bishop are androids or ‘artificialpersons’, so do not attract the attention of Alienmodels. If an Alien model can move into a space nextto a non-Synthetic Character to attack them, it will. Ifit cannot do that, but can move into a space next toa Synthetic Character and attack them, it will.ENRAGED RIPLEYYou may replace the RipleyCharacter with the EnragedRipley Character at the startof any Mission. You may nothave both Ripley and EnragedRipley in the same Fireteam.At the start of a mission, the players choose up tosix Characters to field in their Fireteam (or eightCharacters for the new bigger Bug Hunt Missionsin this expansion). The players then each choosewhich Characters they want to play, flipping themfrom their Grunt side to their Hero side.Newt must be fielded in Campaign Missions, unlessshe has been captured or killed, or the missionstates otherwise. Newt is fielded in addition to thesix characters you select for the mission.Newt is not used in Bug Hunt Missions.CARRYING NEWTIf Newt is in a space next to Enraged Ripley, she maytake an Interact Action to pick up Newt. When Newtis picked up, place her model on Enraged Ripley’sCharacter card. Enraged Ripley may set Newt down atany time during her Activation by placing Newt’s modelin a space next to herself. If Enraged Ripley is Killed orKnocked Down, she must immediately set Newt down.In a turn in which she is carried, Newt may onlyperform Rest Actions during her Activation. Whileshe is being carried, Newt cannot be attacked byAlien models.CREDITSGAME DESIGNANDREW HAUGHTASSISTANT GAME DESIGNPHIL YATESGRAPHIC DESIGNVICTOR PESCHPRODUCERSPETER SIMUNOVICHJOHN-PAUL BRISIGOTTIPROJECT MANAGEMENTGORDON DAVIDSONCHRIS TOWNLEYSCULPTINGGINO CRUZ, ROY GAB,ROB MACFARLANEPROOFREADERSEVAN ALLEN, CASEY DAVIES,DAVID HAUGHT, WAYNE TURNERPLAYTESTERSSAM COGGAN, DAVE GABRIEL,ASHLEIGH HEELAM, ASHLEY HEELAM,MAREN KATELAAN, PETER KATELAAN,LEONARD LANDREY, STUART LAPWOOD,STUART MITCHELL, PHIL PETRY, ASHLEY RYAN,DECLAN SALMON, JOHN SHACKLE, CHRIS TOWNLEY,DEAN WEBB, JOSHUA WELLINGTONGame Design Gale Force Nine 2020. Aliens & 2020 Twentieth Century Fox Film Corporation.All rights reserved. Gale Force Nine is a Battlefront Group Company.12

The Hive player gains 4 Willpower, adjusting the Willpower Dial accordingly. If this takes your Willpower to above ten, set the dial to ten instead. Draw a Hivemind card. A. GAIN 4 WILLPOWER B. DRAW A HIVEMIND CARD PLAYING AS THE ALIEN HIVE THE ALIEN PHASE: HIVEMIND STEP STEP 1: Hivemind Step A. Gain 4 Willpower B. Draw a Hivemind Card C. Use .