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Post by doctordolemite on Dec 18, 2013 10:09:33 GMT -5
Contact Scenario
Players: 2 -4. One each of Alien, Predator, Marine and/or Rogue. Starting Cards:
Alien: Start with an Alien Queen and three Alien Warrior cards at the Breeding Chamber and one Alien Warrior Token on the Breeding Chamber. Begin the game with one additional adjacent location with the Hive Resource. Predator: Start with one Predator, Melee Claws, and Mask at the Predator Shuttle. Begin the game with one additional adjacent location with the Entry resource. Marine: Start with any four Marines at the Barracks. Begin the game with an adjacent Weapons Locker. Rogue: Start with any four Rogue Main Characters (only 1 leader) at any Airlock location. Begin the game with an adjacent Cargo Bay. Each Rogue may begin with 1 Prohibited weapon, that begins play unconcealed. PLAY DECK:
Each player may have as many non-Unique items as they wish. With the below exceptions, each may have up to 3 of each others non-Unique cards (Supporting Characters, Locations, Events, and Aliens) and only one of any Unique card in their play deck. Starting cards do not count towards this limit. Deck must contain at least 40 cards. Additionally, There must be at least 4 total Supporting Characters and at least 3 different Supporting Characters in the deck. There must be at least 6 total and at least 4 different Locations in the deck. One of these locations must be Operations. These limitations do NOT include starting locations. The UA 571C Sentry Gun is limited to three per deck. Hand Welder and Hull Breach are both considered unique for purposes of deck-building. Starting Combat Pools (optional): Base Hand Size: Aliens: 3 Aliens: 3 Predator: 2 Predator: 5 Marines: 2 Marines: 4 Rogue: 2 Rogue: 4
Aliens get +1 handsize for every Alien Warrior at the same location as the Queen at the start of the Discard and Draw round.
Rogues get +1 handsize for every Hostage(s) currently under control during the Discard and Draw round.
SPECIAL RULES: · All players must have the Operations location in their deck. · Each player must play out any new locations drawn at the next Movement round (or discard if unplayable). · Marines must have a Docking Bay in their deck. · Rogues may only have 1 copy of EEV in his draw deck VICTORY CONDITIONS:
Aliens: Kill all non-Alien Main Characters or convert all locations in play into Hived locations. Predator: Kill all non-Predator Main Characters, or score the honor requirements of chosen Predator and any items played; move to the Predator's Shuttle, then rotate Predator to evacuate from the battleground. (If there are any opponents in the shuttle, or player cannot evacuate Predator, player does not win.) Marines: Rescue a number of supporting characters dependent upon the main characters started with and evacuate one surviving Main Character, or kill all Alien and Predator Main Characters. To rescue a Supporting Character or evacuate a Marine, move him to the Docking Bay and rotate him at the beginning of the Movement round. Rotating him removes him from the game. A Basic starting squad consisting of a Corporal and 3 Privates must rescue 5 Supporting Characters. This requirement increases by one every time the squad is altered in one of the following ways: 1)For each Pvt. or Cpl. replaced by a higher-ranking Character (Cpl., Sgt., Lt., WO), add 1 Supporting Character. 2)For any Non-Ranked Character (e.g., Ripley, Kane, Bishop)add 1 Supporting Character. For example, a Squad of Cpl. Hicks, Sgt. Bass, Kane, and WO Kraver would need to rescue 8 Supporting Characters: Bass adds 1 (Sgt.), Kane adds 1 (Non-Ranked), and Kraver adds 1 (Higher rank than Private). Rogues: Bring seven non-Rogue Supporting Characters back to the Rogue's starting Airlock location and evacuate. Or Characters must retrieve a total of 12 Data tokens. A character with a Data Drive or a Synthectic that begins in the Rogue's starting entry location at the beginning of the Movement round, can rotate to download all Data tokens on that character/item at that location. This action can still be accomplished if there are opponents at this location. Or kill all opponents. DECK CONSTRUCTION RULES: · It may not contain any copies of the location where the opposing player starts his game. · It must have a minimum of forty cards. · It may only contain one copy of any card which is "Unique." · It may not contain more than three copies of any "non-Unique" card, except for items. · The Marine player may only play one of each named Marine Main Characters (Ash, Bishop, Ripley); only the Marine Private character may be played in multiples.
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Post by doctordolemite on Dec 18, 2013 10:09:53 GMT -5
Countdown Scenario
Setting: The game takes place on board the USCM vessel Auriga. Black Ops divisions of the Military are conducting illegal experiments upon human and alien lifeforms on board. Gameplay:
Resembles Contact with a number of key exceptions. · At the start of every Ready Round, all players roll a die. On a 1-2, immediately play the top location from your Location Deck if it is legal. If it is not legal it is added to the discard pile. · The game consists of 30 turns. Every five turns, a unique effect comes into play that alters game play. At the conclusion of the 30 turns, the Auriga will impact on Earth killing everything onboard. · Predator Player has the choice of playing a Solo Predator or a Hunting Pack. · Aliens Player has the choice of playing Aliens or Cloned Aliens. · Turn sequence is 'R-M-P-A', Rogues - Marines - Predator - Aliens. · If no one player is victorious by the end of 30 turns, that game is over. Everyone dies. · One Faction per game. · You are not required to play locations that you draw from your Draw Deck as normal, but you may not voluntarily 'discard' these unwanted locations. · There is no minimum number of supporting characters required in your draw deck. · There is no minimum number of locations required in your draw deck. With the sole exception, you are required to have at least 1 copy of Operations in your draw deck. · There are no banned cards, there are no restricted cards · Sentry Gun and Hand Welder are to be used in a modified version in Countdown. · There may be only 1 activated SentryGun (that you control) per location. · Hand Welder gains all the properties of a Barrier 5. Once the HandWelder is activated, -no- characters may pass through the Hand Welder. Starting Stuff:
Aliens Player: · Hand Size: 4 (+1 for every Alien Warrior that you control at your Queens location) · Combat Pool: 2 · Starting Locations: Breeding Chamber + 3 more different Hived non-central, non-Breeding Chamber locations · Starting Characters: Alien Queen character card, 4 Alien Warrior character cards, 1 Face Hugger character card, who begin in the Breeding Chamber.
Victory Conditions: Primary: o Kill all opponents o Hive all Locations
Secondary: o Capture and mature '3' Main Characters in a 2 Player game, add +1 Main Character for each additional player beyond the second. (ie: 3 +1=4 Main Characters required in a 3 player game, 3 +2=5 Main Characters required in a 4 player game, and so on) Cloned Aliens Player: · Hand Size: 3 (+1 for every Cloned Alien Warrior that you control at your Queens location) · Combat Pool: 3 · Starting Locations: Waste Tank 5 + Genetics Lab + 1 more Hived non-central, non-breeding chamber location · Starting Characters: Cloned Queen character card, 3 Cloned Alien Warrior character cards, 1 Chest Burster character card who begin in Waste Tack 5.
Victory Conditions: Primary: o Kill all opponents o Hive all Locations
Secondary: o Kill, not capture 3 Lab Workers, 3 Physicians; and either § 1 Main Character with the Medic resource or § 2 enemy controlled supporting character with the Medic resource. (Characters killed in this manner are removed from the Game.) Marine Player: · Hand Size: 5 · Combat Pool: 2 · Research Points: 3 · Starting Locations: Weapons Locker + Barracks +Meeting Hall · Starting Characters: Any 4 human or synthetic non-Rogue Main characters including at least one Main Marine Character who begin in Barracks. (Only 1 Leader per squad) · Starting Gear: May begin with any or all of the following items: 4 Garrison Packs, 1 Medikit, 1 Chemical Base. Victory Conditions: Primary: o Kill all Opponents o Rescue '7' Supporting Characters if your Squad contains Cpl+Pvt +Pvt+Pvt. Every Cpl or Pvt that is replaced by a higher ranking character adds +1 to the required number of supporting characters. (Characters without rank are considered Pvts, for this equation)
Secondary: o Liberate '5' Supporting Characters o Destroy '8' Cloned Aliens (tokens count) + Cloned Queen. Restrictions: · In addition to Operations, the Marines player is also required to have at least one Docking Bay in his/her draw deck. Rogue Player: · Hand Size: Base 4, +1 for every Hostage currently under control during the Discard and Draw Round · Combat Pool: 2 · Starting Locations: Airlock + any Corridor + Cargobay · Starting Characters: Any 4 Rogues (Only 1 Leader) begin play in the Airlock. · Starting Gear: May begin with any or all of the following items: 4 prohibited items (come into play unconcealed), 1 Medikit, 1 Chemical Base. Victory Conditions: Primary: o Kill all Opponents o Evacuate '8' hostages in a 2 player game, and add -1 Hostages for each additional player beyond the second. (ie: 8 -1=7 Hostages required in a 3 player game, 8 -2=6 Hostages required in a 4 player game, and so on, to a minimum of 5 hostages.)
Secondary: o Steal '14' data tokens in a 2 player game, and add -1 Data Tokens for each additional player beyond the second. (ie: 14 -1=13 Data Tokens required in a 3 player game, 14 -2=12 Data Tokens required in a 4 player game, and so on, to a minimum of 8 Data Tokens.) o At any point after turn 20, the Rogues may play the event card 'Recalibrate Ground Level' and if one of that player's Rogue Main Characters survives the subsequent explosion. The games ends immediately and that Rogue player wins. Predator Pack Player: · Hand Size: 6 (This player's handsize may not be augmented for any reason, ie: i.e, Adaptable resource or Event Cards which normally increase hand size, but is subject to reduction) · Combat Pool: 1 · Starting Locations: Landing Pad + Pred Vessel (*) + Airlock [(*) 0 Honor penalty for Shuttle, 5 Honor penalty for Ship, 7 Honor penalty for MotherShip] (which counts towards honor requirement) · Starting Characters: 2 or 3 Predators worth 18 honor or less. · Starting Gear: Each Predator character may begin play in the Predator Vessel with either: Any Mask OR Any Claws. (which counts towards honor requirement)
Victory Conditions: Primary: o Kill all opponents o Fulfill Honor Requirement and Evacuate
Secondary: o Capture and evacuate any 'Queen' (See Rules Supplement on Predator capturing) o Hunting Pack wins immediately when they have 3 enemy Main Characters in play that are bound, (bound by this Pack Player) in a 2 player game. Add +1 enemy Main Character for each additional player beyond the second. (ie: 3 +1=4 enemy Main Characters required in a 3 player game, 3 +2=5 enemy Main Characters required in a 4 player game, and so on)
Bonuses: · Every controlled supporting character that the Hunting Pack 'Binds' adds 1 combat pool to the Hunting Pack's total. · Every Main Character that the Hunting Pack 'captures' adds 4 combat pool to the Hunting Pack player's total after the 'Captured' character is evacuated.
Restrictions: · Hunting Packs may not use Camosuits or Plasma Casters. · When Shadow Blade is used in a Hunting Pack, Shadow Blade may use a Camosuit but his honor value is considered to be 9, instead of 7 for the purposes of Pack creation. (ie: 18 honor available to make Pack)
Predator Solo Player: · Hand Size: 5 · Combat Pool: 4 · Starting Locations: Airlock + Predator Ship (or Shuttle) * + Airlock [* May choose either at no Honor penalty] · Starting Characters: Any single Predator begins play in Predator Vessel · Starting Gear: May begin with a Hunting kit -OR- Melee Claws and Mask (which counts towards honor requirement)
Victory Conditions: Primary: o Kill all opponents o Fulfill Honor Requirement and Evacuate
Secondary: o Capture and Evacuate the Newborn. o Capture and EVACUATE '5' Medics, Physicians, Lab Workers (See Rules Supplement on Predator capturing) Bonuses: · Every 2 Enemy controlled supporting characters that the Solo Predator 'kills' permanently increases the Solo Predator player's handsize by +1. · Every 1 Main Characters that the Solo Predator 'captures' permanently increases the Solo Predator player's handsize by +1, after they have been evacuated. Sequence of Turns: · These effects begin at the beginning of the specific Turn's Ready Round. · These effects cannot be countered.
Turn 5: · Into the Tunnels: All players immediately search for and play the first Low location from their draw deck.
Turn 10: · Reinforcements: On the ready round, humans or synthetics in Operations may rotate a character to call for Marine Pvts or Rogue Mercenaries respectively. You may summon as many Marine Privates or Rogue Mercenaries as required to bring your total back up to 4 Main Characters. (these character cards can be found from your hand, discard or draw pile) These cards arrive at the end of the search round of turn 10 at Operations. (At any time you have no Main characters in play, you are dead and your reinforcements will not arrive)
Turn 15: · Awakening: All Cloned Aliens players with a Cloned Queen still in play, have the option of immediately searching their draw deck, discard pile, or hand for the Newborn card (if they are playing with Newborn). Discard Cloned Queen and immediately replace her with the Newborn.
Turn 20: · Coolant Leak:All Low Indoor locations gain the Submerged Resource
Turn 25: · Approaching Critical Mass: All locations lose Hi-tech, Computers and Communications.
Turn 30: · Ground Level: the game ends at the end of this search round in a Draw
Location Deck: · Every Player creates a 'location' deck. · This deck consists of 9 shuffled, different locations with Operations as the bottom location of the Location Deck. · Every Ready round, you must roll a d6: 1-2, you must play the top location of your Location deck, 3-6 no effect. If it is a duplicate of a non-distinct location already in play on your string of locations or if there is no legal space for it because of certain restrictions, this location is discarded to the discard pile. · The cards in the Location Deck do not count towards the 40 cards required for a typical deck
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Post by doctordolemite on Dec 18, 2013 10:10:21 GMT -5
An Official Scenario for the Aliens Predator CCG. Intended for use in Dark Siege multi-player sealed deck tournaments.
Introduction and Summary Dark Siege is essentially two Scenarios in one. The first, Dark Siege is intended for use in Dark Siege sealed deck tournaments. The second, Aftermath, is essentially a non-tournament version of Dark Siege, that allows for the ultimate in player flexibility: Any number of players can play, in any combination of Species, thanks to Aftermath's rules for same-Species combat. Both highlight one of the greatest strengths of the Aliens Predator CCG: Multiplayer games. Multiplayer is where the magic happens. You haven't lived, until you've struck a deal with one of your opponents to gang up on another one... and then stabbed your ally in back!
Dark Siege is perfect for beginners, as it is specially designed to be used with the Premiere Starter Deck. The Starter Deck is usually a new player's first purchase of the Aliens Predator CCG, since you literally cannot play Aliens Predator without one. New players, after being taught the game by a Rep, can enter a Dark Siege tournament for the price of a Starter Deck (which will be issued when they register). So in a single day, a new player could be demoed the game, enter in their first tournament, and walk away with the basic building block of their new collection: a Starter Deck.
Dark Siege is also fun for experienced players. While the Scenario is designed to put newer players on an equal footing with the more experienced players (who have more cards), winning Dark Siege is all about tactics. Dark Siege is a good drill for building up your tactical skills by making you beat your opponent with your brain, not with your superior supply of rare cards. Dark Siege also encourages and allows players to try little-used cards they may have thought were useless until now. It is surprising some of the winning strategies you might think of, when you have to make do with what you have. What good is Eat This? Quite a bit, actually. Turn civvies toting Shotguns into a suicide squad of Alien arse-kickers!
Dark Siege is also ideal for REPs' demos. Since the Scenario is designed for use with the Starter Deck, demos with Dark Siege tend to be more dynamic, and exciting. It also trains new players with what will likely be their first set of cards: The Starter Deck.
Finally, Dark Siege goes hand-in-hand with the new Starter Deck rebate program. By buying Starters, you get the bonus of trading in your tip cards for Premiere boosters or uncut sheets. It's a great means to expand your collection in an economical way.
We hope you'll enjoy Dark Siege and Aftermath, as much as we enjoyed designing and testing them. Give them a try, and you won't be disappointed!
Dark Siege Briefing Seemingly alone, it drifted across the vast emptiness of space. It was battered, ugly, unimportant-looking. But it bore a name not quite forgotten: SULACO. It had drifted for months, a solitary shape in the blackness... but it was alone no longer.
A smaller shape appeared in the darkness, drawing nearer. It looked tiny next to the looming SULACO, but bristled with antennae. It was the ARDEN, a commercial salvage vehicle with a small crew of ambitious Weyland-Yutani employees.
On the bridge of the ARDEN, one of those employees was very excited. "This is it!" said the staff worker. "We've found her!"
The Captain of the ARDEN, a mid-level company official, said nothing. She glared with intensity through the view port, as the dark form of the SULACO steadily grew larger. To her it looked like credits. And maybe a promotion. "Have the IFF codes been verified?" The staff worker nodded. The company official smiled in a cold, satisfied way. "Initiate docking maneuvers."
The ARDEN maneuvered gracefully into position, and began to close with the SULACO's ventral loading lock. The ARDEN's First Officer, a corporate agent of considerable experience, pointed at a shape jutting off the side of the derelict ship. "What do you suppose that is?" The company official stared at the shape. It was brownish-colored, almost organic looking. It was attached to one of the SULACO's port hangar bays. It almost looked like a ship... almost.
"Did it scan?" The corporate agent referred back to his readout. "Negative. We are getting some inconclusive readings from the SULACO, though. Possibly life signs. Then again, it might just be interference." The company official frowned. She didn't like unknown variables. But the potential gains were too great to worry about hypotheticals. She shook her head. "Probably nothing. Debris from a small meteor or something. We'll find out when we board. We'll take Security, though, just to be on the safe side."
With a dull thud, the ARDEN came up against the SULACO, and locked herself into place. As the ship's computer notified them of the completed maneuvers, the staff worker's daughter came running into the room. "Daddy! Daddy! Can I come?" The anomalous readings had made the staff worker nervous. It didn't take much to worry him. He answered his child with a firm shake of his head. "No you may not. It's a warship. It's no place for a child. It could be dangerous for a little girl. And what have I told you about running on the bridge?" Crestfallen, the child slumped into a chair. "I never get to do anything!"
The company official eyed this whole scene with distaste. She decided she should never have allowed this child on her ship. But enough regrets. She pressed the intercom. "Security and Engineering technicians to the dorsal airlock. We're about to board." With a nod to her colleagues, they headed off the bridge.
The security guard and ship's engineering team was waiting for them at the dorsal airlock when they arrived. Gears turned, the hiss of air audible, as the airlock cycled open. One by one they climbed into the stale atmosphere of the SULACO's drop ship bay.
The Chief Engineer, checking around for damage, first noticed the floor gratings had been pulled up in places. Then he saw a mark on the deck. "What the hell's that? Looks like a chemical burn." The company official shook her head. "If it's just superficial damage, don't worry about it. Let's get this done as quickly as possible. Get your team down to Engineering, and make sure the reactor's stable. Let me know if you can get the ship moving on it's own power. The data is valuable, but remember, if we deliver the ship itself, all our bonus shares double."
She turned to the other members of her crew. "The rest of you get to Operations, and start downloading the ship's logs." The corporate agent looked at his Captain curiously. "What about you?" The company official gave him a hard look. "I'm going for any files Carter Burke might have had on the ship. If he kept an office here, that's where they'll be."
In the bowels of the ship, the Young Queen sensed the newcomers' presence, and welcomed it. Her breeding chamber was complete, and she would soon create a hive of her own. She had waited long for a chance for her brood to thrive, and now the opportunity for growth had come.
In Operations, the staff worker was whining as usual. "I don't know why I signed on with this crew. I haven't seen anything close to the kind of benefits the Captain promised, special considerations or not." The corporate agent glanced over at the staff worker. “She's not that bad. We'll get what's coming to us. Sometimes it just takes a while. The Captain looks out for us, you'll see." The staff worker scoffed. "If you ask me, she's great at looking out for number 1, and that's all."
The corporate agent suddenly frowned at his data readout. "What's this? It looks like the system's already been hacked into! Stuff's been removed." The staff worker just shrugged. "Don't ask me. I just work here. Anyhow, you're the computer expert, not me." The corporate agent shook his head in confusion. "It looks like our work, like somebody beat us to it. I swear, my company has more operatives than the CIA, but I’ll be damned if they let each other know what they're doing. No inter-departmental communication, as usual."
Back on the ARDEN, the child was getting bored and hungry. She decided she'd had enough waiting, and she hated the cheap processed food supplements the Captain insisted on. Surely, she thought, there would be a place on the SULACO with some snacks. What harm could it do, if she snuck into the kitchen for a bite to eat? Happy again, she skipped off towards the airlock.
The corporate agent's headset chimed, as the ARDEN's computer spoke. "ATTENTION. DORSAL AIRLOCK HAS BEEN ACTIVATED." The corporate agent glared at the staff worker. "Is that your kid messing around?" The staff worker put his hand to his headset, nervous fear creeping over his face. "Honey? Are you there? Answer me!" The corporate agent tapped in computer commands. "Hang on. I'll scan for her PDT."
The monitor lit up, revealing a schematic for the SULACO. A dot blinked near the hangar deck. The corporate agent regarded the screen with some irritation. "It looks like she's near the area of the mess hall. You'd better go get her, we can't have her wandering around." The staff worker nodded nervously, and left the room in considerable haste. As he did so, the ship's intercom crackled with the voice of the Chief Engineer.
"It looks like there's been some kind of fire down here. It's a mess. There's nothing we can do that isn't gonna take days. Plus, there's some kind of weird stuff on some of the walls down here. Lighting system's malfunctioning too." The corporate agent frowned in frustration. "Can't you jury-rig something? This ship is worth a lot to us intact." The reply was less than polite. "What do you want me to do, part the sea? When I tell you there's nothing we can do, that's generally what I MEAN. Like I said, it's a mess. If you don't believe me, you're more than welcome to come down and take a look for yourself. Hang on, what the hell is th--"
Abruptly, the engineer's voice dissolved into static. The security guard stood an alarmed look on his face. The corporate agent tried in vain to raise the engineering team, but to no avail. He banged the console in disgust. "Damn intercom system's gone out!" The security guard was about to reply, when an odd ripple of movement caught his eye. Startled, he drew his weapon. "What was that?" The corporate agent looked around, seeing nothing.
"What was what? Hey! Put that thing away before you hurt someone. " The security guard stood, his weapon out, searching for a presence he sensed was there, unseen. He suddenly felt a deep sense of foreboding, and grabbed at the corporate agent's shoulder. "Something's wrong here. Raise the Captain, quick!" The corporate agent looked at the security guard as if he were insane. "Get a grip on yourself! Every operation's bound to have a few complications. Everything is going according to p--"
With a sudden shimmering, a large formidable form appeared in the corner of the room, and opened fire on the two men with a huge looking hand weapon! There was a flash, as the control panel behind them exploded outward, sending the corporate agent flying. The security guard fired at the shape with his pistol, but the creature was already fading from view... becoming transparent. In a panic, the guard fled from the room, trying to make it to the ARDEN's airlock!
A strange voice, seemingly coming out of the thin air, croaked eerily. "GEEET A... GRIIIIP..." The Predator, invisible, stared down at the still form of the corporate agent, feeling no remorse. After all, he was just gaining his reputation. What could be more natural?
Satisfied with the results of his handiwork, the Predator stalked out of the room. He headed for his shuttle, the MAW-TALON, to prepare for the anticipated hunt. These creatures were not truly worthy prey, but with the right amount of fear, they would call other creatures to come and help them. Creatures that were better armed. Creatures that could offer more sport for the hunt.
Lt. Campbell, of the USCM, shook off the remaining haze of cryogenic sleep. As ranking officer aboard the USS SAVO, a Conestoga Class ship identical to the SULACO, the computer had awakened him to view this distress call. On the screen, a Company security guard was ranting about hostile organisms on a derelict craft, pleading for help. Lt. Campbell shook his head. It was probably another false alarm, but as the nearest ship, he would have to check it out. Campbell sighed. "Rent-A-Cops, even on the rim," he said with derision.
Within a few short hours, the SAVO heaved to within visual range of the derelict SULACO. Nothing appeared too out of the ordinary, but none of the salvage team was responding to hails. The SAVO initiated docking maneuvers, and was soon firmly linked to the SULACO's main starboard docking bay.
Not expecting much trouble, Lt. Campbell decided not to waste more than a single squad on the nuisance call. He revived his second-in-command, Sgt. Hart, to suggest squad members. Hart looked thoughtful. "How about Ackels, sir?" The Lieutenant grinned. “I've heard about Ackels. He says flying is an art. Right. Still, he has experience. Who else? Von Gries, maybe? She's a hard worker. Smart, too." Now it was the Sergeant's turn to scoff. “That 'n five bucks still won't buy a cup of coffee. But you're the boss."
The Lieutenant nodded. "Now we need two more. I was thinking about Rogers. He seems to be a good team player. Gets along with everybody, never gets into arguments." Hart chuckled. "That's 'cause he talks to his gun... and says that it answers. You wanna argue with him? The others give him a wide berth, because they think he's nuts. They say he's unlucky, too." Campbell just looked at Hart. He didn't believe in luck, and Hart knew it.
"What about McIntyre?" asked Campbell. "He could use the experience, and he's the only medic on board." Hart winked at his Lieutenant. "With these other jokers we're sending over..." Hart shook his head. "Let's just say I'm glad we brought him, we may NEED a medic!" After a short briefing, Cpl. Ackels, Pvt. Von Gries, Pvt. Rogers, and Pvt. McIntyre were sent on their way.
The SULACO was dark now. The lights that worked flashed erratically. The squad proceeded cautiously, wary of any movement. The ship was on emergency power, and it was clear many systems were malfunctioning.
Minor damage was evident in some of the corridors. It was slow going for the Marines. Rogers had a bad feeling in his gut, and began to wish the Lieutenant had seen fit to send the whole section in. Something definitely felt wrong on the ship... but it was too late to turn back, so the squad pressed on.
Without warning, a steady beeping emitted from Ackels' motion scanner. Something was moving in on their position. McIntyre glared into the shadows, while Ackels tried to get a fix on the movement. There was a soft rustling noise from ahead of them, approaching. The Marines readied themselves, preparing for the worst...
The Dark Siege had begun.
Dark Siege Deck Construction Rules 1) Siege Decks are "5 by 5," and so must consist of exactly 25 cards (not including starting cards). Shuffling and counting is easily done simultaneously, by making five stacks of five cards each, and mixing them together. 2) Siege Decks must be designed solely from the cards from a sealed Starter Deck, plus 3 starting "Siege Guns" the Marines are equipped with (to be described later). Any Premiere Promo cards may also be used (with one exception: Promos are not permitted in an area's first Dark Siege tournament, but are allowed in every subsequent tournament). 3) Starter Decks consist of 50 fixed cards, with 10 random cards (2 rares and 8 uncommons) at the back. Additional Long-Ranged weapons found in the 10 random cards of the Starter Deck may NOT be included in the Siege Deck. 4) There are no minimum or maximum numbers of locations or Supporting Characters required in a Siege Deck, with the exception that a draw deck must have at least one Operations location and at least one Engineering location (not Hived). 5) The draw deck may only contain one copy of any card which is "Unique." 6) The draw deck may not contain more than three copies of any "non-Unique" card, except for items. 7) Any cards not used in the Siege Deck, form a Siege Sidebar. In between competition rounds, players may alter their Siege Decks with legal cards from their Siege Sidebar.
Dark Siege Special Rules 1) 2 or 3 Players (one of each Species) 2) Specific starting characters are required for each Species (described later). 3) Turn sequence is M-P-A: Marines - Predator - Aliens. 4) Each player must play out any new locations drawn at the next Movement round (or discard out-of-play if unplayable). 5) Especially for this Scenario, Supporting Characters MAY be found at Hive locations (Restrictions permitting). 6) Especially for this Scenario, Company Official is worth 2 Supporting Characters, for the purposes of a Marine "rescue 5 Supporting Characters" Victory. 7) Especially for this Scenario, the Predator may rotate at his Predator Shuttle to reload a Scattergun in his possession. 8) All starting locations are considered distinct, as normal. 9) The cost of entering a Dark Siege tournament is the price of one Starter Deck. After registration, players will be randomly assigned a sealed Starter Deck. Players will then have 5 minutes to trade with each other for the Species they want. 10) For tournament play, players are divided into groups of two or three for each competition round (one of each Species per group, and whenever possible, groups of three). After each round, the groups of 2 or 3 are re-organized into different groups.
The Factions MARINES PLAYER Combat Pool: 2 Hand Size: 4 Starting Characters: Cpl Ackles, Pvt Von Gries, Pvt Rogers, and Pvt McIntyre who begin in Docking Bay. Starting Locations: Docking Bay with an adjacent Weapons Locker OR an adjacent Conestoga Class. Starting Gear: Must begin with 3 "Siege Guns": 2 M41A Pulse Rifles and 1 M240 Flame Thrower, (may be LOANED to players for the duration of the tournament by the Tournament Director for collateral of the Tournament Director's choosing). Primary Victory Conditions: Eliminate all opponents AND evacuate at least one of your Marines at any Docking Bay location. Secondary Victory Conditions: Rescue 5 Supporting Characters by evacuating them at any Docking Bay location AND evacuate at least one of your Marines at any Docking Bay location.
PREDATOR PLAYER Combat Pool: 2 Hand Size: 5 Starting Characters: Young Tusk begins play in the Predator Shuttle. Starting Locations: Predator Shuttle with an adjacent Airlock. Starting Gear: May begin with Mask and up to two different additional Predator Items (your choice) found in the Starter Deck, with the exception as noted above (no Long-Ranged weapons from the 10 random cards). These Starting Items count towards your Predator's honor requirement in a "fulfill honor requirement" Victory. Primary Victory Conditions: Eliminate all opponents AND evacuate your Predator at his Predator Shuttle starting location. Secondary Victory Conditions: Fulfill honor requirement AND evacuate your Predator at his Predator Shuttle starting location.
ALIENS PLAYER Combat Pool: 3 Hand Size: 3 (+1 for every Alien Warrior that you control at your Queen's location) Starting Characters: Young Queen Character card, 3 Alien Warrior Character cards, 1 Chest Burster Character card, who begin in the Breeding Chamber. Starting Locations: Breeding Chamber with an adjacent Hived Engineering. Primary Victory Conditions: Eliminate all opponents AND evacuate at least one of your Aliens at any Predator Shuttle or Docking Bay. Secondary Victory Conditions: Hive all Locations AND evacuate at least one of your Aliens at any Predator Shuttle or Docking Bay.
Aftermath Briefing The sounds of chaos and slaughter came over the radio, and were heard on the bridge of the USS SAVO by Lt. Campbell and Sgt. Hart. Campbell could hardly believe what was happening. He was top of his class in tactics. How could the situation have degenerated so quickly? The squad had encountered serious resistance from some kind of xenomorph, and the situation was rapidly deteriorating into a bloody panic.
Cpl. Myler appeared a printout in his hand. "Sir, we've just received this communiqué from O'Niell station HQ. We're ordered to stand down and withdraw." Campbell stood his mouth agape. "What?"
Myler handed him the printout, and tried to explain. "HQ says they're sending an insertion team for that salvage crew. They say it's a Priority One situation, classified Level Red. Anyone that gets in the insertion team's way will be shot."
Sgt. Hart rose from his seat, anger on his face. "What? What the hell is that? We're on the same side!" Campbell raised his hand towards Hart, a calming gesture. He looked thoughtful. "A Black Op? What did the SULACO get into?"
Pvt. Hewitt rose from his post and approached Campbell. There was a look of distress on his face. "We can't leave those people behind! There's no telling what Black Ops will do to them, sir. And there was a child with them!"
Campbell glared at Hewitt. He'd had problems with him before. Hewitt had been a Corporal, twice. On their previous mission, he'd been busted back to Private for insubordination. Again. "Get back to your post, Private! You too, Myler."
Hewitt and Myler returned to their consoles, as Sgt. Hart approached Campbell and took him aside conspiratorially. "So what are we going to do, sir?" Campbell shook his head. "I don't want to leave those civilians behind, as long as there's a chance some of them are still alive. Do you really think the insertion team would fire on us?"
Hart scoffed. "They're Marines, same as us. They won't fire on their own people. I can't believe they would. Campbell gave Hart a hard look. "If I do this, if I save those people, I'll be violating my orders. It could be court-martial. For me, maybe for all of us. How can I put my people in that situation?"
Hart smiled. "These men and women trust you, sir. Not to follow orders, but to do the right thing. That's all they signed on for. They're good people. Like him. He nodded towards where Cpl. Myler was sitting at his post. "You can count on him to get the job done. You can count on all of us. We're with you all the way, sir."
Lt. Campbell crossed his arms. He had made his decision. "Then let's get those people out of there."
A tone sounded from across the bridge. Cpl. Myler turned towards Campbell. "Sir, sensors detect a ship of some kind rapidly approaching the area. It's not transmitting an IFF." "Deny it. Warning."
"Aye, sir. Unidentified spacecraft off my port bow, you are approaching the USS SAVO. Request you alter course and identify yourself immediately, or you will be fired on."
Campbell stood in front of the Tactical Operations Center, staring grimly at the readouts on the screens. It was time to mobilize. They had to be ready for this new potential threat, and reinforcements were needed on the SULACO. Maybe he'd even go in himself.
Sgt. Hart hefted an M42A Scope Rifle, and grinned at his Lieutenant. "One round, one kill," he said.
The Aftermath had begun.
Aftermath Deck Construction Rules 1) Exactly the same as Dark Siege, with a few variations. 2) Two or more players can play, any combination of Species is allowed. 3) A "5 by 5" 25-card Aftermath Deck (plus starting cards) is created from the 50 fixed cards of a Starter Deck, plus ANY 2 Premiere rares (no duplicates), ANY 8 Premiere uncommons (no duplicates), and ANY number of Premiere promos (no duplicates). If you are a Marines Player, you may also add one set of "Siege Guns" to your deck-building pool. Essentially, the deck-building pool consists of the cards you'd get in a Starter Deck (plus promos and Siege Guns), as if you'd gotten exactly the cards you wanted. 4) Following a Dark Siege tournament, players are encouraged to organize into groups of two or three, and trade (one-for-one trades only) the 10 random cards from their Starter Deck to get the 2 rares and 8 uncommons they want to build their Aftermath Decks with. 5) Other Main Characters may be used in place of Young Tusk or the various Marines, if the player desires. 6) Long-Ranged weapons may be added to the Aftermath Deck, if the player desires. 7) Aliens may start with an additional Alien Character card (except Queens) or Warrior token. 8) Marines may start with any 3 Human Items of the player's choosing. 9) The Predator may start with an additional Predator Item OR an additional Predator Main Character of the player's choosing. If the Predator Player decides to play with two Predators, their combined Honor cannot exceed 18. 10) To achieve a "fulfill honor requirement" Victory, the Predator Player must fulfill the combined honor requirement of all Predators and Predator items used. 11) Only one Predator Main Character for each opposing Predator Player needs to be eliminated (plus all other non-Predator enemies, and successful Evacuation) to satisfy the "eliminate all opponents" Victory for any Species. 12) Turn sequence is M-P-A: Marines - Predator - Aliens. Some games may include more than one player for the same Species. In such cases, players for that Species roll a die prior to starting the game, to determine their turn sequence for the duration of that game. 13) Some games may include more than one Marines Player. In such games, Supporting Characters remain controlled by the first Marines Player to control them, until that player relinquishes control (either by leaving the Supporting Characters without any Marine escort, or by the death or capture of all Marines present with the characters). 14) Marines will not kill other Marines. However, for this Scenario, Marines may "attack to capture” opposing Marine Main Characters at -2 to hit in Close Combat (very similar to Aliens capturing rules). If the capture attacks do lethal damage to the opposing Marine, he is "captured." If the capture attacks do NOT do lethal damage, the opposing Marine is unharmed. Captured opposing Marines are placed on the attacking Marines Player's Starting Docking Bay location. At the beginning of the next Movement Round, all captured Marines automatically Evacuate. If all of a Marines Player's characters are captured (or killed), that opponent is eliminated from the game. 15) A Marine declaring an attack to capture an opposing Marine may rotate a Rifle or Shotgun in his possession to use as a club (+1 to "capture" damage). 16) In games with more than one Predator Player, if your Predator kills an opposing Predator, you earn the Honor printed on the opposing Predator, plus the combined Honor values printed on all of the Predator Items that opposing Predator was carrying. 17) In games with more than one Aliens Player, your Aliens may not "Hive move" to an opposing Aliens Player's Hive locations, unless your Aliens have "Hived" those locations as well. Locations with the Hive Resource played by a Marine or Predator Player are conceptually part of ALL the Hives of all Aliens Players playing. 18) An opposing Aliens Player's Hive locations do not count towards your "Hive all Locations" Victory. You must "Hive" them yourself in order to win this way.
Dark Siege and Aftermath copyright 1999. Designed and refined by The Sales Crew. Original Aliens Predator CCG design by Precedence Publishing. Aliens TM and copyright 1986, 1997 Twentieth Century Fox Film Corporation. All Rights Reserved. Predator TM and copyright 1987, 1997 Twentieth Century Fox Film Corporation. All Rights Reserved All information herein is the property of ZI Games or its respective copyright holder.
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Post by doctordolemite on Dec 18, 2013 10:10:45 GMT -5
Fallout
(Backstory Coming Soon)
Scenario Specific Rules
This scenario takes into account both the Resurrection and Atmosphere rule supplements (which can be found at http://www.alienspredator.com), and uses the following scenario specific rules:
· Starting locations are considered distinct.
· The following cards are not allowed in this scenario: Battle Conditions (other than the starting Low Light Levels), Cross Locations, Ship Locations, Access Space, Armory, Hatchery, Breath Analyzer, Eat Vacuum, Hull Breach, Recalibrate Ground Level, Royal Guard, Egg Sack Detachment and Warrior Queen.
· No player may have any locations in their Draw Decks. No player other than the Aliens player may have Breeding Chamber or Waste Tank 5 in their location decks (and they may only have one or the other). Both of these locations are considered Distinct.
· Turn sequence is ‘M-P-A’, Marines - Predator - Aliens. · Hand Welder gains all the properties of a Barrier 5. Once the Hand Welder is activated, no characters may pass through the Hand Welder.
· There is no minimum number of supporting characters required in your draw deck.
· Once per character, per round, 2cp may be spent to give that character +1 Resistance or +1 Damage for the duration of that round.
· One copy of Low Light Levels begins in play and applies to all players, although it begins facedown. While facedown, this condition is considered inactive and is only flipped right-side-up when a Hive Plant is brought into play, or a Power Plant card is hived by the Aliens player. Additionally, any non-alien character may rotate at a Power Plant to activate or deactivate this condition as long as there is no hived Plant location in play.
· Whenever a Plant location is damaged, or the event Power Outage is in play, all non-secure locations gain the Dark resource, and Low Light Levels is deactivated. The effects from Low Light Levels and Dark do not stack. Repairing these locations will discard an active Power Outage and remove the Dark resource from all locations. Whenever a Power Outage is removed from play and there are no damaged plant locations, the Dark resource is removed from all locations. However, Low Light Levels may reactivate if there are any hived Plant locations in play still.
Dark: Characters gain -2 To Hit when declaring an attack against a target at a location with the Dark Resource. [This does not apply to Aliens at hive locations, Predators with Hunter's Masks, or Humans with Halogen Attachments/Infrared Binoculars]
COMING SOON: Rogue and Civilian factions.
Location Deck:
Each faction has only one starting location, and in addition, 8 other locations which make up their location decks. Seven of these 8 different locations may be Distinct, but Meeting Hall must be included as one of the 8. These are shuffled, and put out on the table before play, face down to the sides of the starting location (four on one side, four on the other). During the Play Locations step of the Movement round, players must flip over one of their face-down locations, starting with one of the two closest to the starting location then moving outwards from their starting location, on either side of their choice, each turn.
The Factions
Marine:
Combat Pool: 3
Hand Size: 4
Starting Characters: Marine Private or any Marine ranked Pvt.
· DiStephano may not begin with a Lacrima 99. Marine Private may begin play with either an Electronics Tech, a Programmer, or a Security Guard at his location under his control
Starting Location: Barracks
Starting Equipment: Garrison Pack, Medkit
Victory Conditions:
1) Kill all opposing main characters in play and evacuate. 2) Rescue Mission: Evacuate 10 supporting characters and at least one main character.
3) Securing the Installation: Rotate a Marine main character, without an opposing character present, at Operations to gain a security token. Once 12 tokens have been accumulated the Marine player wins at the end of that turn.
Special Notes:
· Pvt. McIntyre: This character gains the following effect text.
“Pvt. McIntyre may rotate to heal one point of damage from a character (including himself) at his current location. May not be used during damage resolution.”
· Computer Center and Weapons Locker: Weaponry items can still be searched for from a player's hand as normal at the Weapons Locker, however its text can only be used once per 'Key' token spent. A Key is gained by searching at an undamaged Computer Center, then placing a green marine token on that searching character during the resolution. Discard this token when searching at a Weapons Locker to use its text. If a Weapons Cache is played on Weapons Locker, that player may also search through his deck for a Military Arms item instead, but also only if a Key is used. There is no limit to the number of key tokens that can be carried at one time, although only one may be spent per search action, per character. Rotating a Programmer at the Weapons Locker negates the need to use a Key. When using Weapons Locker's text, the searching character may choose the item he finds rather than taking the first one he comes across.
· A Company Official may be rotated to immediately search the controlling player’s draw deck for a Weapons Cache and add it to owner’s hand.
· The Marine player is restricted to the following Military Arms items in their deck: Sentry Gun Control, M3 Body armor, Lacrima 99, Flamethrower, Draco Double Burner, Demolition Charge, and M91 Flamer Unit.
· Communications Center and Meeting Hall - Reinforcements: Rotate a Marine main character with a Communications Array at any location during the Search Round and after 2 turns, at the beginning of the Movement Round, that player may search his hand and draw deck for a Marine Private and put him into play at the same location as the Communications Array. Additionally, a Marine main character may rotate at an undamaged Communications Center during the Search Round. At the beginning of the next movement round, that player may search his hand or draw deck for a Marine Private and immediately put it into play at an existing Meeting Hall. A Marine Private that comes into play in this fashion may begin with any 1 Weaponry item from your hand or draw deck.
· Unless a card specifies otherwise, all Unique and Singular supporting characters count as 2 for the purpose of evacuation, and Cocooned Victims count for 9 as long as they were brought into play at a Breeding Chamber. If found by the Marine player, they are not considered captured by the Aliens player.
· Emergency Escape Vessel can not be played if Power Outage is in play.
· Evacuation is done at the Docking Bay, unless an outside card is used that allows evacuation elsewhere (such as Emergency Escape Vessel).
· Sentry Gun Control: This item may be rotated and dropped at an undamaged Computer Center, and will remain rotated until it is either damaged or removed. As long as it's rotated there, Docking Bay and Operations will make free short-ranged attacks on any Alien or Predator character that enters them for 8 damage.
Predator:
Combat Pool: 5
Hand Size: 3
Starting Character: Eager Youth [See Special Notes for other options]
Starting Location: Cryonics
Starting Equipment: Mask, Melee Claws, Darts
Victory Conditions:
1) Kill all opposing main characters and evacuate at the Landing Pad. 2) Successful Hunt: Fulfill honor requirements and evacuate at the Landing Pad.
3) Legendary Renown: Capture and evacuate with either a Queen or a Predator Hybrid at Landing Pad.
Special Notes:
· Starting Character: Another Predator main character may be chosen as the starting character, but only under certain conditions. Young Tusk begins with 1 point of damage, and any other Predator main character begins with their individual honor value -3 in damage tokens.
· All Predator Items are considered to be Unique, except for Ammo items and Predator Medkit.
· Predator Items in this player's deck are limited to: Melee Claws, Mask, Hunter's Mask, Ceremonial Armor, Darts, Ammo items, Collapsible Spear, Hunter's Caster, Scattergun, Camouflage Suit, Acid Resistant Claws, Predator Medkit, Self-Destruct and Laser Sight.
· Evacuation is done at the Landing Pad location.
· Ambushed Predator may be found at Quarantine. If successfully evacuated, in addition to the Honor bonus, the Predator player may search his hand, discards and draw deck for any Predator Item and immediately add it to the Predator main character.
· Only Hunter's Mask negates the effects of the Dark Resource. Both the Hunter's Mask and the normal Mask negate the effects of Low Light Levels.
· Predator Rage: A Predator main character may rotate to damage a location. Once rotated, roll a die. The location is damaged on a 6. If the Predator has any of the following resources, add +1 to the die roll for each one: Lethal, Veteran or Adaptable. Add -1 for each damage counter on the Predator.
· Predator Stamina: As long as the predator is not carrying more than 3 items, the owner may rotate him and pay 1cp during the Movement round to gain 1 movement point.
· Engineering and Storage Facility both have the Predator Item resource. If Storage Facility becomes damaged, roll a die. If a 4-6 is rolled, all Predator items from the Predator player’s hand and draw deck may be placed here immediately.
· Cargo Bay: Predator Items from your hand or draw deck may be searched for at this location, but only under certain conditions. Instead of being found during the Search Round, the Predator must rotate and attack the location for a minimum of 6 damage. During Damage Resolution, search your hand or draw deck for the first item with the Predator Item resource and place it onto your Predator main character. If this location becomes damaged, all Predator Items from the Predator player's hand and Draw Deck may be placed here immediately. [see Aliens Special Notes concerning Cargo Bay]
Aliens:
Combat Pool: 3
Hand Size: 2
Starting Characters: 1 Chestburster, 2 Facehuggers, and either 1 additional Facehugger or Chestburster
Starting Location: Hived Quarters
Victory Conditions:
1) Kill all opposing main characters in play. 2) Expand the Hive: Hive all locations
3) Dominion: Have an Alien Queen and 20 aliens with the Lethal Resource in a Breeding Chamber at the beginning of the Movement Round.
Special Notes:
· Cargo Bay, Science Lab and Genetics Lab - Alien Storage: If any of these locations become damaged, the Aliens player may immediately search his hand, draw deck and discards for as many Facehugger character cards as they wish and immediately put them into play at any of the named damaged locations.
· Only Lethal aliens may be used to hive a location.
· Facehuggers may enter non-hive locations, and may not be turned into tokens. A maximum of 6 Facehugger character cards may be included in the draw deck.
· No Breeding Chamber other than the one in the location deck may be brought into play. A Young Queen may only mature into an Alien Queen at the Breeding Chamber, and if the Breeding Chamber is damaged it is repaired when this is done.
· The Breeding Chamber does not need to be adjacent to Hived locations.
· If, before you choose to mature it, your starting Chestburster character card kills a supporting character, you may search your draw deck for either an Alien Warrior or a Pet Hybrid to replace it with during the next Aliens Mature step, and add it to your hand.
· Hived Storage: Once per game, if this or any Plant location is damaged, or if Power Outage is in play, the Aliens player may rotate three alien character cards here to immediately bring a Young Queen into play from their hand or draw deck.
· Savage Destruction: Rotate aliens with the Lethal resource at a location during the combat round. If at least 4 of them survive to the end of the search round, that location becomes damaged. Additionally, the Aliens player may rotate and discard 2 aliens with the Lethal resource during the combat round to damage it immediately.
· Aliens do not suffer the penalties of the Dark resource as long as an Alien Queen is in play.
· A Queen can search the Breeding Chamber location for a Facehugger character card from their hand or draw deck during the Search Round.
The head starter of this, Galmorzu, made a few additions and posted them up on some forums, no one answered him but here's what he thought could/should be changed:
“Are any of the people that helped me make this scenario around here anymore? I made a few changes to it and I wanted to check with them to see what they think.
Namely:
Any Hacker or character with the Hacker Resource can bypass the "Key" token restriction. They can no longer search decks for Weapons Caches.
Programmers can search your deck for the Weapons Cache.
Company Officials can't search for Weapons Caches, but can search for Emergency Escape Vessel cards. When the EEV is played, however, they MUST be among the characters evacuated with it (thus making this a 1-per-game ability)
If Aliens have characters mature into chestbursters before the Breeding Chamber is found, their starting Hived Quarters location can be used to store and mature alien tokens until it is found. This is the one I wasn't sure about keeping in or not.
Creepy is allowed as a starting Rogue character (I thought he was before, but he wasn't on the list).
Marines start with 1 Chemical Base in addition to everything else.”
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Post by doctordolemite on Dec 18, 2013 10:11:21 GMT -5
Hostile Takeover 2.4
Multiplayer Crossover Scenario for Two to Nine Players
Connor's forces have smashed SkyNet's defense grid, and victory is inevitable for the Resistance... but SkyNet has escaped. Modifying time displacement technology, SkyNet has achieved trans-dimensional displacement, infiltrating a parallel universe of Rogues, Marines, Predators, Aliens, and the Company. SkyNet Infiltrators have built hidden Factories in this reality, constructing their forces in secret until they were ready to strike... and now they have. Hunter-Killers have devastated the city, Aliens have escaped from an illegal Company lab, and Predators have been drawn to the conflict to hunt. Martial law has been declared and the Colonial Marines mobilized, to fight these multiple threats and stop the widespread looting by a Rogue element gone unchecked. Meanwhile, Connor's Resistance forces have crossed dimensions as well, intent on dealing with SkyNet once and for all. But to the Marines, it appears to be yet another hostile takeover. Will anyone survive the melee?
Rogue Player Starting Characters: Rogue characters totaling no more than 17 base Power, and no more than 13 base Speed.
Starting Items: Each character begins with one regular (Human) Item of your choice.
Starting Locations: Dark Alley; plus any 1 additional Interior location of your choice. Characters begin play at Dark Alley.
Starting Hand: 4 (+1 while you control any Leaders)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Looting: Immediately win if Rogues ever have more than 25 Combat Pool. Resistance Player Starting Characters: Resistance characters totaling no more than 17 base Power, and no more than 13 base Speed.
Starting Items: Each character begins with one regular (Human) Item (or 20-Watt Phased Plasma Rifle) of your choice.
Starting Locations: Any one Firebase; plus any 1 additional Interior location of your choice. Characters begin play at the Firebase.
Starting Hand: 4 (+1 while you control any Leaders)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Missions: Acquire 12 Mission Points and immediately win. Marine Player Starting Characters: Marine Characters totaling no more than 17 base Power, and no more than 13 base Speed.
Starting Items: Each character begins with one regular (Human) Item (except Personal Data Locator) of your choice.
Starting Locations: Landing Pad; plus any 1 additional Interior location of your choice. Characters begin play at Landing Pad.
Starting Hand: 4 (+1 while you control any Leaders)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Rescue Operation: Rescue 8 Supporting Characters, by rotating them to Evacuate at your Landing Pad, at the start of the Staging (Movement) Round when no enemies are present, and immediately win. Company Player Starting Characters: Any Human or Synthetic Characters (without SkyNet or Resistance) totaling no more than 17 base Power, and no more than 13 base Speed, plus any 1 additional Company Main Character (see Special Rules).
Starting Items: Each character begins with one Item (of any type, even Predator or SkyNet) of your choice.
Starting Locations: Corporate Office; plus any 1 additional Exterior location of your choice. Characters begin play at Corporate Office.
Starting Hand: 4 (+1 while you control any Leaders)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Bioweapons Research: Immediately win if Company ever has more than 100 Research Points. SkyNet Player Starting Characters: Begin play with 30 Production points worth of SkyNet characters and/or SkyNet Items. All Implants purchased are added to your starting characters in any manner you wish to allocate them. No more than 10 Production points can be spent on Drones.
Starting Locations: Research and Development Facility; plus any 1 additional Interior location of your choice. Characters begin play at Research and Development Facility.
Starting Hand: 4
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Missions: Acquire 12 Mission Points and immediately win. Predator Pack Player Starting Characters: Non-Outcast Predator Main Characters totaling no more than 29 Honor.
Starting Locations: Any one Predator Ship location; plus any 1 additional Exterior Entry location of your choice. Characters begin play at Ship.
Starting Hand: 4
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Honor: Fulfill Honor Requirement (through evacuating captured characters) and immediately win. Solo Predator Player Starting Characters: Any one Predator character.
Starting Items: Predator may begin with up to 25 Honor worth of Items, minus that Predator's initial Honor Requirement.
Starting Locations: Any one Predator Ship location; plus any 1 additional Exterior Entry location of your choice. Character begins play at Ship.
Starting Hand: 17 minus your Predator's base Honor Requirement, or 10 if your Predator is Outcast (hand size +1 if Adaptable)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Honor: Fulfill Honor Requirement (must kill or capture a minimum of 3 characters) and immediately win. Hive Aliens Player Starting Characters: Non-Cloned Aliens (except Chest Burster) plus 1 non-Cloned Queen (of any type) totaling no more than 23 Power, and no more than 15 Speed.
Starting Locations: Any 4 different Interior locations (3 must be Hive, and must include 1 Breeding Chamber); plus any 1 additional Exterior location of your choice. Characters begin play at Breeding Chamber.
Starting Hand: 4 (+1 for each Alien Warrior present with your Queen) Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions:Hive Expansion: Convert 13 non-Hive locations into Hive locations, and immediately win. Cloned Aliens Player Starting Characters: Cloned Aliens (except Newborn or Chest Burster) plus 1 Cloned Queen totaling no more than 23 Power, and no more than 15 Speed.
Starting Locations: Any 4 different Interior locations (3 must be Hive, and must include Waste Tank 5); plus any 1 additional Exterior location of your choice. Characters begin play at Waste Tank 5.
Starting Hand: 4 (+1 for each Cloned Alien Warrior present with your Queen)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Feeding Frenzy: If Newborn eats 6 Victims (see Special Rules), immediately win. Special Rules · This Scenario has two Variants. All players must agree beforehand which Variant they are playing. The Variants are: o Variant One: Aliens Predator and Terminator cards may not be mixed together in the same Draw deck at the start of the game. o Variant Two: Aliens Predator and Terminator cards may be mixed together in the same Draw deck. Requires Opaque-Backed Deck Protectors on all Draw deck cards, as well as on all location deck cards.
· Only one player from each Faction is allowed. Order-of-play is Rogues-Resistance-Marines-Company-SkyNet-Predator(Pack)-Predator(Solo)-Aliens(Hive)-Aliens(Cloned). Draw deck rules follow the "Deck Construction Rules" on page 31 of The Terminator Official Rules book. A player may include cards from both games in their Starting Cards, plus one optional Condition card from either game. There is no starting hand. Use the order-of-play to resolve timing disputes, including disputes over Singular Starting Cards. · All Aliens Predator locations now have the Future Resource, for the purposes of this Scenario. Cards with the Past-only Resource or Restriction are not legal (unless otherwise allowed by a card effect). Past/Future cards are legal. Aside from these limitations, there are no banned cards. · Rogues engage in "Black Marketeering": At the start of the Staging (Movement) Round, a Rogue character may rotate at any Black Market and exchange his/her Data tokens for Combat Pool. Black Marketeer has the Rogue Resource while controlled by Rogues (even as starting characters are played). A Rogue may use any non-Implant Item found at a Black Market (Any Faction may find SkyNet Items at a Black Market by spending Combat Pool = 10 + Item's Production Cost). During the Search Round a Rogue may rotate and pay 5 Combat Pool to "hire help" at a Black Market (find the Rogue Assassin or a Rogue Mercenary from your Draw deck or hand). By paying 4 Combat Pool, Rogues may search their Draw deck and take one Black Market Event into hand. Once per game, one Rogue at Black Market may pay 10 Combat Pool to add Prohibited and Concealable to a weapon found there. Rogues may use the effect text of a Black Market Tavern as if they are Marines. · Resistance may do "Demolitions": Rotate at least 4 Resistance characters (or 2 with Demolitions) at a location during the Production Step. If at least 4 of the rotated cards (or 2 with Demolitions) survive at that location at the end of the Search Round, the location is now Damaged. Resistance may also Protect Main and Supporting Characters at their Firebase, using the normal rules for Protection. Resistance gains 1 Mission Point for each Factory location they damage, and each Resistance character they Protect. · Marines may find the Marine Private character (from the player's hand) at the Barracks location like a Supporting Character. Additionally, a Marine Leader present with the Marine Private character may rotate and spend 2 Combat Pool to "promote" him (replace him with a named Marine character from your hand) during Search Round. Replaced Marine Private is discarded. · Company Main Characters are any Human or Synthetic Main Characters who begin the game without the Marine, Rogue, Resistance, SkyNet, Police, or Predator resources. If all of that Faction's Company characters are eliminated, that player is out of the game (all Main Characters they control are removed). Rogues and Marines cooperate if working for the Company, but may not use this scenario's Rogue or Marine Special Rules. The Company performs "illegal research": Spend 5 Research Points at any time to counter/cancel Alien Birth or Crazed Civilian. In any Lab, spend Research Points equal to the Honor value of a Predator Item, or the Production cost of a SkyNet Item, to teach its Owner to use it (Implants are permanently "grafted" onto Owners). Company characters can find SkyNet Items at matching locations during the Search round, for no Production. · SkyNet may "retreat through time": SkyNet gains 1 Mission Point for every Main Character they Time Travel. Any Faction may rotate non-Synthetic, non-SkyNet, or SkyNet Infiltrator characters they control at an undamaged Time Displacement Laboratory to Time Travel (character and character's Implants are removed from play) during the Protection Step. SkyNet Synthetics may attack Humans. A killed or captured character's Implants go wherever the character goes (discarded, out of play, etc.). · Predator players use the chartless "EZ Honor System": Character's Honor value equals half that character's base Power stat (round up), +4 for each Item, Alien token, or Gore token on character, or if character is a Queen, Hybrid, or Hunter-Killer. Predator Pack only gains Honor by evacuating captured characters (see Resurrection Rules Supplement). Predator players may have no more than 2 of each non-Ammo Predator Item in their Draw deck or Starting Cards. Solo Predator may pay 1 Combat Pool to stay hidden while attacking (opponents may view Predator's attacking marker to verify it is really the Predator). However, each character a hidden Predator kills, subtracts its Honor value from the Solo Predator's total. · Alien Pet Hybrid may mature from any Animal character. An Alien at a Hive location may pay 1 Combat Pool during the Staging (Movement) Round to begin using Hidden Movement with 1 marker. Aliens may choose to attack SkyNet characters, even if those characters are Ready and have not moved. Characters (except Hunter-Killers) killed and "eaten" by Newborn are stacked underneath Newborn as Victims (characters are dead but still in play, discarded if Newborn is killed). · Miscellaneous: P.T.V. is treated like an Item that replaces its owner's Speed Attribute with "2." Powerloader is not a weapon or armor, and may now enter any Exterior or Open Interior locations, but only increases its Owner's Power while resistance and Close Combat damage are being calculated. Alleyway, Access Space , and Main Corridor may not be chosen as starting locations. All killed characters are discarded to their owner's Discard pile, unless otherwise noted on cards. All Main Characters are Unique and Individual except for Rogue Mercenary, Resistance Private, Marine Private, and SkyNet or Alien Main Characters (unless their effect text says otherwise). Cards that confer immunity to the Dark Resource also offer immunity to Low Light Levels, and vice-versa. Marine Code of Honor is suspended for Hostile Takeover, for Marines in any Faction. Supporting Characters come into play controlled by the player that finds them, if that player has a Main Character present that can legally control them. Otherwise, order-of-play determines what Faction controls the character. Location Deck Must contain 8 different locations without the Past Resource (may contain Past/Future locations), plus Rubble Hills. No more than 3 distinct locations allowed. At the beginning of play, shuffle location deck and place Rubble Hills on the bottom. This deck may contain both Aliens Predator and Terminator locations, regardless of which Variant of the game is being played. At the start of the Play Location Step, each player must play one (and only one) location, while they have cards remaining in their location deck. A player may play a location from his/her hand, or the top location of the location deck. If an unplayable location is drawn, and it is not duplicated on the table, put it back in your location deck, shuffle all location deck cards, and draw again. Location Placement Rules Terminator location placement rules apply. All Aliens Predator locations are considered Interior locations, except for Entry locations, which are Exterior. Low Cross locations are played below Exterior locations (see illustration), and represent underground Interior facilities. Interior locations are only Distinct if they are starting locations, or if they have "Distinct" listed in their effect text.
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Post by doctordolemite on Dec 18, 2013 10:11:51 GMT -5
The Pandora Incident
Version 2.2
A Terminator/AliensPredator CCG Crossover Scenario by Bobby Goodman III
Back Story Gale force winds howled across the flight deck of the USS Pandora. Waves swelled in huge ripples like the muscles of a great beast, broke finally against the gray hull of the ship. The gunmetal steel blended with the sea, and the rain, and the leaden sky.
Nature mocks the technological yet again, the Captain mused. He had little to do but muse. The Pandora was an experimental vessel, a prototype carrier loaded with state-of-the-art computer piloted attack aircraft--all of which were grounded in this weather. So much for a shake down cruise. The waves bucked the ship; the nav computer tried to adjust, turned it to face the oncoming waves. The Captain tried to keep his coffee from spilling.
An object burned through the atmosphere, arrowed into the heart of the tropical storm, and quenched itself in the violent sea. Underwater, it righted itself, propelled by silent engines toward the human sea vessel. Radar and sonar slid off it like the water parting around its sleek hull. It slipped under the Pandora. A clang of metal and they were mated. A plasma torch cut a hole. A cage was opened.
Little Winston, the Captain's son, wandered the metal corridors, occasionally brushed aside by a distracted midshipman or a Cyberdyne tech in a hurry. He had wanted to go home, had had enough of this visit to Dad's ship, but the storm had trapped him with the other VIPs. He found the lowerdeck galley, deserted of any cook or potato peeling private. He searched the metal cupboards he could reach for food-preferably candy. He thought it was a spider, back in the dark recess of the cupboard, until its size and leathery skin registered on his senses. He opened his mouth to scream, but there was only a choking silence.
The edge of the storm lashed against the shore, spilling rain on Venice Beach. It pushed the Pandora ahead of it, tossed among its white-capped surges--listing, dark, and lifeless--to run aground.
The Hunter jumped across the roofs of beach front houses, its motions somewhere between grace and brutality. Only a shimmering marked its passage as it surveyed the soft meat-the men picking through the wreckage, the crowds of onlookers, the armed police, the pilots in their whirling aircraft, and a furtive group trying to edge through the press of people unnoticed with weapons hidden beneath their clothes. In the shadow of the looming, broken sea vessel, another man stood impassive, head and shoulders above the crowd, watching them. A man with a metal skull.
It was exquisite. Overview Players: 3 - 5
Factions: Resistance, Skynet, Predator, Marines, Hive Aliens Special Rules: Card Pool: All cards used in this scenario must come from the unmodified Starter Decks sold for each faction. AvP players may modify their deck with the 8 uncommon and 2 rare cards packaged in their starters. Terminator players may modify theirs with one booster.
Draw Deck: A player's draw deck must consists of 40 or more cards.
Location Deck: Each player must have a location deck made of 9 locations in random order. (Multiple copies of a single location are allowed.) Timeline: This is considered a Past scenario. Terminator CCG cards with the Future resource or restriction are not legal (and so cannot be played) unless otherwise allowed by a legal card effect.
Connections: Docking Bay and Airlock are adjacent to all locations with Street in the title.
Playing Locations: Each player must play a location from his hand or draw deck during the Play Locations step of the Movement/Staging Round unless the location deck has been depleted. If the location is already in play in your HUD, remove the extra copy from the game. Order of Play: For this scenario, play order is Resistance - Marine - Predator - Skynet - Aliens (RMPSA).
Starting Hands: Players begin the game with no cards in their hands.
Importance: AvP Supporting characters are worth 0 IMP (+1 if Singular, +2 if Unique). Whenever a Supporting Characters is killed by any player, the Skynet player gains the Importance value.
Victory Conditions: A player immediately wins if all opposing Main Characters have been killed/removed from play or when he fulfills one of the Victory Conditions for his faction.
Cooperative Victories: In this scenario, players may ally with another player to win. Allying with another player does not change the game mechanics (i.e. his characters are still opposing characters, etc). However, it does allow you to work together toward a common Victory Condition. If the requirements for the Cooperative Victory are met, you both win. Allies should not be determined before game play starts, but rather negotiated and re-negotiated as play proceeds. Feel free to stab each other in the back. As an additional requirement, a Cooperative Victory is only valid if both allied characters have at least one Main Character still in play when the requirements are met. Also, each Victory has a stipulation that disallows or invalidates it if violated. o Kill the Invaders (Resistance + Marines): Kill all Skynet, Predator, and Alien Main Characters. Disallowed if the Resistance rotates at Operations to "Smash the Machines" (see below). o Join the Hunt (Resistance + Predator): Kill all Alien and Skynet Main Characters and damage Operations. Disallowed if the Predator ever attacks a Resistance Main Character, or visa versa. o Protect the Timeline (Skynet + Marines): Kill all Resistance, Predator, and Alien Main Characters. Disallowed if the Terminator's Infiltration drops to zero at any time during the game. o Drive to Extinction (Skynet + Aliens): Kill all Resistance, Marine, and Predator Main Characters. Disallowed if the Terminator's Infiltration is not reduced to zero at least one during the game before the previous requirements are met. o Unleash the Hounds (Predator + Aliens): Kill all Resistance, Marine, and Skynet Main Characters. Disallow if the Predator is unhidden at a location with any Alien Main Characters at any time during the game. Resistance
Starting Characters: 3 Resistance Main Characters (only 1 leader) Starting Items: None Starting Locations: Pawn Shop Hand Size: 4 Combat Pool: 3 Victory Conditions:
o Protect the Future: Protect 3 or more Supporting Characters worth at least 10 total Importance at the Police Station. o Kill the Invaders (Resistance + Marines): Kill all Skynet, Predator, and Alien Main Characters. Disallowed if the Resistance rotates at Operations to "Smash the Machines" (see below). o Join the Hunt (Resistance + Predator): Kill all Alien and Skynet Main Characters and damage Operations. Disallowed if the Predator ever attacks a Resistance Main Character, or visa versa.
Special Resistance Rules: o Smash the Machine: Resistance controlled characters with Ranged Weapons may rotate at Operations and attempt to destroy some of the technology that led to the development of Skynet itself. Roll a die for each character rotating.
1-2 = No effect
3-5 = Subtract 1 from the Skynet player's Importance earned. (Thus, if the Skynet player has killed Sarah Conner for 5 IMP, his total would be reduced to 4. If his total is 0, it would become -1.)
6= Operations is damaged. Reduce Skynet's Importance earned by 1 as above. No character may rotate here for further special effects. Skynet
Starting Characters and Items: 1 or 2 Infiltrators and Implants worth no more than 14 Production total. Starting Locations: Alamo Sport Shop Hand Size: 4 Combat Pool: 2 Victory Conditions:
o Manipulate History: Earn at least 10 total Importance from Supporting Characters killed by any Faction. o Protect the Timeline (Skynet + Marines): Kill all Resistance, Predator, and Alien Main Characters. Disallowed if the Terminator's Infiltration drops to zero at any time during the game. o Drive to Extinction (Skynet + Aliens): Kill all Resistance, Marine, and Predator Main Characters. Disallowed if the Terminator's Infiltration is not reduced to zero at least one during the game before the previous requirements are met.
Special Skynet Rules: o Military Interface: Rotate at Operations to gain 1 CP if no opposing characters are present. o Analyze Probabilities: You may spend 1 CP each turn at the beginning of Discard and Draw to increase your hand size by +1 for that turn. o Characters with the Skynet resource can be killed/captured by Aliens but can never be used as a host to breed or become infected. o Terminators without the Infiltration attribute are treated as if they have the Synthetic resource. Marines
Starting Characters: 4 Marine Main Characters (only 1 Leader) Starting Items: None Starting Locations: Weapons Locker + Barracks Hand Size: 4 Combat Pool: 3 Victory Conditions:
o Rescue: Evacuate 5 AvP Supporting Characters and at least one Marine from the Docking Bay. o Kill the Invaders (Resistance + Marines): Kill all Skynet, Predator, and Alien Main Characters. Disallowed if the Resistance rotates at Operations to "Smash the Machines" (see below). o Protect the Timeline (Skynet + Marines): Kill all Resistance, Predator, and Alien Main Characters. Disallowed if the Terminator's Infiltration drops to zero at any time during the game.
Special Marine Rules: o Experimental Ammo: The Small Arms employed by Marines in the Garrison Packs use 9mm Explosive-Tip Caseless Light Armor Piercing Rounds and as such ignore Armor. Furthermore, if a natural 6 is rolled to hit, the attack gets +1 damage. If a natural 1 is rolled, the weapon is considered out of ammo. The weapon can be reloaded by rotating at any AvP Weaponry location or with the Extra Ammo card. o Command Center: Once per turn at Operations, one Marine may rotate to gain 1 CP if no opposing characters are present. o Armory: The Weapons Locker is considered to have the Military Arms resource. o Home Territory: Once per turn, you may spend 1 CP during your Movement segment to give all characters you control +1 movement for this turn. o T1 Supporting Characters can be evacuated by you, but do not count toward your Rescue Victory and give no Importance to either Skynet or the Resistance. Predator Starting Characters: 1 Predator Main Character Starting Items: Mask + Melee Claws (optional) Starting Locations: Predator Shuttle + Airlock Hand Size: 5 Combat Pool: 3 Victory Conditions:
o Prove Yourself: Fulfill your honor requirement and evacuate at the Predator Shuttle. o Join the Hunt (Resistance + Predator): Kill all Alien and Skynet Main Characters and damage Operations. Disallowed if the Predator ever attacks a Resistance Main Character, or visa versa. o Unleash the Hounds (Predator + Aliens): Kill all Resistance, Marine, and Skynet Main Characters. Disallow if the Predator is unhidden at a location with any Alien Main Characters at any time during the game.
Special Predator Rules: o Stunting the Prey: It's always best to make sure the prey doesn't become too technologically advanced. Rotate for the same effect as "Smash the Machine" in the Resistance rules above. o Heat Vision: A predator with a Mask ignores the Dark resource when attacking. o Armed Prey: Security Guards are worth 2 honor. o Terminators are worth 4 honor (+1 for each resource the Terminator has excluding Skynet and Terminator, +2 per Implant the Terminator is carrying.) Hive Aliens Starting Characters: Young Queen + Chestburster + 1 Alien Warrior token on the Breeding Chamber Starting Locations: Breeding Chamber + Hived Processor Hand Size: 3 + 1 per Alien Warrior at a Queen's location Combat Pool: 2 Victory Conditions:
o Infect the Planet: Evacuate a Young Queen at any T1 Interior location while the Alien Queen is elsewhere in play. No opposing characters may be present. o Drive to Extinction (Skynet + Aliens): Kill all Resistance, Marine, and Predator Main Characters. Disallowed if the Terminator's Infiltration is not reduced to zero at least one during the game before the previous requirements are met. o Unleash the Hounds (Predator + Aliens): Kill all Resistance, Marine, and Skynet Main Characters. Disallow if the Predator is unhidden at a location with any Alien Main Characters at any time during the game.
Special Aliens Rules: o You may replace a Young Queen at the Breeding Chamber with the Alien Queen from your hand during the Aliens Mature phase. Discard the Young Queen card. o You may replace a Chestburster card at any Hived location with a Young Queen from your hand during the Aliens Mature phase. Discard the Chestburster card. o Two Queens may not end a round in the same location for any reason. o It requires 6 or more Aliens to hive an exterior location. o Encase in Resin: If you hive Operations, characters may no longer rotate there for special effects. o Aliens may declare attacks against a character with the Synthetic resource if that synthetic character has used any movement points, rotated, declared an attack or searching during the previous or current round.
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Post by doctordolemite on Dec 18, 2013 10:12:38 GMT -5
Planetfall Scenario
A streak aross the sky, followed by a thundering explosion and huge fireball. Has anything survived the wreck of the Auriga? Faction Briefings
Marine A black ops experiment went out of control aboard your military space vessel, the Auriga. The subsequent combat onboard blew out the reactor shielding and the Auriga crashed into the jungle. You did not have a chance to terminate the experiment prior to Planetfall. Standard Operation Procedure is to Quarantine the area but you don’t plan on being here when the Quarantine Fields go online. Rogues An entire USM Black Ops research vessel crash-landed a few clicks into the South American Jungle. Highly privileged information, experimental weapons, and assorted other goodies are there for the taking. What more could you ask for? Predator Pack The elders have decreed that more specimens are required. The new strain of Cloned Aliens are smarter and more adaptable - more study is needed. It is again up to the Hunting Packs to acquire specimens for study. Predator Solo In the middle of a glorious Hunt, a primitive human space vessel dropped out of orbit and crashed into the jungle. Your shuttle was lost in the crash but you are not concerned, the Huntmaster will send another. You only hope that enough prey survived the crash. The hunt must continue... Hive Aliens The Hive has been shattered, but the will to proliferate continues on. The Queen was destroyed in the crash and the hive is in grave danger. A Young Queen must be created and carried away from the danger; taken to a place where she can proliferate and thrive. This world teems with hosts - it is merely a matter of where to set up the new hive . . . Cloned Aliens Due to an emergency directive, the section of the Auriga housing the Hive was detached, and it landed in relative safety several miles away from the rest of the Auriga. This Hive is intact and its inhabitants are ready to explore their lush surroundings. Planetfall Special Rules
Planetfall is played in a similar manner to Contact, with the following exceptions: · At the start of every Ready Round, all players roll a die. On a 1-3, immediately play the top location from your Location Deck if it is legal. If it is not legal it is added to the discard pile. · This scenario consists of 30 turns of gameplay, after which the entire area will be quarantined by the USMC and the game will end in a draw. Every 5 turns there is a predetermined effect that may not be countered. · Predator Player has the choice of playing a Solo Predator or a Hunting Pack. · Aliens Player has the choice of playing Hive Aliens or Cloned Aliens. · Turn sequence is �R-M-P-A�, Rogues - Marines - Predator - Aliens. · You are not required to play locations that you draw from your Draw Deck as normal, but you may not voluntarily �discard� these unwanted locations. · There is no minimum number of supporting characters required in your draw deck. · There is no minimum number of locations required in your draw deck with the sole exception that you are required to have at least 1 copy of both Operations and Riverbank in your draw deck. · Sentry Gun, Self Destruct, Access Space, Powerloader, and Hand Welder are to be used in their modified versions in Planetfall. · There may be only 1 activated Sentry Gun, barrier, and/or trap (that you control) per location. · Outdoor locations require 7 Aliens (including tokens) to hive, following the normal hiving procedure. In addition, Hive Construction and Expand the Hive refer to hiving Indoor locations, not Outdoor locations. · This is a planetside scenario, therefore the following �Space� events are banned from this scenario: Calling in the Favors, Eat Vacuum, Emergency Escape Vessel, Hull Breech, Marines,We Are Leaving, and Recalibrate Ground Level. · Access Space and Riverbank may not be played for any reason until the Play Locations phase of Turn 5. · All starting locations are considered distinct. · Starting Hands: These cards are taken from the draw deck to form a �hand� prior to the beginning of turn 1. LOCATION DECK: Every Player creates a �location� deck. This deck consists of 4 different Indoor locations, 4 different Outdoor loca-tions, Riverbank and Operations. Shuffle the Location Deck and place Riverbank as the bottom card of this deck. Every Ready round, you must roll a d6: 1-3, you must play the top location of your Location deck, 4-6 no effect. If it is a duplicate of a non-distinct location already in play on your string of locations or if there is no legal space for it because of certain restrictions, this location is discarded to the discard pile. The cards in the Location Deck do not count towards the 40 cards required for a typical deck. Unique Timing Events
In Planetfall, like in Countdown, certain events occur every so often throughout the game. Use the turn counter below to keep track of the current turn, and during the ready round of each turn, check to see if a Unique Timing Event occurs. These events take place before any cards are readied, and before any player may play any cards.
TURN 5: LANDSCAPE Riverbank and Access Space can now be legally played. In addition to the normal location roll, all players must play the top card of their Location Deck, which is discarded if not legally playable.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first Marine Main Character and immediately place it at Tavern. Hive Aliens player may place 2 chestburster tokens on the Breeding Chamber if there is a Hive Queen present. Predators gain 1 CP per friendly hidden marker in play. TURN 10: RULES OF THE HUNT If the Rogues do not have a Prisoner Transport in play, the Rogues may search their Draw and/or Discard deck bring one into play at the Guerilla Base Camp. All Predator characters currently at a location with the Predator Item resource may refill all applicable Ammo and Attachment cards.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first 2 Marine Main Characters and immediately place them at Tavern. Hive Aliens player may place 2 chestburster tokens on the Breeding Chamber if there is a Hive Queen present.
Any Predator Character beginning this turn in a location with the Predator Item resource immediately loses all damage counters. TURN 15: NEW ORDERS The Predator player may search their draw/discard decks for a Predator MotherShip and immediately place it on their string of locations (MotherShip is discarded if not immediately played). The Newborn gains +1 gore tokens in addition to normal for each Alien consumed for the remainder of the game. If a Rogue is at Airfield 112, Rogues player may search their Draw Deck and place as many Rogue Mercenaries on Airfield 112 as necessary in order to bring the Rogues up to 5 Rogue Main Characters, one more than allowed at the start of the game.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first 2 Marine Main Characters and immediately place them at Tavern. Hive Aliens player may place 2 chestburster tokens on the Breeding Chamber if there is a Hive Queen present. TURN 20: EXPAND THE HIVE Hive Aliens can now Hive outdoor locations as if they were indoor locations. The Aliens player may search their draw/discard decks for 2 Alien Guard characters; these characters can immediately be placed on the Breeding Chamber if there is a Queen present. All indoor locations gain the �Damaged� resource. If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first 2 Marine Main Characters and immediately place them at Tavern. All Damaged Predator and Rogue items are now repaired. TURN 25: MELTDOWN Treat all indoor locations as if they read, "This location causes 2 points of Environmental Fire Damage to any-one at or moving through it." (this is applicable regardless of the damaged resource) TURN 30: QUARANTINE Quarantine fields have been erected surrounding the crash site. At the end of the Search round on Turn 30 the game ends in a draw. The Factions
Predator Hunting Packs: Combat Pool: 4
Hand Size: 4 (+1 for every Predator that you control during the Discard and Draw Round) Your handsize may not be increased by other means.
Starting Characters: Choose 1 adaptable and/or veteran Predator. This Predator is the leader of the pack and must begin play with a Camouflage Suit and a Self Destruct. In addition, the Leader may begin with up to 8 more Predator items worth no more than 30 honor.
Choose 2 to 4 other predators (Referred to as 'Low Honor Predators' up to 16 honor (you may have multiple Eager Youths). Each of these Predators must be worth less than 10 honor and may not use Camouflage Suit or ranged weapons (except Darts), until the Leader is killed.
Starting Hand: None.
Starting Locations: Airlock + Predator Ship + Landing Pad
Starting Equipment: Each low honor Predator may begin the game in the Predator Ship with 1 Hunting Kit, 1 Darts, and 1 Predator Item attachment or Predator Item ammo (no other Predator items can be found at this starting location).
Rules of the Hunt: The Pack Leader and his starting equipment are not placed into the game at the same time as his students. Instead, the Leader is set aside out of play until the Blooded Victory Conditions are activated. At the begin-ning of turn 10, or as soon as half the low honor predators are killed, the Unblooded Victory Conditions are considered void and are replaced by the Blooded Victory Conditions. The Pack Leader and his starting equipment are immediately placed on the Predator Ship. (Starting location) If the Leader is killed, then all Victory conditions are replaced with the Frenzy �Kill Em All� condition and the low honor predators can pick up and use all of the Leader�s equipment.
Unblooded Hunt Primary Victory Conditions: 1) Kill Em All: Kill all unfriendly characters in play.
2) Fulfill honor requirements for low honor Predators and their Predator Items and evacuate at Shuttle (Leader�s honor and items are currently ignored).
Unblooded Hunt Secondary Conditions: 3) Capture and evacuate any Queen Character or the Newborn.
4) At any time you have bound 2 Leaders in play, you win immediately (+1 Leader for every player beyond the second).
Blooded Hunt Primary Conditions: (Note: All Unblooded Hunt conditions are now void)
1) Kill Em All: Kill all unfriendly characters in play.
2) Damage 5 locations (+1 location for every player beyond the second) [Only locations damaged after Blooded conditions activated will count]
Blooded Hunt Secondary Conditions: 3) Search any Breeding Chamber for an Ambushed Predator and evacuate him alive. (Pack may only locate the Ambushed Predator at a Breeding Chamber for Planetfall)
Frenzy Conditions: If for any reason the Pack leader is killed, all rules of the Hunt are broken and the Pack falls apart. All the youths may pick up and use the Leader's items and all previous victory conditions are void.
1) Kill Em All: All Predators gain +1 to hit and damage with close combat weapons. You are required to kill unfriendly characters.
Special Notes: 1) Pack may not search for the Ambushed Predator until the Blooded Conditions are acitivated. Any Ambushed Predators located before the Blooded conditions are activated do not count for this victory condition.
2) Low honor Predators may not begin the game with Self-Destruct for any reason.
3) Whenever the Pack Leader is killed, his undamaged Self-Destruct is treated as if 'Activate Self-Destruct' was played upon it.
4) Low honor Predators may not possess or use any of the Leader's predator items until that leader is killed.
5) During the Search Round, you may rotate the Leader and 3 Predators you control at the same location (with High-Tech, Communications, or Computers Resource) and add the Damaged resource to that location. Solo Predator: Handsize: 5 (+1 if Adaptable)
Combat Pool: 4 (Option: begin play with 0 CP and Predator enters game with no damage counters)
Starting Locations: Dense Jungle (ground) + Dense Jungle (ground); Treetop Sanctuary (above the 2 Dense Jungles) Begin in Treetop Sanctuary with 1 Infected Lab Worker (treat as if Crazed Civilian was played on it).
Starting Characters: Choose 1 veteran Predator who begins play with 2 damage counters.
Starting Equipment: Must begin play with a Hunting Kit and up to 10 other Predator Items worth a total of no more than 40 honor.
Primary Victory Conditions: 1) Kill Em All: Kill all unfriendly characters in play. If this is accomplished prior to Turn 10, treat victory as if it was a Secondary Condition victory (points-wise).
2) Satisfied Clan Honor: Attain enough honor and evacuate at any Predator Vessel Location.
Secondary Victory Conditions: 3) Unfinished Business: At the beginning of turn 15, search through your decks and hand and place an Ambushed Predator in any Breeding Chamber that is in play. You may kill this Ambushed Predator in close combat and evacuate at any Predator Vessel location. Until the beginning of turn 20, this Ambushed Predator does not make burst rolls, and may not be attacked or affected by Alien Characters or any Alien Player. If there are no Breeding Chambers in play or you do not have an Ambushed Predator in your deck, this condition is not available.
4) Worthy Prey: Kill 4 Leaders and evacuate.
Special Notes: 1) You may only bring the Ambushed Predator into play under the �Unfinished Business� victory condition.
2) You may only have 1 Predator vessel in your Draw Deck and 1 in your Location deck.
3) The Ambushed Predator is equipped with a Hunting Kit (Taken from out-of-play). During the Close Combat declaration phase, it will declare a Close Combat attack using its Melee Claws (from the Hunting Kit) at +2 to hit and +3 damage against one random Predator character at its location. If its Melee Claws are damaged or destroyed, it will attack using basic Power, still at +2 to hit and +3 to damage. Non-Predator Characters are unaffected. The Ambushed Predator declares before the Predator Player.
4) The Solo Predator player gains 1 CP for every Lethal character he kills in an Outdoor location.
5) The Solo Predator player gains a permanent +1 handsize for every Leader or Molted Alien that he kills.
Rogues: Handsize: 4 (+1 one for every hostage under your control during the Discard and Draw round)
Combat Pool: 2
Research Points: 5
Starting Locations: Dense Jungle + Guerilla Base Camp + Dense Jungle + Airlock. Begin game in Base Camp.
Starting Characters: 5 Rogue Main Characters; no more than one Character may be a Leader. (you may substitute 1 starting Rogue Main character for 2 Rogue Supporting Characters (Spike included))
Starting Equipment: Each Rogue character may begin the game with 1 Prohibited Weaponry Item, 1 Medikit and 1 Ammo item.
Starting Hand: Criminal Escape + Hit Below the Belt + Quick Escape
Primary Victory Conditions: 1) Secure the Hostages: Evacuate 10 hostages at either the Airfield 112 or the Base Camp. Unique hostages count as 2 hostages for the purposes of evacua-tion wins. (-1 hostage for every additional player beyond the second in the game, to a minimum of 7 hostages).
2) Data Theft: Evacuate 14 Data tokens at either the Airfield or the Base Camp (- 1 data token for every additional player beyond the second in the game, to a minimum of 10 data tokens).
Secondary Victory Conditions: 3) Kill Em All: Kill all other unfriendly characters in the game.
4) Black Market: Find & Evacuate 3 + X predator items from the Airfield or Base Camp. (X = +1 per Predator Main character in the game)
Special Notes: 1) Rogues may not have any Predator Items in their draw decks.
Marines: Handsize: 3 (+1 for every Leader under your control during the Discard and Draw round)
Combat Pool: 2
Research Points: 6
Starting Locations: Isolated Corridor + Tavern + Isolated Corridor + Airlock Begin the game in Tavern
Starting Characters: Begin the game with 1 non-Rogue human/synthetic main character Leader, 1 human/synthetic main character (without the Leader resource) and one infected Physician supporting character.
Starting Equipment: You may begin with 2 Field Packs, 1 Motion Scanner, 2 Medikits, 2 Shotguns, 2 ammo items, 1 attachment, and 1 Chemical base (you may trade in one Field Pack for one Smartgun or Scope Rifle).
Starting Hand: Dodge + Dodge + Good Shot
Primary Victory Conditions: 1) Territorial: Kill all unfriendly characters
2) Rescue: Evacuate 9 supporting characters at the Airfield 112 location.
Secondary Victory Conditions: 3) Reinforcements:The game ends immediately at any point that you have 10 Marines in play, alive, not infected, not captured, not bound, and under your control.
4) Cleanse the Hive: The Game ends immediately if the Marines spend 3 con-secutive Search rounds alone (without any unfriendly characters present) in a location with the Breeding Chamber resource. If an unfriendly character is present in that location at the beginning of any Search round, the 3 consecutive turns starts over.
Special Notes: 1) The Marines player may have more than 1 character with the Leader resource in play.
2) The Marines player�s hand size increased by +1 for each friendly Leader in play.
Hive Aliens: Hand Size: 4 (+1 for every Alien Warrior that you control at your Queens location)
Combat Pool: 0
Starting Locations: Hived Airlock (ground) + Dense Jungle (ground) + Hived Tunnels (Low, beneath Dense Jungle) + Hived Tunnels (Low, adjacent to Hived Tunnels)
Starting Characters: 2 Facehugger cards + 1 Chestburster card + Alien Warrior card
Starting Hand: Royal Jelly, Young Queen, Breeding Chamber, Resin Barrier, Acidic Residue
Primary Hive Victory Conditions: 1) Kill em All: Kill all unfriendly characters.
2) Expand the Hive: Hive all Locations in play.
Secondary Hive Victory Conditions: 3) Genetic Superiority: Mature �2� Predator characters in a 2 Player game, adding +1 Predator Character for each additional player beyond the second. Predator characters matured in this fashion are removed from play.
4) Hive Territory: At any point after turn 14, the Hive Aliens win immediately when they replace any of the following 'starting locations' (Guerilla Base Camp, Predator Ship, Tavern, Treetop Sanctuary) with a Breeding Chamber location. In addition to all rules concerning maturing a new Queen (p.47), this condition requires all adja-cent locations to be Hived and for the Aliens player to mature a Chestburster into a Young Queen at that starting location.
Special Notes: 1) While the Hive Queen is alive, the Hive aliens gain the following abilities: § Hive Aliens at the Hive Queen�s location are not required to attack unfriendly characters. § Lethal Hive Aliens gain +1 defense at hive locations. § Hive Facehuggers may enter non-hive Outdoor locations by spending 1CP per such location entered, in addition to Hive locations. If the Hive Queen leaves play, all Facehuggers at non-hive locations are immediately discarded, and future face-huggers lose this ability.
2) Hive Aliens player may have up to 5 Alien Warrior character cards in their draw deck.
3) The first Breeding Chamber that the Hive aliens create does not have the restriction that all adjacent locations are required to be Hived. All future Breeding Chambers must adhere to the normal Hive restrictions. Cloned Aliens: Hand Size: 3 (+1 for every Cloned Warrior that you control at your Queens loca-tion)
Combat Pool: 5
Starting Locations: Hived Airlock + Genetics Lab + Waste Tank 5 + Genetic Lab + 1 more Hived, non-central non-breeding chamber location. Begin game in Waste Tank 5
Starting Characters: 1 Cloned Queen + 2 Facehugger cards + 3 Alien Warrior cards + 1 Recessive Guard card
Starting Hand: Resin Barrier, Resin Barrier, Acidic Residue
Primary Hive Victory Conditions: 1)Kill em All: Kill all unfriendly characters.
2) Expand the Hive: Hive all Locations in play.
Secondary Hive Victory Conditions: 3) Genetic Memory: The game ends immediately when there are 10 undamaged Items in a location with the Breeding Chamber resource and the Cloned Queen in a 2 Player game, adding +2 items for each additional player beyond the sec-ond, to a maximum of 16 items. (ie: 10 +2=12 items required in a 3 player game, 10 +4= 14 items required in a 4 player game, and so on)
4) Autistic Rage: After the Newborn enters play, The Cloned Aliens Playe immediately wins if they can destroy 3 vehicles in a 2-player game, add +1 vehicle for additional player beyond the second. (i.e.: 3 +1=4 vehicles in a 3 player game and so on.)
Special Notes: 1) The Cloned Aliens player may not have any item or vehicle cards in their draw decks.
2) At any time, lethal cloned aliens may rotate to pick up an item at their location. A cloned alien may only hold 1 item at a time. Cloned aliens holding items may not declare attacks. A Cloned Alien may rotate to drop an item during the Movement round or Search round.
3) While the Cloned Queen is alive, all Cloned Aliens gain +1 defense when tar-geted by Humans and +1 to hit when attacking Humans at Hive Locations.
4) Every character with the resource Leader or Predator that the Newborn kills, permanently adds +1 to the Newborn�s handsize.
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Post by doctordolemite on Dec 18, 2013 10:13:53 GMT -5
And although Unofficial, I kept it anyway as CplWilcks worked on the game. Aliens vs Predator CCG Last updated on 01/27/98 "T-Minus 30 Cycles and Counting..." (My First scenario) This is the Quick Start Version, for a slightly more detailed version please click HERE The Story so far: A deep space Marine Listening Post housed on Prima 4, has neglected to Uplink its weekly report to USC transmitting station. A communications repair team with a lightly armed Marine escort has been sent to the Marine compound to repair the suspected Satellite Uplink problems. Elsewhere, a vengeful Outcast is destroying all the Predator Hunting Grounds (by any means necessary). His Shuttle's weapon systems were damaged after his latest brush with his old Clan; he lands on the final Hunting Grounds in this sector and prepares his "Self-Destruct" explosives. Orbiting an unremarkable world in a cloaked Mothership a council of elders conveens and three Predators eagerly advance forward. Finally, in a dark and moist chamber that seems to breathe with an unearthly life of its own, a Marine struggles against his organic bonds as the burning pain beneath his ribs increases. A watery substance drips onto the brow of the Marine as he throws back his head and howls in agony. Instinct drives a small living creature to forcefully tear itself free of its dark womb. The Battle for survival is engaged... Players: 4 Recommended Players: Aliens, Marines and 2 Predators Starting Locations: Aliens: You begin in the "Breeding Chamber". In addition, you begin with "Hived Cryonics" and "Hived Engineering" adjacent to the "Breeding Chamber". (note: Hived Heat Exchange may be substituted for either of the adjacent locations) Marines: You begin in the "Docking Bay" location. In addition, the "Weapons Locker" is also in play and adjacent to the "Docking Bay". Outcast Predator: You begin the game in the "Computer Center" with an "Isolated Corridor" also in play and adjacent to it. Hunting Predator: You begin the game in the "Predator Shuttle" with a "Landing Pad" in play and adjacent to it. Starting Characters and Items: Aliens: You begin in the "Breeding Chamber" with 5 combat pool, a base hand of 3, and: · 1 Alien Queen · 1 Royal Guard · 3 Alien Warrior character cards with 1 Alien token on each Alien Warrior character card. (note: not on Royal Guard) · 3 Implanted Marines (note: tokens, pennies, dice can be used to represent these until the Mature Aliens Phase) Marines: You begin in the "Docking Bay" with 2 combat pool, a base hand of 4, and: · 1 Commanding Officer (your choice) and 3 Pvts (your choice) *or* 1 Cpl (your choice), 2 Pvts (your choice), and 1 "Named" character (ie: Ripley, Bishop, Ash, etc) · 4 Garrison packs · 3 Shotguns · 1 Smartgun · 1 Motion Scanner · 2 Medikits · 3 Engineers which must remain in the Docking Bay for the duration of the game until you evacuate Outcast Predator: You begin in the "Computer Center" with 3 combat pool, a base hand of 5, and: · 1 "Outcast" Predator Character card · 1 point of Acid damage against you · 1 Plasma Caster damaged by Acid (but "repairable" at the appropriate location) · 1 Camouflage Suit · 1 set of retractable Acid-Resistant Claws · 1 suit of Ceremonial Armour (slightly damaged by Acid but currently no penalty) · 1 ScatterGun · 1 Predator MediKit Hunting Predator: You begin in the "Predator Shuttle" with 4 combat pool, a base hand of 5, and: · You may choose a Character from the following: "Young Tusk" or "Eager Youth" or "Gray-Stripe" · 1 Plasma Caster · 1 Hunting Kit · 1 Naginata *or* 1 Throwing Disk · 1 Camouflage Suit Play Deck - Special Rules: 1. All players must have "Operations" location within their decks 2. All decks must be at least 40 cards 3. All starting locations are considered "distinct" 4. All players *must* have at least 3 "Hived" locations in their decks, in addition to any other locations 5. You are not "required" to play location cards for the first 2 turns of the game, in fact you *may* discard them on the appropriate phase, but on turn 3 (and all turns afterwards) locations *must* be played as required. 6. ALIENS: § At the beginning of the first movement phase, the Aliens player begins using hidden movement as if the "Alien Stealth" event card was just played on every Alien Group in the "Breeding Chamber", except the Queen. These tokens are removed permenantly by any actions that would normally reveal a token, see detailed scenario for a breakdown of these reasons. Note: this is a one-time effect. (1 hidden movement token per alien group) (See Aliens subsection for further details) § Final note: The Aliens player is not allowed to drag/move/touch either of the Predator corpses if found, Aliens only want *live* hosts no matter the strategic value of the corpse. 7. MARINES: § The communications team consisting of 3 engineers accompanying the Marines: 1. must stay in the "Docking Bay" for the duration of the game and wait for the squad to return with at least one civilian. It is assumed that the 3 Engineers are cowering in the DropShip therefore each original Engineer receives +1 defense while in the "Docking Bay." 2. ...the Marines must rescue at least 1 other civilian before the Marines player can evacuate the 3 shake N' bake original Engineers. 3. ...they may be armed but remain "uncontrolled" if no Marines are present. 4. Rescuing the communications repair team does not count towards your 5 civilians. (but would be less hosts for the Aliens) § At the "start/beginning" of the movement phase, any Marines player who begins in the same location as a Predator corpse, may begin "Dragging" the dead Predator body, with the same restrictions as dragging a wounded character. (see rules p.25) 8. Outcast Predator: § No Predator player may have the "Access Space" card within his/her decks § You may have 20 additional honor points worth of Predator Items within your deck, but as your Predator Shuttle has been Hived, you may only search for Predator Items in the Hunting Predator's shuttle. § You have a severe cognitive disorder (the reason why you were ostracized from your clan) Like the Aliens you have hunted all your life, your instinctive Battle Rage will force you to attack any unhidden targets in the same location as you during the combat round. § The Outcast is responsible for keeping track of the detonation counter at the beginning of the Ready Phase each turn. § At the "start/beginning" of the movement phase, the Outcast Predator may remove either hand of the deceased Hunting Predator, but only if the Outcast began his movement in the same room as the Hunting Predator. (get the hand to bypass Shuttle security systems and escape) 9. Hunting Predator: § No Predator player may have the "Access Space" card within his/her decks § The "Hunting Predator" may only have 7 honor points of Predator equipment within his/her deck § At the "start/beginning" of the movement phase, the Hunting Predator may remove the skin of the deceased Outcast Predator, *if* the Hunting Predator began his movement in the same room as the Outcast Predator. (get the skin to the Shuttle and escape) 10. On the final phase of turn # 30, the Outcast's "Self-Destruct" explodes across from the Reactor Core, which eradicates all life across 25% of the planet's surface. The game is considered a draw if no one wins by this time. Victory Conditions: Aliens: The Aliens must protect the Queen and expand and then expand some more. In order to achieve Victory the Aliens player must: 1. "Hive" every location including the other players' starting locations *or* 2. remove all threats to the Hive/Queen (Kill everyone else) Marines: The Marines quickly realize that this is more than a communications failure as they leave the "Docking Bay". In order to achieve Victory the Marines player must: 1. Search for and rescue at least 5 civilians and evacuate via the "Docking Bay" (Rescuing your original team of engineers does not count towards achieving your required number of civilians to rescue, though it would be the "right" thing to do. Nor do "Pets" count as a "civilian", but it is a humane thing to do) *or* 2. Failing the primary objective, the Marines must reclaim the infested Marine compound and eliminate all traces of Alien/Predator life (Kill everyone else) Outcast Predator: The Outcast, having already placed his "Self-Destruct" item with a prolonged timer near the Reactor Core of the Marine compound, he/she wants out and fast! After finding your own Predator Shuttle "Hived" and "occupied", you realize that you must get to the newly docked Predator Shuttle and escape (evacuate) before your Self-Destruct takes out the Reactor Core. You cannot evacuate if there are others in the Predator Shuttle with you. In order to achieve Victory, the Outcast Predator must: 1. bypass the Hunting Predator's Shuttle Security system by placing the Hunting Predator's hand (disembodied if necessary) on the Shuttle's DNA external handscanner and then open the access hatch. If there are other casualties along the way, all the better. *or* 2. if you can't get the Hunting Predator's hand then you will have to use your Hunting Mask's computer to hack past the Hunting Predator's Shuttle Security system in order to open the access hatch.. You must rotate for 3 turns while at the Predator Shuttle (can be interrupted and does not have to be consecutive) *or* 3. If you are unable to escape via the other Predator Shuttle, then you intend to go out in a blaze of glory (Kill everyone else) Hunting Predator: The Eager Youth or Young Tusk or Gray-Stripe are hunting the Outcast because they are seeking honor within the Clan. In order to achieve Victory, the Hunting Predator must: 1. capture and return the Outcast alive back to the shuttle and evacuate, (dragging him if necessary) thus removing the shame brought upon their Clan by the dishonorable actions of the Outcast. *or* 2. bring the Skin of the Outcast back to the shuttle (and evacuate) to prove to the HuntMaster that the Outcast will no longer dishonor the Clan. *or* 3. allow no witnesses to your actions in hunting the Clan's Outcast. (Kill everyone else)
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Post by Shaolin Yautja on Feb 26, 2024 13:08:58 GMT -5
I always felt the Honor victory condition for Predator is less favorable because by default you are required to successfully evacuate your Predator even after you have completely satisfy all of the honor requirements of all of your items.
At least for the Rogues and Marines they have the EEV card to evacuate anywhere else if any opponents are at the Docking Bay location or any evacuation location.
Sometimes I wished they had made a similar EEV card when they had made the promos or at least some event card in the Resurrection (or Atmosphere) expansion that would allow Predator to win through honor without having to evacuate.
And for Aliens? Once they add the Hive resource to all locations in play they're done!
No need to evacuate except for when playing the Dark Siege and Dark Siege aftermatch scenarios then a successful evacuation is required. Which I thought is a bit more fair.
But for the best possible chance of hiving all locations, one should build their Aliens deck around the Heat Exchanger. Just focus on hiving Entry locations and any locations behind Entry locations by taking advantage of Hive Construction and then pop that Heat Exchanger as quickly as possible such as using a combination of March Of Time, Ransack and Weapon Cache and that can leave only "hived" locations remaining.
But this will be harder to achieve in Dark Siege and Dark Siege Aftermath scenarios because many of those cards are either of the Uncommon or Rare rarities and duplicate copies of them aren't allowed, so only 1 copy of each of many of those cards mentioned so far less consistent. But then again, Dark Siege decks are limited to 25 cards each, so.....
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