Aliens: Another Glorious Day in the Corps – We're in the Pipe, Five by Five
Aliens: Another Glorious Day in the Corps – We're in the Pipe, Five by Five Rulebook
Table of Contents
Table of Contents
Components
- Character cards x2 and Character models x2 (Corporal Collette Ferro and Private Daniel Spunkmeyer)
- Alien Variant models x4 (Alien Skulker, Alien Brute, Alien Scout, Alien Guard)
- Experience cards x16
- Hivemind cards x9
- Alien Variant Blip tokens x4
- Blip tokens x6
- Dropship / Air Ducts gameboard
- Mission cards x2
- Air Duct Entrance tokens x6
- Air Duct Exit tokens x8
Transcriber note: the rulebook shows only Corporal Ferro's character card. Private Spunkmeyer's card is not reproduced in this rulebook; his abilities are printed on his own card.
Fireteams
At the start of a mission, the players choose up to six Characters to field in their Fireteam. The players then each choose which Characters they want to play, flipping them from their Grunt side to their Hero side.
Any remaining Characters are not in the game and are held in reserve for later missions. You can change which Characters are in reserve at the start of a new mission.
A Balanced Fireteam
It is a good idea to have a mix of combat and supporting Characters in your Fireteam. An imbalanced Fireteam can lead to defeat. Too many fighters may leave you short of technical support, slowing you down when you hit challenges. Too many heavy weapons can burn through your Endurance deck too fast. On the other hand, too few fighters or heavy weapons may get you overrun by swarms of Aliens. Choose wisely!
Newt
Newt must be fielded in Campaign Missions, unless she has been captured or killed, or the mission states otherwise. Newt is fielded in addition to the six Characters you select for the mission.
Newt is not used in Bug Hunt Missions.
Alien Variants
To add Alien Variants to a Campaign or Bug Hunt game, mix the four Alien Variant Blip tokens into the Blip pool and place this rulebook with the back page showing in easy reach of all players.
Alien Variants act as normal Aliens, aside from the following changes.
Alien Variant Blips
Alien Variant Blips act like normal Alien Blips until revealed. Once revealed, replace it with the Alien Variant model with enough Alien tokens match the Swarm Size shown their card. Each Alien Variant only appears once. After revealing it, place the Alien Variant Blip aside without mixing it back into the Blip token pool.
For Example, an Alien Scout is revealed. The Alien Scout has a Swarm Size of three. Replace the Blip token with the Alien Scout model with two Alien tokens under it.
Alien Variant Movement
Most Alien Variants do not move the standard six spaces that other Alien models move. Instead, each Alien Variant moves the Speed shown with its special rules.
Alien Variant Special Rules
Each Alien Variant has special rules that change their behavior, detailed on the back of this rulebook.
Transcriber note: the printed text reads "change thier behavior" in this paragraph; it is transcribed as printed.
Experience Cards
Experience cards add new abilities players can use in their games. You can add Experience cards to your campaign, allowing your Characters to learn new tricks.
Experience Paths
There are two new Experience Paths in this expansion you can choose from:
- Pilot
- Quartermaster
These add to the eight Experience Paths you can find in Aliens: Ultimate Badasses expansion. The existing paths are Company Man, Hero, Gunner, Leader, Smarts, Tactician, Tracker and Support.
Each Path has three Level 1 cards, three Level 2 cards, and two Level 3 cards.
Transcriber note: the rulebook shows the Pilot path's Level 1 card, "In the Pipe", in full. Quartermaster card text is not printed in this rulebook; the Quartermaster cards carry their own text.
Example of card layout (Hero path, Level 2, "Armed to the Teeth"; this card is from the existing Hero path, not from this expansion): Exhaust a card bearing the green icon or a card bearing the blue icon equipped to this Character to search the Exhaust pile for a card bearing the blue icon and equip it to this Character or another Character within 2 spaces, paying the equip cost.
Pilot Level 1: In the Pipe
On Activation you may reveal a card:
- If the card has the yellow star icon: you may Exhaust any number of cards, then search the Exhaust pile for an Event that costs one or less and add it to your hand.
- If the card has the green or blue icon: Draw a Card.
Transcriber note: the card-type icons are transcribed by their printed colour (yellow star, green, blue) because the printed glyphs are small in the PDF; check the icon-to-card-type mapping against the physical cards.
Gaining Experience Cards
During a campaign each player gains one Experience card at the start of each mission. During a bug hunt each player gains one Experience card at the start of the Marine Phase on every fifth turn (i.e. turn five, ten, fifteen, etc.).
A player can choose a Level 1 card from any of the Paths. To gain a Level 2 card they must already have a Level 1 card from the same Path for each Level 2 card they want. So if a player already has a Level 2 Gunner card and wants a second Level 2 Gunner card, they must have at least two Level 1 Gunner cards. To gain a Level 3 card they must already have a Level 2 card from the same Path. You can never have two Level 3 Experience cards.
Once a card is taken, no other player may choose that card. If more than one player wants the same card, the player with the highest rank chooses who gets it.
Mix and Match Paths
When picking Experience cards you can choose cards from any Path. Picking from multiple paths will give you a well-rounded Character, while progressing down a single Path will give you a more focused Character. The choice is yours.
Losing/Changing Characters
When your Character dies or you change Characters, your Experience cards transfer to your new Character. This represents your new Character stepping up to fill the vacant role.
Corporal Ferro
Corporal Collette Ferro is the dropship pilot. Her character card reads:
- Passive: Whenever you play a card with the yellow star icon you may recycle one card.
- End of Activation: You may Reveal a card:
- If it has the yellow star icon: put that card into your hand.
- If it has the green or blue icon: Recycle three cards.
Transcriber note: the card-type icons are transcribed by their printed colour, as above.
Updated Missions
This expansion updates the Aliens campaign in Aliens: Get Away From Her You B***h!, adding the Dropship as the destination for the APC Chase mission and the air ducts escape scene from the movie to Mission 3: Survive.
Mission 2.5: Chase
The Mission 2.5: Chase replaces the APC Chase mission in Aliens: Get Away From Her You B***h! This version of the mission adds the Dropship as the destination for the fleeing survivors.
Moving to and from the Dropship
Characters on the Dropship board may only enter or exit the Dropship through the doors marked Loading Zone. The APC may enter the Dropship by driving under the Pilot's cockpit and aligning its end with the both Loading Zone doors.
Mission 3: Survive
This updated mission card replaces the Mission 3: Survive mission in Aliens: Get Away From Her You B***h! This version of the mission adds the air ducts escape scene from the movie.
Setting Up the Air Ducts
Place the six Air Duct Entrance tokens on the game boards as shown on the Mission. Place the eight Air Duct Exit tokens (six that match the Air Duct Entrance tokens and two Tunnel tokens) face down and shuffle them.
Entering the Air Ducts
A Character in a space with an Air Duct Entrance token can move one space to the space on the Air Duct board with the matching Air Duct Exit token.
If the matching Air Duct Exit token has not yet been placed, find that Air Duct Exit token, then shuffle the remaining Air Duct Exit tokens. Then roll the Alien dice to determine which Air Duct Exit space on the Air Duct board the entrance leads to. If the rolled exit is already occupied by an Air Duct Exit token, roll again until you get an empty space. Place the Air Duct Exit token on the rolled space.
Exiting the Air Ducts
A Character in a space on the Air Duct board with an Air Duct Exit token (other than a Tunnel token) can move one space to the space on the main game board with the matching Air Duct Entrance token.
If they enter an Air Duct Exit space that does not yet have an Air Duct Exit token, pick an unused Air Duct Exit token at random and place it there. They may then exit through this route.
If a Tunnel token is placed, Characters cannot use this route to return to the main gameboard, and if Aliens are spawned at Tunnel tokens, they will spawn here.
Transcriber note: the Mission 3: Survive card's set-up key prints "Place Air Duct Entrances here" and labels the two routes "Route A" and "Route B" on the mission board; the board itself is not reproduced in text.
Bug Hunts
You can use the Air Ducts and Dropship in Bug Hunt missions.
Aliens in the Air Ducts
Aliens can enter and exit the Air Duct board using any pair of Air Duct Entrance and Exit tokens that have been placed by Character movement, but cannot place new Air Duct Exit tokens.
Barricading Air Duct Entrances
Air Duct Entrance tokens can be Barricaded and Broken Through from either side in the same way as Doors. Air Duct Exit tokens cannot be Barricaded.
Attacking Through Exits
Each space with an Air Duct Entrance token is adjacent to and has line of sight to its matching Air Duct Exit token. Models can Attack from one space to the other, but otherwise there is no Line of Sight and Characters cannot Attack through Air Duct Entrances and Exits.
Air Ducts in Bug Hunts
To add the Air Ducts to a Bug Hunt mission, place the six Air Duct Entrance tokens making sure that no Entrance token is within ten spaces of a starting space or another Entrance token.
Dropship in Bug Hunts
To add the Dropship a Bug Hunt, place the Dropship so that the end with the Pilot spaces touches one of the other game boards and place four Crate tokens on blank spaces inside the Dropship.
Alien Variants Special Rules
Alien Brute (Speed 6, Swarm 5): When the Alien Brute attacks, the character being attacked must roll two Marine dice, taking the higher result for their Defense roll.
Alien Scout (Speed 8, Swarm 3): The Alien Scout breaks through a Barricaded Door on a roll of 3+.
Alien Guard (Speed 5, Swarm 7): If the Alien Guard would be killed, roll an Alien die. Of a roll of 4+, it survives unharmed.
Alien Skulker (Speed 7, Swarm 4): If the Alien Skulker cannot attack this turn, it will move to be out of Line of Sight of all Characters, then stay out of sight while it moves. If an Alien Skulker started its movement out of Line of Sight of a Character, they cannot use Defensive Fire against it.
Hivemind Cards
New Hivemind cards allow the Alien Hive player to place and control the new Alien Variants. The rules for Hivemind cards are found in the Aliens: Get Away From Her You B***h! rulebook.
Swarm Intelligence (Reaction; the card shows a cost of 3): Play when an Alien Variant is placed. Roll the Alien die.
- 1-3: Add one Alien token to the Alien Variant's swarm.
- 4-5: Add two Alien tokens to the Alien Variant's swarm.
- 6: Add two Alien tokens to the Alien Variant's swarm, then move the Alien Variant three spaces.