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Galaxy Defenders: Elite Alien Army

Expansion for Galaxy Defenders

Galaxy Defenders: Elite Alien Army Rulebook

Table of Contents

Table of Contents

  • Game Components
  • Game Overview
  • Mission Customizations
    • Overkill Enhancement
    • Extreme Enhancement
    • Enhance the Campaign
  • Alien Cards
    • Red Xeno-Beta
    • Red Spine Critter
    • Red Xeno-Alpha
    • Red Aracnos
    • Red Nexus
    • Red Xeno-Grey

Game Components

Inside the Elite Alien Army box you will find:

  • 2x RED Spine Critter: figures and ALIEN cards
  • 2x RED Xeno-Alpha: figures and ALIEN cards
  • 2x RED Xeno-Beta: figures and ALIEN cards
  • 2x RED Aracnos: figures and ALIEN cards
  • 1x RED Nexus: figure and ALIEN card
  • 1x RED Xeno-Grey: figure and ALIEN card
  • 1x Rules Booklet

Game Overview

The Elite Alien Army expansion enhances the game difficulty and the overall game experience by combining the Galaxy Defenders core set elements with these new aliens.

This expansion may be integrated into any Galaxy Defenders mission to enhance the challenge, by either replacing an entire alien color rank or simply by following the campaign enhancements detailed in the next chapter.

We strongly suggest you master the standard game before using the Elite Army, otherwise the game experience may become too difficult and, therefore, less enjoyable.

This is not a complete game, a copy of the Galaxy Defenders core set is required to play.

Mission Customizations

The next three enhancements may be used to introduce the Elite Alien Army into any Galaxy Defenders mission, without breaking the game pace and the mission structure.

After selecting the desired enhancement, apply the enhancement to all elements of the mission:

  • ALIEN CARDs and MINIATURES IN PLAY
  • ALIEN CARDs and MINIATURES
  • CLOSE ENCOUNTER DECK
  • SPECIAL MISSION RULES
  • SPECIAL EVENT CARDS EFFECTS

For example, if using the OVERKILL ENHANCEMENT, when an effect says: "Place the BLUE XENO-ALPHA," this effect becomes: "Place the RED XENO-ALPHA."

Overkill Enhancement

Representing an improved level of difficulty, this enhancement replaces all BLUE Aliens in the mission, leaving only the weakest and the strongest enemy ranks: GREEN and RED.

To apply this enhancement:

  • Replace ALL BLUE alien figures and cards with the relative RED variant.
  • Replace ALL CLOSE ENCOUNTER #4 cards with CLOSE ENCOUNTER #16 cards.

Extreme Enhancement

Representing an extremely advanced level of difficulty, this enhancement replaces all GREEN Aliens in the mission, leaving only the two strongest enemy ranks: BLUE and RED.

To apply this enhancement:

  • Replace ALL GREEN alien figures and cards with the relative RED variant.
  • Replace ALL CLOSE ENCOUNTER #3 cards with CLOSE ENCOUNTER #16 cards.

Enhance the Campaign

This is the suggested method of introducing the Elite Alien Army into the core set Campaign. The table details the required changes to apply for each mission. Each cell identifies the cards that must be replaced with Elite Alien Army cards.

Read each row as: which alien cards and miniatures in play are swapped, which alien cards and miniatures in the mission are swapped, and which Close Encounter cards are swapped. "N/A" means no swap in that column. The rank colour of each card is printed in the table. Quantities are shown as "x1" or "x2" for each card swapped OUT and the RED card brought IN.

MissionAlien cards and miniatures IN PLAYAlien cards and miniaturesClose Encounters deck
1N/AGREEN [blue-armoured trooper] x1 OUT, RED [same trooper] x1 INN/A
2GREEN [dragon-type alien] x1 OUT, RED [dragon-type alien] x1 INGREEN [dragon-type alien] x1 OUT, RED [dragon-type alien] x1 INCLOSE ENCOUNTER 3 x1 OUT, CLOSE ENCOUNTER 16 x1 IN
3N/AGREEN [dragon-type alien] x2 OUT, RED [dragon-type alien] x2 INN/A
4BLUE [blue-armoured trooper] x1 OUT, RED [same trooper] x1 INGREEN [blue-armoured trooper] x1 OUT, RED [same trooper] x1 INN/A
5N/AN/AN/A
6N/A

Missions 5 and 6 have no swaps in this table.

Alien Cards

The Elite Alien Army adds one RED alien card for each species below. Each card carries the species name and rank, an A.I. table keyed to numbered results, the species' powers, its weapons, and its defense bar (armour value or hatched armour symbol, the Bolt effect of the armour, and Health).

Where a card lists its A.I. results, the numbered icons are listed in the order printed on the card.

Red Xeno-Beta

  • Armor: 18. Bolt effect: REGENERATE.
  • Health: 5.
  • A.I.:
    • Result 0: Move away 2 areas.
    • Result 1: Attack with BLASTER and move away 1 area.
    • Result 2: Attack twice with BLASTER.
    • Result 3: Move 1 area toward the closest agent and attack with BLASTER.
    • Result 4: Move 1 area toward the closest agent and use MASS HEAL.
  • Powers:
    • REGENERATE: Heals 1 Wound.
    • MASS HEAL: Heal 1 Wound to self and all aliens in the same area.
  • Weapons:
    • BLASTER: 3 RED dice, Bolt effect +1 [icon].
    • No melee weapon.

Red Spine Critter

  • Armor: hatched armour symbol, no value printed. Bolt effect: +1 Shield.
  • Health: 4.
  • Ability: FERAL SENSES: Ignore the Stealth ability.
  • A.I.:
    • First result: If adjacent to 2 or more agents, attack them with SPINE; otherwise attack with JAWS.
    • Second result: Move adjacent to the closest agent and attack with JAWS.
    • Third result: Move up to 3 areas toward the most wounded agent.
  • Powers:
    • DEADLY POISON: When Spine Critter dies, all adjacent agents suffer 1 Wound.
    • MOVE: When the Spine Critter moves, also move all Spine Critter within 1 area of it, and place them in the same area where the Spine Critter ends its move.
  • Weapons:
    • SPINE: 5 BLUE dice.
    • JAWS: 3 RED dice, Bolt effect +1 [icon].

Red Xeno-Alpha

  • Armor: 20. Bolt effect: EXPERT.
  • Health: 6.
  • A.I.:
    • First result: Attack with POWER FIST.
    • Second result: Move adjacent to the closest agent and attack with POWER FIST.
    • Results 2 and 3: Move 1 area toward the closest agent and attack with PLASMA RIFLE.
    • Fourth result: Move up to 2 areas toward the closest agent.
  • Powers:
    • EXPERT: Re-roll all failed dice results.
    • LONEWOLF: When the Xeno-Alpha ends its move, all aliens in the same area as the Xeno-Alpha move away 1 area.
  • Weapons:
    • PLASMA RIFLE: 5 BLUE dice, Bolt effect EXPERT.
    • POWER FIST: 5 RED dice, Bolt effect -2 DEF DICE.

Red Aracnos

  • Armor: hatched armour symbol, no value printed. Bolt effect: +2 Shield.
  • Health: 5.
  • Ability: FERAL SENSES: Ignore the Stealth ability.
  • A.I.:
    • First result: Attack with CLAWS.
    • Second result: Move adjacent to the closest agent and attack with CLAWS.
    • Third result: Attack the closest agent with WEB.
    • Fourth result: Move up to 4 areas toward the most wounded agent.
  • Powers:
    • GRAB: If the attack deals damage, move the Aracnos and the attacked agent 1 area toward the closest Teleport Point.
    • PARALYZE: Paralyze the attacked agent until the next Refresh phase.
  • Weapons:
    • WEB: 4 BLUE dice, Bolt effect PARALYZE [icon].
    • CLAWS: 4 RED dice, GRAB.

Red Nexus

  • Armor: 20. Alien Armor: 2.
  • Health: 11.
  • A.I.:
    • Result 0: Attack with BIONIC ARM.
    • Results 1, 2 and 3: Attack twice with MULTI-WEAPON.
    • Result 4: Attack with MULTI-WEAPON and move 1 area toward the closest agent.
    • Second result 4 (as printed): Move 1 area toward the closest agent.
  • Powers:
    • ION BURST: Hits all agents within 1 area of the attacked agent.
    • SONIC BOOM: All adjacent agents move away 2 areas.
    • ALIEN ARMOR 2: All human weapons inflict -2 [icon].
  • Weapons:
    • MULTI-WEAPON: 5 RED dice, Bolt effect ION BURST.
    • BIONIC ARM: 5 RED dice, SONIC BOOM.

Red Xeno-Grey

  • Armor: 20. Bolt effect: +1 Shield.
  • Health: 7.
  • A.I.:
    • Result 0: Move away 2 areas.
    • Result 1: Move away 2 areas and either activate the closest alien within 1 area, if any, or teleport 1 alien adjacent to the Xeno-Grey.
    • Result 2: Execute twice: either activate the closest alien within 1 area, if any, or teleport 1 alien adjacent to the Xeno-Grey.
  • Powers:
    • SAVE THE MASTER: Ranged combat damage dealt to the Xeno-Grey must be redirected to the closest alien within 1 area, if any.
    • IMPROVED MIND CONTROL 2: Any agent 2 areas or less from Xeno-Grey misses the attack and suffers 2 Wounds if he rolls at least 1 [skull icon].
  • Weapons: none printed.
N/A
N/A
7N/AGREEN [blue-armoured trooper] x2 OUT, RED [same trooper] x2 INN/A
8N/AGREEN [blue-armoured trooper] x2 OUT, RED [same trooper] x2 INN/A
9GREEN [blue-armoured trooper] x1 OUT, RED [same trooper] x1 INGREEN [dragon-type alien] x2 OUT, RED [dragon-type alien] x2 INCLOSE ENCOUNTER 3 x1 OUT, CLOSE ENCOUNTER 16 x1 IN
10N/ABLUE [white-spined robot, Nexus art] x1 OUT, RED [same robot] x1 INN/A
11N/ABLUE [green-skinned alien, Xeno-Grey art] x1 OUT, RED [same alien] x1 INN/A
12N/ABLUE [red-faced armoured trooper] x1 OUT, RED [same trooper] x1 INN/A