Galaxy Defenders: Extinction Protocol
Galaxy Defenders: Extinction Protocol Rulebook
Table of Contents
Table of Contents
Introduction
This manual contains tactical procedures for two separate game expansions. Each game expansion is sold separately. You can recognize sections of interest by looking for the relative icons next to chapter's name. The two expansions are chronologically linked, so you can use and integrate any Operation Strikeback content in Extinction Protocol, but not the opposite, unless using a custom scenario.
Component List
Inside your Galaxy Defenders Extinction Protocol expansion box you will find the following components.
Components
- 1 Storybook manual
- 1 This rulebook
- 34 Plastic figures
- 2 Double-sided map tiles
- 7 Modular map tiles
- 8 Linker map tiles
- 5 Power Armor profile sheets
- 17 Event cards
- 24 Close Encounter cards
- 24 Alien cards
- 8 Alien Egg cards
- 2 Master Alien cards
- 2 NPC cards
- 2 Plastic stand-up bases
- 5 Plastic clips
Tokens and Markers
- 1 Standard weapon
- 2 Improved weapons
- 3 Alien weapons
- 5 NPC tactics
- 16 Devices
- 16 Skills
- 5 Basic tactics
- 5 Improved tactics
- 5 Wounds
- 3 Batteries
- 10 Shields
- 6 Human signals
- 8 Alien signals
- 3 NPC signals
- 10 Stationary signals
- 1 Avatar
- 1 Aeroscout
- 1 Suppression Fire
- 1 Menace
- 10 Critical 2
- 10 Critical 3
- 6 Marks
- 10 Poisons/Venoms
- 4 Landmines/Flames
- 4 Crates/Alien crates
- 6 Waypoints
- 1 Improved/Alien armory
- 4 Teleport points
- 4 2xHexes map overlays
- 1 Bio-Armor/Rank-up
- 6 Security locks
2.1 Replacing Core Set components
Based on player feedback, to avoid confusion between Blocking Hex Sides and the flavor "Yellow/Black" graphic on several tokens [such as Teleport Points, Signals, etc...], both expansions provide the same tokens with new graphics.
2.2 Integrating game expansions
Each component is designed to be integrated with the Core Set and any future Galaxy Defenders expansions, by following the chronological campaign history. This means all Operation Strikeback contents [weapons, devices, skills, and so on] must be mixed with the Core Set and any previous add-ons [like KS extras] prior to the start of the campaign. Extinction Protocol players can freely add Operation Strikeback contents during their campaign. Game contents are easily recognizable by their expansion symbol: none for the Core Set and Elite Alien Army, Operation Strikeback, and Extinction Protocol.
2.3 Assemble the Power Armor profile sheets
The Extinction Protocol expansion uses five different Power Armor Profile Sheets, which must be assembled before play, as detailed in the printed diagram.
2.4 Assemble the stand-up tokens
There are a few tokens with the clear plastic standups, which must be assembled before play, as detailed in the printed diagram:
- The Aeroscout and Avatar in Extinction Protocol
- 3D Doors and Windows [sold separately]
2.5 Apply Identifier stickers
Each game expansion includes a set of Identifier stickers. These stickers can be applied on each figure's base to quickly identify which figure goes with which card/sheet, by matching the number of "light" symbols on the relative card/sheet.
3 Game Description
The Agency prepares to counterattack. With new technologies and new weapons, agents launch a strike against the alien base on the dark side of the Moon with the help of genetically modified agents, facing new alien menaces and terrible creatures.
Extinction Protocol: The storyline brings the agents to the invaders' home planet, to fight the final battle to save the Galaxy from extinction. Armed with a new generation of weapons and wearing awesome Power Armor, the agents are prepared to fight the worst enemy they have ever faced.
4 Info & Setup
This manual is divided into 4 sections:
- General [green background]
- Agents [blue background]
- NPCs [yellow background]
- Aliens [red background]
Each section provides information about its related topic.
As with the Core Set, the board game setup depends entirely upon the campaign and mission you want to play.
In general, please remember, all rules detailed on cards or items take priority over this rulebook and may change or replace what is written here.
To optimize space and improve the game experience, we suggest using this layout:
- Power Armor
- Power Suit
- Psionic Powers
- Master Alien
- Menace token
- Venoms
- Alien Eggs
- Stationary Signals
- Critical tokens
- Linker tiles
- Modular map tiles
- Fighting pose
- NPC
- Standard Weapon
5 Terrain Structures
This time the battle will be carried on beyond our planet. The agents will fight on the Moon, inside the alien base, on the alien planet, and beyond... Going all the way to the Alien Queen's nest deep underground!
These two expansions bring several new types of terrain:
5.1 Barrier Hex Side
The Barrier Hex Side is identified by a thick colored line with a white diagonal line pattern. It may not be crossed [except by creatures and characters with Flying or Burrowing, see Special Movement Powers, section 7 page 15] and does not block Line of Sight.
Barrier Hex Sides represent large depressions in the ground, such as cracks, pits or craters. Hexes which are separated by a Barrier Hex Side are still considered to be adjacent, so Range attacks are allowed, even by characters and creatures without the Flying or Burrowing power.
Note: The color of the line [blue/green in the example] may vary, based on the map background.
5.2 Modular map tiles
The underground of the alien planet is formed by thousands of narrow corridors and caves. To represent this, Extinction Protocol includes Modular map tiles.
The game expansion contains two types of modular tiles:
- Modular map tiles, used to create the underground battlefield.
- Linker tiles, used to join standard map tiles with modular map tiles.
Each Modular tile is identified by: Number-Letter. The number details how many Areas are present in the tile, from 1 to 4. The letter indicates the side, A-B or C-D. The combination of these two elements uniquely identifies every tile.
Linker tiles are identified only by a progressive number, from 1 to 4.
A Battlefield created with Modular map tiles follows all standard rules, with one addition: the edge of a Modular map tile blocks the Walking Path and Line of Sight, if not connected to another tile, regardless its type: Standard, Modular or Linker.
Note: some Modular tiles may have Blocking Hex Sides and Doors. They should be treated as standard Blocking Hex Sides and Doors.
5.3 Security locks
Security Locks may be applied to Doors and Windows. When a Security Lock is present, the associated Door/Window counts as a Blocking Hex Side.
Each Security Lock token can be removed [i.e. discarded into the Warehouse] by any adjacent agent carrying the color matching Security Key as a Free Action [see section 6.2.1.1, page 14]. Typically, once an agent acquires a Security Key, he keeps it until the end of the mission. If the agent carrying a Security Key dies, the key token must be placed on the map in the Hex previously occupied by the agent's figure. Another agent may pick up the token by moving over it. The management of Security Keys may vary from mission to mission and in these cases, it is detailed in the Storybook campaign.
6 Game Sequence
The game sequence remains the same, but some new mechanics influence several phases. This section details these phases:
6.1 Refresh phase
The Refresh phase now includes many new effects:
- Mark - flip [from 2 to 1] or remove [from 1 to 0] the Mark token [see section 8.3, page 22] on each target.
- Poison - apply the Poison effect [see section 9.3.2, page 27] and then flip [from 2 to 1] or remove [from 1 to 0] the relative token.
- Power Suit Energy - reduce the total amount of Batteries for each Power Suit by 1 [see section 9.5, page 27]. (Operation Strikeback content; see the note at section 9.5.)
- Power Armor Energy - increase the total amount of Batteries for each Power Armor by 1 [see section 9.6.1, page 31].
As with standard effects, these new effects are simultaneous.
6.2 Battle Phase
Agent and Aliens turns are slightly modified to include the new rules detailed in the next sections.
6.2.1 Agent turn
The agent turn now includes two new concepts:
- Free Action activity - perform special "free" moves gained through conditioned reflexes, acquired with battle experience.
- Activate NPCs - give orders to the GD squad allies on the battlefield.
6.2.1.1 Free Action Activity
While fighting this war, the agents have become so adept, they simply need trust their enhanced reflexes to manage critical situations and perform extraordinary moves. In game terms, the new activity is called a Free Action. Basically, it works like a standard Action activity and follows the same rules. The main difference is, it is not limited to once per agent turn. During his turn, an agent may perform any number of Free Action activities such as open Security Locks, use Tactics [see section 9.7.3, page 35], use the abilities of his Power Armor [if he has enough energy to spend], and more.
6.2.1.2 Activate NPCs
Another new addition in the Agent Turn is the capability to give orders to agent allies by activating assigned NPCs [see section 10.2, page 41].
6.2.2 Aliens turn
Sometimes the cruelest enemy can be the smallest one...
At the beginning of each Aliens Turn, before the Close Encounter card is drawn as the first step of the turn, if there are Venoms [see section 11.4.2, page 49] in play, they move one Area toward the closest Agent, Drone or NPC, as detailed in their relative section of this manual.
6.3 Event phase
To enhance game balance and keep the challenge at the right level, two new difficulty balancers are included to manage the number of Signals teleported when the Event card is resolved:
| Balancer A | Balancer B |
|---|---|
| Subtract the number of aliens in play from the number of agents in play and then teleport this number of Signals [minimum 0] | Subtract the number of aliens plus Signals in play from the number of agents in play and then teleport this number of Signals [minimum 0] |
Note: Event cards only count "real" agents as agents [i.e. Operative Players], so do not count Drones or NPCs.
6.3.1 Alien Egg Spawning
At the beginning of each Event phase, before the Event card is drawn, a new menace may spawn! If there are Alien Eggs on the battlefield, each of them spawns the number of Venoms [see section 11.4.1, page 48] detailed on the relative Alien Egg card.
7 Special Movement Powers
Both expansions introduce several new movement powers, permitting special types of movement:
- Flying - Refers to agents and aliens able to fly over the ground or bound with high jumps, making them capable of moving through the Barrier terrain type.
- Burrowing - Refers to aliens able to dig into the ground, making them capable of moving through the Barrier terrain type. These particular aliens can only be attacked when they are in a Vulnerability state [see section 7.2.1, page 16].
- Seize - Refers to particular agents, drones, and aliens able to drag an Immobilized/Paralyzed or Bleeding agent [with or against his will] through the battlefield.
Each of these special movement types is detailed in the next section.
7.1 Flying
Characters and creatures with the Flying power can be identified by the Flying icon on the relative sheet or card: Drone, Power Armor, NPC and Aliens.
7.1.1 Agents and Drones
The Flying power allows agents and drones to fly over the battlefield and move through any Barrier Hex Side. Usually, agents acquire this power in a temporary way, thanks to powers & items like the Jet Boots device or Power Suits/Armors.
7.1.2 Aliens and NPCs
Just like agents, aliens and NPCs with the Flying power can move through any Barrier Hex Side. With the exception of this rule, they follow all other standard rules.
7.2 Burrowing
The creatures with the Burrowing power can be identified by the Burrowing icon on their relative Alien card. Burrowing aliens move through the battlefield by digging into the ground, giving them three particular effects:
- The ability to move through any Barrier Hex Side, just like the Flying power.
- They never engage in combat with agents, NPCs, or drones with which they are adjacent. These aliens can attack normally, but their targets are never considered Engaged in combat. For this reason, any adjacent agent, NPC, or drone may freely move away.
- They can only be attacked when they are on the surface, in a Vulnerability state, as described below.
7.2.1 Targeting and Damaging Burrowing Aliens
Aliens with the Burrowing power spend most of their time underground. They can be detected by ground vibrations and from loose soil, but, in these conditions, any attack against them is ineffective. On the other hand, in order to attack their selected targets, these aliens must come to the surface, if only for a short time. In this moment of time, burrowers are vulnerable and can be attacked like any other alien.
In game terms, to attack and damage a Burrowing alien, the top card of the Close Encounter discard pile must clearly match a Close Encounter activation for the Burrowing alien [see diagram below]. The check for the Vulnerability state must be done during target selection, before the Hit Roll [attacking with a fixed number of hits is still considered Hit Roll] and must be performed for all targeted aliens [for Area or Explosion damage] at the same time.
Clear Matching Definition
These cards are considered clearly matching: all Close Encounter cards unequivocally identifying an attribute of the alien, like species, color, power, map position, or health condition, are:
- #1, All aliens
- #3, #4, #16 Color Rank
- #13, #15, Position on the Battlefield
- #26 Burrowing power
- #12, #31 Health state
- #29, #30, Alien name
These cards are considered NOT clearly matching: all Close Encounter cards that do not identify an alien in a direct way, such as:
- #14, Activate all aliens assigned to the Alpha Agent
- #22, Activate one alien
- #23, Activate two aliens
- #24, Activate three aliens
- #21, Activate X aliens
Note: alien images on the Close Encounter cards may not reflect the card effect. Read the text carefully to properly use the card.
Burrowing example 1: The attack can only target the Wormoon because the Diggers are at full health, so they cannot be targeted, even with Area Damage.
Burrowing example 2: The "Descent" ability changes the top card of the discard pile, but does not affect the actual attack, because the Vulnerability check was performed before the Hit Roll.
7.3 Seize
For GD agents, being in a squad means no one is abandoned or forgotten! Characters and creatures with the Seize power are able to drag a target agent away, if he has one of these conditions:
- Immobilized
- Paralyzed
- Bleeding
The seized agent must move with the dragging character/creature even if he is engaged in combat [without performing an evade]. When the movement ends, the seized agent must be placed in an adjacent Hex [or as close as possible, if the adjacent Hexes are occupied] to the dragging character/creature and the Seize effect ends. The seized agent inherits any special movement power of the dragging character/creature while seized.
This means, a flying character/creature can Seize an agent and move across a Barrier Hex Side, or an alien can Seize an agent and move through a Window because aliens consider Windows to be standard Hexes during their movement.
An agent with the Seize power can use it as a Free Action anytime during his movement, but he cannot seize more than one agent during his turn [aliens don't have this limitation]. For example, the agent may move 2 Hexes, activate the Seize power on a bleeding adjacent teammate and move 1 more Hex, and then place the seized agent in an adjacent empty Hex. This power can either be very useful to save bleeding agents from an almost certain death or it can be used by the aliens to drag an agent away from his squad.
Note: Only the seized agent can ignore the Engaged In Combat condition. The agent with the Seize power must follow all standard movement rules and cannot seize more than one agent per Movement activity.
Seize example 1: The Green Flying Critter obtains a critical result during his attack against the Biotech. So, it moves away 1 Area. Due to the Catcher power, the Biotech is Immobilized and Seized. Moving with the Flying Alien, the Biotech crosses the Barrier Hex Side... Now, getting out from the moon crater may be a problem for the Biotech!
Seize example 2: The Hulk uses the Seize power of his Power Armor to save the Immobilized and Bleeding Biotech from the alien. The Biotech ignores the Engaged In Combat condition, because he is Seized by the Hulk... an activity that most likely has saved his life!
8 Special Attack Powers
The war is increasingly fierce and fighting skills are becoming more effective for both sides... New technologies and new training introduce devastating fighting techniques such as:
- Lethal - deadly hits unstoppable by the normal defenses of standard armors.
- Critical - critical effects caused by aimed shots hitting the target's vital point.
- Mark Lock-On System - shared targeting system created to increase the effectiveness of attacks.
- Explosion - a devastating attack able to hit several Areas with a single strike.
- Area Healing - wide-ranging curative effect.
Each effect is detailed in the next section.
8.1 Lethal
The Lethal power gives an unstoppable effect to the hits of an attack. The only useful defenses against this type of attack are:
- Energy Shields, which absorb the hits as usual.
- Items & Powers, which may modify the total number of hits of the attack.
Blue dice are NOT rolled against Lethal hits [No Defend Roll] because normal shield results obtained with Blue dice or equivalent powers cannot cancel Lethal hits. Basically, this means each Lethal hit not absorbed by Energy Shields or canceled/reduced by items & powers deals one damage to the defender's Health Points.
Lethal example: The Green Crimson Nightmare rolls 4 and 1 with the Bite attack. The Hulk's Energy Shield absorbs 1 damage, so he suffers 3 wounds, ignoring his "No Pain" ability because it only provides a standard shield result, which is useless against Lethal damage.
8.2 Critical
Critical hits are particularly powerful hits caused by the extreme efficiency of certain weapons, items, or powers. During the Setup phase, gather all Critical tokens into two/three piles, based on availability and the number printed on the back side:
- Critical 1 only present in Operation Strikeback game expansion.
- Critical 3 only present in Extinction Protocol game expansion.
The number indicates the power of the effects contained in the pile. Once the pile is empty, recreate it by reshuffling discarded tokens.
Each time an attack with a Critical effect [weapon, item, or power] deals at least one wound to the target, after any other effect is applied, draw a Critical token from the relative pile and place it on the Profile Sheet, if the target is an agent/drone, or on the card, if the target is an alien or an NPC.
If the attack is entirely avoided, due the target's Energy Shields or because it was totally defended by dice, items, and powers, then no critical effect is applied [and no Critical token is drawn]. A single attack can only cause a maximum of one Critical. Separate attacks can cause separate Critical effects [if the target suffers at least one wound per separate attack], even in the same turn. A target can have multiple Critical tokens on its sheet/card.
The front side of a Critical token shows three components, detailed as follows:
- Compatibility
- Duration
- Effect
8.2.1 Compatibility
The top part of the token indicates the compatibility of the critical effect with the target, using one or two icons:
- The agent icon [a human profile]: the effect can be applied to agents only.
- The alien icon [an alien skull]: the effect can be applied to aliens, drones, or NPCs only.
If the drawn token is not compatible with the target, discard and draw another token from the same pile, repeating as needed, until you find a compatible token.
8.2.2 Duration
The color background of the token indicates the duration of the critical effect. There are three different durations:
- Green represents an instant critical. The effect is applied and the Critical token is immediately discarded to the relative discard pile.
- Blue represents a temporary critical. The effect is applied and remains active until the next Refresh phase. Once completed, the Critical token is discarded to the relative discard pile.
- Red represents a permanent critical Body Condition. The effect is applied and remains active until the end of the mission, until healed [as a Body Condition], or until the target dies.
Permanent [Red] critical are considered Body Conditions. For this reason, they can be healed using appropriate items & powers. Once healed, discard the Critical token to the relative discard pile.
8.2.3 Effects
Critical effects may impact the target in different ways, such as wounding, removing Energy Shields, or slowing it down. The following table shows a summary of all possible effects. An "X" indicates a variable value based on the level of the Critical token:
| Effect Type | Compatibility | Duration | Description |
|---|---|---|---|
| -X Def Dice | Agents and aliens/drones/NPCs | Permanent | The target must use X fewer dice on each Defend Roll. |
| -X Atk Dice | Agents and aliens/drones/NPCs | Permanent | The target must use X fewer dice on each Attack Roll [no effect on targets attacking with a fixed number of hits]. |
| -X Movement | Agents only | Permanent | The agent's movement is reduced by X. |
| -X Max Health | Agents and aliens/drones/NPCs | Permanent | Reduce the maximum number of Health Points by X. A target reaching this number of wounds begins bleeding [for agents] or dies [aliens, drones, or NPC]. |
| Paralyze | Agents and aliens/drones/NPCs | Temporary | The target is Paralyzed until removed. |
The same target cannot have the same Critical effect twice. If this happens, the newest effect is discarded with no further consequences. However, a greater effect of the same type always replaces a lesser one. For example, if a target already has "-1 ATK Dice" and suffers "-2 ATK Dice," the "-2 ATK Dice" remains and the "-1 ATK dice" is discarded to the relative discard pile.
8.3 Mark Locking System
The Mark Locking System [Mark] is a shared targeting computer system created to increase the effectiveness of attacks. Once a target is marked, all the attacking characters sharing the same power obtain a bonus when they attack the marked target. The Mark 1/2 power permits placing a Mark 1/2 token on the target [place the token on the relative Agent/Drone Profile Sheet for agents/drones or the relative card for aliens and NPCs]. Beginning immediately, as long as the token remains, the target is considered Marked for any attacker. This usually means it suffers additional effects from attacking weapons, items, and powers.
The targeting system decreases in intensity and vanishes over time. To represent this, in each Refresh phase, do the following:
- Remove all Mark 1 tokens from agents, aliens, drones, or NPCs in play.
- Flip all Mark 2 tokens to the Mark 1 side from agents, aliens, drones, or NPCs in play.
If a Mark 2 power is used on a target that already has a Mark 1 token on it, then flip the token to the Mark 2 side.
Note: In Operation Strikeback, only aliens have the Mark Locking System. Extinction Protocol expands this mechanism to the agents.
Mark example 1: The Xeno-Delta attacks the Biotech with the Wristgun. He rolls 3 hits and applies the Mark 2 effect against the Biotech. The Biotech, now with a Mark 2 token on his sheet, rolls only 1 Defend die, canceling 1 hit and suffering 2 wounds. He also suffers a Critical 1 due to the "The Lock-On System" power of the Xeno-Delta, which says, "any damage dealt by any Xeno-Delta to a marked agent causes Critical 1" because at least one damage was dealt.
8.4 Explosion
The scientists of the Agency give new meaning to the phrase "Nuke 'em all!" In game terms, the Explosion effect works exactly like Area Damage, but the attack is also extended to all adjacent Areas. This means, an attack hits the original target, all targets in the same Area, and any other targets within one Area, connected by a legal walking path, with the same number of hits and additional effects [such as: -X Def Dice, Lethal, Poison 1, etc...].
Explosion example 1: see the printed diagram on page 23.
8.5 Area Healing
Advanced healing technologies allow you to heal not only the primary target, but also all other targets in the same Area.
In game terms, the healing effect must be applied to the target and to all other agents in the same Area. Similarly, if the target of the healing is an alien, the effects are also applied to all aliens in the same Area.
9 The Agents
This chapter describes all the new aspects and features for agents and their behavior on the battlefield.
9.1 Classes
Aside from the Operation Strikeback and Extinction Protocol game expansions, there are three new classes, sold separately as add-ons.
9.1.1 Guardian
Devoted to the protection of their team, guardians have powerful melee weapons and are able to defend their teammates from attacks with their shield glove.
9.1.2 Psionic
The mind of a Psionic is his most formidable weapon. Psychic attacks and abilities make this class both extremely powerful and highly versatile on the battlefield.
9.1.3 Support
Support agents are specialists in using devices. The presence of these agents in a team may be the key to winning the battle. Instead of using two weapons, a Support agent has an almost endless supply of devices that appear randomly in his secondary weapon slot. His focus is supporting the team with a plethora of high-tech gadgets.
9.2 Combat
The combat system remains almost unchanged, except as follows:
Some weapons and armors use the shield result as an additional attack effect during the Hit Roll. It works exactly like the hit result, and so, except where indicated differently, the relative effect is applied once, regardless the number of results rolled.
In addition, there are several weapons that indicate the number of hits, instead of the number of dice to roll. In these cases, the Hit Roll is represented by a predetermined number of hits. As with standard weapons, this number may be modified by powers or items.
The Defend Roll works as normal.
When an agent attacks with a multi-color [Red & Blue] dice weapon and uses a power to increase the number of Hit dice, he may choose which color dice to add.
Note: Unless indicated differently, powers and items modifying combat only affect one attack. For example, the "+2 Hit Tactic" grants +2 hits to the current Hit Roll. If, for any reason, the agent makes a second attack in the same turn, the attack does not gain the Tactic benefit.
Do you want to make the combat quicker and more spectacular? Try the new optional rule called High Impact to limit the Defend Roll to a maximum of five Blue dice. For additional details, see section 5.5.1 [page 8] of each Storybook expansion.
9.2.1 Managing Weapons
During a mission, you may replace a "limited ammo weapon" with any other suitable weapon. You can only replace an "infinite ammo weapon" with another "infinite ammo weapon." This rule ensures your agent will always be able to deal some damage [except for the biotech, but his role is different].
But, we know at some point, expert players want more, so there is nothing to stop you from changing this rule as you see fit...
Green Weapons represent starting equipment, always available in the Headquarters. During mission setup, each agent may select one or two green weapons and replace the weapons printed on the Agent Profile Sheet with those selected. Once done, ignore the weapon printed on the Agent Profile Sheet until the end of the mission.
Green weapons can be replaced with any improved or alien weapon, as usual.
Note: Green weapons cannot be requested during Reinforcements in the Strategy phase.
9.2.2 Fighting Poses [Optional Rule, Default=OFF]
To prevail in battle, each agent must be able to exploit even the slightest advantage. Assuming the right fighting pose can maximize efficiency on the battlefield and give you that advantage!
Each agent can spend part of his movement to assume one of these Fighting Poses:
- Standing - Standard fighting stance does not offer special bonuses or penalties. This is the only possible pose when an agent is wearing a Power Suit or Power Armor.
- Crouching - Crouched fighting stance, limits agent movement, forcing him to spend an additional movement for each step. Offers a distinct advantage with and against Ranged Weapons at the expense of a small penalty in Melee combat.
- Prone - Lying-on-the-ground fighting stance, prevents agent movement [except to change fighting poses], but provides the maximum benefit with and against Ranged Weapons. Unfortunately, the penalty in Melee combat is just as high.
Each agent is equipped with the following Fighting Pose tokens to represent their actual stance on the battlefield (crouching pose and prone pose):
- Range Attack Bonus - the agent adds this number of hits to each ranged attack.
- Range Defense Bonus - the agent adds this number of Defend dice to each Defend Roll against ranged attacks.
- Movement Cost - the number of Movement points the agent must spend to assume the Fighting Pose indicated on the left side.
- Movement Cost - the number of Movement points the agent must spend to assume the Fighting Pose indicated on the right side.
- Current Fighting Pose - place the relative side of the token on the Agent Profile Sheet to indicate the current Fighting Pose. Remove the token from the Sheet to indicate the Standing Pose.
- Melee Defense Penalty - the agent reduces this number of Defend dice for each Defend Roll against melee attacks.
- Movement Penalty - the agent must spend 2 Movement points to move each Hex while he is in Crouching Pose. No movement is allowed in Prone Pose, except changing Fighting Pose.
During his turn [or when the game calls for it], each agent can spend movement points to change their Fighting Pose [several times, if necessary]. While Engaged, an agent can spend his entire Movement activity to change his pose from Crouching or Prone to Standing.
Powers and Items permitting an agent to move outside of his Movement activity, such as Tactics, Skills, or attacks [such as "the attacked agent moves away one Area"], cause the agent to return to Standing Pose as well as applying the movement effect.
During the course of missions, some Events may refer to, or force agents to assume, a specific Fighting Pose. These effects are ignored, if the Fighting Pose optional rule is turned off.
The only Fighting Pose allowed with Power Suits and Power Armors is the Standing Pose. This means to equip, wear, or use one of these, the agent must first return to Standing Pose.
Note: Fighting Poses are perfectly compatible with the Human View optional rule. They follow the same rules and limitations, include the ability to turn the agent at the end of the Movement activity, even if Engaged in combat.
Fighting Poses example 1: The Infiltrator was Prone at the end of her previous turn. At the start of the new turn, she uses the Basic Tactic [move 1 Hex] to stand up and move 1 Hex. During her Movement activity, she moves 3 Hexes and spends the last two movement points [5 in total] to assume the Prone Pose.
Fighting Poses example 2: During his turn, the Marine prefers to remain Crouched and moves 2 Hexes by spending four movement points, two for each Hex.
9.3 Agent's Condition
In battle, the physical and mental condition of a soldier can vary:
9.3.1 Health Points
This new double sided wound token is available to help use fewer tokens on each sheet/card.
9.3.2 Poisoned
Some of the new aliens have a deadly corrosive acid toxin, which is able to bypass any defense and penetrate the skin, causing massive pain over time!
In game terms, when an agent, NPC, or drone suffers a Poison 1 or 2 effect, he becomes poisoned! He must take the relative token and place it on the Agent Profile Sheet/NPC card/tile. In each following Refresh phase, do the following:
- Suffer 1 wound and remove any Poison 1 token from the target.
- Suffer 1 wound and flip any Poison 2 token to the Poison 1 side.
There cannot be two Poison effects on the same target. If this happens, the lesser one is discarded and the target immediately suffers 1 wound.
This means, a greater Poison effect always replaces a lesser one. For example, if a target already has "Poison 1" and suffers a "Poison 2" effect, the "Poison 1" token is flipped to the "Poison 2" side and the target immediately suffers 1 wound.
Note: In Extinction Protocol there is only the Poison 1 effect, as the other side of each Poison token is the Venom parasite.
9.4 Energy Batteries
Technology has taken a huge step forward thanks to alien tech finds. Most new weapons and armors don't need ammo anymore, as they fire and operate using a new form of energy! This energy is encapsulated in Energy Batteries.
Thanks to these batteries, agents now bring new devastating capabilities to the battlefield.
Energy Batteries are usually distributed during the mission briefing, but can also be obtained with some Tactics and Devices, to replenish weapons and armor.
Energy Batteries usage may vary from weapon to weapon and from armor to armor. The following section contains details about using them.
9.5 Power Suit (Operation Strikeback content, omitted)
Omitted: section 9.5 of the Tactical Rulebook (Power Suit Mark I and Mark II, including equipping, energy, movement, combat and energy shields) is Operation Strikeback content and is not transcribed in this Extinction Protocol entry. See the Operation Strikeback rulebook.
9.6 Power Armor
"There are things you can't fight - acts of the gods. When you see extinction coming, you can only try to get out of the way. But when you wear Power Armor, you can finally fight extinction. YOU CAN PREVAIL!"
Power Armor are the ultimate human-made combat machines; mobile exoskeletons capable of imbuing the Agents with new powers and awesome firepower!
Each Power Armor is tied to a specific agent class and it is represented by a gray figure and the relative Power Armor Profile Sheet. The Power Armor Profile Sheet is labeled as follows:
- ID - name, and model.
- Seize Ability - the ability to seize other agents.
- Flying Ability - the ability to move through Barrier Hexes.
- Energy Shield - Energy Shielded Armor.
- Weapon - Special weapon.
- Power - Free Action Ability granted by the Armor.
- Maneuvers list - details the Energy cost of each maneuver.
- Potentiometer - used to keep track of the available Batteries.
Unless indicated differently, once an agent wears Power Armor [this normally happens at the beginning of the mission], he kept it until the end of the mission, even if it has no more energy to use its extraordinary features.
While an agent wears Power Armor, he can perform the following maneuvers:
- Weapon - each Power Armor is equipped with a powerful Special Weapon; the agent can spend his Combat Activity and pay the relevant energy cost to attack with the Special Weapon.
- Power - each Power Armor has a special ability, used by paying the energy cost.
- Shields Recharge - each Power Armor is protected by an Energy Shield, which can absorb several hits; the Power Armor's energy can be used to recharge the shields when they are exhausted.
Powers and maneuver rules are detailed in later sections.
9.6.1 How energy works
To execute maneuvers, Power Armor needs Energy Batteries. The lower right hex on the Power Armor Profile Sheet shows a Potentiometer used to keep track of armor energy levels in real time.
Normally, each mission indicates the starting energy level in the "Special Mission Rules" section, based on several conditions. Therefore, each agent marks his armor's starting energy level on the Potentiometer, based on the mission parameters regarding armor energy. During the mission, the level will be altered by maneuvering, Events, and using some powers or items [such as Energy Battery, Devices, or Tactics], so it will decrease [but never below zero] or increase [but never above 6].
This means, the agents can recharge Power Armor using powers and items, even if the Potentiometer has reached level 0.
In each Refresh phase, all Power Armor regain 1 Battery thanks to their auto-recharging system. A Power Armor with zero energy cannot perform maneuvers until it returns to Energy level 1 through the auto-recharging system, powers, items, or Events. Similarly, the Potentiometer cannot go above 6. Once it reaches this maximum, any excess charges are lost. It is never possible to accumulate excess charges in any place other than Power Armor. For example, if an agent has a Power Armor with 5 Batteries, and uses his Improved Tactic to recharge 2 Batteries, the first Battery takes the level to 6 and the second is wasted. In such cases, it is a good strategy to wait and use more energy before recharging, so the recharge is used fully.
The lower left hex on the Power Armor Profile Sheet shows the energy cost of each maneuver for the relevant Power Armor model. The energy cost varies according to the different Armor types. A maneuver can only be performed if the energy cost can be paid [including any and all possible modifiers]. Immediately adjust the Potentiometer accordingly.
Note: During the campaign, Agents may acquire skills reducing the energy cost of maneuvers by 1 Battery. In these cases, the cost can never fall below 1. Maneuvers with a cost of zero [0] energy are only allowed when explicitly indicated.
9.6.2 Using Power Armor
The section provides detailed instructions on using Power Armor.
Note: As detailed in section 9.2.2, page 25, the only Fighting Pose compatible with these armors is the Standing pose. No other pose can be used while Power Armor is worn.
9.6.2.1 Weapon
Each Power Armor has a Special Weapon on board. The agent wearing the armor can use this weapon by performing the Combat activity, as normal.
The Power Armor weapon works as a normal Improved Weapon, except as follows:
- It cannot jam, so ignore any jam result.
- It doesn't use ammo, so ignore any ammo result.
- It uses both Blue and Red dice for the Hit Roll.
- It uses shield results to cause additional attack effects, exactly like the hit results.
- The effect may be applied only once per Hit Roll, except where differently indicated.
9.6.2.2 Power
Each Power Armor grants a new power. This power can be used as a Free Action [see Section 6.2.1.1, page 14]. This means, the agent who wears the armor can use the power by paying the energy cost. Except as indicated, this power can be activated more than once per round by paying the energy cost each time.
This is a technical summary of the power of each Power Armor:
Marine
Once per round, the Marine may summon a rain of fire on a target Area within 3 Areas. All attacks performed by any agent, drone, or NPC against aliens in that Area cause +2 hits or -1 Def Dice until the next Refresh phase. The Marine must choose which effect to apply when the Suppression Fire token is placed on the map.
Biotech
The Biotech may decide if he prefers to heal adjacent drones or attack adjacent enemies!
Infiltrator
The Infiltrator can deploy and activate the Avatar hologram [or simply activate it if the Avatar is already in play] as an alien lure. The Avatar, once in play, is considered a standard agent by aliens. During activation, the Avatar can move to up to four Hexes, following standard movement rules for drones [such as the GD-5 device, section 9.7.4.3, page 36]. The Avatar cannot perform attacks, but defends normally, if attacked. When destroyed, return the Avatar token to the Power Armor Profile Sheet. It can be deployed and activated again the next time the Infiltrator uses the power.
Sniper
The Sniper can deploy and activate the Aeroscout [or simply activate it if the Aeroscout is already in play] as an aiming drone. The Aeroscout, once in play, is considered a standard agent by aliens. During activation, the Aeroscout can move [with Flying] up to three Hexes following standard movement rules for drones [such as the Vigil device, section 9.7.4.2, page 36]. Once per activation, the Aeroscout can place a Mark 2 token on an alien in L.O.S. The Aeroscout cannot perform attacks, but defends normally, if attacked. When destroyed, return the Aeroscout token to the Power Armor Profile Sheet. It can be deployed and activated again the next time the Sniper uses the power.
Hulk
The Hulk can clinch one adjacent alien with his powerful arms! Once done, place the Paralyze token over the target alien. The alien immediately suffers one wound. At the same time, place the Immobilized token on the Hulk Agent Profile Sheet. The Hulk immediately suffers two wounds.
9.6.2.3 Shields Recharge
Each Power Armor offers good protection thanks to its Energy Shields. They represent an improved version of the ones used by elite agents. They are more powerful, so they can absorb more hits, but they don't refresh automatically during the Refresh phase. The agent wearing the armor can decide to completely recharge them by paying the energy cost.
The Power Armor Energy Shields override any normal elite agent Energy Shields [including ones provided by powers and items].
In game terms, when the agent is attacked:
- If the Power Armor has at least one Energy Shield available, it must be used to cancel hits by removing one point of Energy Shield for each hit, as usual. Any additional Energy Shield, power, or item not provided by the Power Armor is bypassed [it is ignored and, for this reason, not discarded]. For each remaining hit, the agent must roll defense die, unless suffering Lethal damage [see section 8.1, page 19].
- If the Power Armor has no Energy Shields remaining, standard elite agent Energy Shield can be used, if available. In addition, any other power and item cancels hits, as usual. For each remaining hit, the agent must roll defense die, unless suffering Lethal damage [see section 8.1, page 19].
Note: As in the Core Set rules, when the term "suffer[s] X wounds" appears on a power or item, it means the damage cannot be avoided in any way [i.e. no Energy Shield and no Defend Roll can avoid it].
When an agent dies, the Power Armor worn is destroyed. Discard it along with all items and powers of the agent.
9.7 Powers & Items
Powers and items are now divided into 5 color-coded categories:
- Standard: the power or item can be used once during the Agent Turn using his Action activity. It is also indicated by the term "ACTION" in the power or item tile.
- Movement: the power or item can be used once during the Agent Turn using his Movement activity.
- Combat: the power or item can be used once during the Agent Turn using his Combat activity.
- Passive: the power or item is always active and does not require any activity.
- Reaction: the power can be activated outside of the agent's turn; it does not need any activity.
All Abilities, Devices, Tactics, Psionic Powers, and Skills are considered Standard except where specified.
9.7.1 Skills
Operation Strikeback introduces three more "Alien Knowledge" skills. Each agent may obtain the bonus offered by alien weapons!
The number of Skills available to the agents is drastically increased by Extinction Protocol, where agent have the ability to increase their piloting skills, use Power Armor in a more efficient way, take cover, intimidate the enemy, and much more!
All Skills are completely compatible between the Core Set and expansions, so agents are free to select the ones preferred [respecting class restrictions], creating a unique game experience.
9.7.2 Psionic Powers
During the campaign, each agent will have the capability to taste and use the power of the mind, thanks to psionic powers!
Starting with the Moon GD Rank [and the Galaxy GD Rank], agents may choose to take one randomly selected Psionic Power [except when the mission rules indicate differently] instead of a selected Skill.
Psionic Powers represent an extremely powerful enhancement on the battlefield. Their effects vary, but include predicting the future, attacking the enemy's brain, flying, regeneration, and so on.
Each Psionic Power card shows: 1. ID - name, type, and class restriction. 2. Type - identifies the nature of the power: Action, Passive, Movement, Combat, or Reaction. 3. Effect - power description. 4. Usage - usage limitations.
Most of these powers require one of the main activities [Action, Movement, or Combat] to use. When a Psionic Power is used, flip its token face down [unless Passive]. If the Psionic Power has the term "Once per Mission," rotate the token 180 degrees. This reminds the player the power cannot be used anymore this mission. It will be refreshed at the beginning of the next mission. Each flipped token is considered deactivated. During the Refresh phase, flip all face down Psionic Powers with standard orientation face up.
9.7.3 Tactics
As detailed in section 6.2.1.1 [Free Action activity, page 14], starting with Earth GD-Rank [see section 9.8, page 37], using standard Basic and Improved Tactics is considered a Free Action. Therefore, an agent may perform one or both Tactics without using the Action activity. In any case, each Tactic, once used, must be flipped face down as normal and remains face down until the end of the mission or until an event card with the "Act of Valor" effect is drawn.
In addition, Extinction Protocol provides ten new amazing Tactics.
9.7.4 Devices
New interesting and devastating toys have been developed by the GD Agency for our heroes! Thanks to the new Support Class, these items can become the focal point of a victorious strategy.
As usual, an agent can use his Action to activate one of his devices. Normally, each device can be used once per mission. After it is used, discard the device token to the Warehouse, unless the device says, "do not discard after use." In this case, the Device can be used again following the standard rules.
9.7.4.1 Hologram
The agent owner of the "Hologram" device can use his Action to deploy it. Place the Hologram shaped token on any empty Hex within 1 Area of the agent.
The Hologram, once in play, cannot move and cannot perform attacks. It is considered a standard agent by aliens and it is automatically destroyed, if attacked. When destroyed, discard the device token and the Hologram token into the Warehouse as for any standard Device.
9.7.4.2 Vigil
The agent owner of the "Vigil" device may use his Action to deploy the drone on the battlefield. Place the Vigil figure on any empty Hex adjacent to the agent. Starting on his next turn, the agent may spend his Action to activate Vigil. If so, Vigil immediately moves and fights.
Vigil's relevant data is printed on its device tile, as there is no separate sheet for it. The Vigil device tile shows: 1. ID - name, and class restriction. 2. Attack values - weapon type, dice color, and number to use in the hit roll. 3. Range - maximum allowed range. 4. Ammo - maximum number of ammo tokens. 5. Health Points - represents full health status. 6. Movement - the maximum movement [in Hexes] per turn. 7. Flying - Vigil can move through Barrier Hexes.
Vigil counts as a normal agent for most purposes [for example, it occupies a Hex, and can be targeted by aliens]. However, it does not have its own Agent Turn, it cannot regain ammo, cannot be healed with standard healing powers, always has a 360° view of the battlefield [even when using the "Human View" optional rule], and its weapon never Jams. In addition, Vigil never takes an Aliens Turn and does not count as an agent for the purpose of Event cards.
When Vigil reaches 0 HPs, it is destroyed. It must be discarded and cannot be used again until the next mission, unless the Agency sends it to the field again, later in the game, during Reinforcements.
Vigil has the Flying ability, meaning it can move through any Barrier Hex Side.
9.7.4.3 GD-5
A special new battle drone robot called GD-5 was developed by the GD Labs to increase the Biotech's efficiency in battle. If the Biotech acquires this device, he may use his Action to deploy the drone on the battlefield. Place the GD-5 figure on any empty Hex adjacent to the Biotech.
Starting on his next turn, the Biotech may spend his Action to activate GD-5. If so, GD-5 immediately moves and fights.
GD-5's relevant data is printed on its device tile, as there is no separate sheet for it. The GD-5 device tile shows: 1. ID - name, and class restriction. 2. Attack values - weapon type, dice color, and number to use in the hit roll. 3. Range - maximum allowed range. 4. Ammo - maximum number of ammo tokens. 5. Health Points - represents full health status. 6. Movement - the maximum movement [in Hexes] per turn. 7. Area Damage - any GD-5 attack deals Area Damage.
GD-5 counts as a normal agent for most purposes [for example, it occupies a Hex, and can be targeted by aliens]. However, it does not have its own Agent Turn, it cannot regain ammo, cannot be healed with standard healing powers, always has a 360° view of the battlefield [even when using the "Human View" optional rule], and its weapon never Jams. In addition, GD-5 never takes an Aliens Turn and does not count as an agent for the purpose of Event cards.
When GD-5 reaches 0 HPs, it is destroyed. It must be discarded and cannot be used again until the next mission, unless the Agency sends it to the field again, later in the game, during Reinforcements.
GD-5 has the Area Damage ability. This ability must be used each time GD-5 performs an attack.
9.8 GD-Wings
In Operation Strikeback, the agents begin the adventure as Gold Rank. In Extinction Protocol, they start as Earth Rank.
In every mission, during the Strategy phase, after the Alpha Agent promotion, if at least one alien was killed in the previous round, each agent may try to improve his rank by one level. Roll 3 Red dice to obtain hit results. The number of hit results required to reach the next rank on the battlefield is indicated by the following table.
| GD-Wings Rank | Enhancements | Operation Strikeback: required results | Extinction Protocol: required results |
|---|---|---|---|
| Gold | Basic Tactic and Improved Tactic and 1st Skill | Starting Training | Not Applicable |
| Earth | Elite Agent and both Tactics become Free Action activities | 1 hit | Starting Training |
| Moon | 2nd Selected Skill OR 1st Randomly Selected Psionic Power* | 2 hits | 1 hit |
| Galaxy | +1 Selected Skill OR +1 Randomly Selected Psionic Power* | 3 hits | 2 hits |
| Universe** | +1 Selected Skill OR +1 Randomly Selected Psionic Power* | Not Applicable | 3 hits |
* Psionic Powers are only included with Operation Strikeback. If available, they can be used in Extinction Protocol.
** Special GD-Wings Rank for Extinction Protocol Campaign.
As with the Core Set game, during a campaign, each agent may gain a maximum of one GD-Wings rank per mission. The new rank is carried on to the next mission. When playing a single, standalone mission, there is no limit to ranks earned. Each agent starts the mission at the listed rank and may reach Galaxy GD-Wings.
Additional details about the rank-Up system for the campaign mode are available in the Storybook of each game expansion.
Note: A campaign may indicate several other ways to improve the agent's rank; for example, by achieving specific goals in a mission. In these cases, only the agents in play obtain the rank-Up.
9.9 Alien Tech
Walking on enemy ground offers many more possibilities to gather info about alien technology! These possibilities are represented by a new Alien Tech token. In game terms, when this token is in play, reaching it unlocks a new way to obtain fragments of Alien Tech [as detailed in the Storybook Special token section], in addition to killing aliens and searching [when the mission explicitly permits it].
10 The NPCs
The GD assault team can count on several allies this time! Genetically cloned agents and rebel aliens join our heroes in this epic battle.
These powerful allies are called "Non-Player Characters" or NPCs, and they are represented by yellow figures and cards.
Just like the aliens, NPCs are driven by an innovative Artificial Intelligence system described on each NPC card. These cards represent the A.I. of the NPC and indicate their movement, powers, Health Points, and weapons. Each NPC on the map is tied to a specific card to keep track of their powers and HPs.
10.1 Biological Ally Structure [NPC cards]
The NPCs are activated by GD agents, but they are independent [controlled by the game itself]. Each NPC is represented by a specific NPC card, to create different behavior for each ally. Each NPC card has several major sections, detailing the NPC's movement, powers, NPC tactic, and combat weapons.
The NPC card is laid out as follows:
1-2. Name, Image - identifies the NPC [Yellow background]. 3. Skills & Powers Section - details the skills and powers of the NPC. Read this section carefully, as it contains important information about the NPC's strategy. Colors indicate the nature of each power: BLACK - Standard power; PURPLE - Passive power; RED - Attack power; BLUE - Reaction power. 4. A.I. Section - details movement and combat rules for the NPC. It may also contain innate abilities influencing the A.I. 5. NPC Tactic - details the effects of the NPC Tactic. This powerful ability can be used once per mission. 6. Weapons Section - lists the NPC's ranged and melee weapons. Each weapon is identified by the weapon type, dice color, and dice number to use during the Hit Roll. It may also contain a Bolt effect or an additional power [detailed in the Skills & Powers section of the card]. 7-8-9. Defense Section - contains up to three additional details: Health Points [7], armor special power [8], and rechargeable Energy Shielded armor [9].
Note: the Energy Shield of some powerful NPCs can cancel up to two hits each round [as indicated by the presence of an Energy Shielded armor symbol].
During the game, NPC cards are drawn by a player when an NPC Signal [see section 11.10.1, page 53] is revealed or when required by the mission. Each NPC card drawn is assigned to a player [see section 10.1.2, page 40]. Players who are assigned an NPC card must read the entire card, to play the NPC at its best.
When the NPC is activated [at the command of the player or when required by the game], the controlling player must read the A.I. Section and apply the first relevant behavior rule, starting with the adjacent [0] rule. Typically, behavior rules are based on the distance [measured in Areas] between the NPC and the aliens. Each behavior rule requires L.O.S. and a legal movement path. If there is no appropriate behavior rule, the player must apply the last behavior rule on the card, the "+" rule.
The behavior rule indicated by this symbol still requires a legal movement path, but ignores the L.O.S. requirement. The NPC, therefore, may move toward an alien, even if he is not able to see him.
The artificial intelligence is designed to cover almost every situation on the battlefield, but, in some instances, two or more options will be available to the NPC, such as two equidistant aliens for movement or two equivalent targets for an attack. In these cases, the Agent assigned to control the NPC must choose the option/target for the NPC.
NPCs arrive on the battlefield when an NPC Signal is revealed or by mission instructions, as detailed in the next sections.
Note: NPCs, just like the robot drones, do not count as agents for the purpose of Event cards.
10.1.1 NPC Deck
Before the start of each mission, the NPC deck must be setup according to the instructions provided with the mission rules. Usually, this means shuffling the available NPCs, putting some on top of the deck, or setting some aside.
Except when indicated, bringing an NPC into play means drawing the top card of the NPC deck, taking the relative yellow figure, and assigning it to a player by following the rules detailed in the next section.
When the NPC deck runs out of cards, reshuffle the discard pile to recreate the deck.
Note: Additional NPCs, such as the GD Core Set Agents and Kickstarter Final Countdown agents, are sold separately and available as add-ons. When available, shuffle them into the NPC deck, following these guidelines:
- As with any other game component, the NPC card must respect the chronological order of the game expansions. This means Extinction Protocol NPCs cannot be used in previous campaigns [unless explicitly detailed in the mission rules].
- If the NPC deck contains two versions of the same agent, you should remove the earlier version, keeping only the newest one.
10.1.1.1 Twins in Arms [Optional rule=off]
Some NPCs represent the "ally" version of playable agents. Keeping this rule OFF prevents the use of NPC "twins" if the playable agent is in play. This means removing the NPC version of all agents in play from the NPC deck, except for drones [multiples can always be present on the battlefield, as they are built in factories].
If you turn on this option, it means removing the limitation and using all NPCs, potentially creating Twins in Arms!
10.1.2 NPCs Assignment
Each time a new NPC is teleported onto the map, the Alpha Agent must draw the top card from the NPC deck [reshuffling the discard pile when the deck runs out of cards] and select the relevant Yellow figure. Typically, this happens when an NPC Signal is revealed or when a Special Event card is drawn.
The new NPC card must be assigned to a player. That player becomes the NPC controller for the particular NPC.
To maintain game balance and a fun experience, we suggest using the following guidelines for NPC assignment:
- The card is normally assigned to the first player, in clockwise order starting with the Alpha Agent, who does not have NPC cards, or has fewer NPC cards assigned than other players. In case of a tie, the NPC card is assigned to the Alpha Agent.
- Exception: If there is a player [agent] specialized in managing NPCs [due to his acquired powers & items], the Alpha Agent may decide to override the previous statement and assign all the NPCs to that player.
If all NPC cards in the deck are assigned [all NPC figures are in play at the same time], no more NPCs can be teleported onto the battlefield, until one of them dies. Additionally, there can never be more than five NPCs in play, regardless of the number of NPC cards left in the deck.
Revealing an NPC Signal in these conditions has no effect, except to discard the token.
10.2 NPCs Activation
An agent with one or more NPCs assigned may choose to activate them before he starts to use any of his activities or after he has completed all of his activities [NPCs must always be activated each agent turn]. The choice may be different for each assigned NPC. This means, unless specifically indicated, it is not possible to intermingle NPC activation with agent activities, or with Free Activities.
10.2.1 NPCs Movement
NPC movement is completely controlled by the NPC cards. Each card details relevant instructions on how and when to move an activated NPC.
Normal movement rules apply to NPCs. For instance, they need a legal path to move, so they cannot walk across a Blocked Hex or Hex Side, and only ones with the Flying power can walk across Barrier Hex Sides.
While moving NPCs, keep in mind these guidelines:
- There can be only one NPC in each Hex.
- To apply a behavior rule, there must be a L.O.S. and a legal movement path. Only the "+" rule can be applied without L.O.S.
- NPCs normally move from center Hex to center Hex of an Area. When this is not possible, or when needed, NPCs move to another Hex of the Area [decided by the agent who controls it].
- At the end of its movement, an NPC may redeploy to any Hex in the destination Area.
- If ending movement adjacent to aliens, try to engage the original target and as many other aliens as possible.
- NPCs may Disengage from melee without an "Evade" test. They can always Disengage, if required to do so by their A.I.
- NPCs consider an Unlocked Door or Window to be a Standard Hex or Hex Side for movement.
- Other NPCs, agents, and aliens are not considered obstacles for a legal movement path. NPCs can walk through them, but they cannot end their movement on an occupied Hex.
- When the A.I. directs an NPC to move toward the closest target [alien, Teleport Point, agent] and the NPC is already there, it will remain in its current position.
- When the A.I. says to "move back" or "move away," it means to move in the direction where the NPC came from; or, when not possible, away from the closest alien [decided by the agent who controls it].
- A behavior rule indicating "Move Adjacent to..." means the NPC must try to enter the target's Area, to a Hex adjacent to the target. If this is not possible, the NPC must move to an adjacent Area, ending its movement in a Hex adjacent to the target.
- If, for any reason, the appropriate behavior rule cannot be applied, apply the next rule. If no rule can be applied, the NPC remains in its current position.
Usually, the "+" behavior of an NPC indicates more than one target, such as "Move toward the closest": Alien; Teleport Point; Agent. In this case, the first matching condition indicates the target. This means the NPC will move toward the closest alien in play, first. If there are no aliens in play [or they cannot be reached with a legal walking path], the NPC will move toward the closest Teleport Point, and so on. Ignore conditions after the first one that matches.
10.2.2 NPCs Combat
Each NPC card also dictates the combat behavior for the relevant NPC. When an A.I. rule says to attack an alien, the player controlling the NPC takes the dice and starts combat using the NPC's weapons and powers.
If more than one alien is eligible for attack, the agent controlling the NPC decides which alien becomes the target.
The combat system used for NPC attacks follows the standard rules explained in the Core Set Rulebook [see section 7.3, page 16], with the following exceptions:
- NPCs always ignore jam and ammo results, as their weapons never Jam and do not use Ammo.
- The friendly fire rule, if turned ON, is also valid for NPC attacks.
Note: The choice of ranged or melee weapons is based on the A.I. section of the card.
10.3 NPCs Tactic
Each NPC has a special power called an NPC Tactic, identified by the NPC Tactic icon. When an NPC enters play, take one NPC Tactic and place it on the card over the icon, as indicated.
The agent who controls the NPC may choose when to use this power, based on its color and description:
- Purple Tactics [Passive] can be used any time they are needed, even outside the NPC's activation.
- Red Tactics [Attack] can only be used during the NPC's activation.
- Blue Tactics [Reaction] can only be used outside the NPC's activation.
Some represent additional attacks, while other may be used to save an agent from an alien's attack.
Once the power is used, discard the NPC Tactic token. Except for some special effects, the NPC will not regain the token in the current mission.
Note: The "Act of Valor" effect of Special Event cards does NOT affect NPC Tactics.
10.4 NPCs Health Status
Each NPC enters play in a Full Health state. During the battle, alien attacks may inflict Wounds, decreasing the Health Points of an NPC, who becomes wounded.
To keep track of current health, when an NPC is wounded, place the appropriate number of wounds [using the numbered Wound tokens] on the NPC card. When an NPC's wounds total is equal to or greater than its total Health Points, it dies [there is no bleeding condition for an NPC]. The figure is removed from the map and its NPC card is placed in the discard pile.
An NPC cannot be healed by other agents with normal healing weapons, powers, or items.
Note: The number of Health Points can never exceed the number printed on the NPC card.
10.4.1 NPCs Body Condition
NPCs suffer Body Conditions just like agents, with the following exceptions:
- In case of Critical damage, they must follow the Aliens compatibility check [see section 8.2.1, page 20].
- When Immobilized, they can only follow the appropriate A.I. behavior not requiring movement, such as: attack with weapon. Any movement behavior must be ignored until the next Refresh phase [when the Immobilized token is removed].
- When Paralyzed, they must skip their activation until the next Refresh phase [when the Paralyzed token is removed].
10.5 Integrating the NPC System
Operation Strikeback and Extinction Protocol are already designed to use the NPC system, so all you have to do is follow the mission rules in each Storybook. The NPC system can also be integrated with any standard or custom missions, including the Core Set missions.
Replacing Human Signals with NPC Signals will integrate the NPC system in a standard mission. To maintain a normal difficulty level:
- In the Core Set and Operation Strikeback, replace one Human Signal with an NPC Signal.
- For an easier game, replace a second Human Signal with an NPC Signal or simply add new NPC Signal to the Signal Reserve.
- In Extinction Protocol, replace two Human Signals with one NPC Signal.
You are no longer alone in this war!
11 The Aliens
This section covers all the new features and mechanics regarding the aliens. Aliens consider robot drones and NPCs to be agents in terms of their A.I. behavior for moving, targeting, and attacking.
11.1 Alien Species
The Agency has discovered the existence of a new alien species. Based on its power rank, it is classified as:
- Purple: representing Master Aliens, the highest-ranked invaders in the Alien Army. The deadliest menace an agent may encounter, approach them with extreme caution.
This means the alien chain-of-command based on their power is: Purple [Master], Red [Elite], Blue [Advanced], and Green [Regular].
11.1.1 Alien I – classified: Flying Critter
These winged creatures are able to fly and swoop down on their unsuspecting prey to rip them apart with wicked claws or head-butt them with their strong, heavy skull. They are also able to grasp an agent to bite at him, and they always attack immobilized prey with cruel and devastating efficiency.
11.1.2 Alien II – classified: Diggers
These worm-like creatures can dig beneath the surface, rapidly reaching the battle area, where they suddenly surface to attack the Agents from below. As they are sensitive to even the slightest vibration, Diggers are immune to all forms of stealth, and can inflict gruesome damage with their sharp fangs. Their biological systems produce a deadly hemotoxin, which the Diggers spit at their prey. These creatures live in swarms and are able to move through the Barrier terrain type. They are also able to withdraw underground when they feel threatened.
11.1.3 Alien III – classified: Xeno-Delta
Equipped with heavy armor, wrist gun, and a pulsar rifle, the Xeno-Delta are Lunar Shock Troops, fighting aggressively to defend the Alien Moon Base. They are able to fly and heal themselves. Their leaders have additional healing abilities, making them a valuable asset for Aliens in every battle. Their defensive system uses backup energy shields, which activate when their primary shields are down. Furthermore, the Xeno-Delta have a "Mark Locking System" - a shared targeting computer system designed to increase the effectiveness of attacks. They can mark their targets, so other Xeno-Delta in the team can hit with better accuracy.
11.1.4 Alien Iv – classified: Sentinels
These biomechanical constructs have a most unsettling appearance, resembling an aquatic predator with metal tentacles and a central armored body. Their silicon brain is powered by advanced war processors, and they are equipped with an advanced target acquisition system. Furthermore, Sentinels are deadly in hand to hand combat, because their chrome tendrils drain the energy from their victims. Also, sentinels always roam in pairs. You will never meet a lone sentinel, so be prepared!
11.1.5 Alien v – classified: Crimson Nightmare
As deadly as they are graceful, possessing superior agility and speed, Nightmares are equipped with a neural stealth system. This makes them virtually invulnerable to any enemy, unless you are in physical contact with them. By then, however, it is normally too late to escape their deadly claws. But, this is only the beginning. Nightmares are able to regenerate wounds. Even a mauled Nightmare can jump up and fight within minutes, recovering from the most horrible wound. They are not immortal, however, and can be killed.
11.1.6 Alien vI – classified: Xeno-Gamma
This breed of devoted martial artists are armed with energy battle axes capable of cutting through almost anything and guided grenades that can uncannily hit targets marked by an ally [for instance, by a Sentinel]. Reports say wounding a Xeno-Gamma only enrages them, making them even more powerful.
11.1.7 Elder Aliens
The dark, alien planet is also home to more trained and dangerous forms of already-known aliens, such as: Elder Spine Critter, Elder Xeno-Beta, and Elder Aracnos. The team must confront them carefully, because they are far more powerful than the forms that landed on Earth.
In game terms, these aliens replace the Core Set aliens in the Extinction Protocol campaign, using the same figures with new Alien cards.
11.2 Master Aliens
No one can be prepared for what awaits when they are face-to-face with the highest ranking aliens, the Master Aliens!
These deadly enemies are represented by large purple figures and double-sized alien cards.
11.2.1 Master Alien I – classified: Wormoon
This gigantic worm resembles an enlarged Digger, with much greater abilities and strength. Its bite can literarily tear an agent apart, and its body is heavily armored, so agents will be able to inflict very little damage against the gigantic beast. Of course, the Wormoon is even more poisonous than its smaller relatives. As for any other Master Alien, the Agency was not able to gather in-depth information.
11.2.2 Master Alien II – classified: Kingator
Kingator is a gigantic creature, half reptile and half war-drone, with armored skin, biomech implants, and remote weapons. Its huge body mass is also one of its deadliest weapons; being trampled by Kingator is like coming face-to-face with a runaway train! Its terrible jaws are able to deal serious damage to even the most resistant Power Armor. Extreme caution advised!
11.2.3 Master Alien I – classified: Alien Queen
We have no direct information on the final enemy you will encounter, once past the deadly defenders previously mentioned. We have only rumors whispered in shivering terror, for no one has ever returned to tell what lies beneath the vast catacombs and dark vaults of the Invaders' capital. You will probably meet the Queen herself, the spiteful being who enslaved a Galaxy. Defeating her will be nearly impossible, as the Queen is said to be able to poison her victims before shredding them to ribbons with her claws, which are even sharper than the energy axes of the Xeno-Gammas. Furthermore, the Queen constantly lays eggs, which hatch the monstrous Venoms. Other Aliens in her vicinity will uncannily answer her call, running to her side to defend her unto death.
11.3 Biological Structure [Master Alien Cards]
Each Master Alien card is printed on both sides to represent different key-moments of the battle. Each side is called a Stage [I and II] and usually details a completely different A.I. for the alien. This means fighting a Master Alien is a more epic, dynamic, and fun game experience.
The Master Alien card is laid out as follows:
- Name & Stage - identifies the alien and its current Stage.
- A.I. Section - contains the movement and combat rules for the alien.
- Skills & Powers Section - contains the skills and powers for the alien. Read this section carefully because it may contain important information about the alien's strategy.
- Weapons Section - contains the ranged and melee weapons used by the alien. Each weapon may have up to two different effects for a single attack.
- Armor Section - contains up to 3 important pieces of information: the life points, armor special power, and shielded armor of the alien.
Carefully read each side, because they may vary drastically.
When a Master Alien enters play, its alien card must be assigned to the Alpha Agent, who also receives the Menace token [see next section].
Due to their huge mass and strength, all Master Aliens have these innate powers:
- They are immune to any Paralyze/Stun effect and can ignore any effect preventing their activation such as: Flash grenade, Paralyze, Enemy Control, etc...
- They cannot be moved or pushed back due to an agent power or item, such as: Hulk's Charge, Shockwave grenade, etc...
- They ignore any power or item preventing them from targeting an agent, such as: Stealth, Camouflage, Invisibility, etc...
- Some cause more than one effect with a single weapon attack. When the double-effect icon is present, it triggers both effects.
- Multi-Hex Master Aliens must follow the movement rules detailed in the section [11.8, page 52].
Note: These rules can be overridden by the Mission Special Rules.
11.3.1 Fighting Master Aliens [Menacing Agent System]
Most Master Aliens have the power "Archenemy." They are able to tell at a glance who's the most dangerous agent on the battlefield at the moment. This agent is called the Menacing Agent and receives the Menace token. The Master Alien's behavior is controlled by his or her position.
In game terms, when the Master Alien has the "Archenemy" power, its A.I. section uses the distance between it and the Menacing Agent [the agent with the Menace token], instead of the closest agent, as normal. The Menace token has two sides, Level 1 and Level 2, to indicate the agent's level of menace to the Master Alien. During the course of a battle, agent attacks and strategies will change the Master Alien's threat perception, so the Menace token may pass from one agent to another.
The Menace system follows these rules:
- When a Master Alien enters in play, the Master Alien card and the Menace token [Level 1 face up] are immediately assigned to the Alpha Agent, who becomes the Menacing Agent.
- If the Menacing Agent deals at least one wound to the Master Alien with any attack, power, items, drone, or controlled NPC, the Menace token must be increased [flipped] to Level 2.
- The Menacing Agent may spend his Action activity to voluntarily increase the Menace token from Level 1 to Level 2 or to decrease it from Level 2 to Level 1.
- If any other agent deals at least one wound to the Master Alien with any attack, power, item, drone, or controlled NPC, the Menace token is decreased to Level 1. If already at Level 1, the Menace token is passed to the wounding agent, Level 1 face up, and this agent becomes the new Menacing Agent.
- Any other agent can spend his Action activity to decrease the Menace Token from Level 2 to Level 1 on its current owner or, if already at Level 1, take the token to become the new Menacing Agent. [The menace token must be at Level 1 to change agents].
- If the current Master Alien stage has the Archenemy power, the Master Alien will always target the Menacing Agent. Other agents, drones, and NPCs may be damaged by its attacks and powers, but they will never be its primary target.
- Like any standard alien, "targeting" occurs at the beginning of the alien activation. Once the A.I. behavior is selected, the alien will follow it, even if the conditions change.
For example: the Menacing Agent is the Hulk and the Master Alien A.I. says, "Move adjacent to the menacing agent and attack with claws." After the alien's movement, the Marine shoots with his Guard ability, dealing damage, and becoming the new Menacing Agent. The Master Alien will, nonetheless, attack the Hulk, because he was the Menacing Agent when its A.I. behavior was selected.
Note: the Menace token system must be used even if the Master Alien does not have the Archenemy power on its current stage. This means, the Menace token will continue to be passed between agents, even if the Master Alien still targets the closest agent per normal A.I. rules.
Except as detailed in these sections, Master Aliens follow all the standard rules and still count as a standard "alien" for all game effects [such as: powers, items, Events, Close Encounter cards, etc...].
11.4 Alien Eggs and Venoms
An unknown life form lurks in the shadows of the alien planet. These small parasites, codename: Venom, spawn from the queen's eggs! These tiny creatures grab and pierce their target with acid claws. Once done, they tend to leave the victim to go deeper into the ground, where they mature into an adult.
In game terms, there are two new elements pitted against our agents:
- Alien Eggs - generate several Venoms per round, at the beginning of each Event phase.
- Venom - small parasites move in each Aliens turn, seeking to poison the closest agent.
Alien Eggs and Venoms are NOT considered standard aliens, unless indicated differently. For instance, this means they do NOT count as "aliens in play" for Event cards, they don't provide Alien Tech if killed, and are immune to CRITICAL effects. NPC A.I. ignores them. In game terms, an NPC will never move toward or attack Alien Eggs or Venom due to his A.I. behavior. The only possible NPC interaction is the agent using the NPC Tactic against them, if applicable.
11.4.1 Biological Structure [Alien Egg Cards]
Each Alien Egg is represented by an Alien Egg figure and one Alien Egg card. The Alien Egg card is laid out as follows:
- Name & Stage - identifies the Alien Egg and its color rank.
- A.I. Section - contains the rules to manage the Alien Egg and the Venom spawn.
- Health - indicates the Health Points of the Alien Egg.
- Venom Section - contains the rules to manage Venoms in play.
Before the start of each mission, create an Alien Egg deck by shuffling the eight Alien Egg cards [four per each color rank]. Reshuffle the discard pile to rebuild the deck, as needed.
Alien Eggs can be present on the map as a part of the initial setup or they can be teleported in by Events or aliens powers [following standard alien teleport rules].
Each time an Alien Egg enters play, place the figure in the empty target Hex on the map [or in any adjacent Hex, if occupied]. Place the relative Alien Egg card near the Events deck [it will be managed each round by the current Alpha Agent].
Alien Eggs in play cannot attack or move, except as effected by a pushing/moving power.
At the beginning of each Event phase [including Special Events], all Alien Eggs spawn Venoms. The number of Venoms spawned depends on the color rank of the Alien Egg:
- Green: 1 Venom
- Blue: 2 Venoms
- Red: 3 Venoms [Sold Separately]
If there are multiple Alien Eggs in play, start the spawning effect [as detailed in the next section] with the highest rank. In case of a tie, start with the Alien Eggs closest to an agent.
An Alien Egg occupies its location Hex. Other characters and creatures can see and move through it, but cannot end their movement in the same Hex.
Alien Eggs can be attacked as standard aliens, but they never defend. This means each hit automatically becomes a wound after the Hit Roll. When their HPs reach 0 or below, the Alien Egg is killed. Remove the Alien Eggs figure from play and place the Alien Eggs card in the relative discard pile.
In addition, they never engage in combat with agents, NPCs, or drones with which they are adjacent.
11.4.2 Venom
These deadly parasites are represented by double-sided tokens. Each Venom token shows the creature's image on the front side and Poison 1 on the backside, both with a black background. This makes it easy to distinguish them from the Poison 1/2 tokens [with a white background] from Operation Strikeback.
A Venom token on the map does NOT occupy the Hex where it resides [and doesn't block L.O.S.]. This means, another alien or Alien Egg [but not another Venom token] can occupy the same Hex. In this case, place the Venom token near the other alien/Egg figure [in the same Hex].
Venom spawn at the beginning of each Event phase [before any other effect] from each Alien Egg on the map [additionally, there are some alien powers that also trigger spawning].
Spawning means placing the appropriate number of Venom tokens [creature side up] as follows:
- Place the first Venom token near the Alien Egg figure [in the same Hex].
- Place other Venom in the Hexes adjacent to the Alien Egg.
- If all Venom tokens are in play [as Venoms or Poison effects], then ignore spawn effects until at least one Venom token is available [usually, in the next Refresh phase].
- If there is more than one Alien Egg, start spawning with the highest color rank first. In case of tie, start with the Alien Egg closest to an agent, if there is still a tie, the agent chooses which spawns first.
From the moment a Venom spawns from its Alien Egg, his only instinct is to grab the closest agent/drone/NPC. Grab means sinking his acid claws into the victim's body to poison him before running away! In game terms, when a Venom is adjacent [or shares the same Hex] with an agent, drone, or NPC, the Venom token must immediately be removed from the map and placed on the target sheet/card, flipping it to the Poison 1 side. The target is now being poisoned! [See Poisoned section 9.3.2, page 27]. This effect has the highest priority and pauses all other effects [exactly like Signal revelation pauses all other effects].
When there is more than one possible target to grab, the Venom chooses the most wounded. In case of a tie, it chooses the one with fewest HPs left.
Once the Venom grabs the target and converts to a Poison token [flipped and placed on the target sheet/card], it is no longer considered a Venom. It may re-spawn in the future once the Poison token is discarded.
At the beginning of each Aliens turn [before any other activation/effect], all Venom in play move up to 1 Area toward the closest agent [drones and NPCs are treated as agents for this behavior], with the goal of grabbing him, following these rules:
- Only one Venom token per Hex, but it can share the same Hex with an Alien or Signal.
- To move, a Venom only needs a Legal Walking Path [it does not need L.O.S].
- A Venom always prefers to grab a target in its Area before moving to other Areas.
- A Venom normally moves from center Hex to center Hex of an Area. When this is not possible, or as needed, Venom move to another Hex of the Area.
- At the end of its movement, a Venom may redeploy to any Hex in the destination Area, to end its movement adjacent to an agent – and grab him immediately.
- Venoms consider Unlocked Doors or Windows to be a Standard Hex or Hex Side. They can move through Barrier Hex Sides [like Flying aliens].
- Other Venoms, aliens, and Signals are not considered obstacles for a legal movement path. Venoms can walk through them, but they cannot end their movement in a Hex occupied by another Venom.
- If, for any reason, there is no Legal Walking Path toward a target, the Venom remains in its current position.
Each Venom has 1 Health Point. When a Venom is alone in a Hex, it can be attacked as a standard alien, but it never defends. This means, the first hit automatically becomes a wound after the Hit Roll, which kills it. Once killed, remove the Venom token from play and place it in the relative discard pile.
A Venom can't be directly attacked if there is an alien sharing the same Hex, except when using Area Damage and Explosion effects. In these cases, it is killed by the first hit of the attack, even if the other alien in the Hex survives.
11.5 Alien Activation [Close Encounter Cards]
A new set of Close Encounter cards makes the battle even more dynamic! As usual, the mission setup indicates which cards are used to create the Close Encounter deck for the mission.
There are several new mechanics with these new cards, such as: activate all aliens with the Flying or Burrowing power.
But the most important one is: activate "X" aliens, where "X" is 1/2/3 [Close Encounter cards 22, 23, and 24] or the number of agents in play [from 1 to 5] [Close Encounter card 25], not counting drones and NPCs. When one of these cards is played, use the following rule:
- Select X aliens to activate, starting with those controlled by the Alpha Agent.
- If the Alpha Agent does not control, or does not control enough, aliens to satisfy the requirement, select aliens controlled by the next player [in turn order] who does control aliens. Continue to select aliens until the matching number detailed in the Close Encounter card is reached or there are no more aliens to activate.
Paralyzed aliens cannot be selected as an activated alien for Close Encounter cards: 21, 22, 23, or 24 unless there are no other aliens in play. This means, when a Close Encounter effect says "Activate 1 Alien" and the Alpha Agent has two assigned aliens, one Paralyzed, he cannot select the Paralyzed alien with the hope of skipping the activation.
Note: As a general rule, if there is a tie for which alien to select, follow this priority order:
- Activate the highest rank first, so Purple, then Red, then Blue, and then Green aliens.
- If a tie still exists, the Alpha Agent decides which to activate.
11.6 Prime Swarm Units
Some aliens, like Diggers and Sentinels, have the "Prime Swarm" Passive power. This means a single Alien card represents a group of two figures, each with its own Health Points, counting as a single alien on the battlefield.
The Alien card of a Prime Swarm indicates the number of Health Points for each figure with a double Heart icon.
As with normal swarm units, the activation and A.I. behavior of a Prime Swarm unit, in regard to agents, always uses the closest figure of the unit to the agent. A Prime Swarm unit must follow the same movement and combat rules of a normal alien, with the following exceptions:
- The Prime Swarm unit includes two figures, each with separate Health Points. When attacked, each figure of the Prime Swarm defends as a stand-alone alien with its own HPs.
- The Prime Swarm is destroyed and its Alien card is discarded only when all figures of the unit die.
- When the Prime Swarm unit attacks, it has a clear L.O.S. to a given target, if at least one figure of the unit has L.O.S. with the target.
- When the Prime Swarm unit moves, the nearest figure to an agent moves first and then the other figure move adjacent to it, or as close as possible, if there are no empty adjacent Hexes.
- An agent can target only one figure of the Prime Swarm for each attack, except when Area or Explosion damage is dealt. In this case, all the figures in the targeted Area/Areas are attacked.
11.7 Multiple Energy Shielded Armor
Most of the new aliens have better defensive equipment and their armor can generate multiple energy shields! This is represented by a double icon on each alien card.
In game terms, each Energy Shield icon is considered a separately defensive Stack [regardless of the number in each shield icon]. When an attack hits the alien, the Stack with the most Energy Shields remaining must be selected to block the attack [select the Left stack in case of tie]. Once selected, only the selected Energy Shield stack can absorb the hits of the attack. Remaining hits, if any, are defended with Blue dice [unless Lethal] and other powers, as usual.
Note: As with normal Energy Shields, both stacks completely refresh in each Refresh phase.
Multiple Energy Shielded Armor example 1: Left stack 2 shields, right stack 1 shield. The left one must be selected. Two hits are absorbed, but 1 Lethal hit causes the last wound and the alien dies.
Multiple Energy Shielded Armor example 2: Left stack 0 shields, right stack 1 shield. The right one must be selected because the left has no remaining shields. The first hit is absorbed by the Energy Shield and the last one is parried with a Shield result on the Blue dice. The alien survives.
11.8 Multi-Hex Aliens
Some new aliens have a figure using a two-Hex base [Multi-Hex]. These aliens follow standard rules for activation, movement, and combat, with the following exceptions:
- The activation and A.I. behavior of a Multi-Hex alien, in regard to agents, always uses the figure base's closest Hex to the agent [closest or Menacing].
- When the Multi-Hex alien attacks, it has a clear L.O.S. to a given target, if at least one Hex of the figure's base has L.O.S. with the target.
- A Multi-Hex alien can be attacked if at least one Hex of the figure's base is in L.O.S. [regardless of the L.O.S. to other figure Hexes].
- When a Multi-Hex alien moves, one Hex of the figure's base [giving preference to the one closest to the alien's face] must be placed in the central Hex of each Area he is moving to [or in the closest Hex, if already occupied]. The rest of the base should be placed in any adjacent Hex, preferring ones in the same Area. If this is not possible, the rest of the base may be placed in an adjacent Area.
- As with any other alien, at the end of its movement, a Multi-Hex alien not adjacent to agents may redeploy to any Hex in the destination Area, to end its movement adjacent to agents, trying to engage as many targets as possible in combat.
- If, for any reason, during movement of a Multi-Hex alien, the destination Area does not have enough free adjacent Hexes to accommodate the figure's entire base, shift the figure's entire base from Hex to Hex until a suitable position is found, trying to remain in contact with the original target and as many other targets as possible.
- Any Area Damage/effect must be applied to a Multi-Hex alien, if at least one of its base Hexes is inside the targeted Area. The Area Damage/effect is applied only once, regardless the number of alien base Hexes in the Area.
11.9 Alien Body Conditions
Critical effects, powers, and items may alter the characteristics or the capabilities of the aliens on the battlefield. When this happens, place the relative token on the alien card or near the figure to keep track. Discard any token when the alien dies.
11.9.1 Paralyzed
An alien [not a Master Alien] can be Paralyzed by the effect of a power, item, or Critical effect. When this happens, the paralyzed alien must skip all activations [by ignoring Close Encounter cards or any other activation methods] until the condition is removed, usually during the next Refresh phase.
Note: A Paralyzed alien cannot be selected as an activated alien by Close Encounter cards: 21, 22, 23, and 24, unless there are no other aliens in play.
11.10 Signals
Operation Strikeback and Extinction Protocol introduce two new kind of Signals:
- NPC Signals - represent GD allies entering the battlefield.
- Stationary Signals* - represent insidious opponents and, sometimes, precious resources in the darkness of the underground caves of the alien planet.
* Stationary Signals are available only in Extinction Protocol.
11.10.1 NPC Signals
In the chaos of the battle, with the fog of war all around you, sometimes even an ally may appear as an enemy at first glance! But once revealed, they may watch your back and save your life!
To represent this, some allies enter play as NPC Signals. Each mission details how to use NPC Signals, usually as part of the Signal Reserve. They share the same front graphic as standard Signals and, until revealed, follow all standard signal rules.
Once revealed, NPC Signals must be replaced with a new NPC. Take the top card of the NPC deck along with the appropriate figure and assign it [see section 10.1.2, page 40]. Then, discard the Signal to the relative discard pile.
Note: The NPC Signals back graphic is different between the two GD expansions, but it does not reflect the NPC entering play when revealed. This depends from the first NPC card drawn or the Mission Special Rules.
11.10.2 Stationary Signals
Below ground, alien menaces lurk in the shadows. Insidious opponents – and sometimes, precious resources – will appear on the battlefield as stationary signals, only revealed when you get close...
In game terms, those signals are represented by Stationary Signal tokens. Stationary Signals follow slightly different rules from standard Signals:
- It occupies the Hex where it resides. Only Venom may occupy the Hex as well.
- It never moves from the origin Hex [starting point or teleport]. Any movement effect must be ignored.
- It does not count as a standard Signal during the Event phase and is excluded in the difficulty balancer check.
- It can only be revealed by an adjacent agent [NOT drones and NPCs]. When this happens, flip the token and apply the relative effect.
- Once revealed, it is discarded in the Stationary Signal discard pool.
As with standard Signals, revealing a Stationary Signal has the highest priority [and does not require any activity]. When an agent becomes adjacent to a Stationary Signal for any reason, the agent must pause his current activity.
For example: when the agent moves toward a Stationary Signal, the reveal check must be done after every single movement, Hex by Hex. When the agent is adjacent to the Stationary Signal, it is revealed immediately [applying the effect]. Then, the agent Movement activity can resume.
Note: to reveal a Stationary Signal, the agent must be adjacent to it, regardless of L.O.S. This means, if you are using the Human View rule, the signal is revealed even if you don't look in that direction!
There are ten Stationary Signal tokens with seven different game effects. Two of them are considered Special Stationary Signals, as detailed:
| Stationary Signal | Name & Description | Quantity |
|---|---|---|
| Alien | Replace the revealed Stationary Signal with an alien! Teleport the first alien from the Alien deck. Assign the alien following standard rules. | 3 |
| Master Alien (Special) | Replace the revealed Stationary Signal with the Master Alien! Teleport the Master Alien set aside during Mission Setup. Note: This Stationary Signal is part of the Stationary Signal Pool ONLY when explicitly indicated by the mission. Once revealed, it must be placed in the Warehouse instead of the discard pool. | 1 |
| Generic Device | The agent who revealed the Stationary Signal may immediately draw a Random Generic Device from those available in the Warehouse. | 1 |
| Supply | The agent who revealed the Stationary Signal immediately gains one of his choice: 1 [Energy Battery icon] OR 1 [Health icon] OR 1 [Shield icon]. (The three icons are not reproduced in the text layer.) | 1 |
| NPC | Replace the revealed Stationary Signal with an NPC! Teleport the first NPC from the NPC deck. Assign it to the agent revealing the Stationary Signal. | 1 |
| Wound | The agent who revealed the Stationary Signal immediately suffers one wound. |
By default, during mission setup, a Stationary Signals Reserve is created by shuffling all Stationary Signals, except the two Special Signals. The Master Alien and Waypoint Stationary Signals become part of the Stationary Signals Reserve only when the Mission Special Rules specifically indicate them.
11.11 Movement
While moving aliens, keep these simple guidelines in mind, which are updated to include the new mechanics:
- There can only be one alien or Signal [standard or Stationary] in each Hex.
- To apply a behavior rule, there must be L.O.S. and a legal movement path. Only the "+" rule can be applied without L.O.S.
- Aliens normally move from center Hex to center Hex of an Area. When this is not possible or when needed, aliens move to another Hex of the Area.
- At the end of its movement, an alien may redeploy to any Hex in the destination Area, trying to end its movement adjacent to the original target and as many other agents as possible.
- Aliens may Disengage from melee without an "Evade" test. They can always Disengage, if they are required to do so by their A.I.
- Aliens consider an Unlocked Door or Window to be a Standard Hex or Hex side for movement.
- Only Flying and Burrowing aliens can move through Barrier Hex Sides. All other aliens consider them to be Blocking Hex Sides.
- Other aliens and agents are not considered obstacles for a legal movement path. Aliens can move through them, but they cannot end their movement on an occupied Hex.
- When the A.I. directs an alien to move toward the closest Teleport Point, and the alien is already there, it will remain in its current position.
- When the A.I. says to "move back or move away," it means to move in the direction from where the alien came or, when not possible, away from the closest agent.
- A behavior rule indicating "Move Adjacent to..." means the alien must try to enter the target's Area, in a Hex adjacent to the target. If this is not possible, the alien must move to an adjacent Area, ending its movement in a Hex adjacent to the target.
- If, for any reason, the appropriate behavior rule cannot be applied, apply the next one. If no rule can be applied, the alien remains in its current position.
11.12 Combat
The alien combat system is now more fun and dynamic, thanks to the new effects like Lethal, Explosion, Critical and all the other powers and items detailed in this manual.
In addition, there are several aliens with weapons indicating the number of hits, instead of the number of dice to roll. In these cases, the Hit Roll is represented by a predetermined number of hits. As with standard weapons, this number may be influenced and modified by any alien power or item. The Defend Roll works as usual.
This additional symbol may appear on the power section of some Alien and Master Alien cards. When present, it indicates the specific passive power affects the alien's combat ability, usually by adding additional combat effects, if the target is in a particular condition.
The briefing is over, agents. This time... The Earth strikes back!