Galaxy Defenders: Operation Strikeback
Galaxy Defenders: Operation Strikeback Rulebook
Table of Contents
Table of Contents
- Introduction
- Component List
- 3 Game Description
- 4 Info & Setup
- 5 Terrain Structures
- 6 Game Sequence
- 7 Special Movement Powers
- 8 Special Attack Powers
- 9 The Agents
- 10 The NPCs
- 11 The Aliens
- Storybook 1 Introduction
- Storybook 2 Mission Setup
- Storybook 3 Special Tokens
- Storybook 4 Playing Standalone Missions
- Storybook 5 Playing GD Campaign
- Storybook 6 Level of Difficulty
- Storybook 7 Missions
Introduction
Welcome back, agents!
If you are reading this, it means you are still alive and your will is strong enough to fight against these new foes!
This manual contains tactical procedures for two separate game expansions. Sections related to just one expansion are indicated with the relative expansion icon. 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 expansion box you will find an extensive set of components. The Operation Strikeback box contains:
- This Rulebook
- Storybook manual (1)
- Plastic Figures (24)
- Double-sided Map Tiles (3)
- Power Suit Profile Sheets (2)
- Event Cards (15)
- Close Encounters Cards (24)
- Alien Cards (12)
- Master Alien Card (1)
- NPC Cards (4)
- Plastic Stand-up Bases (6)
Tokens and Markers:
- Improved Weapons (2)
- Alien Weapons (5)
- Fighting Poses (5)
- NPC Tactics (5)
- Devices (16)
- Skills (3)
- Psionic Powers (10)
- Wounds (2), double-sided
- Batteries (10)
- Shields (2)
- Human Signals (6)
- Alien Signals (8)
- NPC Signals (3)
- Hologram (1)
- Menace (1)
- Critical 1 (10)
- Critical 2 (10)
- Marks (6)
- Poisons (6)
- Drills/Flames (4)
- High Tech Equipment (4)
- Waypoints (6)
- Improved/Alien Armory (1)
- Teleport Points (4)
- 2x Hexes Map Overlays (1)
- Alien Tech Fragment
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: Core Set and Elite Alien Army
- Operation Strikeback symbol
- Extinction Protocol symbol
2.3 (Assemble the Power Armor Profile Sheets) is Extinction Protocol only and is not included.
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 here:
- The Hologram token and the five Fighting Poses in Operation Strikeback.
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.
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 [Extinction Protocol component]
- Power Suit
- Psionic Powers
- Master Alien
- Menace token
- Venoms [Extinction Protocol component]
- Alien Eggs [Extinction Protocol component]
- Stationary Signals [Extinction Protocol component]
- Critical tokens
- Linker tiles [Extinction Protocol component]
- Modular map tiles [Extinction Protocol component]
- Fighting Pose
- NPC
- Standard Weapon
5 Terrain Structures
The battle is carried beyond our planet. The agents fight on the Moon, inside the alien base, on the alien planet, and beyond.
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.
Sections 5.2 (Modular map tiles) and 5.3 (Security locks) are Extinction Protocol terrain and are not part of this rulebook. Security Locks, Security Keys and Modular/Linker tiles appear only in that expansion.
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].
The Power Armor energy step in the printed list (increase the total amount of Batteries for each power armor by 1, section 9.6.1) belongs to Extinction Protocol and is not included.
As with standard effects, these new effects are simultaneous.
6.2 Battle Phase
Agent and Alien 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.
Note: the Security Locks and power armor examples are Extinction Protocol content; the general rule above applies to Operation Strikeback.
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
Extinction Protocol only. Venoms are not part of Operation Strikeback and this step is omitted.
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:
- 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
Extinction Protocol only. Alien eggs are not part of Operation Strikeback and this step is omitted.
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 relevant sheet or card.
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 [symbol] 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 [symbol] 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 Locking 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 [symbol] of an attack. The only useful defenses against this type of attack are:
- Energy Shields, which absorb the [symbol] as usual.
- Items & Powers, which may modify the total number of [symbol] of the attack.
Blue dice are NOT rolled against Lethal [No Defend roll] because normal shield results obtained with Blue dice or equivalent powers cannot cancel Lethal [symbol]. Basically, this means each Lethal [symbol] 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 [symbol] and 1 [symbol] 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 [symbol], 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 piles, based on availability and the number printed on the back side:
- Critical 1 is present in Operation Strikeback.
- Critical 2 is present in both expansions.
- Critical 3 is present only in Extinction Protocol.
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 effect can be applied to agents only.
- 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:
The printed summary lists these effects (the compatibility and duration icons are shown on the token itself):
- The target must use X fewer dice on each Defend roll. Duration: Permanent.
- The target must use X fewer dice on each Attack roll [no effect on targets attacking with a fixed number of [symbol]]. Duration: Permanent.
- The agent's movement is reduced by X. Duration: 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 NPCs]. Duration: Permanent.
- The target is Paralyzed until removed. Duration: Temporary.
- The target must remove any remaining energy shields and cannot refresh/recharge them until removed. Duration: Temporary.
- The target cannot use the [symbol] effects until removed. Duration: Temporary for Critical 1/2; Permanent for Critical 3.
- The target suffers X additional damage. Duration: Instant.
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 [symbol] and applies the Mark 2 effect against the Biotech. The Biotech, now with a Mark 2 token on his sheet, rolls only 1 [symbol], canceling 1 [symbol] 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 [symbol] and additional effects [such as: -X Def Dice, Lethal, Poison 1, etc.].
Explosion example 1: [see printed diagram]
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 [symbol] result as an additional attack effect during the Hit roll. It works exactly like the [symbol] result, and so, except where indicated differently, the relative effect is applied once, regardless the number of [symbol] rolled.
In addition, there are several weapons that indicate the number of [symbol], instead of the number of dice to roll. In these cases, the Hit roll is represented by a predetermined number of [symbol]. 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 [symbol] Tactic" grants +2 [symbol] 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:
- Range Attack Bonus: the agent adds this number of [symbol] to each ranged attack.
- Range Defense Bonus: the agent adds this number of [symbol] Def 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 [symbol] Def 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 [symbol] 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 [symbol]. 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 Battery usage may vary from weapon to weapon and from armor to armor. The following section contains details about using them.
9.5 Power Suit
After the first invasion, mankind did not stop. If there is one thing that distinguishes the human being, it is the talent and ability to never give up, and Power Suits are the proof of that!
During the campaign, GD agents may take advantage of the Power Suits to exterminate the aliens and ensure the success of their missions. Each Power Suit is represented by a gray figure and one double-sided Power Suit Profile Sheet. There are two models of Power Suits, called Mark I and Mark II.
Each is printed on one side of the Power Suit profile sheet as shown:
- Power Suit Mark I and Mark II, each with these fields:
- ID: name, and model.
- Batteries: defined in each mission.
- Movement Bonus: movement bonus granted by the suit.
- Energy Shield: rechargeable energy shielded armor.
- Weapon: special weapon.
- Seize Ability: the ability to seize other agents.
- Flying Ability: the ability to move through Barrier Hexes.
Note: The lights mark on the two Power Suit profile sheets are slightly different to quickly identify them [by coordinating the light stickers applied to the Power Suit figures], once both are in play.
To operate, the Power Suit needs energy in the form of energy Batteries. In every mission using them, the mission special rules section shows the initial number of energy Batteries and any special conditions to apply.
Once deployed on the battlefield, the Power Suit consumes one energy Battery each Refresh phase [even if no one has equipped it]. If there are no energy Batteries to pay this cost, the Power Suit must be removed from play as follows:
- If the Power Suit was equipped by an agent, replace the Power Suit figure with the relative agent figure [the agent unequips it at no cost].
- Discard the Power Suit profile sheet and its figure to the Warehouse.
The agent can recharge the Power Suit using powers & items while it is in play. This means, once it reaches 0 energy, the agent has until the next Refresh phase to recharge it.
An empty [unequipped] Power Suit on the battlefield occupies the Hex where it resides. It does not block line of sight and can be crossed by agents, aliens, and NPCs. Aliens and NPCs cannot end their movement in the Power Suit Hex.
While it remains unequipped, the Power Suit is totally ignored by aliens and cannot be targeted by attacks or suffer any damage [i.e. its energy shields remain intact].
9.5.1 How to Equip a Power Suit
In the early missions, Power Suits are dropped onto the battlefield, so the agent must move to the Hex containing the Power Suit and then spend his Action activity to equip it. The agent is not forced to equip it, but if he does not, he cannot end his movement in the Hex where the suit resides, although he can walk through it.
In the later missions, thanks to GD labs' technological progress, agents can use the Recall Power Suit special Action to directly equip the Power Suit by teleporting it over their bodies.
Equipping a Power Suit means temporarily removing the agent figure from play in favor of controlling the Power Suit figure. The agent immediately begins piloting the suit and will do so until he leaves the suit or runs out of energy Batteries [no [symbol] to discard during the Refresh phase check].
To unequip a Power Suit, the agent must spend his Action activity. Once done, take the agent's figure and place it on any Hex adjacent [with legal walking path] to the Power Suit. This means, except for extraordinary conditions, it is not possible to equip and unequip a Power Suit in the same Agent turn. However, the Agency has heard two perfectly synchronized agents may be able to use a Power Suit in the same Round, once every two rounds.
Note: As usual, the Mission Special Rules of the storybook may override what is explained in this manual.
9.5.2 Using a Power Suit
The section provides detailed instructions for using a Power Suit.
Note: As detailed in section 9.2.2, page 25, the only Fighting Pose possible with this armor is the Standing pose. No other pose can be used while the Power Suit is equipped.
9.5.2.1 Movement
Each Power Suit grants the equipping agent incredible movement! In fact, the Mark I increases standard movement by two points and with the Mark II, this enhancement becomes three movement points! This bonus physically increases the movement of the agent, so when he equips the Power Suit, he can use the additional points as a part of standard movement.
Note: Equipping the Power Suit requires the Action activity, but does not interrupt movement. This means an agent can use his normal movement to reach the Power Suit Hex, equip it, and then use any additional remaining movement points.
9.5.2.2 Combat
Each Power Suit has a Special Weapon on board. The agent equipping the armor can use this weapon by using the Combat activity, as normal. The Power Suit weapon works as a normal Improved Weapon, except as follows:
- It cannot jam, so ignore any [symbol] result.
- It doesn't use ammo, so ignore any [symbol] result.
- It uses both Blue and Red dice for the Hit roll.
- It uses [symbol] results to cause additional attack effects, exactly like the [symbol].
- The effect may be applied only once per Hit roll, except where differently indicated.
9.5.2.3 Energy Shields
Each Power Suit 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, and they are automatically refreshed in each Refresh phase. The Power Suit 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 Suit has at least one energy shield available, it must be used to cancel [symbol] by removing one point of energy shield for each [symbol], as usual. Any additional energy shield, power, or item not provided by the Power Suit is bypassed [it is ignored and, for this reason, not discarded]. For each remaining [symbol], the agent must roll defense die, unless suffering Lethal damage [see section 8.1, page 19].
- If the Power Suit has no energy shields remaining, standard elite agent energy shield can be used, if available. In addition, any other power and item cancels [symbol], as usual. For each remaining [symbol], 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 Suit equipped is destroyed. Discard it along with all items and powers of the agent.
9.6 Power Armor
Extinction Protocol only. Power Armor profile sheets are not included in the Operation Strikeback box, so section 9.6 (power armor, energy, maneuvers and the Marine, Biotech, Infiltrator, Sniper and Hulk powers) is omitted from this rulebook.
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, which is not part of this rulebook. 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.
Psionic power card layout:
- ID: name, type, and class restriction.
- Type: identifies the nature of the power: Action, Passive, Movement, Combat, or Reaction.
- Effect: power description.
- 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.
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 device tile lists: 1. ID, name, and class restriction; 2. Attack values, weapon type, dice color, and number to use in the Hit roll; 3. Range, the maximum allowed range; 4. Ammo, the maximum number of ammo tokens; 5. Health Points, representing full health status; 6. Movement, the maximum movement [in Hexes] per turn; 7. Flying, meaning 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 device tile lists: 1. ID, name, and class restriction; 2. Attack values, weapon type, dice color, and number to use in the Hit roll; 3. Range, the maximum allowed range; 4. Ammo, the maximum number of ammo tokens; 5. Health Points, representing full health status; 6. Movement, the maximum movement [in Hexes] per turn; 7. Area Damage, meaning 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 dice [red] to obtain [GD-Wings result] results. The number of [GD-Wings result] results required to reach the next rank on the battlefield is indicated by the following table.
| GD-Wings rank | Enhancements | Operation Strikeback: required results |
|---|---|---|
| Gold | Basic Tactic and Improved Tactic and 1st Skill | Starting Training |
| Earth | Elite Agent and both Tactics become Free Action activities | 1 |
| Moon | 2nd Selected Skill OR 1st Randomly Selected Psionic Power* | 2 |
| Galaxy | +1 Selected Skill OR +1 Randomly Selected Psionic Power* | 3 |
| Universe** | +1 Selected Skill OR +1 Randomly Selected Psionic Power* | Not Applicable |
- 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.
The Extinction Protocol column of this table is not included here. The "Universe" row applies to Extinction Protocol only.
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 contains these elements:
- Name, Image: identifies the NPC [Yellow background].
- 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.
- A.I. Section: details movement and combat rules for the NPC. It may also contain innate abilities influencing the A.I.
- NPC Tactic: details the effects of the NPC tactic. This powerful ability can be used once per mission.
- 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].
- 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 [symbol] 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 [symbol] [adjacent]. Typically, behavior rules are based on the distance [measured in Areas] between the NPC and the aliens. Each behavior rule requires line of sight and a legal movement path. If there is no appropriate behavior rule, the player must apply the last behavior rule on the card: [symbol] +. The behavior rule indicated by this symbol still requires a legal movement path, but ignores the line of sight requirement. The NPC, therefore, may move toward an alien, even if he is not able to see him.
The A.I. 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 [symbol] 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 set up 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 NPC 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 NPC 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 NPC 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 line of sight and a legal movement path.
- Only the [symbol] + rule can be applied without line of sight.
- 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 [symbol] + 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 NPC 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 [symbol] and [symbol] 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 NPC Tactic
Each NPC has a special power called an NPC Tactic, identified by the [symbol] 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 others 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 NPC 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 NPC Body Condition
NPCs suffer Body Conditions just like agents, with the following exceptions:
- In case of Critical damage, they must follow the Alien 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.
The Extinction Protocol replacement ratio (two Human signals for one NPC signal) is not part of this rulebook.
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) is an Extinction Protocol section and is not included.
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 literally 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 (Kingator) and 11.2.3 (Alien Queen) are Extinction Protocol Master Aliens and are not included.
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 contains: 1. Name & Stage, identifies the alien and its current stage. 2. A.I. Section, contains the movement and combat rules for the alien. 3. 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. 4. 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. 5. 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 [symbol] 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 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, item, 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
Extinction Protocol only. Alien eggs, Venoms and the related sections 11.4.1 and 11.4.2 are not part of Operation Strikeback and are omitted from this rulebook.
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 moves 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 separate 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 [symbol] of the attack. Remaining [symbol], 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 kinds 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 and are not part of this rulebook.
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 signal back graphic is different between the two GD expansions, but it does not reflect the NPC entering play when revealed. This depends on the first NPC card drawn or the Mission Special Rules.
11.10.2 (Stationary Signals) is an Extinction Protocol section and is not included.
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] in each Hex.
- To apply a behavior rule, there must be line of sight and a legal movement path.
- Only the [symbol] + rule can be applied without line of sight.
- 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 [symbol], instead of the number of dice to roll. In these cases, the Hit roll is represented by a predetermined number of [symbol]. 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 [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.
Storybook 1 Introduction
This manual gives detailed instructions how to set up the missions of this Galaxy Defenders expansion and helps the GD Heroes in their attempt to end this war forever by destroying the alien forces on the lunar surface.
Also included are the rules needed for Campaign mode. In this mode, every action modifies the future development of the campaign. We strongly suggest playing the game this way, to better understand the storyline of Galaxy Defenders.
Storybook 2 Mission Setup
This section explains the structure of a GD mission and how to use the information to set up the game.
2.1 Briefing
This section describes agent rank status, their equipment at the beginning of the mission, and their objectives. To keep the right mood, we suggest reading it just before the start of the mission.
The briefing box lists three things for each mission:
- GD-Wings: for standalone missions, the starting GD-Wings rank. During a campaign, each agent starts with the rank from his last mission.
- Devices: the number of devices each agent receives at the start of the mission. During setup, the players may cooperate to select the most useful devices, based on the mission briefing. The selected devices may be class related or GENERIC.
- Weapons: the type and quantity of IMPROVED and ALIEN weapons assigned at the start of a mission. For standalone missions, these weapons must be randomized between GENERIC and the classes in play. During the campaign, the maximum number of IMPROVED and ALIEN weapons assigned at the start of a mission is selected from those available in the HEADQUARTERS.
The briefing box also gives the estimated time needed to complete the mission and the minimum and maximum number of agents who can play the mission.
2.2 Setup
This section contains all of the information necessary to set up the mission:
- GD Starting Area: represents the deployment area for the agent figures.
- Signal Reserve: describes how to create the Signal Reserve. This is usually done by adding and shuffling ALIEN, HUMAN, and NPC SIGNAL tokens. Sometimes there are also specific rules for placing SIGNALS on the battlefield. The icon indicates the relative SIGNALS must be kept aside until brought into play due to a SPECIAL EVENT effect with the flipped icon during the mission. The SIGNALS placed on the map at the start of the mission are drawn from the SIGNAL RESERVE.
- Tokens in Play: indicates which tokens must be placed on the battlefield at the start of the mission.
- Special Tokens: lists the required special tokens. The icon indicates the relative token must be kept aside until brought into play due to a SPECIAL EVENT effect with the flipped icon during the mission.
- Overlays: indicates which overlays must be placed on the maps at the start of the mission. The icon indicates the relative overlay must be kept aside until brought into play due to a SPECIAL EVENT effect with the flipped icon during the mission.
- Alien Cards and Miniatures in Play: indicates which alien figures must be placed on the map at the start of the mission after the first Alpha Agent promotion. Their ALIEN cards must be identified and assigned to the agents at the start of the mission according to the "Alien Assignment" rules [see section 8.8, page 35 of the Rulebook].
- Alien Cards and Miniatures: describes the ALIEN cards and figures used in the mission [not including those already on the map at the start of the mission] and how to create the ALIEN deck. This is usually done by adding all the ALIEN cards indicated and shuffling them to create the deck. The relative figure for each card will be placed on the battlefield when the appropriate card is drawn. The icon indicates the relative ALIEN card and figure must be kept aside until brought into play due to a SPECIAL EVENT effect with the flipped icon during the mission. When this happens, place the alien figure as indicated and assign the ALIEN card as usual [unless the scenario indicates differently]. These cards are not a part of the initial ALIEN deck at the start of the mission. Once in play, the cards become part of the deck, so they may be reshuffled into the deck when it runs out of cards.
- Close Encounter Deck: describes how to create the CLOSE ENCOUNTER deck. This is usually done by adding all the CLOSE ENCOUNTER cards indicated and shuffling them to create the deck. The icon indicates the relative CLOSE ENCOUNTER card must be kept aside. It is added to the deck when a SPECIAL EVENT effect with the flipped icon is revealed during the mission. These cards are not a part of the initial CLOSE ENCOUNTER deck at the start of the mission. Once in play, the cards become part of the deck, so they may be reshuffled into the deck when it runs out of cards.
Example, Mission 4 Events deck setup [the printed example for Mission 4 shows a sequence of stacks and shuffles]: create small stack (1) shuffling EVENTS P1 and F1; create small stack (2) taking EVENT E; create small stack (3) shuffling EVENTS C and K1; create small stack (4) shuffling EVENTS M1, I1 and Q1; create small stack (5) shuffling EVENTS T1 and J1; take SPECIAL EVENT B card and set it aside. Place stack 1 on top of stack 2. Place the new stack [1+2] on top of stack 3. Repeat the same procedure for the next two stacks 4 and 5. The EVENTS deck [1+2+3+4+5] is now completed. The SPECIAL EVENT B will enter play ONLY IF the conditions explained in the Mission Special Rules of the mission are met.
2.3 Special Mission Rules
This section contains any special rules applying to the current mission ONLY. These rules supersede the normal game rules and strictly concern mission accomplishment.
2.4 Objectives
This section lists:
- The maximum number of EVENTS/rounds the mission lasts [the DEADLINE].
- The objectives used to determine if the mission is a success, a partial success, or a failure.
- In the campaign game, the next mission, based on the current mission outcome.
As the last step of the STRATEGY phase, players must check if the mission victory/defeat conditions apply. The result is based on the first matching condition, starting from the top, in the "Objectives" table of the mission.
Note: When a mission objective row clearly specifies "... at the end of the mission," it means to match that condition, the mission must be played until the DEADLINE.
2.5 Special Event Card Effects
This section lists special card effects from the EVENTS deck. The column to read and apply may depend upon the results of previous missions.
When an effect requires a teleport, place or move a SIGNAL/ALIEN/NPC to a particular HEX/TELEPORT POINT. If this is not possible because it is already occupied, then teleport, place, or move the SIGNAL/ALIEN/NPC to an adjacent HEX [decided by the ALPHA AGENT].
The following table describes a typical mission. In this case, the effects of SPECIAL EVENT "A" vary, based on the results of the previous mission. There may be several different conditions that alter the effects of SPECIAL EVENT cards.
- Apply this column, if you are playing a standalone mission.
- Read and apply this statement, if your previous mission was PARTIALLY ACCOMPLISHED.
- Read and apply this statement, if your previous mission was ACCOMPLISHED.
We suggest not reading this section until the relevant card is drawn during the mission's Event phase, to avoid spoiling the mood of the game.
2.6 Debriefing
This section contains the ending to read, depending on the agents' final mission results. Read this chapter only when the mission is over.
Storybook 3 Special Tokens
Most of the missions require placing several special tokens on the map. The next table lists only the ones introduced with the expansion. For information about the standard ones, see the Core Set storybook.
- Alien Tech Fragment: once any agent reaches this token, discard it. The team immediately gains one Alien Tech fragment. If the team already has four Alien Tech fragments, simply ignore the effect. This fragment can be obtained even if the agents have already obtained other Alien Tech fragments by killing aliens or searching in the battlefield.
- 2x Alien Tech Fragment: once any agent reaches this token, discard it. The team immediately gains two Alien Tech fragments. If the team already has four Alien Tech fragments or they reach this condition by obtaining the first fragment of the two fragments this token provides, then simply ignore all or any remaining effect. These fragments can be obtained even if the agents have already obtained other Alien Tech fragments by killing aliens or searching in the battlefield.
- Blue Armory: once any agent reaches this token, discard it and trigger a new IMPROVED WEAPON. If all IMPROVED WEAPONS have been researched, the token triggers a new ALIEN WEAPON. The weapon is sent during REINFORCEMENTS in the next STRATEGY phase, following the special mission rules, if any, or the standard reinforcement rules [the Campaign additional rules on reinforcements are detailed in section 5.3, page 7].
- Red Armory: once any agent reaches this token, discard it and trigger a new ALIEN WEAPON. If all ALIEN WEAPONS have been researched, simply ignore the effect. The weapon is sent during REINFORCEMENTS in the next STRATEGY phase, following the special mission rules, if any, or the standard reinforcement rules [the Campaign additional rules on reinforcements are detailed in section 5.3, page 7].
- High Tech Equipment: the name and the effects of these tokens are defined in the mission special rules. They are used in several missions in different situations, like EMP-Nuke Bombs, Remote Controls, Virus Injectors, etc. They are usually deployed and activated by Mission Special Actions.
- Underground Probe: the effect of the Underground Probe is defined in the special mission rules. It is usually deployed and activated by Mission Special Actions.
- Waypoints: Waypoints are used to indicate key Hexes, for movement or other special effects defined in the mission special rules or by the SPECIAL EVENT cards.
Storybook 4 Playing Standalone Missions
If you want to play [or replay!] a mission in stand-alone mode, each player selects one or more agents and equips them as listed in the relative mission's section. Use the indicated agent's RANK to determine their current skills, tactics, and level.
Follow the setup as described. When a SPECIAL EVENT card is drawn, its effects always follow the leftmost column of the Special Event Cards Effects section.
Finally, decide if you want to use any optional rules, and then begin.
Storybook 5 Playing GD Campaign
Campaign mode in Galaxy Defenders allows you to enjoy the full game experience. Players choose their equipment and their agents, specializing as they gain ranks, but they will also grieve the possible death of their agent. A failed mission in a campaign does not always spell doom, but it will have consequences in the following missions, potentially requiring agents to take completely different missions.
During a campaign, any weapon and equipment researched in the GD labs becomes available for the following missions. They can also be reassigned when the mission allows it.
Agents gaining GD-Wings in a mission must pay attention to their skills and tactics choices, because once chosen, there is no turning back.
Between missions, after the briefing, any player may choose a different agent, if desired. The newly chosen agent enters the field with any weapon available in the HEADQUARTERS [respecting the mission weapon limits] and the rank from his last mission.
If, during a mission, the agents gain the four ALIEN TECH fragments and ask for a device in REINFORCEMENTS of the STRATEGY phase, the device is chosen by player agreement. If an agreement cannot be reached, then the ALPHA AGENT selects the device.
To keep track of rank advancements and acquired weapons gained in a campaign, you can use the Campaign Sheet in the utility section of the publisher's website (galaxy-defenders.com).
5.1 Starting Equipment
Players who have successfully completed the Core Set Campaign must set their starting equipment for the HEADQUARTERS as follows:
- Consider all the Core Set IMPROVED WEAPONS as already researched and available. Therefore, these weapons can be selected during each mission setup. Any other IMPROVED WEAPON must be researched again to be used.
- Randomly select five Core Set ALIEN WEAPONS. These weapons are considered as already researched and available. Therefore, these weapons can be selected during each mission setup. Any other ALIEN WEAPON must be researched again to be used.
5.2 Starting GD-Wings Rank
Players who have successfully completed the Core Set Campaign must set their starting GD-Wings rank as follows:
- Each agent must return to Copper GD-Wings rank by discarding all the powers acquired.
- Each agent must rank up to Gold GD-Wings rank, selecting one Basic Tactic, one Improved Tactic, and one Skill. Any dispute in selecting powers between agents may be resolved with a coin toss using the ALPHA AGENT token.
5.3 Calling Reinforcements
In a campaign, calling reinforcements by spending the four ALIEN TECH tokens during REINFORCEMENTS in the STRATEGY phase offers different options. The ALPHA AGENT can request:
- One selected GENERIC Device
- One new IMPROVED WEAPON
If a device is chosen, the agent can pick any one device from those available in the WAREHOUSE [i.e.: the game box].
If a new weapon is chosen, all IMPROVED WEAPONS are randomized [except those already in use by the agents or already present in the HEADQUARTERS], regardless of the number and class of agents in play. If the agents do not immediately accept the new weapon, then it is kept in HEADQUARTERS and reassigned to the agents.
Note: When there are no more IMPROVED WEAPONS to randomize, ALIEN WEAPONS can be obtained instead.
Any weapon delivered by REINFORCEMENTS is provided with full ammo.
Use the same random procedure when the mission requires delivery of a new ALIEN WEAPON.
5.4 Gain GD-Wings in a Campaign
During a campaign, each agent may gain a single rank per mission. The gained rank will be carried over to the next mission, according to the section "GD-Wings" [see 7.8, page 27 of the Core Set rulebook]. Furthermore, during a campaign, if an agent fails all rolls to gain a rank during a mission, he is able to roll one last time at the end of the mission.
5.5 Agent's Death
Sometimes an agent must sacrifice himself to allow his companions to save the planet... This sad moment also has consequences in a campaign.
A dead agent may return to the campaign, but without any previous ranks obtained; thus, starting his next mission at GOLD rank. Any researched/owned weapon can be used again by this agent.
5.5.1 High Impact [Optional Rule, Default = On]
This option makes each fight more deadly and spectacular by limiting the defensive power of agent and alien armor. In game terms, during the Defend roll, the defender rolls 1 Blue die for each successful [symbol] result rolled by the attacker, but only for the first five [symbol] [i.e. maximum of 5 Blue defensive dice], canceling one [symbol] for each successful [symbol] result rolled. [symbol] results and Energy Shields work as usual. Each remaining [symbol] result deals one wound to the defender's Health points.
The -X Def Dice effect, when present, must be applied on the total number of [symbol] to reduce the number of dice used by the defender in the Defend roll. For example, if the attacker obtains 8 [symbol], and the defender has -2 Def Dice, the defender will roll 5 Blue dice [8-2 = 6 but the High Impact limit is 5].
Mainly, this means both agents and aliens cannot normally obtain more than five [symbol] icons by rolling dice, although [symbol] effects, additional powers, and items can still be used to raise the number of total shields.
Storybook 6 Level of Difficulty
GALAXY DEFENDERS may be played with different "settings;" the desired level of difficulty may be reached by switching optional rules OFF/ON. These options can be summarized in three levels of difficulty:
| Option | EASY | NORMAL | HARD |
|---|---|---|---|
| High Impact | ON | ON | ON |
| Close Fight | OFF | ON | ON |
| Fighting Poses | OFF | ON | ON |
| Human View | OFF | ON | ON |
| Friendly Fire | OFF | OFF | ON |
Storybook 7 Missions
This section includes the 6 missions of the GD Campaign. New missions are published through the official GD website. Narrative, dialogue and the debriefing text of each mission are not transcribed; the rules of each mission (briefing values, special mission rules, mission special actions, objectives and special event effects) are.
Setup diagrams: each mission's setup page shows the map layout and the token and figure counts as pictograms (signal reserve, tokens in play, special tokens, overlays, alien cards and miniatures, Close Encounter deck, Events deck). Those diagrams and counts are not reproduced here; use the printed page listed under each mission.
The Events deck of each mission is built from the stacks shown on the mission's setup page. Where a special event effect is printed without its letter in the text layer, it is listed in printed order and labeled "Special event effect 1, 2, ...".
Mission 1 – The Dark Side of the Moon
Briefing. Standalone GD-Wings rank: Gold. Devices: 1 per agent. Weapons: 4 Improved, 1 Alien. Time: 90–120 minutes. Setup diagram: printed storybook pages 9–10.
Special mission rules.
- NPC deck: remove the two ARCHON NPC cards from the NPC deck and put them in the Warehouse. Place the two KNIGHT NPC cards on top of the NPC deck.
Mission special actions.
- Firefighter tasks: after Event B, the Alpha Agent will elect two FIREFIGHTER agents, who will each receive the FIRE EXTINGUISHER special device. A FIREFIGHTER agent may perform one of these tasks using his Action:
- Use the Fire Extinguisher: if adjacent to a FLAME token, the agent may flip the special device face down to remove a FLAME token. The special device cannot be used again until it is recharged.
- Recharge the Fire Extinguisher: flip the special device face up.
- Search: agents may use the Search action in any shuttle's room in the B1 map.
Event deck. Special Event A is the 1st event, B is the 3rd event, D will appear between the 5th and 6th event, and C is the 7th event.
Objectives. The mission ends in the Strategy phase after the last Event card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| Two or fewer FLAME tokens are in play at the end of the mission. | Mission Accomplished | 2 |
| Three FLAME tokens are in play at the end of the mission. | Mission Partially Accomplished | 2 |
| Half of the agents [rounded up] are dead OR four FLAME tokens are in play. | Mission Failed | 1 |
Special event card effects (read only when the card is drawn; printed order).
- Special event effect 1:
- If there is an agent or a drone over the Hexes marked #1, #2 or #3 in the B1 map, he suffers 1 wound and must be moved away 1 Hex.
- Place one Green Xeno-Delta on the #1 Hex mark in the B1 map.
- Place one Blue Xeno-Delta on the #2 Hex mark in the B1 map.
- Place the Teleport Point on the #3 Hex mark in the B1 map.
- Shuffle one Close Encounter #28 card into the Close Encounter deck.
- Put the last Close Encounter #28 card on top of the Close Encounter deck.
- Teleport 1 Signal on the Teleport Point.
- Special event effect 2:
- Place one Green Flying Critter over Waypoint 4.
- Place one Blue Flying Critter on the Teleport Point.
- Draw the top card of the NPC deck, assign the KNIGHT NPC card to the Alpha Agent and place its figure adjacent to the Alpha Agent figure.
- The Alpha Agent must elect two FIREFIGHTER agents for the rest of the mission, who can perform the Firefighter tasks mission special actions. The two FIREFIGHTER agents each gain the FIRE EXTINGUISHER special device [taking the two special devices from the Warehouse; they work as described in the Special Mission Rules section].
- One agent receives the HARPOON device, if available, from the Warehouse. The device obtained may be directly transferred to any one agent on the map with the agreement of the Alpha Agent.
- One agent receives the JET BOOTS device, if available, from the Warehouse. The device obtained may be directly transferred to any one agent on the map with the agreement of the Alpha Agent.
- Place one FLAME token on Waypoint 3.
- Add the following effect to EACH Event phase starting with the next round: place one FLAME token on the lowest-numbered Waypoint without a FLAME token on it [from 1 to 4].
Mission 2 – Underground Tremor
Briefing. Standalone GD-Wings rank: Gold. Devices: 0 per agent. Weapons: 3 Improved, 2 Alien. Time: 90–120 minutes. Setup diagram: printed storybook pages 14–15.
Special mission rules.
- NPC deck: remove the two ARCHON NPC cards from the NPC deck and put them in the Warehouse.
- Reinforcements [Strategy phase]: during Reinforcements in the first Strategy phase of the mission, do the following:
- If the previous mission was accomplished, each agent gains one device, selected by the agent.
- If the previous mission was partially accomplished, or if this is a standalone mission, each agent gains one randomly selected device. If the device is not compatible, discard it and draw another one.
- The Alpha Agent must distribute the four Underground Probe tokens between the agents, at least one per agent. If an agent who carries an Underground Probe dies, the token must be placed on the map over the Hex previously occupied by the agent's figure. Another agent may pick up the token by moving over it.
- Event phase: skip the Event phase until one Underground Probe is deployed over Waypoint 1 in the M1 map.
Mission special actions.
- Deploy an Underground Probe: to deploy an Underground Probe, an agent not engaged in combat and carrying a probe must be adjacent to Waypoint 1 or 2, and spend his Action. Once done, place one probe token over the Waypoint.
- Search: after Special Event D is resolved, agents may use the Search action in any shuttle's room in the B1 map.
Event deck. Special Event D is the 1st event, B is the 5th event, and C is the 8th event.
Objectives. The mission ends in the Strategy phase after the last Event card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| Two Underground Probes are deployed AND armed. | Mission Accomplished | 4 |
| Less than two Underground Probes were deployed or armed at the end of the mission. | Mission Failed | 3 |
Special event card effects (printed order).
- Special event effect 1:
- If any agent deploys the second Underground Probe on Waypoint 2 before Event B is resolved: at the start of the next Event phase, draw and discard cards from the Events deck until Event B card is drawn. Apply all its effects. Ignore the effects of any other discarded Event cards.
- Teleport SIGNALS.
- Special event effect 2:
- Remove the Underground Probe token located over Waypoint 1 in the M1 map [by discarding it in the Warehouse]. Another probe may be deployed by the agents using the Deploy an Underground Probe mission special action.
- Place one Blue Diggers on the Teleport Point and assign its Alien card to the Alpha Agent.
- Place one Green Diggers on the Teleport Point and assign its Alien card to the player to the left of the Alpha Agent.
- Shuffle one Blue Diggers and one Green Diggers into the Alien deck.
- Shuffle one DANGER Close Encounter #29 card into the Close Encounter deck.
- Put the last Close Encounter #29 card on top of the Close Encounter deck.
- Starting with the next round add the following Special Mission Rules:
- Underground Probe: Diggers aliens may target deployed Underground Probes as if they are agents, and consider a deployed Underground Probe the most wounded and weakest agent. Each deployed Underground Probe has 2 Health points and defends as normal. If an Underground Probe is destroyed [its health goes to zero or below], its token is removed from the map and discarded in the Warehouse.
- Arm the Underground Probe: to arm the two Underground Probes, they must already be deployed over Waypoints 1 and 2, and then one agent, not engaged in combat, must reach Waypoint 3 [by moving over it] and spend his Action. Once done, the probes are considered ARMED until one or both are destroyed. In this case the arming procedure must be done again when both Underground Probes are deployed. The Underground Probes are considered ARMED when they are deployed over Waypoints 1 and 2 and there is one agent over Waypoint 3 using the Arm the Underground Probes mission special action.
Mission 3 – A Deep Impact
Briefing. Standalone GD-Wings rank: Earth. Devices: 2 per agent. Weapons: 4 Improved, 2 Alien. Time: 90–120 minutes. Setup diagram: printed storybook pages 18–19.
Special mission rules.
- NPC deck: take one ARCHON NPC card from the NPC deck and set it aside. Remove the other ARCHON NPC card from the NPC deck and put it in the Warehouse.
- EMP-Nuke Bombs: place the two EMP-Nuke Bombs in the B1 map, over Waypoints 3 and 4.
- Enemy aliens consider each EMP-Nuke Bomb to be the most wounded agent. If it is attacked, it defends as normal.
- Each EMP-Nuke Bomb occupies one Hex and does not block the line of sight. Agents and aliens can move through, but cannot end their movement over it.
- An EMP-Nuke Bomb has 2 Health points, cannot be healed and is destroyed when its HP reaches 0. If this happens, return the Bomb token to Full Health state [2 HP] and place it over its starting Waypoint [Waypoint 3 or 4].
- Remote Control: the agent who controls the Remote Control token may use his Action to perform the Detonate the EMP-Nuke Bomb mission special action. If the agent who carries the Remote Control dies, the token must be placed on the map over the Hex previously occupied by the agent's figure. Another agent may pick up the token by moving over it.
- Reinforcements [Strategy phase]: during Reinforcements in the first Strategy phase, the Alpha Agent assigns the Remote Control token to the agent of his choice [including himself].
- Event phase: as long as the first two EMP-Nuke Bombs have not been deployed AND detonated, apply the following effects each Event phase, instead of drawing the top Event card:
- All Signals move 1 Area toward the closest agent.
- Teleport Signals.
- Starting with the Event phase after the Battle phase in which the two EMP-Nuke Bombs are detonated, draw and resolve the top Event card as normal.
- Jet Boots devices: during setup, two agents must each select a Jet Boots device as one of their two starting devices. Agents must organize their devices to allow for this rule. Do not discard Jet Boots after use. If an agent who has Jet Boots equipped dies, pass them to another agent with the agreement of the Alpha Agent.
Mission special actions.
- Carry an EMP-Nuke Bomb: any agent adjacent to an EMP-Nuke Bomb may pick it up during his turn using a Free Action activity; the Bomb token moves with the agent. At the end of the agent's turn leave the EMP-Nuke Bomb on a Hex adjacent to the agent. The EMP-Nuke Bomb may be moved again by another agent in the same round.
- Deploy an EMP-Nuke Bomb: to deploy an EMP-Nuke Bomb, an agent carrying the Bomb must be adjacent to an empty [without a Bomb or alien] Waypoint [1 or 2], and spend his Action. Once done, place the Bomb token over the Waypoint: from this point on, the Bomb cannot be targeted and damaged by aliens.
- Detonate the EMP-Nuke Bomb: when both EMP-Nuke Bombs are placed over Waypoints 1 and 2, the agent who owns the Remote Control token may spend his Action to detonate both Bombs.
- Search: agents may use the Search action in any shuttle's room in the B1 map.
Event deck. Special Event A is the 1st event, E is the 2nd event, and B is the 3rd event.
Objectives. The mission ends in the Strategy phase after the last Event card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| The four EMP-Nuke Bombs are detonated. | Mission Accomplished | 5 |
| Only the first two EMP-Nuke Bombs are detonated at the end of the mission. | Mission Partially Accomplished | 5 |
| No EMP-Nuke Bombs are detonated at the end of the mission. | Mission Failed | 3 |
Special event card effects (printed order).
- Special event effect 1:
- Move the EMP-Nuke Bomb token located over Waypoint 1 to Waypoint 3, and the EMP-Nuke Bomb token located over Waypoint 2 to Waypoint 4. Starting with the next round, each Bomb may be carried, deployed, and detonated as described in the Special Mission Rules.
- Move Waypoint 1 over the #1 Hex mark and Waypoint 2 over the #2 Hex mark.
- Teleport one Signal on each Teleport Point.
- Special event effect 2:
- Place the ARCHON NPC figure over the #3 Hex mark and assign its NPC card as usual.
- During Reinforcements in the next Strategy phase, the Alpha Agent may randomly select a new Alien weapon from the Warehouse: the weapon obtained may be directly transferred to any one agent on the map with the agreement of the Alpha Agent.
- Place the Green Xeno-Alpha on the Teleport Point.
- Place the Blue Xeno-Delta on the Teleport Point.
- Place the Blue Xeno-Alpha on the Teleport Point.
- Place the Blue Nexus on the Teleport Point.
- Put the Close Encounter #24 card on top of the Close Encounter deck.
- The agent who controls the ARCHON must immediately perform an attack with its Proton Rifle against the Blue Xeno-Alpha [ignoring the distance].
- Special event effect 3:
- Place the POWER SUIT figure over the #4 Hex mark.
- The first agent to move over the figure and use his Action may equip it.
- If equipped, take possession of the POWER SUIT by taking its profile sheet [Mark I side] and 3 Battery tokens.
- Teleport Signals.
Mission 4 – The Elysium
Briefing. Standalone GD-Wings rank: Moon. Devices: 2 per agent. Weapons: 4 Improved, 4 Alien. Time: 90–120 minutes. Setup diagram: printed storybook pages 23–24.
Special mission rules.
- NPC deck: take one ARCHON NPC card from the NPC deck and set it aside. Remove the other ARCHON NPC card from the NPC deck and put it in the Warehouse. Take one KNIGHT NPC card from the NPC deck and set it aside.
- Shield Generators [Waypoints 1 and 2]: the two Shield Generators are represented by the two Waypoint tokens [1 and 2]. Each Shield Generator has 5 HP and may be attacked if there is no alien over the Waypoint. It does not defend. Any successful hit causes a wound, and it is destroyed when its HP reaches 0 or below. Once destroyed, place a FLAME token over it. When both Shield Generators are destroyed, take the Special Event B card and put it on top of the Events deck.
- Reinforcements [Strategy phase]: during Reinforcements in the first Strategy phase of the mission, the Alpha Agent assigns the KNIGHT NPC card previously set aside to an agent [including himself]. Place the KNIGHT NPC figure adjacent to the selected agent.
- Nexus: if any Nexus dies, remove it from play [by discarding its figure and Alien card in the Warehouse instead of the discard pile].
- Sally: put three [symbol] tokens on the stationary weapon Sally at the start of the mission.
Mission special actions.
- Search: agents may use the Search action in any room in the B1 and X1 maps.
Event deck. The special events appear based on the agents' behavior (the Events deck is built from the stacks on the setup page).
Objectives. The mission ends in the Strategy phase after the last Event card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| All agents are inside the alien base located in the X1 map. | Mission Accomplished | 5 |
| There is at least one agent outside the alien base located in the X1 map at the end of the mission. | Mission Failed | 4 |
Special event card effects (printed order).
- Special event effect 1:
- Place the ARCHON NPC figure over the #1 Hex mark and assign its NPC card as usual.
- Place the Green Nexus adjacent to Waypoint 1 [using the Barrier Hex, if empty].
- Place the Blue Nexus adjacent to Waypoint 2 [using the Barrier Hex, if empty].
- Shuffle the Close Encounter #9 card into the Close Encounter deck.
- The agent who controls the ARCHON must immediately perform an attack with its Proton Rifle against the closest alien in line of sight [ignoring the distance].
- Special event effect 2:
- Place the POWER SUIT figure over the #2 Hex mark.
- The first agent to move over the figure and use his Action may equip it.
- If equipped, take possession of the POWER SUIT by taking its profile sheet [Mark I side] and 3 Battery tokens.
- Teleport Signals.
- Special event effect 3:
- Place the Red Xeno-Beast on the Teleport Point.
- Shuffle one Close Encounter #11 card inside the Close Encounter deck.
- Put the last Close Encounter #11 card on top of the Close Encounter deck.
- Place the POWER SUIT figure adjacent to the Alpha Agent. The first agent to move over the figure and use his Action may equip it. If equipped, take possession of the POWER SUIT by taking its profile sheet [Mark I side] and 4 Battery tokens.
- Place the Waypoint 3 token over the #3 Hex mark and the Waypoint 4 token over the #4 Hex mark. Waypoints 3 and 4 represent the two Reinforced Doors. Each Reinforced Door has 10 HP and may be attacked if there is no alien over the Waypoint. It does not defend. Any successful hit causes a wound, and it is destroyed when its HP reaches 0 or below. Once destroyed, place a FLAME token over it. When both Reinforced Doors are destroyed, remove the two BLOCK tokens from map X1.
Mission 5 – Moonrakers
Briefing. Standalone GD-Wings rank: Moon. Devices: 2 per agent. Weapons: 5 Improved, 4 Alien. Time: 120–150 minutes. Setup diagram: printed storybook pages 28–29.
Special mission rules.
- NPC deck: take the two ARCHON NPC cards from the NPC deck and set them aside.
- Virus Injectors: an agent who controls the Virus Injector token may use his Action to perform the Insert Virus mission special action. If an agent carrying the Virus Injector dies, the token must be placed on the map over the Hex previously occupied by the agent's figure. Another agent may pick up the token by moving over it.
- Reinforcements [Strategy phase]: during Reinforcements in the first Strategy phase of the mission, do the following:
- The Alpha Agent must distribute the two Virus Injector tokens between the agents [including himself], maximum one per agent.
- If the previous mission was accomplished, the Alpha Agent assigns one of the ARCHON NPC cards previously set aside to an agent [including himself]. Place the ARCHON NPC figure adjacent to the selected agent.
- Blue Xeno-Grey: if any Blue Xeno-Grey dies, remove it from play [by discarding its figure and Alien card in the Warehouse instead of the discard pile].
- Blue Nexus: if any Blue Nexus dies, remove it from play [by discarding its figure and Alien card in the Warehouse instead of the discard pile].
- Power Suit: the mission starts with one Power Suit [Mark I] and 5 Battery tokens available in the Headquarters. The Power Suit may be deployed on the battlefield and equipped by the first agent who performs the Recall Power Suit mission special action [with agreement from the Alpha Agent]. Once deployed, the Power Suit follows standard rules and cannot be sent back to the Headquarters.
Mission special actions.
- Insert Virus: to insert the virus, an agent not engaged in combat and carrying a Virus Injector, who is adjacent to Waypoint 1 or 2, must spend his Action. Once done, place one Virus Injector token over the Waypoint.
- Recall Power Suit: an agent may recall a Power Suit from the Headquarters, if available, by spending the Action during his turn. Once done, the agent must immediately equip the Power Suit [taking control of the Power Suit profile sheet]. Starting on the next Refresh phase, he may leave the Power Suit by spending the Action, as usual.
- Search: agents may use the Search action in any room in the X1 and X2 maps.
Event deck. The special events appear based on the agents' behavior.
Objectives. The mission ends in the Strategy phase after the Special Event E card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| At least three agents have survived, the Virus is inserted on both Waypoints, AND the Xeno-Grey is dead at the end of the mission. | Mission Accomplished | 6 |
| The Virus is inserted on both Waypoints AND at least two agents have survived at the end of the mission, BUT the Xeno-Grey is alive. | Mission Partially Accomplished | 6 |
| The Virus is not inserted at the end of the mission OR four agents are dead. | Mission Failed | 5 |
Special event card effects (printed order).
- Special event effect 1:
- Take the Waypoint 3, 4 and 5 tokens, shuffle them, and place them face down over the Hexes marked #3, #4 and #5 in the rooms on the X1 and X2 maps. When an agent moves over one of these Waypoints, immediately turn the token face up.
- If Waypoint 4 is revealed, take the Special Event A card and place it on top of the Events deck. Otherwise, discard the Waypoint token without effect.
- Teleport Signals.
- All Signals move 1 Area toward the closest agent.
- Effect for the current Alpha Agent only (not to be shared with the other players until Special Event A is resolved): the Alpha Agent now has a Telepathic Link with Aneres. To fully understand what this means, he must find and rescue Aneres, by personally discovering the Waypoint 4 token inside the base.
- Special event effect 2:
- Remove the Alien Base 2x Hexes overlay from the X2 map.
- Place the Blue Xeno-Grey over the #7 Hex mark and assign its Alien card to the Alpha Agent.
- Teleport 2 Signals adjacent to the Blue Xeno-Grey.
- Place the Green Nexus on the Teleport Point.
- Place the Red Xeno-Beast on the Teleport Point.
- Put the Close Encounter #31 card on top of the Close Encounter deck.
- A new Power Suit is available in the Headquarters. It can be deployed and equipped by the first agent who performs the Recall Power Suit mission special action with the agreement of the Alpha Agent. If done, take control of the Power Suit by taking its profile sheet [Mark II] with 5 Battery tokens.
- Special event effect 3:
- Each agent must roll 1 [die]. With a [symbol] result, the agent maintains his current Fighting Pose; otherwise, he suffers 1 wound and must be placed in Prone Fighting Pose.
Mission 6 – The Last Starfighters
Briefing. Standalone GD-Wings rank: Moon. Devices: 2 per agent. Weapons: 5 Improved, 5 Alien. Time: 75–120 minutes. Setup diagram: printed storybook pages 35–36.
Special mission rules.
- NPC deck: take two ARCHON NPC cards from the NPC deck and set them aside. Take one random NPC card from the NPC deck and set it aside.
- Reinforcements [Strategy phase]: during Reinforcements in the first Strategy phase of the mission, do the following:
- The Alpha Agent must distribute the four Underground Probe tokens between the agents, maximum one per agent. If an agent carrying an Underground Probe dies, the 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 Alpha Agent gains the Menace Level 1 token.
- Assign the Wormoon Alien card to the Alpha Agent.
- The Alpha Agent assigns the random NPC card previously set aside to an agent [including himself]. Place the relative NPC figure adjacent to the selected agent.
- If the previous mission was accomplished, the Alpha Agent assigns one ARCHON NPC card previously set aside to an agent [including himself]. Place the ARCHON NPC figure adjacent to the selected agent.
- Event phase: ignore any effect that teleports and/or moves Signals during the Event phases.
- Wormoon Master Alien: when the Wormoon [Stage I] reaches 0 Health points, do the following:
- Take the Special Event A card and put it on top of the Events deck.
- The Wormoon is not considered to be dead and continues to fight with each matching activation until the end of the Round.
- Power Suit: the mission starts with one Power Suit [Mark II] and 3 Battery tokens available in the Headquarters. The Power Suit may be deployed on the battlefield and equipped by the first agent who performs the Recall Power Suit mission special action [with agreement of the Alpha Agent]. Once deployed, the Power Suit follows standard rules and cannot be sent back to the Headquarters.
Mission special actions.
- Recall Power Suit: an agent may recall a Power Suit from the Headquarters, if available, by spending the Action during his turn. Once done, the agent must immediately equip the Power Suit [taking control of the Power Suit profile sheet]. Starting from the next Refresh phase, he may leave the Power Suit by spending the Action, as usual.
Event deck. The special events appear based on the agents' behavior.
Objectives. The mission ends in the Strategy phase after the Special Event E card is drawn.
| Mission status | Mission report | Next mission |
|---|---|---|
| The Wormoon [Stage II] is dead. | Mission Accomplished | Extinction Protocol expansion |
| The Wormoon is still alive at the end of the mission. | Mission Failed | 6 |
Special event card effects (printed order).
- Special event effect 1:
- Place one Moon Rift 2x Hexes overlay over the Hexes marked #1 and #2.
- Place one Blue Diggers on the Teleport Point.
- Place one Green Diggers on the Teleport Point.
- Each agent must roll 1 [die]. With a [symbol] result, the agent maintains his current Fighting Pose; otherwise, he suffers 1 wound and must be placed in Prone Fighting Pose.
- Special event effect 2:
- Place the last Moon Rift 2x Hexes overlay over the Hexes marked #3 and #4.
- Each agent must roll 1 [die]. With a [symbol] result, the agent maintains his current Fighting Pose; otherwise, he suffers 1 wound and must be placed in Prone Fighting Pose.
- Special event effect 3:
- All agents on the battlefield immediately gain one GD-Wings rank [without rolling dice], if possible.
- Remove the Alpha Agent's figure from play and set it aside. He is considered SWALLOWED. Starting now, this player counts as an inoperative player [leave the Agent profile sheet as is].
- Remove the Wormoon figure from play and set it aside.
- Place one Green Flying Critter and one Blue Flying Critter on the Teleport Point.
- Place one Green Flying Critter and one Blue Flying Critter on the Teleport Point.
- Starting with the next round, each agent can perform the following mission special action: Deploy an Underground Probe. To deploy an Underground Probe, an agent, not engaged in combat and carrying a probe, must be adjacent to Waypoint 2, 3 or 4 [ignoring the Blocking Hex side of the obelisks in these cases], and spend his Action. Once done, place one Underground Probe token over the Waypoint.
- When the three Underground Probes are deployed over Waypoints 2, 3 and 4: take the Special Event D card and put it on top of the Events deck.