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Space Vermin From Beyond!

Space Vermin From Beyond! Rulebook

Table of Contents

Table of Contents

  • A. Introduction
  • B. Components
    • 1. Counters
    • 2. Maps
    • 3. Chit Cups
    • 4. Dice
  • C. Sequence of Play
    • 1. Setup
    • 2. Turn Sequence
  • D. Vermite Event Chit Procedure
    • 1. The Queen's Preferred Direction
    • 2. Altering the Queen's Preferred Direction
  • E. Vermite Movement Procedure
    • 1. Vermite Movement
    • d. Soldier Regular Movement
    • e. Queen Movement
    • 2. Vermite Transportation of Crown Jewels
    • Movement Examples
    • 3. Vermite Stacking
  • F. Vermite Attacks
    • 1. Drone Suicide Attacks
    • 2. Normal Vermite Attacks
  • G. Vermite Reinforcements
  • H. NAT Effect Phase
  • I. Marine Action Phase
    • 1. Full Move
    • 2. Full Fire
    • 3. Shoot and Scoot
    • 4. Marine Special Actions
    • 5. Marine Map Entry
  • J. Marine Combat
    • 1. Standard Marine Combat
    • 2. Marine Pistols
    • 3. Anti-NAT Targeting System
    • 4. Portable Anti-NAT Targeting System (PANTS)
    • 5. The M.A.D. Scientist
    • 6. Marine Recovery Vehicles
    • 7. NAT Markers
  • K. Marines Recovery Phase
  • L. NAT Purging Phase
  • M. End Phase
  • N. Victory Conditions
  • O. Two Player Option
  • P. Terrain Features & Effects
    • 1. Terrain Found on Both Maps
    • 2. Terrain Found Only on Mapzone Alpha
    • 3. Terrain Found Only on Mapzone Beta
    • Terrain Reminders
  • Q. Scenarios
    • 1. The Family Jewels
    • 2. The Great Migration
    • 3. The Campaign Game
  • Designer's Notes

A. Introduction

Space Vermin from Beyond! is a solitaire game (with a two player option) depicting the battles between the crack 124th Galactic Marine Raider Battalion (known as the "Old Reprobates") and a swarm of alien parasites called Vermites (derogatively referred to as "Space Vermin" by Marines). The emergence of these hostile creatures occurred in the mining region of Beyond III - the planet known for its frogs, bogs and fogs - due to the rejuvenating effect the rare mineral Unobtainium - 435 (the primary component of the Imperial Crown Jewels) had on Vermite Queens.

B. Components

This game is played with 88 counters, two maps, a Player Aid Card, and a Random Event Chit/Secret Weapon Chart all provided inside the handy dandy Unified Space Alliance (USA) approved containment package. You will also need to provide at least three six-sided dice and two USA approved opaque containers, such as a coffee cup or bowl.

1. Counters

There are 88 counters representing Unified Space Alliance forces, Vermite Warriors and their Queens, and various chits and markers. All combat units enter the game with their full-strength side face up (see J-3 and J-5 for exceptions).

a. Unified Space Alliance (USA): There are nine types of Marines as indicated on the top of their counters – Marine Squad, Scout, Special Ops, Heavy Weapons, HQ, Logistics, M.A.D. Scientist, A.N.T. Gun, or Recovery Vehicle. Each Marine has a Combat Factor (CF) on the bottom left, Defense Number (DN) on the bottom right, and Movement Allowance (MA) in an arrow on the top right of the counter. The front of all Marine counters shows them at full-strength, while their backs indicate a unit that became Disrupted by casualties and in most cases is armed only with pistols. Exceptions: The A.N.T. Gun (Section J-3) has a Limbered and Unlimbered side. The M.A.D. Scientist (Section J-5) has a movement (Motorcycle) and a Weapon Ready side (Scientist's Portrait).

b. Vermite Warriors: There are three types of Vermite Warriors as indicated on the top of their counters – Drones, Soldiers, and Ultra-Mites. Each Vermite has a Unit ID Number to the right of its name, Combat Factor (CF) on the bottom left, Defense Number (DN) on the bottom right, and Movement Allowance (MA) in an arrow on the top right of the counter. The front of the counter shows the unit at full-strength, and the back shows it has suffered significant damage and is Reduced.

c. Vermite Queens: The Queens of the Vermite race are the mothers and leaders of their colony. All Vermites live to serve their Queens. The Queens are ranked as follows, from highest to lowest: High Queen, Sister Queen, and Child Queen. Queens also have a CF, DN, and MA, and in addition, a Spawn Number (SN) in a brown box on the upper left. The front of the counter shows the Queen at full-strength, and the back shows it has suffered significant damage and is Reduced.

d. Crown Jewels: When in play, the five Crown Jewel counters cannot be destroyed or damaged. Each counter may only be moved when carried by a non-Drone Vermite or a Marine Recovery Vehicle. Crown Jewel counters do not count against stacking limits. When carried, Crown Jewels provide CF, DN, and MA bonuses for non-Drone Vermites, and increase the Spawn Number (SN) for Vermite Queens in a Nest.

e. Secret Weapons: There are six Secret Weapons, each of which represents an untested prototype that has been developed by the M.A.D. Scientist Professor Otto von Schrödinger (Section J-5).

Chits and Markers: Vermite Event Chits are drawn from one of the two cups used during the game to determine how the Vermites behave during a turn. Markers are used to indicate unit status. More detailed explanations are in the relevant rules sections.

2. Maps

There are two 12.5" x 18.5" hex maps, Mapzones Alpha and Beta, on one back-printed sheet. Two-hundred-sixteen hexes on each map are numbered 111 to 666, while the rest are unnumbered Clear, Nest, and Toxic Tar Pit hexes. Some hexes include a terrain feature that have an effect on gameplay; see Section P.

3. Chit Cups

Two opaque containers are needed - coffee cups or bowls will do; one to hold the Vermite counters and one to hold the Vermite Event Chits.

4. Dice

At least three six-sided dice are needed, but more are better. These are not provided. Dice may be read in three ways, depending on what is being resolved:

  • A single die yielding a number from 1 to 6
  • Two dice may be summed to obtain a number from 2 to 12
  • Three dice may be rolled separately (or three dice of different colors are rolled together and read in a predetermined order). The first die is the first digit of a hex number, the second die is the second digit of a hex number, and the third die is the last digit of the hex number, resulting in a number from 111 to 666 (e.g. a 2, 3, and 1 is hex number 231).

C. Sequence of Play

1. Setup

Begin each scenario (there are two Battle scenarios and a Campaign) by setting up the units on the map as indicated in the scenario rules.

  • Any remaining Vermites are placed in the Vermite Unit Cup.
  • All fifteen Vermite Event Chits are placed in the Vermite Event Cup.
  • The six Secret Weapons Chits are placed in a convenient location on the table with the atomic Secret Weapon side faced up and the pictured secret weapon side (e.g. The Alley Cat) faced down.
  • All other unused markers and units are put aside as they will be needed later.

See the individual scenarios for additional setup and game play instructions.

2. Turn Sequence

A full game consists of 13 or 14 Game Turns, although Instant Victory/Defeat conditions may end the game earlier. Each Game Turn is made up of a number of Phases. Each phase must be completed before beginning the next one. Phases are conducted in the following order:

a. Vermite Action Phase: Vermite actions are conducted in individual steps. Resolve each step completely before proceeding to the next, as follows:

  1. Event Chit Step a) Draw an Event Chit b) Set Queen's Preferred Direction c) Resolve the Drawn Event

  2. Movement Step a) Drone Movement & Suicide Attacks b) Ultra-Mite Movement c) Soldier Tunnel Movement (Scenario 1 only) d) Soldier Regular Movement e) Queens & Escorts Movement (Scenario 2 only)

  3. Combat Step

  4. Reinforcement Step a) Queens Spawn (Scenario 1 only), or b) Vermite Hordes (Scenario 2 only)

b. NAT Effect Phase: Roll a die for each Marine with a NAT Infected marker. On a roll of 1 to 4, the Marine is eliminated.

c. Marine Action Phase: You may conduct one action per Marine in any order you choose, completely resolving the action before proceeding to the next Marine. After a Marine completes its action, its counter may be turned 45 degrees to indicate it has acted in this phase. An action is one of the following:

  • Full Move
  • Full Fire
  • Shoot and Scoot
  • Special Action, which is one of the following:
    • Recon: Scouts, with or without an HQ's assistance, or
    • Rally: Logistics and HQ units may attempt to rally Disrupted Marines adjacent to Vermites, as well as the Logistics and HQ units themselves, or
    • Request Reinforcements: HQ units only

d. Marines Recovery Phase: Disrupted units not adjacent to a Vermite are flipped to their full-strength side.

e. NAT Purging Phase: Remove eligible NAT markers.

f. End Phase: Unless an Instant Victory/Defeat has been declared, the game continues until a turn ends with no Vermite Event Chits remaining in the Vermite Event Cup.

D. Vermite Event Chit Procedure

There are fifteen Vermite Event Chits, each with a different effect on gameplay. Before starting a scenario, all Event Chits are placed into the Vermite Random Event Cup. One chit is randomly drawn at the start of each Vermite Action Phase. Place the event chit on the map's Vermite Movement Indicator and turn it until the current scenario's blue arrow is pointing at the corresponding number on the Indicator.

An Event Chit has two functions. First, it establishes the direction the Queens would prefer their warriors to move during this turn (this can be overridden by other factors). Second, the named Event is resolved by consulting the Vermite Event Chit Card and following the instructions for the drawn event.

1. The Queen's Preferred Direction

Each event chit has three numbers above its event name that indicate a direction on the Vermite Movement Indicator from 1 to 6. The two numbers on the upper left are the preferred direction for the current turn in Scenario 1 on Mapzone Alpha. The blue arrow direction is used for all Vermites south of the road and the yellow arrow direction is used for all units on or north of the road. The number on the upper right of a chit, the blue arrow, is the preferred direction for Scenario 2 on Mapzone Beta.

Important Note: When the Queen's B.U.R.P. or the Ultra-Mite B.E.L.C.H. chit is drawn an additional chit must be drawn after resolving the event. However, the player should ignore the direction numbers on the newly selected chits. The resolution of the second drawn event and the current Vermite turn uses the preferred direction on the B.U.R.P. or B.E.L.C.H. chit through both events.

2. Altering the Queen's Preferred Direction

After the Queen's preference has been established, a Vermite may be required to alter its direction due to one or more of the following:

  • Drones always flock to a random hex and ignore all directional commands.
  • Non-Drones that enter or are on a Scent Trail hex must follow the trail's path until it exits the trail. Note: The hex with the X is the end of the trail. Vermites leaving this hex move in the preferred direction.
  • Non-Drones that would move into an impassable Toxic Tar Pit hex, sidestep the obstacle by moving around it starting with the lowest-numbered adjacent hex and returning to the preferred direction as soon as possible.
  • Non-Drones that would move off a map edge immediately reverse direction and continue moving in the opposite direction. Exceptions: The Scenario 1 - Vermite Sneak Attack and Scenario 2 - Mapzone Beta's eastern edge.
  • Vermite Soldiers and Ultra-Mites that picked up a Crown Jewel in a Crown Jewel Hex must immediately follow the Jewel Exit Trail and ignore all other movement directives.

E. Vermite Movement Procedure

The Vermites are a unique race that humans describe as "ant-like." They originate from Queens (not the New York City borough) and are centered in their nests. They move in hordes, following either their Queen's command or the alluring scent trails that give them direction and purpose.

1. Vermite Movement

When moving, Vermites attempt to expend their full Movement Allowance in the Queen's Preferred Direction (Section D-1). If given a choice of hexes to enter, they will enter the lowest-numbered hex. Non-drone Vermites may not move if they do not possess enough remaining movement points to fully pay the cost of entering the next hex. Non-Drone units must stop upon entering a hex adjacent to any Marine and will not move at all when starting a Step already adjacent to a Marine. All Vermites of a given type (Drones, Ultra-Mites, Soldiers and Queens) are moved before beginning the next type (Section C-2-a-2). For each type begin with the lowest Unit ID number proceeding in increasing Unit ID number order.

a. Drone Flocking Movement: Drones ignore the current turn's preferred direction. They are never affected by terrain when flocking or pay terrain costs. They fly from their current hex, directly to another random hex. For each Drone, roll three dice (one at a time) to create a three-digit hex number. The Drone is then placed directly onto that hex and moves no further. When a Drone lands on top of a Marine, it immediately conducts a Suicide Attack (Section F-1).

b. Ultra-Mite Movement: Move each Ultra-Mite that is neither adjacent to a Marine nor a Queen's Escort (Section E-1-e).

c. Soldier Tunnel Movement: During this step operational Tunnel Exit hexes may be used by Vermite Soldiers to leave a Nest quickly. A Nest Tunnel Exit hex is considered operational under the following conditions:

  • A Tunnel Exit Chit is present in the hex on its front side (open) or its back side (partially collapsed.)
  • The hex is not occupied by a Marine.
  • The Vermite Soldier would not violate the "two Vermites per hex" stacking limit when moved there.

Note: Soldiers leaving Nest 1 can only use Tunnel Exits 1, 2 and 3, while those leaving Nest 2 can only use exits 4, 5 and 6.

Soldier Tunnel Movement Procedure: One Soldier, starting with the lowest-numbered unit ID, currently located in each Nest hex is placed directly on the lowest-numbered operational Tunnel Exit Chit associated with that Nest. A second Soldier (if any) is placed directly on the second lowest-numbered operational Tunnel Exit Chit and a third Soldier (if any) is placed directly on the last operational Tunnel Exit Chit.

Important Note: Any Soldier that is unable to use Tunnel Movement during this phase remains in the Nest until the Soldier Regular Movement Step.

Attacking Tunnel Exit Chits: Tunnel Exit Chits have a DN of 3 and may be attacked by Marines as if it was a Vermite using standard Marine Combat (Section J-1). A Marine located in the same hex as the chit gains the adjacent-to-target bonus when attacking it (+1 CF), but the Marine blocks all other Marines Line-of-Sight.

Repairing Collapsed Tunnel Exits: A tunnel chit on its "partially collapsed" side is immediately repaired and flipped back to its front side when a Vermite Soldier is placed directly on that hex using Soldier Tunnel Movement. However, because clearing partially collapsed tunnel is dangerous, after the tunnel is repaired, the Soldier is flipped to its Reduced side or, if already Reduced, it is eliminated.

Soldier Tunnel Movement Example:

Exit 1 has two Ultra-Mite units in that hex. Soldier #5 cannot be placed on Exit 1 because only two Vermites may be stacked in that hex. Soldier #5 can use Exit 2 and is placed there. There are no other operational exits for Nest 1, so Soldier #21 remains in the nest.

1. Tunnel Exit 4 (hex 514) is the only operational exit for Nest 2 but it has been damaged by Marine combat and is partially collapsed. 2. Soldier #13 is placed on Exit 4, Exit chit #4 is repaired (flipped back to its front side) and Soldier #13 is injured (flipped to his Reduced side).

(Example transcribed from the diagram captions. The printed caption reads "Solider #21"; it is corrected to "Soldier" here.)

d. Soldier Regular Movement

Move each Soldier, including those who just used Tunnel Movement as long as they are not adjacent to a Marine.

e. Queen Movement

Queens in a Nest cannot move. They remain there for the entire battle and spend each turn spawning new Warriors. When above ground in Scenario #2 Queens are mobile and are subject to all movement and combat rules. Sometimes an above ground Queen will have an Escort that defends her at all costs. A Queen and her Escort remain together at all times until the Escort is eliminated or relocated. During this step, Queens (with or without an Escort) always move in rank order - High, Sister, Child.

Important Note: The order of execution within the Vermite Movement Procedure has a significant impact on the battles. It is recommended that players utilize the turn sequence track on the Player Aid and do not rush through these steps.

2. Vermite Transportation of Crown Jewels

When a Soldier or Ultra-Mite enters a Crown Jewel hex, it stops immediately. The unit must pick up the Jewel at a cost of 1 MP before it can begin moving again. Once the Jewel is picked up, the Vermite and the Jewel move together and must follow the Jewel Exit Trail (Section P-2-i) until they reach the associated Nest Tunnel Entrance. When they arrive at the entrance, the Jewel is placed in the associated Nest and the Vermite is returned to the Vermite Unit Cup.

Note: In some games the Vermite carrier may reach the Nest or Nest Entrance directly due to relocation or by following a Scent Trail.

Vermites carrying a Crown Jewel, move, attack, and defend normally, but with enhanced values. A Jewel modifies the CF by +2, DN by +1 (to a maximum DN of 5) and MA by +1 (if the jewel is being carried when the unit begins its movement). For each Crown Jewel in a nest, every Queen in that Nest increases its Spawn Number by one (+1).

Movement Examples

It is Turn 1 on Mapzone Alpha. Only one Vermite Soldier is located in Nest 1 and Tunnel Exit Chit 3 has been placed, but 1 and 2 have not. The NAT Plague Event Chit was drawn this turn which sets the Queen's Preferred Direction to 1 (north). (Place event chit on the Vermite Movement Indicator as in examples.) During the Soldier Tunnel Movement step, the Soldier is placed on Exit 3. During the Soldier Regular Movement step, it moves northward to hex 322 (1 MP, Clear) then 321 (2 MP, Bamboo). On Turn 2 the Event Chit's preferred direction is set to 3 (southeast). The Soldier ignores this directive since it must follow the Scent Trail to hexes 333, 361, and 356.

On a later turn, a Vermite Soldier is in hex 212 and was directed to move north. The hex to the north is a Tar Pit hex and cannot be entered. The Soldier has to sidestep the hex and move to the lowest-numbered hex that will allow him to continue northward, which is hex 153 and from there to 152.

3. Vermite Stacking

At the end of any Phase or Step, no more than two Queen, Ultra-Mite and/or Soldier units may be stacked in a hex. Drones do not count against the stacking limit and any number of Drones may stack in a given hex. Exceptions: Nest hexes and Entry hexes may contain an unlimited number of Vermites.

Any number of Vermites may pass through a given hex. If a Vermite cannot stop in a hex due to it already being fully occupied, the Vermite moves as far as legally possible and then remains in the last hex entered.

F. Vermite Attacks

All Vermite combat represents mandible slashing (by Soldiers), jaw snapping (by Ultra-Mites), or kinetic impact (by diving Drones).

1. Drone Suicide Attacks

Drones only know one way to attack – by suicidal dives into the enemy (these death dives were christened "Lawn Dart" attacks by the Marines). When a Drone flocks to a hex containing a Marine, it immediately performs a suicide attack. The attack is conducted using the Normal Vermite Attacks rules (Section F-2). Regardless of the result, the Drone is immediately eliminated and placed back into the Vermite Unit Cup. The Drones auto-elimination mandates a die roll for a NAT Marker (Section F-3) but only the defending Marine is affected.

Combat Example (Drone Attack vs. Marines): A Drone (CF=6) flocked (rolled three dice) and was placed in Mapzone Alpha clear terrain hex 416, which contained a Marine HQ (DN=3). There are no modifiers, so 6 dice are rolled. The dice were particularly lucky for the Marines with the Drone scoring only 1 hit. The HQ is unaffected. The Drone is eliminated and returned to the cup. Now a NAT Marker roll must be made. The roll is 1 and a NAT Infected marker is placed on the Marine HQ.

2. Normal Vermite Attacks

During the Normal Vermite Combat Step, non-Drone Vermites adjacent to at least one Marine must attack an adjacent enemy Marine. If more than one Marine is adjacent, the attack occurs against the unit in the lowest-numbered adjacent hex. Note, a Vermite's movement direction does not affect its attack – the enemy unit needs only to be adjacent.

Vermite combat is resolved by attacking hex – all Vermites stacked in the same hex add their CFs together into one total CF. Vermites use their full CF, adjusted by any combat modifiers. If the net modified CF is zero, no combat is conducted. If there are multiple Vermite hexes that can attack the same Marine hex, each attacking Vermite hex is resolved separately. All Vermite attacks on the map are resolved in order: starting with the lowest-numbered attacking hex and then moving on to the next lowest-numbered attacking hex, etc.

The total attacking CF is reduced by one (-1) if the target unit is located in a Bamboo Grove, Bog, Flooded, or Building terrain hex. Roll the net number of dice and compare each die to the targeted Marine's Defense Number (DN). Each die roll that exceeds the DN scores one hit. An attack that scores only one hit, in total, has no effect. If two or three hits are scored, the Marine is flipped to its Disrupted side or, if it was already Disrupted, it is eliminated. If four or more hits are scored in one attack, the Marine is eliminated, regardless of its current condition. All attacking Vermites that eliminate a Marine must immediately enter the just-attacked empty hex.

Combat Example (Normal Attack vs. Marines): On Mapzone Alpha the hexes 315 and 334 each contain one full-strength Marine Squad (DN=4). Hex 252 has two Vermite Soldiers (combined CF=8), hex 316 has one Vermite Ultra-Mite (CF=5).

The Vermites in the lowest hex number must attack first, so the two Soldiers in hex 252 attack the Marine Squad in hex 315. The Marines are in a building so the CF is reduced from 8 to 7. Seven dice are rolled and 3 of them are 5's or 6's. The Marine Squad is flipped to its Disrupted side.

The Ultra-Mites attack next but there are two hexes that could be attacked. In this case, they must always attack the Marine in the lowest hex number which is hex 315. The building reduces the Ultra-Mites CF to 4. These four dice score 2 hits eliminating the Marine Squad. The Ultra-Mite immediately advances into hex 315.

G. Vermite Reinforcements

When Queens are in a Nest they spawn reinforcement Vermite Warriors during the Queen Spawn Step in rank order – High Queen, Sister Queen, and Child Queen. The number of spawn each Queen produces per turn is determined by the Queen's Spawn Number increased by one (+1) for each Crown Jewel counter in her Nest hex. Randomly draw this number of Vermites from the Vermite Unit Cup. These new units are placed in that Queen's Nest hex. If there are not enough Vermites in the cup, draw as many as possible and any remaining spawns are lost. All Queens present in a Nest spawn Vermites as long as there are enough counters in the cup.

Tip: Place spawned units in the Nest in the following order: Drones on top, then Ultra-Mites, then Soldiers on the bottom. Within each type put them in lowest to highest Unit ID number order. This will speed up the later movement steps.

When the Queens are above ground as in scenario #2 they do not spawn Vermites. Vermite Reinforcements, including Queens, enter the fray via Vermite Entry Hexes during the Vermite Hordes Step.

H. NAT Effect Phase

Each Marine with a NAT Infected marker rolls a die. On a 1 to 4, the Marine is immediately eliminated.

I. Marine Action Phase

Each Marine may conduct one action per turn in any order, completely resolving the action for a unit before proceeding to the next one. After a unit conducts its action, its counter should be turned 45 degrees to indicate it has acted this phase. An action is one of the following:

1. Full Move

A unit choosing a Full Move action is allowed to use all its Movement Points to move but it may not do anything else. The maximum number of Movement Points (MP) it may use in this phase is its Movement Allowance (MA). See Map Terrain (Section P) or the Terrain Effects Chart for details on Movement Point costs.

a. Stacking: Marine units may never be stacked in the same hex at the end of their movement. However, a Marine may pass through a hex containing another Marine. A Marine may never enter a hex occupied by a Vermite.

b. Movement Restrictions: Marine units moving adjacent to any Vermite, including a Drone, must stop their movement for the turn. When starting their turn adjacent to any Vermite, the Marine may move away without an adverse effect, but may not move directly from one hex adjacent to a Vermite to another hex adjacent to a Vermite. The Marine may end his movement adjacent to another Vermite, but he must enter at least one hex not adjacent to any Vermites first.

c. Jump Pack Move: Scouts and Special Ops units may opt, as a Full Move action, to conduct a Jump Pack Move. These units have a JP notation under the Movement Allowance on their counter. The Marine may "jump" to any designated hex on the map that is not otherwise prohibited regardless of its distance from the jumping unit.

To resolve the Jump Pack Move, roll one die. Deduct one (-1) from the die roll if the player decides instead to conduct the Jump Pack Move as part of a Shoot & Scoot action (Section I-3) and deduct one (-1) if the unit has a NAT Marker. Apply the modified die roll as follows:

  • 1 or less = Malfunction! Roll three dice to get a random hex; place the jumping unit into this hex and flip it over to its Disrupted side. If it lands on another Marine, move it to the lowest-numbered empty adjacent hex. If it lands on a Vermite or in a Nest Infestation hex, the jumping Marine is eliminated.
  • 2 – 3 = Scattered! The Marine lands next to its destination hex. Place the Marine in the lowest-numbered adjacent hex. If it lands on any unit, treat it as if it landed after a Malfunction!
  • 4 – 6 = Safe Landing! Place the Marine in its destination hex.

Note: Scout and Special Ops reinforcements may Jump Move in from off-map OR use the Landing Zone Procedure (Section I-5).

2. Full Fire

A Full Fire action allows a Marine to conduct normal combat but it may not do anything else.

3. Shoot and Scoot

A Shoot and Scoot action allows a Marine to use half its MA (rounded down and after any other adjustments) and conduct Combat (but at lower effectiveness). The Marine may move first and then perform combat, or vice versa.

4. Marine Special Actions

Some types of Marines may conduct a Special Action in lieu of the above-listed normal actions, as follows:

a. Recon: Only a Scout may conduct this action. An un-Disrupted HQ anywhere on the map may assist this Scout unit with the Recon action (counting as a separate Special Action for the HQ). Roll one die per Scout - add one to the die roll (+1) if he assigns an HQ to assist (a maximum of one HQ per Scout) and deduct one (-1) if the Scout is Disrupted. Note each Scout/HQ combo conducts its own separate Recon Action. If the net die roll is 4 or more, the Recon is successful. Place the Successful Recon marker by the Vermite Event Chit cup as a reminder. In the next Event Chit Step, draw two random Event Chits from the cup and select the one you want the Vermites to use this turn. The other chit is returned to the cup. Play then proceeds normally with the selected chit as the active chit.

b. Rally: Only a Logistics or HQ may conduct this action. All units adjacent to the unit conducting this action, as well as the Logistics or HQ, may attempt to Rally. A Rally action allows Disrupted units adjacent to a Vermite to attempt to flip back to its full-strength side. Roll one die for each eligible Disrupted unit. On a roll of 5 or more flip the unit back over to its full-strength side.

c. Request Reinforcements: An HQ may request one Marine of any type be sent to join its mission. Deduct one (-1) if the HQ unit is Disrupted and deduct one (-1) if the HQ has a NAT marker. Roll one die. On a roll of 3 or more, the player may take any Marine from the available pool of units (not from on the map or those already eliminated) and have it enter the battle using the Designated Hex Entry (I-5-a), the Landing Zone Procedure (I-5-b), or Jump Move (I-1-c), if eligible. If successful, this unit must attempt to enter the map immediately.

5. Marine Map Entry

Some Marines enter the game from off map. In some cases, the selected Marines may choose between two different methods of entry.

a. Designated Hex Entry: Marines march onto the map using the designated scenario entry hex or hexes. Each unit that enters may use a Full Move (Section I-1.) If an entry hex is blocked and there is no other entry hex available, units may be held off map and enter on a later turn when the entry hex is cleared. No additional HQ roll is required.

b. Landing Zone Procedure (Reinforcements Only): When an HQ successfully calls in reinforcements, the Marine may attempt to land in any hex, as follows:

  • Choose a clear, empty, numbered hex. (Note: hexes containing a Crown Jewel and Nest Tunnel Exit Chits are not empty hexes.) Roll one die to determine the drop's accuracy. If the roll is 1 to 3, there is no drift and the Marine lands at full-strength. If the roll is 4 or 5, the Marine drifts (see next paragraph) and lands Disrupted. If the roll is 6, the reinforcement encountered scheduling problems and is delayed until next turn.
  • If the Marine drifted, roll two additional dice. The first is the drift's direction and the second is the distance drifted, which is equal to one half this number, rounded up. Use the map's Vermite Movement Indicator to determine the drift direction.
  • If the Marine was delayed, it must continue to attempt to land again in any legal hex on each following turn until successful; it cannot use the Designated Entry Hex. No additional HQ roll is required.
  • If the unit lands on another Marine, it is moved to the lowest-numbered eligible adjacent hex. If it lands on Vermite, a NAT Infestation hex, or drifts off the map, the unit is eliminated. A unit that landed successfully may not move or fire this turn.

J. Marine Combat

All Marine combat represents either plasma gunfire or dark energy weaponry (PANTS, A.N.T. Gun). All Marine combat is voluntary.

Important Note: ALL Vermites in a Nest hex and Escorted Queens above ground cannot be targeted, attacked, damaged, or affected by any Marine Weapons (Standard, Pistols, A.N.T. Gun, PANTS Gun, or Secret Weapons).

1. Standard Marine Combat

Each Marine conducts combat individually – units firing at the same target unit do not add their CF's together. Before firing, Marines must designate a single Vermite target in a hex or if firing the A.N.T. Gun, a target hex.

Full-strength Heavy Weapons, HQs, Marine Squads, and Scouts units have no range limitations and may fire any distance. However, these Marines must be able to "see" their intended target. Draw an imaginary Line-of-Sight from the center of the firing Marine's hex to the center of the target unit's hex. If this line crosses inside or on the hexside (edge) of any intervening hex containing blocking terrain or any other unit, then combat cannot be conducted against that target. Note, targets merely occupying blocking terrain may be fired upon if not otherwise blocked by an intervening hex. The direction a Marine faces has no effect on combat.

A Marine using a Full Fire or a Shoot & Scoot action rolls a number of dice equal to its Combat Factor. Marines reduce their CF by one (-1) with each of the following:

  • The firing Marine chooses the Shoot & Scoot action
  • The firing Marine has a NAT Marker
  • The targeted unit is located in a Bamboo Grove, Bog, Flooded, or Building hex

Marines increase their CF by one (+1) in each of the following cases:

  • The Marine is adjacent to an HQ when firing
  • The targeted unit is in an adjacent hex

All adjustments to a unit's CF are cumulative. (If the modified CF is less than 1 combat is not conducted.) Roll the net number of dice and compare each die to the targeted Vermite's Defense Number (DN). Each die roll number that exceeds the DN scores one Hit. An attack that scores only one hit, in total, has no effect. If two or three hits are scored, the Vermite is flipped to its Reduced side or, if it is already Reduced, it is eliminated. If four or more hits are scored in one roll, the Vermite is eliminated, regardless of its current condition. Marines do not advance after combat.

Combat Example (Marines vs. Vermites): On Mapzone Alpha, there is a Marine Squad (CF=4) in hex 315, an HQ (CF= 3) in hex 335 and a Special Ops (PANTS Weapon) in hex 413, all at full-strength. There is an Ultra-Mite (DN=3) in hex 131 (see illustration below) and a Soldier (DN=2) in hex 316. Marine combat can be conducted in any order. The HQ does not have Line-of-Sight to either unit and cannot attack. The Marine Squad has Line-of-Sight to both units and with unlimited range can shoot either one. He chooses to attack hex 131. His CF is modified to 5 because he is adjacent to the HQ. He scores 3 hits and flips the Ultra-Mite.

The Special Ops unit can only fire at the Soldier in hex 316 since his range is limited to four hexes and no Line-of-Sight is required. A single die is rolled and comes up 4 which fries the Soldier! Unfortunately, the eliminated unit is within two hexes of the Marine Squad and the HQ, so a NAT Marker roll must be made. The roll is 3. The Marine Squad is in the lowest-numbered hex, so he is given a NAT Tainted marker.

2. Marine Pistols

Full-strength Logistics units and all Disrupted units are armed with Pistols (the preferred sidearm of Galactic Marines, the legendary Webley-Vickers 50-80). Pistols use standard Marine combat procedures except they may only fire at a Vermite in an adjacent hex and do not receive the "adjacent to target" combat bonus (+1 CF). Exception: Disrupted Logistics are not equipped with Pistols and have no combat capability.

3. Anti-NAT Targeting System

The Anti-NAT Targeting system (A.N.T. Gun): This special weapon fires a lightning bolt-like dark-energy charge that "tingles" a Vermite's NATS to attack the host and kill it. It enters play on its limbered side. The A.N.T. Gun may perform one of four actions during the Marine Action Phase.

  • Full Move: while on its Limbered side
  • Unlimber: flip to its Unlimbered side
  • Full Fire: while on its Unlimbered side
  • Limber: flip to its Limbered side.

The A.N.T. Gun fires through any kind of terrain or units, it is never blocked and does not need a Line-of-Sight. When firing, choose a target hex containing at least one Vermite. Next count the range in hexes from the A.N.T. Gun to the target. If the A.N.T. Gun has a NAT Marker on it, double the range. Roll two dice and add them together. If the dice total is 2, the A.N.T. Gun's computer has crashed before the gun fired. Flip the counter to the Limbered side. In any other case, if the dice total exceeds the range required, the A.N.T. Gun hits all Vermites in the targeted hex. Soldiers and Drones are eliminated, regardless of their current condition. Ultra-Mites and Unescorted Queens are Reduced or, if already Reduced, eliminated. Escorted Queens and Nest Tunnel Exit Chits are unaffected.

The A.N.T. Gun is a Marine in all other respects, except that it does not have a Disrupted side and is eliminated if two or more hits are scored in one roll.

Note: For historical clarity, this artillery unit was not part of the 124th. In actuality, it was a section from the 236th Mobile Artillery Regiment, known as "The Persuaders," and only seconded (temporarily assigned) to the 124th during this emergency.

4. Portable Anti-NAT Targeting System (PANTS)

This is the man-portable weapon carried by Special Ops squads that replace their older BUMP guns, used in Invaders from Dimension X!, which were only effective against those particularly clever pan-dimensional beings. Special Ops squads are now armed with this still-experimental weapon, which is powered by dark-energy capacitors. These weapons are miniature versions of the heavy duty A.N.T. Gun. PANTS are extremely effective, but unpredictable.

PANTS fire through any kind of terrain or units, it is never blocked and does not need a Line-of-Sight but can only target a single Vermite within four or fewer hexes of the firing unit. Escorted Queens and Nest Tunnel Exit Chits cannot be targeted but the Queens' Escort can be.

Roll one die. Modify the die roll by minus one (-1) if the unit is conducting a Shoot & Scoot action (Section I-3) and deduct one (-1) if it has a NAT Marker. Apply the modified die roll as follows:

  • 1 or less = Misfire! There is no effect on the target. The firing Special Ops unit is flipped over to its Disrupted side.
  • 2 - 3 = Jolted! The targeted unit is blasted into a random hex. Roll three dice to obtain a random hex number and place the Vermite in that hex. If it lands on a full-strength Marine, the Vermite is eliminated. If it lands on a Disrupted Marine or another Vermite, place it on the lowest-numbered empty adjacent hex. If no adjacent hex is empty, the Jolted Vermite is eliminated. Exception: An unescorted Queen is pushed to the lowest-numbered adjacent hex. Any Marine or Vermite(s) in that hex are eliminated.
  • 4 - 6 = Fried! A targeted Drone or Soldier is eliminated; targeted Ultra-Mite or unescorted Queen is Reduced, or already Reduced, eliminated.

5. The M.A.D. Scientist

Professor Otto von Schrödinger (Otto to his friends) was the Marine Ancillary Division Scientist assigned to the 124th. His Secret Weapons cache was called his "Cats." He always starts a game on his motorcycle side, which allows him to move at high speed on his Harley. Once he creates and is carrying his Secret Weapon, he is flipped to his Weapon Ready (portrait) side.

a. Creating a Secret Weapon: The Professor builds his weapon in the scenario's designated Lab hex. He can create a new weapon if he begins the Marine Action Phase in a Lab hex; is not already carrying a weapon; and expends his entire MA as his action. Once created, flip his counter to his portrait side. He may not use the weapon on the turn it was created. Do not select a Secret Weapon counter at this time.

b. Using the "Cat": During any Marine Action Phase after the weapon was created, the Professor may use a Full Fire action to detonate the weapon. Once the detonation is declared, randomly select a Secret Weapon chit. Consult the Secret Weapon Description Chart and find the specific effects for the selected weapon. Most weapons require rolling two dice – one at a time. The first die roll is modified by +1 and is the range of the weapon in hexes (2 to 7). The second die roll is halved (rounded up) and the result is the maximum number of Vermites within the rolled range that are affected. The Marine player selects the specific Vermites affected from all of those eligible. Some weapons do not require die rolls. After detonation, flip the Professor's counter back to its motorcycle side and remove the Secret Weapon Chit from play. Each of the six Secret Weapons may be detonated only once per battle. It cannot be selected again.

If he wishes to research another "Cat", he must return to the scenario's designated Lab and start the process again.

Reminder: Queens in a Nest and Escorted Queens cannot be affected by Secret Weapons. They are not eligible to be selected even if within range of the weapon when fired.

c. Defending: When attacked without holding a weapon (motorcycle side) he is eliminated if two or more hits are scored in one roll. When attacked while carrying his weapon, if two or three hits are scored in one roll, flip him back to the motorcycle side in which case he would need to return to a Lab to build another weapon. If four or more hits are scored in one roll, he is eliminated.

6. Marine Recovery Vehicles

These heavy-lift transporters (also known as "Dragons") are not combat capable. They are used only for carrying and transporting materials. On the planet Beyond III, they are primarily used to transport the extremely heavy Crown Jewels.

When a Recovery Vehicle (RV) enters a hex containing a Crown Jewel it may load the Jewel at a cost of 1 MP. Each RV may only carry one Crown Jewel at a time and the two counters travel together as a stack. The bonuses listed on a Crown Jewel provide no benefit to the RV, or to any other Marine unit.

Recovery Vehicles may not attack but defend normally. If they are eliminated, the Crown Jewel they were carrying is left in the last hex occupied. It may be picked up later by another Recovery Vehicle or eligible Vermite that enters that hex.

7. NAT Markers

Whenever a Vermite is eliminated for any reason the microscopic and parasitic NAT creatures that inhabit every Vermite body explode outwards, seeking another host. Immediately upon elimination, there is a chance any one Marine within two hexes of the destroyed Vermite may be infested by these parasites. Exception: NAT rolls resulting from Drone Suicide attacks only affect the target of the attack.

Important Note: ALL Marines can become infested with NATS, including the A.N.T. Gun, the Scientist, and Recovery Vehicles.

If necessary, roll one die and consult the table below. If successful NAT roll is made, the Marine in the lowest-numbered eligible hex is affected as indicated. The numbers needed for successful roll depend on the type of Vermite eliminated, as follows:

  • Eliminated Drone = 1 or 2
  • Eliminated Soldier = 1 to 3
  • Eliminated Ultra-Mite = 1 to 4
  • Eliminated Queen = 1 to 5

If the roll results in a successful infestation, the affected Marine gets a NAT Tainted marker. If it already has a NAT Tainted marker, flip the marker to its NAT Infected side. Marines that are already NAT Infected are not affected. However, if a 1 is rolled, the Marine in question receives a NAT Infected marker immediately; if already has either type of a marker, it is eliminated. A NAT marker reduces the CF, MA and DN of the Marine by one (-1).

K. Marines Recovery Phase

In this phase, all Disrupted Marines, not adjacent to a Vermite, are automatically flipped to their full-strength side.

L. NAT Purging Phase

During the NAT Purging Phase, one Marine adjacent to Logistics unit – and the Logistics unit itself – may each automatically reduce their NAT markers by one level, i.e., remove a NAT Tainted marker, or flip a NAT Infected marker to its NAT Tainted side. The Logistics unit may perform this function even if it has conducted an action in the Marine Action Phase.

M. End Phase

If an Instant Victory or Instant Loss has not been achieved and there is at least one Vermite Random Event Chit remaining in the cup, play continues to the next Game Turn.

N. Victory Conditions

Most often the game is over at the end of the Game Turn in which there are no Vermite Event Chits left in the cup but it may end earlier. An Instant Loss is declared when the map is clear of Marines.

O. Two Player Option

While Space Vermin From Beyond! basically is a solitaire game, those wishing to convert it into a 2 player experience select one player to control the Vermite counters and die rolls. In addition, the Vermite player draws two Event Chits each turn and selects the one to be used that turn. The other chit is returned to the cup. This ability is cancelled if the Marines make a successful Recon action, in which case the Marine player controls the chit selection.

P. Terrain Features & Effects

1. Terrain Found on Both Maps

a. Bamboo Grove: Cost 2 MPs to enter, except for Vermites moving on Scent Trails and all units moving along Roads/Bridges. Bamboo Groves provide a defensive advantage and block Line-of-Sight.

b. Bog: Cost 2 MP to enter, except for Vermites moving along Scent Trails or any units moving along Roads/Bridges. Bogs provide a defensive advantage.

  • Flooded: When the Bogs Flood Chit is drawn all Bog hexes and all hexes adjacent to a Bog hex are considered flooded for this turn only. All units pay 2 MP when moving into a flooded hex, even if the hex contains a Scent Trail or Road/Bridge. Flooded hexes provide a defensive advantage.

c. Building: Buildings are also road hexes and are considered to be connected to any building or road in an adjacent hex. Buildings provide a defensive advantage and block Line-of-Sight.

d. Clear: Costs 1 MP to enter.

e. Road: Marines traveling from one Road/Bridge hex to an adjacent, connected, and unflooded, Road/Bridge hex pay only ½ MP to enter that hex, regardless of the other terrain in the hex. Vermites pay 1 MP.

f. Scent Trail: These are pre-deployed "smell paths" laid out by scouting Vermites. These hexes compel Soldiers, Ultra-Mites, and Queens to change their direction of movement and follow the trail of hexes. A Scent Trail begins in a hex with a large black dot, continues in the hexes with the smaller black dots, and ends in the hex with the X. When an eligible Vermite enters a hex containing a Scent Trail, it must follow the pathway until it ends or it is relocated off the trail. When exiting the last trail hex, a unit must use the Queen's Preferred Direction (Section D-1). All connected Scent Trail hexes cost Vermites 1 MP to enter, regardless of any other terrain in the hex, except a Flooded hex (Section P-1-b), which costs 2 MP.

Exceptions: Vermite Soldiers using Tunnel Movement (Section E-1-c) and Marines ignore Scent Trails.

g. Toxic Tar Pit: These hexes cannot be entered by any unit, unless it is using a Road/Bridge. If a Vermite is directed to move into an unbridged Toxic Tar Pit hex, it will move around starting with the lowest-numbered adjacent hex returning to the Queen's Preferred Direction as soon as possible. Toxic Tar Pits block Line-of-Sight.

2. Terrain Found Only on Mapzone Alpha

h. Crown Jewel Location: Crown Jewel counters are deployed in these hexes.

i. Jewel Exit Trail: These are NOT Scent Trails and have no effect on any Vermite or Marine other than a Vermite Soldier or Ultra-Mite carrying a Crown Jewel. Immediately after a Crown Jewel has been picked up in a Crown Jewel Hex, the carrier ignores all other movement directives and must follow this trail, paying all terrain costs, until it reaches the Nest Entrance hex. The Crown Jewel remains with the carrying unit until it reaches Nest Tunnel Entrance or the unit is eliminated. If for any reason a Vermite carrying a Jewel is no longer on a Jewel Exit Trail hex, it returns to following the normal directional movement.

j. NAT Infestation: The five clear terrain hexes surrounding each Nest, and the Nest itself, may not be voluntarily entered by a Marine at any time due to the impenetrable cloud of NATS found in the area. If a Marine is forced into a NAT Infestation hex by any game effect, the Marine is eliminated.

k. Nest: A deep and unreachable burrow system that is a safe haven for Queens and newly-spawned Vermites. Units here cannot be targeted, attacked, blockaded, or destroyed by any weapon the Marines have on hand. Any number of units may be stacked in a Nest Hex. In addition to the use of one-way tunnels, Vermites may enter and exit the Nest through hexes adjacent to it. Nests are considered clear terrain.

Note: The Nest hexes constitute the center hex only. Both Nest hexes have an X, are labeled either Nest 1 or Nest 2, and neither have a hex number. Only Vermite soldiers starting in this one hex are eligible to use tunnel movement.

l. Nest Tunnel Entrance: These are well-camouflaged and indestructible features that represent one-way openings into the Vermite's vast underground network that bring a Vermite directly back to its home Nest hex. Nest Tunnel Entrances cannot be attacked or destroyed, but may be blocked by occupying Marines. Once a Vermite enters a Nest Tunnel Entrance hex, it is immediately placed back into the Vermite Unit Cup to be reused. Any Crown Jewel it was carrying is placed in the associated Nest hex. Nest Tunnel Entrances are considered clear terrain.

m. Nest Tunnel Exit: These are underground one-way exits from the associated Nest. A Nest Tunnel Exit hex becomes open for use (operational) when a Tunnel Exit Chit is drawn and placed on the corresponding numbered hex. When damaged, the chit is flipped to its Partially Collapsed side, but is still operational. Nest Tunnel Exit hexes, as well as open and partially collapsed Tunnel Exit Chits, are considered clear terrain.

3. Terrain Found Only on Mapzone Beta

n. Bridge: This bridge hex is a Road/Scent Trail hex for movement, and a Toxic Tar Pit hex, which blocks Line-of-Sight.

o. Queen's Psychic Whip: Allows Soldiers, Ultra-Mites, and Queens that begin their movement within 5 hexes of the west edge of the map to modify their base speed by +1 MA.

p. Vermite Entry: Vermites enter a battle from these hexes. Any number of units may be stacked in a Vermite Entry hex.

q. The Wormhole: Considered clear terrain. Currently it is not operational. It was shut down by Science Station Omega for safety reasons.

Terrain Reminders

  • Bamboo Groves, Buildings, Toxic Tar Pits, Vermites, and Marines block Line-of-Sight.
  • Bamboo Groves, Bogs, Buildings, and Flooded hexes provide a defensive benefit (attacker -1 CF).
  • Vermite Drones never pay terrain costs but do gain the defensive benefits of the hex they are in.

Q. Scenarios

1. The Family Jewels

The Marines must save the civilian population of Beyond III from extinction, but they have been unable to penetrate the depths of the Vermite nests. Their only hope is to remove the supply of Crown Jewels whose rejuvenating powers allow Vermite Queens to spawn at an alarming rate. (Use Mapzone Alpha.)

a. Vermite Setup

  • Roll one die. On a roll of 1 to 3 place the High Queen and Crown Jewel in Nest 1. On a roll of 4 to 6 place her and Crown Jewel in Nest 2. Place the Sister Queen in the unoccupied Nest.
  • Randomly select two Nest Tunnel Exits and place them on the map in their assigned hexes.
  • Randomly select four Vermites (the Queen's Spawn Value plus one for the Crown Jewel) and place them in the High Queen's Nest. Randomly select two Vermites and place them in the Sister Queen's Nest.
  • Place the remaining Vermites, the Child Queen, and the four remaining Tunnel Exits in the Vermite Unit Cup.
  • Place two Crown Jewels in hex #421 and two in hex #356.

b. Marine Setup

  • The Marines begin with one HQ, one Logistics, one Special Ops, and five Marine Squad units. Place them anywhere within the New Lancaster city limits.
  • The Marines receive three Recovery Vehicles during the course of the scenario as automatic reinforcements that do not require an HQ die roll. The first enters on Turn 2, the second on Turn 4, and the third on Turn 6. All three enter on hex #656. They may not use the Landing Zone procedure. They may be held off map to enter on a later turn.
  • Place the scientist, Professor Otto von Schrödinger, on his Harley motorcycle side in the New Lancaster Convention Center, hex #422. He may build his Secret Weapons in either the College Lab, hex #213, or the High School Lab, hex #564.

c. Special Rules

  • Marine Reinforcements called in by an HQ may enter the map via hex #656, via the Landing Zone Procedure, or via Jump Pack, if eligible.
  • Recovery Vehicles carrying a Crown Jewel that successfully exits the west edge of the map via any hex from hex #111 to #116 becomes an additional automatic reinforcement. Remove any NAT Markers and place the RV on the turn track three turns from the current turn (e.g., RV exits on turn 6, place the RV on turn 9.)
  • Eliminated Vermites are immediately placed back in the Vermite Unit Cup and may reenter the game during the Queen's Spawn Phase.
  • When a Nest Tunnel Exit is drawn, place it front side up on the corresponding numbered Nest Tunnel Exit hex, even if that hex is occupied by a Marine.
  • When the Child Queen is drawn during the Spawn Phase, place her in the Nest occupied by the Sister Queen, regardless of which Queen drew the chit. The Child Queen begins spawning, during her next spawn phase, after the Sister Queen spawns.
  • When drawn, the Child Queen and Nest Tunnel Exits are considered part of the Queen's spawn. Do not draw additional units to replace them.
  • Movement Direction: Regardless of which Nest a Vermite originated from, any Vermite beginning its movement south of the road travels in the Nest 1 (blue) direction, and those on or north of the road travel in the Nest 2 (yellow) direction.
  • Vermite Sneak Attack: The Bogs Flood Event Chit sets the Queen's Preferred Direction to south (Blue = 4) for Nest 1 and north (Yellow = 1) for Nest 2. When this chit is drawn units moving south from Nest 1 follow the Scent Trail to hex #221 on the north edge of the map and those moving north from Nest 2 follow the Scent Trail to hex #613 on the south edge of the map. In addition, Vermite Soldiers may not use Soldier Tunnel Movement this turn.

d. Victory

Instant Victory: The Marines win an immediate and decisive victory when they successfully transport four Crown Jewels off the map via any hex from #111 to #116, ensuring any Vermites in the area will die off in the near future.

Victory Levels

LevelCondition
MajorThree Jewels off the map
MinorTwo Jewels off the map
DrawOne Jewel off the map
LossNone

If the Marines lost more than 6 units, reduce the victory level by one.

2. The Great Migration

The Marines have successfully flushed out the remaining Vermites from their Nests. They are now on the move and attempting to reach the Great Meeting Place off the east edge of the map. The Marines are tasked with stopping the Last Vermite Swarm from forming there. (Use Mapzone Beta. Recovery Vehicles, Tunnel Exit Markers and Crown Jewels are not used in this battle and may be put aside.)

a. Vermite Setup

  • Separate the Vermites into three groups. Drones, Soldiers, and Queens + Ultra-Mites.
  • Put the Soldiers in the Vermite Unit Cup and randomly select six of them, placing one in each Vermite Entry Hex in the order in which they were selected.
  • Put the Drones in the Vermite Unit Cup and put the Queens and Ultra-Mites just off the west edge of the map. They enter as reinforcements on turn 1.

b. Marine Setup

The Marines begin just off the east edge of the map with one HQ, one Logistics, four Marine Squads, and Professor Otto von Schrödinger, who can build his Secret Weapons in the Science Station, hex #616. The Professor starts Harley side up. The Marines enter from hex #652, #661 and/or #665 during the Marine Action Phase. They may split their initial forces using more than one entry hex. They may not use the Landing Zone Procedure.

c. Vermite Reinforcements (Hordes)

  • Turn 1: Place the 3 Queens in 3 different random Entry Hexes. Randomly select and place one Ultra-Mite in each of the six Entry Hexes. The Ultra-Mites in the same hex with a Queen are the Queen's Escorts.
  • Turn 2+: Roll a die. On a roll of 1, 3 or 5, randomly select and place a Vermite in each odd-numbered Entry hex; on a 2 or 4, randomly select and place a Vermite in each even-numbered Entry hex; on a 6, randomly select and place a Vermite in all six Entry hexes. Then, if the roll was 1 to 5, roll another die and place one additional random Vermite in the Entry hex of the number rolled. Entry Hexes have no stacking limits.

d. Queens and Escorts

  • Queens move and conduct combat like Soldiers and Ultra-Mites.
  • The Queen and her Escort remain together at all times until the Escort is eliminated or relocated to another hex. They move together, in the same direction, using the Queen's movement allowance. When moving, if there is not enough room in a hex to contain both the Queen and her Escort, neither may enter the hex. The Queen's Escort must always be attacked first. The Queen cannot be affected by Marine combat in any way unless she is alone in a hex (Unescorted).
  • An Unescorted Queen moving into or through a hex containing an Ultra-Mite or Soldier will pick up a new Escort, even if it has already moved this turn, and continue moving. If she has a choice between a Soldier or an Ultra-Mite she will choose the Ultra-Mite.
  • An Ultra-Mite or Soldier unit moving into an Unescorted Queen's hex will stop moving and become her new Escort. The Escort will move again with her during the Queen & Escort movement step.

e. Marine Reinforcements

Marine Reinforcements called in by an HQ may enter the map via any of the three Entry Hexes - #652, #661 or #665, via the Landing Zone Procedure, or via Jump Pack, if eligible.

f. Special Rules

  • The battle ends immediately on any turn when the only Vermites remaining on the map are Drones.
  • Magnetic Storm: The Bogs Flood Event Chit has an asterisk (*) for this scenario rather than a direction number. When this chit is drawn, each Drone flocks to a random hex, then each Soldier, Ultra-Mite, unescorted Queen or Queen/Escort pair that would move this turn rolls one die. The unit or pair of units move in the rolled direction ignoring Scent Trails (they don't follow the pathway but still only pay 1 MP for any trail hex they travel along).
  • Eliminated Vermites Pile: Soldiers, Ultra-Mites and Queens eliminated by Marine Combat, are removed from the game and held in an eliminated pile.
  • Escaped Vermites Pile: Soldiers, Ultra-Mites and Queens that exit the east edge of the map are removed from the game and held in an escaped pile.
  • Eliminated Marines Pile: Put all eliminated Marines in a separate pile.
  • Drones: Drones eliminated via Suicide Attack or Marine Combat, or any unit eliminated by an Event (e.g. Vermites Molt), are immediately placed back in the Vermite Unit Cup unless shot down by The Kitten - Secret Weapon.

g. Victory

  • The Marines earn 2 Victory Points (VP) for each unit in the Eliminated Vermites pile.
  • The Marines deduct VP for each Vermite in the Escaped pile as follows: High Queen: 4 VP, Sister Queen: 3 VP, Child Queen: 2 VP, Soldiers and Ultra-Mites: 1 VP.
  • The Marines deduct 1 VP for each Marine in their eliminated pile.
  • The level of victory is determined by the net number of points scored.

Victory Levels (net VP)

  • Decisive: 40 or more
  • Major: 35 to 39
  • Minor: 30 to 34
  • Draw: 25 to 29
  • Loss: Less than 25

3. The Campaign Game

Play Scenario 1 with the following Special Rules:

  • Eliminated Marines Pile: Put all eliminated Marines in separate pile.
  • Keeping Track: When the battle is over, write down the number of the Jewels that are still on the map in non-Nest hexes at the end of the game, 0 to 4.
  • Victory Points: Calculate and record the Marines score for this scenario as follows: +10 VP for each Crown Jewel successfully exited from the map and -1 VP for each Marine lost.

Play Scenario 2 with the following Special Rules:

  • If the number of Jewels recorded in Scenario 1 is one or more, assign the jewels available to Vermite Queens in the following order: High Queen, Sister Queen, Child Queen, High Queen (CF, DN, and MA bonuses are cumulative, although DN is still maxed at 5.)
  • If a Jewel is dropped due to a Queen being eliminated, Soldier, Ultra-Mite or another Queen that enters the hex containing that Jewel must expend 1 MP to pick it up before it can begin moving again. Queens may carry more than one Jewel.
  • Victory Points: Calculate and record the Marines' score as described in Scenario 2 above.

Campaign Victory

Add the Victory Points from both scenarios together. The level of victory is determined by the total points scored.

  • Decisive: 75 or more
  • Major: 60 to 74
  • Minor: 45 to 59
  • Draw: 30 to 44
  • Loss: Less than 30

Designer's Notes

Space Vermin from Beyond! is the sequel to Hermann Luttmann's Invaders from Dimension X! and without the help of Hermann, Ed. Mostowicz, Chris Hansen, and Colby Duerk, this game would have been impossible. This was truly a team project.

When we were first asked to come up with a sequel, Mary Holland-Russell of Tiny Battle Publishing mentioned one of her favorite 1950s sci-fi movies was the classic "Them!" So off we went, though our working title for a time was "Those!" Anyway, after quite a number of revisions, over quite a few months, the game developed into the one you see before you.

This time we tried to design a solitaire game with an A.I. as dissimilar as possible to the one used in Invaders. So, instead of the maximum randomness possible, we aimed for a somewhat lesser degree of randomness, though one still consistent with producing a highly re-playable solitaire game.

Interestingly enough, we began this project with two quite similar scenarios. Both with a decided "Alamo in Space" feel, but as things developed each scenario went its own way. In fact, for all practical purposes they turned into two separate games. But you can still see some indications of the original ideas if you look closely enough. For example, on the Scenario 2 map the scientist's Dorm, Science Center, and even the working Wormhole symbol are still there. We left them, though the scenario no longer requires them, in order to leave them open for future expansions.

It is our hopes that if Space Vermin From Beyond! is a commercial success we can go on to publish other games based on the true stories of the "Old Reprobates" – the 124th Galactic Marine Raider Battalion.

PS: Scenario 1 was inspired by a miniatures campaign run by Mike Vogel and used with his permission.

Omitted from this transcription: the game credits block, the copyright line, the designer's signature, and the in-world "Historical References" list (flavour only).