Aliens: Another Glorious Day in the Corps – Ultimate Badasses
Aliens: Another Glorious Day in the Corps – Ultimate Badasses Rulebook
Table of Contents
Table of Contents
Expansion Overview
Aliens: Ultimate Badasses expansion adds more characters for you to field, as well as Experience cards that add more depth to your Characters. This expansion is not a stand alone game. You need a copy of Aliens: Another Glorious Day In The Corps to use this expansion.
Components
- Experience cards x64
- Character cards x6
- Character models x6: Sgt. Al Apone, Cpl. Cynthia Dietrich, Pvt. Tim Crowe, Pvt. Mark Drake, Pvt. Trevor Wierzbowski, Carter Burke.
- Marine dice x4: These ten sided dice (D10) are identical to those found in the Another Glorious Day In The Corps box. These additional dice give you enough for one per player in most missions.
Character Card Example: Sgt. Al Apone
- On Activation: Draw an Endurance card, then each Marine Character may recycle a card from their hand.
- Passive: Equip costs of Weapons and Equipment being equipped to Apone or another Marine within four spaces of him are reduced by one.
Transcriber note: the printed card's stat values and slot labels are too small to read reliably in the source, so they are omitted here. Consult the card itself.
What's New
More Characters & Fireteams
You get six more Marine characters in this expansion, giving you more ways to organize your Fireteam and plenty of replacements to keep you hunting down Aliens through a campaign.
Experience Cards
As you play through a campaign, or survive a bug hunt, players can gain Experience cards. These give players extra abilities to use in their games.
Experience Cards
Experience cards add new abilities players can use in their games. You can add Experience cards to your campaign, allowing your Characters to learn new tricks.
Experience Paths
There are eight Experience Paths you can choose from:
- Company Man
- Hero
- Gunner
- Leader
- Smarts
- Tactician
- Tracker
- Support
Each Path has three Level 1 cards, three Level 2 cards, and two Level 3 cards.
Once a card is taken, no other player may choose that card. If more than one player wants the same card, the player with the highest rank chooses who gets it.
Example card (Hero path, Level 2, "Armed to the Teeth"): Exhaust a card equipped to this Character bearing the first icon shown on the card, or a card bearing the second icon, to search the Exhaust pile for a card bearing the second icon and equip it to this Character or another Character within 2 spaces, paying the equip cost.
Transcriber note: in the printed rulebook, the icon glyphs on this example are small and their identity is not legible here. The description above follows the card's printed layout; check the icon symbols against the physical card.
Tactician Path Cards Shown in Components
The printed rulebook shows three Tactician cards overlapping. Where the text is partly hidden by the overlap, this is marked.
- Level 1: Get Moving. ACTION: Exhaust up to three cards from your hand to move a Character up to that many spaces. (Transcriber note: the words between "to move" and "Character up to that many spaces" are hidden by the overlapping card; the printed card should be checked.)
- Level 2: Inspired Tactics. ACTION: Reveal a card. Draw three Endurance cards. Choose a Marine to Attack or Aim Action. Shuffle a card with a red icon back into the Exhaust pile. (Transcriber note: the icon on the final bullet is not legible at this resolution, and the bullet's first clause is partly obscured. Check the printed card.)
- Level 3: Using What We Got. At the start of your Activation you may draw up to two Endurance cards. You may Exhaust cards from your hand instead of the Endurance deck to pay for Endurance card costs.
Gaining Experience Cards
During a campaign each player gains one Experience card at the start of each mission. During a bug hunt each player gains one Experience card at the start of the Marine Phase on every fifth turn (i.e. turn five, ten, fifteen, etc.).
A player can choose a Level 1 card from any of the Paths. To gain a Level 2 card they must already have a Level 1 card from the same Path for each Level 2 card they want. So if a player already has a Level 2 Gunner card and wants a second Level 2 Gunner card, they must have at least two Level 1 Gunner cards. To gain a Level 3 card they must already have a Level 2 card from the same Path. You can never have two Level 3 Experience cards.
Mix and Match Paths
When picking Experience cards you can choose cards from any Path. Picking from multiple paths will give you a well-rounded Character, while progressing down a single Path will give you a more focused Character. The choice is yours.
Losing/Changing Characters
When your Character dies or you change Characters, your Experience cards transfer to your new Character. This represents your new Character stepping up to fill the vacant role.
Fireteams
At the start of a mission, the players choose up to six Characters to field in their Fireteam. The players then each choose which Characters they want to play, flipping them from their Grunt side to their Hero side. Any remaining Characters are not in the game and are held in reserve for later missions. You can change which Characters are in reserve at the start of a new mission.
A Balanced Fireteam
It is a good idea to have a mix of combat and supporting Characters in your Fireteam. An imbalanced Fireteam can lead to defeat. Too many fighters may leave you short of technical support, slowing you down when you hit challenges. Too many heavy weapons can burn through your Endurance deck too fast. On the other hand, too few fighters or heavy weapons may get you overrun by swarms of Aliens. Choose wisely!
Newt
Newt must be fielded in Campaign Missions, unless she has been captured or killed, or the mission states otherwise. Newt is fielded in addition to the six Characters you select for the mission.
Newt is not used in Bug Hunt Missions.