Forlorn: Hope
Forlorn: Hope Rulebook
Table of Contents
Table of Contents
- Using These Rules
- 1.0 Introduction
- 2.0 Set Up
- 3.0 Sequence of Play
- 4.0 Action Points
- 5.0 Marine Actions
- 6.0 Xeno Activations
- 7.0 Movement
- 8.0 Combat
- 9.0 Items
- 10.0 Mutation Cards
- 11.0 Spawning Xenos
- 12.0 Operations ("Ops")
- 13.0 Solitaire Operations
- Equipment List
- Special Abilities
- Marine Units
- Xeno Units
Using These Rules
New gaming terms, when they are initially defined, appear in dark red lettering for quick referencing.
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., rule 4.0 is the fourth rule). These rules generally explain the game's components, play procedures, its game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a rule's general concept or basic procedure. Cases might also restrict the application of a rule by denoting exceptions to it. Cases are an extension of a Rule shown in the way that they are numbered. For example, Rule 4.1 is the first Case of the fourth Rule.
Important information is in red text. Examples are in blue text and this font.
1.0 Introduction
[1.1] Game Contents
- (40) 5/8" unit counters
- (28) 5/8" round markers
- (20) Mutation Cards
- (1) Player Aid Sheet
- (1) Rulebook
- (2) 8½" x 11" Maps (A & B)
You will need to supply a small number of regular six-sided dice.
[1.2] Dice
When rolling multiple dice, the results are usually not totaled.
Rolling a d3: The rules refer to a d3 roll; this is generated by rolling a standard six-sided die with these outcomes: 1 or 2 = 1, 3 or 4 = 2, and 5 or 6 = 3. A 2d3 roll is the sum of two d3 results.
[1.3] Units
The 40 square counters (hereafter called "units") represent individual Human Space Marines and Alien Xenos. Their icons and values determine each unit's type and abilities. Some units have special abilities that are explained on the back of this rulebook (see Page 8).
A Marine unit counter shows: Marine Rank and Name, Movement, Ranged Attack, Defense Bonus, and Special Ability. A Xeno unit counter shows: Xeno Type, Movement, Melee Attack, and Special Ability.
Marine units (only) have a facing arrow along their left side to facilitate movement and combat functions.
Example: A Xeno Warrior has the Tough special ability, 8 Movement Points, and a Melee Attack Strength of 2. Corporal Zac has the Gunner special ability, 4 Movement Points, a 4 Ranged Attack Strength, and a Defense Bonus of 2.
[1.4] Markers
The round pieces are called "markers" and are used to track assorted game information.
- The Action Point marker tracks the current number of available Action Points.
- The Turn marker tracks the number of turns remaining in the current operation. The turn marker counts down the Turn Track towards 1.
- Grenade markers track the total number Plasma Grenades the Marine units have remaining. They are placed on the map when thrown and removed from play after their attack.
- The Flame markers track Flamethrower bursts. They are placed on the map when the Flamethrower weapon attacks and are removed during the Housekeeping Phase.
- The No Fuel and Jam information markers have reverse sides reminding the Marine Player how to clear that malfunction.
- Units receive Wound markers to track damage, with each showing that unit has sustained 1 Hit. The Marines use Surge markers (on the reverse side) to track a bonus Action Point earned during combat.
- Useful Items can be found on the space station. The Marine Player may acquire equipment markers to gain bonuses during an Operation.
- The Master Control General Function Neuralnet (MCGFN) is an advanced computer used by the Marines during specific Operations.
- The Open Door marker is used a reminder of which (non-Airlock) doors have been opened during a turn. During the Housekeeping Phase, all open doors automatically close and these markers are removed from the map.
[1.5] Mutation Cards
The Xeno Player receives a number of randomly selected cards for each Operation. These are hidden from the Marine Player until used. They alter the game rules to the Xeno's advantage in surprising ways. The instructions on Mutation cards supersede the rules in this rulebook. Each card has a set icon and card number.
[1.6] Maps
Each map represents an area of the space station Hope, now damaged and in disrepair. The squares printed on each map are used to regulate movement. The dot in the center of each square is used to assist in determining the Line of Sight between two squares.
Doors: There are three different types of doors: Normal (light blue), Security (yellow) and Airlocks (red). Marines can open all three doors. Xenos can only open normal doors.
Access Vents: Xenos use Access Vents to infiltrate the space station and "spawn" (are placed on the board) there. Xenos and Marines cannot move into a vent square during an Operation! The die icon in each vent square is used when a random vent is determined.
Adjacency: Unless specifically noted, adjacent includes orthogonal (i.e., at a right angle) and diagonal spaces. Units must have a Line-of-Sight (LOS) to each other to be adjacent (see 8.1).
2.0 Set Up
The players select an Operation (see 12.0 or 13.0) and follow its set up instructions. Those Operation instructions determine the map, initial forces and their starting locations. The Turn marker is placed on the Player Aid Sheet on the listed turn number. The Action Point (AP) marker is placed on the 0 space on the Player Aid Sheet.
The Xeno Player shuffles the Mutation cards and randomly draws the number listed number in the Operations instructions. These cards are hidden from the Marine Player until used. The Xeno Player may discard one or two cards once during set up and draw replacement cards, if desired. The remaining cards are set aside and not used.
The Xeno Player takes the listed number of Egg/Hatchling counters and drops them from at least 10" above the map. These counters are then placed Egg-side up in any square they partially touched (except for Access Vents and Marine set up squares), one counter per square, by the Xeno Player. Counters that fall off the map or cannot be placed are removed from play and set aside.
The Marines then set up. Marine units set up in map squares with the green circles, no more than one per square. The Marine Player determines their exact starting square and facing.
After the Marines are set up, the Xeno Player determines the starting location of her troops. Place no more than one Xeno unit per square (unless directed otherwise by the Operation specific rules). The remaining Xeno units form the Xeno Reinforcement Pool and are available for spawning during play.
Some operations list specific item markers that are placed on their indicated Cache Locations. Item markers not used in this operation are set aside.
The Marine Player takes the three Plasma Grenade markers and places them in a pile next to the map, along with the flame markers and No Fuel marker if the Flamethrower unit is included in the Marine's Squad, and the Jam marker if the Gunner is included.
Place the Open Door and Wound/Surge markers in a pile accessible to both players.
3.0 Sequence of Play
Each Game Turn is divided into seven Phases. Each Phase must be completed in its entirety before proceeding to the next Phase.
- Determine Action Points Phase: The Marine Player generates that turn's allotment of Action Points (4.0).
- Marine Phase: The Marine Player uses those Action Points (APs), one AP at a time, to move and attack with his units (5.0).
- Xeno Phase: The Xeno Player individually activates some, none or all of her Xeno units. The Marine Player may spend unused APs during this Phase to Interrupt Xeno actions (5.7 and 8.3.1).
- Victory Phase: Check to see if the Marines have achieved the Operation's goal; if so, they win. If all of the Marines have been killed and the Marine goal was not been achieved this turn, the Xenos wins.
- Countdown Phase: Decrease the Turn marker by 1. If the marker is moved off Turn 1 (i.e., counted down to 0), the game ends. If the Marines have not achieved their goal by the game's end, the Xenos win.
- Housekeeping Phase: All Open Door, Flame, and unused Surge markers are removed from the map.
- Xeno Spawn Phase: The Xeno Player rolls the required Spawn dice as listed for the current Operation and its Special Rules, then places Xeno pieces on the map accordingly (11.0).
4.0 Action Points
During the Determine Action Points Phase, the Marine Player rolls two dice, takes the higher result, and adds that number to any Bonus Action Points (AP) from the presence of an Officer (Lieutenant) and/or Non-Commissioned Officers (Sergeants) in the Squad (see the Bonus Action Point value on the unit's counter) to determine the total number of APs available this turn and the Action Point marker is placed on that position on the Action Point Track.
[4.1] Doubles Bonus
If both results on the dice are the same (i.e., "doubles" are rolled), add one (+1) AP to that result.
[4.2] Minimum APs
The minimum number of APs received is always equal to the number of Marine units remaining.
Example: During the Determine Action Points Phase, the Marine Player rolls a 2 and 4. The Action Point track is set to the higher result of "4."
Example: During another Determine Action Points Phase, a Marine Sergeant is in play with four other Marine units. The rolls are a 1 and 1. The total AP would normally be 3 (1 for the roll, +1 for the doubles and +1 for the SGT), but the player has five Marine units still alive, so the AP Track is set to "5."
5.0 Marine Actions
The Marine Player uses Action Points (APs) to activate (i.e., "give orders to") individual Marine units during the Marine and Xeno Phases. When the Marine Player is out of APs, Marine units cannot be activated.
APs can be assigned to any Marine unit or units, and in any combination and order the Marine Player desires.
Example: The Marine Player can order one Marine unit, then another, and then give the first Marine unit additional orders, etc.
There is no limit to the number of APs a single Marine unit can receive during a Marine Phase, up to all of that turn's AP allotment.
The AP marker tracks the current number of APs available to the Marine Player. APs unused during the Marine Phase are available to interrupt (5.7) the Xeno Player during that turn's Xeno Phase.
APs not used by the end of the turn are lost; they cannot be saved from turn to turn.
[5.1] Movement
It costs 1 AP to move a Marine unit. The number of Movement Points (MP) available to that Marine unit per AP spent to move it is printed on its counter. A unit's unspent MPs are lost unless another AP is consecutively spent to move that same Marine unit again.
Example: Each AP sent to move a Marine Private gives that Private its full 6 Movement Points (MPs), while the Gunner only receives 4 Movement Points per AP spent to move it (as shown on their respective counters). If the Gunner has 1 MP remaining after opening a door, spending another, consecutive AP to move it again will give the Gunner a total of 5 MPs.
Movement Point Cost Chart
- 1 MP to move one square forward*
- 1 MP to turn its facing (arrow) 90° left or right
- 1 MP to open or close a Normal door*
- 1 MP to pick up or transfer an Item (see 9.1)*
- 2 MP to move one square directly backwards; no rotating*
- 2 MP to sidestep; move sideways left or right, same facing*
- 2 MP to sideslip; move forward (only, not backward) diagonally, same facing*
*Not allowed by a Marine unit adjacent to a non-Egg Xeno (7.3)
[5.2] Open/Close Security Door
Yellow Security Doors cannot be opened or closed with mere Movement Points like Normal Doors. Instead, it costs 1 AP to open or close a yellow Security Door (also see 7.4).
A Marine unit adjacent to a non-Egg Xeno cannot open/close a Security Door or Airlock.
[5.3] Attacking
It costs 1 AP for a Marine to make an Attack (see 8.3 through 8.8). Human units can attack any Xeno within their Line of Sight (LOS) and Facing, including at point-blank range, and can do so repeatedly as long as they have APs to spend.
Uh oh: The Marine Gunner uses a minigun that occasionally jams (see 8.6). The Flamethrower unit can always use its Pistol or flamethrower while it has fuel (see 5.5 for refueling).
[5.4] Spin Attack
It costs 1 AP to turn up to 180° and make an attack against a Xeno (see 8.4).
[5.5] Refuel Flamethrower
It costs 1 AP to refuel the Flamethrower. When refueled, the Marine Player recovers all used Flame markers and they are available for reuse. The Marine Player can refuel at any time, but only once per Operation. Discard the Refuel marker after refueling.
[5.6] Clear Jam
If the Gunner's minigun jams (8.6), it costs 1 AP to clear the jam and remove the Jam marker.
[5.7] Interruption Attacks
APs not spent during the Marine Phase can be spent by the Human Player as "interruption" actions during the Xeno Phase. It costs 1 AP to interrupt with an Attack (8.3.1), Spin Attack (8.4), or Throw Grenade (8.5) and this can be done a maximum of one time per square of Xeno Movement.
After an Interruption Attack, Xeno activations continue right where they left off before being interrupted.
Example: A Xeno Drone is bounding towards a Marine. At a range of 2, the Marine interrupts, but the shot misses. The Marine could interrupt once more if the Xeno moves again. If that shot misses, then the Marine would not be able to interrupt a third time if the Xeno closed in to attack ("all jaws and claws") and was no longer moving.
[5.8] Adrenaline Surge
A Marine unit with a Surge marker on it discards that marker to perform an action costing 1 AP for free (i.e., without spending a regular AP from the AP track). Surge markers are not transferrable and can only be used by the specific Marine unit having it.
A Surge AP can be used to make an Interrupt Attack (5.7).
6.0 Xeno Activations
Xeno units on the map are activated one at a time, in any order the Xeno Player chooses. Unlike Marine units, each Xeno unit can only be activated once per Xeno Phase, and must complete all of its activities before the next Xeno is activated.
Each Xeno unit always moves and then attacks in that order. Once a Xeno unit attacks during the Xeno Phase, its turn is over.
[6.1] Corpse Bursting
At any time during the Xeno Phase, the Xeno Player may remove a human corpse counter and replace it with a Hatchling from the Xeno Reinforcement Pool. New Hatchlings cannot activate that turn.
[6.2] Xeno Movement
Xenos are much faster and more agile than humans. Xenos spend 1 MP to move to an adjacent square orthogonally, and 2 MP to move to an adjacent square diagonally.
Xenos spend 2 MP to open or close a Normal Door.
[6.3] Corpse Eating
A Xeno Drone or Hatchling that moves on to a corpse counter (see 8.11) may be upgraded to a Xeno Special (Warrior or Blaster) by replacing the former counter for the latter and removing the Corpse counter from play. Newly grown Xeno Specials cannot activate that turn.
[6.4] Xeno Drone/Warrior Attacks
Xeno Drones and Warriors are restricted to melee (i.e., teeth and claws) combat. That is, they must be adjacent to the target to attack it. Note that an orthogonal attack has a Range of 1 to the target, and diagonal attack has a Range of 2.
[6.5] Xeno Blasters
Xeno Blasters can perform melee attacks or use an energy beam ranged attack (see 8.10).
[6.6] Egg Burst
At the end of the Xeno Phase, all Eggs with a Line of Sight (9.1) to any Marine unit must activate by flipping them over to their Hatchling side. Newly birthed Hatchlings cannot activate that turn.
7.0 Movement
The following Cases apply to both Marine and Xeno movement:
[7.1] Blocking
Units cannot enter a square occupied by an enemy unit, nor can Marines enter a square with a Xeno Egg.
Units can move through friendly units at no extra MP cost, as long as they have enough MPs to continue moving out of that square.
[7.2] Stacking
At the end of each action or activation, only one unit can occupy a square. Exception: Xenos that are set up stacked on Access Vents according to that Operation's set up Special Rule.
[7.3] Grappling
Marine units adjacent to non-Egg Xenos cannot leave their current square using MPs or open a Security Door or Airlock. Marine units can spend MPs to turn in place, or 1 AP to make a Spin Attack (5.4).
Xeno Eggs do not grapple with Marines, nor do Marine units grapple with Xenos and interfere with movement in this manner.
[7.4] Doors
Normal and Security Doors remain open until the Housekeeping Phase unless deliberately closed (5.2). When opened, place an Open Door marker on the map near that door as a reminder. The number of Open Door markers is not a limit on the number of doors that can be opened simultaneously.
8.0 Combat
To conduct an attack, the attacking unit must be within range of, and have a Line of Sight (LOS) to, the target unit. A roll of the dice determines the result of that attack (high numbers being best).
[8.1] Line of Sight
To trace a Line of Sight (LOS), draw an imaginary line from the center of the attacking unit's square to the center of the target unit's square.
If the line touches a wall, closed door, open door frame, enemy unit's square (they're considered to occupy the entirety of that square, not just where the counter is located within it), or Xeno Eggs' square (for both Marines and Xenos), the LOS is blocked.
LOS is not blocked by items or friendly units.
LOS is checked before an attack is made. Where there is no LOS, no attack can be made nor are APs spent to attack an enemy unit there.
A Marine unit cannot attack squares that are to the side or rear. Every square that is at least one row in front of it (i.e., in the row adjacent to its left-facing/arrowed side) can be targeted.
Example: The Marine SGT has a LOS to, and can target, any of the squares with green Os. This includes the shot through the friendly unit, which does not block LOS, and the shot way off to the right side since a line from the center of the firing square to the center of that one misses both the square with the Xeno Eggs and the corridor wall, so it's a clear shot! The red X squares are either blocked due to LOS (with one on the left just barely touching the corridor wall) or untargetable due to the SGT's facing.
[8.2] Range
An attack's Range equals the fewest number of squares between the attacking unit's square (exclusive) and the target unit's square (inclusive) that are within LOS. Important: Do not count diagonally when determining an attack's Range!
[8.3] Combat Dice and Attacks in General
Marines and Xenos attack in the same basic manner:
A unit rolls a number of dice equal to its printed Attack value.
The target's Defense Value equals the range to the target plus the Defense Bonus of the target (if any).
Each modified die result greater than (>) the target's Defense Value is a Hit; each result less than or equal to (≤) the Defense Value is a miss.
Example: Private Bates cannot attack the Blaster since Bates cannot trace a LOS to it due to his facing. Neither can Bates trace a LOS to the Warrior or the Drone.
Bates could spend 1 AP to make a Spin Attack (5.4) against the Blaster, but would then only roll one d6 (his Ranged Attack value of 2 minus 1 for the Spin Attack action; 8.4) and would need a 3+ to Hit (i.e. to exceed the range of 2; 1 + 1 for the Spin Attack; 8.4).
SGT Fox can shoot the Drone (range 1) or Warrior (range 2), but not the Blaster (LOS blocked by the Drone). Spending 1 AP, SGT Fox targets the Warrior. Its Defense Value equal the range of the attack (2), plus the Defense Bonus of the Warrior (which is none), for a total of 2.
The Marine Player rolls three d6 dice (SGT Fox's Ranged Attack value) and the results are 1 2 3. The single 3 is greater than the Warrior's Defense Value of 2, so the Warrior receives one Wound and a Wound marker is placed on that Warrior unit. The Marine Player could spend another AP and attack it again, but decides not to do so.
During the Xeno Phase, the wounded Warrior attacks SGT Fox and rolls two d6 dice (its Melee Attack value), needing a 6 to Hit because the Sergeant's Defense Value is 5 (a range of 2 + his Defense Bonus of 3). Because the Drone is one space closer to SGT Fox, it would only need a 5+ to Hit.
[8.3.1] Marine Interrupt Attacks
Interrupt attacks during the Xeno Phase are more difficult to pull off. A Marine unit rolls one less (-1) die when making an Interrupt attack.
[8.3.2] Adrenaline Surge
If a Marine unit's attack rolls an unmodified 6 and a target is killed in that attack, place a Surge marker on the attacking unit. A Marine unit can only have one Surge marker on it at a time. Surge markers can't be saved between turns or transferred between Marines.
[8.3.3] Xeno Rush
If a Xeno unit's attack rolls an unmodified 6 which kills its target, during the upcoming Xeno Spawn Phase, the Xeno Player may spawn an additional Xeno Special unit (Blaster or Warrior) of her choice. The Xeno Player can only receive one such Xeno "Rush" unit per turn.
[8.3.4] Marine Counterattack
If a Xeno unit conducts a Melee attack (8.9) to the front or side (i.e., not one of the three rear squares) of the targeted Marine unit and rolls an unmodified 1, that Xeno is automatically counterattacked and suffers one Hit. Attack rolls of 1 made to the back of the targeted Marine unit automatically miss, but cause no counterattack.
[8.4] Spin Attack
A Spin Attack (5.4) allows a Marine unit to turn up to 180° and attack. Spin attacks are made with a +1 range penalty (e.g., a range of 2 is considered a range of 3 for a Spin Attack). An Interrupt Spin Attack is also reduced by one (-1) combat die (as per 8.3.1).
[8.5] Plasma Grenade Attacks
Each Plasma Grenade is a single-use, "area effect" weapon (i.e., they attack multiple squares). Grenades are not Items (9.0) carried by specific Marine units, but are kept in a pool of available grenades. As long as a Grenade counter is available in that pool, the Marine Player can place it in any square within LOS of any Marine unit.
Restrictions: Plasma Grenades have an unlimited range. When "tossing" (placing in play) a Grenade, the LOS traced ignores enemy units. You can "lob" grenades behind them.
Procedure: The "blast radius" consists of the square where the grenade itself was placed, plus all eight adjacent squares, but never extends through walls or closed doors. Apply damage as follows:
Damage: First, destroy all Eggs and Corpses in the blast radius (Items are unaffected). Then roll two dice for every other unit in the blast radius (Xeno and Marine). They receive one Hit for each result of 3+ in the target square; on a 4+ in orthogonally adjacent squares; and on a 5+ in diagonally adjacent squares (see illustration). Important: A unit's Defense Bonus is not applied against Grenade attacks!
After a Grenade attack, that Grenade marker is out of the game.
[8.6] Minigun Attacks
The Gunner rolls four dice.
Jams: If three or more dice have the same result, the Gunner's minigun "jams" after that attack. Place the Jam marker on the Gunner. The Gunner can only attack with Plasma Grenades (8.5) until the Jam marker is removed (5.6).
[8.7] Flamethrower Attacks
The Flamethrower Marine unit attacks by placing one Flame marker in one of the three squares directly to its front.
Spraying: The Marine Player can then place another Flame marker adjacent to the first, and then a third Flame marker adjacent to the second (unless he has no more available Flame markers). These Flame markers can only be placed in unblocked map squares, excluding that of the Flamethrower Marine unit itself (suicide is not an option). A maximum of three Flame markers can be placed per Flamethrower attack.
Effect: In each square with a Flame marker, destroy all Eggs and Corpses (Items are unaffected). Then roll one die for any other unit in that enflamed square. On a roll of 2 + Defense Bonus or higher, that unit receives one Hit.
Flame markers linger on the map until they are removed during the Housekeeping Phase (3.0, #6). Any Xeno or Marine unit that enters an enflamed square is immediately attacked (as above). Units moving through multiple enflamed squares are attacked once in each enflamed square entered.
Not So Hot: Removed Flame markers are set aside and are not available for use again until the flamethrower is refueled (which can only occur once per Operation, see 5.5). When there are no Flame markers available, the flamethrower cannot be fired. Instead, the Flamethrower-equipped Marine unit can only attack with its Pistol (i.e., with one die).
[8.8] Attacking Eggs
Eggs can be attacked before the Hatchling bursts out (6.6). It takes two Hits in a single attack to eliminate an Egg counter. Flame markers and Plasma Grenades automatically eliminate Egg counters.
[8.9] Xeno Melee Attacks
Xeno units perform normal Melee attacks upon adjacent Marine units (orthogonally is Range 1, and diagonally is Range 2) as per 8.3.
[8.10] Xeno Ranged Attacks
In addition to Melee attacks, Xeno Blasters can make Ranged attacks. Blasters have the Sniper special ability, allowing them to ignore the Range and Defensive Bonuses of the target and always Hit on a roll of 5 or 6.
[8.11] Death
In Forlorn: Hope, all Marine units are slain by a single Hit (unless designated as Heroic by an Operation's Special Rules). Xeno Drones and Blasters are also slain with one Hit, while Xeno Warriors are Tough and can sustain two Hits; mark their first Hit (or "Wound") with a Wound marker. A unit suffers no adverse effects while wounded.
Slain Marine units are flipped over to their corpse side in the square in which they fall. If there are any unused Grenades remaining when a Marine is killed, roll a die. On a result of 6, discard one Plasma Grenade.
Slain Xenos are placed back into the Xeno Reinforcement Pool and can be respawned any number of times during the game.
9.0 Items
Marines can loot equipment and carry mission-critical items. Items are never affected by attacks, do not affect stacking, nor block movement or Line of Sight.
[9.1] Grabbing Items
A Marine unit in the same square with one or more Items can spend 1 MP to pick up one Item and carry it.
Carrying Capacity: Each Marine can carry no more than two Items. Xenos cannot carry or use Items. Placed each carried Item marker on top of the Marine counter that is carrying it.
Dropping Items: A Marine unit can freely drop an Item at any time, and automatically does so when killed.
Transferring Items: It costs 1 MP to transfer Items between two adjacent Marine units. The MP cost can be paid by either Marine.
[9.2] Equipment Use
Equipment (i.e., an Item) is either always on / working (e.g., Body Armor) or has a one-time use only (e.g., a Medical Kit). When a Marine is killed, any Item(s) carried by that Marine unit remain is the square where that Marine fell and it ceases to function until picked up by another Marine unit.
10.0 Mutation Cards
The Xeno Player may play any number of Mutation cards at any time, unless the timing is specifically stated on the card. Card play cannot "roll back time," but it can be used to interrupt the Marine Player's movements, attacks and other actions. Such actions declared by the Marine Player but interrupted by the Xeno card play must be completed after that Mutation Card's effect occurs.
When played, follow the instructions on the card and, when that card's effect is over, remove it from the game.
Some cards allow the Xeno Player to discard one additional card for an improved or additional effect. That discarded card is removed from the game instead of performing its printed effect.
11.0 Spawning Xenos
During the Xeno Spawn Phase, the Xeno Player rolls dice according to the Operation's Xeno Spawn Rate. Newly spawned Xenos are taken from the Xeno Reinforcement Pool and placed on unblocked Access Vents, one Xeno per vent, as the Xeno Player desires.
If all Access Vents are occupied and thereby blocked, the Marine Player places the remaining Xenos in empty squares adjacent to the Access Vents of the Marine Player's choosing (if any are available).
If not enough Xenos are available in the Pool, the rest are lost.
12.0 Operations ("Ops")
Operation's Special Rules take precedence over all other Rules. Set up is performed as per Rule 2.0. For play balance, use the "Trainee" mission modifications to favor the Marine Player or the "Veteran" mission modifications to favor the Xeno Player.
Operation 01: Boarding Party
"Alright Marines, listen up! The El-Tee wants to retrieve the logs of the Hope. We're docking directly with the Command deck. You will enter the command room and return with the MCGFN. If you encounter hostile BEMs, use instant and overwhelming lethal force. Are we clear? All Right...let's move out!"
- Map: A (Command Deck)
- Number of Turns: 7
- Equipment: Medical Kit
- Xeno Mutation Cards: 3
- Xeno Eggs: 4
- Marine Forces: SGT, Gunner, 3 Privates
- Xeno Forces: 2 Drones in Room A; 2 Drones on random Access Vents (roll after Marine set up)
- Xeno Spawn Rate: 1d3+1 Drones
- Marine Goal: Retrieve the MCGFN from A, then the Marine carrying the MCGFN must exit through any Airlock (red door).
Special Rules:
- Place the MCGFN on A during set up. It costs 1 AP to unplug the MCGFN from the computer system and pick it up the first time. If the Marine carrying the MCGFN is killed, it will drop to the ground in that square. It costs 1 MP to pick the MCGFN up from the ground.
- If the Xenos only spawn 2 Drones, the Xeno Player also spawns 1 Warrior on a random Access Vent that turn.
- It costs 2 AP to exit via an adjacent Airlock (which closes instantly and so does not receive an Open Door marker). Marines that exit via an Airlock are removed from the game. Xenos cannot use Airlocks.
Trainee: Special Rule #2 does not apply.
Veteran: Start with no Plasma Grenades. "Who forgot the grenades!?"
Operation 02: JABO
"The El-Tee has reviewed the tapes. First, the bad news; there are no survivors. The worse news is that we gotta go kill us some big aliens. Movement sensors and cameras have located two Very Important Aliens. We need to investigate and terminate. Move out!"
- Map: B (Engineering Sublevel)
- Number of Turns: 6
- Equipment: Bio-Scanner; Body Armor
- Xeno Mutation Cards: 4
- Xeno Eggs: 8
- Marine Forces: SGT, Flamethrower, 3 Privates
- Xeno Forces: 1 Drone on each Access Vent (except #6), 1 Warrior at A, 1 Warrior at B, 3 Drones placed anywhere else on the map at least 4 squares from the Marine set up area
- Xeno Spawn Rate: 1d3+1 Drones
- Marine Goal: No Xenos in rooms A & B.
Special Rules:
- Once per game, the Marine Player may re-roll both AP dice.
- Once per game, the Xeno Player may re-roll both spawn dice.
- During set up, place a Sealed Door marker on Access Vent #6. This vent is blocked for the duration of this Operation.
- The Xeno Player cannot spawn Warriors by any method (including Mutation Cards, Corpse Eating, or bonus spawn rolls of an unmodified 6).
Trainee: Add 2 additional Privates to the Marine forces.
Veteran: Change the Xeno spawn rate to 1d6+1 Drones per turn. The Xeno Player may spawn 1 Blaster instead of 2 Drones once per Xeno Spawn Phase.
Operation 03: Full Court Press
"We need to tickle the station computers in preparation for our departure, so the El-Tee needs time to bypass station security. We're going to give him all the time in the world, people, so let's go!"
- Map: B (Engineering Sublevel)
- Number of Turns: 9
- Equipment: Maintenance Bot; Medical Kit
- Xeno Mutation Cards: 4
- Xeno Eggs: 6
- Marine Forces: LT (w/ MCGFN), 2 SGTs, Gunner, 4 Privates
- Xeno Forces: 3 Drones & 3 Warriors placed on the map at least 4 squares from Marine set up
- Xeno Spawn Rate: 1 Warrior and 1d3 Drones
- Marine Goal: Deliver the MCGFN to C and then spend a total of 3 APs to activate it, at a maximum rate of no more than 1 AP per turn.
Special Rules:
- On Turn 4, the Xeno Player spawns 2 Blasters to random Access Vents before placing the normally spawned units. Roll two dice and place the Blasters on the Access Vents that match the results. If that Access Vent is blocked, the Blaster is not spawned.
- Warriors do not respawn in this Operation and are not placed back in the Xeno Reinforcement Pool when slain.
Trainee: Special rule #1 does not apply. The LT and SGTs are Heroic; it takes 2 Hits to kill a Hero.
Veteran: Number of Turns is 8. The Marines start with only 1 Plasma Grenade marker.
Operation 04: Fighting Retreat
"Marines, we are leaving! The magic bus is pulling out of the station and we're not waiting for sluggards. C'mon! Go! Go! Go!"
- Map: A (Command Deck)
- Number of Turns: 9
- Equipment: Body Armor; Medical Kit
- Xeno Mutation Cards: 5
- Xeno Eggs: 4
- Marine Forces: LT, SGT, Gunner, 5 Privates
- Xeno Forces: None (see special rule #2)
- Xeno Spawn Rate: 1 Special Trooper (Warrior or Blaster) and d3+2 Drones (see Special Rule #2)
- Marine Goal: At least three Marines exit the map through the airlock (red door) marked B.
Special Rules:
- During set-up, the Marine Player chooses an Access Vent to block by placing the Maintenance Bot on it.
- At the end of the first turn, the Xeno Player spawns 10 Drones (2 at each open Access Vent) instead of the normal Xeno spawn rate.
- At the beginning of Turn 4, a SGT, Flamethrower and up to two Privates, if counters are available due to previous casualties, are placed in the Marine set up area. If a Marine is placed into a set up square (with a green circle), any Xeno unit in that square is displaced to the closest empty square (of the Xeno Player's choice).
- The LT and SGTs are Heroic; it takes 2 Hits to kill a Hero.
- It costs 2 AP to exit via an adjacent Airlock (which closes instantly and so does not receive an Open Door marker). Marines that exit via an Airlock are removed from the game. Xenos cannot use Airlocks.
Trainee: Number of Turns is 10 and the Xeno Player can spawn special troopers (Blasters & Warriors) on even-numbered turns only.
Veteran: Number of Turns is 8. The Xeno Player may spawn a Warrior and a Blaster each turn in addition to the d3+2 Drones.
13.0 Solitaire Operations
In Solitaire Operations, the player controls the Marine units. The Xenos are controlled by the following Cases:
[13.1] Xeno Mutation Cards
Solitaire Ops do not use cards.
[13.2] Solitaire Xeno Activations
In any order the player chooses, every Xeno Hatchling, Drone and Warrior must move towards the closest Marine (as determined by a count of Movement Points required to reach that Marine) and then makes a melee attack if adjacent to a Marine. If there are multiple Marines within LOS and at the same distance, one of them is selected at random. If there are multiple Xenos starting in the same square, move the Xeno on the top of the stack first.
Xeno Blasters will move towards the closest Marine and fire a ranged attack as soon as they achieve a LOS to that Marine unit.
Xenos cannot enter squares containing a Flame marker nor do they count enflamed squares when determining the closest Marine. When in an enflamed square, that Xeno must try to move the shortest distance to an empty square (not counting Items). If there is more than one such square, it moves towards the one that is closest to a Marine. If necessary, randomly determine between tied squares.
[13.3] Solitaire Xeno Spawns
Instead of rolling for a number of Xenos to spawn during this Phase, roll a number of dice equal to the listed number and spawn one unit of that type at the Access Vent corresponding to each die roll result. Multiple spawns at the same Access Vent stack (an exception to 7.2).
Example: "6d Drones" means roll six dice. A roll of 1 1 3 4 5 5 means that two Drones will be spawned (i.e., stacked) on Access Vents 1 and 5, and one Drone will be spawned on Access Vents 3 and 4. No spawns occur at vents 2 and 6.
Solo Operation A: Texas Hold'em
"Gather around, Grunts! The game has gone south and it's time to cut cards with the Devil. We've been ordered to take and hold the main command room so our Fearless Leaders can attempt to salvage the situation. We expect the Xenos are going to rush our position. Our mission is to do is hold 'em back. Move out!"
- Map: A (Command Deck)
- Number of Turns: 6
- Equipment: Body Armor; Bio-Scanner and Medical Kit
- Xeno Eggs: 0
- Marine Forces: LT, 2 SGTs, Gunner, Flamethrower, 2 Privates (see Special Rule #1)
- Xeno Forces: No starting forces
- Xeno Spawn Rate: 4d Drones; 2d Warriors
- Marine Goal: Score 25 Victory Points (see Special Rule #2)
Special Rules:
- Marines start adjacent to A.
- You score 1 Victory Point (VP) each turn the LT survives. You also score 1 VP for each Marine (including the LT) on or adjacent to square A at the end of each turn.
- Warriors do not respawn in this Operation and are not placed back in the Xeno Reinforcement Pool when slain.
Trainee: The Xeno spawn rate is 3d Drones and 1d Warrior.
Veteran: Remove 1 Private plus either the Flamethrower or the Gunner (Marine Player's choice). The Marines start with only 1 Plasma Grenade.
Solo Operation B: Going Our Way
"We've got some Marines trapped by the Xenos, so we need to perform a little rescue mission. Don't mind your manners, people; let's take down some of the nastier Xenos while we're there. C'mon cavalry, we're riding to the rescue."
- Map: B (Engineering Sublevel)
- Number of Turns: 10
- Equipment: Medical Kit; Body Armor
- Xeno Eggs: 10
- Marine Forces: 2 SGTs, 3 Privates (see special rule #1)
- Xeno Forces: 1 Drone on each Access Vent
- Xeno Spawn Rate: 4d Drones; 1d Warrior; 1d Blaster
- Marine Goal: Score 30 Victory Points (see Special Rule #2)
Special Rules:
- The LT, Flamethrower, Gunner, and 1 Private are divided between rooms A and B (two Marines in each room, Marine Player's choice). Place a Sealed Door marker on the security doors leading to rooms A and B. It costs 1 AP, spent by a Marine unit adjacent to the Door on the outside of the room, to remove the Sealed Door marker. This also opens that Security Door.
- You score Victory Points (VPs) as follows: 4 VPs for each SGT/Private, and 8 VPs for each LT/Gunner/Flamethrower when that Marine unit exits through the Airlock at C. You score 1 VP for each Warrior, Blaster and Egg killed. Drones and Hatchlings are 0 VPs.
- During Set Up, place the Maintenance Bot on a random Access Vent. Spawns on the blocked Access Vent are rerolled.
- The SGTs are both Heroic; it takes 2 Hits to kill a Hero.
- Starting on Turn 4, the Xeno Spawn Rate increases to: 6d Drones, 2d Warriors, and 2d Blasters.
- It costs 2 AP to exit via an adjacent Airlock (which closes instantly and so does not receive an Open Door marker). Marines that exit via an Airlock are removed from the game. Xenos cannot use Airlocks.
Trainee: The LT, Gunner and Flamethrower are also Heroic.
Veteran: Special Rule #5 takes effect starting on Turn 6. The Marines start with only 1 Plasma Grenade.
Equipment List
- Bio-Scanner: Increases the number of APs by 2 during the Determine Action Points Phase.
- Body Armor: Adds +1 to the Defensive Bonus of the Marine carrying the armor.
- Maintenance Bot: From any location and at any point during the Marine Phase at a cost of 1 AP, the Marine Player places this item on an Access Vent. The Xeno cannot spawn at that Vent for the remainder of the Operation. The Maintenance Bot cannot be moved once placed.
- Medical Kit: The Marine carrying the Med Kit ignores the first Hit. Discard after use.
Special Abilities
- Flamethrower: Start each Operation with 5 Flame markers. The flamethrower can make an attack for 1 AP (8.7). Place 1-3 Flame markers in continuous spaces. Each target is Hit on a roll of 2+ Defense Bonus.
- Gunner: The gunner rolls 4 dice (8.6). If three or more of the dice have the same result (triples or quadruples), the gun jams after that attack.
- Leadership: Troops on the map with a Leadership special ability add the listed number of Action Points during each Determine Action Points Phase.
- Sniper: Snipers always Hit a target within LOS on a roll of 5 or 6, regardless of the Range or the target's Defense Bonus.
- Tough: A unit with this special ability is only wounded on the first Hit and slain on the second Hit. There are no detrimental effects while wounded.
Marine Units
- Lieutenant (LT): Lieutenant Smith is a graduate of the Mars-Deimos USMC Officer Candidates School. He excels at Combat Information Management and is armed with a 12mm pistol.
- Sergeant (SGT): Sergeant Fox is a 10-year veteran of SEALS (Sea-AirLand-Space) Team 42, where he acquired heightened reflexes and sub-dermal armor implants. He is a 15-year veteran of the Marine Corp and is armed with two 14mm Scimitar fléchette pistols.
- Sergeant (SGT): Sergeant Krauss is a senior NCO drill instructor formerly from Camp Lejeune, Terra. She has the standard Marine NCO upgrades, incredible grit, and is a distinguished expert with 12mm pistols.
- Corporal (CPL): Cpl. Berns has extensively trained in demolition and incendiary usage. He carries a personal sidearm for self-defense, but his main weapon is the M7A3 Plasma Combustion Flamethrower.
- Corporal (CPL): Cpl. Zac carries the Squad's other heavy weapon, a 3mm Vulcan mini-gun (nicknamed "Zeus" since it looks like lightning when fired). His wry sense of humor never fails him, even in a brutal fight.
- Private (PVT): The standard Marine Private is issued the M38A1 .290 autorifle, with a 10ga. shotgun attachment slung under the barrel. The rifle fires light-weight, caseless ammunition, making it easy for a Marine to carry hundreds of rounds into combat.
Xeno Units
- Hatchling: Xeno Hatchlings are the smallest hostile aliens encountered to date. They are hatched from Eggs or burst from corpses fully capable of killing an adult human. Without another source of food, Hatchlings have been known to attack each other.
- Drone: Xeno Drones are the most common Xenos encountered. They are quadrupeds, and have two sharp claws. The Drone fangs are not fully formed, but are still larger than a mature Great White Shark.
- Warrior: Xeno Warriors are Drones that survived adolescence and a violent molting stage that drastically increases that Xeno's size and weight. Warriors have hardened carapaces, larger and sharper (almost razor-like) claws, and fully-formed jaws lined with giant fangs. Warriors are extremely aggressive.
- Blaster: Xeno Blasters are the most recent type of Xeno discovered and are nicknamed "BEMs" or Bud-Eyed Monsters. Their internal organs include a specialized sac that generates and stores a viscous liquid that can be converted to energy. Their eye-stalk can focus and direct this energy beam into concentrated pulses with deadly accuracy and effect. Blasters are mutated Drones, and so far have only appeared in small numbers.
The above are the known Xeno forms. Other Xeno types have been rumored, however...