Level 7 [Escape]: Lockdown
Level 7 [Escape]: Lockdown Rulebook
Table of Contents
Table of Contents
- Components
- New Core Rules and Components
- New Tile Features
- New Enemies
- Scenario 9 (LEVEL 1): There Must Be Another Way Out
- Scenario 10 (LEVEL 4): Another Way Out
- Scenario 11 (LEVEL 4 & 5): Into the Mouth of Hell
- Scenario 12 (LEVEL 6): The Noose Tightens
- Scenario 13 (LEVEL 5): Desperate Times, Desperate Measures
Components
- 14 Map Tiles
- 12 Event Cards
- 6 Skill Cards
- 12 Item Cards
- 16 Adrenaline Cards
- 5 Terror Tokens
- 11 Power Tokens
- 2 Locked Door Markers
- 2 Barricade Markers
- 2 Supply Cache Markers
- 4 Gas Cloud Markers
- 2 Fire Extinguisher Cloud Markers
- 2 Accessed Control Panel Markers
- 2 Blaster Hybrids
- 8 Warrior Clones (numbered)
New Core Rules and Components
The Lockdown expansion includes a number of new rules that add to those presented in the LEVEL 7 [ESCAPE] rules.
The components in this expansion have been designed to be usable for any LEVEL 7 [ESCAPE] scenario, including scenarios 1–7 in the core game and scenario 8 in No Quarter magazine issue 44. When playing one of those scenarios, you can choose which Lockdown components you would like to add to the game. For example, you may choose to add only the new adrenaline cards when playing scenario 1.
You can make scenarios 4 and 6 more difficult by using blaster hybrids instead of the standard hybrids.
When playing scenarios 9–14, use all the new components. Shuffle the new item, skill, adrenaline, and event cards into the appropriate decks, and mix the new tiles with the existing tiles. All the cards and tiles in the expansion are marked with the Lockdown icon so they can be easily distinguished from core game components. Some markers and tokens in this expansion are related to new events, such as barricades and gas clouds, while others like terror are used with the new rules presented here.
The new enemies and how they are used are described within.
Barricade Markers
When you place a barricade marker on a door, place the full-strength side face-up. The first time the barricade is damaged, flip the marker over to the battered side. The next time that barricade is damaged, remove it from the map.
Players and enemies cannot move through a door with a barricade marker, though enemies treat it as a legal path when moving. To damage or destroy a barricade, a player attacks it as a 3 Strength challenge. An enemy that would move through a barricade attacks it instead and must roll three or more Strength icons for the barricade to be damaged. If there are additional enemies of its type on the tile, each adds a die to the attack roll and counts as having activated that turn.
Clouds
Lockdown includes both gas clouds and fire extinguisher clouds. A target on a tile with a cloud marker gains +1 Toughness when attacked.
If you move onto a tile with a gas cloud discard an adrenaline card.
Falling Down
This expansion adds the possibility for players to fall down. You can choose to fall down at any time during your turn, and some event cards can cause you to fall down.
If you fall down, lay your character marker down on the tile. A downed player gains +1 Toughness when attacked by a ranged attack and cannot move until he spends one move to stand back up.
Ranged Attacks
This expansion introduces the ability for some players and enemies to perform ranged attacks. A ranged attack may target something on the tile with the attacker or on an adjacent tile. For the purposes of ranged attacks, tiles separated by a locked door or barricade marker are not adjacent.
A gun allows you to perform an attack challenge against any valid target on an adjacent tile.
An enemy that can make a ranged attack will first choose a target on its own tile as described in the core rulebook. If there is no target on its tile, it will choose a target on an adjacent tile to attack. Only if there are no possible targets on its own tile or an adjacent tile will it then move toward a target.
Example 1: Leo has the highest fear of any player and is adjacent to a blaster hybrid. The blaster attacks Leo instead of moving onto his tile.
Example 2: Leo has 6 fear and is two tiles away from a blaster hybrid. Cody and Brent are both on a tile adjacent to the blaster; Cody has 3 fear and Brent has 2 fear. The blaster attacks Cody because he has the highest fear of any target within its attack range.
Supply Cache
When you are on a tile with a supply cache marker you can perform a search challenge action. A search is a 4 Intelligence challenge. If you are successful, draw an item card. If you fail the challenge by 2 or more, remove the marker from the tile.
Terror
Any time your fear would be forced to go above 8, you gain 1 point of terror for every point of fear that you would gain over 8. You cannot gain terror to play an adrenaline card. When you gain your first point of terror, place a terror token on the 1 at the bottom of your fear track. Every point of terror you gain after the first raises your terror token by 1, but you can still gain and lose fear normally.
Your fear token cannot go below the terror token. The terror token can be lowered only by discarding adrenaline cards, at a cost of two cards per 1 point dropped. If the terror token is lowered while on 1 fear, remove it from the fear track.
As long as you have a terror token, you have +1 Strength and –1 Intelligence.
If your terror ever reaches 8, you have a heart attack. You immediately lose and leave the game.
Aliens treat every 1 point of terror as 2 points of fear. For example, Leo's fear marker is on 5 and his terror marker is on 3. Since every 1 terror counts as 2 fear, Leo's total fear is 11.
When you return from the Infirmary after being knocked out, set your fear to 4 or to the level of your terror, whichever is higher.
New Tile Features
LEVEL 7 [ESCAPE]: Lockdown includes fourteen new tiles, some of which introduce new elements to the game.
Enemy Generator Tiles
The Lair and the Strong Point have enemy generators printed on them. This guard post and clone nest follow all the rules presented in the core rulebook.
Multi-Event Tiles
Six tiles in this expansion include two different event icons each. When resolving an event triggered by exploring one of these tiles, follow the instructions of the first matching event on the card, and then follow the instructions for the second matching event on the card.
War Zones
Two tiles in this expansion introduce a new war zone enemy spawning icon. This icon counts as both a security and a fear icon, but only when spawning enemies. During your spawn step, if a war zone tile is the closest security or fear tile to you, two of the matching enemy are spawned on that tile.
Example: Cody draws an event card with a guard spawn icon. He is on a fear tile adjacent to a war zone tile, and there is a security tile two moves away. Since the war zone icon counts as a security icon when spawning, Cody spawns two guards there. If he had drawn a clone spawning card, he would have spawned one clone on his own tile since it would be the closest fear icon to him.
New Enemies
Dr. Cronos has armed some of his clones with weapons and awakened other hybrid creatures to fight back the inevitable response from the United States government. The two new kinds of aliens in LEVEL 7 [ESCAPE]: Lockdown are warrior clones and blaster hybrids.
To distinguish the aliens in the LEVEL 7 [ESCAPE] base game from the new ones in this expansion, this book refers to clones from the base game as "rogue clones" and to hybrids from the base game as "fear hunters."
Warrior Clones
In addition to all the clone rules in the core rulebook, warrior clones have the ability to make ranged attacks.
Using Warriors
The warrior clones in this expansion are for using in addition to the rogue clones in the original game rather than for replacing them. Each scenario lists how many of each clone type to place in the reserves. When spawning or activating a clone, first use the rogue clones, then the warrior clones.
Warrior clones can be added to the reserves in scenarios 1 through 8 using the following chart.
| Scenario | Rogues | Warriors |
|---|---|---|
| 1 | 1–5 | 1 |
| 2 | 1–4 | 1–2 |
| 3 | 1–4 | 1–2 |
| 4 | 1–4 | 1–2 |
| 5 | 1–8 | 1–2 |
| 6 | 1–8 | 1–2 |
| 7 | 1–6 | 1–4 |
| 8 | 1–2 | 1–4 |
Blaster Hybrids
Blaster hybrids have the ability to make ranged attacks.
The scenarios that use blaster hybrids explain how they are spawned.
Blaster hybrids activate at the end of every enemy activation step, after fear hunters. After you have resolved the activation icons at the bottom of an event card, roll a die to activate the blaster hybrids. (In scenarios that use fear hunters and blaster hybrids, roll a separate die for each of the two activations.) When an Intelligence icon is rolled, add a power token to the lockdown pool for each blaster hybrid in play. The color of the face-up side of the token indicates which blaster hybrid it belongs to. Each blaster hybrid can have a maximum of five power tokens. For each other icon rolled, the blaster hybrid matching that icon activates as many times as the icon was rolled. When both blaster hybrids activate, the one with the Strength icon activates first, followed by the one with the Speed icon.
When a blaster hybrid attacks, it rolls an additional die for each power token it has in the lockdown pool. Compare the number of Strength icons in the attack roll with the target's Toughness stat. After the attack roll, remove all of that blaster's tokens from the lockdown pool.
Locked Doors
Blaster hybrids can use locked doors as legal connections just as other hybrids can, but unlocking a door costs them a power token from the lockdown pool in addition to a move.
Dr. Cronos
While not technically a new enemy, Dr. Cronos appears in every scenario in this expansion with significantly different rules than in the core game. Each Lockdown scenario explains its specific rules for using Dr. Cronos, but some common rules always apply.
- Players cannot attack Dr. Cronos.
- Dr. Cronos has 0 threat and cannot gain threat.
- Guards that activate on the same tile as Dr. Cronos are returned to the reserves.
- Dr. Cronos cannot move off a tile that has guards. He first spends one move to return those guards to the reserves, at a cost of one move per guard returned, until there are no guards on his tile. He can use any remaining moves as normal.
- If Dr. Cronos would move through a locked door, he spends one move to remove the locked door marker.
- If Dr. Cronos would move through a barricaded door, he spends one move to damage the barricade until it is destroyed.
- Dr. Cronos will not leave a tile with a player on it.
- At the end of every turn Dr. Cronos is in play, all players on his tile lose 1 vitality.
Scenario 9 (LEVEL 1): There Must Be Another Way Out
Objective
You've got to get the generators back online to power the computers in Central Command. Once they are powered you can access them to use the elevator and possibly find another way to escape.
Rules and Setup
Place the Security Lift tile in the center of the table with Corridor 101-A connected to one side and Squad Bay A connected to the other. Place a locked door marker on both the Security Lift's doors. Place players on Corridor 101-A and Squad Bay A, dividing them as equally as possible.
Set aside the tiles for Central Command and Sector Generators 1–4. Shuffle the remaining tiles and separate them into four stacks of six tiles each, creating a fifth stack with the leftover tiles. Shuffle one generator tile into each of the stacks with six tiles and give a stack to each player. Before you find your generator, first draw from your own stack of tiles when exploring. If all the players' stacks are empty, draw tiles from the fifth stack.
Each player starts with a flashlight card.
Fewer Than Four Players?
When playing this scenario with fewer than four players, give each player a stack of six tiles with a generator shuffled into it. Shuffle the remaining generators and the Central Command tile to form an objective stack. When you successfully peek, draw a tile from the objective stack. Players can attempt to access Central Command while at least two generators are running.
When playing this scenario in the single-player version of the game, place Dr. Cronos two moves from Central Command.
Each player starts with 5 vitality and 1 threat. If you end a turn on a tile with two other players, you gain 1 threat.
Stats
- Guards: Reserves 6; Secure Number 2
- Clones: Reserves 10 (Rogues 1–6, Warriors 1–4); Pack Limit 2
- Tokens/Markers: Threat, Accessed
- Threat Pool: 24
- Lockdown Pool: There is no lockdown pool in this scenario.
Guards vs. Aliens
Guards start the scenario with 4 fear. Clones start the scenario with 4 threat.
Additional Rules
This scenario uses the Alien Zone rule and the rules for peeking.
More on Peeking
A player who finds a generator can continue drawing tiles from his stack when exploring, or he can draw from another player's stack. If he draws from his own stack, he uses the peeking rules as if he had drawn all the tiles in Stack A. After he has drawn the last tile in his stack, he can draw from any stack using the peeking rules as if he had drawn all the tiles in Stack B.
When you successfully peek, place Central Command so that it connects to your tile.
Gameplay
The Security Lift doors cannot be unlocked as normal by players or enemies. You can remove its locked door markers only by accessing Central Command.
If you fail a combat, bull rush, or outwit challenge, return a flashlight you are carrying to the box.
Restarting a generator is a 4 Intelligence challenge. When a generator has been restarted, place an accessed control panel marker on the tile to signify that it is running. Add 1 to the guard reserves for each accessed control panel marker in play. Guards consider running generators to be targets with 4 threat. When a guard activates on a generator tile with an accessed control panel marker, the only action the guard takes is to remove the marker.
At the end of the first turn while at least one generator is running, one guard spawns on each security tile and each guard post, starting with the one closest to the Security Lift.
While at least three generators are running, you can attempt to access Central Command as a 4 Intelligence challenge action. When Central Command is successfully accessed, lockdown starts. Place an accessed control panel marker on Central Command, remove the locked door markers on the Security Lift, and place Dr. Cronos adjacent to Central Command.
Lockdown
Guards no longer consider generators as targets, but they do consider Central Command a target with 6 threat while there is an accessed control panel marker on it.
When a guard activates on Central Command and there is an accessed control panel marker on it, the only action the guard takes is to remove the marker.
If the accessed control panel marker is removed from Central Command, replace the locked door markers on the Security Lift.
Dr. Cronos
At the end of each player's trigger events step during lockdown, Dr. Cronos activates. Roll two dice and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player on it, he stops moving.
Escape
Players who reach the Security Lift escape and are removed from play. Add a die to Dr. Cronos' activation rolls for every player who escapes.
Easy Mode
Each player has a stack of five tiles plus a generator. Place Dr. Cronos within two moves of Central Command.
Hard Mode
Players do not start the game with a flashlight.
Every tile is considered to have a darkness marker unless at least two generators are running.
Scenario 10 (LEVEL 4): Another Way Out
Objective
Destroy the lab samples to draw the clones out of the vents. When enough clones are out, then you can go into the vents—and hopefully escape.
Rules and Setup
Place the Security Lift tile in the center of the table with all the players on it.
Set aside the tiles for the Environmental Control Room and the seven labs. Shuffle the remaining tiles and separate them into three stacks as indicated here. Shuffle the seven tiles with lab icons into Stack B. When exploring, draw tiles from Stack A until it is gone, then draw from Stack B until it is gone, then draw from the final stack.
| Stack | Contents | Order |
|---|---|---|
| Stack A | 6 Tiles | Empty first |
| Stack B | 11+ Lab Tiles | Empty second |
| Final Stack | Remaining Tiles | Empty last |
Each player starts with 5 vitality and 1 threat.
Stats
- Guards: Reserves 4; Secure Number 1
- Clones: Reserves 10 (Rogues 1–6, Warriors 1–4); Pack Limit 2
- Tokens/Markers: Threat, LOCKDOWN, SWARM
- Threat Pool: Twice the number of players
- Lockdown Pool: 1 (players do not remove tokens from the lockdown pool at the end of a turn)
Guards vs. Aliens
Guards start the scenario with 4 fear. Clones start the scenario with 4 threat.
Additional Rules
This scenario uses the Alien Zone rule and the rules for peeking.
More on Peeking
When you successfully peek, place the Environmental Control Room so that it connects to your tile.
Gameplay
Clones are not returned to the reserves. When a clone would be returned to the reserves, put it back in the box.
Breaking open a sample cabinet is a 3 Strength challenge action you can perform only on a lab tile. Weapon cards can add strength to this challenge. When a player succeeds at this challenge, place a swarm marker on the lab tile. Treat these swarm markers as clone nests.
When you place a swarm marker on a lab tile, roll a die and then remove a threat token from the pool for every Intelligence icon rolled.
Lockdown starts at the end of a turn if the clone reserves are empty.
Lockdown
When lockdown starts, place Dr. Cronos on the Security Lift. If Dr. Cronos is not on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all tokens from the lockdown pool.
Dr. Cronos
At the end of each player's enemy activation step during lockdown, Dr. Cronos activates. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player, he stops moving.
Escape
When there are no clones in the reserves, the Environmental Control Room becomes the exit. Players who reach it escape and are removed from play.
Easy Mode
There are eight clones in the reserves (rogues 1–6, warriors 1 and 2).
Hard Mode
Clones are returned to the reserves.
Scenario 11 (LEVEL 4 & 5): Into the Mouth of Hell
Objective
You have to find the Airlock and then lure out the aliens guarding it so you can ride the elevator lower. Once you make it to the lower level, you have to find another elevator to get closer to a final escape.
Rules and Setup
Place the Corridor 104-A tile in the center of the table with all the players on it.
Set aside the tiles for the Airlock, the A-Lift, and the Security Lift. Shuffle the remaining tiles and separate them into five piles as indicated here. When exploring, draw tiles from the stack for the floor you are on, drawing from Stack A until it is gone, then draw from Stack B until it is gone. If both stacks for a floor are empty, then draw from the final stack when exploring on that floor.
Each player starts with 5 vitality and 1 threat.
| Floor | Stack A (empty first) | Stack B (empty second) | Final Stack (empty last) |
|---|---|---|---|
| LEVEL 4 | 6 Tiles | 6 Tiles | Remaining Tiles |
| LEVEL 5 | 2 Tiles | 6 Tiles | Remaining Tiles |
Stats
- Guards: Reserves 4; Secure Number 1
- Clones: Reserves 10 (Rogues 1–4, Warriors 1–6); Pack Limit 2
- Blaster Hybrids: Limit 1
- Tokens/Markers: Threat, LOCKDOWN, POWER
- Threat Pool: 24
- Lockdown Pool: 1 (players do not remove tokens from the lockdown pool at the end of a turn)
Guards vs. Aliens
Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. Blaster hybrids start the scenario with 8 threat.
Additional Rules
This scenario uses the Alien Zone rule and the rules for peeking and accessing control panels.
More on Peeking
When you successfully peek on LEVEL 4, place the Airlock tile so that it connects to your tile. If there is not enough space for the Airlock tile to connect legally, you cannot attempt to peek.
Place two rogue clones on the Airlock, in the room opposite the elevator. Place one blaster hybrid in each of the other two non-elevator rooms on that tile.
When you successfully peek on LEVEL 5, place the A-Lift tile so that it connects to your tile.
There are two maps in this scenario. The map that starts with Corridor 104-A (LEVEL 4) cannot connect in any way to the map that starts with the Security Lift (LEVEL 5). A player can spend one move to move from the airlock elevator to the Security Lift tile or vice versa. The Airlock and the Security Lift are considered adjacent for enemies spawning or moving.
Lockdown starts at the end of the turn that a player moves onto the Security Lift for the first time.
Lockdown
When lockdown starts, place Dr. Cronos on Corridor 104-A. If Dr. Cronos is not on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all but one token from the lockdown pool.
Dr. Cronos
Dr. Cronos activates at the end of each player's enemy activation step during lockdown. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player, he stops moving.
Escape
The A-Lift is the exit. A player who reaches it escapes and is removed from play.
Easy Mode
Before lockdown, players can outwit or bull rush past an alien in any room on the Airlock tile.
Hard Mode
The lockdown pool starts the game with two tokens.
Gameplay
Clones and blaster hybrids on the Airlock tile do not activate until it connects to the rest of the map. A player cannot outwit or bull rush past an alien in any room on the Airlock tile before lockdown.
Scenario 12 (LEVEL 6): The Noose Tightens
Objective
Dr. Cronos has managed to get in front of you, and he's bringing a horde of aliens to catch you. You must get past him to escape.
Rules and Setup
Set aside the tiles for the C-Lift, the Security Lift, the Lair, the A-Lift, the Office, the Red Lab, and the Incinerator. Return the tiles for the A-Lift, the Office, the Red Lab, and the Incinerator to the box; you will not use them. Shuffle the remaining tiles and randomly draw four. Place these four tiles upside down in a line between the C-Lift and the Security Lift as shown in the starting setup diagram. A facedown tile is ignored when connecting the doors of a newly explored tile. Place Dr. Cronos and a swarm token on the C-Lift. Place all players on the Security Lift. When exploring, draw tiles from the stack unless you are exploring a facedown tile. To explore a facedown tile, flip it over and follow all the exploration rules as if it had been drawn.
Remove all four map cards from the item deck.
Each player starts with 5 vitality and 1 threat.
Stats
- Guards: Reserves 4; Secure Number 1
- Clones: Reserves 10 (Rogues 1–4, Warriors 1–6); Pack Limit 2
- Fear Hunter Hybrids: Reserves 3; Limit 1
- Blaster Hybrids: Reserves 2; Limit 1
- Tokens/Markers: Threat, LOCKDOWN, POWER, SWARM
- Threat Pool: Twice as many tokens as the number of players
- Lockdown Pool: Number of players plus 2 (players do not remove tokens from the lockdown pool at the end of a turn)
Guards vs. Aliens
Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. All hybrids start the scenario with 8 threat.
Additional Rules
This scenario uses the Alien Zone rule and the rules for accessing control panels.
Gameplay
Players cannot use a vent to move into or through a room with a swarm marker.
Before lockdown, Dr. Cronos activates at the end of every round. A round is over once every player has taken one turn. When Dr. Cronos activates, remove a token from the lockdown pool and move Dr. Cronos one tile toward the player with the highest fear if possible. If there is no path on the map that Dr. Cronos can use to move toward his target, he explores in that direction instead. When Dr. Cronos explores, follow all the same rules for drawing and connecting a tile but do not draw an event card.
When Dr. Cronos first moves onto a tile with a player on it or when the last token is removed from the lockdown pool, lockdown starts at the end of the turn.
Throughout the scenario, when Dr. Cronos leaves a tile that does not have a swarm token, roll two dice. If you roll three or more Strength icons, spawn a fear hunter on that tile. If you roll three or more Intelligence icons, spawn a blaster on that tile. If you roll anything else or the reserve for a hybrid is empty, place a swarm token on the tile.
A player who moves onto a tile with a swarm token suffers an enemy strength attack of three dice. A guard that moves onto a tile with a swarm token is returned to the reserves.
Lockdown
Instead of activating once a round, during lockdown Dr. Cronos activates at the end of each player's enemy activation step. Roll two dice and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear if possible. If there is no path on the map that Dr. Cronos can use to move toward his target, he explores.
When Dr. Cronos explores, follow all the same rules for drawing and connecting a tile but do not resolve events. Dr. Cronos can explore multiple tiles per turn.
When Dr. Cronos moves onto a tile that has a player on it, he stops moving.
Escape
The C-Lift is the exit. Players who reach it escape and are removed from play. Roll an extra die for Dr. Cronos' activations for each player who escapes.
Easy Mode
When Dr. Cronos leaves a tile, place a swarm marker on the tile instead of rolling dice.
Hard Mode
When lockdown starts, one clone spawns on each fear tile, swarm token, and alien nest, starting with the one closest to the C-Lift.
Starting Setup
The Security Lift is at one end of the map and the C-Lift is at the other. There are four face-down tiles in between them. The players are in the Security Lift. Cronos and a swarm token are on the C-Lift. Neither Security Lift door connects to the face-down tiles. One C-Lift door connects to a face-down tile.
Scenario 13 (LEVEL 5): Desperate Times, Desperate Measures
Objective
Dr. Cronos is hunting you and has aliens guarding the only exit. You must lure Dr. Cronos into the Tank Farm and short-circuit its systems to blow it up and destroy him. The resulting psychic backlash should confuse the clones long enough for you to make it through the sewers.
Rules and Setup
Place the Corridor 104-A tile in the center of the table with all the players on it. Connect Waste Processing to Corridor 104-A by the middle door on each tile. Place a swarm marker on Waste Processing.
Set aside the tiles for the Tank Farm, the Auxiliary Station, the Abandoned Lab, and the Lair. Keep the Tank Farm aside to use later and shuffle the Auxiliary Station, the Abandoned Lab, and the Lair to form an objective stack of three tiles. Shuffle the remaining tiles and separate them into three piles as indicted here. When exploring, draw tiles from Stack A until it is gone, then draw from Stack B until it is gone, then draw from the final stack.
| Stack | Contents | Order |
|---|---|---|
| Stack A | 6 Tiles | Empty first |
| Stack B | 8 Tiles | Empty second |
| Final Stack | Remaining Tiles | Empty last |
Each player starts with 5 vitality and 0 threat. Players cannot gain threat.
Stats
- Clones: Reserves 10 (Rogues 1–2, Warriors 1–8); Pack Limit 2
- Guards: Reserves 4; Secure Number 1
- Tokens/Markers: Threat, LOCKDOWN
- Threat Pool: 24
- Lockdown Pool: 0 (players do not remove tokens from the lockdown pool at the end of a turn)
Gameplay
Players cannot move onto the Waste Processing tile while there is a swarm marker there.
A player must pass a special access challenge action in the Auxiliary Station to destroy the Tank Farm. Accessing the Auxiliary Station is a 5 Intelligence challenge. Once a player accesses the Auxiliary Station, remove the Tank Farm from play. All players and enemies on the tile are killed and removed from the game.
Lockdown starts when the Lair is found.
Lockdown
Dr. Cronos is placed in the Lair after the trigger events step of the player who finds the Lair.
At the end of each player's enemy activation step during lockdown, Dr. Cronos activates. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear if possible. When Dr. Cronos moves onto a tile that has a player, he stops moving.
If Dr. Cronos isn't on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all tokens from the lockdown pool.
Guards vs. Aliens
Guards start the scenario with 6 fear. Clones start the scenario with 6 threat.
Additional Rules
This scenario uses the Alien Zone rule and the rules for peeking and accessing control panels.
More on Peeking
When you successfully peek, place a random tile from the objective stack so that it is connected to your tile and raise your fear by 1. If you find the Abandoned Lab when peeking connect the Tank Farm to it. If the Tank Farm cannot be connected legally to the Abandoned Lab, connect it to the map as close to the Abandoned Lab as possible.
Once all three objective tiles have been found, players no longer peek when exploring.
Escape
If Dr. Cronos is on the Tank Farm tile when a player successfully accesses the Auxiliary Station, he is killed. When Dr. Cronos is killed, the players win.
Easy Mode
Accessing the Auxiliary Station is a 4 Intelligence challenge.
Hard Mode
Players do not win when Dr. Cronos is killed. After Dr. Cronos has been killed, remove the swarm marker from Waste Processing, which then becomes the exit. During the trigger events step of every turn after Dr. Cronos is killed the aliens activate one additional time regardless of the activation icons on the event card drawn.
Solo Play
Since this scenario requires you to lure Dr. Cronos into the Tank Farm and then perform a challenge on another tile, it is extremely difficult to play in the single-player version. If you want to play this scenario alone, play with at least two characters in order to have a reasonable chance of winning.