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his expansion takes place immediately following the crash of the Auriga. Somehow, something survived.

Aliens from both breeds begin hiving parts of the Jungle. Marines, already battle-worn, search vainly for
survivors while the Rogues are ready to steal anything that is not locked down. The Predators continue to
do what they do best...harvest trophies.

MPs to move directly to any Hive location in play. (treat this hive movement as if the Breeding Chamber was
temporarily adjacent to the target Hive location)
Any character in any location who is captured by the Alien player is moved directly at no MP cost to the
Alien players Breeding Chamber.

New Changes to Cards from Previous Editions

Items are considered to be any Equipment, Weaponry, Ammo, Attachments, Military Arms, Predator Items,
or Vehicle Items. Barrier and Vehicle cards themselves are NOT considered to be items for the purposes of
events and effects such as Disarmament, Malfunction, Acid Spray, Acid Splash, etc

DEFINITION OF ITEMS:

P-5000 POWERLOADER

The P-5000 Powerloader has undergone the most drastic change of any Premiere edition card. The
Powerloader is now a Vehicle. Until we can reprint the card in a future expansion, please refer to the card
image below when using the Powerloader.

DEFINITION OF SHIP LOCATIONS:

Ship locations do not have the Indoor or the Outdoor resource. Ship locations may never be adjacent to
Cross-Locations. Ship locations may be placed beside Indoor Entry locations and Outdoor Open locations and
vice versa.

ADDITIONS TO PREDATOR HONOR TABLE:

P-5000 POWERLOADER

Speed

Capacity

Armor

Hull

Alien Sentry = 4 Honor


Elite Guard = 5 Honor
Recessive Guard = 4 Honor

Definitions of Atmosphere Concepts:

Vehicle

TRAPS

May only be found at Docking Bay. Powerloader's speed equals that of the Driver. Driver's Resistance and close
combat damage increase to 8, may enter close combat, and all close combat attacks against Powerloader (or its
Driver) are at -2 to hit. Driver is not required to have Pilot or Driver resource to use. May not use Vehicle Items.
& 1999 Fox

ACCESS SPACE

Deploying Traps: How traps are brought into play: Event and Item cards with the "Trap" resource are considered "Trap Cards". A character may rotate during the search phase to deploy a trap card at his current location. The trap card is placed face down underneath the location. A character and location must meet all restrictions on the Trap card as normal.
Activating Traps: How traps are set off: When a character enters a location that contains a deployed trap
card, that character must take a "Trap Test." The Trap Test is a simple d6 roll; 1-3, trap was not triggered, 4-6,
your character(s) has triggered the trap at the location. Turn it face-up and apply its effects to the character(s)
who failed the roll. When more than one character enters a trapped location at the same time, the player controlling the moving characters determines the order in which his or her characters take their Trap Tests.
Some characters in Aliens Predator are faster and more agile than others. To represent this, certain aspects
of the characters will modify the Traps Test. These bonuses and penalties are cumulative. It is possible for a
character to be an Unlucky (+1) Scout (-1) with 2 damage counters (+2). This character would have +2 to
the Trap Test roll. Finally, a natural 1 always means success and a natural 6 always means failure regardless of
modifications.
Hidden markers vs Traps: When a hidden movement marker enters a trapped location, the hidden
marker must take a Trap test as if it was the character it is representing. If the hidden marker fails the test, the

TRAP TEST TABLE:


-1 Scout
-1 Veteran
-1 If defense is 4 or higher

+1 If defense is 2 or less
+1 For each damage counter on the character
+1 Unlucky

Type: Location
Resources: Confined
Effect: The first person to play this card picks one additional Indoor location. That Indoor location is adjacent to
the Access Space. This effect is permanent.
Caption: I think she went into the air ducts.

marker must immediately reveal. Apply the effects of the triggered trap only if hidden marker was actually a real
character. If the hidden marker turns out to be a decoy, then the trap is not activated and it stays face down.

SELF DESTRUCT

VEHICLES:

Type: Predator Item


Restrictions: Predator Item, 0 Honor
Effect: Activate with Event card. Detonates at the end of 2 turns. If detonated at an Indoor location, destroy this
location, all connected Indoor locations, and their contents. (Discard cards.) If detonated at an Outdoor location, all connected locations gain the Damaged resource and all characters in those connected Outdoor locations immediately take 12 damage (can be resisted).
Caption: It is more honorable to die than to live with defeat.

New Changes to Rules from Previous Editions:


DEFINITION OF BREEDING CHAMBER:

Breeding Chambers can only be brought into play under special circumstances (see page 47 of the Printed
Rules). In addition to the standard rules, a Breeding Chamber may only be brought into play if all adjacent locations are Hived. A newly created and placed Breeding Chamber gains any of the applicable resources depending
upon which location it replaced (ie: Indoor, Outdoor, Low, High, Ground). For example, when a Chestburster is
matured into a Young Queen in a Low, Outdoor location, the Breeding Chamber would be considered to gain
the following resources: LOW and OUTDOOR. All other resources and effect text from the original location are
ignored. You may never replace an Entry location with a Breeding Chamber. All Breeding Chamber locations are
considered Distinct.

HIVE MOVEMENT:

Aliens characters are remarkably agile and adaptive. These creatures have an uncanny ability to be in the right
place at the right time. The following section will define what Hive Movement is and thus revise all previous rules concerning it.
a) Hive Movement allows an Alien character in any Hive location to spend 2 MPs to move directly to an
undamaged Breeding Chamber in play. Alien characters in an undamaged Breeding Chamber may spend 2

Definition of Vehicle card Terminology

Vehicles use 4 stats:


Speed - A Vehicles speed determines how many locations it can move through and how hard it is to hit in
combat. (ie: MPs and Defense value)
Capacity/Passengers Capacity refers to the total number of character cards including the Driver/Pilot
that may be on board the Vehicle.
Armor Points - Armor acts as a barrier that must first be worn down before the Vehicles hull starts to suffer
damage.
Hull Points - HP's should be treated in the same manner as characters use the power stat. HP refers to the
amount of resistance a Vehicle has after its armor is destroyed. When the HP is reduced to 0, the vehicle is
destroyed and discarded.

Definition of new resources for Vehicles

Enclosed - Enclosed represents a type of Vehicle with a limited field of view and protection from harsh environments. Enclosed Vehicles are considered to be a separate location for purposes of Characters being together and
controlled.
Vehicle Item The Vehicle Item restriction indicates that this item may only be deployed on a Vehicle. In addition,
only Ammo and Attachments designed specifically for Vehicle Items may be played on Vehicle Items unless stated
otherwise.

General Vehicle Rules

Unless stated otherwise in a Vehicle's effect text, Vehicles may enter any location except Confined, Cover,
Submerged, and Cross-Locations. Only a character with the Driver or Pilot resource may rotate during the movement round to Lock Down and drive a Vehicle. A character rotated in this manner is referred to as the Driver of
the Vehicle.
While the Vehicle is considered locked down, the Vehicle is in motion and this means that no characters
can enter or exit the Vehicle, for any reason. Any characters may spend 1 MP to enter or exit a Vehicle that is

not locked down, as long as the Vehicles capacity is not exceeded. Vehicles in the Locked Down state are
assumed to have a defense equal to the Vehicles current speed (plus modifiers). Vehicles that are not Locked
Down are assumed to have a defense of 0.
If for whatever reason a Vehicle ends up in a location that is illegal for that Vehicle, the Vehicles speed is
reduced to a modified 0 while it is at an illegal location. There is no limit to the amount of items or equipment
that may be onboard a Vehicle. Unless otherwise stated, Vehicles may not be placed onto other Vehicles.
Passengers and Drivers may not use hidden markers. Vehicles are not subject to outnumbering nor do they outnumber others.
How attacks are declared: Attacks may be declared against the Vehicle, the Driver, or the passengers.
These attacks use the Vehicles speed as the base defense value. If the Vehicle is Enclosed then attacks may
only be declared upon the Vehicle itself, not the Driver or passengers.
How damage is resolved against a Vehicle: All incoming damage is first applied against the Vehicle's
armor rating. This armor works as a barrier to protect the hull. Once the armor rating reaches 0, any further damage is then applied directly to the hull. Every point of hull damage reduces the Vehicles current speed by one.
Example 1: The APC has an armor of 10 and a hull of 7. It is hit by a Plasma Caster (15 damage). The
armor resists the first 10 points of damage and takes 5 points of damage. This will reduce the armor to 5,
leaving 0 points to get through to the hull. The hull remains intact and undamaged.
Example 2: The APC has an armor of 10 and a hull of 7. It is hit by an Alien Warrior with 13 tokens (21 damage).
a) The armor resists the first 10 damage
b) The remaining 11 points of damage (of the original 21 dmg) reduces the armor stat from 10 to 0.
c) This still leaves 1 point of damage (of the original 21 dmg) to be applied.
d) This 1 point of damage is applied to the hull. The hull currently has 7 resistance, therefore this remaining
point of damage is resisted by the hull.
e) This APC has a speed of 5, armor of 0, and a hull of 7. Any further damage will be applied to the hull. Every
point of damage on the hull reduces the Vehicles speed by 1.
How to deal with a Vehicles destruction: Once a Vehicles hull points are reduced to zero, it is considered
destroyed. When an Enclosed Vehicle is destroyed, the Pilot/Driver is immediately killed, roll a die and apply the
result to the Vehicle Destruction Table.
However, when a non-Enclosed Vehicle is destroyed, there is a chance that all aboard will jump to safety.
Each Driver/passenger aboard must check to see if they are able to jump off the vehicle safely. Roll a d6 and
subtract 1 from the die roll. If the 'roll -1' is equal to or less than the character's current speed, they jump off
safely. For all characters who fail this check, roll a d6 and apply the results to the Vehicle Destruction table.

Vehicle Destruction Table: (Non-Enclosed Vehicles subtract 1 from this die roll.)
All passengers that are present are placed into the location where the Vehicle was destroyed,
each passenger gains 1 damage counter.
2-4 All passengers that are present without armor are killed. Passengers with armor gain 2 damage
counters and their armor is discarded.
5-6 All passengers that are present are killed, all items are discarded, and the location is considered
permanently damaged.
Rules for Vehicle Ramming: During the movement round Vehicles with a speed of 4 or more may make
a ramming attempt. Vehicles may only attempt to ram one Barrier, one Vehicle, or one Character per turn. A player
who wishes to use his Vehicle to ram declares the attack during his segment of the movement round. Vehicles that
are not Enclosed add +1 to hit when they are ramming, and add +1 to defense when they are being rammed. If
a ramming Vehicle still has movement points left after the ramming attempt, it may continue to move.
In all cases, a character may only play plus to hit cards which specifically say that they modify a ram attempt.
Cards such as Adrenaline Rush or Good Shot CANNOT be used to modify a ram hit roll.
Vehicles Ramming Barriers: During the movement round, a Vehicle with a speed of 4 or more may attempt to
ram a Barrier at its location. To see if the Barrier holds or if the Vehicle destroys the Barrier, the following steps are taken:
1) The owner of the Vehicle rolls a d6 and adds the Vehicles current armor value and hull value to the die roll.
2) The Barriers owner rolls a d6 and adds the Barrier's current value.
3) If the Vehicles total is higher, the Barrier is destroyed. The Vehicle is placed on the other side of the Barrier,
and may continue to move, if it can legally leave this location. (ie: If this causes a Vehicle to enter a Submerged
location that Vehicle would be stuck for the remainder of the game.)
4) If the Barriers total is higher, the Vehicles armor is reduced to 0 and the Vehicle may not move any further
this turn and all characters inside the Vehicle without armor gain 1 damage counter.
5) If the two totals are equal, no damage is done to either the Barrier or the Vehicle, however the Vehicle may
not move any further this turn.
Vehicles ramming Vehicles: During the movement round, a Vehicle may attempt to ram another Vehicle.
If the defending Vehicle is hit, the ramming Vehicle does its armor + hull + 2 worth of damage to the defending
Vehicle. The ramming Vehicle takes an amount of damage equal to the defending Vehicle's armor + hull.
Example1: 1. The Marines player decides he wants to ram Call on her Motorcycle with his APC at the
Landing Pad. Both Vehicles are undamaged.
2. The APC moves to that location. The Rogue player calculates the Motorcycles defense: 5 (base speed)+1
(in Open) +1 (Non-Enclosed Vehicle) = 7 Defense.
3. The Marines player rolls a 6 to hit which misses.
Example2: 1. During the Rogues turn, they decide to take revenge and ram a damaged APC with the
Prisoner Transport. Lets say that the APC is damaged; its armor value is currently 3.
2. The Prisoner Transport moves to the APCs location. The Marines APC defense is a 6.
3. The Rogue player plays an Overdrive event card which adds +1 to the to hit ram roll. The Rogue player
then rolls a 6 (total 7). It's a hit.
4. The Rogue Transport will take 10 (APC: 7 hull + 3 armor) points of damage, conveniently the Prisoner Transport has
9 armor which resists 9 damage points, leaving 1 point of damage which then reduces the Transports armor by 1.
5. The APC will take 18 (Transport: 7 hull + 9 armor + 2) points of damage, destroying the remaining armor
and leaving 12 points of damage to apply to the hull. The hull resists 7 points of damage, which leaves 5 points
of damage remaining. The hull is reduced to 2, by these 5 remaining points of damage.

Vehicles ramming Characters: A Vehicle may attempt to ram a character at -2 to hit. If the Character
is hit, the Vehicle does armor + hull + 2 damage to the character. The ramming Vehicle takes the character's
total modified power in damage.
Vehicles vs. Binding weapons: Vehicles are unaffected by weapons that bind (unless otherwise stated
on the Binding Item/event). If the Driver of a Vehicle is bound, that Vehicles speed immediately becomes 0.
Vehicles vs. Traps: Vehicles are required to test for Traps just like characters when they enter a trapped
location. Vehicles with a speed of 4 or more subtract 1 to their Trap roll. If a Trap is activated, the damage is
first applied to the Vehicles armor and then to the Vehicles hull.
Vehicle Weapon Rules: Characters on board a Vehicle may choose to fire a Vehicle Weapon instead of
their own weapons. Vehicle weapons may only target characters that are outside of the Vehicle. Vehicle
Weapons are still considered to be items, and thus may be Malfunctioned, etc. Vehicle Weapons may not use
Character Weapon Ammo or Attachments. Vehicle Weapons may be found at locations with the Vehicle Item
resource.
Enclosed Vehicle Rules: The Driver of an Enclosed Vehicle may only be attacked by an enemy character from within the Enclosed Vehicle. A Character inside of an Enclosed Vehicle is not considered to be at the
location the Vehicle is at. Attacks from outside of an Enclosed Vehicle may only be made against the Vehicle
and not against its Driver or passengers. Characters inside of an Enclosed Vehicle may only attack other characters inside of that Vehicle, unless they are using a Vehicle Weapon. Enclosed Vehicles are immune to environmental damage and provide complete protection to its passengers from environmental damage that is occurring
outside of the Vehicle. Similarly, environmental damage occurring inside an Enclosed Vehicle will only affect characters inside that Enclosed Vehicle and not affect characters outside that Enclosed Vehicle.
Example: An Alien inside of an APC is killed and plays Acid Spray. All characters inside the Enclosed Vehicle
potentially take 1 environmental damage, however all characters outside the APC remain unharmed from that Acid
Spray. If an Alien outside the APC played the Acid Spray, then all characters inside the Enclosed Vehicle would be
safe from it.
Predator vs. Vehicles: Predators are a technologically advanced species who hunt for honor and for
sport. While it is legal for a Predator to destroy a vehicle and its occupants it is not very sporting. It requires
much more skill to enter the vehicle and take trophies, than to destroy it from orbit. Therefore, Predator players
gain no honor from characters that are killed through the destruction of the characters vehicle. To offset this
penalty, the Predator player gains 1 CP and 1 honor for every character that the Predator kills within an
unfriendly enclosed vehicle.
Outdoor Locations: For the purposes of Planetfall, Outdoor and Indoor locations may never be adjacent to one
another. Outdoor locations may be placed directly beside another Outdoor location and/or directly beside an Entry
Locations.

Outdoor

Entry

Indoor

Entry

Outdoor

Outdoor

High Cross-Locations (HCL): High


Cross-location: A High Cross-Location (HCL)
is a new type of Location card that represents an alternate path of travel. HCLs are
played horizontally instead of vertically and
have the High resource. HCLs may be placed
directly beside another HCL and/or above
Ground Locations (see the Cross-Location
diagram). Cross-Locations may never be
adjacent to an Entry location. Cross-Locations
may never be placed on the ground level and
vice versa. If a card allows you to switch the
positions of locations in play, you still may not
move a Cross-Location to the ground level,
or a ground level location to a CrossLocation position.
Human and Alien Factions spend 1 MP to
move: from a Ground Location to an adjacent HCL, from a HCL to an adjacent HCL,
or from a HCL to an adjacent ground level
location. The Predator Faction follows normal
HCL rules with the following exception: Predator characters may move from 1 HCL to an adjacent HCL for 0
MPs (note: a character with 0 MPs may not move regardless of the MP cost).
Alien Molting Process: During the Aliens mature phase, in the presence of the Queen, a player may
play a Royal Jelly upon a specified Alien character card (without any Alien tokens on it) and replace it with the
appropriate new upgrade card. The replaced Alien character card is placed directly into your hand. Molted Alien
character cards may not form into Alien Groups but you may have up to 5 copies of each molted character
card in your draw deck instead of the normal 3. Molted Alien character cards may never mature into tokens.
Limited: Limited is a new Atmosphere term that applies only to item cards. Item cards with the term Limited
in their game text are restricted to a maximum of 3 copies of that specific card in the players draw deck.
Rotated Items: Atmosphere introduces weapons (items) that rotate when they are used. Rotated weapons
(items) may not be used after that attack for any reason, until the weapon (item) is readied during the following
ready round. Only items that can legally rotate can be rotated. Therefore, if you play Dead End on a Motion
Scanner that Motion Scanner may not be used until the following ready round.

P L A N E T F A L L
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t h e
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Faction Briefings
MARINE

PREDATOR - SOLO

A black ops experiment went out of control aboard your military space vessel, the Auriga. The subsequent
combat onboard blew out the reactor shielding and the Auriga crashed into the jungle. You did not have a chance
to terminate the experiment prior to Planetfall. Standard Operation Procedure is to Quarantine the area but you
dont plan on being here when the Quarantine Fields go online.

In the middle of a glorious Hunt, a primitive human space vessel dropped out of orbit and crashed into the jungle. Your shuttle was lost in the crash but you are not concerned, the Huntmaster will send another. You only hope
that enough prey survived the crash. The hunt must continue...

ROGUES

The Hive has been shattered, but the will to proliferate continues on. The Queen was destroyed in the crash and the
hive is in grave danger. A Young Queen must be created and carried away from the danger; taken to a place where
she can proliferate and thrive. This world teems with hosts - it is merely a matter of where to set up the new hive . . .

PREDATOR - PACK

Due to an emergency directive, the section of the Auriga housing the Hive was detached, and it landed in relative safety several miles away from the rest of the Auriga. This Hive is intact and its inhabitants are ready to explore
their lush surroundings.

An entire USMC Black Ops research vessel crash landed a few clicks into the South American Jungle. Highly
privileged information, experimental weapons, and assorted other goodies are there for the taking. What more
could you ask for?
The elders have decreed that more specimens are required. The new strain of Cloned Aliens are smarter and
more adaptable - more study is needed. It is again up to the Hunting Packs to acquire specimens for study.

HIVE ALIENS

CLONED ALIENS:

Planetfall Special Rules


Planetfall is played in a similar manner to Contact, with the following exceptions:
1) At the start of every Ready Round, all players roll a die. On a 1-3, immediately play the top location from your
Location Deck if it is legal. If it is not legal it is added to the discard pile.
2) This scenario consists of 30 turns of gameplay, after which the entire area will be quarantined by the USMC and the
game will end in a draw. Every 5 turns there is a predetermined effect that may not be countered.
3) Predator Player has the choice of playing a Solo Predator or a Hunting Pack.
4) Aliens Player has the choice of playing Hive Aliens or Cloned Aliens.
5) Turn sequence is R-M-P-A, Rogues - Marines - Predator - Aliens.
6) You are not required to play locations that you draw from your Draw Deck as normal, but you may not voluntarily discard these unwanted locations.
7) There is no minimum number of supporting characters required in your draw deck.
8) There is no minimum number of locations required in your draw deck with the sole exception that you are
required to have at least 1 copy of both Operations and Riverbank in your draw deck.
9) Sentry Gun, Self Destruct, Access Space, Powerloader, and Hand Welder are to be used in their modified versions in Planetfall.

10) There may be only 1 activated Sentry Gun, barrier, and/or trap (that you control) per location.
11) Outdoor locations require 7 Aliens (including tokens) to hive, following the normal hiving procedure. In addition,
Hive Construction and Expand the Hive refer to hiving Indoor locations, not Outdoor locations.
12) This is a planetside scenario, therefore the following Space events are banned from this scenario: Calling in the
Favors, Eat Vacuum, Emergency Escape Vessel, Hull Breech, Marines,We Are Leaving, and Recalibrate Ground Level.
13) Access Space and Riverbank may not be played for any reason until the Play Locations phase of Turn 5.
14) All starting locations are considered distinct.
15) Starting Hands: These cards are taken from the draw deck to form a hand prior to the beginning of turn 1.

LOCATION DECK:

Every Player creates a location deck. This deck consists of 4 different Indoor locations, 4 different Outdoor locations, Riverbank and Operations. Shuffle the Location Deck and place Riverbank as the bottom card of this deck. Every
Ready round, you must roll a d6: 1-3, you must play the top location of your Location deck, 4-6 no effect. If it is a
duplicate of a non-distinct location already in play on your string of locations or if there is no legal space for it because
of certain restrictions, this location is discarded to the discard pile. The cards in the Location Deck do not count towards
the 40 cards required for a typical deck.

Unique Timing Events


In Planetfall, like in Countdown, certain events occur every so often throughout the game. Use the turn counter
below to keep track of the current turn, and during the ready round of each turn, check to see if a Unique Timing
Event occurs. These events take place before any cards are readied, and before any player may play any cards.

TURN 5: LANDSCAPE

Riverbank and Access Space can now be legally played. In addition to the normal location roll, all players
must play the top card of their Location Deck, which is discarded if not legally playable.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first Marine Main
Character and immediately place it at Tavern. Hive Aliens player may place 2 chestburster tokens on the
Breeding Chamber if there is a Hive Queen present. Predators gain 1 CP per friendly hidden marker in play.

TURN 10: RULES OF THE HUNT

If the Rogues do not have a Prisoner Transport in play, the Rogues may search their Draw and/or Discard
deck bring one into play at the Guerilla Base Camp. All Predator characters currently at a location with the
Predator Item resource may refill all applicable Ammo and Attachment cards.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first 2 Marine
Main Characters and immediately place them at Tavern. Hive Aliens player may place 2 chestburster tokens on
the Breeding Chamber if there is a Hive Queen present.
Any Predator Character beginning this turn in a location with the Predator Item resource immediately loses
all damage counters.

TURN 15: NEW ORDERS

on their string of locations (MotherShip is discarded if not immediately played). The Newborn gains +1 gore
tokens in addition to normal for each Alien consumed for the remainder of the game. If a Rogue is at Airfield 112,
Rogues player may search their Draw Deck and place as many Rogue Mercenaries on Airfield 112 as necessary
in order to bring the Rogues up to 5 Rogue Main Characters, one more than allowed at the start of the game.
If a Marine is at the Tavern, Marines player may search his Draw and/or Discard deck for the first 2 Marine
Main Characters and immediately place them at Tavern. Hive Aliens player may place 2 chestburster tokens on
the Breeding Chamber if there is a Hive Queen present.

TURN 20: EXPAND THE HIVE

Hive Aliens can now Hive outdoor locations as if they were indoor locations. The Aliens player may search their
draw/discard decks for 2 Alien Guard characters; these characters can immediately be placed on the Breeding
Chamber if there is a Queen present. All indoor locations gain the Damaged resource. If a Marine is at the Tavern,
Marines player may search his Draw and/or Discard deck for the first 2 Marine Main Characters and immediately place
them at Tavern. All Damaged Predator and Rogue items are now repaired.

TURN 25: MELTDOWN

Treat all indoor locations as if they read, This location causes 2 points of Environmental Fire Damage to anyone at or moving through it. (this is applicable regardless of the damaged resource)

TURN 30: QUARANTINE

The Factions
Combat Pool: 4
Hand Size: 4 (+1 for every Predator that you control during the Discard and
Draw Round) Your handsize may not be increased by other means.
Starting Characters: Choose 1 adaptable and/or veteran Predator. This
Predator is the leader of the pack and must begin play with a Camouflage Suit
and a Self Destruct. In addition, the Leader may begin with up to 8 more
Predator items worth no more than 30 honor.
Choose 2 to 4 other predators (Referred to as Low Honor Predators up to 16
honor (you may have multiple Eager Youths). Each of these Predators must be
worth less than 10 honor and may not use Camouflage Suit or ranged weapons

(except Darts), until the Leader is killed.


Starting Hand: None.
Starting Locations: Airlock + Predator Ship + Landing Pad
Starting Equipment: Each low honor Predator may begin the game in the
Predator Ship with 1 Hunting Kit, 1 Darts, and 1 Predator Item attachment or
Predator Item ammo (no other Predator items can be found at this starting
location).
Rules of the Hunt: The Pack Leader and his starting equipment are not
placed into the game at the same time as his students. Instead, the Leader is set
aside out of play until the Blooded Victory Conditions are activated. At the beginning of turn 10, or as soon as half the low honor predators are killed, the

01 02 03 04 05 06 07 08 09 10
Landscape

Rules of
the Hunt

Planetfall)
Frenzy Conditions:
If for any reason the Pack leader is killed, all rules of the Hunt are broken and the
Pack falls apart. All the youths may pick up and use the Leaders items and all
previous victory conditions are void.
1) Kill Em All: All Predators gain +1 to hit and damage with close combat
weapons. You are required to kill all unfriendly characters.
Special Notes:
1) Pack may not search for the Ambushed Predator until the Blooded Conditions
are activated. Any Ambushed Predators located before the Blooded conditions

are activated do not count for this victory condition.


2) Low honor Predators may not begin the game with Self-Destruct for any reason.
3) Whenever the Pack Leader is killed, his undamaged Self-Destruct is treated as
if Activate Self Destruct was played upon it.
4) Low honor Predators may not possess or use any of the Leaders predator
items until that leader is killed.
5) During the Search Round, you may rotate the Leader and the 3 Predators
you control at the same location (with the High-Tech, Communications, or
Computers Resource) to add the Damaged resourece to that location.

SOLO PREDATOR:

10, treat victory as if it was a Secondary Condition victory (points-wise).


2) Satisfied Clan Honor: Attain enough honor and evacuate at any Predator
Vessel Location.
Secondary Victory Conditions:
3) Unfinished Business: At the beginning of turn 15, search through your decks
and hand and place an Ambushed Predator in any Breeding Chamber that is in
play. You may kill this Ambushed Predator in close combat and evacuate at any
Predator Vessel location. Until the beginning of turn 20, this Ambushed Predator
does not make burst rolls, and may not be attacked or affected by Alien
Characters or any Alien Player. If there are no Breeding Chambers in play or you
do not have an Ambushed Predator in your deck, this condition is not available.
4) Worthy Prey: Kill 4 Leaders and evacuate.
Special Notes:
1) You may only bring the Ambushed Predator into play under the Unfinished

Business victory condition.


2) You may only have 1 Predator vessel in your Draw Deck and 1 in your
Location deck.
3) The Ambushed Predator is equipped with a Hunting Kit (Taken from out-ofplay). During the Close Combat declaration phase, it will declare a Close Combat
attack using its Melee Claws (from the Hunting Kit) at +2 to hit and +3 damage
against one random Predator character at its location. If its Melee Claws are
damaged or destroyed, it will attack using basic Power, still at +2 to hit and +3
to damage. Non-Predator Characters are unaffected. The Ambushed Predator
declares before the Predator Player.
4) The Solo Predator player gains 1 CP for every Lethal character he kills in an
Outdoor location.
5) The Solo Predator player gains a permanent +1 handsize for every Leader or
Molted Alien that he kills.

Supporting Characters (Spike included))


Starting Equipment: Each Rogue character may begin the game with 1
Prohibited Weaponry Item, 1 Medikit and 1 Ammo item.
Starting Hand: Criminal Escape + Hit Below the Belt + Quick Escape
Primary Victory Conditions:
1) Secure the Hostages: Evacuate 10 hostages at either the Airfield 112 or the
Base Camp. Unique hostages count as 2 hostages for the purposes of evacuation wins. (-1 hostage for every additional player beyond the second in the game,
to a minimum of 7 hostages).
2) Data Theft: Evacuate 14 Data tokens at either the Airfield or the Base Camp (-

1 data token for every additional player beyond the second in the game, to a
minimum of 10 data tokens).
Secondary Victory Conditions:
3) Kill Em All: Kill all other unfriendly characters in the game.
4) Black Market: Find & Evacuate 3 + X predator items from the Airfield or Base
Camp. (X = +1 per Predator Main character in the game)
Special Notes
1) Rogues may not have any Predator Items in their draw decks.

Starting Equipment: You may begin with 2 Field Packs, 1 Motion Scanner,
2 Medikits, 2 Shotguns, 2 ammo items, 1 attachment, and 1 Chemical base
(you may trade in one Field Pack for one Smartgun or Scope Rifle).
Starting Hand: Dodge + Dodge + Good Shot
Primary Victory Conditions:
1) Territorial: Kill all unfriendly characters
2) Rescue: Evacuate 9 supporting characters at the Airfield 112 location.
Secondary Victory Conditions:
3) Reinforcements: The game ends immediately at any point that you have 10
Marines in play, alive, not infected, not captured, not bound, and under your control.

4) Cleanse the Hive: The Game ends immediately if the Marines spend 3 consecutive Search rounds alone (without any unfriendly characters present) in a
location with the Breeding Chamber resource. If an unfriendly character is present
in that location at the beginning of any Search round, the 3 consecutive turns
starts over.
Special Notes:
1) The Marines player may have more than 1 character with the Leader resource
in play.
2) The Marines players hand size increased by +1 for each friendly Leader in play.

Secondary Hive Victory Conditions:


3) Genetic Superiority: Mature 2 Predator characters in a 2 Player game, adding
+1 Predator Character for each additional player beyond the second. Predator
characters matured in this fashion are removed from play.
4) Hive Territory: At any point after turn 14, the Hive Aliens win immediately when
they replace any of the following starting locations (Guerilla Base Camp, Predator
Ship, Tavern, Treetop Sanctuary) with a Breeding Chamber location. In addition to
all rules concerning maturing a new Queen (p.47), this condition requires all adjacent locations to be Hived and for the Aliens player to mature a Chestburster into
a Young Queen at that starting location.
Special Notes:
1) While the Hive Queen is alive, the Hive aliens gain the following abilities:
a) Hive Aliens at the Hive Queens location are not required to attack unfriendly

characters.
b) Lethal Hive Aliens gain +1 defense at hive locations.
c) Hive Facehuggers may enter non-hive Outdoor locations by spending 1CP per
such location entered, in addition to Hive locations. If the Hive Queen leaves play,
all Facehuggers at non-hive locations are immediately discarded, and future facehuggers lose this ability.
2) Hive Aliens player may have up to 5 Alien Warrior character cards in their
draw deck.
3) The first Breeding Chamber that the Hive aliens create does not have the
restriction that all adjacent locations are required to be Hived. All future Breeding
Chambers must adhere to the normal Hive restrictions.

1) Kill em All: Kill all unfriendly characters.


2) Expand the Hive: Hive all Locations in play.
Secondary Hive Victory Conditions:
3) Genetic Memory: The game ends immediately when there are 10 undamaged
Items in a location with the Breeding Chamber resource and the Cloned Queen
in a 2 Player game, adding +2 items for each additional player beyond the second, to a maximum of 16 items. (ie: 10 +2=12 items required in a 3 player
game, 10 +4= 14 items required in a 4 player game, and so on)
4) Autistic Rage: After the Newborn enters play, The Cloned Aliens Playe immediately
wins if they can destroy 3 vehicles in a 2-player game, add +1 vehicle for additional
player beyond the second. (i.e.: 3 +1=4 vehicles in a 3 player game and so on.)

Special Notes:
1) The Cloned Aliens player may not have any item or vehicle cards in their draw
decks.
2) At any time, lethal cloned aliens may rotate to pick up an item at their location.
A cloned alien may only hold 1 item at a time. Cloned aliens holding items may
not declare attacks. A Cloned Alien may rotate to drop an item during the
Movement round or Search round.
3) While the Cloned Queen is alive, all Cloned Aliens gain +1 defense when targeted by Humans and +1 to hit when attacking Humans at Hive Locations.
4) Every character with the resource Leader or Predator that the Newborn kills,
permanently adds +1 to the Newborns handsize.

Handsize: 5 (+1 if Adaptable)


Combat Pool: 4 (Option: begin play with 0CP and Predator enters game with
no damage counters)
Starting Locations: Dense Jungle (ground) + Dense Jungle (ground);
Treetop Sanctuary (above the 2 Dense Jungles)
Begin in Treetop Sanctuary with 1 Infected Lab Worker (treat as if Crazed Civilian
was played on it).
Starting Characters: Choose 1 veteran Predator who begins play with 2
damage counters.
Starting Equipment: Must begin play with a Hunting Kit and up to 10 other
Predator Items worth a total of no more than 40 honor.
Primary Victory Conditions:
1) Kill Em All: Kill all unfriendly characters in play. If this is accomplished prior to Turn

ROGUES:
Handsize: 4 (+1 one for every hostage under your control during the Discard
and Draw round)
Combat Pool: 2
Research Points: 5
Starting Locations: Dense Jungle + Guerilla Base Camp + Dense Jungle
+ Airlock. Begin game in Base Camp.
Starting Characters: 5 Rogue Main Characters; no more than one Character
may be a Leader. (you may substitute 1 starting Rogue Main character for 2 Rogue

MARINES:
Handsize: 3 (+1 for every Leader under your control during the Discard and
Draw round)
Combat Pool: 2
Research Points: 6
Starting Locations: Isolated Corridor + Tavern + Isolated Corridor + Airlock
Begin the game in Tavern
Starting Characters: Begin the game with 1 non-Rogue human/synthetic main
character Leader, 1 human/synthetic main character (without the Leader resource)
and one infected Physician supporting character.

HIVE ALIENS:
Hand Size: 4 (+1 for every Alien Warrior that you control at your Queens location)
Combat Pool: 0
Starting Locations: Hived Airlock (ground) + Dense Jungle (ground) +
Hived Tunnels (Low, beneath Dense Jungle) + Hived Tunnels (Low, adjacent to
Hived Tunnels)
Starting Characters: 2 Facehugger cards + 1 Chestburster card + Alien
Warrior card
Starting Hand: Royal Jelly, Young Queen, Breeding Chamber, Resin Barrier,
Acidic Residue
Primary Hive Victory Conditions:
1) Kill em All: Kill all unfriendly characters.
2) Expand the Hive: Hive all Locations in play.

CLONED ALIENS:

Quarantine fields have been erected surrounding the crash site. At the end of the Search round on Turn 30
the game ends in a draw.

The Predator player may search their draw/discard decks for a Predator MotherShip and immediately place it

PREDATOR HUNTING PACKS:

4) At any time you have bound 2 Leaders in play, you win immediately (+1
Leader for every player beyond the second).
Blooded Hunt Primary Conditions: (NOTE: All Unblooded Hunt conditions
are now void.)
1) Kill Em All: Kill all unfriendly characters in play.
2) Damage 5 locations (+1 location for every player beyond the second) [Only
locations damaged after Blooded conditions activated will count]
Blooded Hunt Secondary Conditions:
3) Search any Breeding Chamber for an Ambushed Predator and evacuate him
alive. (Pack may only locate the Ambushed Predator at a Breeding Chamber for

Unblooded Victory Conditions are considered void and are replaced by the
Blooded Victory Conditions. The Pack Leader and his starting equipment are
immediately placed on the Predator Ship. (Starting location) If the Leader is killed,
then all Victory conditions are replaced with the Frenzy Kill Em All condition and
the low honor predators can pick up and use all of the Leaders equipment.
Unblooded Hunt Primary Victory Conditions:
1) Kill Em All: Kill all unfriendly characters in play.
2) Fulfill honor requirements for low honor Predators and their Predator Items and
evacuate at Shuttle (Leaders honor and items are currently ignored).
Unblooded Hunt Secondary Conditions:
3) Capture and evacuate any Queen Character or the Newborn.

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New
Orders

Hand Size: 3 (+1 for every Cloned Warrior that you control at your Queens location)
Combat Pool: 5
Starting Locations: Hived Airlock + Genetics Lab + Waste Tank 5 + Genetic
Lab + 1 more Hived, non-central non-breeding chamber location.
Begin game in Waste Tank 5
Starting Characters: 1 Cloned Queen + 2 Facehugger cards + 3 Alien
Warrior cards + 1 Recessive Guard card
Starting Hand: Resin Barrier, Resin Barrier, Acidic Residue
Primary Hive Victory Conditions:
Expansion and Scenario designed by ZI Games, 1999.
Core design: Sean Curran, Hans Rueffert, Michael Pestilence Pease
Head developer and additional design: Michael Pestilence Pease
Chief Playtesters: Bob Arthur, Jon Beckert, Jared Bronson, David Campbell, Leo Carvalho, Sean
Curran, David Gannon, Stephen Garstin, The Irish Brothers Ward, Tamara Lorenz-Pease, Kevin
Maguire, Michael Pestilence Pease, Tony Prokes, Hans Rueffert, Scott Sallee, Chris Salvato,
Jeffery Smith, Matthew Jordan Spradling, Tiffany Wiggs, Cliff Wiggs, Reg Wilton.

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Rules Supplement: Michael Pestilence Pease, Chris Salvato


CG Art: Derek Haller
Layout: Hans Rueffert, Chris Salvato
Original Aliens Predator CCG design by Precedence Publishing.
Aliens & 1986, 1997 Twentieth Century Fox Film Corporation. All Rights Reserved.
Predator & 1987, 1997 Twentieth Century Fox Film Corporation. All Rights Reserved.
Visit http://www.alienspredator.com for up to the minute info and support.

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Expand
the Hive

Meltdown

Quarantine

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