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ALIEN AND PREDATOR EXPANSION

For Doom the Board Game (2016)


By Martin Knight (2017)
NOTE from Author: I have supplied the information and rules relating to the alien and predator
invaders found in this supplement directly from the Xenopedia website with some slight
modifications, in order to make the expansion as true to the franchise as possible.
In order to use the expansion you must own the recent Doom Board Game (2016) from Fantasy
Flight Games and several Alien vs Predator: The Hunt Begins board game (2015) figure expansions
from Prodos Games and Dark Art Minatures. Alternatively to using the official figure expansions
I have supplied counter figures that can be printed off and used instead. You do not need to own the
Alien vs Predator: The Hunt Begins Board Game in order to use this Expansion.

The Aliens
Xenomorph XX121, commonly referred to as simply the Xenomorph and known colloquially as the
Alien, is a highly aggressive endoparasitoid extraterrestrial species. The Xenomorphs are vicious
predatory creatures with no higher goals than the propagation of their species and the destruction of
any life that could pose a threat to them.
Like wasps or bees, Xenomorphs are eusocial, with a fertile Queen breeding a host of subordinate
castes. The creatures are known for their potent acidic blood, their pharyngeal jaws, and their
biological life cycle, in which their offspring are implanted inside living hosts before erupting
violently from their chests.

Ovomorph (Egg) x6
"It's full of leathery objects, like... eggs or something." ― Kane, from Alien.
The Ovomorph, known colloquially as the Egg, is an
egg-like capsule containing a Facehugger, generally
considered to be the first stage in the life cycle of the
species Xenomorph XX121. They are produced by
Queens in their Egg sac, and then laid through the
trunk-like ovipositor at the rear of the sac. Eggs stand
around two and a half feet tall and are typically
brown-black and leathery in appearance.
Colourings – Black-brown or Black-green.
Skills – Acid-burst, Egg Release, Superior Thick Skin.

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Facehugger x5
"Looks like some kind of scorpion..." ― Sebastian, from Alien vs. Predator Unrated Edition.
The Facehugger is a parasitoid form of the species
Xenomorph XX121 that hatches from an
Ovomorph. It is the second stage in the
Xenomorph's life cycle, and exists solely to implant
a Chestburster within a host creature via their
mouth. As such, it has no real offensive capabilities
(beyond an ability to spit acid, which is generally
only used to gain access to hosts and not for attack) and must rely on stealth, surprise or their
victims being previously immobilized by an attacker to achieve implantation. Notably, a
Facehugger dies shortly after its task has been completed. Facehuggers are around 3 feet in length
from the tip of their forward most digits to the tip of their tail.
Colourings – Biege.
Skills – Acid Spit, Agile, Attach/Implant, Hard to Hit.

Drone (Infant) x10


"I admire its purity. A survivor... Unclouded by conscience, remorse, or delusions of morality."
― Ash, from Alien
The Drone is an adult form of the species Xenomorph
XX121, often said to be the most basic adult caste. It is a
loyal servant for the Queen, but essentially represents the
lowliest class of Xenomorph, comparable to a worker ant.
Drones construct Xenomorph Hives, using a resin-like
secretion that they produce, and collect hosts for
impregnation. Drones are easily identified by their smooth
head carapaces, among the smoothest of all Xenomorphs, and
they are capable of spitting cysts of acidic blood at their
enemies. They average around 8 feet tall when standing on
hind legs, and about 14–15 feet long, tail included.
Colourings – Black-grey.
Skills – Acid Spit, Ambush, Bite & Tear, Climbing, Tail slash/stab.

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Runner (Stalker) x5
"I haven't seen one exactly like this before, it moves... differently." ― Ripley, from Alien3

The Runner, is an adult form of the species Xenomorph XX121


spawned from a quadrupedal host animal. Runners, as their name
implies, are fast and agile, and can spit acid from their mouths. Runners
have variously been portrayed as being slightly larger and slightly
smaller than typical human-spawned Aliens, differences that no doubt
derive from the animal that hosted the creature. A runner is typically
around 7 feet 5 inches tall when standing on its hind legs.
Colourings – Red-brown.
Skills – Acid Spit, Agile, Bite & Tear, Charge & Crush, Superior Ambush, Tail Stun.

Warrior x5
"We'd better get back, 'cause it'll be dark soon, and they mostly come at night... mostly."
― Newt, from Aliens.
The Warrior is the primary assault caste of the Xenomorph
XX121 species and as such is almost certainly the most numerous
caste of Xenomorph in existence. They are fast, reasonably tough,
and savage combatants. Even in death the Warrior is dangerous,
as its pressurized bloodstream will cause it to burst apart,
drenching nearby enemies in acid blood. Warriors are identified
by their ridged heads, and stand around 7–8 feet tall on their hind legs. They are about 14–16 feet
long, including their tail.
Colourings – Black or Black-blue.
Skills – Acid Spit, Acid-burst, Ambush, Bite & Tear, Climbing, Head Ram, Leap Attack, Tail
slash/stab.

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Praetorian (Royal Guard) x1
"There was one big motherf*****, like twice the size of the others... That thing could really scream.
I never heard anything like it." ― Cpl. Tequila, from Aliens vs. Predator.
The Praetorian is one of the final stages in the life cycle of the
species Xenomorph XX121, and serve as guards to their Hive's
Queen or Empress and unlike other Xenomorph types, Praetorians
rarely operate outside their Hive grounds. They are among the
largest and most powerful Xenomorph strains. Visually, Praetorians
resemble a Queen, though smaller in size (although they are still far
larger than typical Xenomorphs), typically standing at least 10 feet
tall.
Colourings – Black.
Skills – Bite & Tear, Screech Call, Superior Acid Spit, Superior Tail slash/stab, Thick Skin.

Queen x1
"She's badass, man, I mean BIG!" ― Pvt. Hudson, from Aliens Special Edition
A Queen is a large form of the species Xenomorph XX121 that
serves as the mother and leader of a Xenomorph Hive. Queens
are one of the largest, strongest, and most intelligent Xenomorph
castes, and their appearance differs from that of smaller variants,
with a pair of extra arms growing from their chest and a large
head crest extending rearwards from their skull.
Queens are capable of engaging in combat and are formidable
opponents, but such an event is a rare occurrence. Rather Queens
usually act as stationary Egg-layers within the Hive, letting the
Praetorians (or Drones and Warriors) perform any defensive or
offensive tasks. A Queen additionally oversees the maintenance
of the nest, a task carried out by the Drones. When laying Eggs a
Queen possesses a huge Egg sac that renders it immobile.
Queens are significantly more intelligent than normal Xenomorphs, displaying traits of wrath and
vengeance beyond any purely instinctual behaviour, have displayed problem-solving skills, and are
also capable of issuing orders and commands to subservient castes.
Colourings – Black or Black-blue.
Skills – Bite & Tear, Screech Call, Superior Acid Spit, Superior Tail slash/stab, Superior Thick
Skin.

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The Predators
The Yautja, known colloquially as the Predators or Hunters, are an extraterrestrial species
characterized by their hunting of other dangerous species for sport and honour. They are also
referred to as Xenopredators.
They are a sentient, humanoid race that possess a level of technological advancement far in excess
of anything available to humans. They stalk and kill their prey using a combination of highly
advanced technology, such as active camouflage and energy weapons, combined with traditional
ancient weapons, such as blades, spears and nets.
They often ritualistically mutilate their victims and will claim a trophy from their kills. They have
been known to deliberately breed Xenomorphs in order to hunt them, often as part of initiation
rituals for young Predators.

Yautja (Young Blood) x3


"You are one ugly motherf******." ― Dutch, from Predator.
Yautja are bipedal humanoids, physically distinguishable from
humans by their greater height, long hair-like appendages on their
heads (dreadlocks), their reptilian skin and faces, which feature
arthropod-like mandibles with no visible nose. Their heights vary,
typically over 7 feet tall, although some have been known to grow
to 8 feet or taller.
They are highly resilient to physical damage, capable of
recovering from multiple gunshot wounds and are incredibly
strong, easily capable of outmatching a conditioned adult human
in unarmed combat and able to land blows that can shatter solid
concrete.
They have been seen to jump up to three times their own height, and are capable of falling up to ten
times their height and land safely on their feet. They are skilled climbers, and prefer moving at
height through trees or across rooftops in pursuit of prey, typically jumping from one vantage point
to the next. Their blood is luminescent phosphor green in colour, and has the capacity to partially
neutralise the acidity of Xenomorph blood and bestow significant life-giving properties on humans.
Features – Long dreadlocks, Mandibles.
Equipment – Camouflage Cloak, Medicomp, Netgun, Plasmacaster, Thermal Vision, Wristblades.

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Super Predator (predators) x3
"There's two different types of 'em out there. Now, they're similar but they're different. It's kinda like
the difference between dogs and wolves." ― Noland, from Predators.
The Super Predators are a sub-species of the Yautja race. They
are larger than mainstream predators, standing at 7 feet tall or
more. They have a more reptilian appearance than their better-
known cousins, and have scaly skin.
They use more advanced equipment and technology than the
Yautja, which includes a rapid fire Plasmacaster. They Prefer
to use traps, to induce fear and panic into their prey to make
them run, and often employ the use of Hell-Hounds for
"flushing out" their prey.
They value Trophies and large numbers of kills rather than
honour in the Hunt or in the individual kill.
Features – Long dreadlocks, Mandibles.
Equipment – Camouflage Cloak, Hell Hound Sonic Whistle, Medicomp, Netgun, Rapid Fire
Plasmacaster, Thermal Vision With Pulse Sensor, Wristblades.

HELL-HOUND x2
“So many horns and teeth, you would think they only existed in the most darkest of nightmares.” ―
Martin, from Alien and Predator Expansion.
Despite being called Hell-Hounds, they appear to be
therapsids (mammal-like reptiles); that have scales and a
tricerotops-like appearance, but look like a canine at the
same time.
They are generally used by Super Predators to flush out
prey, and are controlled by an automated sonic whistle
device to calls them back to their master, preventing them
from killing the prey. The handler will typically don
armour to his legs and arms because of the Hell-Hounds
large horns and spikes.
They have a high pain tolerance and are very resilient,
being able to survive many gunshot wounds which would
be fatal to most creatures. Several shots are required to take them down or possibly hit their vital
organs and like their masters they have a strong resistance to the acid blood of Xenomorphs.
Features – Powerful Jaws and Teeth, Dreadlocks, Mandibles.
Skills – Bite & Tear, Deadly spikes, Gorge, Horned Charge, Leap Attack, Thick Skin.

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Predalien x2
“I have never seen its like before, an abomination of Xenomorph and Yautja, making for a deadly
adversariy.” ― Martin, from Alien and Predator Expansion.
The Predalien is a Xenomorph spawned from a Yautja. As a
result of the Xenomorph's DNA Reflex, the Predalien takes after
its Yautja host, sharing physical features such as dreadlocks,
mandibles and lighter skin coloration. They are lethal
combatants, often seen to possess strength far in excess of
human-spawned Xenomorphs owing to the greater physical
prowess of their hosts, a trait the Predalien subsequently inherits
and enhances, however they are regarded by the Yautja as
abominations and an insult to their species.
They are taller than both Predators and human-spawned Xenomorphs, standing around 10', and
possessing greater physical strength. They have paler skin colour than most other Xenomorphs, and
have been known to produce similar vocalizations to Predators. They are incredibly strong and fast
in battle, combining the lightning-fast strikes typical of Aliens with the brute force of the Yautja,
making them deadly opponents.
Physically, they are incredibly robust, able to survive being submerged in magma for a short time.
Their hide is tough enough to shrug off an uncharged blast from a Plasmacaster at point-blank range
without displaying any visible damage, a characteristic it does not lose even when struck with a
fully charged shot.
Like the Yautja, Predaliens have been known to mutilate their victims and claim trophies from them,
usually the skull. However, it is unlikely this is done in pursuit of perceived honour. as with the
Predators. And is more likely an after-effect of genetic memory or instinct inherited from the host.
Predaliens after receiving significant damage, have been known to molt, caused by a forced
evolution induced by the resident Queen, making them one of the few Xenomorphs that continues
to molt after maturing during the reign of an existing Queen. Once they abandon their current
exoskeleton, the new one is stronger, making the creature physically more durable.
Features – Skin Colour - Black, brown, tan/black, dreadlocks, mandibles.
Skills – Ambush, Bite & Tear, Leap attack, Superior Tail slash/stab, Superior Thick Skin, Tail Stun.

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Weyland-Yutani Corporation
"Building better worlds." ― Company slogan
The Weyland-Yutani Corporation, often shortened to
Weyland-Yutani and commonly referred to as Wey-Yu or
simply "The Company", is a large British/Japanese
multinational conglomerate. It was founded in 2099 by the
merger of Weyland Corp and the Yutani Corporation.
The Weyland Corporation, was a British multinational corporation (called weyland industries),
specializing in and developing major advancements in technology such as holographics, off-world
colonization, FTL travel, and others which are consolidated into seven verticals: health, transportation,
energy, electronics, terraforming, security, and cybernetics, headquartered in San Francisco, California.
The Yutani Corporation was a 21st century Japanese cybernetics company that acquired a Yautja Plasma
Pistol originally from a Yautja called “Wolf”, who had arrived on Earth in 2004. The CEO, Yutani,
utilized it to advance human technology, but on December 12, 2029, the Yutani Corporation filed a
lawsuit against Weyland Corp over a patent dispute, which after some years lost. In 2099, Weyland Corp
acquired the Yutani Corporation in a hostile takeover and formed Weyland-Yutani Corporation.
Now Weyland-Yutani is primarily a technology supplier, manufacturing synthetics,
spaceships and computers for a wide range of industrial and commercial clients,
making them a household name. They have numerous non-manufacturing interests;
and the company has extensive assets in interplanetary shipping and transport, and is
one of the corporations that operates human colonies outside the solar system
through the ECA (Extrasolar Colonization Administration), which it controls. They also have a seat in
the Interstellar Commerce Commission's Company Review Board, and has control of the United States
Colonial Marine Corps. They currently hold their main offices in Tokyo, London, San Francisco, the
Sea of Tranquillity on Luna and on Thedus.
From an outsiders view they appear to be exhibiting the worst aspects of corporate profiteering, willing
to sacrifice decency and life in the endless pursuit of profits.
In recent times the corporation has had its hands in all aspects of space colonization and research and
has consistently driven employees and agents in pursuit of a living sample of the species they have
designated as “Xenomorph XX121” and often without regard for the well-being of anyone involved.
Their overwhelming pursuit of a living sample has led many of the opinion that the company displays
the worst aspects of corporate profiteering, willing to sacrifice decency and life in the endless pursuit of
profits.
However the company plans are highly classified and one can only assume that once they have obtained
a creatures it may well be exploited as a biological weapon or be used for financial gain.
Weyland-Yutani have always maintained that one of the corporation's primary goals behind capturing
the Xenomorphs and creating weapons out of their biology is to ensure humanity remains the elite
species in the universe, and that it is not just because of monetary profits.

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PLAYING with the expansion
The Expansion uses Doom the board game (2016) mechanics with some exceptions, below are
some of the changes and extra rules that apply when playing with this expansion.

Argent Power
Argent power is not used as described in the main rules, instead each time a figure activates the
invader player chooses from a list of skills or equipment that is available to the figure and shown on
its card. Only one Skill or Equipment can be used from the list each time the figure is activated.
Argent power tokens collected by turning in event cards during the Status phase or those that are
awarded by cards are collected by the invader player and placed into an argent power pool from
which the invader player can add/flip portal tokens on the map. The chart below shows the number
of tokens each portal type costs and how they are played depending on the threat card in play.
Portals are played out of line-of-sight to any marine figures during the Status Phase before the
initiative deck is constructed.

Portal Type Cost Assault Horde Infestation


Blue 12 Placed face down when
marines are separated by
Yellow 18 Flip portal face up. Placed face down blocking terrain, walls or
a door otherwise face up
Red 24 and cost +4 tokens.

SUMMONING FROM multiple PORTALS


When the invader is summoning from more than one face up portal in the same instance, he must
select figures from opposing columns for each portal of the invader card. For instance if the invader
player has a face up blue and yellow portal token at the start of the status phase, the invader player
could choose to draw figures from the alien (green) portion of the invader card for the blue portal
token, and would then have to draw figures from the predator (blue) portion of the invader card for
the yellow token. This may cause the full quota of figures not being placed, due to a shortage
because the figures needed are already in play.

NEW Cards
Included in the expansion are 12 new Invasion Cards and 6 new Objective cards which are used in
place of the original Doom cards, they should be used as instructed by the individual missions.
The Demon cards have also been replaced with 11 new Alien and predator cards to represent the
new figures used in the expansion. The Ovomorph (Eggs) and Facehugger cards are not found on
any of the Invasion cards and are instead released from Eggs (Facehuggers) or are part of a Mission
set-up (Ovomorph).
Note: You do not add an initiative card for Ovomorphs when preparing the initiate deck.

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SKILL LEVELS
The expansion is brutal on the marines, as you would expect from the franchise and to compensate
this for players who prefer a more light hearted game or those that like to get hurt, 5 skill level cards
(details below) have been added in traditional doom style. The expansion is intended to be played at
“Skill Level 3: Hurt Me Plenty”, which adds no modifiers to the game at all, but you can choose
from 4 others to adjust your games to suit your style of play. Providing all players are agreeable to
the skill change place the new skill card in the play area for easy reference during your game.
1. I'm Too Young To Die - Marines +5 Health.
2. Hey, Not Too Rough - Marines +2 Health.
3. Hurt Me Plenty - Nothing Changes.
4. Ultra-Violence - Invader +2 Hand Size.
5. Nightmare! - Invader +2 Hand Size/Marines -2 Health.

Welded and impassable Doors


There are two new types of doors included in the expansion and their tokens should be used in place
of the original doom doors provided in the main game. Doors showing the welded symbol on the
operations map have been welded shut and need to be forced open. They each have 10 health which
once reduced to 0 can then be opened in the normal way (switch the token to a normal door). When
damaging a welded door the attacker must have line of sight to the door and it must be clear of all
figures (doors do not gain cover and do not draw defence cards) and any effects that are applied to
adjacent figures also effect welded doors. Impassable doors can never be forced or opened.

Demons
When using cards from the event deck, or referring to rules in the Doom rulebooks, all terms
relating to “demon” or “demons” for the purpose of this expansion now relate to any figure under
the invaders control.

Alien vs Predators
Aliens want to attack everything and have no preference whether it is a marine or a predator, while
a predator will wish to hunt everything it comes across and have just as little mercy for aliens as
they do for the marine they come across. While the majority of the time the aliens and predators will
focus their attacks on the marines at the end of each turn they may focus on each other. Therefore at
the end of each round, the marines may activate a single alien or predator figure anywhere on the
map to attack another figure of its opposing faction, (i.e. Alien may attack a Predator or a Predator
may attack an Alien). The activated figure may use any of its available abilities and move, but it
must always make an attack, otherwise it cannot be selected by the marines to be activated.

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Yautja and Super Predators Glory Kills
When a Marine performs a glory kill on Yautja or Super Predator figure, they may restore up to 4
lost health instead of the normal 2 (as the glory kill card instructs), due to the predators blood which
bestows significant life-giving properties to humans.

Operations and missions


There are four operations included in this expansion, each having three missions. It is recommended
the operations and missions are played in order as they build upon a storyline and will allow for a
campaign scoring system (below) that can be implemented in to your games. When playing a
campaign the marines must keep the same load-out for all 4 operations.
The sheet below will help you keep track of scoring, place a tick in the box for the winning side and
a cross in the box of the loser. On the rare occasion a mission ends in a draw, both sides score a
cross and the side with the most ticks for a completed operation will receive a reward for the
remainder of the campaign.

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR


Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3
Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

The rewards for marines differ slightly to the invaders but have similarities, below explains what
reward is granted to the winning side for each operation.

HEALTH Marine – Each receives +3 health to the value printed on their card.
Invader - At the end of each round remove 1 point of damage from any single figure.

HAND Marine - Each increases their action card hand size by +1.
Invader - Increases their event card hand size by +1.

SKILL Marine – Each receives +1 class card (chosen randomly).


Invader – All stagger values are increased by +1.

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Alien and predator stats
Speed Range Damage Health Stagger Armour Special Event
Ovomorph 0 0 0 15 0 2 2 Armour
Facehugger 6 2 1R 3 2 0 Dodge
Runner 6 3 2R 5 4 0 Dodge
Drone 5 3 1R 1B 7 5 0 1 Armour
Warrior 5 3 2R 1B 8 6 0 1 Armour
Praetorian 4 3 1R 2B 12 9 1 1 Armour
Queen 4 3 2R 2B 18 15 2 2 Armour
Hell-hound 5 1 3R 5 3 1 Dodge
Yautja 4 5 2R 1B 8 6 0 1 Armour
Super Predator 4 6 3R 1B 10 8 0 2 Armour
Predalien 5 6 2R 2B 16 13 2 Dodge

Super Predator
Facehugger

Hell-hound
Ovomorph

Praetorian

Predalien
Warrior
Runner

Queen

Yautja
Drone

Skills and Equipment

Acid Spit    
Superior Acid Spit  
Acid-burst  
Agile  
Ambush   
Superior Ambush 
Attach/Implant 
Bite & Tear       
Camouflage Cloak  
Charge & Crush 
Climbing  
Deadly Spikes 
Egg Release 
Gorge 
Hard to Hit 
Head Ram 
Hell-Hound Sonic whistle 
Horned Charge 
Leap Attack   
Medicomp  
Netgun  
Plasmacaster 
Rapid Fire Plasmacaster 
Screech Call  
Tail slash/stab  
Superior Tail slash/stab   
Tail Stun  
Thermal Vision 
Thermal Vision With Pulse Sensor 
Thick Skin  
Superior Thick Skin   
Wristblades  

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Miniatures to use with this expansions

Alien Birthing Pods x6 Unusual Base


(Ovomorph) 4x4 spaces

Alien Facehuggers x5 30mm Base


(Facehugger) 1x1 spaces

Alien Stalkers x5 30mm Base


(Runner) 1x1 spaces

Alien Infants x5 30mm Base


(Drone) 1x1 spaces

Alien Warriors x5 30mm Base


(Warrior) 1x1 spaces

Alien Royal Guard x1


40mm Base
(Praetorian)
4x4 spaces

Alien Queen x1 50mm Base


(Queen) 4x4 spaces

Predator Hellhounds x2
30mm Base
(Hell-hound)
1x1 spaces

Predator Young Bloods x3 40mm Base


(Yautja) 4x4 spaces

Predators x3 40mm Base


(super Predator) 4x4 space

Predalien x2 40mm Base


(Predalien) 4x4 spaces

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Skills and Equipment
Acid Spit (C) – Ranged attack that deals acid tokens (instead of damage) for each damage rolled. At the end of each round any figure with acid tokens
rolls a die matching the token and suffers the damage scored then discards an equal number of acid tokens; the damage sustained in this way can end up
being more than the figure has tokens remaining. Superior Acid Spit – Dealt superior acid tokens and rolls a black dice instead of red for acid damage.
Acid-burst (P) – When the alien is fragged, roll 1 black die, all non-alien figures within 2 range suffer the damage scored and receive an equal number of
superior acid tokens.
Agile (P) - Ignores difficult terrain and enemy figures penalty when moving.
Ambush (P) – After the figure has used all of its available movement points, if it is not adjacent to an opposing figure it may move 2 additional spaces
providing it ends its movement adjacent to an opposing figure. Superior Ambush – the figure may move 3 additional spaces.
Attach/Implant (C) – An attack that can only be made to an adjacent marines. If 1 or more damage is dealt to the marine, remove the facehugger figure
and the marine receives a special stun tokens and a facehugger token. The marine is now stunned (incapacitated) and can not attack or defend. At the end
of the round, the marine discards the special stun token and receives 2 progress tokens. At the end of each round thereafter the marine discards 1 progress
token. When the marine discards his last progress token he discards his facehugger token and is fragged (invader gains 2 frag tokens) and a drone (infant)
figure is placed in his space. Whilst being attached or implanted the marine cannot be the target of another Attach/Implant attack. While a marine has the
facehugger token no alien figure may attack them.
Bite & Tear (C) – A standard attack that can only be made to adjacent figures. You may choose to re-roll a single die.
Camouflage Cloak (P) – The figure always has cover.
Charge & Crush (C) – Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your activation, add 1 black die.
Climbing (P) - Ignores difficult terrain penalty when moving.
Deadly Spikes (P) – When moving through a marines space, roll 1 red dice and deal the damage scored (marine does not draw a card for defence). Can
not effect a marine more than once per activation.
Egg Release (P) – If a Marine moves adjacent to the egg it will immediately release a facehugger. Remove the egg figure and replace with an available
facehugger (any of the four spaces the egg occupied). At the end of the marines activation shuffle 1 initiative card into the remaining initiative deck if there
was not a facehugger present at the start of the round or if this is the first facehugger placed this round.
Gorge (C) - Before rolling any dice for an attack, if the defender was adjacent to you at the start of your activation, add 1 black and 1 red die.
Hard to Hit (P) – After an attack is made against you and before damage is dealt, remove a single dice from the attack.
Head Ram (C) - Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your activation, add 1 red die.
Hell-Hound Sonic whistle (C) – All Hell-Hounds with in range 4 of the Super Predator may activate.
Horned Charge (C) - Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your activation, change 2 red dice for 2
black dice.
Leap Attack (C) – Instead of moving this activation, you may leap up to 2 spaces in any direction providing you end in an adjacent space to a marine
figure, then add 1 black dice to your attack.
Medicomp (C) – Restore 2 lost Health.
Netgun (C) - Before rolling any dice for an attack, choose and remove one die. After the attack the defender receives 2 stun tokens.
Plasmacaster (C) – When you attack add 2 range and you may re-roll a single die. Rapid Fire Plasmacaster (c) – During your activation you may
perform 1 additional attack at the same target with 1 red and 1 black dice.
Screech Call (C) – A maximum of 2 Lesser Xenomorph with in range 4 of the figure may activate.
Tail slash/stab (P) – Once per activation the alien may roll one red dice and deal the damage scored to a single adjacent marine. Superior Tail slash/stab
– roll a black dice instead of a red dice.
Tail Stun (C) – Before rolling any dice for an attack, choose and remove one die. After the attack the defender is stunned.
Thermal Vision (P) – When you attack at range the defender may not use cover. Thermal Vision With Pulse Sensor - When you attack at range you
add 1 red dice and the defender may not use cover.
Thick Skin (A) – Alien has 1 defence. Superior Thick Skin – Alien has 2 defence.
Wristblades (C) - An attack that can only be made to adjacent figures, Add 1 black dice to your attack.

C = Choose one skill or Equipment each activation. P = Passive always used. A = Already added to card.

Page 14
Head Ram - Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your activation,
add 1 red die.
ALIEN AND PREDATOR EXPANSION
Hell-Hound Sonic whistle – All Hell-Hounds with in range 4 of the Super Predator may activate.
Acid Spit – Ranged attack that deals acid tokens (instead of damage) for each damage rolled. At the end of each round
any figure with acid tokens rolls a die matching the token and suffers the damage scored then discards an equal number Horned Charge - Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your
of acid tokens; the damage sustained in this way can end up being more than the figure has tokens remaining. Superior activation, change 2 red dice for 2 black dice.
Acid Spit – Dealt superior acid tokens and rolls a black dice instead of red for acid damage.
Leap Attack – Instead of moving this activation, you may leap up to 2 spaces in any direction providing you end in an
Acid-burst – When the alien is fragged, roll 1 black die, all non-alien figures within 2 range suffer the damage scored adjacent space to an opposing figure, then add 1 black dice to your attack.
and receive an equal number of superior acid tokens.
Medicomp – Restore 2 lost Health.
Agile - Ignores difficult terrain and enemy figures penalty when moving.
Netgun - Before rolling any dice for an attack, choose and remove one die. After the attack the defender receives 2 stun
Ambush – After the figure has used all of its available movement points, if it is not adjacent to an opposing figure it may tokens.
move 2 additional spaces providing it ends its movement adjacent to an opposing figure. Superior Ambush – the figure
Plasmacaster – When you attack add 2 range and you may re-roll a single die. Rapid Fire Plasmacaster (c) – During
may move 3 additional spaces.
your activation you may perform 1 additional attack at the same target with 1 red and 1 black dice.
Attach/Implant – An attack that can only be made to an adjacent marines. If 1 or more damage is dealt to the marine,
Screech Call – A maximum of 2 Lesser Xenomorph with in range 4 of the figure may activate.
remove the facehugger figure and the marine receives a special stun tokens and a facehugger token. The marine is now
stunned (incapacitated) and can not attack or defend. At the end of the round, the marine discards the special stun token Tail slash/stab – Once per activation the alien may roll one red dice and deal the damage scored to a single adjacent
and receives 2 progress tokens. At the end of each round thereafter the marine discards 1 progress token. When the marine. Superior Tail slash/stab – roll a black dice instead of a red dice.
marine discards his last progress token he discards his facehugger token and is fragged (invader gains 2 frag tokens) and a
drone (infant) figure is placed in his space. Whilst being attached or implanted the marine cannot be the target of another Tail Stun – Before rolling any dice for an attack, choose and remove one die. After the attack the defender is stunned.
Attach/Implant attack. While a marine has the facehugger token no alien figure may attack them. Thermal Vision – When you attack at range the defender may not use cover. Thermal Vision With Pulse Sensor -
Bite & Tear – A standard attack that can only be made to adjacent figures. You may choose to re-roll a single die. When you attack at range you add 1 red dice and the defender may not use cover.

Camouflage Cloak – The figure always has cover. Wristblades (C) - An attack that can only be made to adjacent figures, Add 1 black dice to your attack.

Charge & Crush – Before rolling any dice for an attack, if the defender was not adjacent to you at the start of your Argent power tokens collected by turning in event cards (Status phase) or awarded by event cards
activation, add 1 black die. during activation are collected by invader player and used to add portals to map. Portals are played out
of line-of-sight to any marine figures during the Status Phase before the initiative deck is constructed.
Climbing - Ignores difficult terrain penalty when moving. Assault- Flip face up. Horde- Placed face down. Infestation- Placed face down when marines separated
by blocking terrain, walls or a door otherwise face up and cost +4 tokens.
Deadly Spikes – When moving through a marines space, roll 1 red dice and deal the damage scored (marine does not
draw a card for defence). Can not effect a marine more than once per activation. COST 12 COST 18 COST 24

Egg Release – If a Marine moves adjacent to the egg it will immediately release a facehugger. Remove the egg figure Glory Kills - Marines restore 4 lost health instead of the normal 2 for glory kills on Yautja or Super Predator.
and replace with an available facehugger (any of the four spaces the egg occupied). At the end of the marines activation
shuffle 1 initiative card into the remaining initiative deck if there was not a facehugger present at the start of the round or End of Round - The marines may activate a single alien/predator to attack its opposing faction, (i.e. Alien attacks
if this is the first facehugger placed this round. Predator/Predator attacks Alien). The figure may use any of its abilities, but must make an attack or cannot be activated.

Gorge - Before rolling any dice for an attack, if the defender was adjacent to you at the start of your activation, add 1 Doors – Welded doors have 10 health must be depleted to open. Impassable doors can never be opened.
black and 1 red die.
Summoning – The Invader player summons figures from alternate columns (Alien/Predator or Green/Blue) of the
Hard to Hit – After an attack is made against you and before damage is dealt, remove a single dice from the attack. invader card when multiple portals are face up
Tokens – page 1
Tokens – page 2
CAMPAIGN SCORE SHEETS
OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

OPERATION ONE OPERATION TWO OPERATION THREE OPERATION FOUR

Missions 1.1 1.2 1.3 2.1 2.2 2.3 3.1 3.2 3.3 4.1 4.2 4.3

Marines Win            
Invader Win            
Reward HEALTH HAND SKILL VICTORY

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