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Mission 1: Run for Cover

“Captain, what happens and what should we do”, Stone asks Hartman. After a few seconds Hartman
answers: “Stone. Nobody reports back and I don’t see anything useful on the head camera monitors. All
the life signs show that all the other men are either killed or being unconscious. I can’t believe that. But it
seems they are all incapacitated. I want you and your men to check that out and then to move to the
bridge. Turn right and move on. Look for comrades not killed and see if you can help them. When you
are attacked too then sprint forward to the bridge and run for cover. There is a heavy bulkhead in the
corridor in front of the bridge. If you can go through it, close it behind you. Maybe you can keep the
enemies off you. Report back when you are in the bridge. Good luck.”

Forces and Deployment

Marines: The Marines player gets 1 Marine Rifleman with a Motion Tracker (Stone), 1 Marine Gunner
(Jablonski), 1 Marine Flamer (Ramirez), and 2 Marine Riflemen (Franklin and Harper). The Marines
player must deploy them on the tiles marked Entry Area on the map.

Aliens: The Aliens player can convert pings into Stalkers and Warriors only. The Aliens player gets
1d3 pings at the start and 2d3 pings as reinforcements. Pings may enter play at any entry point
(marked with a black arrow on the map).

Special Rules

The Marines can exit the playing area by moving off the exit tile (marked EXIT on the map) for the cost
of 2 AP. Once a Marine exited the playing area, he cannot come back.

Victory

The Marines player wins if all Marines exited the playing area. The Aliens player wins if at least one
Marine is killed.

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Map

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