Fallout
(Backstory Coming Soon)
Scenario Specific Rules
This scenario takes into account both the Resurrection and Atmosphere rule
supplements (which can be found at www.alienspredator.com), and uses the
following scenario specific rules:
Starting locations are considered distinct.
The following cards are not allowed in this scenario: Battle Conditions (other
than the starting Low Light Levels), Cross Locations, Ship Locations, Access
Space, Armory, Hatchery, Breath Analyzer, Eat Vacuum, Hull Breach,
Recalibrate Ground Level, Royal Guard, Egg Sack Detachment and Warrior
Queen.
No player may have any locations in their Draw Decks. No player other than
the Aliens player may have Breeding Chamber or Waste Tank 5 in their
location decks (and they may only have one or the other). Both of these
locations are considered Distinct.
Turn sequence is „M-P-A‟, Marines - Predator - Aliens.
Hand Welder gains all the properties of a Barrier 5. Once the Hand Welder is
activated, no characters may pass through the Hand Welder.
There is no minimum number of supporting characters required in your draw
deck.
Once per character, per round, 2cp may be spent to give that character +1
Resistance or +1 Damage for the duration of that round.
One copy of Low Light Levels begins in play and applies to all players,
although it begins facedown. While facedown, this condition is considered
inactive and is only flipped right-side-up when a Hive Plant is brought into
play, or a Power Plant card is hived by the Aliens player. Additionally, any
non-alien character may rotate at a Power Plant to activate or deactivate this
condition as long as there is no hived Plant location in play.
Whenever a Plant location is damaged, or the event Power Outage is in play,
all non-secure locations gain the Dark resource, and Low Light Levels is
deactivated. The effects from Low Light Levels and Dark do not stack.
Repairing these locations will discard an active Power Outage and remove
the Dark resource from all locations. Whenever a Power Outage is removed
from play and there are no damaged plant locations, the Dark resource is
removed from all locations. However, Low Light Levels may reactivate if
there are any hived Plant locations in play still.
Dark: Characters gain -2 To Hit when declaring an attack against a target at a
location with the Dark Resource. [This does not apply to Aliens at hive
locations, Predators with Hunter's Masks, or Humans with Halogen
Attachments/Infrared Binoculars]
COMING SOON: Rogue and Civilian factions.
Location Deck:
Each faction has only one starting location, and in addition, 8 other
locations which make up their location decks. Seven of these 8 different
locations may be Distinct, but Meeting Hall must be included as one of the
8. These are shuffled, and put out on the table before play, face down to
the sides of the starting location (four on one side, four on the other).
During the Play Locations step of the Movement round, players must flip
over one of their face-down locations, starting with one of the two closest
to the starting location then moving outwards from their starting location,
on either side of their choice, each turn.
The Factions
Marine:
Combat Pool:
3
Hand Size:
4
Starting Characters:
Marine Private or any Marine ranked Pvt.
DiStephano may not begin with a Lacrima 99. Marine
Private may begin play with either an Electronics Tech, a
Programmer, or a Security Guard at his location under
his control
Starting Location:
Barracks
Starting Equipment:
Garrison Pack, Medkit
Victory Conditions:
1) Kill all opposing main characters in play and evacuate.
2) Rescue Mission: Evacuate 10 supporting characters and at least
one main character.
3) Securing the Installation: Rotate a Marine main character,
without an opposing character present, at Operations to gain a
security token. Once 12 tokens have been accumulated the Marine
player wins at the end of that turn.
Special Notes:
Pvt. McIntyre: This character gains the following effect text.
“Pvt. McIntyre may rotate to heal one point of damage from a
character (including himself) at his current location. May not
be used during damage resolution.”
Computer Center and Weapons Locker: Weaponry items can
still be searched for from a player's hand as normal at the
Weapons Locker, however its text can only be used once per
'Key' token spent. A Key is gained by searching at an
undamaged Computer Center, then placing a green marine
token on that searching character during the resolution. Discard
this token when searching at a Weapons Locker to use its text.
If a Weapons Cache is played on Weapons Locker, that player
may also search through his deck for a Military Arms item
instead, but also only if a Key is used. There is no limit to the
number of key tokens that can be carried at one time, although
only one may be spent per search action, per character.
Rotating a Programmer at the Weapons Locker negates the
need to use a Key. When using Weapons Locker's text, the
searching character may choose the item he finds rather than
taking the first one he comes across.
A Company Official may be rotated to immediately search the
controlling player‟s draw deck for a Weapons Cache and add it
to owner‟s hand.
The Marine player is restricted to the following Military Arms
items in their deck: Sentry Gun Control, M3 Body armor,
Lacrima 99, Flamethrower, Draco Double Burner, Demolition
Charge, and M91 Flamer Unit.
Communications Center and Meeting Hall - Reinforcements:
Rotate a Marine main character with a Communications Array at
any location during the Search Round and after 2 turns, at the
beginning of the Movement Round, that player may search his
hand and draw deck for a Marine Private and put him into play
at the same location as the Communications Array.
Additionally, a Marine main character may rotate at an
undamaged Communications Center during the Search Round.
At the beginning of the next movement round, that player may
search his hand or draw deck for a Marine Private and
immediately put it into play at an existing Meeting Hall. A Marine
Private that comes into play in this fashion may begin with any 1
Weaponry item from your hand or draw deck.
Unless a card specifies otherwise, all Unique and Singular
supporting characters count as 2 for the purpose of evacuation,
and Cocooned Victims count for 9 as long as they were brought
into play at a Breeding Chamber. If found by the Marine player,
they are not considered captured by the Aliens player.
Emergency Escape Vessel can not be played if Power Outage
is in play.
Evacuation is done at the Docking Bay, unless an outside card
is used that allows evacuation elsewhere (such as Emergency
Escape Vessel).
Sentry Gun Control: This item may be rotated and dropped at
an undamaged Computer Center, and will remain rotated until it
is either damaged or removed. As long as it's rotated there,
Docking Bay and Operations will make free short-ranged
attacks on any Alien or Predator character that enters them for 8
damage.
Predator:
Combat Pool:
5
Hand Size:
3
Starting Character:
Eager Youth [See Special Notes for other options]
Starting Location:
Cryonics
Starting Equipment:
Mask, Melee Claws, Darts
Victory Conditions:
1) Kill all opposing main characters and evacuate at the Landing
Pad.
2) Successful Hunt: Fulfill honor requirements and evacuate at the
Landing Pad.
3) Legendary Renown: Capture and evacuate with either a Queen
or a Predator Hybrid at Landing Pad.
Special Notes:
Starting Character: Another Predator main character may be
chosen as the starting character, but only under certain
conditions. Young Tusk begins with 1 point of damage, and any
other Predator main character begins with their individual honor
value -3 in damage tokens.
All Predator Items are considered to be Unique, except for
Ammo items and Predator Medkit.
Predator Items in this player's deck are limited to: Melee Claws,
Mask, Hunter's Mask, Ceremonial Armor, Darts, Ammo items,
Collapsible Spear, Hunter's Caster, Scattergun, Camouflage
Suit, Acid Resistant Claws, Predator Medkit, Self-Destruct and
Laser Sight.
Evacuation is done at the Landing Pad location.
Ambushed Predator may be found at Quarantine. If
successfully evacuated, in addition to the Honor bonus, the
Predator player may search his hand, discards and draw deck
for any Predator Item and immediately add it to the Predator
main character.
Only Hunter's Mask negates the effects of the Dark Resource.
Both the Hunter's Mask and the normal Mask negate the effects
of Low Light Levels.
Predator Rage: A Predator main character may rotate to
damage a location. Once rotated, roll a die. The location is
damaged on a 6. If the Predator has any of the following
resources, add +1 to the die roll for each one: Lethal, Veteran or
Adaptable. Add -1 for each damage counter on the Predator.
Predator Stamina: As long as the predator is not carrying more
than 3 items, the owner may rotate him and pay 1cp during the
Movement round to gain 1 movement point.
Engineering and Storage Facility both have the Predator Item
resource. If Storage Facility becomes damaged, roll a die. If a
4-6 is rolled, all Predator items from the Predator player‟s hand
and draw deck may be placed here immediately.
Cargo Bay: Predator Items from your hand or draw deck may be
searched for at this location, but only under certain conditions.
Instead of being found during the Search Round, the Predator
must rotate and attack the location for a minimum of 6 damage.
During Damage Resolution, search your hand or draw deck for
the first item with the Predator Item resource and place it onto
your Predator main character. If this location becomes
damaged, all Predator Items from the Predator player's hand
and Draw Deck may be placed here immediately. [see Aliens
Special Notes concerning Cargo Bay]
Aliens:
Combat Pool:
3
Hand Size:
2
Starting Characters:
1 Chestburster, 2 Facehuggers, and either 1 additional Facehugger
or Chestburster
Starting Location:
Hived Quarters
Victory Conditions:
1) Kill all opposing main characters in play.
2) Expand the Hive: Hive all locations
3) Dominion: Have an Alien Queen and 20 aliens with the Lethal
Resource in a Breeding Chamber at the beginning of the Movement
Round.
Special Notes:
Cargo Bay, Science Lab and Genetics Lab - Alien Storage: If
any of these locations become damaged, the Aliens player may
immediately search his hand, draw deck and discards for as
many Facehugger character cards as they wish and
immediately put them into play at any of the named damaged
locations.
Only Lethal aliens may be used to hive a location.
Facehuggers may enter non-hive locations, and may not be
turned into tokens. A maximum of 6 Facehugger character
cards may be included in the draw deck.
No Breeding Chamber other than the one in the location deck
may be brought into play. A Young Queen may only mature into
an Alien Queen at the Breeding Chamber, and if the Breeding
Chamber is damaged it is repaired when this is done.
The Breeding Chamber does not need to be adjacent to Hived
locations.
If, before you choose to mature it, your starting Chestburster
character card kills a supporting character, you may search your
draw deck for either an Alien Warrior or a Pet Hybrid to replace
it with during the next Aliens Mature step, and add it to your
hand.
Hived Storage: Once per game, if this or any Plant location is
damaged, or if Power Outage is in play, the Aliens player may
rotate three alien character cards here to immediately bring a
Young Queen into play from their hand or draw deck.
Savage Destruction: Rotate aliens with the Lethal resource at a
location during the combat round. If at least 4 of them survive to
the end of the search round, that location becomes damaged.
Additionally, the Aliens player may rotate and discard 2 aliens
with the Lethal resource during the combat round to damage it
immediately.
Aliens do not suffer the penalties of the Dark resource as long
as an Alien Queen is in play.
A Queen can search the Breeding Chamber location for a
Facehugger character card from their hand or draw deck during
the Search Round.
The head starter of this, Galmorzu, made a few additions and posted them up on
some forums, no one answered him but here's what he thought could/should be
changed:
“Are any of the people that helped me make this scenario around here anymore?
I made a few changes to it and I wanted to check with them to see what they
think.
Namely:
Any Hacker or character with the Hacker Resource can bypass the "Key" token
restriction. They can no longer search decks for Weapons Caches.
Programmers can search your deck for the Weapons Cache.
Company Officials can't search for Weapons Caches, but can search for
Emergency Escape Vessel cards. When the EEV is played, however, they MUST
be among the characters evacuated with it (thus making this a 1-per-game
ability)
If Aliens have characters mature into chestbursters before the Breeding Chamber
is found, their starting Hived Quarters location can be used to store and mature
alien tokens until it is found. This is the one I wasn't sure about keeping in or not.
Creepy is allowed as a starting Rogue character (I thought he was before, but he
wasn't on the list).
Marines start with 1 Chemical Base in addition to everything else.”