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Fallout Scenario

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Shared by: Kerala g
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posted:
11/4/2011
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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.”



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