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INTruDEr BAG DEvELoPMENT SHoot action

Draw 1 Intruder token from the Intruder bag. If a Character is in a Room with an Intruder and has a Weapon with atleast
1 Ammo, they may perform a Shoot Basic Action against that Intruder:
Larva – Remove this token from the Intruder bag and
1) Choose a Weapon and 1 Intruder you want to shoot.
add 1 Adult token to the Intruder bag.
2) Discard 1 Ammo from that Weapon’s card.
3) Roll the Combat die.
Creeper – Remove this token from the Intruder bag and
add 1 Breeder token to the Intruder bag. Combat die results:

Adult – All players roll for Noise in order.


If a player’s Character is in Combat with an Intruder, this player does – You miss your target.
not perform a Noise Roll. Return the Adult Intruder token
to the Intruder bag.
– If your target is a Larva or Creeper, deal 1 Injury to your target.
If not, you miss.
Breeder – All players roll for Noise in order.
If a player’s Character is in Combat with an Intruder, this player – If your target is a Larva, Creeper or Adult Intruder, deal 1 Injury
does not perform a Noise roll. Return the Breeder Intruder token to your target. If not, you miss.
to the Intruder bag.
– Deal 1 Injury to your target (regardless of the Intruder’s type).
queeN – If there are any Characters in the Nest Room, place the
Queen miniature in that Room and resolve an Encounter. If there are
no Characters in the Nest (or its location has not been discovered yet), – Deal 2 Injuries to your target (regardless of the Intruder’s type).
add an additional Egg token on the Intruder board.
Return the Queen Intruder token to the Intruder bag.
Important
Blank – Add 1 Adult Intruder token to the Intruder bag. Some Weapons have special rules that may modify the Shooting Action.
If there are no Adult Intruder tokens available, nothing happens.
Return the Blank token to the Intruder bag.
MELEE ATTACK ACTIoN encouNTEr
If a Character is in a Room with an Intruder, they may perform a Intruder appearing on board in a Room by drawing an Intruder token from the
Basic Melee Attack Action against that Intruder: Intruder bag.

1) Draw 1 Contamination card and add it to your Action discard pile. 1) Discard all Noise markers from all the Corridors connected to this Room
2) Choose 1 Intruder you want to attack. (including Technical Corridors, if there is a Technical Corridors Entrance).
3) Roll the Combat die.
2) Draw 1 Intruder token from the Intruder bag. Each Intruder token has an
Combat die results: Intruder Symbol on one side, and a number on the opposite side.

3) Place an Intruder miniature in the Room. The Intruder type must correspond to
– You miss your target and your Character suffers 1 Serious Wound. the Intruder Symbol shown on the token. For a description of each Intruder
symbol, see the Intruder board.
– If your target is a Larva or Creeper, deal 1 Injury to your target.
If not, you miss and your Character suffers 1 Serious Wound 4) Compare the number on the Intruder token with the number of cards in the
player’s hand If the number of Action cards in the player’s hand is lower than
– If your target is a Larva, Creeper or Adult Intruder, deal 1 Injury to your the number in the Intruder token, a Surprise Attack occurs. (Action and
target. If not, you miss and your Character suffers 1 Serious Wound Contamination cards are counted).

– Deal 1 Injury to your target (regardless of the Intruder’s type). 5) Put the drawn Intruder token aside

– Deal 1 Injury (yes, only 1!) to your target (regardless of the Surprise Attack
Intruder’s type). The Surprise Attack is an Intruder Attack which only occurs during an Encounter.
If the player has fewer cards in their hand than the the number printed on the
drawn Intruder token, a Surprise Attack takes place.

BLANK ToKEN
If a player draws the Blank token, place a Noise marker in each Corridor
connected to the Room in which this Encounter took place.

If the Blank token was the last token in the Intruder bag:
Add 1 Adult Intruder token to the Intruder bag.
If there are no Adult Intruder tokens available, nothing happens.

Return the Blank token to the bag.


NEMESIS – BASIC rooms 1 NEMESIS – SpECIAL rooMS
Armory – Recharge your Energy Weapon [2] cockpit – Flight Controls [2]
Add 2 Ammo tokens to 1 of your Energy Weapons. EITHER examine the co-ordinates card OR change the destination position marker.
Note: This Room Action does not reload Classic Weapons. Cannot change destination if somebody is in hibernation.
Note: A Weapon can never exceed its Ammo capacity, shown on the Weapon card.
ENGINE 1, 2 or 3 – Check, fix or break an engine [2]
Comms room – Send a Signal [2] Use [2] to check the engine status – view the TOP card of the engine stack to see
Place a Status marker on the Signal space on your Character board. the current status. You can use a character REPAIRS action card or a TOOL item
Sending a Signal is a requirement for some Objectives and has no other card to REPAIR/BREAK an engine – take both engine cards and secretly adjust
game use than that. which one is on top.
Emergency room – Treat your Wounds [2]
Dress serious wound (turn card over to ignore effects) or Remove a dressed Hibernatorium – Try to hibernate [2]
serious wound, or heal (remove) 1 light wound You may perform this Action only if the hibernation chambers are open – the token
More on Dressing and Healing Wounds – see page 21. on the Time Track is on any blue space. Perform a Noise roll. If any Intruder
shows up in this Room, your attempt at entering the hibernation chamber has
evacuation SECTIoN A & B – Try to enter an Escape pod [2] failed.
Attempt to enter an Escape Pod by doing a NOISE ROLL, If an intruder appears,
your attempt to enter an escape pod fails. If no Intruder appears, remove your Character miniature from the game – you
Escape pods must be UNLOCKED and in place (not used). managed to hibernate safely. From now on, you do not take part in the game any
longer. Whether your Character survives or dies along with the ship will be
Fire Control System – Initiate the Fire Control procedure [2] determined at the End of the Game. You cannot change the Destination or start the
Choose any 1 Room. Discard a Fire marker from that Room (if there is one). Self-Destruct when any of the Characters are already hibernating.
All the Intruders in that Room run away (in a random direction, determined You may never enter a hibernation chamber if there is any Intruder in the
by drawing an Event card – 1 Event card for each Intruder). Hibernatorium.
See more – End of the Game, page 11.
GENErATor – Initiate / stop self-destruct Sequence [2] More on Noise rolls – see Noise roll, page 15.
Start or stop self-destruct. Move self-destruct marker to green space on Note: You cannot perform any Search Action in this Room
self-destruct tracker. When stopped, marker is moved off self-destruct tracker.
Once self-destruct has reached YELLOW spaces, self-destruct cannot be stopped,
MALFuNCTIoN CoGS – Note, a rooms ability can only be used
but Escape pods auto unlock.
when it is “Working” (does not have a malfunction cog
Cannot start self-destruct if somebody is in hibernation
on it). Can still be searched when not working.
Laboratory – Analyse 1 object: [2]
This Action may only be performed if one of the following Objects is in the Room
(for example carried by the Character): Characters Corpse, Intruder Carcass or
Egg. Discover 1 corresponding Intruder Weakness card.
More on Intruder Weakness cards – see page 21.
NEMESIS – BASIC rooms 2 NEMESIS – BASIC rooms 1
Airlock Control – Start Emergency Airlock procedure [2] NEsT – Take or destroy eggs [2]
Pick 1 YELLOW room with no damaged doors. Close all doors (place doors) on all Pick up 1 egg from Intruder board, then perform a NOISE roll.
corridors to room. Place Airlock procedure token (!) on room to indicate status When last egg is taken or destroyed in Nest, Nest is considered DESTROYED
and remove any Fire Token. Any characters or intruders inside room at start of – place injury marker to indicate this.
Event phase dies. If doors are opened or damaged in this room, the Airlock fails If there is a Fire marker in a Room containing uncarried Eggs, destroy 1 uncarried
and the (!) token is removed. Egg during the Fire Damage step of the Event Phase.

Cabins – Draw additional card


DestroYING EGGS – Dropped eggs in Nest or Any room [2]
When you start your turn in this room without a malfunction token, draw 1
When in room with egg token (Nest or Dropped Egg), you may use Shoot or
additional Action card (up to 6 instead of 5).
Melee action to destroy an egg. Each damage of any level/type destroys 1 egg.
Canteen – Have a snack and heal 1 light wound [2] You take no contamination for Melee attacks to eggs. Grenades destroys 2 eggs
Remove 1 light wound. You may also scan all contamination cards IN YOUR in room. Molotov and Fire destroys 1 egg.
HAND and remove NON-Infected cards. If a contamination card shows Infected, After every single attempt to destroy an Egg, you must perform a Noise roll.
place a larva on your character board. If you already have a larva and scan a
contaminated card, your character DIES. place character corpse token and 1 Storage / SEArch – Search for an Item [2]
creeper in room. Draw 2 cards from the Item deck of a chosen color (Red, Yellow or Green).
Pick 1 card and put the other at the bottom of the deck.
Command Center – open/close Doors [2]
Pick one room and you can open (remove door) or close (place door) in ANY or
Surgery – remove contaminated cards or Larva [2]
ALL of the connected corridors. You cannot open or close damaged doors.
Perform a surgical procedure. Scan all contamination cards from your Action deck,
Hatch Control System – Lock or Unlock 1 Escape Pod [2] hand and Discard). Remove all infected cards. If you have a Larva on your
Flip 1 escape pod to its locked or unlocked status Character board, remove it. After Scanning, your Character suffers 1 Light Wound
and you automatically pass. Shuffle all your Action cards (including those in
your hand) and place them in your Action deck.
Monitoring room – Check 1 room and Exploration token [2]
After a Surgery procedure you always pass your round, and your hand is empty
Secretly look at an unexplored room tile and its corresponding exploration token.
until the start of the next turn.
SLIME rooM – You are Slimed!
Whenever you enter this room, you are slimed (place slime marker on Slime slot
on player card). When slimed and you do a noise check, silent rolls (“X”) converts
to DANGER. You cannot perform any Search Action in this Room.

Shower room – Take a shower to remove slime [2]


Remove the Slime status of your character. You may also scan all contamination
cards IN YOUR HAND and remove NON-Infected cards. However, if a card shows
Infected, place a larva on your character board. If you already have a larva and
scan a contaminated card, your character DIES – place character corpse token and
1 creeper in room.

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