DRONES are basic Xenomorphs and cost 25 UPV's each.
WARRIORS are Xenomorphs with one hero point and cost 33 UPV's each.
SENTIENTS are the brood leaders of the Xenomorph Warriors; they have one hero point and one leadership. Sentients cost 45 UPV's each.
A WARRIOR BROOD consists of 5 Warriors and one Sentient and costs 210 UPV's. (Three broods cost 630 UPV's, or two more UPV's than one UNE Commando section.)
PB+ PB S M L X DH 1 2 3General modifiers apply, and two kill figures receive an additional -1 modifier. If exactly the kill number or the kill number +1 is rolled, the acid "disrupts" (as per a disruptor grenade); when the disruption actually takes effect, one kill is inflicted. If the kill number +2 or higher is rolled, the figure immediately receives one kill. Xenomorphs are unaffected by acid sprays.
(If using this rule, it is recommended that the Xenomorphs have a general modifier of 0 instead of +1.)
2.2.2. Effect of "grabs" on one-kill figures
"Grabbed" figures automatically receives a wound, as per wounding rules; this may result in the figure being killed (through no fault of the Xenomorph). If the victim survives the grab attack, then further special rules apply:
2.2.3. Rescuing "grabbed" victims
Shots fired at a Xenomorph that has "grabbed" a one-kill figure may hit the grabbed victim. When shooting the Xenomorph, both figures (the Xenomorph and the victim) are attacked; roll seperately. The shooter may use a hero point or leadership to add 1 to the attack dice against the Xenomorph; the shooter may also use an additional hero point or leadership to subtract 1 from the attack dice against the victim.
If the Xenomorph survives and the victim dies, the Xenomorph loses all movement points and is considered "FIRED"; it may resume moving and attacking normally next turn.
If the Xenomorph is killed and the figure survives, there is a chance of acid splash; note that the "grabbed" figure is attacked at 4+. (On the other hand, if there is a leader within line of sight of the grabbed victim, leadership MAY be used to move the figure before resolving acid effects.) If the figure survives, place it in the appropriate square; it loses all movement points and is considered "FIRED"; it may move and attack normally next turn.
Psychers are weaker in HTH combat than their Warrior brethren; Psychers claw attacks are ROF 2 and kill power infantry on a 5+. Psychers do not have hero points or leadership, nor may leadership be assigned to them. Psychers each have one psionic attack; see below.
Psionic attacks may use spreadfire and may be made as a covering action; psionic attacks may never autofire, and only "Shock" and "Terror" psionic attacks may be used to suppress.
Targets affected by psionic attacks are more susceptible to psionic attacks, as per the EMP rules.
ROF PB+ PB S M L Notes "Blast" 1 15 30 adjacent figures are also attacked, at -1 "Shock" 2 6 12 "Terror" 2 3 6 9 all figures in front arc are attacked Control 1 1 2 3 4 5 treat "burnout" as "controlled"(*)Rolling exactly the kill number means the target is "dazed", and rolling the kill number+1 means the figure is "stunned". In the case of "Blast", "Shock", and "Terror", rolling the kill number+2 or higher means the figure is catatonic (mental "burnout"). In the case of "Control", rolling the kill number+2 or higher means the figure will be under the mental control of a Xenomorph.
As soon as a victim is "controlled", it is immediately considered "FIRED" and immediately loses all hero points and leadership. At the beginning of the Xenomorph player's next turn, the victim may move and fire as a normal figure (but still does not have any heroism or leadership). Control lasts as long as the victim starts the turn within the controlling Xenomorph's line of sight. If, at the start of the Xenomorph player's turn, the controlled figure is not within line of sight of the controlling Xenomorph, the victim immediately becomes "stunned".
The Queen has 2 fire actions: claws (HTH ROF 2, 2+), and a tail (HTH ROF 1, 2+, out to range 2)
The Queen has 2 leadership points.
During the initial phase, determine the status of the Queen as follows. For each "kill" the Queen has taken, roll 1d6. For each die that comes up "1" or "2", one kill is removed. If the Queen then starts the turn with three or more kills, remove her from the board -- her wounds have overwhelmed her. On the other hand, if the Queen starts the turn with three or fewer "kills", she may move and attack normally.
       Alien reinforcments start somewhere within the Track. At the beginning of the Alien player's turn, move all reinforcements down by one: Aliens in Box 6 get moved to Box 5, Aliens in Box 5 get moved to Box 4, etc. When Xenomorphs move from Box 2 to Box 1, place a Bogey counter next to a reinforcement point; this is where the Aliens will arive.
If the Alien reinforcement box is empty (i.e., the Alien(s) for that track have just deployed on-board), first roll to determine WHAT the reinforcements are; then roll to determine WHEN the reinforcements arrive, and place the reinforcements on the appropriate square along the track.
Roll 1d6: 1: 3 Warriors 2: 2 Warriors + 1 Sentient 3: 1 Warrior + 1 Sentient 4: 2 Warriors 5: 2 Warriors 6: 1 Warrior + 1 Psycher (or 2 Warriors) This works out to an average of 82 (or 81) UPV's per die roll.
1d6 0.41 1d6+1 0.27 min(2d6) 0.55 min(2d6+1) 0.33If using the optional "hissing" rule (and if the general modifier is left at +1 instead of 0), multiply the UPV value of the Xenomorphs by 2/3.
WEAPON Type ROF S M L X CC Ammo Pistol DF 2 - - 10 20 0 5o M41A Pulse Rifle DF 1 15 25 35 45 -1 10o Grenade Launcher* -1 5o M40 Frag AOE 6 - - 15 30 Hexachlorine Smoke AOE 1 - - 15 30 HEAP DF 1 - - - 30 M240 Flamethrower** DF 2 3 5 10 15 0 10h M56 Smartgun w/ITS*** DF 2 - 30 45 60 -3 20eNotes:
Pulse Rifle Marine: pulse rifle w/ 5 grenades, pistol 24 UPV's Flamethrower Marine: flamethrower, pistol 24 UPV's Smartgun Marine: smartgun, pistol 47 UPV's Colonial Marine Corporal: pulse rifle etc., 1 leader. 41 UPV's Colonial Marine Sergeant: pulse rifle etc., 1 leader., 1 hero 68 UPV's
Type ROF S M L X M240 misfire DF 1 - - 3 5On a roll of a 5, the fuel tank explodes as per a K-pulse grenade:
Type ROF S M L X M240 fuel rupture DF 1 DH 1 2 3
pistol 2+ pulse rifle 4+ flamethrower 5+ smartgun 5+If a weapon is out of ammo, no further fire actions may be made with that weapon. It takes a stationary fire action to reload a weapon; normally only pulse rifles can be reloaded. (For a smartgunner, it takes a fire action to switch weapons; for other marines, a backup weapon -- usually a pistol -- may be switched to at no penalty.)