
CHAPTER 1. RULES
The next section of the Card is devoted to TARGET RANGE. There are five columns in
this section, for Ranges of 1, 2, 3 or 4, 5 or 6, and 7 or more squares. Listed in these columns
are the numbers the Character must roll, with a given amount of Aim, to hit an Alien. Simply
select the appropriate weapon, go to the line for the number of Actions of Aim taken, and read
across to the column for the Range to the Alien that is the target. To figure out the Range, just
count the number of squares from the Marine to the Alien as if the Marine were moving into the
Alien’s square. Naturally, the Range must be counted in as straight a line as possible; if there is
an obstruction in the way, check the Line of Sight rules (below) to see if the Marine can shoot. If
there is no number in a column, then the Marine has no chance of hitting an Alien at that Range.
Example: The top weapon on Apone’s Character Card is a Flame Unit. He may Aim
the Flame Unit for up to 3 Actions, as shown in the Aim column. If he takes 1 Action
of Aim, he simply reads across to determine his chance of hitting an Alien, depending
on the Range. If the Alien is 1 square away, he needs an 8 or less on the die. If
the Alien is 2 squares away, he needs a 6 or less, and if the Alien is 3 or 4 squares
away, he needs a 4 or less. No numbers are listed at Ranges greater than 4 squares;
the Flame Unit cannot hit anything more than 4 squares away. If the number listed
is 9 or greater, the Marine automatically hits and kills the Alien; the player does not
need to roll the die. Note also that actually Firing at an Alien does not take any extra
Actions; for game purposes, Firing is considered to be a part of Aiming.
Let’s say that Apone is using his Flame Unit, and there are 2 Aliens which are 2 and
3 squares away, respectively. He decides to use his first Action to Fire at the nearest
Alien. With 1 Action of Aim at Range 2, he needs a 6 or less to hit. He rolls, and the
number is a 7. He has missed the Alien. With his second Action, he decides to attempt
the same shot. This time he rolls a 0, which hits the Alien. The Alien Counter is
removed from the Map immediately. With his third Action, Apone Aims at the other
Alien and fires. This time he needs a 4 to hit (1 Action at Range 3). He rolls a 4, and
the Alien is killed.
Note that Apone could have chosen to use 2 Aims on the first Alien, in which case he
would have needed a 13 to hit. This is an automatic hit, and so the Alien would be
removed without the roll of a die. With his third Action, he would again have a 4 to
hit the other Alien. There are naturally many other possibilities; he could have used 2
Actions of Aim against the Alien at Range 3, which would have given him a 9 to hit
(automatically killing the Alien), and his third Action agaiSnst the Alien at Range 2,
which would have given him a 6 to hit. In addition to his Aiming options, he could
elect to Move before, after, or between shots, up to the limit of his Actions.
Line of Sight
It is not possible to shoot at an Alien that is behind an obstruction. This is a common sense
issue; bullets travel in a straight line, and obstacles of the type shown on the Map (steel pillars,
heavy equipment, and so forth) will easily block their path. As a consequence, a Marine must
have a clear line between himself and his target; this is called a Line of Sight. To determine if a
Marine can shoot at a particular Alien, lay a straightedge from the center of the Marine’s square
to the center of the Alien’s; if the straightedge does not pass over any obstructions, then the
Marine has a Line of Sight and can fire. If the straightedge touches any obstructions, however,
then the Marine cannot shoot, and will have to find another target. Note that no Actions are used
in checking to see if there is a Line of Sight.
If the Marine is standing next to an obstructing square, however, the Players may assume that
he or she has taken up a firing position around the edge of the obstruction. In this case, trace the
Line of Sight from the edge of the obstacle. Common sense should be used in applying this rule;
if there is a reasonable doubt as to how to apply it in a particular case, feel free to decide in the
Marine’s favor. (After all, you paid for this game; let the Aliens fend for themselves.)
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