Beachhead Beachhead: An Aliens vs. Marines 2-player scenario By Kyle Gaul aka Krycek Episode: 1, Ticonderoga Invasion Situation: USCM headquarters at Gateway has received an SOS from the USS Ticonderoga, a heavy cargo carrier near the fringes of the network. The SOS makes reference to several xenomorphs beleieved to be part of the same alien species found on LV-426. The identity of the unknowns was confirmed when the arriving marine team found the docking bay hived and inaccessable to the dropship. The dropships docked, instead with auxilliary airlocks along the fuselage of the ship. The marine offensive will split into several teams, each with a mission objective to accomplish. Marine team Aurek (your team) is assigned to enter through an aux airlock, then restore power to Engineering, the bridge (operations), and the computer core; then proceed back to the airlock. Restoring power to these areas will allow the other marine teams to accomplish their various tasks (i.e. searching for surviving crew etc.). The other teams are counting on you, as well as the further success of the campaign. Starting conditions: Start with the Airlock with an adjacent Weapons Locker. *Begin with 1 commanding officer (Sgt or Lt.), 1 Corporal, and 2 Privates or 1 officer (Sgt, Lt, or Crp), 1 "named" character and 2 privates. Only 1 character in your team may have the Smartgun trait. All characters begin with field packs (except for the "named" person who begins with a Shotgun). 1 character has a Medkit and one other character may begin with a Shotgun as well. Starting Hand Size: 4 Starting Combat Pool: 4 (you are well briefed and prep'd for the op) Victory conditions: *Restore Power to Engineering, Operations, and the Computer Center (see rules below for how to Restore Power) and *Return at least 1 surving marine to the Airlock (and rotate him/her). Special Rules: *Must have Operations, Engineering, and Computer Center in deck. *Must have 3 "hive" locations in deck. *All standard scenario rules for draw deck still apply (i.e. unique cards, only 3 non-unique cards, etc.). *May Restore Power to a location by rotating at least 2 characters there (they must survive until the end of the turn). *Locations whose power has not been restored function as if damaged *Engineering, Operations, and Computer Center enter play "damaged" regardless of which player plays them . *If hived, locations may still have their power restored normally but are still hived.(except hiving all three (Operations, Engineering, Computer Center) and the Airlock will win the game for the Aliens player- it is assumed this will effectively cut off all the power lines off the deck and hiving the airlock will trap the marines from their dropship). *If Engineering, Operations, or Computer Center is damaged due to the playment of a card (i.e. structual damage) the power here becomes unrestored and must be re-restored (however the location will still be damaged- the only difference is the power will be turned back on, allowing you to complete you mission objective) Aliens: Starting Conditions: *Begin in the Breeding Chamber, with and adjacent Hived Cryonics, with an Alien Queen, 1 Royal Guard, and Alien Warriors each with 1 group token on them (1 token on each alien). Also start with 2 tokens in the Chestburster area of your Breeding Chamber. Starting Hand Size: 3 Starting Combat Pools: 5 (You have been hiving the ship for a week...) Victory Conditions: *Kill all invading marines or *Hive the following locations: Airlock, Engineering, Operations and Computer Center. (not the "hived" versions- regular "unhived" versions played by either you or your opponent). Special Rules: *You must have Engineering, Operations, and Computer Center in your deck. *You must have at least 3 hive locations in you deck. *All standard scenario rules still apply (except you may have up to 4 alien warriors in your deck). *You may not restore power to a location (why would you want to?) Final Special Notes:*No, the marines cannot win by killing all the aliens. *All the rules in the rulebook are applicable except where overwritten. *A location with unrestored power is treated as damaged until power is restored. *There is no way to disconnect power to a location except for playing a card at either Operations, Engineering, or Computer Center which would cause it to be damaged. You may then restore power to the location (to allow your marines to complete their objective) but the location itself remains damaged until a card such as Structural Repairs is played. *This scenario is the first of 3 or 4 scenarios that can be played together as a campaign, where you perform in beginning scenarios will directly affect your starting circumstances in later scenarios. *Q: When will the others be done? A: Whenever I get around to it. Copyrights and Thanks: *Aliens Predator CCG is copyright 1997 by Harperprism. All Aliens Predator CCG rules and the rulebook itself are copyright 1997 by Precendence Publishing. This scenario is in no way an attempt to challenge or steal those rights. *This scenario was written by Kyle Gaul aka Krycek on 2/27/98. Copyright 1998, all rights reserved. Do not distribute without permission of the author. If permission is granted to post this on your web site, this copyright notice must be attached. Do not steal or otherwise edit this scenario without permission of the author. Posting this on your site is defined as theft unless I have been emailed a request. Permission is granted to print copies for personal use. For comments or questions email me at: krycek@neo.lrun.com