BACK FOR MORE ------ A Continuation to a Marine Victory in Beachhead By: Kyle Gaul aka krycek ------ Situation: Following the successful restoration of power to the Ticonderoga, the rest of the mission is ready to proceed. Besh squad is assigned to enter through the docking bay, which now has enough power to open the magnetic doors thanks to mission 1. The Ticonderoga is currently adrift and future missions will require it to be in a stationary postion. This mission's objective is to re-engage the drive systems and pilot the ship to a full stop. Besh team, including an assigned pilot, will reach the bridge (operations), get the ship back on course, and then evacuate out through the docking bay Marines: Starting Conditions: Begin with 1 C/O (Lt. or Sgt.), 1 Cpl. and 2 privates or 1 officer (Lt.,Sgt., or Cpl.), 2 privates and 1 "named" character at the Docking Bay with an adjacent Weapons Locker. Only 1 of your marines may have the "smartgun" resource. All Marines start with Pulse Rifles and all "named" people start with shotguns. You also start with a motion tracker and a medpack (either of which may start on any character you wish). Start with 3 combat pool. Victory Conditions: Rotate a pilot in operations for 5 turns (can be non-consecutive and interupted). Special Rules: -You must have Operations in your deck. -All standard scenario rules apply (see rule booklet). -You may have supporting characters in your deck. ALIENS Your starting conditions vary depending on your performance in Beachhead (mission 1). If you queen was killed in Beachhead, see the alternate start provided below. Starting Conditions: Begin in the Breeding Chamber with an adjacent Hived Cryogenics on the left and another Hived location (of your choice) on the right. At the Breeding Chamber, you have: Alien Queen, 3 warriors, and 1 Royal Guard. Start with 5 combat pool. Alternate Starting Conditions: Begin in Hived Engineering with an adjacent Hived location (your pick). At Hived Engineering, you have: Yound Queen (after the death of the first queen, the alien warriors found a suitable candidate and made another), 2 alien warriors, and a royal guard. Victory Conditions:Prevent the marines from accomplishing their victory conditions. Special Rules: -You must have Operations in your deck. -All standard scenario rules apply (see rule book). -If you begin with the alternate start, you may bring an Alien Queen into play be replacing your Young Queen with an Alien Queen from your hand (see rulebook for details). The location the queen is at is removed from play and replaced with a Breeding Chamber, taken from outside the game (not your deck or hand). -Alternate Start Only: You may not have any copies of the Breeding Chamber in your deck. -Alternate Start Only: You may NOT replace your Young Queen with and alien queen at either Operations or the Docking Bay (this would replace one of the locations needed for the marines to accomplish their goals and thus unbalance the scenario). Special Scenario Rules: (in addition to marine/alien special rules) -All standard rules apply (see rulebook) -Your deck may not contain any copies of the opponent's starting locations. Copyrights and Thanks: *Aliens Predator CCG is copyright 1997 by Harperprism. All Aliens Predator CCG rules and the rulebooki tself 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