Core Rule
Core Rule
Neo-Morphosis: Infestation...............3
The World Exit Research Station............................ 3
Overview.......................................................................... 3
game components.....................................4
Player Components...................................................... 5
Shared Components.................................................... 6
Alien Components......................................................... 7
SET UP AND SUMMARY................................8
Set up.................................................................................. 8
Win or Lose...................................................................... 8
Round Structure............................................................ 8
Credits
Star of Round Phase.................................................... 8
Crew Phase..................................................................... 9
Alien Phase...................................................................... 9
Lead Game Design: End of Round Phase..................................................... 9
Filippo Chirico Game mechanics - general..................10
The Game Board........................................................... 10
Additional Game Design:
Sectors............................................................................... 11
Tony Neville, Thibaud Tocqueville
Doors................................................................................... 11
Terminals........................................................................... 11
Writing:
Skills and Skills Tets...................................................... 11
Tony Neville, Tracey Smart, Thibaud Tocqueville
Programming Tests..................................................... 12
Editing: Xenobiology.................................................................... 13
Tracey Smart, Luca Ruella Combat.............................................................................. 14
Bullets and Blast Area................................................ 15
Art Director, Miniature Concept and Sculpting: Health, Wounds, Defeated Characters
Alexei Popovici and Recovery................................................................ 16
Fragility Test................................................................... 16
Assistant Sculptor: Explosions....................................................................... 17
Dmitri Obonin Emergencies................................................................... 18
Compromised Sectors.............................................. 20
Cover Illustration: Fire Suppression System........................................ 20
Filip Cebotari Game mechanics - CREW..........................21
Inventory.......................................................................... 21
Map Illustration: Search and Item Cards............................................... 21
Ede Laszlo Special Ability Cards.................................................. 22
Crew Actions................................................................ 22
Other Illustrations:
Game mechanics - DRONES.................. 26
Filip Cebotari, Valentin Cebotari
The Drone...................................................................... 26
Rulebook Graphic Design: Drone Actions.............................................................. 26
Sergio Pérez Cruz Game mechanics - ALIENS..................... 27
Alien Names and Classes........................................ 27
Executive Producer and Project Management: Alien Infestation........................................................... 27
Emiliano Mancini Resolving Alien Activation Cards......................... 27
Neo-Morphosis............................................................ 28
Playtesters:
Alien Movement and Targeting............................. 30
Luca Ruella, Thibaud Tocqueville, Massimo
Worked Example........................................................... 31
Morandi, Emiliano Mancini, antonio Antonelli, Simone
TOKENS LEGEND.......................................... 34
Gilardi, Roberto Moiso, Giordano Ferroni, George
McAllister, Kevin Felton, Chris Nunn, Riccardo MISSION GENERATOR................................. 35
Brisa, Ivan Serafino, Fabrizio Ferroni, James D. MISSIONS......................................................... 35
Overview....................................................................... 35
Special thanks to all our Kickstarter Backers,
Game Mode.................................................................... 35
especially those who reviewed pre-production
General Rules.............................................................. 35
material.
Missions.......................................................................... 36
ROUND SUMMARY....................................... 48
2
2
Neo-Morphosis: Infestation
The World Exit Research Station Players are members of a four-person replace-
ment crew for the World Exit Research Station
It is 2159 and the world is very different. New
where they will be working on one of the many
technology abounds, created during the rush to
research projects taking humanity to the stars.
fight the 2039 Hot Earth Crisis, but the NanoMir-
Little do they know what is in store.
ror Project, finally launched in 2047, either failed
or succeeded too well – depending on who was
speaking. It steadily cooled the Earth, first to com- OVERVIEW
3
3
GAME COMPONENTS
4
4
PLAYER COMPONENTS
1. Crew ID Card.
4. Science bonus.
5. Tech bonus.
6. Programming skill.
7. Health points.
8. Defense value.
9. Agility bonus.
5. Fragility test.
6. Stack plug.
1. Item Card.
7. Range.
2. Item name and image.
8. Attack value.
3. Fragility test.
9. Number of wounds inflicted.
4. Terminal icon.
5. Discard icon. 10. Initial ammo loadout.
5
5
SHARED COMPONENTS
1. Emergency Card.
2. Programming test.
3. Disabled terminal action.
4. Sector that will be compromised.
1. Drone ID card.
2. Character image and name.
3. Available drone actions.
4. Tech bonus.
5. Movement.
6. Explosion - Self-destruct blast damage. (see
Explosion on page 17)
6
6
ALIEN COMPONENTS
1. Alien ID Card.
3. Health points.
4. Defense value.
5. Attack bonus.
6. Impede value.
9. Special ability.
7
7
SETUP AND SUMMARY
SETUP 3. Alien Phase: After drawing an Alien Activa-
tion Card, the players follow the instructions
1. Choose a map.
to play the Alien turn. Individual Aliens may
2. Each player chooses their crew member(s). activate several times as they follow their
Alternatively, draw a Crew ID card at ran- instincts.
dom. There are always four crew members.
4. End-of-Round Phase: All players simulta-
3. Place the map tiles, map tokens, Construct- neously complete any End-of-Round tasks.
ible Item card deck, and any other game com- Once a round is complete, the game starts a
ponents as shown on the Station Map. Use new round with the Start-of-Round Phase.
the mission mini-map to make a note of Sec-
tor locations.
As Gyrocopter V-27 flies its indepen-
4. Shuffle the Infestation Deck and place one In- dent journey to World Exit, Yuri looks out
festation Card face down in each room. of the window at the world below. He
5. For each crew member, take: has all but tuned out his colleagues’ ban-
ter, but a frozen smile still turns the cor-
◼ one ID card,
ners of his mouth. It matches the frozen
◼ four Repair Attempt tokens, wasteland below.
◼ the matching Special Ability card.
7. Place the System Interface Panel within easy Perform these steps in order:
reach of the players. Put the Time Marker in
1. Level 3 Emergencies go Critical:
the top slot and place a Halon Tank token in
its spot. ◼ Place a Sector Compromised card on the
Game Board Sector.
8. Separate and shuffle the remaining card
◼ Discard the Emergency Card, Level Mark-
decks.
er, and Repair Attempt tokens.
9. Place the crew and Drone miniatures on the ◼ Place a Sector Compromised Card on the
game board in the starting positions shown System Interface Panel.
on the mission mini-map. Place any Alien or
other miniatures shown on the mission mini- 2. Escalate Active Emergencies:
map at the start of the game. ◼ Increase the Emergency Level of all ex-
isting Emergencies by one.
10. Place the four xenobiology cards on the table
within easy reach of all players. 3. Check Compromised Sectors:
◼ Inspect each Compromised Sector to see
WIN OR LOSE if it has been secured.
The crew wins immediately if it meets mission ◼ If the Sector is not secure, create a new
victory conditions. Emergency: draw an Emergency Card
and place it face down in the next avail-
The crew loses immediately if either of these able Emergency Report field.
conditions occur:
4. Check the timeline:
◼ a new Emergency is generated when all four
◼ If the Time Marker is at the end of the time-
Emergency Fields are already filled on the
line, the station is beginning to collapse.
SIP.
Create a new Emergency: draw an Emer-
◼ all four crew members are disabled or re- gency Card and place it face down in the
covering at the same time. next available Emergency Report field.
8
8
6. Crew members can begin to recover: 3. Perform Alien Actions.
◼ Remove any recovering tokens and stand 4. Perform Special Activations.
the miniature upright. This character can
activate this round. 5. Aliens neo-morphosize.
◼ Flip any Defeated tokens to a recovering These steps are described fully in Game Mechan-
token. This character cannot activate this ichs - Aliens section. Some steps are optional and
round. may be omitted from the Alien Activation Card.
◼ If a crew member is in a compromised
Sector at the start of the round, they suf- END-OF-ROUND PHASE
fer the same number of wounds as shown
on the Compromised Sector card. Advance the time marker, if possible.
CREW PHASE
“Hey, Yuri, what project will you be work-
The players assemble their xenobiology cards in ing on?” asks Robert as he picks at his
a new xenobiology diagram. (see xenobiology on perfect gleaming teeth. “The Mars Arc?
page 13.) Man, that’s a big ship.”
During the crew phase, players activate the “The Wormhole Generator. We’ll be able
crew in any order. However, a crew member can to drive off this planet and on to the
only activate once per round and any unused ac- next,” Yuri sounds enthusiastic about his
tions are lost. placement.
The activated crew member performs up to “That will never work. What, you move
three actions. Any combination is legal, including a nickel two feet, and it’s too chewed up
repeating actions. If the crew member fails any to spend when it arrives! I’m not putting
related skill or code test, the action is still used. any part of my body in that hole. It would
be easier to shoot the billion NanoMirrors
General Actions down, one mirror at a time.”
Heal (using a proper
Attack “Robert, Robert. They haven’t had me on
card)
the project before.”
Craft a craftable Drop/pick up/trade
item (test) Item
Move Open/close door
Recharge fire
Repair door/terminal
suppression system
Mission-specific
Search a Crate
actions
Terminal Functions
Activate fire
Control a Drone
suppression system
Counteract Produce electrical
emergencies feedback
Scan adjacent
Remote control doors
rooms
Explode the drone
ALIEN PHASE
9
9
GAME MECHANICS - GENERAL
The game board
Door tokens: Door tokens represent doors be-
Map Tiles: The game board is created by arrang- tween map tiles. Flip the Door token to switch be-
ing map tiles and map tokens as indicated by the tween Open doors and Closed doors. Add a Dam-
mission mini-map. age token if the Door is damaged.
Figure 1:
Details of a
map tile and
map tokens.
1. A map tile representing a room. Crate token: Crate tokens can be searched by
the crew for items.
2. Three areas in the room.
Terminal token: Terminal tokens can be used by
3. Area spawn numbers.
the crew to perform terminal actions.
4. Terminal token.
Assembly Point tokens: Assembly Point tokens
5. Crate token. indicate an area where a crew member can craft
an item. There are two types of Assembly Point
6. Open Door token.
tokens: Tech and Science.
7. Assembly Point (Tech).
Map tokens: Map tokens are scenic elements Note: Any grids or other graphics on the
that are placed on top of the map tiles to com- map tile are for atmosphere and theme.
plete the game board. Players can interact with They are not part of the game play.
map tokens. The following map tokens are used
in Neo-Morphosis:
10
10
SECTORS
TERMINALS
Figure 4:
Front and
back of the
terminal
token.
11
11
To perform a test: 4. Use cards and other game effects to change
the programming dice results.
1. Roll 1d6.
5. Try to match the target pattern.
2. Add the relevant bonus.
Programming tests for counteracting emergen-
3. Add any other bonuses from cards, xenobiol-
cies allow players to combine multiple attempts
ogy, or other game effects.
to pass the test. In this case, if players fail, they
4. If the test result exceeds the required target can mark some of the pattern icons as matched,
value, the test is successful. so they know they do not have to match them
again. All other tests require players to match
If players fail the test, normally nothing happens, al-
the pattern in a single dice roll.
though there may sometimes be an adverse effect.
Whatever happens, when a failed test is part of an ac- Players need to match every symbol shown to
tion, that action is still used. pass the test.
PROGRAMING TESTS
12
12
symbols so fails the test. She cannot activate Example 2
this terminal action, and has used an action.
XENOBIOLOGY
Correct: all three Alien Species symbols match. Players can use the xenobiology bonus only if all
their characters are active.
13
13
If one or more crew members are defeated, play- Some weapons have a range of 0–1, meaning
ers flip the diagram with the respective charac- that they can be used for either melee or ranged
ter symbol to the reverse. Players will not be attacks.
able to use the xenobiology bonus for that round.
When the characters are back in play, the token
is flipped back to the active side.
COMBAT
1. Roll 1d6.
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14
Bullet icon
Blast icon
15
15
characters or next to the miniature for non-
unique characters to track how much damage
has been inflicted. A character cannot take more
wound tokens than its health, so simply ignore
the extra damage.
16
16
Figure 14: Carolin is defeated by a Hydra.
Explosions
Carolin has been defeated. She must roll an agility
test for each equipped item to see if she saved it Explosions cause damage to all characters in the
as she fell to the ground, or if any item is broken room:
and discarded. Her agility value is four.
◼ Every character in the room takes one wound
Card 1 has a fragility value of seven. She rolls a for each point of the explosion, so an explo-
four, +4 Agility = eight. The item is safe. sion with four points inflicts four wounds to
each character.
Card 2 has a fragility value of eight. She rolls a
two, +4 Agility = six. The Item is discarded ◼ All doors in the room are damaged.
Card 3 has a fragility value of seven. She rolls a ◼ All terminals in the room are damaged.
five, +4 Agility = nine. The Item is safe
◼ The explosion causes extensive damage and
Card 4 has a fragility value of five. She rolls a one, generates one new emergency.
+4 Agility = five. The Item is discarded
An explosion has no effect outside the room
where it occurs.
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17
Emergencies Short example: The following short example
shows two crew members collaborating on an
Emergencies represent extreme damage to the
emergency during one round.
station that will ultimately destroy it.
18
18
Long Example: In this longer example, more of the emergency has been activated and revealed,
System Interface Panel is shown across sever- a marker has been placed on level 1 beside the
al rounds. Many of the crew participate, while the Emergency Card and a System Overload token
results of alien activity trigger further emergen- has been placed on the Scan Two Rooms termi-
cies. The results of many Actions spread over nal action, as a reminder that the action cannot be
multiple phases are shown together in this exam- used until the emergency is resolved. The card
ple. shows that the emergency is in Sector 3. The
crew hopes to work on this emergency in the
crew phase of round 4.
19
19
nal action is now permanently disabled, leaving
sector 4 effectively off limits; a danger token(-
SECTOR COMPROMISED CARD) is placed in that
Sector as a reminder. Fortunately, it had already
been secured when the emergency went critical,
so it did not trigger more problems. Emergency 2
advances to level 2. Figure 21 shows it is crucial
for the crew to deal with the situation, but time is
quickly running out.
Compromised Sectors
Figure 20: Start-of-Round Phase, round 6. If a crew member is in the compromised sector at
the beginning of the round, they suffer as many
Time advances. The crew failed to work on the wounds as are indicated on the compromised
emergency during round 5. When the aliens ac- sector card.
tivate, the first Ripper causes some structur-
al damage to a wall, so the players place a new
Fire Suppression System
Emergency Card face down in the second Emer-
gency Report field. In round 6, the first emergen- The Fire Suppression System is more complex
cy advances to level 3 and the second emergen- than some other terminal actions. Before at-
cy is revealed. Its marker is placed at Level 1 and tempting a Fire Suppression programming test,
Electrical Feedback is marked as Overloaded. Af- two other conditions must already be established:
ter the Start-of-Round Phase for round 6, things
are looking dire for the crew, Figure 20. ◼ The Fire Suppression System must be
charged with Halon.
20
20
If the system is ready for use, a successful pro-
gramming test will activate it.
21
21
SPECIAL ABILITY CARDS Here we can see Robert taking two Move Ac-
tions between adjacent areas to cross a room.
The first move is unimpeded, because there is
no alien in his starting area. The second move is
also unimpeded, because the Pod is not a hatched
alien.
Crew Actions
Attack
Move
22
22
It can now be used in combat, and dropped, picked
up or traded like any other item.
Crew, drones, and aliens all move
Tech cards are marked with a yellow RECTAN-
slightly differently, as can be seen
GLE. Science cards are marked with a yellow
later. Crew move one area per action.
TRIANGLE. Each card type must be connected
Drones have a movement attribute
next to a matching icon. Different card types can-
and can move up to that number of
not be connected.
areas. Aliens move as directed by the
Alien Activation cards.
Crafting Items
If a crew member is in an area that contains an Figure 28: Crafting a Nail Blaster.
Assembly Point (marked with a Tech or Science
token), they can craft one or more cards. Crew In this example, the crew member must roll more
members at Assembly Points marked with Tech than seven to pass the tech test and craft the
tokens can craft Tech cards only. Crew mem- Nail Blaster. If they succeed, they can equip the
bers at Assembly points marked with Science to- Crafted Item next to the character card.
kens can craft Science cards only.
More items can be equipped next to each other
if the right edge of the card shows the matching
triangle or rectangle connection icon.
To equip the item, place it next to the right side of After using a card with the Discard symbol (X), it
the character card, matching the connection icon must be removed from the stack and replaced in
(triangle or rectangle) on the item card with the the box. It cannot be used again during the cur-
one on the character card. rent mission.
23
23
Examples Pick up an Item
Heal
24
24
gramming test shown on the SIP beside the
terminal action. Failing the test means that
nothing happens and the action is wasted.
The programming tests are generally simple
and must be completed in one roll.
◼ The crew member must be in an area with an Crew members who pass the related program-
active terminal. ming test may take one legal action with the
drone.
◼ The terminal function must not be disabled on
the SIP.
25
25
Counteract an Emergency Remote Control Doors
26
26
Game Mechanics AND TERMS
27
27
Game Mechanics AND TERMS - ALIENS
Alien Infestation
28
28
Aliens do not have a fixed number of actions for 5. Neo-Morphosis: The last step to resolve is
each round. An alien may make many different neo-morphosis for hatched aliens. All aliens
actions in one round, or make none. Simply apply will morph – even if they have already acti-
all the rules on the Alien Activation Card in the vated in previous steps.
following order.
Neo-Morphosis
2. Structural Attacks Against the Walls: In this When neo-morphosis occurs for Pods, roll the
step, all aliens matching the list of alien types neo-morphosis die for each one:
make a structural attack against the station ◼ Blank: the Pod does not hatch this turn, noth-
walls. Resolve the structural attacks mak- ing changes.
ing sure to apply any bonuses to the roll. Roll
once for each alien of the relevant type until ◼ Worm Icon: replace the Pod with a Worm.
one of them successfully damages the sta- ◼ Hydra Icon: replace the Pod with a Hydra.
tion and triggers an emergency or all aliens
of that type have failed.
29
29
Worm and Hydra ◼ If players are using Insane Mode, keep add-
ing cards when a new neo-morphosis event
When a neo-morphosis occurs for a Larvae
occurs.
Worm or a Larvae Hydra:
◼ Draw a card from the neo-morphosis deck Killing a Neo-Morphosized Alien (with card and
and place it beside the respective ID card, ring)
one for each type of alien as shown in the ex- When the last neo-morphosized (with a card and
ample below. a ring) alien of a certain type is defeated, perform
◼ Place a red ring under the miniature as a re- these steps:
minder. ◼ remove the card and put it back in the deck
then shuffle the deck.
Example
◼ Swap the current miniature for the next min- Figure 39: Activation card.
iature shown in the alien neo-morphosis tree.
Draw a card for the neo-morphosis deck and
Rippers and Slugs place it beside the Larvae Worm ID Card. Then
place a red ring below the miniature.
When a neo-morphosis happens, draw a card
from the neo-morphosis deck and place it beside Do the same for the Slug.
the respective ID card, one for each type of alien From now on, when they activate, add all the bo-
as explained in the paragraph above. Place a red nuses indicated on the neo-morphosis card to
ring under the miniature as a reminder. their basic statistics.
◼ If players are using Normal Mode, this is the
only neo-morphosis that this alien may per-
form. Ignore any other neo-morphosis for this
alien.
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30
Figure 42: Neo-morphosis.
Figure 40: Alien ID card and aliens
At the beginning of the following round, the Pod Alien Movement and
neo-morphosizes into a Larvae Worm (2). Targeting
The Larvae Worm with the red ring neo-morpho- ◼ If the alien is moving to attack a map token,
sizes into a Ripper. Remove the ring, discard the for example a door, and there are multiple op-
card and swap the miniature for a Ripper (1). tions, target the closest token of that type.
Randomly select between tokens that are
Then draw a new card from the neo-morphosis equally close. Damaged objects are never
deck, place it beside the Larvae Worm ID card selected as targets.
and place a red ring below the Larvae Worm min-
iature (2). ◼ If the Alien Activation Card does not mention
a closed door, then the path to the target must
The Slug does not change. be through open doors. In these circumstanc-
es, it is quite possible that the alien will not de-
tect a target.
31
31
When the target has been determined, move the
alien and attack if possible:
32
32
Fortunately for Robert, Worms are not the most Special Activation
dangerous aliens. A poor dice roll gives an attack
Some characters are activated during the Spe-
result of two, much lower than his defense val-
cial Activation step of the Alien Activation Card.
ue, so this attack fails. If there are more Larvae in
This step is indicated by the yellow icon. See fig-
play, including Hydras, they all activate, but there
ure below.
are no more Larvae in this example.
When a character with the yellow icon is on the
board, activate it.
33
33
TOKENS LEGEND
34
34
Stand-Alone
MISSION Generator
It is very easy to play stand-alone missions using ◼ Continue the game until the objectives on the
the mission generator. card are met. At that point, follow the instruc-
tions on the Entry card to draw and resolve an
A mission needs a map, and three Mission cards:
Explore card.
Entry, Explore, and Eradicate.
◼ If players successfully complete the objec-
Follow these steps: tives on the Entry card, players will be in-
◼ Separate and shuffle the Entry, Explore and structed to draw an Explore card, and then
Eradicate mission cards. an Eradicate card. Both of these cards are
handled in the same way players handled the
◼ Select a map from the list provided below.
Entry card.
◼ Randomly draw an Entry card from the bot-
◼ The objectives on the Eradicate card will tell
tom of the entry deck.
players how to win the Encounter.
◼ Read the story on the back of the card.
◼ Turn the card over, follow any setup instruc-
tions and read the objectives. Place the card
face up where it can be referred to as play-
ers proceed.
MISSIONS
Overview GENERAL RULES
Infestation cards
Place one Infestation card on each tile unless
otherwise indicated by mission setup.
Mission objectives
Your main goal for the Mission.
Victory conditions
The tasks the crew members must complete. All
victory conditions must be completed to finish the
mission.
Additional rules
Extra rules for the mission.
35
35
Tutorial: Welcome to Hell
I wasn’t expecting a red carpet when we finally reached that horrifying base, but come on!
Not a single soul there to greet us. Strange, even for this place. The World Exit Research
Station, what a ridiculous name…
Anyway, Yuri suggested we find the elevator and go down to the command center. Fine by
me!
36
36
MISSION 1: THE GRID
Chto za chert! That was close! I’ve never seen creatures like that before. You people know
anything about this madness? We do have more pressing matters though. It looks like the
power grid has been compromised. Luckily, the terminals run on an independent system so
we can use them to hard reboot the whole thing.
37
37
Mission 2: Weaponized junk
We’re seriously underequipped for the job at hand. But using some good old-fashioned el-
bow grease and a pinch of lethal creativity, I’m pretty sure I can make us weapons to fight
with. They might not look pretty but they’ll be functional. Trust me, I’m an engineer!
38
38
MISSIOn 3: Know thy enemy
Alright guys! If we want to survive this thing, we’ll need a lot more information about these
aliens. From what I gathered during our previous encounters with these beasts, it looks
like we’re facing several species. We need to capture a few specimens alive so I can per-
form a vivisection.
39
39
MISSION 4: KAboom!
As our exploration of the base continues, we discover that a whole section of Sub-Level
18 is inaccessible due to a massive barricade. It’s mostly useless junk and dead bodies,
which would take forever to move by hand. Luckily, Robert came up with a brilliant idea…
40
40
MISSION 5: The maze runners
Seriously though, what kind of deranged mind designed this place? How are we supposed
to find our way through this? There are so many layers of security here that it completely
shuts off the rest of the base. It’s as if they were trying to contain something…
41
41
MISSION 6: the Hatchery
Is it just me or is it warm in here? And what’s up with all those pods? It looks like a hatchery
of some kind. I say we get rid of those before they hatch, or we’ll have more stuff crawling
on our arms. Let’s just hope that whatever laid those eggs is nowhere near.
42
42
MISSION 7: Desperate situation
The Hive Mother wreaked havoc during her escape. Most of the systems have been dam-
aged or compromised. We need to act quickly to secure this level before it collapses on us.
43
43
MISSION 8: The scavengers
Okay, we might have a chance to get out of here. We discovered it’s possible to exit the
base via a secondary loading dock beyond area 33. There’s a damaged truck there, and
Robert assured us he can fix it. First, we need to scavenge for some spare parts.
44
44
MISSION 9: Patient 0
We now have everything we need to repair the truck and get the hell out of here! Slight
problem though… Access to the loading dock is blocked by a secure door. We need the
magnetic pass to escape, and I think I know where it is…
Mission objectives
◼ Defeat Dr. Blare, reach the loading dock, and
escape.
Victory conditions
Dr Blare
◼ Defeat Dr. Blare.
◼ If the fire suppression system is activated in a
◼ Use the magnetic pass to open the red door.
sector containing Dr. Blare, instead of being de-
◼ Escape. feated, he loses 2 health points.
Aditional Rules ◼ When Dr. Blare loses his last health point, re-
place the miniature with the yellow Objective
◼ Place Dr. Blare in Sector 5 instead of an Alien
token. This is the magnetic pass.
Infestation card.
◼ The red door in Sector 8 can only be opened
with the magnetic pass.
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45
MISSION 10: The last stand
This is it! We’re finally out of here! Let’s get that truck running and leave this damned place
behind. Wait a sec… Did you guys hear that? Sounds like something big is coming. Hurry up!
She’s back!
46
46
Mission objectives The Truck
◼ Repair the truck and escape. ◼ Repair the truck: Each player with a spare
part must pass a Tech Test while in the same
Victory conditions area as the truck. Players cannot use any
item or ability that would allow them to suc-
◼ Repair the truck.
ceed automatically. When a test is success-
◼ Start the engine. ful, place the corresponding Objective token
over the truck. When both Objective tokens
◼ Move back to the truck
are over the truck, the truck is repaired.
◼ Kill the Hive Mother. (Optional, but epic.)
◼ Start the engine: The players can attempt to
start it by producing an electrical feedback
Aditional Rules from the Terminal in Sector 7.
◼ Before starting the mission, share 2 Objective
◼ Move the Crew back to the truck.
tokens between the crew members. These
tokens represent the spare parts needed to ◼ The Hive Mother: If the fire suppression sys-
fix the truck. tem is activated in a sector containing the
Hive Mother, instead of being defeated, she
◼ Place a Damaged token in Sector 7, Area 2.
loses 2 health points.
This is the truck.
◼ Place the Hive Mother in Sector 2 along with
two Infestation cards instead of one.
Epilog
The crew escaped and managed to kill the hive mother.
“Fortunately, we have the whole thing behind us now. And it was more or less an exit with
fireworks,” laughs Robert. The other crew members don’t feel like laughing. “Yes, we were
very lucky” agrees Yuri. “Lucky that the spare parts matched the truck, lucky also that our
homemade guns could handle that monster beast”. “Let’s look on the bright side, at least one
less problem for future research crews to deal with” interjects Alice. “Don’t get too excited,”
Carolin murmurs, “I’m sure this won’t be the last time we see this station.”
The crew escaped but did not defeat the hive mother.
“That was close,” groans Robert breathlessly. “ by a hair’s breadth and we would have been
history”. “Don’t always exaggerate like that, Robert” Yuri admonishes “We got out of that sit-
uation with our skins intact. And that is what counts”. “True” agrees Carolin “but the beast is
still out there and is probably already laying new pods. Those that come after us won’t have
it easy”. Alice stares absentmindedly into the void. In the far distance, a scream is heard. “That
thing,” Alice moans. “And I can’t shake the feeling that we’re going to see this place again.
Very soon.”
“Research station “World Exit” please report” booms from the radio of the broken and slashed
truck. The radio call goes nowhere, because there is no one left to answer it. Instead, some-
thing else is lurking in the research station for the next prey.
And it is guaranteed to come. Outside the perimeter, only screams can be heard. Screams in
the night. And they become more.”
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ROUND SUMMARY
Crew Phase
◼ Discard the recovering token and place the crew member back on the board.
◼ Flip the defeated token to a recovering token.
◼ Performs up to three Crew Actions:
Aliens Phase
◼ Draw and resolve the Alien Activation Card.
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