Pre-Game
Marc
Ellen Ripley
- [Tactician 1] Get Moving
- [Tactician 1] Being an Example
- M41A Pulse Rifle
- Combat Knife
- Shoulder Lamp
- Motion Tracker
Matthias
Cpl Dwayne Hicks
- [Support 1] Quick Rest
- [Support 2] Resourceful
- M41A Pulse Rifle
- HK VP70 Pistol
- Hadley's Hope Map
- Body Armour
Niel
Experience Cards
- [Hero 1] Got your Back
- [Hero 2] Second Wind
- M41A Pulse Rifle
- Ithaca 37 Shotgun
- M4 Helmet
- Body Armor
Richard
Pvt William L. Hudson
- [Smarts 1] Tech Guy
- [Smarts 2] Outsmart
- M41A Pulse Rifle
- M40 Grenades
- Shoulder Lamp
- Body Armor
- M4 Helmet
The characters and the initial blips were set up as per the scenario instruction.
Turn 01
Marine Phase
Hudson advanced, got LOS to the blips, and immediately opened fire on the xenomorphs he laid his eyes on, but missed with his attack.
Ripley drew the Loosing Hope hazard card, then she moved out of the APC and took up a covering position.
Alien Phase
The xenomprphs rushed towards Hudson to attack him. Hicks shot down one of them right after Hudson missed it, before it could kill him. The next two, same, Hudson missed, and Hicks continued to save his buddy's life again, killing two more xenomorphs.
Turn 02
Marine Phase
Apone killed two xenomorphs with auto fire, then a third one by pulling out his shotgun. He yelled to Vasquez to get firing, who killed one xenomorph then had a jam. Hicks played an event card for a reroll, but still the (re-)roll failed.
Hicks aimed and fired, killed one xenomorph, then missed his second target. He exhausted one card from his hand to reroll, but missed again.
Hudson fired a grenade into the bunched up xenomorphs, but the first xenomorph swallowed the grenade and was blown apart from the inside, but that saved all the other xenomorphs from any harm.
Hudson drew Game over man!. Three cards had to be discarded. Hudson then radioed Gorman, that resources were getting tight. Gorman rested twice to recycle cards.
Ripley radioed Hudson to get movin’, and Hudson pulled the trigger again. This time he mowed down three xenomorphs.
Alien Phase
The xenomorphs charged Hudson again, who was still on point; he killed the first swarm of two with ease. He missed the next single xenomorph and Hick's saved him again. The last xenomorph, Hudson cut down again.
One xenomorph spawned on #4; two on #3 and one on #2.
Turn 03
Marine Phase
Hudson stormed forwards, calling Vasquez to follow him, with the way finally clear.
Apone drew the Blinding Rage hazard card. He frenzied forward, and cut down three xenomorphs down the hallway.
Gorman helped recycling twice again.
Hicks drew the Deep-Seated Trauma hazard. It seemed nealry everyone was developing one form or another of a PTSD…
Alien Phase
Turn 04
Marine Phase
Hudson, still blind with rage, ran towards the xenomoprh in sight and gunned it down.
Gorman stepped forward, brought his flame thrower to bear, smoldering 5 xenomorphs.
Hicks, Hudson and Vasquez advanced.
Then Hudson revealed Burke’s Treachery; the players had to exhaust 8 cards.
Ripley killed the last xenomorph that survived Gorman’s flamer fire.
Alien Phase
One xenomorph appeared on #1, luckily the other two cards drawn were False Alarms.
Turn 05
Marine Phase
Apone moved to get LOS to the alien advancing from spawn point #4 (due to the hazard on him), and killed two xenomorphs. Hicks radioed Apone to Do it fast (event card), which allowed him to take another move.
Hicks drew another hazard Overwhelming Losses, then advanced.
Ripley let Apone advance via another event card.
Hicks played another event, allowing Hudson to take a tech test. Hudson passed it which allowed the players to recycle 6 cards, and everyone was allowed to draw a card. Ripley drew the Game Over Man hazard.
Alien Phase
One blip appeared on #3, the other two cards were again False Alarm.
Turn 06
Marine Phase
Ripley mowed down the xenomorph from spawn point #3.
Apone stepped back and cut down the two trailing xenomorphs.
Hicks passed on a microscope to Hudson.
Alien Phase
Three xenomorphs spawned on #3; two blips spawned on #2; four blips spawned on #4 and an additional one on #2.
Turn 07
Marine Phase
Apone killed the xenomorph down the hallway and ran towards the APC.
Gorman flamed spawn point #3, killing two xenomorphs, and head-shotted the remaining one with his VP70 sidearm.
Hicks played the Stop Your Grinning event, which allowed the players to reorder top five motion tracker cards.
Hudson used the microscope but failed his tech test.
Ripley drew the Loosing Hope hazard card.
Alien Phase
Hicks played Last Stand and barricaded the door in front of spawn point #1.
One blip spawned on #1 and moved forward, but was not able to break through the barricaded door. One blip spawned on #1, one on #4.
Turn 08
Marine Phase
Apone killed one xenomorph, then further withdrew towards the APC.
Hicks found another microscope and passed it on to Hudson again. This time, Hudson succeeded in his tech test, and recycled a card from the discard pile.
Alien Phase
The aliens breached the barricaded door at #1, and a Scout emerged.
One blip spawned on #2; two on #1 and one on #4; two spawned on #3.
Turn 09
Marine Phase
Ripley encouraged Apone, who could move 4 spaces, twice.
Apone drew the Quiet Reflection hazard card; one random card from the discard pile was shuffled back into the exhaust pile. He then advanced, and fired on the xenomorphs.
Hicks played Mission Briefing. Everyone drew two cards. Hudson got a microscope again (the third this game), Ripley played an event card that allowed her to save a grenade card from the discard pile.
Gorman grilled two xenomorphs with his flamer, then grilled another one with a second flamer shot.
Hudson used the microscope, passing the tech test.
Alien Phase
Gorman failed his self-defense pistol shot, but Ripley killed the xenomorph attacking him before it could do any harm.
Two blips spawned on #3; the next card was a False Alarm; and two more blips spawned on #1.
Turn 10
Marine Phase
Apone left the board.
Hicks played Go to sleep and don’t dream, recycling one card from the discard pile. Then he also left the board.
Hudson followed close behind.
At this point it was clear that no xenomorph was able to get to any of the characters any more, and we ended the mission.
Campaign Effects
The discard pile consisted of the following cards at the game's end:
All the cards could be moved back into the exhaust pile, so no card loss for the campaing.

















