Characters
Tii - Medic (Player #1)
Norman - Sniper (Player #2)
Jörg - Drone Operator (Player #3)
Matthias - Scout (Player #4)
SitRep
Listen up, squad! Those greedy corporate eggheads had to play around with xeno eggs, and of course contact was lost with the facility. Now we are tasked to go in, risk our lives, to make up for their foolishness… As this is a black site, we have no clue what we are getting our asses into, no floor plans, no intel, no nothing.
Buckle up for a hard ride!
Your primary goal is to map out the black site.
Oorah!
Rules Used
- base game xenos
- insider expansion
- xyrians expansion
AAR
Turn 1
The Marine Fire Team entered the outpost, which was in desolate condition, emergency lights only, strobing warning lights everywhere, oxygen supply down… what had happened in this place?
The Marines moved out, immediately discovering xeno life forms.
The next room discovered turned out to have a malfunction marker as well as being on fire!
The xenomorph turned out to be quite resilient, with more and more rounds being pumped into it, but it refused to go down.
Finally, the medic landed the last fatal hit.
The scout ordered the medic to move, after all the mission goal was to map out the whole installation, and the medic discovered a xyrian trace in the next room – which was on fire, too, leaving the medic (with no more cards) to endure fire damage. And there was a xeno in the room, too…
The drone operator moved up to the rest of the squad.
The scout also continued with the mission, scouting out the next room, which turned out to be the cooling systems. In two of the corridors leading to this room, more xenos lurked.
Also, the insider turned up, or rather traces of her, as the Marines found the black site being rigged up with explosives. Apparently someone (the insider) wanted to use the power of the reactor to blow up the site. Overrides had been disabled, so the Marines needed to find the reactor room to prevent the whole site from blowing up! Apparently, one of the eggheads had enough of a conscience to try to undo setting xenos free…
The insider was placed on the turn counter to indicate when the site would blow up.
The scout used a grenade to clear the tunnel of the xenos he had just discovered.
The sniper saved the medic from the xeno, by placing a shot right into the xeno's head.
With his card "One by one", the sniper then picked off the aliens in the connecting corridor to the scout.
Overview at the end of the action phase in turn 1.
In the event phase, the robot and the room he was in got damaged, and a noise marker was placed in every unexplored corridor connecting to the robot's room.
Turn 2
The scout did his job, and explored the next two rooms into Sector C, the opposite end of the black site from where the Marines entered.
The sniper also reinforced the corridor leading back to the landing zone.
The medic moved to the room containing the robot.
The corridor she just moved through was reinforced by the scout.
The drone operator found a xyrian and a xenomorph in the next room.
Luckily, he was able to kill the xenomorph quickly.
End of turn overview.
In the xyrian activation phase, nothing happened, except that the xyrian disappeared and a new trace marker was placed.
One new xyrian appeared in the cryo chamber, and the Captain contacted the squad via radio. With all the xyrian activity, and high command still not sure what to think about them, the squad gained an additional mission task: at least one character with a xyrian device must make his escape.
Turn 3
The drone operator activated the life support in Sector B, then earned the xyrians' loyalty.
The medic repaired the robot, and moved him into the burning server room, as the robot would be able to extinguish the fire.
The scout repaired the life support in Sector C and activated it.
The sniper moved into the room of the robot and activated his fire extinguisher function, then he activated him to move to the next burning room.
When the sniper then moved to the cooling system's room in Sector B, more noise markers had to be placed in non-noised adjacent corridors, which triggered a horde of xenomorphs to drop from air vents in the ceiling.
Calmly, the sniper picked them off "One by one".
The medic discovered another xyrian trace while leaving the room, and the next room she went into turned out to be the nest! A lonely xeno guard directly attacked her and the medic gained a contamination card.
To add insult to injury, more xenos rushed to the nest to defend it, coming through the corridor the medic just went through.
The medic frantically fired at the xeno in her room, but lacked fire discipline and ran out of ammo.
The scout moved through the room with the robot, and discovered the sprinklers control room.
The drone operator recalled his drone to his position, then explored the Pressure Control room by sending the drone there. The insider moved to the turn marker, which activated the self-destruct sequence. All means to shut it off had been disabled. Time was running out…
The sniper moved again, and triggered the appearance of another xenomorph in his room – the Queen! She lashed out immediately, and the sniper lost three health.
The sniper fled the room with the Queen, losing another two health, but the Queen followed him!
The medic also fled her room, losing one health and gaining another contamination. She fled into the reactor room, thus discovering the last C room – unfortunately too late to stop the self-destruct being activated.
The scout placed a secure token in his room, then ordered a withdrawal for the sniper. The Queen lunged out again, but the secure token in the sniper's room saved him from further damage.
Being in the lander room now, the sniper replenished oxygen and healed himself.
The xyrian moved towards the nearest player – the medic. While moving through the corridor, he killed one of the xenos there, then killed the xeno in the room he moved to. Additionally, one secure token was removed in the room.
All computer rooms gained a malfunction marker.
Each noise marker in unexplored corridors were triggered. This activated the Queen, which moved to the lander room, attacking the sniper again, who lost another health.
Turn 4
The medic healed herself and threw a grenade, clearing the corridor behind her. Then she searched for items in her room.
The scout moved into the room with the robot, and activated him to extinguish the fire there.
The drone operator moved to his drone, being saved from an attack by the Queen by a secure token, and searched the room for items.
The sniper followed the drone operator, using the last secure token to escape harm, then repaired the pressure control room.
The scout explored the gun control room.
The drone operator sent his drone forward, finally discovering the (malfunctioning) life support from Sector A. He then used the pressure room's controls to move the Queen away from him and the sniper.
The sniper placed two secure tokens in his room and drew two more cards. He then used the pressure control room to push the Queen into the burning decontamination room, then searched for helpful items.
The scout received an arm wound.
The xyrian moved towards the medic and attacked her, which resulted in the medic being webbed.
Yet another xeno moved into the room with the scout.
Each player needed to roll a noise die. The scout was attacked again, receiving another contamination card, and one more damage, losing his ammo belt.
Turn 5
The scout, being surrounded, fired twice, but did not manage to bring down a xenomorph.
The drone operator fired on the xeno. The sniper explored the last A room, the drilling station, which was on fire. He then moved to the cryo room, getting attacked for one health there.
The medic, still webbed, healed herself, but gained a contamination card, and then freed herself of the xyrian webbing.
The scout frantically fired on the aliens, but still scored no kill.
The drone operator moved to his drone, escaping the xenomorph. His move triggered the xyrians on the board to attack, which resulted in the medic being killed.
Two more xyrians appeared.
The sniper fled his room, shrugging off the attack with his armour, moving into the server room.
He then moved on into the cooling systems room.
The scout had one card left and tried to leg it, but was immediately torn to pieces.
The sniper reached the escape pods, but did not have enough cards left to enter one and flee.
The xyrian in the top room wounded the xeno with him. The xyrian then moved and killed all xenos in his room.
Then the black site exploded…
Aftermath
It turned out that the anti-aircraft system was inactive (no character was able to check that during the game), so an escape with the lander would have succeeded.
The mission goal for all was the initial "explore all A, B, C rooms" and the later added "retrieve one xyrian device".
The players disclosed their chosen targets:
Tii (medic)
main mission goal and survive
Norman (sniper)
prevent main mission goal and survive
Jörg (drone operator)
main mission goal and survive
Matthias (scout)
main mission goal and survive
No player achieved their goal, everyone lost.

























































