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Example: After a marine player has picked up a shotgun equip-
ment token, the invader player decides to play the “It’s a Trap!”
event card. This card allows him to immediately activate up to 2
invaders before the marine’s turn can continue. After he has acti-
vated both invaders, the card is discarded and the marine play-
er continues his turn.
SS
TTEEPP
22:: SS
PPAAWWNN
After drawing his cards for the turn, the invader player may play
1 (and only 1) spawn card from his hand.
After playing a spawn card, the invader player takes the invaders
shown on the card and places them on the board.
The following rules limit how the invader player may place
spawned invaders on the board:
The invader player must place any spawned invaders
on spaces that have no line of sight to any marine fig-
ures on the board (see Step 2: Confirm Line of Sight,
pg. 8). If the invader player cannot find a legal space
on the board for one or more of the invaders, he can-
not place those invaders. After any spawned invaders
are placed on the board, the used spawn card is placed
in the discard pile.
Exception: For purposes of spawning new invaders, other
invader figures do not block a marine’s line of sight.
Important: Many spawn cards
are divided in half by a gray line.
When playing such a card, the
invader player must choose
between the two different groups
of invaders.
Example: This card may be
played to spawn either one demon
or both an imp and a zombie.
The invader player cannot place more invaders on the
board than there are available figures. For instance, if
all six hell knight figures are already on the board, the
invader player cannot spawn an additional hell knight.
If the invader players wishes to spawn a figure on the
board, but he is already using all of his available fig-
ures, he may choose to remove an invader figure from
the board, to make that figure available for immediate
placement by a spawn card (or when a new area of the
scenario is revealed).
Remember that all invader figures of the same color as an unused
marine are placed in the box before the game starts. These figures
are not available to the invader player. Thus, in a three-player game
where only the red and the green marine figures are being used, the
blue invader figures are not available to the invader player.
SS
TTEEPP
33:: AA
CCTTIIVVAATTIINNGG
II
NNVVAADDEERRSS
After playing a spawn card (or not), the invader player may activate
each invader on the board once
. To activate an invader, the invad-
er player simply declares which invader is being activated and con-
sults his reference sheet. When an invader is activated, it may move
a number of spaces up to its movement score and make one
attack. Just like an advancing marine, an invader may take its attack
before, after, or at any point during its movement (see later).
After the invader player has had the chance to activate every invad-
er figure on the board, his turn is over. The round is then complete,
and a new round begins with the first marine player.
MMoovveemmeenntt
Movement works much the same for both marines and invaders,
with one key difference:
A marine’s movement is based on the action he has taken for the
turn (for example, an advancing marine has a movement of 4).
An invader figure’s movement is based on its movement rate
recorded on the reference sheet (for example, a trite has a move-
ment rate of 5).
The controlling player moves his figure, one space at a time,
across the board until he has either used all of the figure’s
allowed movement, or is satisfied with its position. The control-
ling player may choose not to use all of the figure’s movement
if he so chooses. Several examples of movement are shown in
the diagram below.
The following rules apply to movement:
Figures may move into any adjacent space (including diago-
nal spaces), but must remain completely on the board at all
times during the move.
Figures may pass through spaces occupied by friendly figures
during movement, but must end their turn in an empty space.
Figures can safely move next to and/or around enemy figures
unless the enemy figure has the watch ability (see the last page
of this rules booklet for a summary of special abilities, including
watch).
Figures cannot move into or through closed doors, blocking
obstacles, or enemy figures during their movement.
Attacks may be made at any point during movement. For
example, a figure with a movement rate of 4 may move 2 spaces,
attack, and then move another 2 spaces.
Special movement rules apply to the oversized invader figures
(i.e., the demon, mancubus, hell knight, and cyberdemon). See
Oversized Invaders, pg. 11.
AAttttaacckkiinngg
Every attack (for marines and invaders both) follows these steps:
Step 1: Declare Attack
Step 2: Confirm Line of Sight
Step 3: Count Range and Roll Attack
Step 4: Determine Attack Success
Step 5: Inflict Wounds
S
TEP
1: D
ECLARE
A
TTACK
The attacking player declares which space his figure is attack-
ing. If the attacking figure is a marine, the player must also state
which weapon the marine is using.
The following rules apply to attacks:
Melee attacks can only be declared against adjacent spaces.
Weapons and invaders that are marked with a bottom red bar on
the reference sheets can only make melee attacks. See pg. 10 for
further information on melee attacks.
After spawning 3 zombies, the invader player finds
he can only place 2 of them out of line of sight of
the marine, so the third is wasted.
IInnvvaaddeerr SSppaawwnniinngg
EExxaammppllee
MMoovveemmeenntt EExxaammpplleess
This marine is advancing, so he
moves 4 spaces.
While you can’t move through
enemy figures, you can safely
move around them...usually.
This marine moves around the cor-
ner, attacks the zombie, and then
moves back around the corner.
7

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