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Important: When a marine is attacking with a weapon that has
the blow-through ability, the attack cannot be “walked” to
another space unless the marine has at least 1 remaining
ammo token of the type required by the weapon.
D
OORS
The UAC Mars base uses thick metal doors designed to block heavy
weapons fire. Closed doors are represented by a door token placed
between exactly four spaces (2 in front, 2 behind). When a door is
opened, slide it off the board to one side. If the door is closed again
(by either marines or invaders), simply slide the door back onto the
board to its original closed position.
Closed doors block movement and all attacks (even those that
don’t require line of sight). It is possible for both marines and
invaders to expend movement points to open or close doors, but
only if their figure is located on one of the spaces adjacent to the
doors closed position. It costs a figure 2 spaces of movement
to either open or close a door. Doors cannot be destroyed by
attacks (although the invader player has a “Smash” card that can
destroy doors), and they cannot be closed if the “door line” is
blocked by an oversized invader.
SS
EECCUURRIITTYY
DD
OOOORRSS
Three of the doors in the game have the image of a key token illus-
trated on them. These doors begin play locked, and cannot be
opened unless a marine first finds the corresponding key token.
Once a key token has been picked up by a marine, it is placed next
to the compass rose to indicate that security doors of this color are
now unlocked for all marines for the duration of the game.
Invaders can never open or close a security door (although the
invader player can destroy a security door with the “Smash” card).
E
QUIPMENT
T
OKENS
As the board is revealed, various types of equipment are placed
on it as directed by each scenario. This equipment can be new
weapons, armor, extra health, ammo, or other special items. The
following rules apply to all equipment tokens:
Equipment tokens may only be picked up by marines.
During his turn, a marine may automatically pick up an equip-
ment token in the space he is occupying (it does not cost him any
movement points to do so).
During his turn, a marine may give weapon or ammo tokens to
adjacent marines at the cost of 1 movement point per token
given.
A
MMO
T
OKKENNS
These tokens represent ammunition for the
marines’ weapons. When a marine picks
up an ammo token, he places it on the
proper area of his equipment bin.
Armoor Tookens
These tokens represent high tech armor
that provides valuable protection for the
marines. When a marine picks up an
armor equipment token, he places it on his
equipment bin in the armor area. The
number of armor tokens on his equipment
bin provides a marine’s armor rating.
Armor cannot be given to other marines,
and any armor in excess of a marine’s
starting armor is discarded when a marine
is fragged.
HH
EEAALLTTHH
TT
OOKKEENNSS
These tokens represent painkillers and
other medical supplies that the marines
can use to treat their wounds. When a
marine picks up a health token, he must
immediately discard it from play and then
return up to 3 wound markers previously
removed from his equipment bin. If the
marine is already at full health (i.e., no
wound markers have been removed from
his equipment bin), he cannot pick up
health tokens.
K
EY
T
OKKENNS
These tokens represent passcodes or key
cards used to unlock secure doors in the
base. When a marine picks up a key
token, he immediately places it next to
the compass rose. This indicates that all
security doors of this color are now
unlocked for all marines for the rest of
the game.
WW
EEAAPPOONN
TT
OOKKEENNSS
These tokens represent the weapons found
in the Mars base that the marines can use
against the invaders. When a marine picks
up a weapon token, he simply places it on
his reference sheet to show that he has the
weapon. Remember that a marine can only
fire a given weapon if he has at least one
ammo token of the corresponding type.
A
DDRRENNALINNE TOKKENNS
These tokens represent a drug that can
boost a marine’s speed. When a marine
picks up an adrenaline token, he places it
by his equipment. At the start of a later
turn, the marine may discard the adrena-
line token to add 4 spaces to his move-
ment for the turn.
BB
ERRSERRKK TOKKENNS
These tokens represent a drug that drives a
marine berserk. When a marine picks up a
berserk token, he immediately places it by
his equipment bin with the unfaded side
up.
While a marine possesses a berserk token
he may only attack with his fists, but any
hit will instantly kill any invader,
regardless of the invaders armor or
wound rating.
The effects of the berserk token quickly fade. At the end of the
marine’s next turn, he turns the token over, revealing the half-
faded side. Then, at the end of the following turn, he discards the
berserk token. If the marine is fragged, he must immediately dis-
card the berserk token.
E
XPLORING
Whenever a marine has line of sight to an unrevealed portion of the
board, it is immediately revealed by the invader player. The invader
player sets up the new area of the board, places monsters, equip-
ment, and other tokens. Once the new section of the board has been
set up as directed by the scenario, the invader player reads aloud a
bit of text from the Scenario Guide that describes the new area.
Play then continues where it left off. For a more detailed description
of this process, please see the cover of the Scenario Guide.
F
RAGS
& K
ILLS
When an invader receives a number of wounds equal to its wound
rating, it is killed. Killed invaders are simply removed from the
board along with their wound tokens. The invader figure is
returned to the invader players reserves, and the wound tokens are
returned to the pile near the board. Killed invader figures may
return to the board again as needed (when revealing a new area or
when the invader player plays a spawn card).
When a marine removes the last wound token from his equip-
ment bin, he is fragged. Remove the fragged marine figure from
the board, remembering which space he last occupied.
When a marine is fragged, the marine player returns his starting
wound and armor tokens to his equipment bin. If a fragged
marine has managed to pick up additional armor tokens, he must
now discard back down to the armor tokens he started the game
with. Any berserk token on a fragged marine is also discarded. A
marine’s other equipment tokens (weapons, armor, etc.) and his
marine cards are not affected by being fragged.
After reconciling his equipment bin, the fragged marine must wait
until the start of his next turn to respawn on the board.
During his next turn, before announcing his action, the marine
player places his figure back on the board by following these rules:
• The respawn space must be a revealed empty space.
• The respawn space must be at least 8 spaces away from the
space where the marine was fragged.
• The respawn space must be no more than 16 spaces away from
the space where the marine was fragged.
If all the above points cannot be met, the marine will respawn in
the space that corresponds to the rules as closely as possible. If
multiple such spaces exist, the marine player may choose which
one he wants to respawn at.
After a marine has been fragged, the invader player takes a
wound token from the pile near the board and keeps it as a “frag
point.” In the K
NEE DEEP IN THE DEAD
scenario, as soon as the
invader player accumulates 6 frag points, he immediately wins
the game.
M
ARINE
O
RDERS
When a marine chooses to take a ready action at the beginning of
his turn (see Marine Players Turn, pg. 6), he my place one of the
three orders (aim, guard, or dodge) next to his marine on the
board. Note that the special heal order may also be placed, but only
by a marine who drew the Medic marine card at the beginning of
the game.
A marine can only have one order at any one time. A marine
that has already been issued an order cannot receive another
order until the first order is used or removed (see next page).
When a door is closed,
it sits on one of the
lines between spaces.
When a door is
opened, set it to one
side of the board.
DDoooorrss
Key Tokens
Health Token
Weapon Tokens
Berserk Token
Adrenaline
Token
Armor Token
Ammo Tokens
9

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