Card Lists
Last Updated: March 26, 1998
My card list officially complete for the
Premire Addition. This is now
the BEST place to check on the stats of your favorite cards, including
availability.
Characters: Predator Alien Marine
Items: Predator Marine
Locations
Events
- Predator
Characters
- Cunning Hunter - Speed: 4 Power: 7 Predator, Adaptable, Lethal,
Marksman, Veteran
- 9 honor.
- A powerful opponent under all conditions.
- Common
- Eager Youth - Speed: 4 Power:
5 Predator, Brave, Lethal, Marksman
- 3 honor. Cannot Ready during the next Ready round whenever he rolls a 1 in
combat.
- He does not yet have wisdom or experience.
- Common
- Fast Claw - Speed: 5 Power:
7 Predator, Adaptable, Brave, Lethal, Veteran
- 12 honor. Plus 1 to hit in Close Combat.
- How can anything that big move so fast?
- Uncommon
- Gray Stripe - Speed: 4 Power:
7 Predator, Adaptable, Brave, Marksman, Unlucky
- 7 honor.
- Strong, but fate does not favor him.
- Common
- Honored Elder - Speed: 4 Power:
7 Predator, Brave, Lethal, Marksman, Veteran
- 8 honor.
- A bit slower. A lot smarter.
- Rare
- Huntmaster - Speed: 5 Power:
7 Predator, Brave, Lethal, Marksman, Veteran
- 13 Honor. He may rotate to prevent any other character at his location from
attacking.
- He enforces the rules of the hunt.
- Rare
- Outcast - Speed: 5 Power:
6 Predator, Adaptable, Lethal, Marksman, Veteran
- Cannot win through Honor.
- With no honor, he kills merely for pleasure.
- Rare
- Sharp Eye - Speed: 5 Power:
6 Predator, Brave, Marksman, Veteran
- 12 Honor. Plus 1 to hit with Ranged weapons.
- Where he aims, he hits.
- Uncommon
- Young Tusk - Speed: 4 Power:
6 Predator, Brave, Lethal, Marksman
- 5 honor.
- He is just gaining his reputation.
- Common
- Alien
Characters
- Alien Queen - Speed: 0 Power: 7 Alien, Lethal
- Can never move. Alien Queen does Power +3 damage. (See special Alien rules.)
- Something must be laying those eggs.
- Common
- Alien Warrior - Speed: 4 Power:
5Alien, Lethal
- Alien Warrior does Power +3 damage.
- They grow into killers in a matter of days.
- Common
- Chest Burster - Speed: 3 Power:
2 Alien
- It gestates inside a human host.
- Common
- Pet Hybrid - Speed: 5 Power:
4 Alien, Lethal
- If a pet is impregnated, replace the Chest Burster with this card instead of Alien
Warrior. Pet Hybrid does Power +4 damage.
- An Alien's shape is partially determined by its host's DNA.
- Uncommon
- Predator Hybrid - Speed: 5 Power:
7 Alien, Lethal
- If a Predator is impregnated, replace the Chest Burster with this card instead of
an Alien Warrior. Hybrid may move 1 location during the Draw round. Hybrid
does Power +3 damage.
- The most dangerous hybrid yet known.
- Rare
- Royal Guard - Speed: 5 Power:
6 Alien, Lethal
- Must be created with Royal Jelly in the presence of a Queen. Rotate and discard
to cancel one attack on its Queen. Royal Guard does Power +3 damage.
- They guard her with their lives.
- Uncommon
- Warrior Queen - Speed: 4 Power:
8 Alien, Lethal
- Can only be brought into play under special conditions. Warrior Queen does
Power +3 Damage. (See special Alien rules.)
- One ugly mother.
- Rare
- Young Queen - Speed: 3 Power:
6 Alien, Lethal
- Can only be brought into play under special conditions. Young Queen does
Power +3 damage. (See special Alien rules.)
- She will soon create a hive of her own.
- Common
- Marine
Characters
- Ash - Speed: 3 Power: 4 Synthetic, Driver, Medic,
Pilot
- Generates 1 research point per turn without rotating. Cannot attack Aliens.
- You still don't understand what you're dealing with, do you?
- Rare
- Bishop - Speed: 4 Power: 5
Marine, Synthetic, Driver, Medic, Pilot
- Rotate to generate 1 research point.
- I may be synthetic, but I'm not stupid.
- Rare
- Carter Burke - Speed: 2 Power:
2 Coward, Unlucky
- When searching Weaponry locations, he can also find Equipment or Military
Arms.
- This installation has a substantial dollar value attached to it.
- Rare
- Cpl Ackels - Speed: 2 Power:
3 Marine, Marksman, Pilot, Tactics, Veteran
- He says flying is an art. Right.
- Common
- Cpl Brown - Speed: 3 Power:
3 Marine, Marksman, Scout, Sniper
- Plus 1 to hit. If he rolls a 1 in combat, his weapon is Damaged.
- 22 confirmed kills ... most were hostile.
- Common
- Cpl Hicks - Speed: 3 Power:
4 Marine, Brave, Marksman, Tactics, Veteran
- Plus 1 to hit with Ranged weapons. Rotate to Ready any Marine at the same
location.
- All right people, let's move like we've got a purpose.
- Rare
- Cpl Myler - Speed: 2 Power:
3 Marine, Marksman, Scout, Tactics, Veteran
- Plus 1 to hit with the M42-A Scope Rifle.
- You can count on him to get the job done.
- Uncommon
- Dallas - Speed:3 Power:3
Leader, Pilot
- May use Military Arms.
- Will you just listen to me?
- Rare
- Kane - Speed: 2 Power: 2
Pilot, Unlucky
- Rotate to search your deck for the next location card, which is played adjacent to
his location. Move Kane to the new location. Shuffle your deck.
- I'll volunteer to be in the first group out.
- Rare
- Lambert - Speed: 2 Power:
2 Coward, Pilot
- May double movement points by reducing defense to 0 until the end of the turn.
- I say that we abandon ship ...
- Rare
- Lt Campbell - Speed: 2 Power:
4 Marine, Leader, Marksman, Tactics
- Rotate to gain 1 Combat Pool.
- He was the top of his class in tactics.
- Uncommon
- Marine Private - Speed: 2 Power:
3 Marine, Marksman
- Multiple copies of this card may be selected as starting characters.
- We just call him "grunt."
- Common
- Parker - Speed: 2 Power: 4
Lethal
- Rotate to find a Makeshift Weapon card from your deck. Shuffle your deck.
- I think we ought to discuss the bonus situation.
- Rare
- Pvt Hewitt - Speed: 2 Power:
4 Marine, Marksman, Tactics, Veteran
- Hewitt and Privates moving with him move with no penalty past all opponents.
- Busted back to private for insubordination. Again.
- Uncommon
- Pvt Hudson - Speed: 2 Power:
4 Marine, Lethal, Marksman, Coward, Unlucky,
Veteran
- Plus 1 to hit with Ranged weapons.
- 17 days? Hey, man ... we're not going to last 17 hours!
- Rare
- Pvt Masters - Speed: 3 Power:
3 Marine, Brave, Marksman, Smartgunner
- She's as tough as they come.
- Common
- Pvt McIntyre - Speed: 2 Power:
3 Marine, Marksman, Medic
- I'm glad we brought him, we may NEED a medic!
- Common
- Pvt Rogers - Speed: 2 Power:
4 Marine, Marksman, Smartgunner, Tactics, Unlucky
- He talks to his gun ... and says that it answers. You wanna argue with
him?
- Common
- Pvt Von Gries - Speed: 2 Power:
4 Marine, Marksman
- A hard worker. Smart, too. That 'n five bucks still won't buy a cup of
coffee.
- Common
- Ripley - Speed: 3 Power: 3
Brave, Lucky, Pilot
- Rotate at any time to move 1 location.
- Well I don't care HOW, but we'd better think of something!
- Rare
- Sgt Bass - Speed: 2 Power:
4 Marine, Leader, Marksman, Tactics, Veteran
- Rotate to give all Marines at his location +1 to hit.
- He says these drops are shaving time off his "afterlife duty."
- Common
- Sgt Hart - Speed: 3 Power:
3 Marine, Marksman, Scout, Sniper, Veteran
- Plus 1 to hit. No cards using Combat Pool may be played on him or on anyone
attacking him.
- One round, one kill.
- Uncommon
- WO Kraver - Speed: 2 Power:
4 Marine, Marksman, Pilot, Veteran
- Rotate to search the top 3 cards of your deck. He finds any Supporting
Characters. Discard other cards.
- He runs all the platoon's trades and knows just about everybody.
- Common
- Secondary
Characters
- Black Marketeer - Speed: 2 Power: 3 Tavern
- Unique. Rotate this character and pay 3 Combat Pool to find any card from your
deck. Add it to your hand. Shuffle your deck.
- Hey, a guy's got to make a living.
- Rare
- Child - Speed: 2 Power: 1
Kitchen
- She snuck into the kitchen for a bite to eat.
- Common
- Cocooned Victim - Speed: 0
Power: 1 Breeding Chamber
- This character is automatically considered to be captured by the Alien player
when found.
- Kill me, please ...
- Rare
- Company Official - Speed: 2
Power: 2 Corporate Office
- Unique. Plus 2 defense.
- She's great at looking out for number 1.
- Common
- Dockworker - Speed: 2 Power:
3 Docking Bay Brave,
Lethal
- Does Power +2 damage in close combat.
- Space bug or not, don't mess with the Union.
- Uncommon
- Electronics Tech - Speed: 2 Power:
2 Hi-Tech
- Minus 1 to hit. Rotate at any location to remove a Power Outage for one turn, or
at the Power Plant to remove one completely.
- Sure I can get it working ... just as soon as you get me the parts from
Earth.
- Common
- Engineer - Speed: 2 Power:
2 Engineering
- Minus 1 to hit.
- What do you want me to do, part the sea?
- Common
- Hacker - Speed: 2 Power: 2
Access Space Computers
- Unique. Minus 1 to hit.
- Listen, cowboy, the only password I need is the name of your bank.
- Uncommon
- Lab Worker - Speed: 2 Power:
1 Science Lab
- Minus 1 to hit. Rotate for 1 research point.
- Please don't touch that. We think it may be toxic.
- Uncommon
- Mechanic - Speed: 2 Power:
2 Machine Shop
- Minus 1 to hit.
- Half the stuff on base he's either made or had to fix.
- Common
- Pet - Speed: 3 Power: 2
Living Quarters Animal
- Pet does Power +1 damage. (Cannot pick up or use items.)
- He's not as friendly as he looks.
- Common
- Physician - Speed: 2 Power: 2 Infirmary Medic
- Minus 1 to hit. Rotate to heal 1 point of damage on a human character at the
same location.
- Take two aspirin. You know the rest.
- Uncommon
- Programmer - Speed: 2 Power:
1 Computer Center
- Minus 1 to hit. Rotate at a location with Computers to view a hidden movement
marker at any connected location.
- Coders virtually live in their own world.
- Uncommon
- Quartermaster - Speed: 3 Power:
3 Equipment Warehouse Marine,
Marksman, Tactics,
Veteran
- Unique.
- He became the base's quartermaster after mustering out of the service.
- Rare
- Security Chief - Speed: 2 Power:
3 Security Station Marksman,
Veteran
- Unique. Rotate to make a Short-Ranged attack at +2 to hit, 8 damage or a
Long-Ranged attack for 5 damage.
- Nothing gets past him ... unless you count the stuff that comes in on
percentage.
- Rare
- Security Guard - Speed: 2 Power:
3 Secure Rotate to make a
Short-Ranged attack for 7
damage.
- Rent-A-Cops, even on the rim.
- Common
- Sleeper - Speed: 1 Power: 2
Cryonics
- Minus 1 to hit. Has no speed for the first movement round after he is found. May
be found at hive locations.
- The joints take a while to warm up after some down time in cold
sleep.
- Uncommon
- Staff Worker - Speed: 2 Power:
2 Civilian Coward
- Minus 1 to hit.
- Don't ask me. I just work here.
- Common
- Predator
Items
- Acid Resistant Claws -
Predator Item, 4 Honor
- Does Power +3 damage. Cannot be destroyed by Acid.
- Made from an alkaline metallic alloy.
- Uncommon
- Camouflage Suit - Predator Item,
10 Honor
- Plus 1 defense. Whenever he is allowed to move, the owner may use hidden
movement with 3 markers.
- His greatest asset is surprise.
- Common
- Ceremonial Armor - Predator Item,
2 Honor
- Provides 1 armor.
- It's more for display than protection.
- Common
- Collapsible Spear- Predator Item, 6
Honor Short-Ranged
- Does Power +4 damage. Can be used in Close Combat or
as a Short-Ranged
weapon. Is dropped at location after any Ranged attack.
- It provides formidable utility.
- Uncommon
- Darts - Predator Item, 1 Honor
Short-Ranged
- Does 6 damage.
- Not very powerful. They make the hunt more challenging.
- Common
- Hunter's Mask - Predator Item, 4
Honor
- View any hidden markers at your location (except Aliens
at Hive locations).
Provides immunity to Environmental Gas Damage.
- It allows a Predator to see in several spectra.
- Uncommon
- Hunting Kit - Predator Item, 4
Honor
- Contains Melee Claws (Does Power +3 damage), Mask
(take no damage from
Environmental Gas), and Ceremonial Armor (Provides 1 armor).
- The standard equipment chosen for most hunts.
- Common
- Laser Sight - Predator Item, 2
Honor
- Plus 1 to hit with Ranged weapons. A hidden owner must
declare his attacks at
the same time as unhidden characters.
- It "paints" the target for greater long-range accuracy.
- Common
- Mask - Predator Item, 0
Honor
- Owner takes no damage from Environmental Gas.
- For hostile atmospheres.
- Common
- Melee Claws - Predator Item, 2
Honor
- Does Power +3 damage.
- They easily cut through flesh and bone.
- Common
- Naginata - Predator Item, 7
Honor
- Does Power +4 damage. Plus 1 defense in Close Combat.
- Long and sharp enough to keep even the most dangerous prey at bay.
- Rare
- Plasma Caster - Predator Item, 10 Honor Long-Ranged
- Does 15 damage. This weapon cannot run out of ammo.
- The power of this energy weapon is beyond any human technology.
- Uncommon
- Predator Medikit - Predator Item, 2
Honor
- Owner discards this item and rotates to heal 3
damage.
- Predator medical technology is short on pain killers but highly
effective.
- Common
- Scattergun - Predator Item, 7
Honor "Short-Ranged
- Plus 1 to hit. Does 10 damage. An Alien killed by a Scattergun does +1 Acid
Splash damage.
- Not unlike a high-tech shotgun. A traditional choice for Alien hunts.
- Common
- Self Destruct - Predator Item, 0
Honor
- Activate with Event card. Detonates at the end of 2 turns, destroying its location,
all connected locations, and their contents. Discard cards.
- Uncommon
- Throwing Disk - Predator Item, 7
Honor Short-Ranged
- Total damage of: Power + 2 plus roll to hit minus defense.
If attack is not a hit,
the disk is dropped at that location.
- So sharp, it can cut through just about anything it hits.
- Rare
- Marine
Items
- Bottled Courage - Tavern or Equipment
- Character who possesses this item removes Coward or adds Brave resource.
Minus 1 to hit.
- Buy the next round and I'll tell you about the bugs we "capped" last time
out.
- Common
- Camouflage - Military Arms,
Sniper
- The owner may use hidden movement with two markers.
- To a seasoned sniper, these are just work clothes.
- Rare
- Chemical Base - Equipment
- Discard to cancel Acid Damage on a character at the same location.
- High school chemistry does have a payoff.
- Common
- CN-20 Nerve Gas - Military
Arms
- Rotate Marine character and drop item to activate. At the end of the next turn, all
characters within 2 locations take 6 points of Environmental Gas Damage.
- I say we nerve gas the entire nest!
- Rare
- Combat Knife - Weaponry
- Does Power +2 damage.
- A gun just plain works better.
- Uncommon
- Communications Array - Equipment Communications
- Owner adds Communications resource.
- Command and control is almost entirely dependent upon
communications.
- Uncommon
- Crude Explosives - Machine
Shop Long-Ranged
- Rotate owner to make a Long-Ranged attack on every character at a location.
Attacks are at -1 to hit. Does 8 damage. Discard.
- Probably seismic survey charges.
- Common
- Demolition Charge - Military
Arms
- At the end of combat, Marine with this item rotates to drop. At the start of the
next Combat round, all characters at this location suffer 13 points of damage and
the location becomes Damaged. Discard item.
- The latest thing in urban renewal.
- Uncommon
- Double-Packed Ammo - Weaponry
- Character with this item adds +1 to his Small Arms or Shotgun's damage. If
weapon becomes damaged, it is destroyed instead (discard both cards).
- More bang for your buck, but it goes both ways.
- Common
- Experimental Rifle - Military
Arms Long-Ranged
- Unique. Roll a die when fired: 1: Destroyed, user takes 6 damage. 2: No effect.
3: +2 to hit and 8 damage. 4 or 5: +2 to hit and 10 damage. 6: +3 to hit and 13
damage.
- So what happens when I activate this red switch?
- Rare
- Extra Ammo - Weaponry
- Rotate to reload a weapon you carry (the weapon is no longer out of ammo).
- A pulse rifle without ammo's 'bout as good as a paperweight.
- Common
- Field Pack - Military Arms
Long-Ranged
- Contains M41A Pulse Rifle (Long-Ranged, 10 damage) and M3 Body Armor
(provides 2 armor).
- USCM standard issue arms and armor for combat patrols.
- Uncommon
- Garrison Pack - Weaponry
Short-Ranged
- Contains Small Arms (Short-Ranged, 7 damage) and Flack Jacket(provides 1
armor).
- USMC standard issue arms and armor for garrison duty.
- Common
- Grenade Launcher - Military
Arms, M41A Pulse Rifle Long-Ranged
- Character with this item attacks all characters at a location for 8 damage.
- With a 10 meter explosive pattern, use within enclosed spaces is not
advised.
- Uncommon
- Hand Welder - Equipment
- Rotate owner to drop this item between any two locations. If owner remains at
his location and rotates again at the end of the next turn, the locations are no
longer adjacent.
- With this baby, you can put up a barrier that nothing can get through.
- Uncommon
- M240 Flame Thrower - Military
Arms Short-Ranged
- Plus 2 to hit. Does 7 damage. Plus 1 damage to an Alien card for each Alien
token on it.
- But it's a DRY heat.
- Uncommon
- M3 Body Armor - Military
Arms
- Provides 2 armor.
- Titanium alloy and ceramics provide essential protection for dangerous
duty.
- Common
- M41A Pulse Rifle - Military
Arms Long-Ranged
- Does 10 damage.
- I'd like to introduce you to a personal friend of mine.
- M42A Scope Rifle - Military
Arms Long-Ranged
- Does 13 damage. May atack two locations away at -2 to hit (-1 if Sniper). The
rifle is rotated when fired, and the owner must rotate to ready it again.
- Reach out and touch someone.
- Rare
- M56 Smart Gun - Military
ArmsLong-Ranged
- Plus 1 to hit. Does 13 damage. Requires Smartgunner to use.
- State of the art firepower.
- Uncommon
- Makeshift Weapon - Engineering
or Machine Shop Ranged
- When found, declare it to be any Weaponry item. It acts as that item, but with -1
to hit and -1 to damage.
- Crude, but effective.
- Common
- Medikit - Equipment
- Rotate the owner to heal 2 damage from any human at the same location.
Discard item.
- It's good for more than just cuts and bruises.
- Common
- Mk 35 Pressure Suit - Equipment
- Provides 1 armor. Minus 1 to hit. Character takes no Environmental Damage.
- Full body atmospheric protection, but bulky.
- Uncommon
- Mk 50 Compression Suit - Equipment
- Character takes no Environmental Damage.
- A high quality suit designed with combat in mind.
- Rare
- Motion Scanner - Equipment
- Rotate item to view all hidden movement markers at this and all adjacent
locations.
- I've got movement! I've got signals!
- Common
- P-5000 Powerloader - Docking
Bay
- Owner may only enter Open locations. Owner's Power increases to 8, and all
Close Combat attacks against him are at -2 to hit.
- MOST people use it for heavy lifting.
- Uncommon
- Personal Data Locator - Equipment
- Owner discards item to search his deck and find the first Supporting Character.
Shuffle the deck.
- Every colonist had one implanted.
- Rare
- Sentry Gun Control - Military
Arms, M42A Scope Rifle
- Owner with an M42A Scope Rifle may rotate a UA 571C Sentry Gun during
combat to make Sentry Gun attack a valid target within 2 locations of the owner.
- I've got my finger on the button.
- Rare
- Shotgun - Weaponry Ranged
- Short-Ranged: +2 to hit and 8 damage. Long-Ranged: 5 damage. An Alien killed
by a Shotgun does +2 Acid Splash Damage.
- I keep this for close encounters.
- Common
- UA 571C Sentry Gun - Military
Arms Long-Ranged
- Rotate owner and drop item to activate. Plus 1 to hit. Does 13 damage. Gun
makes a free attack at every non-human who enters its location.
- This area is off limits. We mean it.
- Rare
- Location
Cards
- Access Space - Confined
- The first person to play this card picks one additional location. That location is
adjacent to the Access Space. This effect is permanent.
- I think she went into the air ducts.
- Uncommon
- Airlock - Entry,
Confined
- For ships too large to use the docking bay.
- Common
- Ambush Point - Hive
- Aliens at this location may resolve Close Combat attacks simultaneously with all
Ranged attacks.
- There could be anything hiding in there ...
- Rare
- Armory - Equipment, Military
Arms, Weaponry
- Unique. Rotate at this location to search your deck and find the first Equipment,
Weaponry, or Military Arms card. Shuffle your deck.
- I feel much safer in here.
- Uncommon
- Atmosphere Processor - Confined,
Hi-Tech
- ... we manufacture these, by the way.
- Common
- Barracks - Confined,
Cover
- Not exactly five-star hotel accommodations.
- Common
- Breeding Chamber Only Hive
locations may be adjacent. Hive, Open
- Aliens may move to or from this and any other Hive location for 2 moves.
- The center of the hive is here with the Queen and her eggs.
- Common
- Cargo Bay - Confined, Cover,
Equipment
- It's where we keep our stuff.
- Common
- Communications - Center
Communications, Confined, Hi-Tech
- It's our only contact with the outside world.
- Common
- Computer Center - Computers,
Cover, Hi-Tech
- The station is highly automated.
- Common
- Corporate Office Confined,
Civilian
- This facility is under corporate administration. Try not to forget it.
- Common
- Corridor Central,
Damaged
- Looks like hits from small arms fire.
- Common
- Cryonics Chamber Cover,
Cryonics
- Rip Van Winkle would have loved this place.
- Uncommon
- Docking Bay Central, Entry, Open,
Equipment
- The resupply point for the station.
- Common
- Elevator Confined
- This location is distinct. It is not the same location as any other Elevator. A
character may move between Elevator locations in 1 move.
- The fastest access to all levels of the complex.
- Uncommon
- Engineering Confined, Cover,
Equipment, Engineer
- This is really the heart of the station.
- Common
- Equipment Warehouse Confined,
Equipment
- Rotate at this location to search your deck and find the first Equipment card.
Shuffle your deck.
- You never know what you may find.
- Common
- Hardpoint Cover
- A Marine at this location may rotate it. The location makes a Long-Ranged
attack for 8 damage.
- The defenses here include particle beam phalanx weapons.
- Rare
- Heat Exchanger Cover,
Hi-Tech
- If this location is Damaged, it will explode in 3 turns, destroying itself, all
connected locations, and their contents. Discard all cards.
- If you rupture the cooling tower ... Adios Muchachos!
- Rare
- Hived Airlock Hive, Entry,
Confined
- You can go in...but you may not come out.
- Uncommon
- Hived Corridor Hive,
Confined
- This location is distinct. It is not the same location as any other Hived Corridor.
- Just another passage to oblivion.
- Uncommon
- Hived Cryonics Hive, Cover,
Cryonics
- Pray that you never wake up.
- Common
- Hived Engineering Hive, Cover,
Confined, Equipment
- The Aliens have little apparent use for the artifice of mankind.
- Common
- Hived Hall Hive,
Open
- I believe the Queen has the floor ...
- Common
- Hived Lounge Hive
- Guess they didn't like karaoke.
- Common
- Hived Main Corridor Hive, Central,
Open
- Don't nobody touch nothin'!
- Common
- Hived Passage Hive,
Damaged
- From the way this place looks, there must have been a firefight.
- Common
- Hived Plant Hive,
Cover
- How can they cut the power?
- Common
- Hived Processor Hive,
Confined
- Looks like someone decided to redecorate.
- Common
- Hived Quarters Hive,
Confined
- The former occupant left no forwarding address.
- Common
- Hived Shop Hive,
Equipment
- Rotate this location and a character at this location to repair a Damaged item in
his possession.
- We need those parts! Let's go, before someone comes visiting!
- Common
- Hived Storage Hive, Confined,
Cover, Equipment
- I wonder what THEY store here.
- Common
- Infirmary Doctor
- Rotate a human character at this location to heal 2 points of damage.
- ... and you get breakfast in bed.
- Common
- Isolated Corridor
Confined
- This location is distinct. It is not the same location as any other Isolated
Corridor.
- Where are we now? I dunno. But it's quiet. Too quiet.
- Uncommon
- Kitchen Cover,
Open
- The food here may not be gourmet, but it sure beats K rations.
- Common
- Landing Pad Entry,
Open
- I want an immediate dust-off on my clear.
- Common
- Living Quarters Civilian,
Confined
- It may be small, but it's home.
- Common
- Machine Shop Machinist
Equipment
- Rotate a character at this location to repair 1 Damaged item he owns.
- If you can break it, we can fix it.
- Common
- Main Corridor Central,
Open
- The Main Corridor is adjacent to all other Central locations.
- This corridor connects to all major sections of the base.
- Common
- Meeting Hall Open
- Public meetings are held here ... but you've heard enough BS for one
lifetime.
- Common
- Mess Hall Civilian, Cover,
Open
- How come everything "tastes like chicken"?
- Common
- Operations Central, Civilian,
Communications, Computers, Security
- This is the nerve center of the base.
- Common
- Power Plant Cover,
Hi-Tech
- You can't just throw another log on the fire.
- Uncommon
- Predator Mothership Only Entry
locations may be adjacent. Predator Item, Ship
- Predator at this location rotates to heal 2 points of damage. At this location,
rotate to find any Predator item card in the player's deck for 1 honor.
- The hunter's home away from homeworld.
- Rare
- Predator Ship Only Entry locations
may be adjacent. Predator Item, Ship
- Predator at this location rotates to heal 2 points of damage. Rotate at this
location to search your deck and find the first Predator item card. Shuffle your
deck.
- It has an extensive trophy hall.
- Uncommon
- Predator Shuttle Only Entry
locations may be adjacent. Predator Item, Ship
- At this location, rotate to search your deck and find the first Predator item card.
Shuffle your deck.
- Small and cramped, it can just accommodate the hunters and their
weapons.
- Common
- Quarantine Confined
- Humans rotate at this location to heal 1 damage. Costs 2 moves to enter or leave
this location.
- In a white room ...
- Uncommon
- Science Lab
- Characters who generate research points generate +1 research point at this
location.
- They're searching for Alien weaknesses.
- Uncommon
- Security Checkpoint
Secure
- Reveal any hidden markers at or moving through this location.
- Motion sensors are standard equipment here.
- Uncommon
- Security Station Cover, Secure,
Weaponry
- Plus 1 defense to all humans at this location.
- This is the next best thing to a military base, without all the grunts.
- Rare
- Stairwell Cover
- This location is distinct. It is not the same location as any other Stairwell.
Characters may move between Stairwells for 2 moves.
- Check those corners!
- Uncommon
- Tavern Civilian
- Rotate a Marine at this location at the beginning of the Movement round to draw
one card.
- All the comforts of home.
- Uncommon
- Water Processing
Open
- Reveal any hidden Predator markers at or moving through this location. The
Camouflage Suit is Damaged while at this location.
- Might as well be a swimming pool, 'cept for the muck.
- Uncommon
- Weapons Locker
Weaponry
- Rotate at this location to search your deck and find the first Weaponry card.
Shuffle your deck./font>
- Some of my best friends sleep in here.
- Common
- Event
Cards
- 2 by 2 Formation
- Permanent. Discard at any time, or when a new formation is played. For each
four marines at the same location during the ready round, gain one Combat Pool.
- OK, Frost, Dietrich, you're up!
- Common
- Access Tunnel
- One or more characters moving together may move through two additional
locations when moving this turn. These characters move with no penalty past all
opponents.
- Crawling beats walking through a room full of Aliens.!
- Uncommon
- Acid Splash
- Play when an attacking Alien is killed. The Alien's target suffers 6 damage, and
one random item is destroyed by Acid (discard it).
- ... with concentrated acid for blood ...!
- Common
- Acid Spray
- Play at the end of combat. Each non-Alien at a location with a just killed Alien
takes 1 point of Environmental Acid Damage.
- Even dead they are dangerous.!
- Uncommon
- Activate Self Destruct Self
Destruct
- Predator must have a Speed of 0 to play this card. Active the Self Destruct item.
- It is more honorable to die than to live with defeat.!
- Uncommon
- Adapt and Overcome
- Play after you roll the die in combat. The next time you need a die roll, use this
roll instead. Costs 3 Combat Pool.
- The enemy can be your best teacher.!
- Rare
- Adrenaline Rush
- Plus 1 to hit. May not be used by a character who is a Coward.
- You don't get a rush like this from flipping burgers. !
- Common
- Advantageous Terrain
- Plus 1 to hit. In addition, +1 to hit if defender's location is Confined with no
Cover.
- We make our stand here!!
- Common
- Aggravated Wound
- Play on a character who just took damage but survived. Character's player loses
2 Combat Pool.
- An injured warrior can be more of a drain on your foe than a dead
one.!
- Uncommon
- Alien Birth
- The Alien player immediately captures one Supporting Character. Costs 3
Combat Pool (1 Combat Pool if character is uncontrolled.)
- Some victims don't even realize they've been impregnated until too
late.!
- Rare
- Alien Hunter Alien
- One Alien character begins using hidden movement with three markers. Costs 1
Combat Pool.
- Maybe they don't show up on infrared.!
- Uncommon
- Alien Pursuit Alien
- At the end of the Movement round, one Alien (which can move) moves 1
location if that puts it in the same location as an opponent.
- They move even faster when they are running down prey.!
- Common
- Alien Stealth
- All Aliens currently at Hive locations begin using Hidden Movement with 1
marker each.
- They can blend right into the walls of their hive.!
- Common
- Alien Wave
- After initial Alien declares an attack, each additional Alien gains accumulative
+1 to hit the same target.
- They're coming out of the ... walls!!
- Common
- Ambush
- A hidden character who declares an attack against an opponent who did not
declare an attack gains +3 to hit.
- Hit hard and with surprise.!
- Common
- Area Is Secure, The
- Play on a location with only your species present. No other players may move
into or through the location until the next movement round.
- Looks clear ... for the moment.!
- Rare
- At Any Price
- Character can ignore all damage for 3 turns, unless the damage kills. Costs 2
Combat Pool per point of damage ignored.
- ... Victory!!
- Rare
- At the Limit
- Opposing player's Combat Pool is limited to its current level. Lasts 3 turns.
Costs 2 Combat Pool.
- You can only push so hard.!
- Rare
- Bad Feeling, A
- Unique. Permanent. Play on a human. Minus 1 defense. Costs 2 Combat Pool.
- When we get back without ya, I'll call your folks. !
- Rare
- Baptism of Fire Marine
- Permanent. Marine character who declares an attack gains the Veteran or Brave
resource, or he loses the Coward resource.
- Real combat will sort you out real fast. We'll soon know what you're made
of.!
- Uncommon
- Battlefield Chaos
- Character must pay 2 Combat Pool to rotate this turn.
- What's happening, Apone? I can't see anything in here.!
- Uncommon
- Blaze the Path Flame
Thrower
- At the start of combat, roll a die. On a 5 or 6, gain one free attack with the Flame
Thrower at each hidden marker at this location.
- With this baby, you don't need a candle to light your way!!
- Uncommon
- Block
- If a character is at a location with one of your characters, its movement is
reduced by 1 (2 if your character has tactics).
- Oh no you don't!!
- Common
- Body Slam
- Plus 2 Close Combat damage. In addition, +2 Close Combat damage if the
location is Confined.
- Don't get caught between a Predator and a hard place.!
- Common
- Booby Trap
- At the start of combat, play on a location where your Marine ended his last turn
while ready. Attack each character at that location for 8 points of damage.
- If your movements are predictable, so is your fate.!
- Rare
- Breakthrough Marine
- Provides 2 research points.
- We've been studying this phenomenon.!
- Uncommon
- Bug Hunt Marine
- Reduce the movement of all your Marines by 1 this turn, but roll a die for each
hidden marker that is at or enters their location(s). On a 5 or 6, reveal it.
- A xenomorph may be involved.!
- Uncommon
- Burst Pipe
- Play when a Ranged attack of 10 or more damage misses. Causes 1 point of
Environmental Damage to every character (and hidden marker) at defender's
location.
- The steam in those pipes can be hot, toxic, or both.!
- Rare
- Calculated Risk Tactics
- Any two or more characters with Tactics use one die roll to resolve their attacks.
- Sometimes big risks yield big rewards ... sometimes.!
- Common
- Captured Alien
- Play to capture a character you just killed in Close Combat.
- They're still alive!!
- Common
- Carpe Corpus
- Make one free attack at -1 to hit against a Supporting Character during the
Search round, if the Supporting Character has just been discovered.
- Seize the body.!
- Uncommon
- Ceiling Highway Alien
- Character begins using hidden movement with 2 markers.
- They can move as easily through the ceiling as upon the ground.
- Uncommon
- Close Quarters
- An Alien who attacked a human last turn but failed to kill may not be attacked
by any human besides its target if it attacks the same target.
- Its breath alone may be deadly.!
- Common
- Combat Mastery Veteran,
Predator
- Spend three (or six) Combat Pool to add one (or two) to a character's Speed,
Power, and rolls to hit. Lasts one turn.
- Beyond training there is experience, beyond experience there is
mastery.!
- Rare
- Committed Posture
- Opposing player loses 1 Combat Pool each turn during his Ready Round. Lasts 5
turns. Costs 2 Combat Pool.
- We can't back out now.!
- Rare
- Concentrated Fire Ranged
- Plus 2 damage. Does an additional +1 damage if used with a Smart Gun.
- Hit one target hard, and take him out.!
- Common
- Counter
- Cancel an event with an ongoing effect which required Combat Pool. Costs 1
Combat Pool more than the event countered.
- The move was easy enough to foresee.!
- Uncommon
- Cover Formation
- Permanent. Discard at any time, or when a new formation is played. Each
Marine may guard one Supporting Character at the same location, who may not
be attacked. Each Marine is -1 defense.
- C'mon people, let's keep these civies alive, it's what they pay us for!!
- Common
- Covering Fire
- Character gains +1 defense for each character targeting his attacker.
- Keep me covered!!
- Uncommon
- Cower Coward
- Rotate a character to double his defense. Character does not Ready on the next
Ready round.
- He who fights and runs away ...!
- Common
- Crazed Civilian
- Permanent. Play immediately after a Supporting Character has been found. He
will remain uncontrolled, and makes a free attack at every character who enters
his location.
- Sometimes they just break down from the stress.!
- Uncommon
- Crossfire Ranged
- Play on 2 or more characters at the same location who are making a Ranged
attack. Each gains +1 to hit (+2 if the character possesses Tactics).
- Catch 'em right here. This will be our killing zone.!
- Common
- Dead End
- Force an opponent to rotate a card immediately, with no effect. Costs 2 Combat
Pool.
- Oops.!
- Rare
- Death from Above Alien,
Hive
- Hidden Alien gains +2 to hit. His attack is resolved before Ranged attacks.
- I'm telling you, man, they're right on top of us!!
- Rare
- Defend the Hive
- For duration of turn, all Aliens starting at Hive locations gain +1 Speed. May
only be played once per turn.
- Ever kick over an anthill?!
- Common
- Desperate Leap
- Roll a die. Add roll -2 to defense.
- I can make it!!
- Common
- Desperate Shot Marine,
Ranged
- If Marine misses a character who is attacking him in Close Combat, he gains a
free attack at -1 to hit.
- Keep firing!
- Common
- Deteriorating Situation
- All players lose 1 Combat Pool during the Ready round. Lasts for 5 turns.
- Well that's great ... now what are we supposed to do?
- Uncommon
- Dire Straits
- Opponent must pay double for each Combat Pool expenditure this turn.
- It can't get any worse.
- Uncommon
- Disarmament Lethal or
Marksman
- Attack a character's item. It has the same defense as its owner. If the item is hit,
it is destroyed (discard it).
- We've got to get tougher armor.
- Uncommon
- Disengaging Attack Predator or
Tactics
- Play on one or more of your characters at the same location who have declared
attacks. They are -2 to hit and damage, but may move 1 location immediately
after combat.
- Lay down suppressing fire and cover our retreat.
- Common
- Dishonor
- Permanent. Play on any Predator location. Any character rotating at this location
while the Predator is absent costs the Predator 1 honor.
- If you cannot protect your own base, you are weak.
- Common
- Display of Skill
- Pay 10 Combat Pool to reduce your honor requirement for victory by 5.
- There is more to being a great hunter than just the kill.
- Rare
- Dissection Marine
- Permanent. Play this card after killing a Predator or Alien. Generate 5 research
points to gain +1 to hit all characters of that species for the rest of the game.
- Its structural perfection is matched only by its hostility.
- Uncommon
- Dodge
- Plus 1 defense. In addition, +1 defense if character's location has Cover.
- There's quick and then there's dead.
- Common
- Dodge and Roll
Open
- Rotate a character you control to gain +4 defense (+6 if Veteran).
- Kiss the deck, then come up shooting.
- Common
- Dwindling Options
- For every 1 Combat Pool you pay, your opponent must discard one random card.
(He waits to the next Draw round to refill his hand.)
- A foe without options is as good as defeated.
- Uncommon
- Eat This Short Ranged,
Shotgun
- Plus 2 to hit and damage against an Alien, but attacker takes 3 points of Acid
Damage. Resistance does not reduce the damage. Any armor that is not acid
resistant is destroyed (discard it).
- Close encounters of the deadly kind.
- Common
- Eat Vacuum Marine or
Predator
- Play on an Entry location where you have a character. Everyone at that location
is killed at the end of the next round, unless they have Environmental Damage
prevention.
- In space, no one can hear you scream.
- Common
- Egg Sack Detachment
- Replace the Alien Queen with the Warrior Queen card from your play hand.
Discard the Alien Queen.
- When necessary for survival, a Queen can detach herself from the egg
sack.
- Rare
- Emergency Escape Vessel Marine
- Evacuate one or more characters from one location. (They leave the game.)
- I say ... we get the shuttle and get the ... out of here!
- Rare
- Empty Ranged
- Play on a character during the Combat round. The character runs out of ammo at
the end of the combat round. Costs two Combat Pool.
- Click, click, click...
- Uncommon
- End of the Line
- Cancel and discard a Permanent Event card. Costs two Combat Pool.
- It's just not gonna happen.
- Rare
- Evacuation Marine
- Location gains the Secure, Civilian, or Hi-Tech resource for the rest of the turn.
- Get those people out of here!
- Common
- Extremely Agitated
- All Aliens at this location must attack valid targets of your choice this Combat
round. Costs 3 Combat Pool.
- Instinct sometimes works against them.
- Rare
- Face Hugger Attack Hive
- This card attacks one opponent at or moving through a Hive location any time
during the Movement round. The attack is at -2 to hit. If hit, the target is
captured by the Alien player.
- They killed him taking it off.
- Common
- Facing Bad Luck
- Character must roll again. Costs two Combat Pool, or no cost if opponent's
character is Unlucky, or your character is Lucky.
- Trouble is just waiting to hatch.
- Rare
- Field Promotion Marine
- If you control no Marines who are Leaders, the highest ranking Marine you
control becomes a Leader. Costs 1 Combat Pool.
- I believe Corporal Hicks is in charge.
- Rare
- Fiery Defense
- Rotate and roll a die. Add the roll to the character's defense. Costs 1 Combat
Pool.
- Sometimes risks pay off.
- Uncommon
- Fire Alarm
- Rotate any non-Alien character at the beginning of movement to reveal any
hidden Predator markers at or moving through this location. The Camouflage
Suit is damaged for the rest of the turn.
- Predator technology is liable to short-circuit when wet.
- Rare
- Flanking
- Plus 1 to hit. In addition, +1 to hit if character is at the same location as his
target and his target is being attacked by another character.
- I'll keep him occupied, you work your way around him.
- Common
- Flesh Wound
- Plus 1 resistance.
- It missed all his vital organs.
- Common
- Fog of War
- Your opponent loses 1 Combat Pool.
- There is always confusion in the heat of battle.
- Uncommon
- Fortify Confined
- Permanent. Place this card under a location. All of your characters gain +1
defense while at this location.
- We'll hole up here.
- Rare
- Found 'Em
- Play at the start of movement. All players find the top location in their decks,
and play them immediately. Shuffle the decks.
- These are the maps to most of the facility.
- Common
- Frenzy Alien
- Gain a free attack for each 2 Alien tokens on this Character card. All attacks are
made with no bonuses to hit or damage, including bonuses from Alien tokens.
- Worse than sharks in bloody water.
- Rare
- Friendly Fire Ranged
- If a character just made a Ranged attack and missed, he attacks a friendly
character within range of your choice.
- I said CEASE FIRE!
- Rare
- From Behind
- Gain plus 1 damage in Close Combat. In addition, gain +1 damage if the
character is Lethal, +1 damage if Alien, and +1 damage if a Queen.
- At close quarters they are exceedingly lethal.
- Uncommon
- Get Away from Her
- Character must change the target of his attack to a valid target you control. He
gains +1 to hit. Costs 1 Combat Pool.
- Over here!
- Common
- Ghost Image
- A hidden character adds one additional hidden movement marker this turn.
- I'm gettin' a weird signal.
- Uncommon
- Good Shot Ranged
- Plus 1 to hit. In addition, +1 to hit if Marksman or Veteran.
- Check your target, exhale, and squeeze ...
- Common
- Got It
- Name a card. Search your deck until you find the named card. Discard all other
cards seen. (If the searching character is a Scout, shuffle your deck instead.)
- I knew this baby would come in handy someday.
- Common
- Grapple
- A hit in Close Combat does half damage, but reduces the target's Speed by 2
until the end of the next turn.
- They pull you down, then take you out.
- Common
- Have Me Some Fun
- Use Combat Pool to make a hit cause damage (ignoring armor and resistance)
of: 1 Combat Pool -- 1 damage; 3 Combat Pool -- 2 damage; 6 Combat Pool -- 3
damage; or 10 Combat Pool -- 4 damage.
- You're not gonna walk away from this one!
- Uncommon
- Head Shot Marksman or
Veteran
- Play before die roll. If roll to hit exceeds the defense by 1, rotate defender; by 3,
plus 2 damage and rotate for 2 turns; by 5, defender is killed. Costs 2 Combat
Pool.
- It's the surest way to take out ANYTHING.
- Uncommon
- Heat of Battle
- Unique. All players gain 1 Combat Pool at the beginning of each Combat round.
Lasts 5 turns.
- Get hot, people!
- Uncommon
- Heroic Stand Brave
- Plus 2 to hit and plus 2 damage. Costs 1 Combat Pool.
- Must have been one helluva fight.
- Rare
- Hidden
- Permanent. Play on a location. From now on, a character must rotate for two
turns (or two characters must search) to find an item at this location.
- Did you try looking under the floor plates?
- Rare
- Hidey Hole
- Permanent. Play on a location. From now on, a character must rotate for two
turns (or two characters must search) to find a supporting character at this
location.
- This little girl survived ... with no weapons and no training.
- Rare
- Hive Construction Alien
- Rotate 2 Aliens to Hive this location.
- It's made from some sort of secreted resin.
- Common
- Hull Breach Damaged
Location
- Permanent. Causes 4 points of Environmental Damage to anyone at or moving
through this location.
- It's a catastrophic structural failure.
- Rare
- Hunt, The Predator
- Choose a Marine or Queen. You gain double honor for killing it, but you cannot
attack it unless its death would give you enough honor for victory. You may only
play this card once per game.
- They usually choose a worthy foe as their primary target on a hunt.
- Common
- I Can Take It
- Plus 1 resistance. In addition, +1 resistance if Marine and +1 resistance if
Veteran.
- It'll take a lot more than that to hurt a Marine!
- Uncommon
- I Can't Lock In
- Motion Scanner is damaged for 2 turns.
- You're not reading it right!
- Common
- I Work Best Alone Scout
- Character must be the only human at this location. He may add or subtract one
(or two if veteran) from all die rolls involving him this turn. Costs two Combat
Pool.
- You'll just slow me down.
- Rare
- If It Bleeds
- Plus 1 damage. In addition, +1 damage if Marine and +1 damage if Veteran.
- ... we can kill it.
- Common
- Instinctive Escape
- Plus 1 defense. In addition, +1 defense if the location has Cover, and +1 defense
if Alien at a Hive location.
- They don't need any training to move like that.
- Common
- It Was a Bad Call
- Character is Unlucky for 3 turns.
- Bad decisions can cost lives, sometimes your own.
- Common
- It's Just the Cat
- Play when a hidden character's marker would be revealed by another player's
actions. It remains hidden. Any attacks on it do not hit.
- Jonesey!
- Common
- Juggernaut
- Roll a die, pay that much Combat Pool, then add or subtract one from any other
die roll. You may repeat as long as you can pay every required Combat Pool
cost.
- Don't let up on the pressure!
- Rare
- Kill and Kill Again Predator
- Gain a free attack if your roll to hit was at least 3 higher than the target's
defenses.
- Easy pickings.
- Common
- Kill with No Honor, A
- If a Predator just killed, and if the killed character's best damage was less than
the Predator's resistance plus armor, the kill provides no honor.
- Without risk, there is no honor.
- Common
- Know Your Enemy
- Permanent. Your hand size increases by 1 for reaching an opponent's starting
location. May only play once for each opponent.
- We've been learning its habits.
- Rare
- Lay of the Land Predator
- Unique. Permanent. Rotate and play after moving through 5 different locations.
Gain 1 Combat Pool at the beginning of each movement round.
- A good hunter knows his hunting ground.
- Rare
- Learning Experience
- Unique. Gain 1 Combat Pool for each target your characters attacked but did not
hit this turn.
- You'll know what NOT to do next time.
- Rare
- Let's Rock Ranged
- Plus 1 to hit for all Marines with Ranged attacks at a single location. In addition,
each Marine at the location firing a Smart Gun gains +1 to hit.
- Call it personal initiative.
- Uncommon
- Like a Ghost
- Character moving past opponents this turn gains 1 extra move (3 if hidden or a
Scout).
- For something so BIG, it sure moves quietly.
- Uncommon
- Limb from Limb
- Increase Close Combat damage by 1 per 1 Combat Pool spent. Maximum is
twice the damage target would have taken after resistance reduction.
- Ain't no way for no soldier to die!
- Uncommon
- Long Range Shot Marksman,
Ranged
- Character attacks one location beyond his range with a Ranged weapon, but at -2
to hit.
- It's beyond the theoretical range of the gun.
- Common
- Look Sharp
- Cancel any Event card that adds to or subtracts from a die roll, before the die is
rolled. Costs 1 Combat Pool.
- ... 'cause it's your skin to loose.
- Common
- Loose Formation
- Permanent. Discard at any time, or when a new formation is played. Each
Marine is +1 defense in Ranged Combat but -1 defense in Close Combat.
- Don't bunch up, you'll make easy targets.
- Uncommon
- Loss of Command
- Permanent. Marine opponent whose last Leader has been killed has his hand size
drop by 1.
- Pull your team out, Gorman!
- Uncommon
- Lucky Break Lucky
- Play on a character you control when he is about to take damage. Choose an item
to be destroyed instead. Character takes no damage. Discard item.
- Now THAT was a good watch.
- Rare
- Malfunction
- Play on an item to damage it for this turn. If the item's owner is Unlucky, the
effect is permanent. Costs 2 Combat Pool.
- It works like this ... err, it's supposed to work.
- Common
- March of Time
- All effects with a duration decrease in duration by one turn immediately.
- Though you may not note its passage ...
- Uncommon
- Marine Short Course Marine,
Veteran
- Permanent. Add the Marine resource to one character you control at the same
location as your Marine.
- You started this. Show me everything. I can handle myself.
- Rare
- Marines, We Are Leaving
Marine
- Permanent. All of your characters are +1 speed, but must move to the Docking
Bay by the shortest route, then evacuate.
- Where's the sarge ... we're outta here!
- Common
- Masterful Shot Ranged
- Plus 1 to hit. In addition, plus 1 to hit if Veteran, plus 1 to hit if Marksman, and
plus 1 to hit with a Scope Rifle. Costs 1 Combat Pool.
- Maybe one guy in a thousand could make this shot.
- Rare
- Medical Assistance
- Rotate a human or Predator to heal one point of damage. In addition, heal one
point if the character owns a Medikit, one point if you control a Medic that is at
his location, and two points if at an Infirmary.
- Battlefield medicine is a science all its own.
- Common
- Meditation
- Rotate a character you control to gain 1 Combat Pool (2 Combat Pool if
Predator).
- Mental readiness is the key to combat effectiveness.
- Common
- Natural Selection
- Unique. Permanent. Gain 1 Combat Pool for every character your Aliens capture
or kill.
- Survival of the fittest.
- Rare
- New Era in Science Marine
- Your Marines learn how to use a Predator item you control at a cost in research
equal to half the item's honor cost.
- Too bad we can't build them as well as we use them.
- Rare
- Nobody's Home
- While an opponent is moving, all your characters at one location gain 2 moves
immediately. You may not enter or leave an enemy's location.
- Whatever happened, we missed it.
- Rare
- Not So Fast
- Cancel any Permanent Event card, or card with a duration of more than one turn.
Costs two Combat Pool.
- I may have something to say about that.
- Rare
- Nowhere to Hide
- Unique. Character must pay 2 Combat Pool (1 Combat Pool if a Predator) to use
hidden movement this turn.
- And nowhere to run ...
- Uncommon
- Observe the Prey Predator
- Each time your Predator or one of his hidden movement markers is attacked this
turn, gain 1 Combat Pool.
- He's stalking us ... like a hunter.
- Uncommon
- On a Roll
- Character is allowed to roll again. Costs two Combat Pool or free if the character
is lucky.
- Press your advantages.
- Common
- On the Move Predator or
Tactics
- Your character is -2 to hit, but gains 3 moves to use at the end of combat.
- Chew on that while I take a walk.
- Common
- Oops
- Roll a second die when attacking. Add this roll -2 to your roll to hit.
- Hope you saved enough shots to take him down.
- Common
- Overconfidence
- Any 6 rolled to attack a Predator will hit this Combat round.
- All I need to know is where they are.
- Common
- Overkill
- Plus 1 damage. In addition, +1 damage if Predator, and +1 damage if more than
one character is attacking your target.
- Too little is never enough.
- Common
- Overwatch
- Permanent. Character may rotate to attack during the Movement round (with +2
to hit if he has Tactics). Discard this card when the character moves or rotates.
- Anything comes through that door, you drop it where it stands.
- Common
- Panic
- Move an uncontrolled Supporting Character into an adjacent location of your
choice. Costs 1 Combat Pool.
- In case of emergency, remain calm and proceed to the nearest exit.
- Common
- Passed By
- Change the target of one Alien's attack to any other valid target.
- We don't always understand their behavior.
- Uncommon
- Perfect Organism
- All injured Aliens at one location heal all damage if a kill is made there.
- My mommy always said there were no monsters. No real ones. But there
are.
- Common
- Pincer Grab Powerloader
- Plus 2 to hit. A hit does no damage, but the defender cannot move or rotate until
the attacker leaves the location or rotates.
- Don't ask what to do with it once you've got it.
- Uncommon
- Pour It On Marksman,
Ranged
- Play on a character attacking Aliens. He gets free attacks, until he misses, at a
cumulative -1 to hit. Pay 1 Combat Pool when making each attack.
- Come and get it!
- Uncommon
- Power Outage
- Permanent. Characters may not move between Elevator cards. Locations no
longer have Communications or Computers.
- How could they do this? They're animals!
- Rare
- Prepare Yourself Veteran
- Player immediately refills his hand to its current size. Costs 1 Combat Pool.
- Staying prepared means staying alive.
- Rare
- Primal Force
- Add 1 to either a character's Speed, Power, or rolls to hit for each 2 Combat Pool
spent, to a maximum of 2. Lasts for the rest of the turn.
- I'm ready man! I'm ready to get it on!
- Rare
- Protect the Queen
- All Aliens at your Queen's location are +1 Speed and +1 Power this turn. May
only be played once per player per turn.
- Their metabolism speeds up when the Queen is threatened.
- Common
- Ransack Equipment, Military
Arms, Weaponry, or Predator Item
- The location becomes Damaged. Costs 2 Combat Pool.
- He's going to trash the place.
- Uncommon
- Rapid Fire Marine,
Ranged
- Each of your Marines makes one free attack. Costs 4 Combat Pool.
- Hold the trigger down and don't let go.
- Uncommon
- Ravaged Chamber Breeding
Chamber, Damaged Location
- Play on a Damaged Breeding Chamber. It can no longer mature Aliens. This
effect is permanent. If an Alien Queen is present, she takes 1 point of
Environmental Damage. Costs 5 Combat Pool.
- It's the only way to stop them from breeding.
- Rare
- Ready for Trouble
- Reveal one hidden movement marker at the same location as your character.
- We're all strung out of shape. But stay frosty and alert.
- Common
- Recon Scout
- Begin using hidden movement with 2 markers.
- Are any of your people in "B" block?
- Uncommon
- Reflexive Action
- Plus 1 defense. In addition, +1 defense if Predator, and +1 defense if location if
Open.
- Train hard enough and it all becomes a matter of reflexes.
- Uncommon
- Regroup
- Unique. Remove this card from the game, along with all copies (in your deck,
hand, or discards) of one other card of your choice. Shuffle your deck and
discards without reducing your hand size.
- OK people, let's try to avoid that mistake next time.
- Rare
- Remote Sensors Computers,
Marine
- You may view any hidden movement markers at one connected location.
- Smile, you're on camera!
- Common
- Rend Alien
- Character does additional damage equal to the amount by which his roll to hit
exceeded his target's defense.
- Their claws will tear you apart.
- Common
- Repair Damaged Item
- Repair a Damaged item. Owner must be in the Machine Shop, or at a location
with a Mechanic.
- You really ought to take better care of it next time.
- Common
- Rescue
- Play when a character gets to the Breeding Chamber before one of his species is
matured. Captive is free and undamaged.
- I won't leave you behind. I promise.
- Common
- Retreat
- Rotate any of your characters at a location with an enemy to move them to an
adjacent location without one. Costs 1 Combat Pool per character.
- I like to call it a strategic withdrawal.
- Common
- Right to the Wall
- Roll 2 dice instead of 1 and take either roll. Costs 2 Combat Pool.
- Great achievements surface under pressure.
- Rare
- Rip Asunder
- Queen who has hit her target applies her damage twice.
- She's big. Really big.
- Uncommon
- Rivalry
- Permanent. If none of your opponent's Marines is a leader, name any two. They
may not end the movement round in the same location.
- Why can't we all just get along?
- Rare
- Roll with It
- Plus 1 resistance. In addition, +1 resistance if Veteran, and +1 resistance if using
armor.
- INCOMING!
- Uncommon
- Royal Jelly
- Play when a Chest Burster matures. The new Alien becomes a Young Queen or
Royal Guard instead of an Alien Warrior.
- Mixed from saliva, the jelly chemically signals the developing
organism.
- Common
- Sacrifice
- Play immediately after an opponent kills one of your characters. You take
Combat Pool from his pool equal to one-half the character's honor value.
- You can't help them. You can't.
- Rare
- Saturation Fire Marine,
Ranged
- After declaring an attack, additional Marines who can target the defender may
rotate to help. The attacker gains +1 to hit for each helper (+2 if the helper has
Tactics). The attacker runs out of ammo.
- I capped off 200 rounds ... nothing human could have survived.
- Uncommon
- Second Chance
- Take a card from your discard pile and add it to your hand. Costs 3 Combat
Pool.
- If it worked once, it may work again.
- Rare
- Secure Position Confined
- Character may not be attacked by more than 2 opponents this Combat round.
- Try to get past this.
- Common
- Security Doors Computers,
Marine
- For the next 2 turns, all your opponents' move costs are doubled.
- We can't count on the doors to hold them.
- Common
- Self Destruct Sequence Marine,
Operations
- Detonates at the end of 5 turns, destroying Operations, all connected locations,
and their contents. Discard cards.
- You now have five minutes to reach minimum safe distance.
- Rare
- Sensing Weakness Alien
- Change the target of one of your Aliens at the start of Close Combat resolution.
Costs 1 Combat Pool.
- They're fast enough to change their target in the middle of a charge.
- Common
- Settle the Score Veteran
- Defender uses only his base resistance. Cancels all other protection.
- I'm gonna cut your name in 'im!
- Uncommon
- Short, Controlled Bursts
Veteran
- Permanent. This character's weapons cannot run out of ammo.
- A 3-round burst is optimum.
- Common
- Situational Awareness
- Examine another player's hand. Costs 1 Combat Pool.
- Pay attention and who knows, you may live through this.
- Common
- Slow Motion
- Any effects lasting more than 1 turn increase their duration by 1 turn
immediately.
- In times of stress, everything seems to go in slow motion.
- Uncommon
- Snapshot Ranged
- Play on a character during the Combat round. The character rotates immediately
to attack at -1 to hit.
- You don't always have time to aim. But you better make time to hit!
- Rare
- Somebody Wake Up Hicks
- Ready one Character. Costs 1 Combat Pool.
- You're not gonna accomplish anything sleeping.
- Rare
- Sprint
- Play on one of your characters. His movement is doubled, but his defense drops
to 0 for the rest of the turn.
- Sometimes the best defense is a quick pair of legs.
- Common
- Stalking the Queen
- Over multiple turns, rotate 1 character at 3 different Hive locations. He may now
travel to and from the Breeding Chamber and any Hive location for 2 moves.
Effect is Permanent.
- Once you pinpoint its location, you can get there quickly.
- Common
- Standoff Ranged
- Any Alien attacks on characters you control at one location are canceled if those
characters are not attacking.
- There are very few things that will cause an Alien to pause.
- Rare
- Strong Survive, The
- All but one Alien card you control at each location ignores Environmental
Damage this turn.
- Evolution has afforded them many defenses.
- Common
- Structural Damage
- Play after 20 points of Ranged damage missed their targets at one location in one
Combat round. The location becomes Damaged.
- I don't think the company's insurance policy will cover this.
- Rare
- Structural Repairs Damaged
Location
- Rotate an Engineer, or any character you control with a Hand Welder, to repair
his location.
- A new paint job and she'll be as good as new.
- Common
- Study the Enemy Predator
- Place another Event card under a character you control. In his next combat, he
must play that card (discard if it is not valid).
- Every detail of the prey's behavior is cataloged.
- Common
- Success Breeds Success Marine
- Unique. Permanent. Gain one Combat Pool for each supporting character you
rescue.
- Fewer civilians to protect translates into better combat efficiency.
- Rare
- Superior Analysis Leader,
Tactics
- Unique. For each attack this character observes this turn, at his or any adjacent
location, add 1 Combat Pool to your Combat Pool.
- The habits of the enemy are the key to his undoing.
- Uncommon
- Superior Species Alien
- Each Alien token on card increases resistance by 1. Costs 1 Combat Pool.
- ... just one of those things was enough to wipe out my entire crew in less than 24
hours.
- Uncommon
- Sweep the Area
- Search your deck for the next location card. Play it adjacent to a location where
you have a character. Move the character to the new location. Shuffle your deck.
- ... then establish a perimeter.
- Common
- Tail Lash Alien
- Your Alien gains one free attack. If it hits, no damage is applied, but defender
loses 2 speed until the end of the next combat round.
- As if claws and teeth weren't bad enough ...
- Rare
- Tail Spear
- Queen does +3 Damage
- Her tail is barbed and big enough to take down anything.
- Common
- Take Aim
- After declaring an attack, you make no attack this turn, but are +3 to his the
same target next turn.
- The laser sight of a Predator can provide pinpoint accuracy.
- Uncommon
- Take Cover
- Plus 1 defense against Ranged attacks. In addition, +2 defense if character's
location has Cover.
- What they can't see they can't hit.
- Common
- Take Him with You Marine
- Play on a Marine who was just hit with enough damage to kill him. The Marine
gets one free attack against his killer before the damage is applied.
- I can even the score.
- Common
- Take Names
- Gain 1 Combat Pool for each character or group your characters hit this turn.
May only be played once per player per turn.
- ... and we're gonna kick some!
- Uncommon
- Take the Initiative
- Attack at +1 to hit. You do no damage, but every point you roll above your
target's defense reduces his Combat Pool by 1 Combat Pool. Costs 1 Combat
Pool.
- He who hesitates is lost.
- Uncommon
- Takedown Strike
- Plus 1 to hit in Close Combat. In addition, +1 to hit in Close Combat if the
attacker is Lethal.
- Hit hard enough, and they WILL fall.
- Common
- There's Something in Here
- Play when an opponent enters one of your Hive locations. You immediately gain
an Alien Warrior token on your Breeding Chamber.
- They are everywhere in those hives.
- Rare
- This Changes Everything
- Player shuffles his hand into his deck and redraws a new hand. Costs 3 Combat
Pool.
- This is not a situation we had planned for.
- Rare
- Tight Formation
- Permanent. Discard at any time or when a new formation is played. Each marine
is +1 defense in Close Combat but -1 defense in Ranged Combat.
- Keep close and cover each other!
- Uncommon
- Tighten the Perimeter
- Switch the position of two of your locations. Costs 1 Combat Pool per character
at each location.
- Don't give them too many avenues of attack.
- Rare
- Trick of the Light? Predator
- Switch the location of 2 of your hidden markers for 2 Combat Pool, or for 4
Combat Pool if one of the markers is about to be revealed.
- Everyone switch to infrared!
- Rare
- Trip
- Cancel an Event card that increases a character's defense. Must be played before
the die is rolled. Costs 1 Combat Pool.
- Watch out for loose wiring and cables.
- Uncommon
- Twice As Deadly
- Pay 3 Combat Pool (or 1 Combat Pool if Alien) to find more than one
Supporting Character with one search activity.
- They won't stop until we're all dead.
- Uncommon
- Twitchy Artificial Person Synthetic
- Character may not move or rotate for the rest of the turn.
- A few deaths were involved.
- Rare
- Weapon Cache
- Permanent. Adds Weaponry resource to a location, or Military Arms if
Weaponry is already present.
- Hey, hey, hey! Take a look at what I just found.
- Common
- Welcome to the War None
- Attacker rolls two dice instead of one and must use the lower roll. Costs two
Combat Pool (or free if the attacker is unlucky).
- Now get moving!
- Rare
- Where There's One Breeding
Chamber
- A captured Supporting Character matures into 2 Chest Bursters instead of 1.
- If you know of one, you can be sure there are others.
- Common
- Will to Live, The
- Play on a character who has just been killed. He actually survives, 1 damage
short of death. Costs 3 Combat Pool.
- Put away your handkerchiefs, will ya?
- Rare
- You Want Some of This? Ranged
- Character makes one free Ranged attack against every character who has
targeted him for Close Combat.
- And you, you want some of this?
- Common

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This page was designed and created by Jen Gardner 1997,
1998
PREDATOR & 1987, 1997 Twentieth Century Fox Film
Corporation
Copyright 1995-1996 HarperCollins Publishers
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