Official Scenarios
Hostile Takeover
2.4
Multiplayer Crossover Scenario for Two to Nine Players
Connor's forces have smashed SkyNet's defense grid, and victory is
inevitable for the Resistance... but SkyNet has escaped. Modifying time
displacement technology, SkyNet has achieved trans-dimensional displacement,
infiltrating a parallel universe of Rogues, Marines, Predators, Aliens, and the
Company. SkyNet Infiltrators have built hidden Factories in this reality,
constructing their forces in secret until they were ready to strike... and now
they have. Hunter-Killers have devastated the city, Aliens have escaped from an
illegal Company lab, and Predators have been drawn to the conflict to hunt.
Martial law has been declared and the Colonial Marines mobilized, to fight these
multiple threats and stop the widespread looting by a Rogue element gone
unchecked. Meanwhile, Connor's Resistance forces have crossed dimensions as
well, intent on dealing with SkyNet once and for all. But to the Marines, it
appears to be yet another hostile takeover. Will anyone survive the melee?
Rogue Player
Starting Characters: Rogue characters totaling no more than
17 base Power, and no more than 13 base Speed.
Starting
Items: Each character begins with one regular (Human) Item of your
choice.
Starting Locations: Dark Alley; plus any 1
additional Interior location of your choice. Characters begin play at Dark
Alley.
Starting Hand: 4 (+1 while you control any
Leaders)
Combat Pool: 4
Primary Victory
Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Looting: Immediately win
if Rogues ever have more than 25 Combat Pool.
Resistance Player
Starting Characters: Resistance characters totaling no more
than 17 base Power, and no more than 13 base Speed.
Starting
Items: Each character begins with one regular (Human) Item (or 20-Watt
Phased Plasma Rifle) of your choice.
Starting Locations:
Any one Firebase; plus any 1 additional Interior location of your choice.
Characters begin play at the Firebase.
Starting Hand: 4
(+1 while you control any Leaders)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all
opposing Main Characters.
Alternate Victory Conditions:
Missions: Acquire 12 Mission Points and immediately win.
Marine Player
Starting Characters: Marine Characters totaling no more than
17 base Power, and no more than 13 base Speed.
Starting
Items: Each character begins with one regular (Human) Item (except
Personal Data Locator) of your choice.
Starting
Locations: Landing Pad; plus any 1 additional Interior location of
your choice. Characters begin play at Landing Pad.
Starting
Hand: 4 (+1 while you control any Leaders)
Combat
Pool: 4
Primary Victory Conditions: Kill 'Em
All: Destroy all opposing Main Characters.
Alternate Victory
Conditions: Rescue Operation: Rescue 8 Supporting Characters, by
rotating them to Evacuate at your Landing Pad, at the start of the Staging
(Movement) Round when no enemies are present, and immediately win.
Company Player
Starting Characters: Any Human or Synthetic Characters
(without SkyNet or Resistance) totaling no more than 17 base Power, and no
more than 13 base Speed, plus any 1 additional Company Main Character (see
Special Rules).
Starting Items: Each character begins
with one Item (of any type, even Predator or SkyNet) of your choice.
Starting Locations: Corporate Office; plus any 1
additional Exterior location of your choice. Characters begin play at
Corporate Office.
Starting Hand: 4 (+1 while you control
any Leaders)
Combat Pool: 4
Primary
Victory Conditions: Kill 'Em All: Destroy all opposing Main
Characters.
Alternate Victory Conditions: Bioweapons
Research: Immediately win if Company ever has more than 100 Research Points.
SkyNet Player
Starting Characters: Begin play with 30 Production points
worth of SkyNet characters and/or SkyNet Items. All Implants purchased are
added to your starting characters in any manner you wish to allocate them. No
more than 10 Production points can be spent on Drones.
Starting
Locations: Research and Development Facility; plus any 1 additional
Interior location of your choice. Characters begin play at Research and
Development Facility.
Starting Hand: 4
Combat Pool: 4
Primary Victory
Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Missions: Acquire 12
Mission Points and immediately win.
Predator Pack Player
Starting Characters: Non-Outcast Predator Main Characters
totaling no more than 29 Honor.
Starting Locations: Any
one Predator Ship location; plus any 1 additional Exterior Entry location of
your choice. Characters begin play at Ship.
Starting
Hand: 4
Combat Pool: 4
Primary
Victory Conditions: Kill 'Em All: Destroy all opposing Main
Characters.
Alternate Victory Conditions: Honor: Fulfill
Honor Requirement (through evacuating captured characters) and immediately
win.
Solo Predator Player
Starting Characters: Any one Predator character.
Starting Items: Predator may begin with up to 25 Honor
worth of Items, minus that Predator's initial Honor Requirement.
Starting Locations: Any one Predator Ship location; plus
any 1 additional Exterior Entry location of your choice. Character begins play
at Ship.
Starting Hand: 17 minus your Predator's base
Honor Requirement, or 10 if your Predator is Outcast (hand size +1 if
Adaptable)
Combat Pool: 4
Primary Victory
Conditions: Kill 'Em All: Destroy all opposing Main Characters.
Alternate Victory Conditions: Honor: Fulfill Honor
Requirement (must kill or capture a minimum of 3 characters) and immediately
win.
Hive Aliens Player
Starting Characters: Non-Cloned Aliens (except Chest
Burster) plus 1 non-Cloned Queen (of any type) totaling no more than 23 Power,
and no more than 15 Speed.
Starting Locations: Any 4
different Interior locations (3 must be Hive, and must include 1 Breeding
Chamber); plus any 1 additional Exterior location of your choice. Characters
begin play at Breeding Chamber.
Starting Hand: 4 (+1 for
each Alien Warrior present with your Queen)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all
opposing Main Characters.
Alternate Victory
Conditions:Hive Expansion: Convert 13 non-Hive locations into Hive
locations, and immediately win.
Cloned
Aliens Player
Starting Characters: Cloned Aliens (except Newborn or Chest
Burster) plus 1 Cloned Queen totaling no more than 23 Power, and no more than
15 Speed.
Starting Locations: Any 4 different Interior
locations (3 must be Hive, and must include Waste Tank 5); plus any 1
additional Exterior location of your choice. Characters begin play at Waste
Tank 5.
Starting Hand: 4 (+1 for each Cloned Alien
Warrior present with your Queen)
Combat Pool: 4
Primary Victory Conditions: Kill 'Em All: Destroy all
opposing Main Characters.
Alternate Victory Conditions:
Feeding Frenzy: If Newborn eats 6 Victims (see Special Rules), immediately
win.
Special Rules
- This Scenario has two Variants. All players must agree beforehand which
Variant they are playing. The Variants are:
- Variant One: Aliens Predator and Terminator cards may not be
mixed together in the same Draw deck at the start of the game.
- Variant Two: Aliens Predator and Terminator cards may be mixed
together in the same Draw deck. Requires Opaque-Backed Deck Protectors on
all Draw deck cards, as well as on all location deck cards.
- Only one player from each Faction is allowed. Order-of-play is
Rogues-Resistance-Marines-Company-SkyNet-Predator(Pack)-Predator(Solo)-Aliens(Hive)-Aliens(Cloned).
Draw deck rules follow the "Deck Construction Rules" on page 31 of The
Terminator Official Rules book. A player may include cards from both games in
their Starting Cards, plus one optional Condition card from either game. There
is no starting hand. Use the order-of-play to resolve timing disputes,
including disputes over Singular Starting Cards.
- All Aliens Predator locations now have the Future Resource, for the
purposes of this Scenario. Cards with the Past-only Resource or Restriction
are not legal (unless otherwise allowed by a card effect). Past/Future cards
are legal. Aside from these limitations, there are no banned cards.
- Rogues engage in "Black Marketeering": At the start of the Staging
(Movement) Round, a Rogue character may rotate at any Black Market and
exchange his/her Data tokens for Combat Pool. Black Marketeer has the Rogue
Resource while controlled by Rogues (even as starting characters are played).
A Rogue may use any non-Implant Item found at a Black Market (Any Faction may
find SkyNet Items at a Black Market by spending Combat Pool = 10 + Item's
Production Cost). During the Search Round a Rogue may rotate and pay 5 Combat
Pool to "hire help" at a Black Market (find the Rogue Assassin or a Rogue
Mercenary from your Draw deck or hand). By paying 4 Combat Pool, Rogues may
search their Draw deck and take one Black Market Event into hand. Once per
game, one Rogue at Black Market may pay 10 Combat Pool to add Prohibited and
Concealable to a weapon found there. Rogues may use the effect text of a Black
Market Tavern as if they are Marines.
- Resistance may do "Demolitions": Rotate at least 4 Resistance characters
(or 2 with Demolitions) at a location during the Production Step. If at least
4 of the rotated cards (or 2 with Demolitions) survive at that location at the
end of the Search Round, the location is now Damaged. Resistance may also
Protect Main and Supporting Characters at their Firebase, using the normal
rules for Protection. Resistance gains 1 Mission Point for each Factory
location they damage, and each Resistance character they Protect.
- Marines may find the Marine Private character (from the player's hand) at
the Barracks location like a Supporting Character. Additionally, a Marine
Leader present with the Marine Private character may rotate and spend 2 Combat
Pool to "promote" him (replace him with a named Marine character from your
hand) during Search Round. Replaced Marine Private is discarded.
- Company Main Characters are any Human or Synthetic Main Characters who
begin the game without the Marine, Rogue, Resistance, SkyNet, Police, or
Predator resources. If all of that Faction's Company characters are
eliminated, that player is out of the game (all Main Characters they control
are removed). Rogues and Marines cooperate if working for the Company, but may
not use this scenario's Rogue or Marine Special Rules. The Company performs
"illegal research": Spend 5 Research Points at any time to counter/cancel
Alien Birth or Crazed Civilian. In any Lab, spend Research Points equal to the
Honor value of a Predator Item, or the Production cost of a SkyNet Item, to
teach its Owner to use it (Implants are permanently "grafted" onto Owners).
Company characters can find SkyNet Items at matching locations during the
Search round, for no Production.
- SkyNet may "retreat through time": SkyNet gains 1 Mission Point for every
Main Character they Time Travel. Any Faction may rotate non-Synthetic,
non-SkyNet, or SkyNet Infiltrator characters they control at an undamaged Time
Displacement Laboratory to Time Travel (character and character's Implants are
removed from play) during the Protection Step. SkyNet Synthetics may attack
Humans. A killed or captured character's Implants go wherever the character
goes (discarded, out of play, etc.).
- Predator players use the chartless "EZ Honor System": Character's Honor
value equals half that character's base Power stat (round up), +4 for each
Item, Alien token, or Gore token on character, or if character is a Queen,
Hybrid, or Hunter-Killer. Predator Pack only gains Honor by evacuating
captured characters (see Resurrection Rules Supplement). Predator players may
have no more than 2 of each non-Ammo Predator Item in their Draw deck or
Starting Cards. Solo Predator may pay 1 Combat Pool to stay hidden while
attacking (opponents may view Predator's attacking marker to verify it is
really the Predator). However, each character a hidden Predator kills,
subtracts its Honor value from the Solo Predator's total.
- Alien Pet Hybrid may mature from any Animal character. An Alien at a Hive
location may pay 1 Combat Pool during the Staging (Movement) Round to begin
using Hidden Movement with 1 marker. Aliens may choose to attack SkyNet
characters, even if those characters are Ready and have not moved. Characters
(except Hunter-Killers) killed and "eaten" by Newborn are stacked underneath
Newborn as Victims (characters are dead but still in play, discarded if
Newborn is killed).
- Miscellaneous: P.T.V. is treated like an Item that replaces its owner's
Speed Attribute with "2." Powerloader is not a weapon or armor, and may now
enter any Exterior or Open Interior locations, but only increases its Owner's
Power while resistance and Close Combat damage are being calculated. Alleyway,
Access Space , and Main Corridor may not be chosen as starting locations. All
killed characters are discarded to their owner's Discard pile, unless
otherwise noted on cards. All Main Characters are Unique and Individual except
for Rogue Mercenary, Resistance Private, Marine Private, and SkyNet or Alien
Main Characters (unless their effect text says otherwise). Cards that confer
immunity to the Dark Resource also offer immunity to Low Light Levels, and
vice-versa. Marine Code of Honor is suspended for Hostile Takeover, for
Marines in any Faction. Supporting Characters come into play controlled by the
player that finds them, if that player has a Main Character present that can
legally control them. Otherwise, order-of-play determines what Faction
controls the character.
Location
Deck
Must contain 8 different locations without the Past Resource (may contain
Past/Future locations), plus Rubble Hills. No more than 3 distinct locations
allowed. At the beginning of play, shuffle location deck and place Rubble
Hills on the bottom. This deck may contain both Aliens Predator and Terminator
locations, regardless of which Variant of the game is being played. At the
start of the Play Location Step, each player must play one (and only one)
location, while they have cards remaining in their location deck. A player may
play a location from his/her hand, or the top location of the location deck.
If an unplayable location is drawn, and it is not duplicated on the table, put
it back in your location deck, shuffle all location deck cards, and draw
again.
Location Placement
Rules
Terminator location placement rules apply. All Aliens Predator locations
are considered Interior locations, except for Entry locations, which are
Exterior. Low Cross locations are played below Exterior locations (see
illustration), and represent underground Interior facilities. Interior
locations are only Distinct if they are starting locations, or if they have
"Distinct" listed in their effect text.
Email Draino with any questions! SgtDraino@hotmail.com