![]() You can also throw grenades into a Room with uncarried Eggs as if an Intruder were there. In the case of a Melee Attack Action, the Character does not draw a Contamination card or suffer Wounds if they miss. Resolve this Action as a Shoot Action or Melee Attack Action.Įach Injury (of any type) destroys 1 Egg. Whenever your Character is in a Room with any uncarried Eggs (not carried by any Character), you can try to destroy these Eggs. Note: You cannot perform any Search Action in this Room. If there is a Fire marker in a Room containing uncarried Eggs, destroy 1 uncarried Egg during the Fire Damage step of the Event Phase. When there are no more Eggs in the Nest (they have all been carried away or destroyed), the Nest is considered destroyed - place 1 Injury marker in the Nest to represent this. When you take (or destroy) Eggs from the Nest, take them from the Intruder board. The Egg tokens placed on the Intruder board represent the Eggs in the Nest. Take one Egg: Take 1 Egg token from the Intruder Board. The Object is not discarded after Research. LaboratoryĪnalyse 1 object: This Action may only be performed if one of the following Objects is in the Room (for example carried by the Character): Characters Corpse, Intruder Carcass or Egg.ĭiscover 1 corresponding Intruder Weakness card. If a hyperspace jump happens while the Self-Destruct Sequence is active, the ship is still considered destroyed. Note: You cannot start the Self-Destruct when any of the Characters are already hibernating. When the marker reaches the last space (with the "skull" icon), the ship explodes. When the marker reaches any yellow space on the Self-Destruct Track, the Self-Destruct Sequence cannot be aborted anymore and all Escape Pods are Unlocked instantly (but can be Locked again). When any Character stops the Self-Destruct sequence, remove the marker (it will be placed again on the green space if a new sequence starts). Place 1 Status marker on the first, green space of the Self-Destruct Track.įrom now on, each time you move the Time marker on the Track, also move the marker on the Self-Destruct Track by 1 space. Initiate / stop self-destruct Sequence: Self-destruct Sequence: Hint: You can use Fire Control Procedure even if there is no Fire marker in the Room to make all the Intruders run away from that Room. Discard a Fire marker from that Room (if there is one).Īll the Intruders in that Room run away (in a random direction, determined by drawing an Event card - 1 Event card for each Intruder). Initiate the Fire Control procedure: Choose any 1 Room. Evacuation Section BĪs above, but applies to Section B. You cannot enter an Escape Pod if any Intruder is present in its cor- responding Evacuation Section Room. See the Escape Pods section at the end of this Room sheet to determine what happens once the Character has entered a Pod. If any Intruder appears in this Room, your attempt to enter an Escape Pod fails.Īfter resolving your Noise roll, if no Intruder has reached the Room, place your Character in one of the Unlocked Escape Pods of Section A, if there's any free space (each Pod has two places and may accommodate up to 2 Characters). Try To Enter An Escape Pod: You may perform this Action only if any Escape Pod in Sec tion A is Unlocked and has at least 1 empty space. Treat your Wounds: Dress all your Serious Wounds OR Heal 1 of your Dressed Serious Wounds OR Heal all your Light Wounds. Sending a Signal is a requirement for some Objectives and has no other game use than that. Send a Signal: Place a Status marker on the Signal space on your Character board. Note: This Room Action does not reload Classic Weapons.Ī Weapon can never exceed its Ammo capacity, shown on the Weapon card. Recharge your Energy Weapon: Add 2 Ammo tokens to 1 of your Energy Weapons. Basic Rooms "1"Īll the 11 Basic Rooms, indicated by the number "1" on their back, are present in each game. If there is a Malfunction marker in the Room, the Computer is unavailable - as if there was no Computer Icon. Some Rooms have a Computer icon, meaning that there is a Computer in that Room.Ī Computer icon has no significance except when some rule refers to it (some Action cards, Item cards or Event cards). You cannot perform a Room Action in a Room with a Malfunction marker. You cannot perform a Room Action when you are in Combat. To perform any Room Action, a Character must be in the corresponding Room (unless they possesses a special ability clearly saying otherwise). ![]()
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