6 Skill. 2 Accessed Markers Markers

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2 Contents 14 Map Tiles 6 Skill Cards 12 Item Cards 4 GAS CLOUD Markers 2 FIRE EXTINGUISHER Cloud Markers 12 Event Cards 16 Adrenaline Cards 5 TERROR Tokens 11 POWER Tokens 2 Locked Door Markers 2 Accessed Control Panel Markers 2 BARRICADE Markers 2 Supply Cache markers 2 BLASTER HYBRIDS 8 WARRIOR Clones (numbered) Lockdown LEVEL 7 [ESCAPE]: Lockdown includes new components and scenarios to add to your desperate struggle to survive Subterra Bravo. The story of Lockdown picks up as the last survivors are escaping from the facility. In these scenarios you take on the role of people who didn t make it out before the surface exit of the facility was sealed. You and your fellow prisoners will face new dangers and challenges that may force you to work together for common survival or convince you that you must use each other as tools to evade the many dangers you will face. New Core Rules and Components The Lockdown expansion includes a number of new rules that add to those presented in the LEVEL 7 [ESCAPE] rules. The components in this expansion have been designed to be usable for any LEVEL 7 [ESCAPE] scenario, including scenarios 1 7 in the core game and scenario 8 in No Quarter magazine issue 44. When playing one of those scenarios, you can choose which Lockdown components you would like to add to the game. For example, you may choose to add only the new adrenaline cards when playing scenario 1. You can make scenarios 4 and 6 more difficult by using blaster hybrids instead of the standard hybrids. When playing scenarios 9 14, use all the new components. Shuffle the new item, skill, adrenaline, and event cards into the appropriate decks, and mix the new tiles with the existing tiles. All the cards and tiles in the expansion are marked with the icon so they can be easily distinguished from core game components. Some markers and tokens in this expansion are related to new events, such as barricades and gas clouds, while others like terror are used with the new rules presented here. The new enemies and how they are used are described within. 2

3 Barricade MARKERS When you place a barricade marker on a door, place the fullstrength side face-up. The first time the barricade is damaged, flip the marker over to the battered side. The next time that barricade is damaged, remove it from the map. Players and enemies cannot move through a door with a barricade marker, though enemies treat it as a legal path when moving. To damage or destroy a barricade, a player attacks it as a 3 Strength challenge. An enemy that would move through a barricade attacks it instead and must roll three or more Strength icons for the barricade to be damaged. If there are additional enemies of its type on the tile, each adds a die to the attack roll and counts as having activated that turn. Ranged AttackS BLASTER LEO CORRIDOR 206-B CORRIDOR 303-C Clouds Lockdown includes both gas clouds and fire extinguisher clouds. A target on a tile with a cloud marker gains +1 Toughness when attacked. If you move onto a tile with a gas cloud discard an adrenaline card. Example 1: Leo has the highest fear of any player and is adjacent to a blaster hybrid. The blaster attacks Leo instead of moving onto his tile. Falling Down This expansion adds the possibility for players to fall down. You can choose to fall down at any time during your turn, and some event cards can cause you to fall down. CORRIDOR 104-A LEO If you fall down, lay your character marker down on the tile. A downed player gains +1 Toughness when attacked by a ranged attack and cannot move until he spends one move to stand back up. Ranged Attacks This expansion introduces the ability for some players and enemies to perform ranged attacks. A ranged attack may target something on the tile with the attacker or on an adjacent tile. For the purposes of ranged attacks, tiles separated by a locked door or barricade marker are not adjacent. FIRING RANGE A A gun allows you to perform an attack challenge against any valid target on an adjacent tile. An enemy that can make a ranged attack will first choose a target on its own tile as described in the core rulebook. If there is no target on its tile, it will choose a target on an adjacent tile to attack. Only if there are no possible targets on its own tile or an adjacent tile will it then move toward a target. ABANDONED LAB CODY FIRING RANGE B BLASTER BOILER ROOM Supply Cache When you are on a tile with a supply cache marker you can perform a search challenge action. A search is a 4 Intelligence challenge. If you are successful, draw an item card. If you fail the challenge by 2 or more, remove the marker from the tile. Terror Any time your fear would be forced to go above 8, you gain 1 point of terror for every point of fear that you would gain over 8. You cannot gain terror to play an adrenaline card. When you BRENT Example 2: Leo has 6 fear and is two tiles away from a blaster hybrid. Cody and Brent are both on a tile adjacent to the blaster; Cody has 3 fear and Brent has 2 fear. The blaster attacks Cody because he has the highest fear of any target within its attack range. gain your first point of terror, place a terror token on the 1 at the bottom of your fear track. Every point of terror you gain after the first raises your terror token by 1, but you can still gain and lose fear normally. 3

4 Your fear token cannot go below the terror token. The terror token can be lowered only by discarding adrenaline cards, at a cost of two cards per 1 point dropped. If the terror token is lowered while on 1 fear, remove it from the fear track. As long as you have a terror token, you have +1 Strength and 1 Intelligence. If your terror ever reaches 8, you have a heart attack. You immediately lose and leave the game. Aliens treat every 1 point of terror as 2 points of fear. For example, Leo s fear marker is on 5 and his terror marker is on 3. Since every 1 terror counts as 2 fear, Leo s total fear is 11. When you return from the Infirmary after being knocked out, set your fear to 4 or to the level of your terror, whichever is higher. New Tile Features LEVEL 7 [ESCAPE]: Lockdown includes fourteen new tiles, some of which introduce new elements to the game. Enemy Generator Tiles The Lair and the Strong Point have enemy generators printed on them. This guard post and clone nest follow all the rules presented in the core rulebook. Multi-Event Tiles Six tiles in this expansion include two different event icons each. When resolving an event triggered by exploring one of these tiles, follow the instructions of the first matching event on the card, and then follow the instructions for the second matching event on the card. War Zones Two tiles in this expansion introduce a new war zone enemy spawning icon. This icon counts as both a security and a fear icon, but only when spawning enemies. During your spawn step, if a war zone tile is the closest security or fear tile to you, two of the matching enemy are spawned on that tile. New Enemies Dr. Cronos has armed some of his clones with weapons and awakened other hybrid creatures to fight back the inevitable response from the United States government. The two new kinds of aliens in LEVEL 7 [ESCAPE]: Lockdown are warrior clones and blaster hybrids. To distinguish the aliens in the LEVEL 7 [ESCAPE] base game from the new ones in this expansion, this book refers to clones from the base game as rogue clones and to hybrids from the base game as fear hunters. Warrior Clones In addition to all the clone rules in the core rulebook, warrior clones have the ability to make ranged attacks. Using Warriors The warrior clones in this expansion are for using in addition to the rogue clones in the original game rather than for replacing them. Each scenario lists how many of each clone type to place in the reserves. When spawning or activating a clone, first use the rogue clones, then the warrior clones. Warrior clones can be added to the reserves in scenarios 1 through 8 using the following chart. SCENARIO ROGUES WARRIORS WAR ZONES Example: Cody draws an event card with a guard spawn icon. He is on a fear tile adjacent to a war zone tile, and there is a security tile two moves away. Since the war zone icon counts as a security icon when spawning, Cody spawns two guards there. If he had drawn a clone spawning card, he would have spawned one clone on his own tile since it would be the closest fear icon to him. GUARD GUARD CODY SICK BAY A WAR ZONE 1 CORRIDOR 204-B SECURITY ICON WAR ZONE ICON FEAR ICON 4

5 B l ast e r H y b r i d s Blaster hybrids have the ability to make ranged attacks. The scenarios that use blaster hybrids explain how they are spawned. Blaster hybrids activate at the end of every enemy activation step, after fear hunters. After you have resolved the activation icons at the bottom of an event card, roll a die to activate the blaster hybrids. (In scenarios that use fear hunters and blaster hybrids, roll a separate die for each of the two activations.) When an Intelligence icon is rolled, add a power token to the lockdown pool for each blaster hybrid in play. The color of the face-up side of the token indicates which blaster hybrid it belongs to. Each blaster hybrid can have a maximum of five power tokens. For each other icon rolled, the blaster hybrid matching that icon activates as many times as the icon was rolled. When both blaster hybrids activate, the one with the Strength icon activates first, followed by the one with the Speed icon. When a blaster hybrid attacks, it rolls an additional die for each power token it has in the lockdown pool. Compare the number of Strength icons in the attack roll with the target s Toughness stat. After the attack roll, remove all of that blaster s tokens from the lockdown pool. LOC K ED DOOR S Blaster hybrids can use locked doors as legal connections just as other hybrids can, but unlocking a door costs them a power token from the the lockdown pool in addition to a move. D r. C r o n o s While not technically a new enemy, Dr. Cronos appears in every scenario in this expansion with significantly different rules than in the core game. Each Lockdown scenario explains its specific rules for using Dr. Cronos, but some common rules always apply. Players cannot attack Dr. Cronos. Dr. Cronos has 0 threat and cannot gain threat. Guards that activate on the same tile as Dr. Cronos are returned to the reserves. Dr. Cronos cannot move off a tile that has guards. He first spends one move to return those guards to the reserves, at a cost of one move per guard returned, until there are no guards on his tile. He can use any remaining moves as normal. If Dr. Cronos would move through a locked door, he spends one move to remove the locked door marker. If Dr. Cronos would move through a barricaded door, he spends one move to damage the barricade until it is destroyed. Dr. Cronos will not leave a tile with a player on it. At the end of every turn Dr. Cronos is in play, all players on his tile lose 1 vitality. 5

6 Scenario 9 (LEVEL 1) There Must Be Another Way Out Objective You ve got to get the generators back online to power the computers in Central Command. Once they are powered you can access them to use the elevator and possibly find another way to escape. Rules and Setup Place the Security Lift tile in the center of the table with Corridor 101-A connected to one side and Squad Bay A connected to the other. Place a locked door marker on both the Security Lift s doors. Place players on Corridor 101-A and Squad Bay A, dividing them as equally as possible. Set aside the tiles for Central Command and Sector Generators 1 4. Shuffle the remaining tiles and separate them into four stacks of six tiles each, creating a fifth stack with the leftover tiles. Shuffle one generator tile into each of the stacks with six tiles and give a stack to each player. Before you find your generator, first draw from your own stack of tiles when exploring. If all the players stacks are empty, draw tiles from the fifth stack. Each player starts with a flashlight card. You didn t make it out. Whether you d consider yourself lucky to have survived the encounter with the terrifying Dr. Cronos is a different matter. You re still stuck in this hellhole and you re still running for your life. You race through the dark halls of the facility, desperate to put distance between yourself and the creatures that prowl here. Blindly you turn left and find yourself in what appears to be a military barracks. You double over, lungs burning, and try to catch your breath in a rare moment of respite. Your eyes squeeze tight as you remember the sight of the heavy blast door closing in front of you. Trapping you in this black labyrinth. Inhuman screeching and the staccato report of gunfire echo through the corridors. The sounds are getting closer. You can t stay here much longer. You fumble around in the darkness and manage to find a military flashlight amid the mess. Its cold beam cuts through the blackness when you test it. Glad for that, at least, you switch it off and cautiously peer out of your temporary sanctuary. Advancing lights bob in the shadows. You are not alone. The unmistakable bellow of Cronos rises from amid the approaching cacophony. The monster hunts you still. There is no escape here, but maybe just maybe there is another way out. Taking a deep breath, you prepare to plunge back into the depths of Subterra Bravo. Fewer Than Four Players? When playing this scenario with fewer than four players, give each player a stack of six tiles with a generator shuffled into it. Shuffle the remaining generators and the Central Command tile to form an objective stack. When you successfully peek, draw a tile from the objective stack. Players can attempt to access Central Command while at least two generators are running. When playing this scenario in the single-player version of the game, place Dr. Cronos two moves from Central Command. Each player starts with 5 vitality and 1 threat. If you end a turn on a tile with two other players, you gain 1 threat. GUARDS ReseRves: 6 Secure number: 2 CLONES ReseRves: 10 ROGUES 1 6 WARRIORS 1 4 PACK LIMIT: 2 Tokens/Markers: Threat, Accessed Threat Pool: 24 Lockdown Pool: There is no lockdown pool in this scenario. 6

7 Guards vs. Aliens Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. Additional Rules This scenario uses the Alien Zone rule and the rules for peeking. More on Peeking A player who finds a generator can continue drawing tiles from his stack when exploring, or he can draw from another player s stack. If he draws from his own stack, he uses the peeking rules as if he had drawn all the tiles in Stack A. After he has drawn the last tile in his stack, he can draw from any stack using the peeking rules as if he had drawn all the tiles in Stack B. When you successfully peek, place Central Command so that it connects to your tile. Gameplay The Security Lift doors cannot be unlocked as normal by players or enemies. You can remove its locked door markers only by accessing Central Command. If you fail a combat, bull rush, or outwit challenge, return a flashlight you are carrying to the box. Restarting a generator is a 4 Intelligence challenge. When a generator has been restarted, place an accessed control panel marker on the tile to signify that it is running. Add 1 to the guard reserves for each accessed control panel marker in play. Guards consider running generators to be targets with 4 threat. When a guard activates on a generator tile with an accessed control panel marker, the only action the guard takes is to remove the marker. At the end of the first turn while at least one generator is running, one guard spawns on each security tile and each guard post, starting with the one closest to the Security Lift. Every tile is considered to have a darkness marker unless at least two generators are running. While at least three generators are running, you can attempt to access Central Command as a 4 Intelligence challenge action. When Central Command is successfully accessed, lockdown starts. Place an accessed control panel marker on Central Command, remove the locked door markers on the Security Lift, and place Dr. Cronos adjacent to Central Command. Lockdown Guards no longer consider generators as targets, but they do consider Central Command a target with 6 threat while there is an accessed control panel marker on it. When a guard activates on Central Command and there is an accessed control panel marker on it, the only action the guard takes is to remove the marker. If the accessed control panel marker is removed from Central Command, replace the locked door markers on the Security Lift. Dr. Cronos At the end of each player s trigger events step during lockdown, Dr. Cronos activates. Roll two dice and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player on it, he stops moving. Escape Players who reach the Security Lift escape and are removed from play. Add a die to Dr. Cronos activation rolls for every player who escapes. Easy Mode Each player has a stack of five tiles plus a generator. Place Dr. Cronos within two moves of Central Command. Hard Mode Players do not start the game with a flashlight. STARTING SETUP PLAYER 1 PLAYER 3 PLAYER 2 CORRIDOR 101-A SECURITY LIFT PLAYER 4 SQUAD BAY A 7

8 Scenario 10 (LEVEL 4) Another Way Out As quietly as you can, you pick your way through the halls of Subterra Bravo, wary of the death that could lurk around every corner. The human-occupied levels have become an abattoir: blood paints the walls, and bodies both human and inhuman lay strewn in every corridor. Your muscles ache and hunger gnaws at your belly. How long has it been since you left LEVEL 1 behind? You stop at an intersection piled with corpses, halted by the startling sensation of cool air blowing on your face. It s fresh and sweet, smelling of desert flowers. The vents! They must be pumping in clean air from outside! You suddenly think of how the air pumps might be connected to something you can use as an exit. You remember passing maintenance and engineering stations on LEVEL 4. As hope beats within your chest you hear the chilling sound of claws scraping across metal. Shadows move within the steel vent grate above, and you catch a glimpse of all-too-familiar grey flesh and oily black eyes. First things first: you need to get those things out of the way before you can go into the vents to search for an escape. Wait there were cabinets of medical samples in the labs. Maybe something in there can lure them out. Ob j e ct i v e Destroy the lab samples to draw the clones out of the vents. When enough clones are out, then you can go into the vents and hopefully escape. Rules and Setup Place the Security Lift tile in the center of the table with all the players on it. Set aside the tiles for the Environmental Control Room and the seven labs. Shuffle the remaining tiles and separate them into three stacks as indicated here. Shuffle the seven tiles with lab icons into Stack B. When exploring, draw tiles from Stack A until it is gone, then draw from Stack B until it is gone, then draw from the final stack. Each player starts with 5 vitality and 1 threat. 8

9 Stack A (Empty first) Stack B (Empty second) FINAL STACK (Empty last) 6 Tiles 11+ Lab Tiles Remaining Tiles GUARDS ReseRves: 4 Secure number: 1 CLONES ReseRves: 10 ROGUES 1 6 WARRIORS 1 4 PACK LIMIT: 2 Tokens/Markers: Threat, LOCKDOWN, SWARM Threat Pool: TwicE THE NUMBER OF PLAYERS Lockdown Pool: 1* *Players do not remove tokens from the lockdown pool at the end of a turn. Guards vs. Aliens Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. Additional Rules This scenario uses the Alien Zone rule and the rules for peeking. More on Peeking When you successfully peek, place the Environmental Control Room so that it connects to your tile. Gameplay Clones are not returned to the reserves. When a clone would be returned to the reserves, put it back in the box. Breaking open a sample cabinet is a 3 Strength challenge action you can perform only on a lab tile. Weapon cards can add strength to this challenge. When a player succeeds at this challenge, place a swarm marker on the lab tile. Treat these swarm markers as clone nests. When you place a swarm marker on a lab tile, roll a die and then remove a threat token from the pool for every Intelligence icon rolled. Lockdown starts at the end of a turn if the clone reserves are empty. Lockdown When lockdown starts, place Dr. Cronos on the Security Lift. If Dr. Cronos is not on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all tokens from the lockdown pool. Dr. Cronos At the end of each player s enemy activation step during lockdown, Dr. Cronos activates. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player, he stops moving. Escape When there are no clones in the reserves, the Environmental Control Room becomes the exit. Players who reach it escape and are removed from play. Easy Mode There are eight clones in the reserves (rogues 1 6, warriors 1 and 2). Hard Mode Clones are returned to the reserves. STARTING SETUP ALL PLAYERS SECURITY LIFT 9

10 Scenario 11 (LEVEL 4 & 5) Into the Mouth of Hell Cold metal grates against your hands and knees as you crawl through the claustrophobic ducts. Your heart hammers in your chest, and every sound sets your nerves on edge. How long will those chemicals keep the creatures occupied? A building breeze of outside air energizes you, pushing you forward. You must be getting close! Suddenly, the oppressive gloom of the vents is pierced by amber rays of dawn. Your pulse quickens as you scramble toward the light. Mustering your strength, you kick the steel vent plating away. As your eyes slowly adjust from the abyssal darkness you re finally leaving behind, your elation turns to horror. Before you is a 200-meter vertical drop. Sheer cliff walls, impossible to scale, frame the vent. You slump against the wall, exhausted and despairing. There is no escape to be found here. You gaze out at the desert landscape, wondering if you have finally met your end. At least the nightmare would be over, and on your terms. As you dangle your legs over the edge of the vent, staring through the vast space between you and the ground, something catches your eye. Below, almost impossible to make out amid the camouflaging rocks of the escarpment, are massive steel drainage pipes. Could they be some kind of waste disposal system for the facility? They are certainly large enough for a person to get through. But to get to them you ll have to go back into the bowels of the facility, right into the heart of Cronos lair. The thought welds you in place but only for a moment. You have to get out, no matter what. Taking one last breath of the outside air, you turn your back on the breaking day and crawl back into the darkness of Subterra Bravo. Ob j e ct i v e You have to find the Airlock and then lure out the aliens guarding it so you can ride the elevator lower. Once you make it to the lower level, you have to find another elevator to get closer to a final escape. Rules and Setup Place the Corridor 104-A tile in the center of the table with all the players on it. Set aside the tiles for the Airlock, the A-Lift, and the Security Lift. Shuffle the remaining tiles and separate them into five piles as indicated here. When exploring, draw tiles from the stack for the floor you are on, drawing from Stack A until it is gone, then draw from Stack B until it is gone. If both stacks for a floor are empty, then draw from the final stack when exploring on that floor. Each player starts with 5 vitality and 1 threat. 10

11 Stac k A (Empty first) Stack B (Empty second) LEVEL 4 6 Tiles 6 Tiles LEVEL 5 2 Tiles 6 Tiles GUARDS ReseRves: 4 Secure number: 1 BLASTER HYBRIDS LIMIT: 1 FINAL STAC K (Empty last) Remaining Tiles Remaining Tiles CLONES ReseRves: 10 ROGUES 1 4 WARRIORS 1 6 PACK LIMIT: 2 Tokens/Markers: Threat, LOCKDOWN, POWER Threat Pool: 24 Lockdown Pool: 1* *Players do not remove tokens from the lockdown pool at the end of a turn. Guards vs. Aliens Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. Blaster hybrids start the scenario with 8 threat. Additional Rules This scenario uses the Alien Zone rule and the rules for peeking and accessing control panels. More on Peeking When you successfully peek on LEVEL 4, place the Airlock tile so that it connects to your tile. If there is not enough space for the Airlock tile to connect legally, you cannot attempt to peek. Place two rogue clones on the Airlock, in the room opposite the elevator. Place one blaster hybrid in each of the other two nonelevator rooms on that tile. When you successfully peek on LEVEL 5, place the A-Lift tile so that it connects to your tile. Gameplay Clones and blaster hybrids on the Airlock tile do not activate until it connects to the rest of the map. A player cannot outwit or bull rush past an alien in any room on the Airlock tile before lockdown. There are two maps in this scenario. The map that starts with Corridor 104-A (LEVEL 4) cannot connect in any way to the map that starts with the Security Lift (LEVEL 5). A player can spend one move to move from the airlock elevator to the Security Lift tile or vice versa. The Airlock and the Security Lift are considered adjacent for enemies spawning or moving. Lockdown starts at the end of the turn that a player moves onto the Security Lift for the first time. Lockdown When lockdown starts, place Dr. Cronos on Corridor 104-A. If Dr. Cronos is not on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all but one token from the lockdown pool. Dr. Cronos Dr. Cronos activates at the end of each player s enemy activation step during lockdown. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear. When Dr. Cronos moves onto a tile with a player, he stops moving. Escape The A-Lift is the exit. A player who reaches it escapes and is removed from play. Easy Mode Before lockdown, players can outwit or bull rush past an alien in any room on the Airlock tile. Hard Mode The lockdown pool starts the game with two tokens. AIRLOCK SETUP STARTING SETUP BLASTER CLONE CLONE ALL PLAYERS BLASTER AIRLOCK CORRIDOR 104-A 11

12 Scenario 12 (LEVEL 6) The Noose Tightens The elevator rattles downward, leaving the howls of the monstrous gun-wielding hybrids behind. The moment of respite is short-lived. With a sudden jolt the elevator halts and the heavy steel doors slide open to reveal LEVEL 6. Fleeting shadows and the sound of claws scratching against the steel and concrete floors alert you to more monsters ahead. But it s the rasping voice that chills you to the core, all the more terrifying because it means Cronos has somehow gotten ahead of you. Though he bellows in an alien tongue incomprehensible to you, the intention of his furious command is all too clear: he wants you found. Already you can sense his minions circling you like a snake, seeking to constrict their prey. The time for stealth is over. Forcing yourself into motion, you run as fast as your adrenalinesoaked muscles will carry you. Objective Dr. Cronos has managed to get in front of you, and he s bringing a horde of aliens to catch you. You must get past him to escape. Rules and Setup Set aside the tiles for the C-Lift, the Security Lift, the Lair, the A-Lift, the Office, the Red Lab, and the Incinerator. Return the tiles for the A-Lift, the Office, the Red Lab, and the Incinerator to the box; you will not use them. Shuffle the remaining tiles and randomly draw four. Place these four tiles upside down in a line between the C-Lift and the Security Lift as shown in the starting setup diagram. A facedown tile is ignored when connecting the doors of a newly explored tile. Place Dr. Cronos and a swarm token on the C-Lift. Place all players on the Security Lift. When exploring, draw tiles from the stack unless you are exploring a facedown tile. To explore a facedown tile, flip it over and follow all the exploration rules as if it had been drawn. Remove all four map cards from the item deck. Each player starts with 5 vitality and 1 threat. 12

13 GUARDS ReseRves: 4 Secure number: 1 FEAR HUNTER HYBRIDS ReseRves: 3 LIMIT: 1 CLONES ReseRves: 10 ROGUES 1 4 WARRIORS 1 6 PACK LIMIT: 2 BLASTER HYBRIDS ReseRves: 2 LIMIT: 1 Tokens/Markers: Threat, LOCKDOWN, POWER, SWARM Threat Pool: Twice as many tokens as the number of players Lockdown Pool: Number of players plus 2* *Players do not remove tokens from the lockdown pool at the end of a turn. Guards vs. Aliens Guards start the scenario with 4 fear. Clones start the scenario with 4 threat. All hybrids start the scenario with 8 threat. Additional Rules This scenario uses the Alien Zone rule and the rules for accessing control panels. Gameplay Players cannot use a vent to move into or through a room with a swarm marker. Before lockdown, Dr. Cronos activates at the end of every round. A round is over once every player has taken one turn. When Dr. Cronos activates, remove a token from the lockdown pool and move Dr. Cronos one tile toward the player with the highest fear if possible. If there is no path on the map that Dr. Cronos can use to move toward his target, he explores in that direction instead. When Dr. Cronos explores, follow all the same rules for drawing and connecting a tile but do not draw an event card. Throughout the scenario, when Dr. Cronos leaves a tile that does not have a swarm token, roll two dice. If you roll three or more Strength icons, spawn a fear hunter on that tile. If you roll three or more Intelligence icons, spawn a blaster on that tile. If you roll anything else or the reserve for a hybrid is empty, place a swarm token on the tile. A player who moves onto a tile with a swarm token suffers an enemy strength attack of three dice. A guard that moves onto a tile with a swarm token is returned to the reserves. When Dr. Cronos first moves onto a tile with a player on it or when the last token is removed from the lockdown pool, lockdown starts at the end of the turn. Lockdown Instead of activating once a round, during lockdown Dr. Cronos activates at the end of each player s enemy activation step. Roll two dice and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear if possible. If there is no path on the map that Dr. Cronos can use to move toward his target, he explores. When Dr. Cronos explores, follow all the same rules for drawing and connecting a tile but do not resolve events. Dr. Cronos can explore multiple tiles per turn. When Dr. Cronos moves onto a tile that has a player on it, he stops moving. Escape The C-Lift is the exit. Players who reach it escape and are removed from play. Roll an extra die for Dr. Cronos activations for each player who escapes. Easy Mode When Dr. Cronos leaves a tile, place a swarm marker on the tile instead of rolling dice. Hard Mode When lockdown starts, one clone spawns on each fear tile, swarm token, and alien nest, starting with the one closest to the C-Lift. STARTING SETUP SECURITY LIFT CRONOS C-LIFT ALL PLAYERS SWARM The Security Lift is at one end of the map and the C-Lift is at the other. There are four face-down tiles in between them. The players are in the Security Lift. Cronos and a swarm token are on the C-Lift. Neither Security Lift door connects to the face-down tiles. One C-Lift door connects to a face-down tile. 13

14 Scenario 13 (LEVEL 5) Desperate Times, Desperate Measures Lungs burning, muscles aching, and breath ragged, you see the door marked Waste Disposal Maintenance. Just as you reach out a hand to throw it open, sinister hissing from the other side stops you cold. Slowly and silently you crack the door open and peer through the slit between the door and the jam. You see a four-foot square hatch jutting from the concrete floor: the access to the facility s sewer system. And looming over it is Cronos, surrounded by an entire swarm of servitor clones. The clones hiss and chatter in eerie unison, acknowledging what is clearly an order to stand guard, before the towering doctor strides off through a connecting passage. The clones begin moving to face outward, and you quickly ease the door shut, your mind racing. Nothing short of a bomb could clear the mass of clones encircling the hatch. Somehow you need to get them out, but you know they will not go against the will of their master. You need to scatter them, plunge them into disarray. And there s only one way you know to accomplish that. It s a desperate gamble, only slightly less ludicrous than rushing into a room full of heavily armed aliens. Image upon image of the carnage inflicted upon the trained military soldiers bombard your mind, urging you to reconsider. But escape is so near. You know what you have to do. It s time to take the doctor out for good. 14 Ob j e ct i v e Dr. Cronos is hunting you and has aliens guarding the only exit. You must lure Dr. Cronos into the Tank Farm and short-circuit its systems to blow it up and destroy him. The resulting psychic backlash should confuse the clones long enough for you to make it through the sewers. Rules and Setup Place the Corridor 104-A tile in the center of the table with all the players on it. Connect Waste Processing to Corridor 104-A by the middle door on each tile. Place a swarm marker on Waste Processing. Set aside the tiles for the Tank Farm, the Auxiliary Station, the Abandoned Lab, and the Lair. Keep the Tank Farm aside to use later and shuffle the Auxiliary Station, the Abandoned Lab, and the Lair to form an objective stack of three tiles. Shuffle the remaining tiles and separate them into three piles as indicted here. When exploring, draw tiles from Stack A until it is gone, then draw from Stack B until it is gone, then draw from the final stack. Each player starts with 5 vitality and 0 threat. Players cannot gain threat.

15 Stack A (Empty first) Stack B (Empty second) FINAL STACK (Empty last) 6 Tiles 8 Tiles Remaining Tiles GUARDS ReseRves: 4 Secure number: 1 CLONES ReseRves: 10 ROGUES 1 2 WARRIORS 1 8 PACK LIMIT: 2 Tokens/Markers: Threat, LOCKDOWN Threat Pool: 24 Lockdown Pool: 0* *Players do not remove tokens from the lockdown pool at the end of a turn. Solo Play Since this scenario requires you to lure Dr. Cronos into the Tank Farm and then perform a challenge on another tile, it is extremely difficult to play in the single-player version. If you want to play this scenario alone, play with at least two characters in order to have a reasonable chance of winning. Guards vs. Aliens Guards start the scenario with 6 fear. Clones start the scenario with 6 threat. Additional Rules This scenario uses the Alien Zone rule and the rules for peeking and accessing control panels. STARTING SETUP Gameplay Players cannot move onto the Waste Processing tile while there is a swarm marker there. A player must pass a special access challenge action in the Auxiliary Station to destroy the Tank Farm. Accessing the Auxiliary Station is a 5 Intelligence challenge. Once a player accesses the Auxiliary Station, remove the Tank Farm from play. All players and enemies on the tile are killed and removed from the game. Lockdown starts when the Lair is found. Lockdown Dr. Cronos is placed in the Lair after the trigger events step of the player who finds the Lair. At the end of each player s enemy activation step during lockdown, Dr. Cronos activates. Roll one die for each token in the lockdown pool and move Dr. Cronos once for each Speed icon rolled. Dr. Cronos moves toward the player with the highest fear if possible. When Dr. Cronos moves onto a tile that has a player, he stops moving. If Dr. Cronos isn t on a tile with a player at the end of a trigger events step, add a token to the lockdown pool. If Dr. Cronos is on a tile with a player at the end of a trigger events step, remove all tokens from the lockdown pool. Escape If Dr. Cronos is on the Tank Farm tile when a player successfully accesses the Auxiliary Station, he is killed. When Dr. Cronos is killed, the players win. Easy Mode Accessing the Auxiliary Station is a 4 Intelligence challenge. CORRIDOR 104-A ALL PLAYERS WAST E PROCESSING SWARM Hard Mode Players do not win when Dr. Cronos is killed. After Dr. Cronos has been killed, remove the swarm marker from Waste Processing, which then becomes the exit. During the trigger events step of every turn after Dr. Cronos is killed the aliens activate one additional time regardless of the activation icons on the event card drawn. More on Peeking When you successfully peek, place a random tile from the objective stack so that it is connected to your tile and raise your fear by 1. If you find the Abandoned Lab when peeking connect the Tank Farm to it. If the Tank Farm cannot be connected legally to the Abandoned Lab, connect it to the map as close to the Abandoned Lab as possible. Once all three objective tiles have been found, players no longer peek when exploring. Conclusion With a screech of tortured metal and the shattering of glass the enormous tower of subject tubes collapses on Cronos. You hear a distant keening and the scraping of clones rushing toward the room as if responding to the death of their master. As fast as you can you make your way to the sewer maintenance hatch and crawl desperately through the filth until your muscles burn. Fresh air assails your lungs as at last you pull yourself free of the sewer pipe and into the moonlight. You savor your escape only a moment before catching sight of several sleek military helicopters approaching. The dying soldier s last words echo in your mind. Omega Protocol. Is this how it all ends? 15

16 CREDITS President: Sherry Yeary Chief Creative Officer: Matthew D. Wilson Creative Director: Ed Bourelle Project Director: Bryan Cutler Director of Business Development: William Shick Production Manager: Mark Christensen Game Concept: William Shick Game Design: William Schoonover Graphic Design Director: Josh Manderville Graphic Design: Matt Ferbrache, Laine Garrett, Josh Manderville Art Director: Mike Vaillancourt Illustrations: Néstor Ossandón Tile Illustrations: Laine Garrett, Néstor Ossandón Lead Developer: William Schoonover Game Development: David Carl, William Shick Fiction: William Shick, Matthew D. Wilson Editorial Manager: Darla Kennerud Printing Manager: Shona Fahland Playtest Coordinator: Jack Coleman Playtesters: David Carl, Jack Coleman, Cody Ellis, Dianne Ferrer, William French, Matt Goetz, William Hungerford, Tony Konichek, Joe Lee, Lyle Lowery, Meg Maples, Michael Plummer, Chris Ross, William Schoonover, Nathan Scott, William Shick, Matt Warren For customer service, please call (425) Ext. 300 or Ages 14 and up. All contents copyright Privateer Press, Inc. All Rights Reserved. Privateer Press and its logo are registered trademarks of Privateer Press, Inc., NE 16th Street Suite #120, Bellevue, WA LEVEL 7 is a registered trademark of Matthew D. Wilson, Individual. Made in China.

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