GALAXY DEFENDERS STORYBOOK

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1 Home Page: Mail: GALAXY DEFENDERS 1

2 Introduction GALAXY DEFENDERS This manual will give you detailed instructions about how to setup the missions that the Galaxy Defenders will face in their desperate attempt to avert the destruction of the human race as envisioned by the Xenos. You will also find here the rules needed for the campaign mode; since in this mode every action will modify future development of the campaign, we strongly suggest playing the game this way, in order to better understand the story behind Galaxy Defenders. MISSION SETUP The following section explains how to setup a GD mission. 2.1 Briefing This section describes the agents rank status and equipment at the beginning of the mission, and their objectives as well. To keep the right mood, we suggest you to read it just before the start of the mission. For Standalone mission: Starting Agent s GD- Rank if the mission is played as a standalone. During the Campaign: Each agent starts with the rank he had in his last mission How many devices each agent receives at the start of the mission. During the setup the players may cooperate to select the most useful devices based on the mission briefing. The selected devices may be class related or general Type and quantity of advanced weapons to assign to the agents at the start of a mission. For Standalone mission: These weapons must be randomized between general and the class in play During the Campaign: Represents the maximum number of advanced weapons to assign to the agents at the start of a mission, by selecting those available in the GD Headquarter Indicates the minimum and maximum number of agents that can play the mission Estimated time needed to complete the mission 2

3 2.2 SETUP In this section you will find all the aspects related to the setup part of mission: GD STARTING AREA: represents the deployment starting area for the agent figures. SIGNAL RESERVE: describes how to create the SIGNAL RESERVE, usually adding and mixing ALIEN and HUMAN signal tokens, sometimes there are also specific indication for placing some of the signals on the battlefield. The signals placed on the map at the start of the mission are part of the SIGNAL RESERVE SPECIAL MISSION TOKENS: lists the required special tokens, The icon indicates that relative token must be kept aside until brought in play due to a special EVENT during the mission ALIEN CARDS and MINIATURES IN PLAY: indicates which alien figures must be placed on the map at the start of the mission, their ALIEN cards must be identified and assigned to the agents at the start of the mission according to the assignment rules described in the Rulebook. ALIEN CARDS and MINIATURES: describes the ALIEN cards and figures that will be used in the mission [not include those already on the map at the start of the mission] and how to create the ALIENs card DECK, usually it means simply adding all the ALIEN cards indicated and shuffle them to create the DECK. The relative figure of each card will be placed on the battlefield when the appropriate card will be drawn. The icon indicates that the relative ALIEN card and figure must be kept aside until brought in play due to a special EVENT during the mission [i.e. it is not a part of the initial ALIENs deck.], once done, the card becomes part of the deck so it may be reshuffled if the deck run out of cards. CLOSE-ENCOUNTERs DECK: describes how to create the CLOSE-ENCOUNTERs card DECK, usually it means simply adding all the CLOSE-ENCOUNTER cards indicated and shuffle them to create the DECK. The icon indicates that the relative CLOSE-ENCOUNTER card must be kept aside, it will be added to the DECK due to a special EVENT during the mission [i.e. it is not a part of the initial CLOSE-ENCOUNTERs deck.], once done, the card becomes part of the deck so it may be reshuffled if the deck run out of cards. EVENTs DECK: describes how to create the EVENTs card DECK, the box contains the list of cards that compose the EVENTs deck and instruction for building the deck, usually this means shuffle or adding cards to several separate decks prior to create the final one, so that the special events will be drawn in the appropriate round. The icon indicates that the left group of cards must be placed on top of the right group of cards. 3

4 The next example shows the Mission 1 EVENTs DECK SETUP: v Create a small deck (1) shuffling together the EVENTs: T, J and L v Create a small deck (2) shuffling together the EVENTs: A, G, M and K v Create a small deck (3) shuffling together the EVENTs: N, F, P, R and S v Place the deck 1 on top of the deck 2 v Place the new deck [1+2] on top of the deck 3 v The EVENTs deck [1+2+3] is now completed v The SPECIAL EVENT A will appear between the 4 th and the 7 th round 2.3 Special Mission Rules In this section you will find any special rule that will be applied to the current mission ONLY. These rules supersede the normal game rules, and strictly concern the mission accomplishment. 2.4 Objectives This section lists: v How many rounds the mission will last v The objectives to determine if the mission is a success, a partial success, or a failure v In the campaign game, what will be the next mission according to the current mission outcome As last step of the STRATEGY Phase the players must check if the mission victory/defeat conditions apply. The ending will be represented by the first matching condition starting from the top one in the OBJECTIVES table of the relative mission. 2.5 Special Event Cards Effects This section lists special cards effects from the EVENTs deck. The column to read and to apply sometimes depends upon the outcome of the previous mission(s). The following table describes a typical mission, in this case the effects of the special EVENT A vary based on the outcome of the previous mission, there can be several different conditions that may alter the effects of each special EVENT cards. 4

5 Cards list: Special Event A Read and apply this statement if your previous mission was partially accomplished. Apply this column if you are playing a standalone mission. Read and apply this statement if your previous mission was accomplished Effects Effects: 1, 2, 4 Effects: 1, 3, 5 We suggest not reading this section until the relevant card is drawn during the mission s EVENT phase, in order to avoid spoiling the mood of the game. 2.6 Debriefing This section indicates the ending to read according to the Agents final conditions in the mission. Read this chapter only when the mission is over. 3 Special tokens Most of the missions are using several special tokens: FLAME Any agent that moves across this token immediately suffers 1 wound. EXTINGUISHED FLAME Any flame treated with the fire extinguisher becomes an EXTINGUISHED FLAME and does not inflict wound when crossed by the agents. Red ARMOURY Green ARMOURY Once any agent reaches this token it will trigger a new IMPROVED HUMAN WEAPON [red]. The weapon will be sent during the next REINFORCEMENTS PHASE following the special mission rules, if any, or the standard reinforcement rules [the Campaign additional rules about the reinforcements are detailed in the next section] Once any agent reaches this token it will trigger a new ALIEN WEAPON [green]. The weapon will be sent during the next REINFORCEMENTS PHASE following the special mission rules, if any, or the standard reinforcement rules [the Campaign additional rules about the reinforcements are detailed in the next section] 5

6 WAYPOINTS Waypoints are used in several missions to indicate keypoints for movements or other special effects defined in the mission rules or by the SPECIAL EVENT cards LANDMINE The effect of the LANDMINE is defined in the mission special rules, usually it is activated by an ALIEN who enter in its area TRAP The effect of the TRAP is defined in the mission special rules, usually it is activated by an ALIEN who enter in its area ALIEN NPC This token is used to represents special ALIEN characters/items during the mission SUNNY / SALLY Stationary weapons, they can be used by any agent that resides over it using the combat operation. The attack will be performed with the SALLY/SUNNY stats following the standard combat rules. 4 Playing Standalone Missions If you want to play (or replay) a mission in the stand-alone mode, then each player will choose one or more agents, and will equip them as reported in the relative mission s section Agent Equipment Availability (please also keep in mind each agent s Rank for what concerns available skills, tactics, and level). Follow the setup as described in the relative section; when a SPECIAL EVENT card is drawn its effects will always follow the leftmost column of the SPECIAL EVENTS CARDS EFFECTS section. Finally, decide if you want to use any optional rule, and then start to play. 6

7 5 Playing GD Campaign GALAXY DEFENDERS The campaign mode in Galaxy Defenders will allow to fully enjoy the game experience. Players will choose their equipment and their agents, and specialize them as they will gain ranks but they will also grief the possible death of their agent. Furthermore, a failed mission in a campaign will not always spell doom, but it will have consequences in the following missions, even to the point of facing different missions according to the previous outcome. During a campaign, any weapon and equipment researched in the GD labs will always be available for the following missions, and they can also be reassigned when the mission allows it. Each agent gaining GD-WINGS in a mission will have to pay attention to their skills and tactics choices, because once chosen, there will be no turning back. Between missions, after the briefing, any player may choose a different agent if he wishes so. The newly chosen agent will enter the field with any weapon available in the GD Headquarter [respecting the mission weapon limits], and with the rank he had in his last mission. If during a mission the agents gain the 4 alien tech fragments and then ask for a device during the reinforcements, the device will be chosen via agreement by all players; if an agreement cannot be reached, then the ALPHA AGENT will select the device. To keep track of all rank advancements, acquired weapons, and DPs gained in a campaign, you can use the Campaign Sheet in the utility section of our website: (WIP) 5.1 Calling the reinforcement in the Campaign During a campaign, calling the reinforcements by spending the 4 ALIEN TECH tokens in the REINFORCEMENT phase offers different options, the ALPHA AGENT can requests: v One selected GENERAL Device v One new IMPROVED HUMAN WEAPON [red Weapon] v Recall One weapon [blue, red or green] from the GD Headquarter If a device is chosen, the agent can pick any one device from those available in the GD warehouse [i.e.: the game box]. If a new weapon is chosen, all HUMAN IMPROVED WEAPONS [red] will be randomized (except those already in use by the agents, or already present in the GD Headquarter ) irrespective of the number and class of agents in play, in order to pick one of these new weapons. If the agents will not immediately accept the new weapon then it will be kept in the GD Headquarter and reassigned to the agents, as defined in the Agent Equipment Availability section for the following missions. Note: When there are no more HUMAN IMPROVED WEAPONS to randomize, the ALIEN WEAPONS [green] can be obtained instead. Recalling one weapon [blue, red or green] means take one of the weapons available from the GD Headquarter Any weapon delivered by the reinforcements is provided with full ammo. Use the same random procedure when the mission requires to deliver a new ALIEN WEAPON [green]. 7

8 5.2 Gain GD-Wings in a Campaign During a campaign, each agent can only gain a single rank per mission, and the gained rank will be carried on to the next mission according to the relative section GD-Wings in the rulebook; furthermore, during a campaign, if an agent fails all the rolls to gain a rank in a mission, he will be able to roll one last time at the end of each mission. 5.3 Agent s Death Sometimes it will happen that an agent will have to sacrifice himself in order to allow his companions to save the planet This sad moment will also have consequences in a campaign. A dead agent will be able to come back in the campaign, but without any ranks he may have obtained thus starting his next mission from the Copper rank Real pain [Optional Rule, Default=Off] If you want a more realistic game experience, you may use the following optional rule for a dead agent: If an agent dies during a mission, he will not be available anymore for the rest of the campaign. We advice NOT to use this rule, unless you are confident and expert in the game; we also suggest to add also the limited edition agents, if they are available. If, using this rule, there is no agent alive at the end of any mission, the campaign will be over, and the Aliens will win. 6 LEVEL OF DIFFICULTY Galaxy Defenders can be played with many different settings; the desirable level of difficulty can be reached switching ON or OFF the several optional rules available. These options can be summarized in 4 levels of difficulty: EASY NORMAL HARD VERY HARD HUMAN VIEW OFF HUMAN VIEW ON HUMAN VIEW ON HUMAN VIEW ON CLOSE COMBAT OFF CLOSE COMBAT ON CLOSE COMBAT ON CLOSE COMBAT ON FRIENDLY FIRE OFF FRIENDLY FIRE OFF FRIENDLY FIRE ON FRIENDLY FIRE ON REAL PAIN OFF REAL PAIN OFF REAL PAIN OFF REAL PAIN ON 7 Defenders Point System [DP] Optional If you want to keep track of your achievements during a mission or a campaign, you may use the Defender Points (DPs). You will find a special table for each mission with point values for each achievement. Simply sum all the points (positive/negative) and the total will show how well your team has performed. 8 Missions This section will includes the 12 missions of the GD Campaign, actually two sample missions (Beta Release) are available for download from the official GD Website: New downloadable missions will be released in the future and most important, the best-customized missions created by the agents around the world will be published there. 8

9 8.1 Customizing Missions with L.E. Aliens By Modifying the ALIEN and the CLOSE-ENCOUNTER decks any mission can be customized to include new alien species. There can be many systems to do so, for instance, simply swapping the actual ALIEN and CLOSE-ENCOUNTER cards with the desired ones, the L.E. can be teleported by the XENO-GREY or by creating different and new ways. The following procedure represents a quick way to insert any limited edition aliens into a mission: v Create a Limited Edition [L.E.] ALIENs deck by shuffling the desired L.E. ALIEN cards v Create a Limited Edition [L.E.] CLOSE-ENCOUNTERs deck by choosing for each L.E. alien the number of its L.E. CLOSE-ENCOUNTER cards [it represents how frequently the alien will moves] v Setup the mission as normal During the mission, if any agent or alien rolls two, three or more results [it depends from how difficult you would like to play], then following these steps: v Draw the first ALIEN card from the L.E. ALIENs deck v Teleport on the battlefield the new alien rolling a to determine the Teleport Point [T.P.] v Place the alien figure on the rolled T.P. symbol and assign the ALIEN card following the standard procedure. v Take the relative CLOSE-ENCOUNTER cards from the L.E. CLOSE-ENCOUNTERs deck and shuffle them into the mission CLOSE-ENCOUNTERs deck. Repeat these steps each time the established x results are rolled. 9

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