V1.
1 02/03/24
V1.0 06/01/21
Aliens: Another Glorious Day in the Corps
Unofficial Community FAQ
Based on the V1 rules of 2020
Only confirmed Rules from Andrew Haught (Game Designer). Collected from the BGG forums, Facebook and personal, direct contact
Official Gale Force 9 FAQ 1.1: https://www.gf9games.com/aliens/980/faqs
(Much of the content of this thread has been added there later)
1. Alien Movement
1a Aliens move to the closest target that can be attacked (so if marine is blocked by other Aliens/terrain, he is not considered a
target anymore) although barricades do not prevent being chosen as a target, unless there is no space that would allow breaking
that barricade.
1b Why are Aliens (move 6) and Blips (move D6) a lot slower than Characters?
Simply run away with two movement actions. Sometimes spend one action for shooting full auto and blast through the few Aliens
that block your escape route now and then. This is due to game balance, if aliens were faster then humans the game would be
next to impossible to win. It may seem simple to move twice but Aliens are spawning all around you and if the only actions you
are taking are move actions you will lose quickly. It all comes down to game balance.
1c. Is it really correct that an Alien Model or Blip cant pass through other Alien Models or Blips but Characters can move through
Characters?
Yep.
1d what about an alien that completes its move adjacent to a door (it has no more movement left), does it try to break down the
barricade?
Yes, if it reached a door that is in its path to the closest character it does, how much left-over movement it had does not matter.
2. Knocked down characters
2a Do Aliens move toward knocked down character?
Yep a knocked down character is still a character. There are no rules in the game that prevent aliens form attacking downed
characters. Downed characters cannot preform actions so they cannot take a free defensive fire actions, but the Defense Roll is
not an action, so a downed character still must roll their Defense Roll." Downed figures can be still attacked and must roll for
defense (can be killed) but cannot make a defense attack (as it's a free action and downed figure cannot perform any actions -
including free ones).
2b So a downed character will still roll normally for their 'Defense Roll' to see if they survive (i.e. not roll a 10+). However, would
they still potentially be able to 'Counterattack'? I.e. could a downed character kill an attacking alien if their defense roll is equal
or below their Melee number? Or is counterattacking considered a 'free action', and thus no available to downed characters
(similar to Defensive Fire)?
I think you are overthinking this. A Defense roll is just that, a defense roll, the melee is part of that role.
2c Knocked down character, do they only lose their 2 actions? Do they perform everything else in their Marine phase, (reset aim
dial, equip/unequip etc etc)?[
“When a Character is Knocked Down, place their model on its side. A Knocked Down Character must skip all Actions. A Character
will Stand Up automatically at the start of an Alien Turn if there are no Alien models in the spaces next to them.” Page 21 of the
core rulebook.
2d Can you fire through a knocked down character?
No you cannot shoot through characters.
-> Update in Rules 2023
3. Can Bishop be captured?
Yes he can be captured. His rules basically make him immune to Alien attacks while he is with humans. Aliens only move towards
Bishop if he is the only target they could attack this turn. if not they will move instead towards the nearest non-synthetic character,
even if that character is on the other side of the map and Bishop is only seven spaces away.
4. Newt
4a End of Activation ability
As written, Newts End of Activation ability mandates that you must spend two cards to move a character within line of sight two
spaces closer to her. This was a prohibitive rule as it meant that even if Newt had five characters in base contact with her, it
could force you to move the sixth closer to her, but Andrew has since confirmed this is a mistake and that the card should read
that you "may" expend two cards to do this. Newts end of turn ability is meant to be a "May" ability, it got lost in somewhere along
the way, it will be cleared up in the FAQ.
-> Update in Rules 2023
4b Can Newt recycle cards? (Once she’s found and on the board)
Yes, resting its one of Newts best actions to take. Also side note her other ability to move characters is ment to be a may ability,
this will be cleared up in the FAQ.
4c Absolutely, if fact it is the thing she is best suited for. She can do any action that anyone else can do (aside from shoot since
she can't seem weapons). Using her rest action to recycle if she can't move is a great option. Grunts recycle extra cards since
they can't actually draw and her ability lets her do an extra one on top of that.
4d "Ultimate Badasses" Newt
Newt (regardless of Grunt or Hero) gets 2 Actions as any other Character, i guess? So she can eg rest 2 times for a 6 card recycle
each turn?
Yep she gets 2 actions and rest is an action she can take. Resting is one of the key things she does, her hero side even rewords
you for resting with her. She still follows the rules on page 6 of the main rulebook.
4e Run away
The "But not Ripley" statement is to remined players that Ripley is not a marine, she is a Civilian character. Newt runs away from
Marines characters not Civilian characters. Burke and Bishop are also Civilians and Newt will not run form them either. Each
character has a symbol on the top right of their card that denote if they are a Marine or Civilian, the rule talking about this is
found on page 6 of the core games rulebook, in the Character Card section. On a side note, some of the Endurance cards also will
give an added effect to just to Marines, so Civilian characters do not get those bonuses.
5. Maximum player hand size
There is no maximum player hand size listed anywhere in the rules.
Yeah no hand limit, though holding on to too many cards limits the amount of cards in the endurance deck.
6. Events
When playing event you pay the cost right?
Yep you pay the cost when you play an event.
Events are Exhausted when played not Discarded when played.
7. Flamethrowers
Using the Flamethrower:
7a Aim Dial
Do you reduce your aim dial for every dice or space rolled? If you fire the flamethrower and 6 spaces is effected. Do you really
reduce the aim dial for each time you roll? (Same question for grenade) Your aim goes down each time you take an attack action,
not for each die you roll in that single action. For example you aim goes down with Full Auto as you take free additional attack
action, the flame thrower attack all counts as one attack so the aim dial goes down once for the entire attack action. Same with
the Grenade.
7b Exhaust cards
Every attack action, every space, every Alien? Again attack actions so only once for flamers and grenade attacks no matter how
many spaces you hit. Note the Full Auto attacks only cost one card.
7c Roll Dice
Space, Alien, Attack?
"If an Alien stands on a pile of tokens I'm not supposed to roll for the model and tokens under it but only one roll per space,
right?" We played to hat we roll for every Alien figure and token. Felt a bit overpowered?" Roll seperately for every alien and
token in the effected area for flamers. Same for grenades? I will roll a die for each model and token in the target space and
surrounding spaces. eg for an alien model on two tokens I will roll the die three times and remove a token for each hit. I ll do that
in all the target spaces. Is this correct? Both the Flamethrower and Grenade cards reads “Roll for each model and token in that
space”. If there is a swarm of 3, you roll three dice since you are rolling a die for “each” model and token. The Sentry gun is
worded differently, it states if you roll a seven or less “everything in the target space is killed”, here it directs you to only make
one attack roll per space with a single hit killing everything in that space.
7d Friendly Fire
If a marine is in the same space I ll roll to see if I hit (immediate death if yes).
Yep you drop a Grenade next to Gorman you will have a chance of killing him outright. The cards says "roll for every model and
token..." Marines and Alien models are both Models. So yes grenades' and Flame weapons are really dangerous and will take out
your fellow characters if you are not carful where you aim the things. They are killed when hit.
8. Spawn Point
If two blips spawn on a blocked spawn point and the first blip fails to break through and is removed, does the second blip then roll to
break through or are both blips removed?
Yes you would roll for the second blip.
9. Tunnel
9a This is more of an observation/question. Placing tunnels. The cards say place tunnel ‘next to this character’ (or something to
that effect) When playing solo with a single hero the card applies to your hero so it’s possible for multiple tunnels to spawn in and
around the same place, especially in a fire fight. Is this correct? It seems to me this card doesn't really work as intended solo
using a single hero. Yes they do spawn around the single player in solo mode, I would suggest having a lot of grunts nearby to
help you defensive fire. Yes, it sucks to get tunnel cards in solo play, but that is how they work a you only have one active
character that is drawing/ playing the cards. The only thing that helps is *close" to your character can be any of 8 squares
(diagonals count) so you can be creative on where to place them.
-> Update in Rules 2023
9b Is a alien spawned alien blip placed on or adjacent to the tunnel token?
What, if two Blips from a motion tacker cards spawn on the same tunnel? Tunnel Makers follow all the rules of spawning blips
found on page 23 of the rulebook. Just follow the steps for spawning blips and that will answer all of these question.
10. Full Auto
Are you suppose to ”fully activate”(exhaust cards when going full auto? Im not sure).
You only exhaust 1 card (Page 17)
11. Pulse Rifle
Is the pulse rifle additionally grenade action a free action?
It is a free action and the range for the Grenade is not modified for this attack.
Additional community info: For the pulse rifle grenade action it may be worth clarifying that by free it does not count as one of a
character's two actions and that you still pay any card exhaust costs noted on the grenade's card text.
-> Clarification in Rules 2023
12. Sentry Guns
In the rulebook it says that when sentry gun hits "everything in target space is killed". Does it mean it kills whole swarm with one hit?
The sentry guns kills whole swarms and blips without damage, it just nukes the stack.
13. Facehuggers:
It only attaches if the player is killed as a fail of failing a defense roll. Players can be knocked over by them instead as they function
as Alien models, this is basically character dodging out of the way. The rules come up mainly in a mission where Newt and Ripley find
themselves trapped in the medbay with two face huggers. They are not armed and have to wait for someone to unlock the door, so the
rules are balanced for that mission.
Facehuggers are Alien models, so they work just like aliens in every way save when they kill or capture a character. When that
happens they will instead be placed on the attacked character's card. This will have no further effect until the end of the whole
campaign where that character will be considered killed. This could have massive negative effects if it is newt as the penalty of her
not living through the campaign is massive to your end score (The amount of endurance cards you win the campaign with)
14. Diagonal movement
Its all about diagonal movement. See picture below.
1. Diagonal movement through a door.
2. Diagonal movement across an white border that seem to make the 2 spaces not adjecent by diagonal
3. Diagonal movement across a wall section.
4. Almost same as 2.
5. Diagonal movement where the two spaces seem to be adjecent but share a a thock white boarder.
Which of these diagonal movements are allowed and which isn't allowed?
5 works, the others have walls or terrain that prevent the squares
from touching and as the rules state you cannot move through walls and terrain.
Error: The alien in this image should have moved diagonally, and ended in the space just above where it ended.
15. Defensive Fire
15a: An Alien stands in front of a Character and is about to kill him. All allowed Characters shoot at it with Defensive Fire. The
Alien is killed in a spray of bullets and theres no acid blood-spray or such?!
We tested loads of Acid Blood rules, in the most cases it made defensive fire useless as you ended up killing the character you
were trying to save. In the end we came up with the defense roll that I think works really well and limits the endless die rolling
we had before. The Defense roll covers Acid Blood, Melee and loads of other rules we had, it simplifies a lot of charts and rules
into a simple roll. We also covered surviving acid blood splashes by adding it as hazard cards in the Get Away From Her
expansion.
15b Can I use full auto (or second shot from a pistol), when using defensive fire?
Yes, its still an attack action and follows all the same rules, including letting you fire a Grenade with your Pulse rifle.
15c If you manage to kill the alien attacking with your defensive fire, can you then keep on going full auto and start killing other
aliens also?
No, The Defensive Fire rule lets you make an attack at the attacking Alien and only that Alien. Page nine of the rulebook clarifies
how a swarm is treated in the game. An Alien model with tokens are considered a single alien with extra hit points. So you can
use full auto in defensive fire against a single swarm, you just can't target a different swarm or model with full auto after
defeating a stack in the same defensive fire attack action.
15d Do the marines receive Defensive Fire if attacked by an Alien which breaks through the door?
Case A) Alien moves towards the character and successfully breaks through the door.
Case B) Alien starts their move on the other side of the barricaded door (i.e., the Alien did not move, e.g., because they failed to
break the barricade last round)
A. Yes.
B. No. Defensive fire triggers when an alien both moves into a space next to a character and has an attack action. So in “Case A”
both of those things happen, in “Case B” only one happens.
16. Acid Blood
Acid Blood was a hard mechanic to figure out, it was getting overly complicated so i simplified it by adding in the Hazard cards that
the hive player can play. These cards covered characters who survived the acid but were injured by it. Those who do not survive are
already covered by the defensive roll effects and is wrapped up in that roll's statistics.
Additional community info: Are those only when playing with a Hive player (Alien player) or are these always in play if you play the
extended campaign? Or will they be in every game once you got the expansion even if you play the shorter campaign?
yes, only when you have an alien player. With an alien player i think there are 13 hazards total. Without I think its 7
17. Back up weapon question.
Can a back up be placed in your primary weapon slot if you choose not to take a primary?
For example could gorman have his pistol and a grenade as he did in the movie?
Yep, Gorman is actually better with a pistol then a pulse rifle due to his lower aim stat.
Additional community info: I think this answer only relates to using a backup weapon in the primary slot. You can't equip two backup
weapons. You could have the grenades in your hand, then equip them during the equip step when needed while unequipping the pistol.
From the rules glossary: BACKUP: This Weapon can be fired instead of your main Weapon. You may only have one Weapon with the
keyword Backup equipped at any one time.
18. Doors
Will a door open if a Model/Blip is diagonally adjacent to it?
No. You can’t move across thick white lines. You can only move between spaces connected by a fine white line (even if only at a
corner). You have to move into the space in front of a door, then to the other side of the door, and then move on from there..
Yep, as long as those spaces are physically touching, if they have a bit of terrain or a bit of wall preventing those squares from
touching at the corner then they are not connected spaces.
19. Equip Endurance Cards
19a Can i equip another fully equipped Character? And what happens with his already equipped cards?
No, Characters can unequip cards to make room during their equip step (Page 15), once they they have an empty space you can
equip them. As you can see you can only unquip your character. So if there is no empty space on a another players character then
you have no space to equip them. Equipment on grunts that get unequipted get exhausted (Grunts never have cards in hand. If any
game effect would put a card into a Grunts hand they instead put that card on the bottom of the Exhaust Pile).
19b Can i equip another Character, even if he doesnt want me to?
You could, if they had a free space, but if they don't want it they can just unequip it on there turn.
20. Action: Move
20a A character must immediately stop its Move action if it enters a space next to an Alien model or Blip token." - Lets call those
8 spaces around an Alien (swarm) the "Meleezone". How can a Blip even have a Meleezone? It converts to an Alien (swarm) the
moment it is spotted (pg 22). Its just to cover our bases, if a player moves in such a way that they are both next to a blip and spot
it for the first time they could technically move away finishing their move because the blip wasn't an alien model when it moved
into the space. It is a vary unlikely scenario but the rule covers it just in case it happens.
20b If a Character starts his Action already situated in an Aliens Meleezone, can he move one space into the next space of that
same Meleezone and stop there in regard to the above rule?
Yes, the keyword here is enters, it has to enter a space next to Alien model to get stopped by it.
-> Update in Rules 2023
20c : Can a Character move out of one Aliens Meleezone into another Aliens Meleezone and stop there in regard to the above rule
Yep, again you must stop if you enter a space that is next to an alien model.
-> Update in Rules 2023
20d Can a Character move out from the Alien Models Meleezone running away his full movementvalue if there are no other Alien
model Meleezones around?
Again yes, as long as it does not enter a space next to an Alien.
21. Line of Sight
21a Am i correct that i cant trace LOS/shoot through a 45° Character/Wall or Character/Character situation? Define "...passing
through...".
I am not sure what you are asking here, what do you mean by "a 45° character or wall? "if the line has to go though a wall or a
character its blocked, if you can draw a line without going through a character, Token, a map object or wall then it is not blocked.
21b A model has Line of Sight to another model, token, or an object on the game board if it can draw a straight line from any part
of their space to any part of the target’s space without passing through another Character, wall, or closed door." Has there been
an official answer as to whether this means the whole square the character occupies, or only the actual character model?
The Whole space. The game is a space focused game, models are just indicators of what space a character or alien is occupying.
22. Breaking Barricaded Doors
Will the Blip/Alien continue its Move after successfully breaking a Barricade?
Page 18 "Alien models and Blip tokens that must go through a Barricaded Door in order to reach a Character will stop in a space next
to the Barricade and will try and tear it down."
Yes, you do finish you move.
So, Alien/blip moves, comes across a barricaded door, tries to break door, if:
1. fails to break door, then it stops;
2. breaks door, then it continues its move.
23. Activate Blips
"When activated a Blip will always move and then attack..."
Blips attack? Arent they converted when spotted? Also there are not Blip attack rules. As for Barricades, those are "teared
down/broken through" (pg 18).
Its just to clarify that they will still attack when they are converted into Alien models if able.
24. Blip Movement
If a blip moves from board A, designated for blip movement, to board B, which wasnt yet designated for Blip movement, does the Blip
move another time, i.e. when rolling movement for board B?
Nope only blips that start the turn on the board should move with that boards move.
25. Draw Motion Tracker Cards
25a Do players that exited the map (mission ojective) still draw Motion Tracker cards?
No they are no longer in the game.
25b What about players whose Characters (incl all avaliable grunts) got killed?
If a character is killed they are no longer in the game and do not draw cards.
25c Define "player".
In regard to the "Get away..." expansion with bigger fireteams (up to 8 Characters): Do we still draw one Motion Tracker card per
Player?
Yep nothing says otherwise. Side note this rule only applies to Big Bug Hunt missions not campaign missions.
25d When Aliens spawn by a Motion tracker cards next to a Character, do they attack immediately?
They do not. What the Attacking rule on page 23 is talking about is possible attacks, and attacks are only granted during a Blip's
activation, so at any other time it does not have a possible attack.
25e If a motion tracker card tell you to move Aliens, and Aliens get adjacent to a Character, do they attack as if they did a regular
move?
No, attacking is not part of the Aliens move, its part of it activation. Aliens during their activation move then attack as two
separate actions. So just moving an alien does not give it an attack action.
25f What happens if the Motion Tracker deck runs out during a non-bug hunt mission?
Reshuffle the discard deck and put it back into play
26. Misc
26a Is it correct that i designate a SPACE as target for my area attacks (Grenades, Flamethrower), and not a Model?
Yep you pick a space.
26b Is there friendly fire for area weapons (eg Grenades, Flamethrowers)?
Yep, if you chuck a grenade next to Burke you have a chance of just killing him if you hit. Cards says "roll for every model and
token..." Marines and Alien models are both Models. So yes grenades' and Flame weapons are really dangerous and will take out
your fellow characters if you are not carful where you aim the things. They are killed when hit.
27. Ripley
27a Normally, Ripley wouldn't get to command any grunts (since she's a civilian) , but in a solo game after your character
activates, you get to activate all of the grunts in any order, so it doesn't matter.
You activate them after Ripley (and if you have her, newt). They active in any order.
27b did we ever get an official confirmation of whether Enraged Ripley's "On Activation" ability is mandatory or should have had
"May" in front like Newt's?
Enrage Ripley ability is not a may ability. Her ability is a bonus and a cost for using Enraged Ripley.
28. What about the new 21 blips from the GAFHYB expansion?
28a These are extra blips to add to the game to help prevent players from running out of blips. They are ment to be added to the
core games tokens. You should add them to a normal coregame mission too. We added those blips because we didn't want ppl to
run out of blips. The move 3 rule hopefully won't be used much when they are added.
28b We ran out of blips - I want to clarify that the 3 movement rule only activates per instance/MT card where you need to place
more blips and not per blip you cannot place. Eg. an MT card instructs me to place 2 blips, but I have none, so I move every blip 3
spaces once and then discard the card (I don't move them 6 spaces).
This is per blip that you cannot place
29. Second Blip
I don't think this is specifically written out in the rules, but I veneer the way it is worded is that a fake attempt ignores and discards
"that blip". Meaning that you would roll for each of them separately. At least that is how we understood it and have been playing.
Yes you would roll for the second blip.
30. May
Unless it says "you may" I would assume that it is mandatory. There's nothing in the rules that says you can opt not to do it unless it
says you may somewhere. Only if the card says "may" otherwise its a forced draw. Same goes for reveling cards.
31. Pistol
31a Some Weapons like the VP70 Pistol says: This weapon always hits on a roll of 3 or less. Does that mean you have to always
ignore your aim dial und you only hit with 3 or less, no matter what your dial says? Or does this text only matter if your dial is
already at 2 and then you still hit with a 3?
The pistol always hits on a 3 or less, this is in addition to what your aim dial says. For example if you shoot with a pistol and you
have 5 aim you will hit if you roll a 1-5. If you have 2 aim left you hit on a 1-3 ignoring the aim dial, though you would still lower it
if you can after each shoot. The idea of the Pistol is to always have a weapon you can fire when you are low on Endurance cards
or you Aim is really low.
31b I don`t get it. So, the pistol is more effective than the pulse rifle. With both weapons you hit on a roll equal to or less than your
aim. But the pistol hits in addition on a 3 or less on an aim of 1-2, while the rifle does not. In addition the pistol does not require to
exhaust a card which is a big advantage. Further to equip it the cost is only 1 instead of 3 for the rifle. And on top of that you can
exhaust a card to attack a second time with the pistol regardless of the outcome of the first attack while a second (and further)
shots with the rifle requires to hit before. I think the pistol is overpowered.
Well this is a design review, not really a rule question so not really something that would be useful in a FAQ or a Rules post. But
to address the criticism, it depends on the character, Gorman is definitely better off with a pistol, he was designed that way.
Characters like Hicks or Ripley are better with Pulse Rifles. The Pistol was designed to act as a perfect backup weapon. After
your aim gets to low or you find your Endurance deck is low, that’s when you swap to your backup weapon. While getting two
shoots for one endurance card is a good rate, it wont take down a Swarm of 3+ Aliens coming at you. Knowing what weapon is
best to use in each situation is part of the game.
32. "Hadley's Hope Map" card
32a "Exhaust this card at any time to shuffle the motion tracker card you just drew into the motion tracker deck"
Is it possible to shuffle the motion deck until the top card is a level 1 card?
Yeah you can use it before the Motion Tracker card is resolved to gain another go at the drawing a better card. As for trying to rig
the top card of the deck, after shuffling you might want to do a simple deck cut to keep the top card random.
32b Since it says "the motion tracker card you just drew" does that mean Grunts can't use it (since they don't draw MT cards)? If
Player B drew a "bad" card, can Player A use his "Hadley's Hope Map" card at this moment or only if he (Player A) drew a "bad"
card? Let’s read the card “Exhaust this card at any time to shuffle the Motion Tracker card you just drew into the Motion Tracker
deck.” So, this card requires one thing to happen to work, you must have just drawn a Motion Tracker card, so characters like
Grunts that do not draw Motion Tracker cards cannot use this card, also the word “You” limits it to just cards you draw.
-> Update in Rules 2023
33 Body Armour and Helmet
Can i use both in the same round? if i loose my armor roll again for the helmet?
Both the Armor and Helmet first lines of text are “If you fail a defensive roll, Reveal a card”. Neither of these are may triggers, so you
must resolve both cards. Only one has to let you pass the Defense roll to pass, but you will have to resolve both card effects. Both
armor equipment cards trigger when you fail a roll, so both will trigger at the same time. A helmet doesn't care if the body armor
reflects the blow as its just a helmet, doing what it was designed to do and vice versa. An acid blood spray coming from the attacking
alien my render both the body armor and helmet useless after the attack, or it may just land on one. The order really doesn't matter
as resolving eather has no bearing on the result of the other, just pick one to resolve first. The rulebook indicates that technically the
player with the highest rank chooses in ties, but like I said in this case it really doesn't matter what order you resolve the cards in.
Example:
So let me just go through it step by step to see if I can clear it up for you.
You are attacked, you have both Body Armour and a Helmet. You roll an 8 and fail the defense roll.
Both the body Armour and helmet abilities trigger.
You decide to resolve the body armor first.
You reveal a card for the Body Armour and it is an event, awesome, you get a reroll that you passed by rolling a 3.
Next you would then have to reveal for the helmet. It gets a weapon card so the Helmet gets exhausted.
In this case you survive the attack but lost your helmet. It doesn't matter witch one fails or is successful or the order as you have to
resolve both. As long as one is successful you count as passing the roll, if both fail then you fail the roll.
Now let's say you were attacked like before but this time you start with the helmet and then the Body Armour, in this example both
equipment cards reveal an equipment card. The helmet makes you automatically pass the test. But you have a re-roll, you re-roll the
die and roll a 1! Awesome you passed the test and rolled under your melee killing the attacking alien.
34 Medical Scanner
...Ripley use the medical scanner on Frost even though he was on the other side of the board. Is that correct? The card doesn’t say the
character has be in line of sight or in a certain amount of square
This is answered by reading the card, “Action: Exhaust this card to Stand Up a Knocked Down Character.” There nothing written on the
card that limits range or LoS.
35 Arc Welder
What are the exact benefits für the arc welder? is the card too weak?
Normaly you can barricade a door for this costs: one action, successful techtest at adjacent space
arc welder card: one action, no techtest at adjacent space? is this correct?
This is not a real rules question, just someone stating they do not like The Arc Welder card, which is fine, you don’t have to like every
card in the game. I personally find the card useful to avoid failing a tech test when I need to conserve actions or need a character with
low tech to barricade a door.
36 Shoulder Lamp
]How many times can Shoulder Lamp be used in a turn? Can it be used once, at either the Endurance Deck or the Motion Tracker
Deak? Or can a character take the free action twice and look at both decks?
And the same question goes for any equipment card in the game. If possible, can a given equipment item be used twice in the same
turn?
Lamp: Yes, its a free action, but it only looks at the top card, so practically you would only use it twice in a row.
Card actions are listed on page 16 of the rules. They are listed in the Character Actions list, the Action rules on that page state you can
take the same action more than once per turn.
Additional community info: Since event cards can be played at any time, you could potentially re-use the free action from the Shoulder
Lamp to look at the top card of the Endurance Deck every time one of these are played (exhaust or reveal) as they will change the top
card. (Obviously this is best when using a 0 cost event since the player will play it with the intention of getting the result they want.).
Similarly, equipment cards and experience cards can change the top card of the endurance deck. There's also before and after
shooting. So you could use the shoulder lamp as many times as there are triggers changing the top card.
-> Clarification in Rules 2023
37 Token Movement: Sentry guns
Can aliens/blips move through it?
Sentry guns are not models via the rules, they are tokens, so they don't block movement at all.
38 Hazard and Grunts
If a grunt draws a hazard card on a reveal (end of activation, weapon firing etc.), does that card stay with the grunt or go to the
character that activated him?
Character is a universal term that means both hero and grunt. In this case your character simply means the character you are
currently controlling. If it said your Hero character then it would mean only your Hero character.
These terms are found on page 6 of the rulebook.
So other then my friend Bishop here, grunts can have hazards cards placed on them.
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All rights reserved. Gale Force Nine is a Battlefront Group Company.
Micha LNH HSV (Fabian L.), contact: [email protected], free community content, no further publication without consultation.
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Credits to @Horizon1 from BGG Forums and many thanks to Andrew Haught