Additional Aim Time
by Leading Edge GamesAdds the ability stack aim actions beyond what the card stats allow.
Optional Game rules created by players and publications from around the web.
Adds the ability stack aim actions beyond what the card stats allow.
Adds the role of ammo carrier to one of the players marines.
Adds the concept of limited ammunition as a strategic element to the game.
While characters have multiple weapon options, each scenario usually allows on one weapon. This adds the concept of a backup weapon to use.
Adds an additional challenge by utilizing the role of 0 during the spawn phase to allow for additional aliens.
Allows for positive and negative bonuses for characters based on the survival of commanding officers.
A new defensive action that marine players may use on their turn.
Takes into account the presence of eggs within a scenario.
Additional rules for dealing with fires in the use of flamethrowers and explosives.
Adds modifiers and additional rules to deal with firing through map spaces containing friendlies.
When escaping maps utilizing the elevator as the end point, adds a wait time before the marines may leave.
Simulates the effects of an grenade explosion on surrounding map spaces.
A modified set of rules for working handling grenades to make them more useful.
Updates the grenade rules to allow for hand held thrown hand grenades.
Special rules for handling taking shots taken when an alien enters the same space as a player.
Rules addition to add a challenge for the marines when playing a 2 player Vs. game.
Rules to deal with characters that have been impregnated with an alien embryo.
The last ditch rule when an marine is incapacitated.
A slightly pointless but satisfying rule for dealing with Burks.
Rules for handling the unique firing capabilities of characters using smart guns.
A set of rules for adding special considerations to specific characters.
A modification to how the melee rues are handled when combating aliens.
Allows players to weld the door of the operations scenario adding additional strategy.
Allows characters to run in a straight line for their turn, increasing action points.
A set of rules by Banjo based on discussions in the BGG forum.
How to handle throwing of Pulse Rifle grenades instead of shooting them.
Adds a timer component to player turns increasing the frantic and hectic pace of the game.
Rules for use in competitive elimination tournament play.
Different rules for dealing with weapons and how the behave when firing.