V1.
2 - 05/31/23
Aliens: Another Glorious Day in the Corps
Differences and changes between updated rulebooks and some
additional clarifications (V.1 2020 to V.2 2023):
Errata
Newt's end of activation ability is supposed to be optional. It's stated in the FAQ but now page 7 of the rulebook shows
the correct text on Newt's character card: "You may Exhaust two cards to move a Character within Line of Sight two
spaces towards Newt."
Line of Sight (LoS) is no longer shown to be passing through the door posts in the example on page 20.
Changes
Aliens now tear down barricades on a roll of 5 or higher instead of 4 or higher.
Knocked down characters no longer block LoS.
Defensive Fire also activates when an alien model starts it's turn next to a character.
All aim dials are reset at the beginning of the Marine Phase instead of individually at the beginning of a character's
activation.
Motion Tracker Cards
o Drawing cards
The number of Motion Tracker drawn per player is now
2 cards for 1 player
3 cards for 2-4 players and
4 cards for 5+ players
Starting with the highest ranking player, each player in turn draws and resolves a Motion Tracker card. If there
are more or fewer cards than there are players, the highest ranking player (and the one to their left if necessary)
draw one more or fewer Motion Tracker cards than the other players.
o Tunnel
Some Motion Tracker cards require you to place Tunnel markers next to the Hero Character of the player that
drew the card. This must be placed in a space that does not already have a Tunnel marker or Spawn Point. If a
player draws more than one card requiring them to place a Tunnel marker in the same turn, only place a single
marker, but follow the rest of the instructions.
Optional Aliens Rule
New optional rule for using only alien models instead of using tokens for swarms. If you have enough Alien models,
instead of creating Alien Swarms when a Blip token generates more than one Alien, you can place multiple Alien
models. Place one Alien model for each Alien shown on the Blip token. The first Alien model is placed in the space
where the Blip token was.
Additional Alien models are placed in empty spaces next to that model that were not in Line of Sight of any Character
when the Blip was Spotted. If there are not enough empty spaces next to the Blip token, place Alien models in the
empty space with the shortest movement distance to the Blip token, again placing the models out of Line of Sight.
Keep doing this until the correct number of Alien models have been placed.
If there multiple spaces where you could place an Alien model, the player with the highest rank chooses which space
the Alien model is placed.
Clarifications
The picture and text for LoS on page 20 clarifies LoS passing through corners when adjacent to walls or characters.
Rules for when running out of blips are now included in the rulebook from the FAQ. If there are no blips left in the
pool then all blips move 3 spaces.
A Character can only take each Free Action once each time they are activated.
Order: That player then activates their Hero Character (or if in a case like Ripley and Newt, each of their Characters in
whichever order they choose).
If you run out of Motion Tracker cards, reshuffle the discards to make a new Motion Tracker deck.
A Hero Character cannot activate a Grunt Character with a higher rank than them.
A Character must immediately stop its Move Action if it enters a space next to an Alien model or Blip token. If it starts
a Move Action next to an Alien model, a Character can still move, but must stop if they enter a space next to an Alien
model (even the same one) or Blip token as usual.
Attack
o Full Auto: After making a successful hit with a Full Auto Weapon, you may Exhaust one card to go Full Auto
(regardless of how many cards you needed to Exhaust to take the Attack Action in the first place).
o Area Attacks: Some weapons (such as the M240 Flamethrower) have a special rule that requires the player to
pick a space (whether empty or occupied) to attack, and then roll to hit each model (Character or Alien) or
Swarm or Blip token in that space and any adjacent space. If a Blip token is killed, it is removed regardless of
how many Aliens are shown on it. This is a single Action, so any costs only need to be paid and your Aim Dial
decreased once, regardless of how many targets you roll for.
o Always hits on: Some weapons (such as the HK VP70 Pistol) have a special rule that they always hit on a specific
number. These Weapons require you to roll equal or less than your Aim Dial as usual. However, if the roll is
greater than your Aim Dial, but equal or less than the number in the special rule, it still counts as a hit, killing the
Alien.
o Free Actions: Some weapons (such as the M40 Grenades) can be used a Free Action after attacking with another
Weapon. In this case, once the attack (including any Full Auto fire) is resolved for the first Weapon, resolve a
normal Attack Action with the second Weapon. As a Free Action, this does not use your Character’s second Action.
Alien Franchise TM & © 20th Century Studios 2023. Game Design © Gale Force Nine 2023.
All rights reserved. Gale Force Nine is a Battlefront Group Company.
Micha LNH HSV (Fabian L.), contact: 1887er@[Link], free community content, no further publication without consultation.
Current publication: boardgamegeek, [Link]
Credits to @Horizon1 from BGG Forums