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Anderas wrote:Genestealer
instead of placing 1 Genestealer, place 1 Genestealer next to each Commander.
(as opposed to using only 5, only in the R slots and moving them next turn)[/quote]Reinforcements
Take 1 reinforcement blips per Marine player, dreadnoughts excluded. Place these anywhere you like, out of sight, in addition to the usual number. They can immediately be used.
Chaos Teleporter
Switch the position of two revealed Figures.
If more than one Marine player is here, additionally place 1 of your reinforcement blips per marine player in one of the two positions, even in plain sight. They can immediately be used.
Battle Plan
If there are less than 3 Marine players, choose one. They will receive an additional order card.
Report In
All Commanders may not move nor attack this round, as they must report in.
Booby Trap
If there are two or more Marine Players, one Marine (no Commander) steps on a mine. Make a rocket launcher attack on his square.
Alien Task Force
Mix the unused Reinforcement tokens and then pick one per Marine Player at random to add to your Reinforcement Pool.
... you get the gist... everything where it is remotely useful, it becomes "per Marine Player". Sounds hard, but as there are a lot less cards being played per game with more Marine Players, so it is actually not that bad. At the same time, the few "good" cards should be active only if there are less than 3 Marines, some of them should be active only with a single Marine player.
For the Auto-defence cards and Lure of Chaos, don't know if one should roll per Marine Player?
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