Movement
Xenos always move toward the closest Marine when activated.
When a Xeno is activated, it moves toward the closest Marine unit on the map. This is the default movement behavior for all Xeno types unless a specific rule or card effect overrides it.
Movement
If a Xeno cannot reach an adjacent space to the closest Marine due to blocking Xenos, roll a die to determine alternate movement.
When a Xeno is activated and cannot get adjacent to the closest Marine because all adjacent spaces it could reach are occupied by other Xenos, roll a die. On a 4–6: if the Xeno can get adjacent to the SECOND closest Marine, it moves there instead. On a 1–3 (or if it also cannot reach the second closest Marine): the Xeno moves toward the closest Marine as usual, even if it cannot become adjacent.
Special
Xeno Rush spawns a random Warrior or Blaster; roll a die to determine type (4–6 = Blaster, 1–3 = Warrior).
The Xeno Rush rule is active in solitaire play. When a Xeno Rush spawn is triggered in the upcoming Spawn Phase, roll a die: 1–3 = spawn a Warrior; 4–6 = spawn a Blaster. If only one Xeno type is available, skip the die roll and simply spawn the available type.
Special
A Xeno Drone/Hatchling that cannot reach a Marine may move into a corpse counter out of LOS and convert into a Warrior or Blaster.
When a Xeno Drone or Hatchling is activated and cannot get adjacent to any Marine this activation, but CAN move into a square containing a corpse counter that is OUT OF LINE OF SIGHT (LOS) of all Marine units, the Xeno will move into that square and convert. Roll a die: 1–3 = convert to Warrior; 4–6 = convert to Blaster. If only one type is available, skip the roll and use the available type. The newly converted Xeno cannot be activated during the current turn.
Special
At the end of each Xeno Phase, roll for each corpse counter out of LOS of Marines; on 4–6 it hatches into a Xeno Hatchling.
At the END of each Xeno Phase, roll one die for EACH corpse counter that is currently OUT OF LINE OF SIGHT (LOS) of all Marine units. On a 4–6: replace the corpse counter with a Xeno Hatchling. On a 1–3: nothing happens. The newly hatched Xeno cannot be activated during the current turn. Exception: If only TWO turns remain in the game, do not roll — all corpse counters are automatically replaced with Hatchlings, regardless of LOS to Marines.
Special
When only 2 turns remain, all corpse counters become Hatchlings automatically, ignoring LOS.
When there are only TWO turns remaining in the game (the turn counter is on the second-to-last position), the normal Corpse Bursting die roll is skipped entirely. All corpse counters on the map are replaced with Xeno Hatchlings, regardless of whether they are in or out of LOS of any Marine unit. These newly hatched Xenos cannot be activated this turn.
Setup
Each newly spawned Xeno spawns on a random access vent; avoid stacking if free vents are available.
When any Xeno unit is spawned (through normal spawning, Xeno Rush, or card effects), it is placed on a randomly determined access vent. If free, unblocked vents are still available, stacking multiple Xenos on the same vent should be avoided.
Restriction
Newly spawned, hatched, or converted Xenos cannot be activated during the same turn they arrive.
Any Xeno that enters play during the current turn — whether through spawning at a vent, hatching from a corpse counter (Corpse Bursting), or converting from a Drone/Hatchling via Corpse Eating — cannot be activated for the remainder of that same turn.