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The evi

l Dokto
Kopff be r
trayed
Reichbu the
sters,
them in leading
to a tr
he didn ap! But
’t real
he was i se who
dealing
Reichbu with:
sters d
down wi o n’t go
thout a
Doktor fight! T
may hav he
for the e escap
moment, e d
Reichbu but the
sters a
prepari re even
ng to p now
into th u r s u e h im

RULEBOOK
e unkno
wn…

1
COMPONENTS
Cards
Map Noise cards: There are no pre-alarm
Not of this Earth! includes a number of new tiles with which Discar
QUICK, M
OVE! and post-alarm phases on the alien
world, so when on a mission there
d 2 ca
add rds

to build the game map. Most of these show a section of


to your or
total.

burrows or a nest. All tiles in Not of this Earth! consist of a Spaw


10
you’ll replace both normal noise
n

decks with a single new alien world


the da J from

single area.
rkness
It is At .
Ease.

NE001

noise deck.

12x Alien world


Noise cards

Other cards
r! Mission N1:
Take Me to Your Leade
Bad Medicine Portal Danger PORTAL COMBAT

NE013

6
# (See Not of this Earth! #
Rulebook, p. 17)

A Vril Acolyte - - 4 +4 3 4 ri ist r has r at a a o i a A OFFICER 4 1 +2 3 +2 3 4

meatshield’s
enemy unit
Heroes
against
7x Burrow corner 2x Burrow crossroads
Bodyguard / Relentless Dug In / Guard
hybrid army of Nazis and otherworldly

5 +3

area while it is a valid target.

effects.
B Zombie - 5 +3 6 horrors. With noone to lead it, this
B Soldier 4 2 +2 3 +2 4

with the meatshield keyword,


16

may not make ranged attacks


- 12
Meatshield / Relentless unnatural alliance will surely fall apart. Bodyguard / Dug In / Guard

MEATSHIELD
When an area contains an

RELENTLESS
other enemy units in the
C DIE KLEINEN 4 4 +2 * C Augen
-- 5 +3 5

This unit ignores


1 +2 8 No Hands / Pounce / Scuttle
8
Elusive / No Hands / Vril Acid

D Augen - 5 +3 5 D DIE KLEINEN 4 1 +2 4 +2 * 8

-
- 8 elusive / no hands / vril acid
No Hands / Pounce / Scuttle a th ri ist r a his tai at X .

-
Make the area Suspicious.
E DIE KLEINEN
Elusive / No Hands / 4 1 +2 4 +2 * 8 h th ri ist r is r o fro Z
E ALIEN HANDLER
--
Augen HANDLER / Encourage 3 +3 3 4
Overwhelm / Vril Acid
a a th ti o t
F Augen
No Hands / Pounce /
Scuttle / Overwhelm
- - 5 +3 5 8
tokens faceup in his area. F Alien Handler --
Die Kleinen Handler / Encourage 3 +3 3 4

G Augenmutter
3 wounds / Crush / No Hands / Pounce / Scuttle 8 8 1 G Elite Ubersoldaten
3 Wounds / Vril Acid5 2 +3 7 +4 7 2
A Hero must escape the map with
Y
10 3 +5 5 +3 6

Campaign missions: N3/N4


Zombie
H DIE AUSGEBURT
3 wounds / Psychic Blast / Psychic Shield 72 5 6 1
an Objective Complete token. H Vril Cannon Team
3 Wounds / chain-fIre / repulse
2

Bad Medicine
I Scientist
Coward / Xenobiologist - - - 2 4 X I Scientist --
Coward / Xenobiologist - 2 4
1 vril orb

J Shrieker See card 1 J Shrieker See card 1

Vrilmeister Doktor Kopff See card 1 NE039


NE030
NE037

8x RAID cards 17x Unit 4x Mission


cards cards

Environment tokens
1x Portal room 3x Burrow straight
The Not of this Earth! expansion features
20 Environment tokens, most of which will
make the alien world a far more challenging
experience.

5x Echo Chamber: Re-roll results in this


area.
5x Nest 6x Burrow junction

1x Entrance token - 1x Exit token 3x Loose Ground: Heroes that enter this
area are knocked down and roll .

Mission tracker
Not of this Earth! has a unique mission tracker for use 3x Alien Web: Heroes cannot use basic
when battling on the alien world. It is double-sided, and Move actions in this area.
each mission briefing tells you which side to use.

3x Alien Spore: Each Hero that ends their


turn in this area must take a defence test
against an attack of 5.

6x Tunnel Network: As an action, discard the


Tunnel Network token from the Hero’s area.
EITHER move the Hero to another discovered
1x Alien world tunnel network, OR move the round marker
mission tracker back 1 space on the mission tracker.
1x Round
marker

2
Item tokens Alien units
Many rules and items in Not of this Earth!
There are 19 items in the Not of this Earth! expansion, reference alien units. Alien units are coloured
representing various alien body parts that can be salvaged blue on RAID and mission Faction cards, and will drop
and turned against the enemy. alien Loot tokens.

ALIEN ITEMS The alien units in Not of this Earth! go by the


names of Die Kleinen, Die Ausgeburt, Augen
3x Adrenaline • • and the Augenmutter.
Remove a number of permanent wounds Alien loot
from a Hero in your area equal to the vril
die result.
Remove all permanent wounds from
MINIATURES
the target Hero. Not of this Earth! includes 34 new miniatures representing
the various threats you’ll encounter during the campaign
2x Spiked Chitin • and on RAID missions.
Add to unarmed melee attacks.

2x Psychic Brain Stem •


Target an adjacent area in the Hero’s line of
sight. It is .

6x Alien Heart • 1x Doktor Kopff


Use this item as part of a Ready Equipment 1x Portal
action to remove a .

3x Acid Sac •
The Hero’s melee weapon gains armour
piercing for the duration of the attack. 4X Alien
Handler
2x Alien Pheromones • 2x Elite
Target an adjacent area in the Hero’s line Übersoldaten
of sight. Inflict 1 wound on each alien unit
in that area. For each alien wounded,
inflict 1 wound on a non-alien enemy unit
in that area.
4x Vril
Acolyte
OBJECTIVE ITEMS
1x Alien Egg Objective •
A Hero with this token may exit the map
once the mission objective has been
1x Die Ausgeburt
completed. 8x Die Kleinen
(alien unit)
(alien unit)

8x Augen
(alien unit)
1x Augenmutter
(alien unit)
3
NEW KEYWORDS
Vril Acid: You cannot use items during defence tests
against this unit’s ranged attacks.

Pounce: When this unit moves into an area, any Heroes


in that area are knocked down.

Psychic Shield: This unit gains +4 defence against


ranged attacks.
2x Vril Cannon Team 1x Hugo Hander
X Handler: When spawning this unit, also spawn
1 (X) unit in the same area.

Psychic Blast: This ranged attack targets all Heroes


in the target area. This is a versatile attack.

Encourage: This unit adds its support value to


each attack by another unit in its area that has the no
hands keyword.

Elusive: This unit cannot be targeted while there is


an enemy unit without the elusive keyword in its area.
In addition, this unit can only be wounded by spending
a result.

Xenobiologist: Alien units on this unit’s tile gain +1


ranged attack/melee attack/support.
1x Shrieker

PLAYING WITH FEWER THAN 4 PLAYERS


The Reichbusters want their teammates alongside them on the alien world, just as they do in normal missions.
More than ever, in fact. However, they will try their best whatever the odds, and you can play Not of this Earth!
missions with fewer than 4 players.
When playing with 1-3 players, you have a choice. One option is to share out the four Heroes between the
players, with some controlling more than one. Simply take turns with each Hero (rather than each player)
in the normal way. There is no need for additional rules. Alternatively, you can play 1-3 player games with 1
Hero per player. With 3 players and 3 Heroes, everything functions as in a 4-player game. However, with 1-2
players taking 1 Hero each, there is an additional rule to help you:
If you are playing a mission using the Not of this Earth! tracker, place it on its “8 rounds” side. If you have not
completed the objective(s) before the round marker reaches the end of the mission tracker, you lose the game.
Once you have completed the objective, finish the current round as normal. Then, instead of advancing the
round marker, flip the mission tracker to its “6 rounds” side and place the round marker on the first “round”
space. If you have not escaped the alien world before the round marker reaches the end of the mission
tracker, you lose the game.
During the game, at the start of the end-of-round phase, 1 Hero may take a basic move action. This extra free
action is subject to the normal rules, but does not count as part of the player’s turn (so they may not play
additional cards, the action will not end ongoing Action card effects, etc.).

4
THE ALIEN WORLD A token is flipped back to its spawn side when the
following two conditions are met:
Once through the portal, the Reichbusters find themselves • The Heroes no longer have the in line of sight.
in a strange alien world. This complex network of burrows • There are no enemies in the area containing the token.
and nests is unlike the castle in many ways, and requires
some new rules to reflect this. Whenever a is flipped back to its Spawn side, make the
area Suspicious. Tokens can change back and forth
Setting up to play multiple times over the course of a game, and can spawn
more than one group of enemy units. In addition, Heroes
When setting up either a RAID or a campaign mission, never place tokens when they move onto an alien
replace the normal Reichbusters mission tracker with the world tile that does not contain any enemy units.
Not of this Earth! alien world mission tracker. Also replace Areas never count as cleared.
both the pre-alarm and post-alarm noise decks with the
Brick moves from N11a to
alien world noise deck. N2a N23b.
Flip the token in N2a to
The alien world mission tracker show its Spawn side, as the
Aliens don’t have alarms, so there is no distinction between tile is no longer in Brick’s
pre-alarm and post-alarm gameplay on their world. While line of sight and contains no
on the alien world, use the normal rules for pre-alarm enemy units. Make this tile
play, with one exception: and are treated as in post- Suspicious.
alarm play. As normal, if the round marker reaches the end
of the mission tracker before the Heroes complete their N11a N23b
mission, the Heroes lose.

Line of sight
The Reichbusters only carry small tactical flashlights, and
their light does not penetrate far into the gloom of the
alien tunnels. For this reason, line of sight is limited to the
Hero’s or unit’s own area and all adjacent areas that are
not separated by impassable walls. An area that is not in Do not flip the token in N11a, because it is still in
line of sight of any Hero is considered to be in darkness. Brick’s line of sight.

Clearing areas and spawning enemies Environment tokens


Do not place as you would normally. Instead, when you At the start of each mission, shuffle the Environment
spawn enemy units from a Spawn token, flip the token to tokens, facedown, and place one in each area indicated on
show its Cleared side. This means that some areas may the mission map. The rest of the tokens will not be used
have multiple tokens on them, while other areas in this mission. When a Hero first moves into line of sight
through which Heroes pass have none. of an Environment token, flip the token over and apply its
effects to the area it is in.

5
The Alien Portal
The alien portal is an extremely
volatile piece of equipment, and
cannot be used without harnessing
the awesome power of vril.

When you place the alien portal, place


a on it. The alien portal cannot be used as an exit until
all on it have been removed.

Claudine has an
Environment
RAID missions
token in her line of Not of this Earth! introduces some new RAID cards to the
sight, causing it to core Reichbusters experience: 2 new factions, 3 new maps,
be flipped over and and 3 new objectives. These RAID cards are intended to
activating its effect. be used together to generate new missions on the alien
world. Set up a RAID in the normal manner by drawing 1
Map card, 1 Objective card and 1 Faction card from the
Not of this Earth! expansion.
Enemy patrols
As there are no doors, and areas cannot be cleared, patrols Campaign missions
in Not of this Earth! have different rules governing where The Not of this Earth! campaign missions are woven into
they appear. When a Noise card states that an enemy the core Reichbusters campaign. Missions N1-N4 take
‘spawns from the darkness’, place the new unit in the area place immediately after Mission 3: Did Nazi That Coming.
nearest to the triggering Hero that is also adjacent to an When setting up to play a campaign mission remove card
area in darkness. NE007 from the alien world noise deck.
Claudine triggers an enemy patrol, which emerges
from the darkness and appears in the area nearest to DESIGNER’S NOTE
Claudine, who has a line of sight to the unit.
The Not of this Earth! RAID cards have been
designed to work together to provide balanced
RAID missions on the alien world.
In terms of rules, there is nothing stopping you
from mixing them together with the RAID cards
from the core box. However, doing so poses a
few problems from a thematic perspective, and
some combinations may also result in rather
unbalanced games. Some missions will work fine,
but others might end up with enemy units able
Enemy spawns
to move through closed doors despite having no
hands, or there might be an alien world with
no alien units! It could also lead to failed
spawns, due to the way that level 2 spawning
is handled in the alien world. At the end of
the day, if you’re OK with this sort of random
oddity then you’ve got a bunch more options to
experiment with!

As Brick has a line of sight to this area, it is not


considered to be in darkness. As a result, the
enemy patrol cannot appear from this area.

6
Inform
a
High C tion classifi
omma ed by o
nd rder of

Sir,
In light of the images received, it is my
recommendation that the investigation into
Castle Wewelsburg be moved forward. The
emergence of these... creatures cannot be a
coincidence. We need everyone in on this one.
Operation Fidget is a Go.

7
ISSI O N N 1 : Mission N1: PORTAL COMBAT

M O M BAT
#

LC
A OFFICER 4 1 +2 3 +2 3 4

PORTA
Dug In / Guard

B Soldier 4 2 +2
Bodyguard / Dug In / Guard 3 +2 4 16

op
C Augen
--
No Hands / Pounce / Scuttle 5 +3 5 8
Blue units dr
s.
Alien lo ot it em
D DIE KLEINEN 4 1 +2
elusive / no hands / vril acid 4 +2 * 8

As you were on the point of making your escape,


E ALIEN HANDLER
--
Augen HANDLER / Encourage 3 +3 3 4

you spotted the hidden doorway. Kopff must have F Alien Handler --
Die Kleinen Handler / Encourage 3 +3 3 4
fled through it! While keeping Professor Markam
safe remains the priority, there’s a window of G Elite Ubersoldaten
3 Wounds / Vril Acid5 2 +3 7 +4 7 2
opportunity to send a team after the Doktor.
Push on into the bunkers beneath the castle and H Vril Cannon Team
10 3 +5
3 Wounds / chain-fIre / repulse 5 +3 6 2
bring him down: his knowledge is too dangerous
to let him escape! I Scientist --
Coward / Xenobiologist - 2 4

J Shrieker See card 1

MISSION OBJECTIVES
NE030
A Hero must enter the portal with the Dossier
Objective token.

SPECIAL RULES
Place the facedown Dossier Objective token and a faceup vril orb in the objective
area. Only Heroes that are available before Mission 4: Altaring the Status Quo
may be chosen for this mission.

MISSION COMPLETE
The dossier you found mentioned the creation of some kind
of “portal”. Gathering up the documents and the orb, your
team pushed on until you found such a device, now dormant.
Clearly, the Doktor escaped through the so-called portal
to wherever those creatures came from.
A Reichbuster never backs down from a challenge, so you
power up the device and prepare to give chase.

8
MISSION SETUP Portal Combat

6b 2b 5b
N1b

EXIT

10b
25b 13b

11b
12b

14b

9b

9
O N N 2 : Mission N2: A WHOLE NEW WORLD

MISSI EW WORLD
#

A OFFICER 4 1 +2 3 +2 3 4

E N
Dug In / Guard

AW H O L B Soldier 4 2 +2
Bodyguard / Dug In / Guard 3 +2 4 16

C Augen --
No Hands / Pounce / Scuttle 5 +3 5 8

If stepping into the portal was weird, stepping D DIE KLEINEN 4 1 +2


elusive / no hands / vril acid 4 +2 * 8
out of it was downright bizarre. As the portal
powered down, your team was mesmerised by the E ALIEN HANDLER
--
Augen HANDLER / Encourage 3 +3 3 4
dark tunnels and eerie silence of this strange
new environment. The fresh bodies lying nearby F Alien Handler --
Die Kleinen Handler / Encourage 3 +3 3 4
tell you that the enemy definitely passed this
way, though. Even with Doktor Kopff nowhere in G Elite Ubersoldaten
3 Wounds / Vril Acid5 2 +3 7 +4 7 2
sight, it’s safe to assume that he did this.
His evil handiwork is instantly recognisable. H Vril Cannon Team
10 3 +5
3 Wounds / chain-fIre / repulse 5 +3 6 2
No time to ponder, though. Best push on and find
out what the hell is going on here. I Scientist --
Coward / Xenobiologist - 2 4

J Shrieker See card 1

MISSION OBJECTIVES Vrilmeister Hugo Hander See card 1


A Hero must exit the map with the Dossier NE031

Objective token.

SPECIAL RULES
Shuffle card NE007 back into the alien world noise deck for this mission.
Shuffle together the Dossier Objective token and 2 False Objective tokens. Place
1 facedown at each location shown on the map. Place the Exit token as indicated.

MISSION COMPLETE
The dossier you found explains what’s going on
here. These otherworldly caverns are inhabited
by creatures that use vril as easily as we
breathe. Although one of the Vrilmeisters wants
to harvest the aliens for weapons, Doktor Kopff
seeks to study them further, regarding them
as a superior lifeform. That won’t go down
well with Nazi High Command! The dossier also
mentions Kopff’s proposal to create a hybrid of
both species, though his experiments seem to
have been denied. Thank goodness! Mind you,
with his back against the wall, you need to
find Kopff now, before he does something crazy.

10
MISSION SETUP A Whole New World

N19b N10b N11a N2b

N15b N3b N16b N20b

EXIT

N21b N4b N23b N5b

N6b N7a N1a N22b

ENTRANCE

11
O N N 3 :
MISSI
Mission N3: KOPFF DROPS
#

D R O P S
PFF
A Vril Acolyte -- 4 +4 3 4

KO
Bodyguard / Relentless

B Zombie
Meatshield / Relentless -- 5 +3 6 12

C DIE KLEINEN
Elusive / No Hands / Vril Acid 4 1 +2 4 +2 * 8

The darkness is overwhelming as you follow D Augen


No Hands / Pounce / Scuttle -- 5 +3 5 8
Doktor Kopff deeper into the tunnels. Evidence
of the Nazi “invasion” gradually gives way to E DIE KLEINEN
Elusive / No Hands / 4 1 +2 4 +2 * 8
Vril Acid / Overwhelm
even more signs of alien brutality. Corpses
litter the ground as you approach a large F Augen
No Hands / Overwhelm / -- 5 +3 5 8
Pounce / Scuttle
tangle of tunnels, and in the distance you
can hear Kopff’s maniacal laughter. Ready your G Augenmutter
3 wounds / Crush / No Hands / Pounce / Scuttle 8 8 1
weapons, Reichbusters:
it’s Payback Time! H DIE AUSGEBURT
3 wounds / Psychic Blast /
Psychic Shield
72 - 6 1

I Scientist
Coward / Xenobiologist - - - 2 4

MISSION OBJECTIVES J Shrieker See card 1


At least one Hero must exit the map with an
Objective Complete token. Vrilmeister Doktor Kopff See card 1
NE032

SPECIAL RULES
Place Doktor Kopff and his detail in the objective area
(N19b). Make the area Suspicious. When Doktor Kopff is
removed from play, replace him with 4 faceup Objective
Complete tokens in his area. A Hero that can draw line
of sight to an Objective Complete token may add it to an
item slot on their dashboard.

MISSION COMPLETE
With whatever the Doktor transformed into now
eradicated, the aliens around him are already
descending into confusion. You should get moving now,
before they rally and set about putting your team
in the ground too. Unfortunately, they’ve already
blocked off the way you came in, so you’ll need to
blaze a new trail back to the portal, and quickly!

12
MISSION SETUP Kopff Drops

N19b N10b N20b N15a EXIT

N2a N11a N3a N16b

N4a N12b N23b N5a

N17b N6a N7b N21a

ENTRANCE

13
O N N 4 :
MISSI
Mission N4: A NESTY BUSINESS

E S S
#

S I N
ST Y BU
A Vril Acolyte -- 4 +4 3 4

A NE
Bodyguard / Relentless

B Zombie
Meatshield / Relentless -- 5 +3 6 12

C DIE KLEINEN
Elusive / No Hands / Vril Acid 4 1 +2 4 +2 * 8

The aliens are going crazy, swarming through


the tunnels and attacking everything in
D Augen
No Hands / Pounce / Scuttle -- 5 +3 5 8

sight. You’ve managed to find your way back to DIE KLEINEN


the main tunnels, but in the confusion and
E Elusive / No Hands /
Overwhelm / Vril Acid
4 1 +2 4 +2 * 8

darkness you have no idea where the portal


F Augen
No Hands / Overwhelm / -- 5 +3 5 8
is, and time is quickly running out. To make Pounce / Scuttle

matters worse, the portal has probably gone


dormant, so you’d best find a way to bring it
G Augenmutter
3 wounds / Crush / No Hands / Pounce / Scuttle 8 8 1

back online and get out of there before you H DIE AUSGEBURT
3 wounds / Psychic Blast / 72 - 6 1
end up as an alien’s lunch! Psychic Shield

I Scientist
Coward / Xenobiologist - - - 2 4

MISSION OBJECTIVES J Shrieker See card 1

At least one Hero must escape through the


alien portal. No Objective token is required
in order to exit the map.

SPECIAL RULES
Place the portal on the exit (N1a),
and place an additional on it
(making a total of 2).

MISSION COMPLETE
Not only did you get the portal up and running before you were
overwhelmed, some quick thinking allowed you to overload the
device, ensuring that it would explode once you were through.

Seconds after you arrived back in Castle Wewelsburg, the


portal blew apart, shutting down the Vrilmeister’s operation
in the alien world for now. As the Nazi forces scramble
to deal with the explosion, your team have enough of a
distraction to slip out unseen. Good job, Reichbusters! Very
good job indeed.

Continue your campaign with Mission 4: Altaring the Status Quo.

14
MISSION SETUP A Nesty Business

N2a

ENTRANCE

N19a N3a N20a N10b

N4b N23a N5a N15b

N11b N12a N6b N13b

N1a
N21a N22a
EXIT

15
16
RAID SETUP Portal Danger

N2b N10a N11b N3a

N19b N14a N24b N4b

N5a N6b N12a N7a

N1a N8a N13b N20a

Y
ENTRANCE
EXIT

N21a N22b

17
RAID SETUP Out of This World

N2a N15a N3b

N19a N11b N1a N12b

ENTRANCE

EXIT

N4a N13a N20b N16b

N14a N23a N24b N5a

N21b N6a N10b N22a

X Y

18
RAID SETUP Alienated

N2a N15a N10a N19a

N16b N20b N11b

N21b N1a N23b N3b

Y
ENTRANCE

EXIT

N22a N4b N12b N13a

N5a N14b N17a N6a

19
REFERENCE

5x Echo Chamber: Re-roll results in 3x Alien Spore: Each Hero that ends
ENVIRONMENT TOKENS

this area. their turn in this area must take a


defence test against an attack of 5.

3x Loose Ground: Heroes that enter 6x Tunnel Network: As an action,


this area are knocked down and roll . discard the Tunnel Network token from
the Hero’s area. EITHER move the Hero
to another discovered tunnel network,
3x Alien Web: Heroes cannot use basic OR move the round marker back 1 space
Move actions in this area. on the mission tracker.

3x Adrenaline • • 3x Acid Sac •


Remove a number of permanent wounds The Hero’s melee weapon gains armour
from a Hero in your area equal to the vril piercing for the duration of this attack.
die result.
Remove all permanent wounds
2x Alien Pheromones •
from the target Hero.
Target an adjacent area in the Hero’s line
of sight. Inflict 1 wound on each alien unit
2x Spiked Chitin • in that area. For each alien wounded,
ITEMS

Add to unarmed melee attacks. inflict a wound on a non-alien enemy unit


in that area.

2x Psychic Brain Stem • 1x Alien Egg Objective •


Target an adjacent area in the Hero’s line A Hero with this token may exit the map
of sight. It is . once the mission objective has been
completed.
6x Alien Heart •
Use this item as part of a Ready
Equipment action to remove a .

Vril Acid: You cannot use items during defence Encourage: This unit adds its support value to
tests against this unit’s ranged attacks. each attack by another unit in its area that has the no
hands keyword.
Pounce: When this unit moves into an area, any
Heroes in that area are knocked down. Elusive: This unit cannot be targeted while there
KEYWORDS

is an enemy unit without the elusive keyword in its


Psychic Shield: This unit gains +4 defence area. In addition, this unit can only be wounded by
against ranged attacks. spending a result.

X Handler: When spawning this unit, also spawn Xenobiologist: Alien units on this unit’s tile gain
1 (X) unit in the same area. +1 ranged attack/melee attack/support.

Psychic Blast: This ranged attack targets all


Heroes in the target area. This is a versatile attack.

20

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