Map:
There are different terrain features represented on the map – Rough, Forest, Buildings, Road, Lava Flow, and Wormhole – each of which has some effect(s) on gameplay. These features are each explained in detail in the appropriate rules section.
Counters:
There are counters representing Unified Space Alliance squads and Kay’otz units.
Unified Space Alliance (USA) units are collectively known as “Marine” units in the rules. Each Marine unit has one of the following distinct types listed on the top of the counter – Marine Squad, Scout, Special Ops, Heavy Weapons, HQ or Logistics. Each unit has its Movement Points (MPs) shown in an arrow in the top right of the counter, its Combat Factor (CF) in the bottom left, and its Defense Number (DN) in the bottom right. The front of all Marine units shows the unit with full ammunition allowance, and the back indicates a unit that has run out of ammo (indicated with its CF in a red circle) for its main weapon.
Kay’otz units (also called “alien” units in these rules) have an ID number in the top right corner of their counters with their CF in the bottom left and their DN in the bottom right (alien units always start with a DN of “3” or “4”, which may change after they are hit but not destroyed, represented by the “?”). The front of the counter shows the unit “Active” and the back is when it is “Dormant”.
Special Note – Alien Monolith: The alien Monolith unit may never move once placed on the map. The Monolith unit cannot conduct Combat nor may it be targeted or otherwise damaged.

Chits and markers are explained in greater detail in the relevant section of the rules. Kay’otz Activation Cards are drawn from a menu selection and determine what the alien units will do this turn. Kay’otz Mission Goal Cards are drawn randomly either during the game (to eliminate them) or at the end of the game (to determine possible alien victory).




