





| Terrain Type | Protection | Blocking? |
| Open | Open | No |
| Scrub | Cover | No |
| Rubble | Cover | No |
| Trees | Buildings | Yes |
| Rocks | Buildings | Yes |
| Building | Building | Yes |
| Wall | Cover | Yes |
| Wooden Fence | Cover | Yes |
| Wire fence | Open | No |
| River | Open | No |
| Vehicle | Cover | No |



MiB
usually operate in pairs; each pair is a group. They move 8 inches. They cannot link fire.
Each time a group shoots it rolls a D6 to see how many actual D6 to
roll when it shoots, this score is for each operative in the group.
MiB's firepower will be weak at the beginning until they know what
they’re up against.
The first time an alien species is
killed the MiB player gets the miniature to study. The MiB player
doesn't need to get an operative next to the dead alien or anything,
getting the miniature is automatic. Each action spent studying lets
the MiB player roll 1D6 for each group on the table. A 6
is a success and adds 1D6 to each initial shooting roll. This success is
only available once per different alien.
When fighting Spugs for
instance there are three alien races, Spugs, Mites and Burrowers so
three successes are possible during the game giving a total fire
power of 4D6 x D6 (a possible 24D6) for shooting.
Normally however, there will only be a single upgrade available,
allowing a possible 2D6 x D6 shooting dice per operative.
MiB
are protected by alien devices and require 3 more than what is
normally needed to kill a human.
Open-9, Cover-12, Building- 15.
MiB Clean Up teams arrive with heavy weapons
when a Special Event card is drawn.
Clean Up teams operate in two sections of five men comprising a leader, four troopers and a light support weapon. Each man rolls D6 equal to the current
successes +1 for shooting. This is because they’ve been
deployed from HQ equipped with the current ‘best intel’ weapons
for the job. Therefore, if only one success has been made before they
arrive each man will roll 2D6 per shot. The heavy weapons in
each squad get an additional D6 to this. Clean Up sections can
link fire and both sections get an action per action drawn. This means that one section can shoot and the other move as a single action, or both could shoot at the same or different targets etc.
Deployed Clean Up teams do not add to subsequent study
rolls nor do they reap any benefit from them.
In addition to any scenario specific victory conditions, the MIB can claim a victory once they have made a
success roll for every alien species present.

Spugs operate in squads of varying sizes, usually with Mites and/or Burrower Worms attached.
Spugs are very quick and move 16 inches as an action. Spugs can also jump vertically up to 8 inches as a move (there must be a platform to land on). Mites move 24 inches over any surface including vertical ones. Burrowers cannot move on the surface.
Spugs and Mites are unaffected by terrain except soft going like water or marsh which they can’t cross at all unless the Spugs can jump it, ie it is less than 8 inches across.
Spugs roll 1D6 per weapon and can link fire. Heavy weapon rolls 4D6
Mites roll 2D6 in close combat only but may be exploded by their Controller as an action for a 6 inch radius blast effect of 4D6, any other mites caught in an explosion will blow up also and this damage will be linked to the previous damage. If the controller is killed the mites can do nothing except charge towards the nearest enemy (regardless of LOS) and attempt to melee them. Each time a Triple Action card is drawn for the Spugs, one action MUST be used to move uncontrolled Mites if there are any. They can be moved with actions as normal too of course. A Controller can direct the mites to a target he can see without having to see their path to it so the mites can be sent on flanking moves etc.
Spugs are tough and require the following scores to kill:
Open- 9, Cover- 12, Building- 15.
Mites require the same as humans:
Open- 6, Cover- 9, Building- 12. Mites do not explode when shot or killed, they must be detonated by a Controller.
Burrowers are armoured and require 30 in order to kill them regardless of terrain.
Burrowers spend 1 action to tunnel down, 1 to tunnel anywhere on the table and 1 to surface. Accompanying Spug squads are carried down and along for free but require an action to deploy on the surface. Burrowers may be moved independently to rendezvous with their squad if it has moved away. Place a Spug hole at burrow points. Surfacing at an existing Spug hole does not require an action for the Worm but still requires a deployment action for the accompanying Spugs. Burrowing down always requires an action.
Spugs do not fall back after close combat, they fight to the death. Combat with Spugs that does not result in their extinction will be continued and resolved on the next appropriate card draw.
An opponent of the Spugs may take an action with a whole group to close a hole.
Spugs should start with a total of three holes per squad, 2 per squad deployed and the rest to build as needed.
Burrowers can attack in melee if they appear next to a group of enemies. They roll 6D6.