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.
Humans (and others) in the sewers.
If you want to let humans and other non-burrowing races move underground then they can do so by by descending (1 Action) Moving (1 Action) and surfacing (2 Actions)- this keeps them from scooting round the board because they'll have to wait to get back up again, it also makes it dangerous, - Every time theres a Special Event card drawn underground groups meet in a sudden melee, resolved there and then. After the melee, losers surface at a point of their choosing. Unlike in a normal melee, underground dwelling factions like Spugs will attack first and resolve their damage before any other factions get to roll their attacks.
You will need either a sewer system denoted by manhole covers on the board or a Spug tunnel system for this option.