# Level 7 [Omega Protocol]: Extreme Prejudice ## General Info - **Year Published**: 2016 - **BGG Rating**: 8.1 - **BGG Rank**: — - **Players**: 2-6 (Best with: 5) - **Duration**: — - **Weight**: 2.80 / 5 - **Designers**: Will Schoonover - **Publishers**: Privateer Press - **Categories**: Expansion for Base-game, Fighting, Horror, Miniatures, Science Fiction - **Mechanics**: Action Points, Dice Rolling, Modular Board, Team-Based Game, Variable Player Powers ## Verdict If you're a fan of Level 7 [Omega Protocol] and want more tactical action, 'Extreme Prejudice' is the right pick! This expansion brings new challenges and characters that will keep you glued to the table.More scenarios and enemiesNew playable commandosIncreases tactical tensionExpands the game's universeRequires the base gameModerate language dependencyHIGHLY RECOMMENDED ## Description The mess continues in Level 7 [Omega Protocol] with the 'Extreme Prejudice' expansion! If you thought the Agency had wrapped everything up after the smoldering crater of Subterra Bravo, think again. Dr. Cronos is on the loose and up to no good in Russia, mixing Ghin technology with bizarre experiments. A new elite team, codenamed Tin Man, has been dispatched to hunt him down, but the path is more dangerous than it seems. They'll have to face Cronos's Spetsnaz army and deal with a genetically engineered nightmare that's truly terrifying. The good news? Tin Man isn't unarmed: he comes with a powerful mech suit and an unexpected ally, Thoth, a Ghin scientist with psychotronic powers and a deadly hatred for Cronos. 'Extreme Prejudice' supercharges the base game with five new scenarios, three brand-new enemy types, and two new commandos for you to control. Get ready for more tactical miniature combat, where every decision counts and the adrenaline flows freely. It's a chance to dive even deeper into this sci-fi and horror universe, with the semi-cooperative tension we already know and love. If you enjoy a tactical challenge with an engaging story and awesome miniatures, this expansion is for you! Remember that it's an expansion, so you need the base game to play. ## How to Play Game Objective In LEVEL 7 [OMEGA PROTOCOL]: Extreme Prejudice, players are immersed in the ongoing and desperate struggle between the forces of the United States government and Dr. Cronos. The story follows the Tin Man team as they track the Ghin leader to his hideout after the destruction of Subterra Bravo. Players can take on the role of Commandos infiltrating a Russian base or Dr. Cronos attempting to thwart them. Both sides bring new and dangerous weapons to the battle. The overall objective of the Commandos is to capture Dr. Cronos and recover the remaining alien technology in his possession. The game features several missions with specific victory conditions: Mission 1: Getting Over the Rainbow: The Commandos win if more than half of them exit through the A-Lift Objective Tile. Mission 2: The Thing Behind the Curtain: The Commandos win if two Objective Tokens are placed on the Control Panels. Mission 3: Horse of a Different Color: The Commandos win if they kill both Wardens and both Handlers. Mission 4: It's a Twister!: The Commandos win if more than half of the team exits the map. Mission 5: The Falling House: The Commandos win if they kill Dr. Cronos. The Overseer (player controlling the enemies) wins if: Mission 1: Getting Over the Rainbow: Kill at least half of the Commandos. Mission 2: The Thing Behind the Curtain: Kill more than half of the Commandos. Mission 3: Horse of a Different Color: Kill all Commandos. Mission 4: It's a Twister!: Kill at least half of the Commandos. Mission 5: The Falling House: Kill all Commandos or if the game ends before Cronos is killed. Setup Game setup varies by mission, but some general rules and components are consistent: Expansion Components: All components in this expansion are marked with the icon to distinguish them from base game components. Investigate Cards: Shuffle the new Investigate Cards into the Investigate deck. Kit Cards: Add the new Kit Cards to the appropriate decks. Enemy Stat Cards: When assembling the reserves for a mission that calls for a base game enemy, the Overseer may choose to use either the original card or the alternate card. Unused Stat Cards are returned to the box before the game begins. Alternate Doors: The expansion includes three new Door Markers: Wrecked, Encrypted, and Electrified. Each shares an icon with a base game door. During setup, the Overseer may replace one of the listed Door Markers with an Alternate Door Marker that shares the same icon. Unused doors are returned to the box. Alternate Overseer Panel Pieces: The expansion introduces new standard pieces for the Overseer Panel, as well as an alternate piece called Explosion, which can replace a Cave In piece in any mission. When assembling the Overseer Panel for a mission, the Overseer may swap any listed piece for its alternate piece. The unused piece is returned to the box. Kit Point Difficulty Adjustments (Optional): For a greater challenge with larger squads, Commando players may use the following Kit Card point totals when building their characters: Three Commandos: 6 Kit Points each. Four Commandos: 5 Kit Points each. Five Commandos: 4 Kit Points each. Mission 1 Setup: Getting Over the Rainbow Build the map according to the EP Mission 1 Setup diagram. Overseer Panel: Build the panel with the following pieces: Accelerated Response, Cave In, Charge, Clone Flankers, Dodge, Frenzy, Guard Patrol, Hasten, Surprise Attack. Door Markers: This mission uses Passkey A, B, and C doors. Three Passkey Zones are marked on the map. Passkey doors must be placed in these zones, and only one Passkey door can be used in each zone. In addition to the Passkey doors, the Overseer has access to one Locked, one Jammed, and one Short Circuit door. Minimum Energy Pool: The number of Commandos times two. Room Stacks: Make the following eight room stacks: Guard Station, Clear Armed Response, Vent Hunting Party, Corrosive Gas Flanking Party, Rubble Faulty Intel, Flanking Party Armed Response, Clear Corrosive Gas, Clone Nest Armed Response, EMI Place one room stack in each room except the Commandos' starting room and the A-Lift room. Reserves: 8 Rogue Clones, 10 Guards, 1 Fear Hunter. Mission 2 Setup: The Thing Behind the Curtain Build the map according to the EP Mission 2 Setup diagram. Overseer Panel: Build the panel with the following pieces: Accelerated Response, Blaster, Charge, Clone Flankers, Clone Reinforcements, Dodge, Fear Hunter, Frenzy, Guard Patrol, Hasten, Surprise Attack. Door Markers: Two Locked, two Jammed, and two Short Circuit. Minimum Energy Pool: The number of Commandos times two. Room Stacks: Make the following eight room stacks: Hunting Party, Vent Gunnery Team, EMI Brute, Warden Guard Station, EMI Armed Response, Vent Clone Nest, EMI Corrosive Gas, EMI Handler, Reject This mission uses two Control Panel Objective Tiles. For the four room stacks that go into rooms with Objective Zones, add a Clear card, a Brute card, or one of the Control Panel Objective Cards. Place one room stack in each room except the Commandos' starting room. Reserves: 8 Rogue Clones, 6 Warrior Clones, 10 Guards, 3 Fear Hunters, 2 Blasters, 1 Reject, 2 Brutes, 1 Handler, 1 Warden. Place an EMI Marker on Tile 1B. Mission 3 Setup: Horse of a Different Color Build the map according to the EP Mission 3 Setup diagram. Overseer Panel: Build the panel with the following pieces: Accelerated Response, Blaster, Brute, Charge, Clone Flankers, Clone Reinforcements, Dodge, Fear Hunter, Frenzy, Guard Patrol, Hasten, Surprise Attack. Door Markers: Two Locked, two Jammed, and two Short Circuit. Minimum Energy Pool: The number of Commandos times two. Room Stacks: Make the following eight room stacks: Warden, Fire Team Warden, Vanguard Handler, Flanking Party Handler, Brute Armed Response, Faulty Intel Guard Station, Gunnery Team Brute, Vent Fear Hunter, Clone Nest Place one room stack in each room except the Commandos' starting room. Reserves: 10 Rogue Clones, 8 Warrior Clones, 10 Guards, 3 Fear Hunters, 2 Blasters, 2 Brutes, 2 Handlers, 2 Wardens. Mission 4 Setup: It's a Twister! Build the map according to the EP Mission 4 Setup diagram. Overseer Panel: Build the panel with the following pieces: Accelerated Response, Blaster, Brute, Cave In, Charge, Clone Flankers, Clone Reinforcements, Dodge, Fear Hunter, Frenzy, Hasten, Reject, Surprise Attack. Door Markers: Shuffle one Jammed, one Locked, and one Short Circuit door marker and draw two. Then, use unlocked door markers for the remaining doors. Minimum Energy Pool: The number of Commandos times two. Room Stacks: Make the following six room stacks: Gunnery Team, Rubble Hunting Party, Rubble Armed Response, Fire Team Brute, Guard Station Warden, Armed Response Corrosive Gas, Recon Patrol Place one room stack in each room except the Commandos' starting room. Reserves: 10 Rogue Clones, 8 Warrior Clones, 10 Guards, 3 Fear Hunters, 2 Blasters, 4 Rejects, 2 Brutes. Mission 5 Setup: The Falling House Build the map according to the EP Mission 5 Setup diagram. Overseer Panel: Build the panel with the following pieces: Accelerated Response, Blaster, Brute, Cave In, Charge, Clone Flankers, Dodge, Fear Hunter, Frenzy, Hasten, Reject, Surprise Attack. Door Markers: Door markers are not used in this mission. Minimum Energy Pool: The number of Commandos times three. Room Stacks: Make the following five room stacks: Armed Response, Recon Patrol, Blaster Armed Response, Vanguard, Brute Flanking Party, Recon Patrol, Fear Hunter Vanguard, Fire Team, Brute Reject, Reject, Reject Add a Handler, a Warden, or the Dr. Cronos card to each room stack. There are no rooms in this mission. Place the room stacks near the panel instead of on the map. Reserves: 10 Rogue Clones, 8 Warrior Clones, 6 Guards, 3 Fear Hunters, 2 Blasters, 4 Rejects, 2 Brutes, 2 Handlers, 2 Wardens. Game Flow Refer to the manual for details on this section. Actions and How to Play The game introduces new rules that permanently modify the rules of the LEVEL 7 [OMEGA PROTOCOL] base game. Combined Move The Combined Move rule modifies the standard movement action rules for Commandos. Instead of performing a single move as an action, a Commando can make a Combined Move. When taking a Combined Move action, a Commando performs any number of movement actions together as a single action. The Adrenaline cost for a Combined Move action is equal to the total cost of the individual movement actions it includes. Move Tokens and Exhaustion The new Move Tokens are used to track each Commando's exhaustion level—the loss of energy and fatigue experienced during a turn as a result of exertion. Each Commando begins the mission with three Move Tokens. Each time a Commando performs a movement action, one of their Move Tokens is flipped from the blue side to the red side. As long as a Commando has a blue Move Token available to flip, the movement action has the normal Adrenaline cost. Once all of a Commando's Move Tokens have been flipped to the red side, a movement action costs the Commando an additional Adrenaline. Commando abilities that grant free movement actions reduce the cost of movement actions by one, to a minimum of zero. When performing movement actions that cost zero Adrenaline, a Commando must still flip a Move Token from the blue side to the red side. During the Timer Phase of each round, all red-side-up Move Tokens are flipped to the blue side. Figure Sizes For clarity, Extreme Prejudice introduces names for figure sizes: Figures with one-space sized bases are referred to as Small Figures. Figures with four-space sized square bases are Large Figures. Large Figures and Squeezing A Large Figure can squeeze through a small space between walls. The first time part of its base moves into a wall space, it uses one additional movement point. Mission 1 Gameplay: Getting Over the Rainbow ## FAQ ### Do I need the base game Level 7 [Omega Protocol] to play this expansion? Yes, absolutely! 'Extreme Prejudice' is an expansion and requires all components of the base game Level 7 [Omega Protocol] to be played. ### How many players can participate in this expansion? Just like the base game, 'Extreme Prejudice' is for 2 to 6 players. ### Does the game get harder with this expansion? The expansion adds new scenarios and enemies that can increase the challenge, but the overall difficulty depends on the chosen scenario and the players' skill. ### What are the main new components included in the expansion? The expansion includes five new scenarios, three brand-new enemy types (including a genetically engineered nightmare), and two new playable commandos (Tin Man and Thoth). ### Does the expansion add new mechanics to the game? No, it focuses on expanding the base game experience with more content (scenarios, characters, enemies), while keeping the existing mechanics. ### Is there a lot of language dependency in the game? Yes, Ludopedia indicates moderate language dependency, so having translated cards or a reference sheet is recommended. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 48.88 (https://boardgameprices.com/item/go?source=A&storeitemid=6914237&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 49.40 (https://boardgameprices.com/item/go?source=A&storeitemid=1661829&utm_source=boardgamesbot.com) - **BoardGamePrices.com**: $ 54.99 (https://boardgameprices.com/item/go?source=A&storeitemid=4916314&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/17565/level-7-omega-protocol-extreme-prejudice?utm_source=boardgamesbot.com