ALIEN QUEEN BRAIN
INTRODUCTION
Scenario for WarpQuest. By Zak!
Click here for the WarpQuest Core Rules.
The players control a squad of space Marines in charge of freeing a
command post overrun by alien forces.
Module 1 represents the travel from the drop zone to the command post.
Module 2 represents the the command post interior.
The Artifact is the Alien Queen brain (the R&D need to study it).
THE PARTY
Each party consists of 6 marines: 1 Leader, 1 sergeant, 4 soldiers.
The Leader has 4 skills: pick Morale plus 3 random determined skills.
The sergeant has 3 skills: pick Short or Long Range Combat plus 2
randomly determined skills.
Soldiers have 2 skills each.
You start with 3 Hand Grenades (Aid: Short Range Combat)
SKILL LIST TABLE
Every marine roll eight sided dice to determine his skills.
1D8 Skill:
1 Short Range Combat +1
2 Long Range Combat +1
3 Xeno-biology
4 Computer
5 Mechanics
6 Ground Navigation
7 Morale
8 Pick any one skill
SPECIAL RULES
When the first team reaches space 30 do not draw a card from the second
deck: instead, play the special Alien Queen card.
Any other team that will move to space 30 later will draw a card as usual.
MODULE 1 CARDS: From the drop zone to the Command Center
Card Name: Notes:
Armored Car Mechanics & Computer: If successful move forward 1D6 spaces
Survived Civilian Morale x 2: If successful move forward 1D6 spaces
Interrupted Road Ground Navigation: If failed miss next turn
Collapsed buildings Ground Navigation x 2: If failed miss next turn
Heavy Vegetation Ground Navigation x 2: If failed miss next turn
Minefield Ground Navigation & Computer
Alien trap Xeno-biology x 2
Alien spores Xeno-biology x 2
Slaughtered Marines Morale x 2
Lost Command CommLink Computer x 2: If failed miss next turn
Small xenoform Long Range Combat x 2
XenoMonster Short Range Combat
Alien ambush Short Range Combat & Morale
Alien Swarm Long Range Combat x 2
XenoTerror Long Range Combat & Morale
Mad civilians Long Range Combat x 2
Alien virus Xeno-biology x 2
Explosive shells Aid: Long Range Combat
BioGrenade Aid: Short Range Combat
Local terrain data Aid: Ground Navigation
MODULE 2 CARDS: The Command Center
Card Name Notes
Alien Queen* Roll 1D6: 1-3 Morale, 4-6 Short Range Combat
[You need to win 2 challenges against the Queen]
Elevator Mechanics & Computer: If successful move frward 1D6 spaces
Air Lock Mechanics & Ground Nav: If succssfl move frward 1D6 spaces
Jammed Door Computer x 2: If failed miss next turn
Broken Door Mechanics x 2: If failed miss next turn
The corridor collapse! Ground Navigation: If failed miss next turn
Malfunctioning Elevator Computer x 2
SpaceSuit Damage Mechanics & Computer
Jammed Heating System Mechanics & Computer
Alien Blob Short Range Combat & Morale
Xenoform Mass Short Range Combat x 2
Flying Xenopolyps Long Range Combat x 2
XenoSoldier Short Range Combat
XenoScreamer Morale & Short Range Combat
XenoSpitter Long Range Combat x 2
XenoFlamer Short Range Combat x 2
XenoTentacle Xeno-biology & Short Range Combat
Alien Gas Xeno-biology x 2
Alien Acids Xeno-biology & Morale
XenoEggs Xeno-biology & Morale
Contaminated Lab scientist Morale & Short Range Combat
Scientist Notes Aid: Xeno-biology
R&D working computer Aid: Xeno-biology
Tritanium Armor Aid: Save one marine killed by Short or Long Range Combat
PlasmaGun Aid: Short Range Combat
Survived Scientist Aid: Morale
*The Alien Queen card is not put in the deck:
keep it on a side of the board and use it when the first team reach space 30.
*********************
INTRODUCTION
Warp Quest is an abstract game system that depicts goal driven
scenarios.
Each player controls a collection of Units who are attempting to
be the first to reach an objective and bring it back to the start.
The units could be a party of adventuring archeologists hoping
to recover a lost artifact, a squadron of bombers attempting to
hit a military target and return home, a band of samurai seeking
to vanquish marauding bandits or a company of mixed creatures
seeking to destroy a piece of evil ornamental jewelry that has
the nasty habit of trying to control the minds of all free creatures.
The scenarios that use the Warp Quest engine will hold the details.
DICE & PIECES
· Six and ten sided dice are needed.
· Each player has a pawn to represent his or her group of Units
(adventuring party, fleet, etc.) on the board.
· Use a small trinket to represent the Objective.
· There is only one Objective.
THE BOARD
· The board is a single winding path of connected spaces
with a Start Space and an End Space. The path should be 30 Spaces long.
· The First Space represents the start.
· Spaces 2-15 represents travel through the first scenario module.
· Spaces 16-29 represents travel through the second scenario module.
· The End Space is the final destination where the Objective is found.
THE DECKS
· There are 2 decks for each scenario:
· The Module 1 Deck and the Module 2 Deck.
· Each deck has one of each card in its card list.
· There may also be an Aid deck.
THE UNITS
· Each player controls a group of units called a Party.
The scenarios will detail the make up of the units in the party,
their attributes (Skills, Traits) and starting dispositions.
TURN SEQUENCE
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge Phase
MOVE PHASE
· Roll 1D6. Move your pawn that number of spaces towards the end space.
· You automatically stop when you enter the end space.
· If you are the first to land on the end space your party acquires the Objective.
· Once a party has acquired the Objective then all other
players may move their parties in either direction on the path.
· The party with the Objective must move towards the start space.
· The first pawn with the Objective to reach the start space wins the game.
DRAW PHASE
· If you land on an empty space in spaces 2-15 draw a card from the Module 1 deck.
· If you land on an empty space in spaces 16-29 draw a card from the Module 2 deck.
· If you land on an opponent’s party do not draw a card.
· If a deck ever runs out, shuffle its discard and draw from it.
· Cards are of 2 types: Challenge cards & Aid cards.
· Place Aid cards in your hand.
· Challenge cards are encounters your party faces immediately in Challenge Phase.
CHALLENGE PHASE
Each challenge card lists one or more skills.
Your party will have to make a skill check vs each skill listed.
(The same skill may be listed twice or more, requiring that many skill checks)
A Skill check consists of a Skill roll and Challenge Roll:
Roll 1D10. This is the Skill roll.
Add the skill bonuses of your party members to the roll.
You may discard Aid cards for further bonuses to the skill roll.
Next roll 1D10. This is the Challenge roll.
Some Challenges have a DM (Difficulty Modifier). Add the DM to the Challenge Roll.
If the challenge roll is less than or equal to the skill roll you win the Skill check.
If the challenge roll is greater than the skill roll you fail the Challenge.
If you win all the Skill Checks, you win the Challenge.
The adventure card may say what happens if you win or lose the Challenge.
If the card does not give directions, then roll on the following table:
If you lose the challenge: Roll 1D6: (Challenge Loss Table)
1-4 Go back 1D6 spaces
5-6 Lose 1 Unit (Man, Ship, Hit Point, etc., depending on the Scenario)
If you Win the challenge gain 1 Experience Token.
You may spend an Experience Token to let you reroll a Move Roll or a Skill Roll.
MOVING ONTO AN OPPONENTS PAWN
· If you land on an opponent’s pawn there will be a fight.
· The current player rolls on the Skill List Table to determine
which skill will decide the confrontation.
· Both players make Skill Rolls. In case of a tie nothing happens.
· The loser rolls on the Challenge Loss Table.
· The winner takes the Artifact from the loser if the loser was
in possession of the Artifact.
LINKS
Card Set!