DESTROY THE RAIL ROAD BRIDGE
by Marcus Salo
INTRODUCTION
Scenario for WarpQuest: WWII.
Click here for the WarpQuest Core Rules.
The player controls a combat team of 5 Finnish Army
Recon (Kaukopartio in Finnish) men in a mission far behind
Soviet lines. The mission is to destroy a Rail Road Bridge 60
miles behind the enemy lines. It´s January 1943 and it's cold
and dark in the Karelian woods.
THE PARTY
Each party consists of 5 members:
Sergeant V.Korpi
Corpral J.Lahtinen
Jaeger M.Koskinen
Jaeger S.Berg
Jaeger S.Stenstrom.
The Sergeant has 3 skills, Corpral has 2 skills and Jaegers have 1 skill.
The combat team is armed with 5 Suomi SMG's, 1 Sniper Rifle,
Satchel Charges (AT weapon), mines, knives (the puukko's) and
hand grenades. The team is carrying a radio. The team is
skiing 60 miles to the target and 60 miles back to the Finnish
lines.
Skill List Table
1D10 Skill: Notes:
1 Armed Combat +1
2 Sniping +1
3 Agility +1
4 Non-armed Combat +1 Knives and shovels
5 Survival +1
6 Sapper Skills +1 Defusing mines, laying mine-fields.
7 Anti-Tank Skills +1
8 Personality +1
9 Stealth +1
10 Pick any Skill
MODULE 1: "Lahetaas hiihtelemaan kohti sita perkeleen siltaa."
"=Let's hit the skis, boys. The darned bridge is waiting."
Card Name: Notes:
-40F Temperature Survival x2
Strong Wind Survival x2
Soviet Patrol Armed Combat x2 or Sniping x 2
Soviet Infantry Company Stealth x 2
Soviet Sniper Agility & Sniping
Soviet Tank Column Stealth x 2
Soviet Field Kitchen Stealth & Non-Armed Combat or Sniping x 2
(if succesfull, eat your stomach full and advance 1d6 spaces forward).
Great Skiing Weather No challenge. Advance 1d6 spaces forward.
Exhaustion Personality x 2
Booby Trap Sapper Skills x 2
POW Transport Column Armed Combat x 2 (if succesfull, gain one new Jaeger)
Deep Snow Survival x 2
T-34 Tank with infantry AT Skills & Armed Combat
Two T-28 Tanks AT Skills x 2
Deep Ravine Agility x 2
Desperation Personality x 2
Soviet Ammo Dumb Stealth & Agility
(take weapons and ammo,if succesfull, gain one combat skill)
Soviet Prison Camp Armed Combat x 2
(if succesfull, go to target. Soviets are too busy hunting down released prisoners)
Soviet Recon Hunters Stealth x 2 or Armed Combat x 2
Soviet Ski Patrol Armed Combat x 2
Soviet Infantry Column Stealth x 2
MODULE 2: "Silta on kappaleina, lahetaas pojat saunomaan!"
"=The Bridge has been blown to pieces, let's go to the sauna,
boys."
Card Name: Notes:
Another Recon Team Personality x 2 (if successful gain two Jeagers)
Soviet Recon Hunters Sappers Skills x 2 (build mine field) or ArmedCombat x 2
Soviet Spotting Plane Stealth x 2
-40F Weather Survival x 2
Deep Snow Survival & Agility
Soviet Infantry Patrol Armed Combat x 2 or Sniping x 2
Soviet Ambush Agility & Armed Combat
Exhaustion Personality x 2
Lack of Food Survival x 2
Desperation Personality x 2
Soviet Sniper Agility x Sniping
Soviet Partisans Armed Combat x 2
Soviet Mine Field Sapper Skills x 2
Two T-34's AT Skills x 2
Fever Survival x 2
Tiredness Personality x 2
Sisu (=Finnish Stubborness) No challenge, advance 1d6
Jermu (=Grognard) Spirit No challenge, advance 1d6
Soviet Ski Patrol Armed Combat x 2
Soviet Truck Convoy Armed Combat x 2
(if succesfull, spirit goes up, Personality +1)
Booby Trap Sapper Skills x 2
Soviet Infantry Company Stealth x 2
Soviet MG Bunker Stealth & Sniping
Soviet Parachutist Platoon Armed Combat x 2
Soviet Infantry Battalion Stealth x 2
Soviet Stormovik Raid Agility x 2
There is no artifact in this module. All other Artifact Rules apply.
When the combat team reaches home, they take a good 3 hour sauna
bath, sleep a little and start another mission.
Enjoy!
Salo
*********************
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.
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