EXPANSE QUEST
INTRODUCTION
Scenario for Warp Quest.
Click here for the Warp Quest Core Rules.
Based on the Amazon TV Show Expanse.
Players are trying to save the Solar system from
A combination of War and the mysterious proto-molecule.
Each player (Pawn) represents a Crew & Gunship.
DISCLAIMER
Expanse is a copyrighted Property.
This is merely a Fan Site.
THE SCENARIO
The track spaces represent distance and time.
There is only one Module (card list).
The track is 60 spaces long.
The first player to reach the end wins the race.
PLAYER ATTRIBUTES
Each player starts with:
Crew = 4 (Number of Crew Members)
10 rolls on the Skill Table:
SKILL TABLE
1D6: Skill:
1 Crew +1
2 Piloting +1
3 Combat +1
4 Technical +1
5 Negotiations +1
6 Investigation +1
CHALLENGES
If you fail a Combat or Technical challenge you Lose 1 Crew.
If your Crew = 0 you lose the game.
If you fail a Negotiations challenge go back 1D6 spaces.
If you succeed at an Investigation challenge go forward 1D6 spaces.
If you fail a Piloting Challenge roll 1D6:
1D6: Result:
1 Holed: Lose 1 Crew
2 Fast Thinking Required: Discard 2 Cards or lose 1 Crew
3 Boarded: Do not move next turn, instead face a Combat Challenge
4 Avert Meltdown: Do not move next turn, instead face a Technical Challenge
5 Retreat: Go back 1D6 spaces
6 Damage Control: Miss your next 2 turns
CROSSING PATHS
If you land on an opponent’s pawn roll 1D6:
1D6: Result:
1 Steal 1 Crew
2 Steal 1 Random Card from his hand
3 Nothing Happens
4 You go forward 1D6 spaces
5 Opponent goes back 1D6 spaces
6 Opponent misses his next turn
CARD LIST NOTATION
PC = Piloting Challenge
CC = Combat Challenge
TC = Technical Challenge
NC = Negotiations Challenge
IC = Investigation Challenge
CARD LIST
Name: Notes:
Protogen Stealth Ship PC (DM +2) & PC
OPA Attack Ship PC (DM +1)
Martian Missile Boat TC or PC (DM +1)
UN Patrol Craft NC or PC (DM +2)
Pirate Vessel PC & CC
Scavenger Rig PC or CC
Mercenary Corvette PC (DM +1)
Martian Troop Carrier PC or CC (DM +2)
Space Station Gun Turret PC
Avoid Contact PC
Intercept Missile PC
Outrun Debris Field PC
Ship Crew CC or NC
Crooked Cops CC
Belter Street Gang CC
Martian Marines CC (DM +1)
Power Armor Marine CC (DM +2)
UN Soldiers CC (DM +1)
OPA Rebels CC or NC (DM +2)
OPA Faction Thugs CC
Protogen Enforcers CC
Protomolecule Pseudopod CC (DM +3)
Bioweapon Stowaway CC (DM +3) or TC
Black OPs Team CC (DM +2)
Boarding Party CC
Radioactive Zombies CC
Desperate Mob NC or CC
Mutinous Crew NC
Faction Dispute NC (DM +2)
Diplomatic Mission NC (DM +1)
UN Minister NC (DM +2)
Capture Agent NC
OPA Faction Leader NC (DM +1)
Martian Ambassador NC (DM +1)
Quiet Crowd NC
Permission to Dock NC
Join Forces NC (DM +1)
Orbital Standoff NC
Save Refugees NC
War Council NC (DM +2)
Ethical Decision NC (DM +1)
Ship Repairs TC
Medical Emergency TC
Patch Holes TC
Space Walk TC
Defuse Bomb TC (DM +1)
Force Airlock Open TC
Open Locked Safe TC (DM +2)
Crack Security Code TC (DM +1)
Navigate Service Ducts TC
Shut Down Power Core TC
Hide Proto-Molecule TC
Demolition Job TC
Disguise Ship TC
Decompression TC (DM +1)
Disarm Nuke TC (DM +2)
Fix Space Suit TC
Cover Up IC (DM +1)
Missing Person IC
Mystery IC (DM +1)
Altered Ship Manifest IC
Unethical Experiment IC
Abandoned Ship IC
Insane Researcher IC
Encrypted Database IC
Act of War IC
Diversionary Peace Talks IC
Destroyed Base IC
Inexplicable Events IC (DM +2)
Hidden Laboratory IC
Misidentified Body IC
Unanswered Questions IC (DM +2)
Ship Destroyed IC
Tactics Aid: CC/PC +2
Surprise Aid: CC/PC/NC +2
Speed Aid: CC/PC/TC +2
Precision Aid: CC/PC/TC +2
Trickery Aid: CC/PC/NC/IC +1
Jury Rig Aid: TC +3
Electronics Aid: TC +3
Mechanics Aid: TC +3
Programming Aid: TC/IC +2
Automatic Fire Aid: CC/PC +2
Evidence Aid: NC/IC +2
Leadership Aid: NC +3
Street Smarts Aid: NC/IC +2
Diplomacy Aid: TC +3
Charisma Aid: TC +3
Experience Aid: Any +1
Space Suit Aid: TC/CC +2
Sensors Aid: CC/PC/TC/IC +1
Ships Computer Aid: IC/PC/TC +2
Persuasion Aid: NC +3
Comradery Aid: NC +3
Find Cover Aid: CC/PC +2
Engineering Aid: TC/IC +2
Science Aid: CC/PC/TC/IC +1
Communications Skill Aid: NC +3
Understanding Aid: Any +1
Hand to Hand Combat Aid: CC +3
Evasion Aid: CC/PC/NC +2
Interrogation Aid: NC/IC +2
Threats Aid: NC/IC +2
State of the Art Aid: PC +3
Debriefing Aid: NC/IC +2
Find Clue Aid: IC +3
Zero-G Maneuver Aid: PC/TC/CC +2
Sleuthing Aid: TC/IC +2
Computer Models Aid: IC/PC/TC +2
Detective Work Aid: IC +3
Empathy Aid: NC/IC +2
Intuition Aid: CC/PC/NC/IC +1
Revelation Aid: NC/IC +2
New Crew Member Aid: Gain +1 Crew
*********************
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