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.


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