WHERE EAGLES DARED







INTRODUCTION Scenario for WarpQuest. WWII theme based on the movie “Where Eagles Dare” Click here for the WarpQuest Core Rules. WHERE EAGLES DARE Movie 1968…. Commandos, posing as German soldiers, parachute into the Bavarian Alps to rescue a supposed allied general from a Nazi hideaway fortress that can only be reached by cable car. Epic war pic where Richard Burton and Clint Eastwood manage to unmask most of the German spy network in England, slip Jerry the wrong plans for the second front, kill the leading members of the Abwehr in Southern Bavaria, and destroy half of the local Wehrmacht. DISCLAIMER Where Eagles Dare is a copyrighted property. This is merely a fan site. THE TEAM Each player starts in control of a Commando team of 7 Agents: 1 Major (+1 to Intrigue, +1 to Escape, +1 to Fight) 1 American Ranger Lieutenant (+1 to Escape, +1 to Fight) 2 Commandos 3 Traitors Other Team Members will be gained during play. When a Man is lost, Commandos are killed first, then Traitors, then the others, last being the Major. MOVING ONTO AN OPPONENTS PARTY If your Pawn lands on an opponents, Both players make an Intrigue Skill Check, The loser must roll on the Failure table. SETUP Each player is dealt 7 cards from the Aid Deck. CHALLENGE CARDS Challenge Card: Skill Test: Notes: Enemy Fight or Escape If you fail roll on the Failure Table Search Escape If you fail roll on the Failure Table Traitor Intrigue If you fail roll on the Failure Table Travel None Move forward 1D6 spaces Barrier None Miss next Turn (in a Solo game Go Back 1D6) Progress Intrigue If you succeed draw 2 cards from the Aid Deck Rescue Fight If you succeed gain back a Captured Man FAILURE TABLE 1D6 Result: 1-2 Miss next Turn (or in a Solo game Go Back 1D6 Spaces) 3-4 One Man is Captured 5-6 One Man is Killed If you failed a “Traitor” Challenge and the result is a Man captured or killed, the Man must not be one of the Traitors. On the way back, Traitor challenges become Fight skill checks, and if you succeed, 1 Traitor is killed. If you use Disguise Aid cards for an Escape attempt, you cannot also use other Escape cards. THE MAP Use a track 30 spaces long. The first 15 spaces are Module I- Alpine Wilderness The second 15 Spaces are Module II- Castle of the Eagles (Schloss Adler) The start space is the Parachute Drop Zone. The end space represents the Interrogation sequence in the Main Dining Hall. A Team must stop upon reaching this space and face 3 separate Challenges: Enemy Unit (Fighting), Traitor (Intrigue), and Search (Escape) For every failed skill test, roll on the Failure Table. The Team must then head back to the Start space, which is now a German Airfield where they will be extracted by a disguised plane. AID CARD DECK Card Name: Notes: Disguise Escape +3 (Disguise) Shoot Your Way Out Fight +3 German Uniforms Escape +3 (Disguise) Fluent German Escape +2 (Disguise) or Intrigue +1 Silencer Fight +2 or Escape +1 Subterfuge Intrigue +3 Winter Camouflage Escape +3 (Module I only) SMG Fight +3 Need to Know Basis Intrigue +2 or Escape +1 Hail of Gunfire Fight +3 Suspicion Intrigue +2 or Escape +1 Triple Agent Intrigue +3 Sixth Sense Intrigue +2 or Escape +1 Hide Bodies Escape +3 Booby-Trap Escape +3 Trickery Intrigue +2 or Escape +1 Spray Bullets Fight +3 Dynamite Escape +3 Small Arms Tactics Fight +3 Papers in Order Escape +3 (Disguise) Back Door Escape +3 Espionage Intrigue +3 Shoot Guard Fight +3 Cover Story Escape +1 (Disguise) or Intrigue +2 Slit Throat Fight +3 Mass Confusion Escape +2 or Fight +1 Climbing Pick Fight +2 or Escape +1 Explosive Charge Escape +3 Pistol Fight +3 Timed Explosives Fight +2 or Escape +1 Unarmed Combat Fight +3 Scale Cliff Face Travel or Escape +1 Mountaineering Skill Travel or Escape +1 Climbing Rope Travel or Escape +1 Knife Thrust Fight +2 or Escape +1 Double Cross Intrigue +3 Pick up Weapons Fight +3 Distraction Escape +2 or Fight +1 Stick Bombs Fight +3 Cover of Darkness Escape +2 or Fight +1 Locked Door Escape +3 Toss Grenade Fight +3 Blow Bridge Escape +3 (Module I only) Hide Escape +2 or Fight +1 Bomb Detonations Escape +2 or Fight +1 Outsmart Them Any Skill Check +1 Perfectly Timed Any Skill Check +1 Jump into River Escape +3 (Module I only) MODULE 1: ALPINE WILDERNESS Card Name: Challenge Type: Secrecy Travel Behind Enemy Lines Search Airfield Progress Portable Radio Progress Sabotage Traitor (If you fail discard 2 Aid Cards) Alpine Village Progress Murder Traitor In a Hurry Travel Secret Meeting Place Progress Double Agent Traitor Code Book Progress Binoculars Travel Survival Gear Travel Infiltrate Travel Woods Due West Travel Wire Fences Barrier Army Barracks Barrier Dobermans Search Helicopter Travel Chased by Troop Trucks Enemy Guard Tower Search Tree Line Travel Brew House Progress Female Operative Gain 1 Team Member (Escape +1) Found Dead Traitor Ride Cable Car Travel Frauline Travel Inspection Search German Troops Enemy Sirens Search Soldiers Enemy Security Sweep Search MI6 Penetrated Traitor Germans Know Search Patrols Enemy Steal Motorcycle Travel German Staff Car Travel or Rescue Desperate Fight Enemy Release Prisoners Rescue Meet Contact Progress Safe House Progress Secret Rendezvous Progress Radio Communications Progress Jury Rig Bus Travel Road Block Search Vehicular Pursuit Enemy Armored Car Enemy Infantry Squad Enemy Bridge Travel or Progress MODULE 2: CASTLE OF THE EAGLES Card Name: Challenge Type: SS German HQ Progress Stealth Travel General Carnaby Gain 1 Team Member Radio Man Enemy Castle Walls Barrier Map of Castle Travel Safe Room Progress Written Instructions Travel Cross Traitor Gestapo Search Cable Car Room Progress Sound Alarm Search Kill Captors Rescue Traitors Revealed Enemy (Discard your Traitor Cards) Scale Walls Travel Schnell! Schnell! Enemy Radio Room Progress Secret Passage Travel Stormtroopers Enemy Klaxons Search German Officer Enemy Castle Guards Enemy Broadsword to Danny Boy Progress LINKS WED.com ********************* 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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