INTRODUCTION Scenario for WarpQuest. Click here for the WarpQuest Core Rules. Each player is a British Officer in Spain circa 1809. Based on the Sharpe’s Rifle Series of Books and Films by Bernard Cornwell. DISCLAIMER “Sharpe” is a copyrighted property. This is merely a fan site. THE SCENARIO The map spaces represent time. The pawn represents the Officer and his men. There is no Artifact. There is only one Module. The track is 30 spaces long. Upon reaching the end your officer is promoted! (One Promotion = one Campaign) Try to keep your officer alive long enough to be promoted. CAMPAIGN Each player starts out as a Sergeant. First Promotion is to Lieutenant. Second Promotion is to Captain. Third Promotion is to Major. All wounds are healed in-between campaigns. After each promotion gain 2 rolls on the Attribute Table. OFFICER ATTRIBUTES A Sergeant starts with 10 Endurance and 12 rolls on the Attribute Table. OFFICER ATTRIBUTE TABLE 1D6 Skill: Notes: 1 Endurance +1 The Ability to withstand Wounds 2 Brawling +1 Hand to Hand Combat Armed & Unarmed 3 Shooting +1 Speed & Accuracy with Firearms 4 Tactics +1 Battlefield Strategy 5 Intelligence +1 Capacity for Intrigue 6 Leadership +1 Charisma, Honor, Oratory WOUNDS Every time an officer is wounded his Endurance is reduced by 1D6. An Officer reduced to zero or less Hits is killed. CHALLENGES The Module is set up to show what skill rolls are required by the Challenge and What happens if you succeed or fail. If you go back or go ahead as a result of a card do not draw a new card from the Challenge Deck CONFRONTATIONS If a player’s pawn lands on an opposing officer, they will have a confrontation. Randomly select a Skill on the Skill Table (Reroll Endurance). Both players make a Skill roll. The lower roll moves back 1D6 spaces. CARD LIST NOTATION C = Challenge A = Aid W = Wounded (Lose 1D6 Endurance) R = Retreat (Go back 1D6 Spaces) V = Victory (Go ahead 1D6 Spaces) B = Brawling S = Shooting T = Tactics I = Intelligence L = Leadership Diff = Difficulty Modifier (Added to Challenge roll) Suc = Succeed Heal = Gain Back 1D6 lost Endurance CHALLENGE DECK CARD LIST Card Name: Type Diff Fail Suc Skill Patrol: Avoid Chasseurs C - W - Tactics Battle: Rally Troops C -1 R V Leadership Camp: Defend Lady’s Honor C - R - Brawling or Leadership Battle: Rescue Senior Officer C +1 - V Shooting + Brawling Patrol: Two Charging Lancers C - W - Shooting or Brawling Camp: Duel with Pistols C - W - Shooting Battle: Defy Bad Orders C -1 R - Tactics or Leadership Battle: Drive Off Cavalry C - W - Shooting Patrol: Lead Column C -2 R - Tactics HQ: Intrigues C - R V Intelligence HQ: Ambitions C +2 - V Intelligence Battle: Capture Eagle C +1 W V Brawling + Tactics Patrol: Night Skirmish C - W - Shooting Camp: Flogging C - W - Intelligence HQ: Face Inquiry C - R - Intelligence HQ: Serious Accusations C +1 R - Intelligence Camp: Train Green Troops C - R V Leadership Patrol: Befriend Spanish Rebels C - - V Leadership Patrol: Blow up Bridge C - R V Tactics Patrol: Treachery C +1 W - Brawling + Tactics Battle: Hold Town C +3 R V Tactics + Shooting Camp: Mutineers C +2 R - Leadership + Brawling Camp: Rival Officers Plot C - R - Intelligence Heroics A Brawling +3 Stirring Speech A Leadership or Intelligence +2 Protect the Innocent A Leadership +3 Chosen Men A Shooting +3 For Honor A Leadership or Brawling +2 Wit & Wisdom A Intelligence +3 British Regulars A Brawling or Shooting +2 Spanish Partisans A Tactics or Brawling or Shooting +1 Friends in High Places A HQ (Headquarters) +3 Mend Wounds A Heal Love of a Beautiful Woman A Heal Experienced Soldier A Tactics +3 Courage A Battle +3 Ambush A Battle or Patrol +2 Covering Terrain A Patrol +3 Friend in Need A Camp +3 ROTATION CARD LIST Card Name: Type Diff Fail Suc Skill Battle: Forlorn Hope C +1 W V Leadership + Brawling Camp: Framed for Theft C +2 R - Intelligence Patrol: Picket Duty C - W - Tactics Patrol: Blow Up Dam C +1 R V Tactics Patrol: French on the Prowl C - W - Tactics or Shooting HQ: Admiration C - - V Leadership or Intelligence HQ: Class Warfare C +1 R - Intelligence Camp: Blaggard Sergeant C -1 R - Intelligence Battle: Assault Fort C +2 W - Shooting Battle: Deserter Army C +1 W V Tactics + Brawling Patrol: Deliver Ransom C +2 R - Leadership + Intelligence HQ: Disorderly Conduct Charge C - R - Intelligence + Leadership Camp: Bet of Honor C - - V Shooting x2 Camp: Inspection C +1 R - Intelligence or Leadership HQ: Accept Mission C -2 - V Leadership Camp: Settle a Score C +1 W - Brawling + Intelligence Patrol: Messenger Duty C - R - Tactics Patrol: Rescue Hostages C +2 W V Brawling + Tactics Patrol: Escort Envoy C - R V Tactics + Intelligence Patrol: Fools Errand C +1 W - Tactics + Leadership HQ: French Spy C +2 R - Intelligence Camp: Quartermaster Duty C - R - Intelligence Patrol: Sword Fight C - W - Brawling x2 Patrol: Scout the Frontier C - - V Tactics x2 Battle: Rearguard Action C +1 W V Leadership Patrol: Dangerous Business C - W - Brawling + Tactics Battle: Counter Attack C - W V Leadership x2 Patrol: Reconnaissance C - - V Tactics + Intelligence Battle: French Column C +2 W V Leadership + Shooting HQ: Court Marshal C +3 R - Intelligence + Leadership Patrol: Murderous Scoundrel C +2 R - Brawling + Intelligence Battle: French Infantry C +1 W V Tactics + Shooting HQ: Wellington’s Favor C -1 - V Leadership Intelligence Officer A HQ (Headquarters) +3 95th Rifles A Shooting or Patrol+2 Rocket Troops A Battle +3 Sharpshooter A Shooting +3 Portuguese Cacadores A Patrol or Battle +2 Win the Day A Brawling or Battle +2 Truce A Patrol or Camp +2 Swear Vengeance A Leadership +3 Crack Company A Shooting or Battle +2 60th Rifles A Tactics or Shooting +2 Disguise A Patrol +3 Reinforcements A Tactics or Brawling +2 ROTATION CARDLIST This is meant to keep the main cardlist fresh. If you get bored with the regular cards simply take some out and replace them with some rotation cards. You can change the ratio of Challenge cards to Aid cards to increase or decrease the difficulty. LINKS Authors Site GENERAL WARPQUEST RULES 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. _______________________________________________________________________________ PLAYING WITHOUT CARDS *By Salo: At least in solo.... The mechanism is simple. Just make a list of all challenge cards with exel (or whatever spreadsheat you prefere) and randomize the list. Then print it out. Now, when you face a chalenge, roll 1d10. If you get 7, you face the seventh challenge on the list. When you have dealed with the chalenge, mark it used. When you face another challenge, roll the 1d10 again. If you get a 10, then you face the 10th UNMARKED challenge on the list. Just make sure, that there are 10 more challenges in the list than there are spaces on the game board. The challenges that top the list happen more often than those at the bottom of the list. This property can be used without randomizing by the game designer. Hope you get what I mean. *By Tom: Another way of doing this, though it would introduce more instances of a thing/event goes something like this. Make a table of all the cards in a deck, number them. -Each card now as a unique number (cardnumber) -Take the Number of Cards in the list, divide that number by 100. (totalcards/100) -Each card is then given a Percentile Number equal to (cardnumber)*(totalcards/100) When you are asked to draw a card roll a percentile (2d10 the first die being 10's the second die being 1's or use the 2d6 method descibe in countermoves issue 2) and consult the card table Say you have a deck of 7 card (totalcards/100)=14.28 Card Percentile 1 14 2 28 3 42 4 57 5 71 6 85 7 99 you would get card 1 on a percentile rool of 14 or less card 2 15 thru 28 card 3 29 thru 42 * By Zak: I use a simple trick to test some of the Lloyd productions before creating the real cards: i set for each card a number and then i put on a cup a number of numerical markers correspoing to the card # - i own a lot of boardgames so i have a full collection of numerical markers but in any case is very easy to create a generic set of such a counter. With this mechanism you can have the random distribution of the deck (one instance of every card - or more if needed) and you don't need the printed card since you simply index the card list with the numbers in your "hand". Nothing special but it works.

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