WHERE EAGLES DARED
Scenario for WarpQuest.
WWII theme based on the movie “Where Eagles Dare”
Click here for the WarpQuest Core Rules.
WHERE EAGLES DARE
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.
Where Eagles Dare is a copyrighted property.
This is merely a fan site.
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)
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.
Each player is dealt 7 cards from the Aid Deck.
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
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.
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:
Behind Enemy Lines Search
Portable Radio Progress
Sabotage Traitor (If you fail discard 2 Aid Cards)
Alpine Village Progress
In a Hurry Travel
Secret Meeting Place Progress
Double Agent Traitor
Code Book Progress
Survival Gear Travel
Woods Due West Travel
Wire Fences Barrier
Army Barracks Barrier
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
German Troops Enemy
Security Sweep Search
MI6 Penetrated Traitor
Germans Know Search
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
General Carnaby Gain 1 Team Member
Radio Man Enemy
Castle Walls Barrier
Map of Castle Travel
Safe Room Progress
Written Instructions Travel
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
German Officer Enemy
Castle Guards Enemy
Broadsword to Danny Boy Progress
Warp Quest is an abstract game system that depicts goal driven
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 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.
· 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.
· 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.
· Players take turns.
· Each turn consists of 3 phases:
1. Move Phase
2. Draw Phase
3. Challenge 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.
· 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.
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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