Monday, December 18, 2023

Stargrave - Q37 The Medical Lab

Sunday saw us begin our Q37 scenarios in our current campaign. It was also the first run through for the ship encounters using Bold Endeavor. Even though there was no plan to have the Unwanted Company arrivals, 3 of us rolled events that added the pirates chasing us to the next scenario. We had 5 players in this game!

To continue the narrative of this current campaign I had to add additional text to the scenario.

 Scenario 3 - The Medical Lab

Having jumped away from the planet that was being invaded by the pirates, your comms picks up a garbled message. Unable to decipher the words, you were able to get a location. Checking against your star charts, the location appears to show empty space....there is nothing there. Guessing it may be a disabled ship, you figure this may offer a lucrative opportunity & set course.

Upon arrival, you find an uncharted planetoid. The signal is being emitted by an orbiting beacon. Getting a visual of the beacon shows that its been heavily damaged by weapons fire, which explains the garbled transmissions. You then turn your attention to the planet, where a surface scan reveals a large station. Hailing the station is met with silence. Your curiosity piqued you land your ship at one of the landing pads, though no-one greets you.

Despite your misgivings, your exploration thus far has proved quiet. Everything seems strangely normal, theres just noone here. It appears as if everyone just got up & left, leaving everything as it was. Yet there is something ominous, an unhealthy smell is in the air, something worse than the usual staleness of recycled oxygen.

Having passed through the outer habitat sections, your draw closer to the centre of the station. You are starting to get a few hits on your sensors. It could be interference from the station itself, potentially other crews or maybe you've finally found the residents.


Setup - In the center is a large room containing 16 Stasis Pods situated around the outer edges. The middle of the room contains various medical/science stations & a couple of computer consoles which are still operating. The remainder of the board contains walls sectioning off & contain various crates & containers. The central loot token is placed in the centre of the table.


 After players determine their starting location, each deploys 2 loot tokens (1 data / 1 physical) using the normal rules, excepting that 1 of the tokens must be placed beside a stasis pod. Players will then deploy 2 small & 1 large salvage token anywhere on the table.


Special Rules 

At the end of each turn, starting with the player that lost initiative, each player has the option to select a stasis pod & roll a d20. On a 13+, the player deploys a plague zombie within 2" of the pod. The pod then sinks into the floor after discharging its occupant. The zombie may be placed into combat with anyone that is within the 2" area.

The Reanimation rules are in effect

All doors are sealed & will need to be hacked or picked to open them (TN14)

The windows are treated as force walls & require a natural 19-20 to shatter.

Whenever a Loot token is unlocked, roll a D20. On a 10+  a plague zombie enters at 2 random entry locations.

 Loot & XP 

Roll for loot as normal after this scenario 

+10 xp if Captain is ever in combat with a plague zombie

+10 xp if First Mate is ever in combat with a plague zombie

+10 xp if a member of the crew is reduced to 0 health

+5 xp for each door unlocked.

 

Aroo-Gah's crew makes for the first doot after dropping a force wall over the unneeded access.

With the first door down, the crew moves to the second.

Oddly enough, 2 of the windows were shattered with the first attempts to shoo them.

Of course this was made much tougher with the addition of the Unwanted arrivals of pirates. It seemed that most arrived behind the Empire Crew

Scott's crew is tied down with Pirate Shock Troopers...

Four crews have entered the main chamber, with zombies running about

Aroogah unlocks an objective while covered by smoke

As my crew begins to withdraw, more Pirate Shock Troopers block the path

Scott's Captain is surrounded by members of Craig's crew.

We had quite a few fall to the zombies, pirates included, which were annoying as they too became reanimated. I believe all the crews made it away with loot, though many had  fewer crewmen for the effort....though I am sure they will return...as Zombies!

2 comments:

  1. Replies
    1. Thanks Matt, it was fun for some, not so for others who had their crews decimated by the shambling zombies! But they will manage albiet with runners to fill those vacant crew slots.

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