Drop
3: Quarantine
Aden
Subatai sat behind the desk in his ready room, staring blankly at the
holographic image of a waterfall from his homeworld. Less than thirty minutes
before, he’d recalled a drop mid-flight. It was unclear if it was just bad
timing, or if the survivors had gotten excited and made a mistake. Either way,
the bridge crew watched helpless from over a hundred miles above as those
luckless people were overrun. Slaughtered. So close…
The door chime sounded, and the
executive officer stepped in.
‘Good news?’ asked Subatai.
‘Strange, at least. We’ve
established broken communication with a group of holdouts. They are in the
basement of a giant medical research facility. It seems that when things got
really bad, they hit the quarantine alarms and sealed themselves in. Apparently
they’ve survived by eating their test stock.’
‘Desperate times, X.O.’
‘Indeed. Here’s the clincher though.
Apparently, they can’t unlock the door. The whole system is designed so that no
one on the inside can end the quarantine, and thus risk infecting others. Only
agents on the outside can open it. Agents with the proper code. We are going to
have to send someone in who can crack the door lock. And, just to make it all
the more fun, while we’ve got a layout of the building, it has suffered some
pretty extensive damage. There is no way of telling which pathways are open and
which are going to be blocked.
‘The volunteers love a challenge’.
‘They express it with interesting
vocabulary, Sir.’
Aden smiled and nodded. ‘Okay, send
it all the Colonel. Tell him to let me know when he is ready to drop.’
Set-Up
This
scenario is played on a 2.5 x 2.5 table. The table should be divided into a
several large corridors. One corridor, around 2” wide, should run around the
entire outline of the table. Five more corridors, approximately 4” wide should
criss-cross the table, so that the form a number sign (#) but with three,
equally spaced vertical lines.
Designate one side of the table with
the ends of the three vertical corridors as the volunteer edge. The opposite
edge is the survivor edge. Place three door on the edge of the table on the
survivor side so that they line up with the three vertical corridors. Place
another three doors in the exact middle of the three vertical corridors. Place
an ammo token behind a random middle door.
Place 6 numbered spawn points on the
edge of the table. Place four of them along the two unnamed table edges so that
they align with either end of the horizontal corridors. Place the other two in
random corners of the table.
Place the 6 volunteers within 2” of
the volunteer table edge.
Place 4 blip markers next to 4
different random spawn points.
[Players
wishing to up the challenge level should add more random doorways blocking
corridors.]
Special Rules
This
mission uses blip markers, which can be any little token. Blip markers move
just like bugs. As soon as they are in the line of sight of a volunteer or
survivor, the blip maker is converted into bugs. Roll a d6 on the Blip Table
below and replace the marker with the designated number of bugs.
Blip Table
|
|
D6
|
Bugs
|
1
|
0
|
2-4
|
1
|
5
|
2
|
6
|
3
|
All
of the bugs should be placed side-by-side if they will fit. If the blip was
moving when it was converted, the bugs may continue to move using whatever
movement the blip had remaining.
The doors in the middle of the table
opened automatically as soon as any figure or blip moves adjacent to them. Once
opened, a door may not be shut. Whenever a volunteer reaches one of the three
doorways on the survivor table edge, they should roll a die. On a 7+ they have
found the door that accesses the survivors. On any other roll the way is
blocked. If two doors have been checked and both were blocked, the third will
automatically access the survivors.
When the access door has been found,
the volunteers must unlock it. Any volunteer in contact with the door may
sacrifice either their move or shoot action (but not both) to attempt to unlock
it. Roll one die, on a 10 the door is unlocked. This is reduced to a 5+ if the
figure is a tech wizard. The player may reroll this die by playing the ‘Clear
Transmission’ Heroic Action card.
Once the access door is opened,
place 9 survivors adjacent to it.
To escape, the volunteers and
survivors must exit the table at any point along the volunteer edge. Treat that
edge as the dropship for determining survivor movement.
In this scenario, bugs or blips will
always move towards the closest volunteer or survivor if it is within 16”, even
if it is not in line of sight. Otherwise they move randomly.
At the end of every turn roll 2
six-sided dice. Place a blip marker next to the spawn points indicated on the
dice. If you roll doubles, place one blip marker next to the indicated spawn
point, and also compare the doubles rolled to the Unexpected Event Table below.
Unexpected Event
|
|
Doubles Rolled
|
Event
|
1
|
Ammo.
One random player gains an ammo token.
|
2
|
Blinding
Flash. Select a random volunteer. This volunteer is momentary blinded by a
flash of light. Their Shoot is increased by 1 for the rest of the scenario
(so Shoot 7+ becomes 8+)
|
3
|
Ceiling
Collapse. A big chunk of ceiling collapses and squashes one bug of the
player’s choice. Remove that bug from the table. If there are no bugs, it
squashes a random blip instead.
|
4
|
Adrenaline.
One random player may draw an extra Heroic Action card.
|
5
|
Sprinklers.
Something sets off the sprinkler system. Maximum line of sight is reduced to
12” for the rest of the scenario.
|
6
|
Armoured
Bug. Place an armoured bug next to a random spawn point.
|
I've been putting together enough minis to play grim-dark Rangers of Shadow deep; but now I've put that on the side to look at getting together enough stuff to play the Last Train. I was struggling for ideas for Survivor minis, when I suddenly remembered that I've got a copy of Mantic's Walking Dead: All Out War. That should supply enough civilian types to keep my Volunteers busy rescuing.
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