Stargrave: Quarantine 37
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About this ebook
Quarantine 37 is a supplement for Stargrave in which players lead their crews into an abandoned space station, hunting for lost technology, unique research, and forgotten experiments. Compete with your opponents for these valuable resources across two competitive mini-campaigns, or venture into the vast maze of corridors and laboratories alone in the first Stargrave solo campaign. Also included are six new soldier types, new backgrounds and powers, terrifying additions to the bestiary, and a new advanced technology table packed with loot to help you in your adventures in the ravaged galaxy.
Joseph A. McCullough
Joseph A. McCullough's first brush with writing for games was as co-author of The Grey Mountains supplement for the Middle-Earth Role-Playing Game, and he has remained passionate about Fantasy gaming since, going on to become an award-winning game designer. He is the creator of the “Frostgrave Family” of skirmish wargames (the Fantasy titles Frostgrave, Ghost Archipelago, Rangers of Shadow Deep, and the Sci-Fi evolution, Stargrave) and of the Oathmark Fantasy battle game and The Silver Bayonet, a game of Napoleonic Gothic Horror. The latest information on his game design and other writing can be found at: josephamccullough.com.
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Book preview
Stargrave - Joseph A. McCullough
CONTENTS
INTRODUCTION
CHAPTER ONE
NEW BACKGROUNDS AND POWERS
NEW BACKGROUNDS
Aristocrat
Hunter
NEW POWERS
CHAPTER TWO
NEW SOLDIERS AND RULES
NEW SOLDIERS
Gunfighter
Mule
Q-bot
Ravaged
Ravaged Trooper
Trophy-taker
HASTIAN’S PLAGUE
Infection
Reanimation
PINGS
CHAPTER THREE
THE SHUFFLING DEAD
SCENARIO 1: THE MEDICAL LAB
SCENARIO 2: ZOMBIE SHOOT
SCENARIO 3: POWER CONDUIT
SCENARIO 4: SHIELD DANCE
EPILOGUE
CHAPTER FOUR
STRIKE FROM THE SHADOWS
SCENARIO 1: HYDROPONICS
SCENARIO 2: ALL ABOARD!
SCENARIO 3: LAST STOP
SCENARIO 4: THRONE ROOM
EPILOGUE
CHAPTER FIVE
GOING SOLO
BUILDING A CREW
LOOT TOKENS
POWERS
THE TURN
CREATURE ACTIONS
ENDING THE GAME
THE REST OF THE RULES
CHAPTER SIX
BACK TO THE SHIP!
ORGANIZING YOUR CREW
SCENARIO 1: GET TO THE LIFT!
SCENARIO 2: LOCKDOWN!
SCENARIO 3: TICKET TO RIDE
SCENARIO 4: THE QUEEN’S CHAMBER
EPILOGUE
CHAPTER SEVEN
ADVANCED TECHNOLOGY
ADVANCED TECHNOLOGY LIST
CHAPTER EIGHT
BESTIARY
BUGS
Acid-spewer Bug
Drone Bug
Queen Bug
Royal Guard Bug
Warrior Bug
Worker Bug
ZOMBIES
Bloater Zombie
Plague Zombie
Soldier Zombie
ATTRIBUTE LIST
Acid Spew
Beast Fighter
Bug
Expert Climber
Hatred of Gunfire
High Pain Threshold
Potential Self-immolation
Powerful
Ranged Attack
Sharp Teeth
Strong
Toxic
Trophy-taker
Two-gun Fighter
Unaggressive
Zombie Infection
Zombie Terror
INCOMING TRANSMISSION
At the time of its commission, Imperial Research Station 37 held nearly ten-thousand scientists and researchers, working on a vast array of biological and chemical projects. Then, six-months before the outbreak of the Last War, Station 37 went dark. There were no distress messages. No escape pods were launched. Only a solitary, repeating broadcast filled the silence, ‘This station is under quarantine. Do not approach’.
When the Last War came, the station was forgotten, left to drift lifelessly in its empty system. Now, with the war over and independent crews roaming the ruins, the station has been rediscovered. Although the station must clearly be approached with caution, the technology it contains is worth many fortunes…
INTRODUCTION
For me, wargames have always been less about competition and more about using miniatures, terrain, and dice to recreate the feeling I get when watching a great adventure movie or reading an action-packed novel. I tend to get into my games by adding sound effects for laser blasts and explosions. I like to shout orders and make garbled radio messages that usual end with a scream right before the signal goes dead. If my miniature is pushed off a high tower, I make sure that I send them screaming to the ground before I remove them from the table. If that’s all a bit childish, so be it. I’m playing a game with little toy soldiers after all and, more importantly, I’m having fun.
Even before I finished work on the rulebook for Stargrave, I knew what I wanted to cover in the first supplement. My favourite science fiction stories have always been the ones that blended into horror. I love stories where the small group is trapped somewhere, hunted by some unstoppable killer, or besieged on all sides by an army of ravenous creatures. It’s the basic plot to Aliens, The Thing, Predator, Pitch Black, and about every third episode of Doctor Who. The more I thought about this idea, the more excited I became. There was just one problem. I couldn’t decide on what the main threat should be for the supplement. At first, I was sure I was going to use ‘alien bugs’, but then I decided I should go with ‘plague zombies’.
I went back and forth for a while because each threat brings their own nuance to the table. Zombies, individually, aren’t particularly scary opponents, especially against a soldier with a plasma carbine, but their numbers are always limitless and their slow advance seems inevitable. Zombies also present a unique horror – they are the shambling manifestation of their own threat. They are death walking and serve as a mirror for the fate of all who look upon them. No matter how many you kill, no matter how many lucky escapes you make, eventually, death will catch you.
Alien bugs, on the other hand, are individually scary. They are all teeth and claws and spiky tails. Their numbers may or may not be limitless, but that hardly seems to matter when the one right in front of you can tear you in half. Unlike zombies that will pound on a locked door forever, trying to get at their prey, alien bugs are cunning. They will find other ways into the room, they will lay traps, they will wait patiently in the ducts, under the floor, or clinging to the ceiling. Their terror comes from their ability to strike at any moment and from their complete and utter lack of humanity. Human concepts such as empathy, mercy, and pity mean nothing to them. They cannot be bribed or trained. We can never truly understand them, because they don’t even ‘think’ in the way we understand the term.
You see my problem? They’re both just such good antagonists for games of military science fiction horror, how could I choose one over the other? In the end, I didn’t. Instead, I decided I would include both threats in the book. Imperial Research Station 37 is a massive structure that hosted all kinds of weird and dangerous research. I figure it has more than enough room for zombies and alien bugs. It just all depends on which of the airlocks you enter through!
So that brings us directly to the heart of this supplement, eight competitive scenarios of science fiction horror. Four of those scenarios form a mini-campaign where the independent crews venture deep into the station before they are surrounded by a horde of zombies. Then they must fight their way to freedom – while battling other independent crews for any loot they pass along the way. Four more scenarios form another mini-campaign, in which the crews unknowingly venture into the territory of alien bugs. This results in a running fight in which the crews are slowly herded deeper into bug territory, until they finally come face-to-tooth-filled-face with the alien queen!
As I worked on these scenarios, I realized how good this topic is for playing alone in a dimly lit room. So, I took four of the scenarios, two from each of the campaigns, modified them for solo-play, and mashed them