Solo Exploring the Final Frontier
Set-up:
Place 1 Encounter marker in
every quarter of the table, close to the centre of that table quarter. Also,
place 1 Encounter marker in the centre of the table, for a total of 5
on the table. I use a 3' v 3' table, so there's a minimum of 9 inches (ca. 23 cm) between each marker.
Then select a table edge to start from.
Encounters:
Encounters can be investigated automatically when a character ends their turn within 1” and line of sight of the marker. Roll 1D10 and consult the table below. Add +1 for every Encounter already revealed, e.g. 3 revealed encounters equals +3 to the roll.
Roll |
Revelation Notes |
1-4 |
Unknown Risk (booby trap, insect bite, allergic reaction etc) - The revealing character takes 1 Wound hit and the marker is then removed from play. |
5-6 |
Obstruction (a problem to be solved) - A character can attempt to overcome the Obstruction by moving into contact and taking a Non-Combat Action. Roll for a medium task. If the attempt is failed twice, the Obstruction cannot be overcome. Success offers 1 RP and a Discovery. |
7-8 |
Discovery - A character moving into contact with the marker may add a Discovery to the crew total. After the game you will roll to determine what each Discovery turned out to be. |
9-10 |
Contact - Place a Contact marker and move it 10” directly away from the spotting character. If it was resolved immediately in this location, make the roll right away. |
Contact markers
Every time a crew character takes their turn, once they have
finished all actions you must check if any Contact markers will be
resolved.
Markers are resolved if they are within 10” of any crew member and in the open or within 5” and inside a terrain feature. Line of sight is not required. For each eligible Contact marker, roll 1D10 on the table below:
Roll |
Contact Effect |
1-2 |
False alarm. Remove the marker. |
3-5 |
What was that? Move the marker another 1D8” directly away from the spotting character. If it was eligible to be resolved in its new position, roll on this table again and apply the result to the new position. |
6-10 |
Hostiles! You have a fight on your hands! |
Hostiles
Roll |
Opposition |
Numbers |
Weapons/Traits |
1 |
Swarm |
3 |
Regenerate, Unstoppable |
2 |
Giant Bugs |
1 |
Armoured Hide, Fangs & Claws |
3 |
Killer Plant |
1 |
Poison, Tentacles |
4 |
Monster of the Week |
1 |
Various |
5 |
Blood Worm |
1 |
Tunneller, Huge, Gaping Maw, Godlike |
6 -7 |
Primitive Aliens |
Leader and 4 Regulars |
Swords, Bows |
8 - 9 |
Robots |
3 |
Various |
10 |
Other Landing Party |
1-5 Klingons 6-9 Romulans 10 Borg Leader, Specialist and 3 Regulars. 3 Borg Regulars. |
Various |
Once revealed, Hostiles are controlled by the solo rules published by Wiley Games.
Discovery
Roll |
Discovery |
1 – 5 |
1RP |
6 – 9 |
2RP |
10 |
3RP or Mission Clue |
These are brilliant, thank you!
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