GM SECURE DOSSIER // CHARIOT OF THE GODS

WEYLAND-YUTANI INTERNAL // EYES ONLY // GAME MOTHER ACCESS

Scenario Overview & Objectives

Scenario: Chariot of the Gods (Cinematic)

Core Premise: The crew of the USCSS Montero, hauling Tritium, intercepts a distress signal from the long-lost science vessel USCSS Cronus. Investigation reveals alien life, corporate conspiracy, and a deadly infection.

Primary GM Objectives:
  • Build and maintain an atmosphere of suspense, horror, and sci-fi wonder.
  • Guide players through the three Acts, facilitating their choices and reactions.
  • Manage NPC interactions, including the Cronus crew and the secret android "Lucas".
  • Introduce and control threats (Neomorphs, Abominations) effectively.
  • Ensure Personal Agendas create tension and drive player decisions.
  • Remember: This is a cinematic scenario; PC survival is not guaranteed.

Full Scenario Event Flowchart

ACT 1: PANDORA'S BOX (Scenario pages 29-31)

  • USCSS Montero - Initial Phase:
    • Event: "Ping" (p.29) - MU/TH/UR reports a sensor ghost (Sotillo). COMTECH for diagnosis.
    • Event: "Nobody's Home" (Mandatory, p.29) - Sutter's World unresponsive. COMTECH roll reveals they are off course. [CONSUMABLES CHECK: Food/Water for the day if not done]
    • Event: "New Orders" (Mandatory, p.29) - MU/TH/UR: investigate distress call. Wilson has Special Order 966. Non-compliance = forfeit shares.
  • Encountering USCSS Cronus:
    • Optional Event: "Brace for Impact" (p.29) - Near-collision with Cronus. PILOTING (-2) to avoid Montero FTL damage. [CONSUMABLES CHECK: Air/Water if strenuous]
    • Event: "Ghost Ship" (Mandatory, p.29) - Identify Cronus. Mother provides floor plans & Company priorities (recover data/samples, escort Cronus, save crew).
    • DM distributes Act 1 Personal Agendas.
  • Boarding & Initial Exploration:
    • Event: "Boarding Party" (Mandatory, p.30) - Match speed (PILOTING). Board via damaged main airlock (Deck A, Junction A-1, p.20) - requires cutting torch & HEAVY MACHINERY [CONSUMABLES CHECK: Power for Torch]. Enter stealth mode. Cronus environment: cold, dark, stale air (STAMINA at -2). [CONSUMABLES CHECK: Air every Turn in suits]
    • Event: "The Headless Man" (p.30) - Find headless Stage II Abomination suicide with shotgun. STRESS +1.
    • Event: "I've Got Movement" (p.30) - Motion tracker detects Ava or Neomorph. STRESS +1. [CONSUMABLES CHECK: Power for Tracker]
    • Event: "Egg Sacs Afoot" (p.30) - Encounter Neomorphic Egg Sacs (Air Scrubbers p.20, Showers p.21, Science Lab 1 p.25).
    • Optional Event: "Hunter and Prey" (p.30) - Adult Neomorph stalks PCs. [CONSUMABLES CHECK: Air/Water after combat/chase]
    • Optional Event: "Sensor Ghost Redux" (p.30) - If Cronus bridge sensors (p.22) repaired, pings of Sotillo.
  • Climax of Act 1:
    • Event: "Mother Awakes" (Mandatory, p.30) - Cronus MU/TH/UR 2000 activates, restores some power/life support.
    • Event: "Sleep of Ages" (Mandatory, p.30) - Cronus survivors (Johns, Reid, Cooper, Flynn, Clayton) awaken, need MEDICAL AID.
    • Event: "Mother of All Migraines" (Mandatory, p.31) - Dr. Cooper births Bloodburster from head. STRESS +1, Panic Rolls. [CONSUMABLES CHECK: Air/Water after event/combat]
  • END OF ACT 1. Evaluate Agendas (Story Points).

ACT 2: THE LONG NIGHT (Scenario pages 32-34)

  • DM distributes Act 2 Personal Agendas.
  • Dealing with the Aftermath & New Realities:
    • Event: "Partial Truths" (Mandatory, p.32) - Johns & Clayton give partial story of LV-1113, "artifacts" (ampules of Agent A0-3959X.91-15), and the "cure" (26 Draconis Strain derivative). Flynn suggests inoculation.
    • Event: "Bad Air" (p.32) - Air scrubbers (p.20) need filter replacement (Egg Sacs). [CONSUMABLES CHECK: Air if suits off, Power for tools if repairing]
  • Crisis on the Montero:
    • Event: "T-Minus Ten Minutes" (Mandatory, p.32) - Montero's MU/TH/UR 6500 initiates self-destruct (SO966). STRESS +1. [CONSUMABLES CHECK: Air during frantic escape]
    • Sub-event: "Breaking Loose" (p.33) - Disconnecting umbilical (HEAVY MACHINERY/STRENGTH). [CONSUMABLES CHECK: Power for Torch if used]
    • Sub-event: "No Money" (p.33) - Salvage Tritium tanks (risky).
  • Stranded on the Cronus - Repair Objectives: [CONSUMABLES CHECK: Air for EVAs, Power for tools, Food/Water over extended repair Shifts]
    • Event: "Change of Plans" (Mandatory, p.33) - Cronus needs repairs: Comm Array (spacewalk, COMTECH, Abomination on hull p.33), Engines (external & internal p.27, Abomination), Air Scrubbers (p.20, Egg Sacs).
  • The Infection Spreads & Revelations:
    • Event: "Aggressive Tendencies" (Mandatory, p.33) - Cronus crew turn into Stage II Abominations (p.38), attack PCs. [CONSUMABLES CHECK: Air/Water after combat]
    • Event: "Encountering Ava" (p.34) - Find damaged synthetic Ava (p.13). Repair (COMTECH).
    • Event: "Infected" (p.34) - Inoculated PCs may turn (Sickness Roll V6). Failure -> Stage II, "Infected" Agenda (p.44).
    • Event: "You Can't Handle the Truth" (p.34) - Ava reveals truth about inoculations & Agent A0-3959X.91-15.
  • END OF ACT 2. Evaluate Agendas.

ACT 3: DIVIDED WE FALL (Scenario pages 35-37)

  • DM distributes Act 3 Personal Agendas.
  • Endgame Initiated:
    • Event: "Going Home" (p.35) - Cronus engines online. MU/TH/UR 2000 locks course for Earth (SO966).
  • Internal Conflicts & Betrayals: [CONSUMABLES CHECK: Air/Water/Ammo during conflicts]
    • Event: "Medicinal Purposes" (p.35) - Clayton tries to persuade/bribe PCs.
    • Event: "Mutiny!" (p.35) - If PCs resist Clayton, she sways Wilson. Clayton aims to secure samples/cash/MCD (p.23-26).
    • Event: "The Infection Spreads" (p.35) - More PCs/NPCs turn.
    • Event: "Contamination Protocol" (Lucas's Agenda, p.36,44) - Lucas acts.
  • External Interference (Optional - p.35):
    • Event: "Prepare to be Boarded" - Marauder ship Sotillo (p.13) docks and boards. [CONSUMABLES CHECK: Air/Water/Ammo during boarding action]
    • Sub-event: "Who's on Whose Side Now?" (p.36) - Sotillo crew (p.13-14) as allies/enemies.
  • Climax & Escape/Demise (p.36):
    • Event: "Run As Fast As You Can" - Cronus likely destroyed. Escape. [CONSUMABLES CHECK: Air for final escape efforts]
    • Optional Event: "It Isn't Over Until It's Over" (p.37) - Abominations on Sotillo hull.
  • Epilogue (p.37): Evaluate Agendas. "Signing Off" message.
  • END OF SCENARIO.

USCSS Montero - Crew Status

Miller, Vanessa (Captain)

STR , AGI , WIT , EMP

Davis, Leah (Pilot)

STR , AGI , WIT , EMP

Rye, Kayla (Technician)

STR , AGI , WIT , EMP

Cham, Lyron (Cargo Handler)

STR 5, AGI 3, WIT 2, EMP 4

Wilson, John J. (Company Agent)

STR , AGI , WIT , EMP

Ship Schematics

USCSS Montero (Deck A)

Montero Deck A

(Refer to Scenario Booklet, p.9)

Key Locations: Bridge, Cryo, Medlab, Galley, MU/TH/UR

USCSS Cronus (Overview)

(Refer to Scenario Booklet, Centerfold & p.16-28)

Deck A: Cryo, MU/TH/UR 2000, Air Scrubbers

Deck B: Bridge, Medlab, Science Labs, Corporate Suite

Deck C: Cargo Bays, Reactor Control

Deck D: Vehicle Bay

Key Cronus Locations & Hazards

Non-Player Characters (NPCs)

Johns, Albert (Cronus XO)

TALENT: Pull Rank

PERSONALITY: Submissive

AGENDA: Find leader, save lives.

GEAR: Pistol

H.Mach: 1

Stam: 2

R.Com: 2

Pilot: 2

Obs: 2

Cmd: 1

Attributes

STRENGTH4
AGILITY3
WITS3
EMPATHY4
Reid, Valerie (Cronus Security)

TALENT: Overkill

PERSONALITY: On Edge

AGENDA: Terminate threats.

GEAR: Shotgun

C.Com: 3

H.Mach: 1

R.Com: 3

Mobil: 2

Cmd: 1

Attributes

STRENGTH5
AGILITY4
WITS2
EMPATHY3
Flynn, Liam (Cronus Medic)

TALENT: Compassion

PERSONALITY: Fearful

AGENDA: Survive, knows cure is risky.

GEAR: Medkit

Mobil: 1

Obs: 2

Comtech: 2

Manip: 2

MedAid: 3

Attributes

STRENGTH2
AGILITY3
WITS4
EMPATHY5
Cooper, Daniel (Cronus Scientist)

TALENT: Analyze

PERSONALITY: Rational

AGENDA: Ensure 26 Draconis Strain isn't a threat.

GEAR: Datapad

Mobil: 1

Obs: 2

Comtech: 3

Manip: 1

MedAid: 3

Attributes

STRENGTH2
AGILITY3
WITS5
EMPATHY4
Clayton, Lori (Cronus Co. Rep)

TALENT: Personal Safety

PERSONALITY: Ruthless

AGENDA: Bring Flynn & 26 Draconis Strain to W-Y.

GEAR: Pistol, keycard (safe/EEV codes)

R.Com: 2

Mobil: 1

Obs: 2

Cmd: 2

Manip: 3

Attributes

STRENGTH2
AGILITY3
WITS4
EMPATHY5
Ava (Cronus Synthetic)

TALENT: Assist

PERSONALITY: Helpful

AGENDA: Help humans survive.

GEAR: Damaged initially

Mobil: 1

Stam: 2

Obs: 2

Comtech: 3

MedAid: 2

Attributes

STRENGTH5
AGILITY6
WITS5
EMPATHY4

Sotillo Crew (Optional - Act III)

Bolaji, Adisa (Sotillo Captain)

TALENT: Pull Rank

PERSONALITY: Resolute

AGENDA: Profit without extreme risk.

GEAR: EVA Pistol

H.Mach: 1

Mobil: 2

Pilot: 1

R.Com: 3

Manip: 1

Cmd: 2

Attributes

STRENGTH3
AGILITY5
WITS3
EMPATHY3
Pin, Pinion (Sotillo Muscle)

TALENT: Overkill

PERSONALITY: Steadfast

AGENDA: Protect Bolaji.

GEAR: Pulse Rifle

C.Com: 3

H.Mach: 1

Stam: 1

R.Com: 2

Mobil: 2

Cmd: 1

Attributes

STRENGTH5
AGILITY4
WITS3
EMPATHY2
Bein, Helen (Sotillo Pilot)

TALENT: Reckless

PERSONALITY: Cynical, Alcoholic

AGENDA: Find a drink.

GEAR: Magnum

H.Mach: 2

R.Com: 2

Pilot: 3

Obs: 1

Cmd: 2

Attributes

STRENGTH3
AGILITY5
WITS3
EMPATHY3
Horton, Micky (Sotillo Mechanic)

TALENT: Beneath Notice

PERSONALITY: Friendly (12 y.o.)

AGENDA: Help Sotillo crew survive.

GEAR: Incinerator

Mobil: 2

Obs: 2

Surv: 2

Comtech: 3

MedAid: 1

Attributes

STRENGTH2
AGILITY4
WITS5
EMPATHY3

Xenomorphic Threats

Neomorph (Adult)

Speed 2, Health 6, Skills: Mobility 4, Observation 4. Armor 3 (vs physical). Attacks: Claws (8 dice, Dmg 1), Bite (6 dice, Dmg 2), Tail Spike (10 dice, Dmg 1, Armor Piercing). Special: Stealthy, Spore Burst on Death (Virulence 9).

Bloodburster (Infant Neomorph): Speed 1, Health 1, Skills: Mobility 3. Attacks: Bite (6 dice, Dmg 1). Very small target.

Abomination (26 Draconis Strain)

Stage I (Infected): Human stats, Sickness Rolls (Virulence 6) per Shift. Itching, headaches, STRESS +1.

Stage II (Mutant): Speed 2, STR +3, AGI +1, EMP 1. Attacks with improvised weapons/fists. Becomes NPC.

Stage III (Revenant): Speed 2, Health ~8 (STR based), Skills: Mobility 5, Observation 3. Armor 3 (gelatinous cowl). Uses Abomination Attack Table (Scenario p.40).

Stage IV (Beluga-Head): Speed 2, Health ~10 (STR based), Skills: Mobility 5, Observation 3. Armor 6 (solidified cowl, 3 vs fire). Uses Abomination Attack Table (Scenario p.40).

Core Rules & Checks

Character Basics (Rulebook p.25-29)

  • Attributes: STRENGTH, AGILITY, WITS, EMPATHY (rated 1-5).
  • Skills: 12 skills, rated 0-5. Can roll with 0 skill (Attribute only).
  • Health: Max = STRENGTH. At 0, character is Broken.
  • Stress Level: Max 10. Adds Stress Dice to rolls. Increases from pushing, damage, fear.
  • Talents: Unique character abilities.
  • Signature Item: Reduces Stress Level by 1, once per Act (slow action).
  • Encumbrance (p.29): Carry items = STRENGTH x 2. Heavy items count as 2+. Light items as 0.5. Tiny items = 0.

Skill Checks (Rulebook p.32-38)

  • Dice Pool: Attribute + Skill Level + Gear (Base Dice) + Stress Level (Stress Dice).
  • Success: One or more '6' (FACEHUGGER on Base Dice, '6' on Stress Dice). Extra FACEHUGGERs for stunts.
  • Failure: No '6's. GM describes consequences. Story must progress.
  • Pushing Rolls (p.34):
    • Re-roll non-FACEHUGGER dice once.
    • Cost: +1 Stress Level (add new Stress Die *before* re-roll).
    • Cannot push if a PANIC symbol was rolled on a Stress Die on the initial roll.
  • Stress Dice & Panic (p.35, 69-71):
    • If any Stress Die shows a '1' (PANIC symbol):
      • Skill roll still resolved (check for '6's).
      • Cannot push the roll.
      • Must make Panic Roll (D6 + current Stress Level) after resolving skill roll. See Panic Table (p.71).
      • If firing weapon, also means magazine empty.
  • Modifications (p.36-37): +/- Base Dice from gear, difficulty, help (max +3 from help).
  • Opposed Rolls (p.38): Attacker needs more FACEHUGGERs than defender. Defender's FACEHUGGERs cancel attacker's. Only attacker can push.
  • Group Rolls (p.36): One PC rolls (best suited), others can help. One attempt for the group (outside combat).

Stealth Mode (Rulebook p.51-52)

  • Played in Turns (5-10 minutes).
  • Move two zones & explore per Turn. Examining closely takes a full Turn in one zone.
  • Detection: Automatically detect PASSIVE enemies in same zone/line of sight. To sneak past, MOBILITY vs OBSERVATION. ACTIVE enemies may try to sneak up (GM rolls MOBILITY vs PC OBSERVATION).
  • Motion Tracker (p.52, 98): Detects large moving objects within range (LONG indoors). Power Supply roll per use.

Consumables Management (Rulebook p.28-29)

  • Tracked by Supply Rating (higher is better).
  • Supply Roll: Roll Stress Dice = current Supply Rating (max 6 dice). Each PANIC symbol reduces Supply by 1.
  • When to roll:
    • Air: Every Turn in vacuum/compromised atmosphere, AND after every strenuous activity (combat, MOBILITY roll). [Scenario Intel tab has specific reminders]
    • Water: Once per day, AND after every strenuous activity.
    • Food: Once per day.
    • Power: Situational, depends on gear (e.g., Motion Tracker, Cutting Torch). See Chapter 5 of Rulebook or Gear Guide tab. [Scenario Intel tab has specific reminders]
  • Effects of depletion detailed in Hazards & Conditions tab (Rulebook p.72-76).

Combat Guide (Rulebook Ch. 4)

Time & Space (p.48-49)

  • Rounds: 5-10 seconds, used for combat.
  • Turns: 5-10 minutes, used for stealth, exploration, some repairs.
  • Shifts: 5-10 hours, used for recovery, long-term tasks. (Typically 4 per day).
  • Zones: Areas on a map (rooms, corridors). Movement is between adjacent zones.
  • Range Categories: Engaged (melee), Short (same zone), Medium (adjacent zone, up to 25m), Long (~100m/4 zones), Extreme (~1km).

Initiative & Actions (p.52-54)

  • Drawing Initiative: At combat start, each PC/NPC group draws an Initiative Card (1-10). Lowest acts first. Order is fixed for the combat.
  • Actions per Round: On your turn: 1 Slow Action + 1 Fast Action, OR 2 Fast Actions.
  • Slow Actions: Usually skill rolls (attacking, first aid, reloading, using most gear).
  • Fast Actions: Quicker (moving one zone, aiming, drawing weapon, seeking cover, simple interactions).

Movement (p.55)

  • Run: Fast action to move to adjacent zone or within current zone. No roll unless Cluttered zone (MOBILITY roll).
  • Crawl: Slow action if prone. Only movement in Cramped zones.
  • Retreat (from Engaged): MOBILITY roll (fast action) to move to Short range. Failure grants enemy a free attack.

Close Combat (p.57-59)

  • Attack: CLOSE COMBAT skill roll (slow action) at Engaged range. Success = weapon Damage. Extra FACEHUGGERs for stunts (more damage, disarm, knock prone, grapple).
  • Block: Fast action, declare *before* attacker rolls. Roll CLOSE COMBAT. Each FACEHUGGER can:
    • Decrease attacker's successes.
    • Counter-attack (weapon Damage, no stunts).
    • Disarm attacker.
  • Grappling: Stunt. Both fall prone. Target drops weapon, can only try to break free (opposed CLOSE COMBAT). Grappler can make grapple attacks (fast action, unblockable).

Ranged Combat (p.60-63)

  • Attack: RANGED COMBAT skill roll (slow action). Needs line of sight.
  • Modifiers: Aiming (+2, fast action), Range (Medium -1, Long -2, Engaged -3 or +3 if helpless), Target Size.
  • Hit: Inflict weapon Damage. Extra FACEHUGGERs for stunts (more damage, pin down, target drops item).
  • Cover: Fast action. Has Armor Rating. Roll Base Dice = AR; each FACEHUGGER reduces damage by 1. Combines with worn armor.
  • Ammo (p.62): Rolling a PANIC symbol on a Stress Die when firing = magazine empty (reload is slow action).
  • Full Auto Fire (p.62): +2 mod, +1 Stress Level. Extra FACEHUGGERs beyond first can hit secondary targets (SHORT range) for base weapon damage.
  • Overwatch (p.63): Fast action to aim in a direction. Can fire as a reaction before other actions, using your slow action.

Damage, Armor & Healing (p.64-67)

  • Armor: Roll Base Dice = Armor Rating. Each FACEHUGGER reduces damage by 1.
  • Broken: Health at 0. Roll Critical Injury (D66, table p.66). Can only crawl/mumble.
  • Getting Up: MEDICAL AID by another (success = recover Health equal to FACEHUGGERs rolled), OR self-recover 1 Health after one Turn.
  • Critical Injuries: Specific effects & healing times. Fatal crits require Death Rolls (STAMINA, no push, no Stress Dice) until MEDICAL AID.
  • Healing Health: 1 Health per Turn of rest (if not Broken).

Skills Guide (Rulebook Ch. 3)

Core Mechanic: Dice Pool = Attribute + Skill Level + Gear Modifiers (Base Dice) + Stress Level (Stress Dice). Need one '6' (FACEHUGGER) for success. Extra FACEHUGGERs = stunts.

Pushing Rolls (p.34): Re-roll non-FACEHUGGER dice once. Cost: +1 Stress Level (add Stress Die before re-roll). Cannot push if PANIC symbol rolled on Stress Die.

Strength Skills

  • Heavy Machinery (p.38): Use, repair, jury-rig, or break heavy machines.
  • Stamina (p.39): Physical endurance, resist toxins, vacuum, disease, pain.
  • Close Combat (p.40): Melee attacks.

Agility Skills

  • Mobility (p.40): Dodge, climb, jump, sneak (opposed by Observation).
  • Piloting (p.41): Control vehicles and spacecraft during difficult maneuvers.
  • Ranged Combat (p.41): Fire ranged weapons.

Wits Skills

  • Observation (p.42): Spot hidden things, notice details, detect ambushes (opposes Mobility for stealth).
  • Comtech (p.43): Program, repair, decrypt, manipulate computers and comms tech.
  • Survival (p.44): Endure hazardous environments, find shelter/resources on planets.

Empathy Skills

  • Manipulation (p.44): Persuade, deceive, intimidate (opposed roll).
  • Medical Aid (p.45): Treat wounds, save lives from critical injuries, stabilize patients.
  • Command (p.45): Stop panic in others, give orders in combat for bonuses.

Key Gear & Equipment (Rulebook Ch. 5)

Weapon Features (p.82)

  • Bonus: +/- Base Dice to attack roll.
  • Damage: Base damage inflicted on hit. "Blast X" for explosions.
  • Range: Max effective range category.
  • Special: Armor Piercing (halves armor, round up), Armor Doubled.

Montero Starting Gear (Scenario p.9)

  • 5x IRC Mk.50 Compression Suit: Armor 2, Air Supply 5.
  • 1x M314 Motion Tracker: Power Supply 5. Detects movement (Long range indoors).
  • 1x Cutting Torch: Power Supply 5. HEAVY MACHINERY +2. Damage 3, Armor Piercing (melee).
  • 1x Watatsumi DV-303 Bolt Gun: 4 shots. HEAVY MACHINERY +2. Damage 3, Short Range, Armor Piercing, Single-shot.
  • 1x M4A3 Service Pistol: Bonus +2, Dmg 1, Medium Range. (1 reload).
  • 1x SpaceSub ASSO-400 Harpoon Grappling Gun: Dmg 1, Medium Range, Armor Doubled, Single-shot. Attaches to target.
  • 1x M240 Incinerator Unit: Dmg 2, Medium Range, Fire Intensity 9. (2 reloads).
  • 1x P-5000 Power Loader: HEAVY MACHINERY & CLOSE COMBAT +3, Dmg 3 (melee). Requires HEAVY MACHINERY skill 2+.

Other Notable Gear

Armat M41A Pulse Rifle (Scenario p.10, 22, Rulebook p.85): Bonus +1, Dmg 2, Long Range, Armor Piercing, Full Auto, Grenade Launcher (U1: Blast 9, Long Range).

Armat Model 37A2 12 Gauge Pump Action (Rulebook p.85): Bonus +2, Dmg 3, Short Range, Armor Doubled.

Personal Medkit (Rulebook p.100): MEDICAL AID +2 (once). Scenario p.21, 24.

Stimulants (Scenario p.23, Rulebook p.101): Various effects, e.g., Neversleep (Stress +1, no sleep need for 1 day, no stress relief), Naproleve (Stress to 0, AGILITY -1 per dose after first).

Engineer Ampules / 26 Draconis Strain (Scenario p.25): Black liquid. Pure form = Virulence 12 disease. Derivative ("cure") = Virulence 6 for Abomination transformation.

Hazards & Conditions (Rulebook p.72-76)

Conditions (p.72)

  • Dehydrated: After 1 day no water. Cannot recover Health/Stress. Per Shift: 1 Dmg, Stress +1. If Broken, Death Roll per Shift.
  • Starving: After 1 day no food. Cannot recover Health/Stress. Per Day: STAMINA roll; fail = 1 Dmg, Stress +1. If Broken, Death Roll per day.
  • Exhausted: After 1 day no sleep (1 Shift). Cannot relieve Stress. Per Day: STAMINA roll (mod = days no sleep); fail = collapse & sleep 1 Shift.
  • Freezing: Cannot recover Health/Stress. STAMINA rolls at intervals (depends on cold severity); fail = 1 Dmg, Stress +1. If Broken, Death Roll next interval.

Environmental Hazards

  • Vacuum (p.73): STAMINA roll per Round (difficulty increases -0, -1, -2...). Fail = 0 Health, Death Roll per Round. MOBILITY to don suit quickly.
  • Explosive Decompression (p.73): Hull breach. Air vents in 1 Turn. STAMINA roll to act during venting. Compartment sealed. Then Vacuum rules.
  • Falling (p.74): Damage = height (m) / 2 (round down). MOBILITY roll reduces damage per FACEHUGGER. Armor applies.
  • Explosions (p.74): Blast Power = Base Dice. Each FACEHUGGER = 1 Dmg. Engaged range = +1 Dmg. Powerful charges (Blast 7+) can affect Medium range (Blast Power -6).
  • Fire (p.74): Intensity = Base Dice. Each FACEHUGGER = 1 Dmg. Armor applies. If take damage, catch fire: repeat attack each Round, Intensity +1. MOBILITY (slow) to put out. Broken by fire = Death Roll per Round.
  • Disease (p.75): Opposed STAMINA vs Virulence (Sickness Roll). Fail = sick. 1 Shift later: 1 Dmg. Cannot recover Health. New Sickness Roll per Shift; fail = 1 Dmg. Broken while sick = Sickness Roll per Shift; fail = death. Success on Sickness Roll = cured. MEDICAL AID can make Sickness Rolls for patient.
  • Radiation (p.76): Gain Rads based on Radiation Level (Weak: 1/Shift, Strong: 1/Turn, Extreme: 1/Round). Each Rad gained: roll dice = total Rads; each FACEHUGGER = 1 Dmg. Broken by Rads = Death Roll per new Rad. Heal 1 Rad/Shift after leaving area. Roll Stress Die per Rad healed; PANIC = Rad is permanent.
  • Drowning (p.76): STAMINA roll per Round. Fail = 1 Dmg. Broken while drowning = Death Roll per Turn.
  • Suffocation (Air Runs Out) (p.76): After air supply 0. STAMINA roll per Turn or strenuous activity (difficulty increases -0, -1, -2...). Fail = 0 Health, Death Roll per Round.

Initiative Tracker

Panic Table Quick Reference (Rulebook p.71)

  • 1-6: KEEPING IT TOGETHER.
  • 7: NERVOUS TWITCH. Stress +1 for self & nearby PCs.
  • 8: TREMBLE. AGILITY rolls -2 until panic stops.
  • 9: DROP ITEM. GM chooses. Stress +1.
  • 10: FREEZE. Lose next slow action. Stress +1 for self & nearby PCs.
  • 11: SEEK COVER. Move to safe spot. Stress -1 for self, +1 for nearby PCs. Normal next Round.
  • 12: SCREAM. Lose next slow action. Stress -1 for self. Nearby PCs make Panic Roll.
  • 13: FLEE. Flee to safe place, refuse danger. Stress -1 for self. Nearby PCs make Panic Roll.
  • 14: BERSERK. Attack nearest person/creature until one is Broken. Nearby PCs make Panic Roll.
  • 15+: CATATONIC. Collapse, unresponsive.

Stopping Panic: COMMAND roll from another, being Broken, or one Turn passes.

General Notes & Reminders

Maps

Main

Act I

Act II

Act III