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: "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: "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]
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.
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.