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The Zombies are the most dangerous invaders in However, if you have "the Flash" in your group (a
the scenario – keep them "back" until you've killed Marine with Scout and Recon), switch tactics and
some NPCs, then you can add atmosphere by attack the Marines instead of the NPCs. The NPCs
having those bodies rise up. For extra effect, usually move only 4 squares, and with no keycard
maybe have Trites "hatch" out of those downed "the Flash" is going nowhere!
Zombies later – think John Carpenter's "The
Thing." In general, try to make the Marines feel like they
need to be everywhere at once – attack from all
When spawning Zombies, feel free to mention sides, kill off NPCs when they are looking the other
sliding door noises from the direction of Areas 2 or way, make them feel under pressure! But, you
4, to suggest that these are UAC employees already knew that! ;-)
leaving their (locked down) quarters. When
spawning Imps or Trites, I like to allude to scuttling MISSION BRIEFING
noises, flashes of greenish light, smells of brim-
stone, and/or noises like fabric tearing.
Give the below (copies in Handouts section) to the
Marines while they are setting up, or summarise it
Describe the monsters to the Marines in detail;
for them:
never use the name of the monster (“Trite”, “Imp”,
“Zombie”) – the unfamiliar is frightening! If the
Marines use these names for their opponents (or,
even better, make up their own), fair enough. But What a way to start your rotation on Mars
as the Invader you do not want to make your Base! You've been here less than twenty
Forces of Unspeakable Evil too mundane! minutes, and already you have busted up a
million-dollar Shuttlecraft, pissed off your
Sergeant, and probably earned twelve weeks
of gruelling, punishing shit-detail, probably
NPCs repainting every square inch of the outside
super-structure of the base... Great! Your luck,
as ever, is holding.
The scenario has three Non-Player Characters that
the Invader player controls after the Marines finish
You step into the elevator after your kit-bags,
their turn, but before he draws or discards Invader
cards. Once the Marines have LOS to the NPC unceremoniously dumped on the floor, and
punch in SUBLEVEL 23 – one of the many
tokens, you can replace them with a figurine that
will not be used in the scenario, e.g. an Archvile. subterranean levels of the underground hive of
humanity that is UAC Research and
When fragged, mark their bodies with encounter
tokens. Use these if the Marines want to search Colonisation Station Delta-Three-Zero, better
known to Space Marine grunts throughout the
the bodies, or if you want to spawn zombies (but
again, keep track of these zombies so the Marines Solar System as Mars Base. Time to report-in
to the CO of the base, and get your quarters
can search the bodies later.)
and rota assignments.
All the NPCs can either Ready to move 4 and The doors slide shut and you feel the slight
Dodge, or Sprint 8. They have 2 armour and 1 lurch in your stomach that accompanies the
health. They do not count towards the Marines' hissing of the elevator's descent. You try to
LOS. ignore the cheerful "dings" as the readout
starts counting down: GROUND, SUBLEVEL
Move the NPCs as you see fit, but remember these 1, 2, 3... God, this is going to be another
are civilians who are scared and will act joyless, grinding assignment: heaving about a
accordingly. Use them to inject some tension and 50-pound spacesuit all day, and – when the
horror into the game – why not have one Sprint off Sun goes down and it gets too cold to work –
screaming down an unlit corridor at some crawling around like moles below the surface.
appropriate moment, forcing the Marines to make a Great!
quick decision: split up the group, or risk another
frag? You can only hope nothing else is going to go
wrong for you...
Try and direct your attacks at the NPCs: this gives
newbie Marines more of a chance, and heightens
The lights in this section of the corridor have The lights in this section of the corridor have
completely failed, and bits of wiring and rubble completely failed, and bits of wiring and rubble
hang from the ceiling. Dust is all over the floor, hang from the ceiling. Some light is falling from
crunching underfoot. Some light is filtering the glass viewplates in the two doors, and you
from the West door's viewplate, and you can can see more light at the far end, but
see more light at the end of the corridor, but everything else is in shadow.
everything else is in shadow.
AREA 3 AREA 5
The room is a smaller version of the lounge The door slides open, and you are looking
where you met the two UAC techs – the beyond it into a dark corridor. Hulking shapes
entrance to another lift, sofas, potted plants, lurch unsteadily towards you, arms
and a vending machine. Standing by the lift outstretched, growling.
doors, working the control panel, is a heavyset
UAC security guard.
Marines can't trace LOS further than 4 squares
in this area, although Invaders are not affected.
The guard is Constable Reginald "Regs" Balder. If
a Marine moves into LOS of Reg role-play the If all the Marines exit off the map:
encounter.
He is attempting to work the lift, trying to figure out You burst out onto the stairwell, the groans
what has happened. He will suggest that in an and growls of the last of the invaders are cut
"Alpha Lockdown" situation, he may have off as the door clicks shut. Sublevel 23 and the
clearance to use the emergency stairs in the north- Security station should be five floors up – you
west corner. better get moving!
What a way to start your rotation on Mars What a way to start your rotation on Mars
Base! You've been here less than twenty Base! You've been here less than twenty
minutes, and already you have busted up a minutes, and already you have busted up a
million-dollar Shuttlecraft, pissed off your million-dollar Shuttlecraft, pissed off your
Sergeant, and probably earned twelve weeks Sergeant, and probably earned twelve weeks
of gruelling, punishing shit-detail, probably of gruelling, punishing shit-detail, probably
repainting every square inch of the outside repainting every square inch of the outside
super-structure of the base... Great! Your luck, super-structure of the base... Great! Your luck,
as ever, is holding. as ever, is holding.
You step into the elevator after your kit-bags, You step into the elevator after your kit-bags,
unceremoniously dumped on the floor, and unceremoniously dumped on the floor, and
punch in SUBLEVEL 23 – one of the many punch in SUBLEVEL 23 – one of the many
subterranean levels of the underground hive of subterranean levels of the underground hive of
humanity that is UAC Research and humanity that is UAC Research and
Colonisation Station Delta-Three-Zero, better Colonisation Station Delta-Three-Zero, better
known to Space Marine grunts throughout the known to Space Marine grunts throughout the
Solar System as Mars Base. Time to report-in Solar System as Mars Base. Time to report-in
to the CO of the base, and get your quarters to the CO of the base, and get your quarters
and rota assignments. and rota assignments.
The doors slide shut and you feel the slight The doors slide shut and you feel the slight
lurch in your stomach that accompanies the lurch in your stomach that accompanies the
hissing of the elevator's descent. You try to hissing of the elevator's descent. You try to
ignore the cheerful "dings" as the readout ignore the cheerful "dings" as the readout
starts counting down: GROUND, SUBLEVEL starts counting down: GROUND, SUBLEVEL
1, 2, 3... God, this is going to be another 1, 2, 3... God, this is going to be another
joyless, grinding assignment: heaving about a joyless, grinding assignment: heaving about a
50-pound spacesuit all day, and – when the 50-pound spacesuit all day, and – when the
Sun goes down and it gets too cold to work – Sun goes down and it gets too cold to work –
crawling around like moles below the surface. crawling around like moles below the surface.
Great! Great!
You can only hope nothing else is going to go You can only hope nothing else is going to go
wrong for you... wrong for you...