Revista - Old Bones Zine Issue 1
Revista - Old Bones Zine Issue 1
Revista - Old Bones Zine Issue 1
Editorial 3
The Slippery Slope 5
Diskos 13
Alternate Poisons 14
The Decrapolis 16
Double Crossbow 19
Carnival Charnel 20
Quasar Cola 25
Adar - Giant Birds in Oathmark 27
Old Bones: The Joseph A. McCullough Creator ‘Zine – Issue 1 is copyright Joseph
A. McCullough, except for parts identified as written by other writers, who retain
copyright to their writings, and the artwork which remains the copyright of Barrett
Stanley. No part of this magazine may be reproduced or transmitted in any form
or by any electronic or mechanical means, including photocopying, recording
or by any information storage and retrieval system, without the express written
permission of the author and publisher, except where specifically permitted by law.
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Editorial
W
elcome to the first issue of Old Bones: The Joseph A. McCullough
Creator ‘Zine! So, what’s a ‘creator zine’? Well, that’s partly what we
are here to find out. Over the last seven years or so, I have created a
lot of tabletop games. Many of these: Frostgrave, Ghost Archipelago, Stargrave, and
Rangers of Shadow Deep use a similar mechanical system, while a few of the others:
Oathmark, The Silver Bayonet, Operation: Last Train, etc. do not. While most of
these games are published by Osprey Games, that isn’t true of quite all of them.
So really, the only thing that connects all my games together is me, my gaming
philosophy, and a lot of the fans who have followed my work through the years.
I created Old Bones as a place I could give free reign to my creativity. I wanted
a space where I could write whatever I wanted for any of my games, no matter how
short, without having to worry about its relevance to a greater work, to publication
schedules, or even if the items fit exactly into the universe that I have established for
a given game (though I admit, I tend to keep those pretty loose anyway!). Also, it
could serve as a place to present items that can be used for multiple systems, which
is messy in larger supplements.
Along with this idea of creative freedom, I wanted something that harkened
back to my earlier days of gaming, when the industry was much more of a cottage
industry. A time when ‘cool ideas’ where more important than flashy presentation.
When all the pages were black and white, and you had to use your imagination to
provide the colour. I’m not saying it was a better time, or that the products then
were better than those now, but only that it has a charm all its own that I sometimes
find appealing.
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I have set a few ground rules for this ‘zine, which I hope to keep going forwards:
1) Each issue will be short, about 6,000 words. By keeping it short, I can
hopefully ensure that it comes out more frequently, but also that I can
keep the price down, so I don’t break the banks of my fans, and so it’ll be
worthwhile even if you don’t play all my games.
2) I am making no promises. I might put out 4 issues a year or this might
prove a one-off. I just don’t know. Likewise, while I would like to have
something for each of my games in every issue, that probably won’t happen.
3) Few photographs. Photographs just aren’t something I like dealing with,
so while I might use one here or there, I’m mainly going to go with
Barrett’s artwork as long as he has the time and inclination to support me!
4) No submissions. I love encouraging other people’s creativity, but
truthfully, I don’t usually like being an editor. I might have a guest here
and there, but mainly it’ll be me.
5) I’m going to have fun. If I find myself writing something just to fill up
the issue and not because it is fun to me, I’m going to chuck it in the bin.
That’s the rules… of course, Rule 2 pretty much means I don’t have to follow
my own rules. Seriously, for someone who writes rules for a living, I have never
been overly good at following them. And really, when it comes to having fun, rules
should only be followed if they aid in that endeavour!
So, in this first issue, I’ve got a lot of fun things. First up is ‘The Slippery
Slope’, a solo scenario about fighting up a waterfall that I originally wrote for
Frostgrave but have modified so it can be used for Rangers of Shadow Deep, Ghost
Archipelago, and Stargrave. There is a scenario for Oathmark and a scenario for The
Silver Bayonet which has a slightly more ‘adult’ theme than usually makes it into my
work. There are also giant birds, double-crossbows, a rare science-fiction weapon,
rules for soda machines in Stargrave, and a whole heap of poisons!
Enjoy!
Joseph A. McCullough
Kent, England, 2022
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The Slippery Slope
A Frostgrave or Ghost Archipelago
Solo Scenario with Conversion Rules for
Stargrave and Rangers of Shadow Deep.
The expedition began with such promise. You quickly broke the seals on the
magical doorway and ventured into the lost catacombs. However, before you knew
what had happened, all the skeletons in that vast burial ground had animated,
cutting you off from your retreat. Your team fought bravely, hacking dozens of the
creatures to splinters, but hundreds more pressed in from behind. Eventually you
had no choice but to run. The running battle took you deeper underground until
you left the catacombs and entered the old sewer system. As you ran onwards, your
feet sloshed through a freezing stream, and you could hear running water ahead.
Suddenly, you broke out of the tunnels into a large chamber, lit by dimly glowing
lights. In front of you, a wall of water poured down an algae-covered slope of stone.
It ran around your boots and out through various drains in the floor. As you stared
up at that imposing slope, you heard the clatter and scrape of bony feet behind.
Despite the danger, you have no choice, you must go up the slope.
SET-UP
This scenario is played on a 2’ x 2.5’ table, which should be divided into three ‘zones’.
The first two zones should each be 2’ wide x 1’ long and the third 2’ x 0.5’. The
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divisions between the zones should be visually apparent on the table. The middle
zone represents a 45-degree slope running up, but it is not necessary (and probably
not desirable) to actually represent this on the table.
On the short table edge adjacent to zone 1, place 4 doors equally spaced along
the edge. These should be numbered 1 – 4. Place four more doors on the opposite
table edge adjacent to zone 3. These should be numbered 5 – 8. Place one skeleton
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in front of each door numbered 1 – 4. Place one cephalite in front of each door
numbered 5 – 8.
Place one treasure token in the exact centre of the table. Place one treasure
token on the border between zones 1 & 2 so that it aligns with door 1. Place a final
treasure token on the border between zones 2 & 3, so that it aligns with door 8.
(Thus, it should be possible to draw a straight line running diagonally across the
table touching all three treasure tokens).
The players should place all the members of their warband within 6” of the
table edge containing doors 1 – 4.
SPECIAL RULES
Zone 2 represents a slippery, waterfall slope that is extremely difficult to move and
fight upon. The entire zone counts as rough ground. Whenever a figure activates
while in zone 2, it must make an immediate Move Roll (TN12). If it fails, it slips.
It takes damage equal to the amount by which it failed the roll and slides that many
inches directly towards the short table edge containing doors 1 – 4, stopping if it
reaches the edge of zones 1 & 2. A figure must also make this roll anytime it loses a
combat or suffers damage from a shooting attack while standing in zone 2. In this
case, if the figure slips, it moves out of combat. If the figure rolls a natural ‘1’ on
any Move roll, it slides all the way to the edge of zones 1 & 2, no matter the actual
distance.
When activated, a figure may sacrifice one action to move carefully, and thus
gain a +3 to its Move Roll. A figure may not take this option if it is only entitled to
one action.
Skeletons must make these Move Rolls if they activate in zone 2, and they will
never move carefully. Thanks to their suckers, cephalites never have to make this
Move Roll and never slip down the slope.
The only way for warband members to exit the table is to move through one
of the doors numbered 5 – 8.
At the end of each turn, roll once on the Slippery Slope Event Table, placing
any new creatures as indicated. If a creature cannot be placed because its door is
blocked (say, by a Wall spell) then the creature does not appear.
Figures do not suffer a movement penalty for carrying treasure in this scenario.
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Slippery Slope Event Table
Die Roll Event
1 Place 1 skeleton in front of Door 1 and one cephalite in front of door 8
2 Place 1 skeleton in front of Door 1 and one cephalite in front of door 6
3 Place 1 skeleton in front of Door 2 and one cephalite in front of door 5
4 Place 1 skeleton in front of Door 2 and one cephalite in front of door 7
5 Place 1 skeleton in front of Door 3 and one cephalite in front of door 8
6 Place 1 skeleton in front of Door 3 and one cephalite in front of door 6
7 Place 1 skeleton in front of Door 4 and one cephalite in front of door 5
8 Place 1 skeleton in front of Door 4 and one cephalite in front of door 7
9 Place 2 skeletons in front of Door 1 and one cephalite in front of door 8
10 Place 2 skeletons in front of Door 1 and one cephalite in front of door 6
11 Place 2 skeletons in front of Door 2 and one cephalite in front of door 5
12 Place 2 skeletons in front of Door 2 and one cephalite in front of door 7
13 Place 2 skeletons in front of Door 3 and one cephalite in front of door 8
14 Place 2 skeletons in front of Door 3 and one cephalite in front of door 6
15 Place 2 skeletons in front of Door 4 and one cephalite in front of door 5
16 Place 2 skeletons in front of Door 4 and one cephalite in front of door 7
17 Place 3 skeletons in front of Door 1 and one cephalite in front of door 8
18 Place 3 skeletons in front of Door 3 and one cephalite in front of door 8
19 Place 3 skeletons in front of Door 4 and one cephalite in front of door 7
20 Giant Wave. A giant wave rushes down the waterfall. Every figure in zone 2 (except
cephalites) must make a Move Roll (TN16) or slip as explained in the special rules.
21 Place 2 skeletons in front of Door 1 and 2 cephalites in front of door 8
22 Place 2 skeletons in front of Door 2 and 2 cephalites in front of door 5
23 Place 2 skeletons in front of Door 3 and 2 cephalites in front of door 8
24 Place 2 skeletons in front of Door 4 and 2 cephalites in front of door 5
25 Giant Wave. A giant wave rushes down the waterfall. Every figure in zone 2 (except
cephalites) must make a Move Roll (TN18) or slip as explained in the special rules.
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COOPERATIVE MODIFICATIONS
If playing this scenario with 2 players, place two additional treasure tokens on the
table, so that they form an ‘X’ centred on the treasure token in the centre of the table.
Place 2 skeletons in front of doors 1 – 4 during set-up. Place one cephalate adjacent to
each treasure token. Each turn, add +5 to the roll on the Slippery Slope Event Table.
Roll for treasure after the scenario as normal. Do not use the normal experience
point chart for this scenario, instead wizards only receive experience points for the
following:
+10 experience points for each spell successfully cast (Solo game only).
+20 experience points for each figure that exits the table through a doorway.
+30 experience points for each wizard, apprentice, Heritor or Warden that
exits the table through a doorway.
+20 experience points for each treasure token secured.
STARGRAVE CONVERSION
Replace the skeletons with ruffians. Add +3 to all rolls on The Slippery Slope Event
Table. Treat all treasure tokens as physical loot tokens. Use the same experience
chart as above, changing wizard and apprentice for captain and first mate and spells
cast for powers used.
If playing on the ‘Challenge Level’ use the set-up and event table as written. If not
using the Challenge Level, decrease the number of starting skeletons and cephalites
to 3 each, leaving one random door on each end without one. Figures may add
their Climb skill to all Move Rolls in the scenario. Subtract 5 from all rolls on the
Event Chart, but still treat a roll of ‘20’ as ‘20’. Treat any roll of 0 or below as ‘No
Event’. Replace all the treasure tokens with Clue Markers and use the Clue Marker
Table below.
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Clue Marker Table
Card Clue
Red Ace Treasure Token
Red King Treasure Token
Red Queen Grappling Hook. This figure has found a grappling hook with a rope
attached. The next time any hero fails a Move Roll treat that figure as
passing the roll instead.
Red Jack Two Healing Potions. This figure may carry these potions until the end
of the scenario, even if it has no items slots currently open.
CEPHALITES
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Diskos
An Advanced Weapon for Stargrave
Cost: 600cr
Sell: 280cr
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Alternate Poisons
In Frostgrave, Ghost Archipelago,
Stargrave, and Rangers of Shadow Deep
All my ‘d20’ games share a rule for poison (or ‘toxins’ in the case of Stargrave),
which is used to cover all kinds of toxic substances, poisons, and venoms. While this
works well for those who value speed and simplicity of rules, it lacks some of the
fun nuance that can bring greater variety and narrative to games. Presented below
is a table giving ten different poison effects. If players wish to use these alternate
rules, then whenever the first figure is poisoned during a game, they should roll
on the table below to determine the effect of this poison. This effect completely
replaces the normal effects of poison. Afterwards, all figures poisoned by the same,
or similar, source will use the same effect. A figure poisoned by another source
should roll again to determine the effects of that poison.
Characters that produce poisonous attacks, such as wizard’s casting Poison
Dark, or biomorphs with Toxic Claws, or those using poison to coat their weapons,
can choose which of the effects to apply (assuming everyone in the gaming group
agrees to use these rules beforehand).
A figure that is poisoned multiple times by the same poison suffers no
additional effects; however, a figure poisoned by different types of poisons suffers
the effects of each of them.
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Alternate Poison Table
Die Roll Result
1-2 Use the standard rules for poison as found in the rulebook.
3-4 Whenever the poisoned figure activates, it should make a Will Roll (TN12). If
it fails, it receives no actions. If it succeeds, it receives its normal number
of actions (so 2 unless some other effect is in play).
5-6 Whenever the poisoned figure activates, it should make a Will Roll (TN12).
If it fails, it takes 1 point of damage. This continues until the poison is
negated, the figure leaves the table, or the game ends.
7-8 The figure suffers -1 to all die rolls.
9-10 The figures suffers -5 Will for the rest of the game.
11-12 The figure suffers vision problems and cannot draw line of sight more than
8” away and suffers -1 Fight and -1 Shoot.
13-14 The figure suffers -2 Move (minimum 2).
15-16 Whenever the figure activates, it should make a Will Roll (TN8). If it fails,
it immediately activates following the rules for uncontrolled creatures,
including potentially attacking members of the same warband. If it passes
the roll, it activates as normal.
17-18 The figure suffers -2 Armour.
19-20 Whenever the figure activates, it should make a Will Roll (TN12). If it fails,
it uses its first action to move its Move score in a random direction. If it
succeeds, it activates as normal.
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The Decrapolis
An Oathmark Scenario
On a remote hilltop, deep in the rugged mountains, stand ten great menhirs, the
standing stones that together form the Decrapolis. Long ago, the ancient sorcerers
worked their magic amidst those stones, summoning creatures from the great
beyond, and casting their curses far and wide. At least until the legions of the
Empire wiped them out. Since then, it has stood abandoned and inert, ignored,
and mostly forgotten. Now, however, your scouts have reported that the eldritch
energies are firing again on the Decrapolis. Such a powerful magical asset cannot be
allowed to fall into enemy hands!
SET-UP
Place 10 menhirs on the table. Two should be placed on a line running through
centre of the table between the two starting table edges. Each menhir should be 6”
from the centre point, and thus 12” from one another. Place 2 menhirs along each
table edge, so that each sits 8” from the centre of that table edge and 16” from one
another. Number the menhirs 1 – 10. If players want, they can just use numbered
tokens along the table edge and only use actual terrain to represent the two in the
centre of the table. Also, players can move the ones on the table edge in about 8” or
so, if they want, so they don’t get in the way of moving units. Each player is then
allowed to place two additional pieces of terrain on the table, but this terrain must
be on the opposite half of the table from the player’s deployment edge.
Armies should deploy following the normal rules.
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SPECIAL RULES
At the end of each turn, the primary player should roll two dice and compare the
results to the numbered menhir. If the dice rolled different results, then a beam of
eldritch energy fires between the centre points of those two menhirs. Draw a line (or
even better use a piece of string) to represent this energy. Any unit hit by this beam
suffers a Combat Dice 2, Strength 3 attack for every rank the beam passes through
(if struck from the flank, then every column the beam passes through). The attack
is still limited to 5 Combat Dice maximum. Units should make Morale Tests if they
suffered casualties. Note, if the dice indicated two menhir that are on the same table
edge, this is unlikely to hit any units. If the dice rolled the same number (i.e., double
3) then that menhir will fire a beam to the centre of the closest menhir in the centre of
the table, or the other menhir in the centre of the table if it is one of the centre ones.
OUTCOME
At the end of Turn 6, roll a die. If the result is 9 – 10, the game ends immediately.
At the end of Turn 7, roll again. The game ends on a result of 7 – 10. At the end of
Turn 8, and every subsequent turn, the game ends on a roll of 4 – 10.
When the game ends, count all units that are within 6” of one of the central
menhirs. Do not count any units with the special abilities Monster or Enormous,
or any units whose total Combat Dice is 3 or less. Players receive 2 points for each
unit that qualifies or 1 point if that unit is disordered.
The winner may add The Decrapolis territory to an area in Region 5 of their
kingdom, replacing another territory if they wish.
THE DECRAPOLIS
You can only add this territory to your kingdom by winning ‘The Decrapolis’
scenario or by taking it from a kingdom that already possess it. A kingdom that
possesses this unique territory may use it to cast a curse upon their enemy before
the battle. Select one random unit in the opposing army. This unit suffers -1 to all
Morale Tests. However, as soon as this unit rolls a 10 on any die while making a
Morale Test, the test automatically succeeds, and the curse is broken. The unit no
longer suffers the penalty.
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To take this territory from another kingdom, you must first occupy it – during
which time the kingdom that possesses this territory cannot use its special rules. Your
kingdom must then win another battle against the same enemy kingdom, which
would allow you to occupy another territory. Instead of doing so, you may choose
to take The Decraoplis. (If you are going to attempt to do this, it would make sense
to play The Decrapolis scenario). Remove the territory from the Kingdom Sheet of
its original owner and add it to a territory in Region 5 of yours, replacing another
territory if you wish.
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Double-Crossbow
A Weapon for Frostgrave, Ghost
Archipelago, and Rangers of Shadow Deep
This non-magical crossbow features two sets of bows, one on top of the other. It
follows the normal rules for a crossbow except it can be fired twice before reloading.
To reload the top bow (always the first one fired) the figure must spend an action as
normal. To reload the bottom bow is more difficult and requires two actions in one
activation (though one of those can be the normally required move action).
In Rangers of Shadow Deep, a figure can exchange any roll on the Magical
Weapons table for a double-crossbow, but this decision must be made before the
roll is made. In Frostgrave and Ghost Archipelago it may be purchased as normal
Cost: 250gc
Sell: 150gc
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Carnaval Charnel
A Competitive Silver Bayonet Scenario for
Experienced Units
The travelling carnival of Madam Pelloux achieved its infamous reputation long
before the outbreak of war. For over two decades, it’s brightly painted wagons and
even more brightly painted performers toured the great cities of Europe, earning
money and outrage in equal measure. Although the outbreak of war made travel
more difficult, it didn’t stop Madam Pelloux, and the carnival took to visiting
armies as often as cities.
Although many are the stories told about Madam Pelloux, perhaps the most
interesting is that she possessed a magical mask that could be used to extract secrets
from the most tight-lipped of agents. Many claim that the ‘mask’ is but a metaphor,
but there are those who claim to have seen it.
Last night, reports were received that the carnival was attacked while in
transit between army lines. Although the stories are muddled, the attack is blamed
on wild animals, either bears or wolves. Due to the unusual nature of the attack,
and the stories regarding the mask, your unit has been dispatched to investigate.
While you’ve been requested to help any survivors, your main purpose is to try and
discover the magical mask, if it exists.
SET-UP
Place one wagon in the centre of the table. Place four additional wagons so they
form a rough cross around the centre one, with each wagon being approximately
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6” from the centre. These wagons can be in any state, including smashed, rolled
over, or on their side. A rough road should run through the centre of the table, but
otherwise the table should be filled with woods, brush, rocks, hills, and maybe an
abandoned building or two.
Seven clue markers should be placed on the table. One should be placed in
each of the five wagons. Place the other two so that they are 8” or so in from the
centre of either table edge not being used as starting table edges.
Place one werewolf adjacent to the central wagon. Place one dark wolf
adjacent to each wagon closest to the player’s staring table edges.
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SPECIAL RULES
The clue markers inside the wagons require additional effort to reach as they are
buried under the wreckage. When a character wishes to investigate such a clue
marker, it must spend an action and make a Check (TN10); figures with the
Combat Engineer attribute receive +2 on this Check. If the check is failed, nothing
happens, and the action is lost. If the Check succeeds, the player should draw a
card from the clue deck as normal. (See text box for suggestions on forming the
clue deck).
Carnaval Charnel
Card Clue
Ace of Hearts Sensual Apparition. Place a sensual apparition 3” away from the clue
marker in a random direction. In addition, gain 1 Monster Die in the
Fate Pool.
King of Hearts Sack of Salt. Gain 1 Power Die in the Fate Pool. Additionally, all this
figure’s attacks count as Salt attacks for the rest of the scenario.
Queen of Hearts The Mask. The figure has found the mask. This figure is now carrying
the mask. If the figure is reduced to 0 Health, place a token on the
table where the figure fell to represent the mask. Any other figure
may now pick it up by spending an action while adjacent to it.
Jack of Hearts Silver Crucifix. Gain 1 Skill Die in the Fate Pool. In addition, all this
figure’s attacks count as silver attacks for the rest of the scenario.
Ten of Hearts Survivor. The figure has found a survivor. The survivor will follow this
figure for the rest of the scenario. If the figure is killed, the survivor
will stand there until another figure moves into contact and will then
follow that figure in the same fashion.
Nine of Hearts Truly Gruesome Scene. The figure has discovered a scene too horrific to
even describe. It must make a Terror Check -2. Gain 2 Monster Dice in
the Fate Pool.
Eight of Hearts Sensual Apparition. Place a sensual apparition 3” away from the clue
marker in a random direction. In addition, gain 1 Monster Die in the
Fate Pool.
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REWARDS
Units receive the following bonus experience for this scenario.
+1 Experience point for investigating 2 or more clue markers.
+1 Experience point for investigating 3 or more clue markers (cumulative with
the above).
+1 Experience point for killing the werewolf.
+1 Experience point for each sensual apparition killed.
+2 Experience points for escorting a survivor off the table.
+2 Experience points for securing the mask by either moving it off the table or
having a figure holding it when the scenario ends.
In addition, any figure that moves off the table while escorting a survivor or while
carrying the mask or is on the table doing so when the scenario ends, receives one
extra experience point. A figure may only earn one extra experience point, even if
it qualifies for both.
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SENSUAL APPARITION
An extremely rare form of ghost, sensual apparitions are only found in locations that
have witnessed both great passion and great betrayal. These glowing, incandescent
figures always appear in a form both beautiful and desirable to the viewer, even
appearing different to different viewers at the same time. Thus, not only are these
creatures extremely dangerous, but it takes soldiers of the greatest will to even
attempt to harm them.
Sensual Apparition
Speed Melee Accuracy Defence Courage Health Experience Points
6 +2 +0 12 +10 10 2
Attributes: Allergy to Enchanted Weapons and Salt; Chilling Touch, Ethereal, Hypnotic,
Indefatigable, Indestructible, Soul Shear
Equipment: None
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Quasar Cola
Soda Machines in Stargrave
‘Quasar Cola, the most popular drink in the galaxy!’ So the slogan said, and probably
it was true. Quasar Cola was manufactured on several hundred different worlds, in
both empires, and shipped to almost every corner of known space. Combining its
fresh, fruity taste, with an impressive adrenaline punch, it was the drink of choice
for most manual labourers and many office workers looking for that afternoon
pick-me-up. So ubiquitous were Quasar Cola machines that they became part of
the city background on most planets.
Then came war and destruction. Although no one purposely bombed soda
factories, they tended to be located near to prime targets, and thus most were lost
in the conflict. Even those factories that physically survived, slowly withered away.
With supply chains severed, most factories couldn’t get the ingredients needed to
create the soda and had no chance of getting them off-world even if they did.
It is possible that a factory or two, on some isolated world that actually grows
the necessary ingredients, is still filling up cans for the local populace, but if so, they
have kept a low profile. For most of the galaxy, supplies dried up during the war,
and now the remaining stock is considered a delicacy. True, a few other colas still
exist, but they just can’t compare with classic Quasar Cola.
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QUASAR MACHINES IN GAMES OF STARGRAVE
A Quasar Cola machine may appear in any Stargrave game set in a deserted,
abandoned, or ruined urban setting. If both players agree, they may place one
Quasar Cola machine on the table. After all the table is set up, and the crews have
deployed, roll a die, and place the cola machine that many inches in a random
direction from the centre of the table.
Since all the batteries in the cola machines will have long since died, it is
impossible to buy a drink. However, it is possible to break them open and see what is
inside. Breaking into a soda machine follows the same rules as unlocking a physical-
loot token, except that it is (TN10). Powers and items that unlock physical-loot,
or aid in unlocking, can be used to break into the machine. If successful, the figure
should roll to see if there are any cans of soda inside, and if so, how many. Roll a die,
divide the result by 4, and round down to see how many cans there are, meaning
there will be 0 – 4 cans.
A figure that has broken in may pick up all the cans as a free action. Otherwise,
the cans can be left, and any other figure can pick them up by moving adjacent
and spending an action. A character can carry one can without penalty. A figure
carrying 2 or more cans is not allowed to carry a physical loot token.
A figure carrying a can may drink one as a free action. After the scenario, the
cans must be divided among the crew or stored in the ship and take up one gear slot
each.
A figure may drink a can of Quasar Cola before a game. If so, the figure gains
+1 Move (to a Maximum of Move 7) and +1 when making Fight Rolls against
shooting attacks for the scenario. Alternatively, a figure may carry a can. It takes up
1 gear slot. A figure may drink a can as a free action during its activation. Drinking
additional cans after the first has no effect as the bonuses do not stack.
Cans of Quasar Cola can be sold for 25cr, they generally cannot be bought.
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Adar
The Great Birds of Oathmark
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Adar
A M F S D CD H Pts Special Base
5 6 2 0 12 4 5 235 Monster, Charge (2), Large, Flying 50 x 50
Equipment: None
Options: Add Archer, see notes above.
NEW TERRAIN
High Eyres – This terrain can be included in any kingdom but can only be placed
in a territory in Region 5. An army may include 1 Adar for each High Eyres in the
kingdom.
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