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Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-03 07:40:46 +01:00

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OPERATION VESALIUS — GM CHEAT SHEET


SKILL CHECKS BY SCENE

SCENE CHECK DIFFICULTY CONSEQUENCE OF FAIL
1: Boarding Silent Move Challenging +0 Alarm trip → +1 patrol S2
1: Boarding Tech-Use (suppress alarm) Hard 10 Alarm trip → +1 patrol S2
2: Labs Tech-Use (gene-lock) Challenging +0
2: Labs Awareness (spot traps) Ordinary +10 1d10 E splash (corrosive leak)
3: Clone Vault Tech-Use (unlock matrix) ×3 Challenging +0 1d10+5 E acid burst (Pen 4)
4: Core Research Tech-Use (field unlock) ×3 Hard 10 Field holds; alternate sabotage route
4: Core Research Demolitions (sequence) Challenging +0 Field holds; tech route mandatory
5: Escape Agility (debris) Challenging +0 1d10+4 I + lose 1 round
5: Escape Strength (bulkhead) Ordinary +10 1d10+4 I + lose 1 round
5: Escape Athletics (floor gaps) Challenging +0 1d10+4 I + lose 1 round
6: Debrief Fellowship (report) Ordinary +10 +1 RP if inspiring

ENEMY STAT BLOCK (CONDENSED)

NAME WS BS S TB AG W AR MAIN ATTACK SPECIAL
Surgeon Acolyte (S3) 45 40 40 4 35 28 5 Chainblade 1d10+6 R Pen2 Tearing Fear(1), Unnat.Int(×2), Combat Master, tech drugs +10 WS
Chaos Cultist (mook ×6 S3) 35 30 35 3 30 12 3 Autogun 1d10+3 I Pen0 Flak armor only
Gland Hound (×2 S2) 40 40 4 50 18 2 Bite 1d10+5 R Pen2 Toxic(1) Quadruped, melee 10 to hit, Frenzy, Heightened Senses
Chaos Spawn (S4) 45 50 5 35 40 4 Claws 1d10+8 R Pen4; Tentacle 1d10+6 I Pen2 Concussive(1) Fear(2), Multiple Arms, Unnat.Str(×2), Regen(2), teleports end R5 if Bile alive
Thaddius Bile (avatar) TBD TBD TBD TBD TBD TBD TBD TBD Timer: R5 teleport unless driven off

DAMAGE REFERENCE (QUICK)

HAZARD DAMAGE NOTES
Acid Burst (unstable clone) 1d10+5 E, Pen 4 Triggered on Tech-Use fail S3
Corrosive Leak (S2 trap) 1d10 E Awareness check to avoid
Escape Obstacle (fall/crush) 1d10+4 I Fail any Escape check = lose 1 round
Gland Hound Bite 1d10+5 R, Pen 2, Toxic(1) Melee attacks vs hound are 10
Acolyte Chainblade 1d10+6 R, Pen 2, Tearing Combat Master talent applies
Spawn Claw 1d10+8 R, Pen 4 Unnatural Strength ×2

TIMELINE & ROUND COUNTERS

TRIGGER ROUND ACTION
Escape Start T+0 5-round countdown to ship collapse
Bile Threat R1R4 Avatar engages; Spawn melee tank
Bile Escape Check END R5 Bile teleports away UNLESS team wins hard team Tech-Use challenge (5 success/3 fail)
Spawn Berserk After Bile gone +1 attack per round; regenerates 2 wounds/round
Collapse R5 end Entire vault implodes; escape becomes mandatory
Escape Countdown 5, 4, 3, 2, 1 Call aloud each round; final push at R1

ALARM ESCALATION TRACKER

LEVEL TRIGGER EFFECT
0: SILENT Starting state No patrols active; stealth possible
+1 ALERT Failed S1 Silent/Tech check +1 patrol added to S2 labs
+1 ALERT Failed S2 Tech/trap Low red alarm LEDs pulse
+2 HOT S3 begins (tanks crack) Acolyte + cultists deploy; full combat
+3 CRITICAL S4 starts Bile avatar emerges; Spawn unstoppable
+4 EMERGENCY S5 escape Ship-wide sirens; 23 gene-mods harry retreat

XP & RP QUICK REFERENCE

ACTION BASE XP BASE RP CONDITION
Stealth Boarding +25 +1 If no alarm S1
Lab Infiltration +100 +2 If data extracted silently
Clone Chamber (kill Acolyte) +150 +2 If prisoners saved
Core Research (secure/destroy Sample) +200 +3 If Bile driven off without losses = +3; if lost team member = 0
Escape (no deaths) +50 +1 If no one left behind
Debrief (inspiring report) +50 +1 If Fellowship check succeeds
TOTAL BASELINE +575 +10 No bonuses; adjust for deaths/failures

Session 0 Recap: 900 XP group ÷ 6 = 150 XP/player; 14 RP group = 2 RP each + 2 GM pool.


DIFFICULTY DIALS (PRESET ONCE, USE ALWAYS)

TEAM STYLE ADJUSTMENT
Stealthy Reduce patrols; alarms add +10 TN instead of spawning enemies
Loud/Aggressive Immediate +1 patrol S2; +1 unstable clone trigger S3
Low-Gear/Rookie Change Hard (10) to Challenging (+0); Spawn arrives 1 round later S4
Veteran/Optimized Add environmental hazards each scene; Bile teleports end R4 instead of R5

ONE-PAGE REFERENCE: KEY BEATS

Opening: "Darkness carries weight. You breathe barely—but the Emperor's fire burns in your chest." S1 Key: Single distant metal klonk; camera LED blinks. S2 Key: Ruptured tissue-tube splats wall; tiny alarm LED wakes. S3 Key: All cylinders flicker in sync… then ONE cracks. S4 Key: Energy field pulses like a heartbeat. S5 Key: Count down aloud: 5…4…3…2…1.

Bile Flavor Lines: "So naive. You clutch truths you barely grasp." "This is not the end—only a delay." "Perfect. The idea steps out of its cage."


COMMON TEST SHORTHAND

TEST MODIFIER COMMON USAGE
Silent Move +0 S1 boarding, avoiding patrols
Tech-Use 10 (Hard) / +0 (Challenging) Dock alarm, field unlock, gene-lock
Awareness +10 Spot traps, notice ambush
Demolitions +0 Alternate S4 sabotage route
Agility +0 Debris avoidance S5
Strength +10 Move bulkhead S5
Athletics +0 Clear gaps S5
Fellowship +10 Debrief / inspire report S6

CRITICAL RULES AT A GLANCE

  • Escape Gauntlet: 3 checkpoints (debris, bulkhead, floor gap); fail any = 1d10+4 I + lose 1 round; 5-round total timer
  • Acid Burst: Triggers on S3 Tech-Use fail; 1d10+5 E Pen 4 to all in area
  • Gland Hound Melee: 10 to hit them in close combat (high agility + dodge)
  • Spawn Regeneration: 2 wounds/round unless Bile is driven away (then full berserk)
  • Bile Escape: End of R5 (Core Research) UNLESS team wins group Tech-Use check (5 successes before 3 failures)

FOR PRINTING: Single A4 or letter page, 8pt/10pt font. Fold along "TIMELINE" if pocket-size preferred. Keep on table; reference aloud when needed.