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 |
R1–R4 |
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; 2–3 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.