This is a 7TV2
episode designed for solo play. It's based on the film Fantastic Voyage, which I thoroughly recommend anyone reading
this to watch. Ridiculous, inaccurate, full of plot holes, and gloriously
dated, It's a terrible (yet utterly brilliant, and fairly highly rated) film. A classic.
This post is one of a pair: this first one sets out the rules for playing the episode, while the second is an example, and runs through one of the games I played giving the narrative alongside photos taken during the game.
This post is one of a pair: this first one sets out the rules for playing the episode, while the second is an example, and runs through one of the games I played giving the narrative alongside photos taken during the game.
Warning: this post contains spoilers. If you
don't want to know what happens in the film, stop reading now and go and watch
it. Otherwise, please continue…
The plot of the film
is pretty straightforward. Set during the cold war, a Soviet scientist who has
perfected a technique for shrinking things (and people) to minute size has
defected to the West. While being brought to the USA he was attacked and is now
in a coma. A blood clot needs to be removed from his brain or he will die - but
the clot cannot be operated on conventionally. The only solution is to shrink
five scientists who work for the military's Combined
Miniature Deterrent Force (CMDF) and a repurposed submarine to tiny
size, inject them into his bloodstream, get them to use a high-powered surgical
laser to remove the clot from the inside, and then escape safely before they
expand to normal size (which would not be good for the patient or the
laboratory décor). However, the available technology can only shrink people to
the necessary size for one hour - to the minute - exactly one hour. It's a race
against time, during which the crew of Proteus will
have to contend with the body's defences, and various other logistical
problems, like travelling through the heart and the inner ear. And if that
wasn't enough, there's a saboteur on board as well.
For this scenario I
have ignored some of these plot elements and conflated others to end up with
what I believe is a playable solo game. The rules for the episode are set out below, or you can download them as a pdf here.
The main changes
from conventional 7TV2 for solo play are:
- There is only one
cast to play (CMDF). The opposition is the body and, during the finale, the
saboteur, both of which are controlled by game mechanisms. The opposition to the CMDF cast does not generate plot points, cannot use gadgets, and does not turn over Countdown
Cards.
- Plot points are always generated as if all of the CMDF cast are on table, regardless of whether they
are inside Proteus or not. Play testing
showed that this does not imbalance the game; in the early stages of the game
you will have lots of plot points available but these will get steadily scarcer
as things get more critical!
- The CMDF cast
cannot be Axed, and cannot Steal the Show.
YOU WILL NEED
- Five models to
represent the CMDF cast. The Scuba Diver figures made by Crooked Dice are
perfect.
- A copy of the 7TV2 Spy-Fi rules.
- A model
representing the Proteus mini-submarine.
Some people, I know, have beautiful ones of these, made perfectly to scale from
kits or 3-D printed, that look exactly like Proteus
does in the film. As I'm a cheapskate, mine's a bit crappy and made of
cardboard and papier-mache. Use your imagination.
- A terrain setup
representing a microscopic view of a part of the inside of a defecting Soviet
scientist's brain. Yes, mostly cardboard. I have deviated a bit from the film,
my props and special effects budget being considerably smaller.
- 12 Red Blood Cells,
which are easily made from modelling clay or similar, set on large bases.
- 16 Antibodies,
made from something appropriately representative. Mine are small pieces of
cotton wool, dyed and painted and set on small bases, and while they don't look anything like real Antibodies they have a passing resemblance to the ones made using special effects in the film.
- Two sets of
markers, each labelled with the numbers 1-6 are useful to indicate the arrival and departure points of Red Blood Cells and Antibodies.
- If you really want
to go to town, you can use something appropriate to represent the wall of the
brain and the blood clots, but this is not necessary to play the game and
really only for those whose obsession gets the better of them. Like me. Especially if
they decide to simulate brain activity using LED lights.
You do not need an
opponent!
THE CASTS
The crew (Crooked Dice figures) with Proteus (paper mache) behind |
Agent Charles Grant,
Officer in charge of Security (Co-Star, 6 ratings)
Dr Michaels, Head
Scientist (Co-Star, 6 ratings)
Dr Peter Duval,
Surgeon (Co-Star, 6 ratings)
Cora Peterson,
Assistant to Dr Duval (Co-Star, 6 ratings)
Captain Bill Owens,
in charge of Proteus (Co-Star, 6
ratings)
The mini-submarine Proteus (Vehicle, 4 ratings)
Profile Card for Proteus |
SYNOPSIS
The CMDF cast
members have been shrunk to 'about the size of a microbe' and injected into the
body of a comatose defecting Soviet scientist to remove a blood clot from his
brain and get out before they revert to normal size. It is a race against time.
SET-UP
The game is played
on a 3ft x 3ft table as shown in the diagram below, with appropriate terrain to represent a
microscopic view of part of a blood capillary inside a comatose defecting
Soviet scientist's brain.
One side of the
table (the top in the Table Setup drawing above) represents the wall of the
brain, and the opposite the open capillary along which Proteus
and her crew have travelled to arrive. The closest third of the table to this entry side
contains no terrain. A band across the central third of the table contains
terrain that is composed of elements of body tissue, spaced such that the Proteus can just manoeuvre through, but so
that it must make turns should it do so. The final third of the table closest to
the brain wall contains denser body tissue terrain, with gaps that are too
small to allow Proteus to pass through,
but large enough for Red Blood Cells - between 2" and 4" or so in
width. The brain wall is the location of the elements of the blood clot that must be removed.
All terrain apart from open space is impassable.
Table Setup showing Red Blood Cell and Antibody entry points (left) and exit points (right), configuration of terrain and CMDF entry and exit corners |
Roll a die and use
whatever method you like to place that many Red Blood Cells randomly anywhere
in the open space on the table.
Place five objective
markers at 6" intervals along the far edge of the table, touching the
brain capillary wall. These represent the parts of the blood clot that must be
removed.
You can add blood clots to the wall as well as objective markers if you like |
AND… ACTION!
There is no
initiative roll. Play begins with the Proteus moving
onto the table, measuring its move from the entry point shown on the Table
Setup drawing. The CMDF cast members begin the game on board Proteus.
Although they start the game off-table and in a vehicle, they always generate plot
points each turn as they were all on table.
SPECIAL RULES
Red Blood Cells |
Antibodies. These are best represented by
small bits of cotton wool fluff, and are modelled on small
bases. 16 of these works well for this size game. Antibodies each have Defence 8 and
one point of Health. If reduced to 0
Health, they are removed from the table and their models become available to arrive again. They automatically attack any opposing model which
they contact, with a +8 attack (0 health + weakened). Antibodies automatically attach to the first
opposing model they contact, and remain attached until either is destroyed. A model counts as disadvantaged, may not make shoot attacks, and has its
move reduced by 1" for each attached Antibody. Antibodies do
not get free strikes when an attached model moves, but move with that model and remain in contact until either is destroyed. Antibodies can never gain any Status and cannot be
knocked down. For the purposes of the effects of Countdown and Gadget cards,
Antibodies are considered to be Stars, Co-Stars or Extras.
NOTE: White Blood
Cells are assumed to be present to act with the Antibodies, in due course, to
get rid of unwanted miniaturised scientists. You don't need to represent them
in the game but if you want to you can replace a few Red Blood Cells with white
ones for a bit of variety. In game terms they will operate in exactly the same
way.
Disturbance Status. You'll need some markers
to indicate the status of models that have caused a Disturbance, as these then
become targets for antibodies. A model gains the Disturbance status immediately
if it is not inside Proteus and it
contacts or is contacted by a terrain feature, Red Blood Cell, or Antibody; if
it makes any attack; or if it uses a Gadget card. A model can only have one
Disturbance status at a time, and should it gain this status when it already
has the Disturbance status this has no effect. Each time a model gains the
Disturbance status, one Antibody arrives on the table at one of the numbered entry points, determined by a dice roll.
Models inside Proteus cannot have the Disturbance status.
The Disturbance status is removed automatically when a model enters Proteus. The Disturance status can be removed from any model at the cost of one
plot point during the Activation Phase, but only if there is no Antibody within
6" of that model.
End of Turn Sequence. At the end of each turn,
after checking to see the effect of the On Fire status, the following sequence
takes place:
- Red Blood Cells drift. Starting with those
closest to the exit table edge, roll a die for each Red Blood Cell in
turn and move it 1d6+2" toward the exit point with that number. Red Blood Cells move around intervening
objects and terrain by the shortest move possible, generally drifting from entry to exit edge with the blood flow through the capillary. Any models contacted
receive the DIsturbance status. Red Blood Cells that touch the exit table edge are removed from the table.
- Red Blood Cells arrive. Roll a die. Place that
number of available Red Blood Cell models at starting locations on the
entry table edge. Determine the starting
point of each arriving Red Blood Cell by rolling a die and referring to the
numbered locations on that table edge. Multiple Red Blood
Cells arriving at the same point should be placed next to each other.
- Antibodies attack. Each attached Antibody makes
one attack on the model to which it is attached.
- Antibodies move. Antibodies that are within
12" of models with the Disturbance status move towards the closest
such model. Starting with the closest within 12", move each Antibody
1d6+2" directly toward the closest model with the Disturbance status. Antibodies
stop when they contact a model. Any model contacted by an Antibody gains the
DIsturbance status and is immediately attacked.
Antibodies that are further than 12" from all models with the
Disturbance status drift 1d6+2" in the same way as Red Blood Cells.
Antibodies that touch the exit side table edge are removed from the
table. Move Antibodies sequentially. Note that if at any point an Antibody that
would have drifted but has not yet moved finds itself within 12" of a
model with the Disturbance status, instead of drifting it will move toward the
closest model with that status.
- Antibodies arrive. For each model that
currently has the Disturbance status, one available Antibody model arrives at the left table edge. Determine the point of arrival in the same way
as for Red Blood Cells.
U-91035 Proteus |
Countdown Deck. Use the Countdown Deck from
the Spy-Fi rules. Construct the deck with five cards in each Act. Note that
some Countdown Cards will have no effect in this scenario. You may choose to
turn two Countdown Cards at the start of any turn. The following actions automatically
take place at the start of Act 2 and the Finale:
Sabotage! When the topmost face-down card on
the Countdown Deck first shows Act 2, at the end of the Countdown Phase, but
before the Action Phase starts, roll a die:
1:
Fire in the Hold: something flammable
has caught! All models inside Proteus gain
the On Fire status;
2
Engine Damage: the engines have been
tampered with. Proteus may only make one
move activation each turn for the rest of the game;
3
Broken Laser: a bit like the film.
Choose one surviving non-vehicle CMDF cast model randomly. This model may not
use its surgical laser for the rest of the game;
4.
Radio Interference: with a sudden blast
of sound, all surviving CMDF cast models, including Proteus, immediately gain the DIsturbance status;
5. Explosion: a grenade has been hidden in
someone's wet suit. Choose one surviving non-vehicle CMDF cast model randomly.
Centre the 5" Blast Template on this model. All models under the template
are targeted by a +10 attack (-1 Health and Stunned).
6. Oxygen Depletion: someone's been
careless with the oxygen tanks. Choose one surviving non-vehicle CMDF cast
model randomly. This model immediately gains both the Stunned and Weakened
statuses.
The Saboteur is Revealed! When the topmost
face-down card on the Countdown Deck first shows Finale, at the end of the
Countdown Phase, but before the Action Phase starts, randomly choose one
surviving non-vehicle CMDF cast model that is not in fight range of any
Antibody. This model is no longer considered a member of the CMDF cast, but
reveals itself to be the saboteur. Remove all statuses from this model and move
it into contact with the closest non-vehicle CMDF cast model (if this turns out
to be a long move, the saboteur has obviously been sneaking about unseen!) The
saboteur now immediately makes a surprise fight attack. Set half the available
plot points (rounded up) aside. The saboteur will use these to improve this
attack roll. The saboteur never uses the Star Qualities or Special Effects of
the cast member it replaced.
At the start of each
subsequent turn, the saboteur acts immediately before that turn's Countdown
Phase. When this happens, the saboteur moves towards the closest non-vehicle
CMDF cast model. If this move ends in fight range, the saboteur makes one fight
attack, using half the available plot points (rounded up) in the same way as
above to improve their attack roll. Don't forget that the Saboteur can also
gain the Disturbance (or any other) status!
Should the saboteur
become the only model inside Proteus, at
the end of the turn move Proteus towards
the nearest accessible table edge. If it touches that table edge, Proteus is lost.
NOTE: The player may
wish to remove the Disturbance status from the Saboteur to prevent more
Antibodies arriving. For this purpose only the Saboteur is treated as if they
are still a member of the CMDF cast.
Removing the Blood Clot. To claim each
objective token, it must be destroyed. Each objective token has a Defence of 10
and two points of Health. Claiming each blood clot objective grants an award of
two plot points. Don't forget that anyone operating a surgical laser gains the DIsturbance
status!
Leaving the Table. Models that move to the
table corner marked as the Exit point (see Table Setup drawing) may leave the
table. Models that leave the table cannot return.
VICTORY POINTS
To claim any victory
points at all, at least one objective must have been claimed and at least one
member of the CMDF cast must have left the table by the end of the game. If this has
happened, roll a die and add the number of objective tokens that have been
claimed. If the final score is six or more, the blood clot has dispersed, the
operation is a success, and the comatose defecting Soviet scientist will
recover.
If the CMDF cast leaves the table with Proteus, they will exit
the patient according to plan. If not, they will extract themselves
successfully via the patient's tear duct, just like in the film. It is also
possible that the Saboteur will also have left the table in Proteus, in which case there will be a lot of
difficult explaining to do!
If you are allowed
to claim victory points, score your game as follows:
+4 if the operation
was a success and the scientist survived
+2 if the saboteur
was killed
-6 if the saboteur
left the table in Proteus
+1 for each cast
member other than the saboteur that left the table
-1 for each cast
member other than the saboteur that did not leave the table
+2 if our heroes
left the table with Proteus
10+ points is a
resounding success
6-9 is a success,
though probably a costly one
1-5 is a difficult
situation. Serious questions will be asked about value for money and the
practicality of the CMDF
0 or less is a
disaster, an immense waste of money and a political embarrassment. The CMDF
will be disbanded.
USING THESE RULES IN NORMAL 7TV2
If you want to use this situation and its terrain in normal games of 7TV2, then why not! It might stretch credibility, but that's just something for the narrative to resolve. I've done my best to create an appropriate Peril Card - essentially this just repeats the rules for Red Blood Cell and Antibody movement, and the Disturbance status, as describved above. You can download a copy of the card here.
USING THESE RULES IN NORMAL 7TV2
If you want to use this situation and its terrain in normal games of 7TV2, then why not! It might stretch credibility, but that's just something for the narrative to resolve. I've done my best to create an appropriate Peril Card - essentially this just repeats the rules for Red Blood Cell and Antibody movement, and the Disturbance status, as describved above. You can download a copy of the card here.
This makes me very happy!
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