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Planet 28—death on the periphery.

Written by Nicolas Evans.


Illustrated by Nicolas Evans.
Distributed by Mammoth Miniatures.
2020.
With thanks to everyone who backed the core rules on Kickstarter and all of
the planet 28 Facebook group for your excellent feedback.
The universe is a dangerous place - thieves, tricksters,
conmen and worse ply the stars sowing menace wherever they
go. In a universe where life is cheaper than ammo, Trust is
hard to come by. No wonder then that so many starfarers tend
to go it alone…

Death on the Periphery is an expansion for Planet 28 that allows you to


play solo and cooperative games and campaigns.
Within this book you’ll find all the rules needed for playing solo and
cooperative games as well as a micro campaign to get you started in
solo play.
To use these rules you’ll need a copy of the Planet 28 core rules which
can be found for free online.
You’ll also need a selection of miniatures, a set of polyhedral dice, a
tape measure or ruler marked in centimetres (cm) and some pens and
paper to keep track of things as your games progress.

Solo vs Co-op.
The following rules are designed to allow you to play either on your own
in solo missions or with a partner in cooperative adventures. Both styles
of play use the same rules. Should you wish to play a solo game, you
simply need to create your warband and follow the rules in this book.
Should you and a partner wish to play cooperatively, you simply need to
create your own characters and add their respective points values
together when it comes to working out the amount of enemies to create.

Building warbands.
One of the first things to consider when playing a solo game
is your warbands. For the most part the
rules for warband creation are the
same as in the Planet 28
core rules, With the
following exceptions.
Enemy warbands.
One of the biggest changes you’ll find in a solo game is that unlike in a
standard game against a human (or inhuman) opponent, you’ll be creating
not only your own characters, but also the enemies for them to face.

When building an enemy warband you should build them as you would
your own warband, selecting traits and abilities according to the Planet 28
warband creation rules.

You should make your enemy warband at least 200 points LARGER than
your own. Whilst this may seem unfair, your enemy warband can only act
in a certain number of ways and as such lacks the freedom of your own
characters.
(E.G. If your warband is worth 650 points, your enemy warband should be worth 850.)

Enemy agility.
Unlike your own characters, An enemy character does not use their agility
skill to determine when they may act in a turn. How this is determined will
be explained later, But you should take it into account when creating your
enemy warbands.

Size.
Warbands in solo or co-op games no longer need to have a minimum of
two members, you can instead choose to field a warband made up of a
single character.

Single character warbands.


If your warband is composed of a single character then that character
gains the following bonuses.
Single character warbands can increase their hit points by 5 at a cost of
20 points.
Single character warbands may make 3 actions in a single turn rather than
2.
Single character warbands are immune to all break tests except those
caused by other characters traits or abilities.
(E.G. when wounded to below 50% health this character would not need to take a break
test, But they would need to when fighting an opponent with the Fear trait.)
Play sequence.

The turn.
Just as in a normal game of Planet 28, all characters may make 2 actions
in each turn.
The order in which characters activate is the same as in a normal game of
Planet 28 with one key difference, At the start of each turn you must roll
1D10 - the result of this roll determines when enemy characters may act
during the turn. All enemy characters are activated at the same time and
will always use both of their actions if possible. (E.G. if you roll a 4, all
enemy characters would activate as if they had an agility of 4 for that turn.)

Enemy actions.
When an enemy character activates you should use the following system
to determine how they will act. Simply look at the miniatures on the table
and consult the following list to determine each enemies actions.

•If the enemy character is in combat, they will continue to fight


until they or their opponent is slain.

• If the enemy character is not in combat and there is a player


controlled character within line of sight, the enemy character
will attempt a shooting action or use an ability if possible.

• If a shooting action is not possible and the enemy character


has no relevant abilities, the enemy character will move up to
their movement speed directly towards the nearest visible
player controlled character. If two characters are equidistant
from the enemy, randomly select which character the enemy
moves towards.

• If the character is not in combat and no player controlled


characters are visible, the enemy character will move up to their
full movement speed towards the furthest board edge from their
current location.
Extra details.
Alongside the basic activation pattern listed previously, Enemy characters
will do a few things differently. All enemy characters obey the following
rules:

•Enemy characters will always perform a charge action if possible.

•Enemy characters will always counter in combat if possible.

•Enemy characters will never push their opponents back after winning
a fight.

• Enemy characters may not choose to leave combat.

•Enemy characters may not hold actions.

• If an enemy character encounters an obstacle whilst moving, roll


1D4.
On a 2 or less the character will attempt to continue in a straight line
using their agility skill to tackle the obstacle.

On a 3 they will turn around and move back the way they came until
their movement is complete.

On a 4 you may decide how the character uses the rest of their
movement.

Campaign points.
When playing a solo or cooperative game you will generate campaign
points as laid out in the Planet 28 core rules, With a few minor changes.

Enemy campaign points.


Enemy characters can gain Campaign points in the same manner as play-
er controlled characters, so at the end of a game you’ll want to upgrade
them. How you do this is up to you, however it’s a good idea to focus on
increasing characters skills and improving their weaponry before you add
additional traits or abilities.
Campaign points in cooperative games.
In a cooperative game both players should add up any points they have
earned and then divide it equally.
(E.G. if you earn 30 points and your partner earns 26, you’d add them up for a total of
56,then split this evenly between you for a total of 28 points each.)

If you find you have an extra point remaining then the player who
submitted the most points to the total claims it. If both players submitted
the same amount of points, then the point is kept aside for the future.

Hidden agendas.
If you’re playing a cooperative game you can use the following list of
hidden agendas to add an extra level of conflict to your games. These are
special character specific objectives that can gain you extra campaign
points all for yourself.
After all, just because you’re on the same team that doesn’t mean you
have the same goals.

At the start of the game a player wishing to use a hidden agenda should
select which character has the agenda and then roll 1D6 on the hidden
agenda chart to decide their agenda.

It's up to you whether you tell your partner what the characters agenda is,
But you must tell them that you have one.
If a character manages to complete their hidden agenda during a game
then they receive an additional 5 campaign points. These points are not
added to the total number of points earned by all players, and instead
belong only to the character that completed the agenda.

If a character fails to complete their hidden agenda then they retain that
same agenda in the next game, however for each subsequent game the
agenda is worth –1 campaign point. (E.G. if a character has had the same agenda
for 2 games, it will only be worth 3 campaign points.)

Once a character has completed their agenda they may roll on the chart
for another. Although there’s nothing stopping you from giving a character
multiple hidden agenda, you might find that wandering off to complete
your own missions puts something of a strain on your partnership!
D6 roll. Agenda. Objective.
1 Vendetta One of the enemies you’re facing is an old foe from your
past. After all characters have been deployed, select an
enemy character. You must kill this character before the
game ends.

2 The mule You’ve been tasked with dropping off illicit goods for a
shadowy overlord. You must reach the opposite edge of
the board from the one you started at and spend an entire
turn in base contact with this edge, before the game is
over.

3 Demolition Select a piece of terrain at least 30cm from your starting


man position. You must spend an entire turn in base contact
with this piece of terrain in order to plant a demo charge
and blow it to pieces before the game ends. (you’ll find
the rules for demo charges below.) you don’t need to pay
for this demo charge, but you only get one!

4 Thief in the Rumour has it that somewhere around here is a stash of


night treasure! You must move to each corner of the playing
area and roll 1D4 to check for treasure. On a roll of 4
you’ve found your treasure. (if you’ve checked three
corners and not found it yet then you don’t need to roll
on the last corner.)

5 Knowledge One of your enemies knows something you don’t, and you
is power need to correct that situation fast! At the start of the game
select an enemy character. You must succeed in
defeating this character in at least one fight action. If you
do, instead of dealing damage you instead extract the
information you need. (of course they’re free to hit you
back afterwards!)

6 Vow of After a night of intense prayer and hard liquor you have
pacifism taken a vow of pacifism. You must survive to the end of
the game without causing any damage to an enemy
character.

Demo 50 To use a demo charge you must first select a piece of


charge points scenery to demolish. You must then set up the charge, this takes
two actions and you must be in base contact with the scenery
each piece you wish to demolish. Once set up roll 1D4 - this is how
many turns you have until the charge explodes. Once this turn is
reached all characters within 1D10cm of the terrain take 1D6
damage. The terrain piece is then removed from the board.
Each demo charge can only be used once. The demo charge
always explodes before any characters have activated.
One of the joys of owning a ship capable of interstellar travel is the number of distress
calls you get to listen in on as you hop from system to system. War, famine, industrial
accidents, alien invasion… you can hear it all from the safety of your pilot seat.
Of course there are those calls that stand out, those very special distress signals that
catch the ears of even the most jaded spacefarer.
And the call you just got from Lychester VII is exactly that kind of call….

Located far from civilisation at the very edge of the galaxy,


Lychester VII is an old industrial world. Once the source of
every sock, glove and hat in the sector, Now it’s main
export is aggregate as it’s vast industrial hubs are
ground up for use on other more prosperous worlds.

The loss of its industry has caused Lychester VII no end


of problems, But right now the big problem is revolution.
It seems that the timely combination of a workers
uprising and a mutagenic plague has tipped the
populace of Lychester VII into all out civil war,
And somewhere along the way the planetary
overlord has gone and got himself kidnapped!

Ordinarily you’d ignore any official distress call,


But the prospect of claiming a governor's ransom
is just too good to miss. With money on your
mind you send back a return signal to the
central government letting them know that
you’re on the way to help out…

Escape from Lychester VII is a micro campaign for


solo and co-op play. In order to play through this
campaign you’ll need to build a warband of no more
than 500 points. You’ll also need a selection of
miniatures to represent both the rebelling workers
of Lychester VII and its mutated civilians.

Over the next few pages you’ll find three


scenarios as well as all the profiles
needed for the enemies you’ll
be facing. You’ll also find
a campaign flowchart that
will tell you how your
performance in each game will
impact the next...
The campaign chart.

Each of the scenarios in The fall of Lychester VII is designed to be played


in sequence. You should play through each scenario according to the
scenario details.
Once you’ve finished a game you should consult the flowchart below
before starting the next game.
If you complete the scenario objective then you can follow the arrow
marked WON to determine what will change in your next game.
If you fail to complete the scenario objective then you should follow the
arrow marked LOST to determine what will change.

Scenario 1 -
Hard landing.
Play the scenario as written.

Won Lost

Scenario 2 - The overlord. Scenario 2—the overlord.


You may choose to set up your warband You must set up your warband as listed in
against any board edge at the start of this the scenario plan.
game. All player character ranged weapons have
the RELOAD special rule for this game.

Won Lost Won Lost

Scenario 3 -Escape from Scenario 3 - Scenario 3 -Escape from


Lychester VII. Escape from Lychester VII.
This game ends 1D4 turns Lychester VII. Place 1D4 rebel workers on
after the overlord reaches the the landing pad (2).
landing pad (2). Play the scenario as this game ends 1D6 turns after
All player controlled written. the first player controlled
characters receive a +1 to character reaches the landing
their agility. pad.

If you win scenario 3 then you have successfully escaped from


Lychester VII!
Enemy Character profiles.
Escape from Lychester VII calls for two types of enemy character,
rebel workers and mutants. Below you’ll find profiles for both of these
enemies. The scenario descriptions will tell you how many of each enemy
to use, But you should feel free to modify these profiles if you fancy a
greater challenge. These enemies don’t gain campaign points, so don’t
worry about making new character sheets for them.

Rebel worker.
Stats. Weapons. Armour.
Shooting : 5 Power tool. Heavy work suit.
Melee. 1 handed. 1D6-2
Fighting : 6 2D4+1
Traits.
Agility : 5 Sure footed.
crude pistol. This character treats
Hit points : 15 Ranged. 15cm. rough terrain as even
1 handed. terrain and dangerous
Speed : 10cm 1D6 terrain as rough terrain.

Mutant citizen.

Stats. Weapons. Armour.


Shooting : 2 Mutagenic dagger. No armour
Melee. 1 handed. 1D4-1
Fighting : 7 1D6+3
Poisonous - characters Traits.
Agility : 4 wounded by this Mutagenic.
weapon take an Any character killed by
Hit points : 20 additional 1D6 damage this character is replaced
for 1D8 turns. on the board by another
Speed : 10cm mutant miniature.
Scenario 1– hard landing.
After sending down a message to let the planetary authorities know you’ll be coming
to lend them a hand, You receive instruction to land at a spaceport on the outskirts of
Lychester VII’s capital city of Lear.

You’ve been told that a security escort will be meeting you once you dock to provide
you with fresh supplies and a map to the lost overlord, But upon leaving your ship
you’re met only by the sound of gunfire! It seems you’ve flown right into a rebel
ambush, and your only hope is to run right through it!

Objective.
You must get at least 50% of your warband off the board through the exit
airlock before the 10th turn. After the 10th turn all airlocks will be shut and
the game is over, Your warband will have to find another way to make their
rendezvous…

Deployment.
Your warband is deployed within 10cm of the spaceport airlock marked 1
on the map.
The exit airlock is marked 3 on the map.

Enemies.
This scenario calls for 7 rebel workers to be set up on the board
according to the deployment instructions.
The rebels are set up within 10cm of the point marked 2 on the map.

Set up.
This scenario calls for a 90x90cm board. security buildings and supply
stations fill up a vast open amphitheatre. Cargo crates and fuel barrels are
scattered around, and some have been formed into makeshift barriers by
the rebels who are attempting to claim the port. This game last 10 turns.

After action.
If you succeed in getting to the airlock, your warband meets up with the
planetary security forces and is debriefed for their mission.
If you fail then your warband is forced to hit the streets and look for the
planetary overlord without the help of the authorities...
Lear spaceport .

Scenario 2 - the overlord.


After making your way from the spaceport you discover that the planetary overlord is
hiding out in the slums at the cities edge. Hubs of vice and disease, the slums are
flooded with refugees fleeing both the rebels and the spreading plague. Careful
observation tells you roughly where the overlord is hiding, but you’ll need to go in and
grab him in person.

Objective.
You must find the overlord and escort him off the board before the enemy
can slay him or before he runs away.
Deployment.
If you won the last game you may deploy within 10cm of any table edge.
If you lost the last scenario your warband deploys within 10cm of the point
marked 1 on the map.

Enemies.
This scenario calls for 6 rebel workers and 2 mutant citizens.
The rebels and the mutants are deployed within 10cm of the point marked
2 on the map.

Searching for the overlord.


The overlord is in one of the buildings marked A,B,C and D on the map.
To figure out which you must search the building. To perform a search you
must move a character into base contact with the building and roll 1D4. On
a roll of 4 the overlord has been found. If you have searched three
buildings and not found the overlord then he will automatically appear
on top of the remaining building.

The overlord.
The overlord should be represented by a single miniature. Once he has
been found he will remain in base contact with the character that found
him until that character is slain or enters combat. If that happens the
overlord will move 10cm each turn towards the nearest board edge until
another character can move into base contact with him.
Enemy characters will always attempt to attack the overlord. The overlord
has 10 hit points. The overlord cannot fight.

Set up.
This scenario calls for a 90x90cm board. The board should be packed with
shanty huts, flaming barrels and piles of rusted waste. Narrow alleys and
dead ends fill the slums and pools of ominous fluid cover the muddy
streets. This game lasts 15 turns.

After action.
If you manage to rescue the overlord, he will tell you about his private
shuttle hidden in the slums. His influence should help you get back to the
spaceport and off of this rock! If you fail to secure him then you’re left
wandering the streets. Eventually someone tells you about an abandoned
landing pad nearby that might allow you to call in an evacuation...
The slums.
Scenario 3 - escape from Lychester VII.
After everything you’ve been through you decide in future to stick to your “no distress
calls” policy. But before you can beat yourself up, you’ve got to get back to your ship.
You soon find your way to an empty landing pad and after a bit of back and forth you
manage to call in a shuttle. Unfortunately for you the slums are full of mutants and
rebels, both of whom would really quite like that shuttle…

Objective.
You must have at least 50% of your warband (and the overlord if you found
him) on the landing platform when the shuttle arrives.
Deployment.
Your warband deploys within 10cm of the point marked 1 on the map.
Enemies.
Each turn after the first you should place 1D4 mutants on the point marked
A , and 1D4 rebels on the points marked B.
Set up.
This scenario calls for a 90x90cm board. Cargo crates and small building
surround a large landing pad. This game lasts as long as it takes for a
player character to reach the landing pad, plus the number of turns laid out
on the campaign chart. If you complete the objective for this scenario then
you have successfully escaped from Lychester VII!

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