Professional Documents
Culture Documents
Planet 28 DOTP V1 Corrected Stats
Planet 28 DOTP V1 Corrected Stats
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.
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.
•Enemy characters will never push their opponents back after winning
a fight.
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.
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.
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.
Scenario 1 -
Hard landing.
Play the scenario as written.
Won Lost
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.
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 .
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.
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!