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Derelict

A gaming supplement for Planet 28


By Andrew Nierenhausen
Derelict
A gaming supplement for Planet 28

Planet 28 is a copyright of Mammoth Miniatures, Leicester, UK

Derelict is an independent creation by Andrew Nierenhausen


and not affiliated with Mammoth Miniatures.
It is published under the Mammoth open license.

Published by Hobby Dungeon 2022

Of course, big thanks to Nic Evans for creating great systems.


Thanks also to Taylor, Jesse, Mitch, Dan, Zach, and Jon for being
a cool gaming group, helping me playtest the system, and just
chatting about hobbying and miniatures in general.

All artwork has been generated by Midjourney AI and is free to use.

1
What is Derelict?

Derelict is a campaign supplement for Planet 28 by Mammoth


Miniatures. The rules are genereally geared towards solo or co-op
campaigns, but can also be used for competitive pvp games, or for
single scenarios.

The premise of Derelict is that you are a salvager - you and your
crew board derelict and abandoned spaceships and space stations
looking for anything interesting that isn't bolted down. In the
process, you often run into strange creatures, environmental
hazards, and the truly unexplainable. Can you keep your crew alive
long enough to see retirement? Or will you find your doom on a
defunct mining vessel orbiting a small outer moon?

2
What You
Will Need

· A copy of the Planet 28 rules (either edition will work), which can
be found on the Mammoth Miniatures webstore, or on
wargamevault.com.

· All of the gaming essentials, like dice, paper, and tokens – see the
Planet 28 rules for specifics.

· A handful of miniatures – your salvager crew, as well as whatever


strange lifeforms they will run into along their journey. There are
several specific creature types listed in this book, but they can
easily be substituted or replaced.

· Spaceship tiles - don't worry, these can be quickly made by cutting


up 2 or 3 sheets of blank paper. There are more detailed
instructions on page 9.

· A space faring spirit, and the grit and determination to survive in a


hostile galaxy.

3
How This
Book Works

The Derelict rules are based around several randomized tables


that help to structure your campaign. These tables will help
you create objectives, enemy types, and complications for
each scenario. These tables can also be applied to any one-off
scenario you create, to add a little bit of chaos.

As all scenarios are set in spaceships, there is also a section


dedicated to creating a derelict and setting up the board.
There are unique rules for enemy placement and discovery, as
well as using doors and other environmental features.

The tables are as follows:

1. Ship Upgrades
Ship upgrades help to negate some of the hazards that
you may find in deep space.
2. Scenario Complications
Complications add environmental effects and random
events to keep your games interesting.
3. Enemy Types
Enemy types are stat and ability modifications that can
be added to your existing enemy profiles to make them
more challenging
4. Objectives
There are several objectives that give you an 'end' goal
for each scenario, but you can very easily create your
own.

There are also additional tables for new items, traits, and
actions.

4
Rules Additions

New Action
Spend one action per turn to heal 1 hp.

New Traits (cost +25 each)


Scrapper - Scrap objectives are worth an additional 5
credits each.
Engineer - Drive Cores are worth and additional 10 credits
each.
Biologist - Strange biology tokens are worth an additional 2
credits each.

5
Campaign
Mechanics
Campaigns are as long or as short as you want them to be.
You can use the scenarios in this book, create your own, or roll
a random game every time. You can try to complete a certain
number of missions, you can try to accrue a certain amount
of wealth (enough for a salvager crew to retire?), or you can
follow a narrative and defeat a final boss or encounter!

These are the 'out of game' rules for your campaign - and
specifics like acquiring fuel will be elaborated on later.

Start each campaign with 5 fuel.


Each mission costs 1 fuel to begin.
When you run out of fuel, you are left adrift in space. Roll a
D6 – on a 4+ you find 1 additional fuel. If you fail the roll,
your crew die before you can be rescued.
Do not heal between missions (unless you want to, or you
have a fun narrative reason for doing so). There are items
and ship bonuses to help you heal, but real injuries take
time and effort to recover from (and this helps to create
some tension and pressure on your campaign!)
You can purchase items, equipment, and crew between
missions the same way you would in a standard Planet 28
campaign.

7
Creating a
Scenario

You can create scenarios in any manner you choose, but there are a few
guidelines that you may want to keep in mind when constructing them.
(Rules exist to be broken but understanding why there are rules in the
first place will help you to understand when it’s best to break them.)

Each scenario should provide the players an opportunity to recover


fuel or credits, otherwise you are increasing the chance that your
crew run out of fuel (unless that is your intention…). They may fail to
retrieve those resources, or they may die in the attempt, but they
should at least have the opportunity. Otherwise, you may be playing a
very short campaign.

Try to evenly disperse enemies, treasure, and objectives across your


map. You may have a good narrative reason to bunch up all of your
enemies, but you may also bog players down and reduce exploration
and interaction. Spread things out so players are forced to move.

8
Creating a
Derelict

Derelict requires a very specific table setup, but luckily, it is very


easy to create and does not require you to own or build specific
terrain. The premise of the game is that your crew of salvagers are
boarding an unexplored space wreck and clearing the ship room by
room. You can think of this like an old-school dungeon or mega-
dungeon from a roleplaying game.

The easiest way to set up a game is using sheets of paper. Whether


you are using 8.5x11 or A4 paper, cut your sheets in half and use them
as rooms. Most ships will have 5-10 rooms, but you can really have as
many or as few as you want! Cut up a few additional pieces of paper
at about 5cm or 2” widths, and varying lengths. These are your
hallways. Start with your initial landing room and set up rooms in a
random pattern with hallways connecting them.

Doors

There is a door at the point where every hallway or room connect.


Consider cutting out thin strips of paper to sit at each intersection.
On one side write Locked, and on the other side write Unlocked.
Place them at each junction and flip them when their status
changes. Locked doors require an action to open. Unlocked doors
can be opened or closed without using an action - characters just
need to be in base contact with the door. A closed door will block
line of sight.

You have created a space station with just a few sheets of paper! Of
course, making your own custom spaceship hallway terrain would
be super cool, but don’t let that be a barrier to entry!

9
Enemies

Create enemy character profiles as normal for a game of Planet 28.


When placing models at the beginning of the scenario, instead, place
generic tokens in each place where an enemy would start.
Each turn that enemies have not been discovered, they will either stay put,
or move into an adjacent room. Roll a die to determine their movement. The
die should be divisible by the number of available options (a room with 3
hallways attached would be a D4. As the enemy could stay in place or move
into one of the 3 hallways).
When an enemy moves into a new room, they move as close as possible to
the center of the room. Unless a player character is already in the room, in
which case the enemy begins at the door from which they entered.
When an enemy is discovered (either because they randomly moved into a
player room, or because players entered a room with an undiscovered
enemy), roll a die that is divisible by the number of remaining enemy
profiles and place the corresponding enemy on the table.

Imagine the following scenario

Your characters arrive at a derelict ship. They do a quick scan of the ship and find several
biological creatures. They do not know what the creatures are, but they can see them
ping on the local area radar each turn. Some move closer, and some move away, but the
players have a rough idea of where they are. It seems as if one of the pings starts moving
towards them rapidly. Players take position behind cover and ready their weapons. The
door opens and an alien horror steps through the threshold into their line of sight.

Depending on how the players rolled for that ping coming through the door, it could have
been an alien grunt, or it could have been an alien horror. Nobody knows until the player
characters and the enemy characters make contact. Once the enemies are revealed
they follow the AI rules for Planet 28.

10
Other Options

Civilians
Try adding in civilian NPCs to your games every once in a while.
Treat a civilian like a token to be picked up and carried back to your
ship. They are terrified and not very effective, so they can’t help
with fighting. But once you have a civilian on board, they will
generate 5 credits per successful mission. You only have room for
one of them on your ship, but if you get Crew Quarters, you can
house more.

Scenarios and Objectives


Once you have created your derelict, you can either use a pre-
made scenario (your own, or one from this book), or you can
generate the scenario from the game tables. If you are generating
your own, roll a D3 on the Objectives table, and place your
objectives randomly on the board. You may also want to include
several terminals on the ship to give your players some added
incentive to explore.

11
Tables

Ship Upgrades Cost

Fire on the derelict before entering… just in case. Enemies begin combat at 1D6 less
1 Heavy Weapons 100
health. Roll for each. Receive 25% less salvage and reward.

2 Oxygen Pumps Pressurise derelict ships and negate the effects of ‘Depressurization. 50

3 All Geared Up Players can choose to begin with ‘Pressure Suits’ and/or ‘Grav Boots’. 50

Ship can heal a single crew member 1D10+2 -OR- all crew members by 1D4 between
4 Med Bay 100
games.

Lifeform Sweep the derelict with organic material scans before boarding. Start each
5 125
Detection mission with enemies being discovered.

Supply
6 Players may choose to begin with ‘Flashlights’ and/or ‘Crowbars’. 50
Lockers

7 Shields Negate ‘Automated Weapon Systems’ from the Complications table. 50

8 Cargo Bay 10 additional fuel storage capacity (20 total). 100

9 Crew Quarters Room for one more Civilian on board. 50

After the table has been set up and the complications have been rolled for, deploy
10 Shuttle Craft 100
your crew in any exterior room (not hallway) of your choice.

In the event that all of your party have been killed, select one character from your

party to escape and return them to full health. You may continue the campaign
11 Escape Pod 125
with this character (and any more crew you can afford). The escape pod is
destroyed in the process.


12 Cryo Pod You may choose to have one party member sit out between missions. 125

13

Scenario Complications

Automated Weapon Deals 1D4 damage to each player character before the game starts. Players who would be killed
1
Systems are instead at 1HP.

2 Zero G Movement is increased by 1D10. Successful melee attacks always knock opponents back by 6cm.

The ship vents its atmosphere. Players must use reserve oxygen and have 1D6+4 turns (roll for
3 Depressurization
each character) to get off the ship. Players take 1D4 damage for each turn after.

Breaching sets off the ship alarms. All lifeforms on board are prepared and will get to activate
4 Breach Alarms
and move before player characters.

5 Panic Mode All interior doors close and lock.

1D4 Security Drones are dispatched to your location. Add them to the board like you would do
6 Security Drones
with other enemies. (Use security drone profile from appendix).

7 Pitch Black There are no lights on the ship. Line of sight is reduced to 5cm. Flashlights increase LOS to 15cm.

Determine a room randomly (or pick one, I’m not a cop). Roll a D10 for each character that

enters the room – if the result of the roll is higher than the character’s HP, they become
8 Bacterial Outbreak
infected. (-1) to all skill rolls for the rest of the mission. Each turn, the outbreak spreads by one
room or hallway tile tile (roll randomly or just decide for yourself).

9 Debris Roll D6 for each room and hallway. On a 4+, the room is difficult terrain.

An anomaly is present in one of the rooms on the ship (determine randomly). Roll a D6 each turn.
10 Anomaly
On a 1-3, all skills are reduced by (-1) that turn. On a 4-6, all skills are increased by (+2) that turn.

Place a radioactive core at the center of the ship (use a token of some kind). Players have 6 turns
11 Radiation to disable the core and will take 1D4 radiation damage every turn afterwards. Disabling the core
provides the player with 1 fuel.

All player characters have (-1) to their (P) rolls. The signal may be coming from an artefact or a
12 Psychic Signal
creature that can be deactivated or destroyed – you decide.

14
Enemy Types

1 Pointy Bits (+1D4) damage on melee attacks.

2 Slow (-1D4cm) movement speed.

3 Non-Organic Unaffected by environment – Zero G/Low oxygen/Poison gas.

4 Human No change.

5 Intelligent (+2) to all (P) rolls.

6 Fast (+1D4cm) Movement speed.

7 Armoured (+1D4) to armour save.

8 Dangerous (+1F)

9 Sharpshooter (+1S)

10 Keen (+1AW)

11 Dull Immune to all psychic or psychological effects.

Characters take 1 damage whenever they end their turn within 10cm of this
12 Radioactive
creature.

15
Objectives

Grab the drive core off this old junker and sell it for fuel money! Place the objective on the far side
1 Drive Core
of the ship from the entrance. Drive core is worth 50 Credits.

There isn’t much of value on this ship, but you still need to pay the bills. Place 3 markers on the
2 Scrap
board to indicate scrap piles. Each pile is worth 10 credits.

New lifeforms? A strange bioluminescent fungus? Take a sample to sell. Place D4+4 tokens on the
3 Strange Biology
board. Each one is worth 5 credits.

Terminals appear on most derelict ships. Place between 1-5 terminals on each ship. Each terminal is
N/A Terminal
worth 3 credits.

Items Cost

1 Flashlight Provides 15cm line of sight in darkness. 10

2 Crowbar Open a locked door without expending an action. 10

3 Grav Boots Negate the effects of ‘Zero-G’. 25

Pressurized
4 Negate the effects of ‘No Atmosphere’. 25
Suit

Radiation
5 Negate radiation damage. 25
Suit

7 Hacking Tool Character may take 2 actions to remotely lock or unlock up to 3 doors (once per mission). 50

6 Fuel Expend fuel to go on missions (a ship can carry 10 fuel without a cargo bay). 5

16
Scenarios
Xeno Hunt

Your crew takes a contract to capture a dangerous xeno. The


xeno was on board a transport ship that was scuttled by pirates.
The crew jumped ship in life pods, and the cargo remains
unrecovered. A multi-planetary megacorp is paying good money
to have the xeno recovered - alive.
The xeno moves twice each turn while it is undiscovered, but it
begins at the farthest side of the ship from the crew.
When creating the profile for the xeno, give it no ranged abilities
or weapons, but make it deadly at close range.
The xeno must be reduced to 0 HP to capture it.
Optional xeno profile on page 23

Prisoner Recovery

The derelict has either a prisoner, or a passenger who has been


locked in a room and abandoned. Either way, they would really like
to leave. Find them and escort them off the ship for a reward.
Randomly pick a room where the prisoner is held (or, maybe roll a
D6 each time you enter a room. The prisoner is present on a 6. If
you roll no 6's, then the prisoner is in the final room.)
When recovered, the prisoner will stick to the character who is
rescuing them. They can be handed off to another crew member
in base contact without spending an action.
For a reward, the prisoner can provide a monetary reward, or
perhaps they are a trader who offers the crew choice of a
weapon, armour, or item.

18
Distress Signal

A distress signal has reached your ship, so you detour from your
initial route to check it out. When you arrive, the ship looks like it’s
been there for a long time, but you know that searching for
survivors is the right thing to do. Of course, it was a trap. An alien
hivemind living on the ship needed more biological material to
continue growing, so it sent out a distress call. The doors lock as
soon as you arrive, but your pilot radios in that there appears to
be another docking bay on the far side of the ship where you can
escape.
Set up your map so that there is an exit on the far side of the ship.
Your objective is to cross the ship and survive, taking what you
can find along the way.
On the complications table, re-roll any ‘no atmosphere’ results.

19
Fuel Tanker

Unbelievable luck! You stumble across an abandoned fuel tanker,


carrying extremely valuable fuel cells to a depot in a nearby star
system. You radio across but get nothing back. You should go
check and see if any crew are still on board, and maybe grab a
few crates of fuel at the same time. Hopefully there's nothing
over there to spoil the party.
Set up several fuel crates on the map instead of objectives or
terminals. Each fuel crate has 1 fuel inside. Get the crates and
bring them back to your ship!

Self Destruct

Your crew boards a ship known to be carrying a VERY lucrative


shipment, you just aren't quite sure what that shipment is. Of
course, once you break the airlock seal a self destruct countdown
begins on the loudspeakers. Better get moving before the ship
blows up with you and the cargo still inside.
What's something that your crew really wants? put that on the
ship in a hard to reach place.
Your crew have 3D4+3 turns until the ship totally self destructs,
permanently killing all of your remaining crew on board (you have
my permission to reroll the dice if you end up with just 6 turns).
You can always just choose to leave without getting the special
cargo. Just get back to the entrance you came from and walk
your characters off the board.

20
Appendix
Profiles

In this section, I will provide you with several premade enemy


profiles. Some are for specific rules or scenarios, but most are just
random enemy types that I have created. I should point out that in
the spirit of Planet 28, you should consider creating your own enemy
profiles to suit your narrative needs, but if you are short on time you
can grab some of these. I have not considered scaling or balancing,
so you may want to consider these profiles in comparison with your
crew.

22
Speed Hit-points
10 Security Drone 10

Agility Shooting Fighting Psyche Awareness

3 4 3 3 3

Equipment: Traits and Abilities:

Light Shielding / 1D4 Flying


Laser Pistol / 1D8 / 20cm

Speed Hit-points
15 Xeno 30

Agility Shooting Fighting Psyche Awareness

6 0 5 3 5

Equipment: Traits and Abilities:

Shell Armour / 2D4 Fearsome


Sharp Claws
2D6 damage
Armour piercing

23
Speed Hit-points
10 Fungoids 15

Agility Shooting Fighting Psyche Awareness

3 3 3 6 6

Equipment: Traits and Abilities:

Living Armour (core rules p. 78) Psychic


Psy Staff / 2D8+2 Minor Arcana
Laser Pistol / 1D8 / 20cm

24
Speed Hit-points
10 Insectoids 15

Agility Shooting Fighting Psyche Awareness

4 5 3 3 4

Equipment: Traits and Abilities:

Chitin Armour / 1D8+4 Extra Limbs


Laser Rifle x2 / 2D8 / 40cm
Sharp Claw / 1D4+1

25
Speed Hit-points
15 Reptoid 25

Agility Shooting Fighting Psyche Awareness

6 3 5 3 6

Equipment: Traits and Abilities:

No Armour / 1D4-1 Stupid


Flaming Torch 4D4 Sure-footed
Primitive Pistol / 2D4 / 6cm

26
Examples

In this section I will provide a few examples that may help to clarify
certain aspects of the rules, and how the game should flow and
progress. If you find that the rules should be applied in a different
way, then do that! These are meant to be loose rules to help facilitate
your own unique experience.

Layout

The following page shows an example layout for a derelict. This


layout would be for a rather small game, and derelict layouts can be
as big as you want them to be. You can easily create an old-school
mega dungeon to explore.

The green rectangle is a deployment zone.


The black squares and lines are doors (between every room and
hallway.)
The green diamonds could be objectives, terminals or items.
The red stars are enemy placements (remember, these are just
tokens, because you haven't discovered which enemies are in
which rooms!)
The green triangle could be a prisoner, a mission specific
objective, or some other macguffin to drive your story.
Remember, derelict ships can easily be created with a few pieces
of scrap paper, cut to different sizes for rooms and hallways.

27
28
Campaign/Scenario/Turn

Example campaign start


Roll (or select) once on the Ship Upgrade table.
Start with 5 fuel (or less if you want a challenge.)
Start with X credits (the remnant of your crew creation budget.)

Example scenario start


Roll twice (or select) on the Complications table.
Roll once (or select) on the Objective table.
Roll once (or select) on the Enemy table.

Example Turn
Players take the first turn, unless the ‘Breach Alarm’ complication
was rolled.
Undiscovered enemies roll to move from room to room, moving
directly to the center of each room.
Discovered enemies follow the AI rules of Planet 28. Roll a D10
each turn, which will act as the Agility/Initiative for all Discovered
enemies.

29
Campaign Sheet

Ship Name:

Fuel Credits Upgrades

Crew Roster Deceased? Equipment


Blackout

Short Fiction By
Andrew Nierenhausen
Blackout by Andrew Nierenhausen

It was a standard approach pattern. Jane wheeled around, trying to run a


The salvager was coming in from a quick systems analysis and
right-angle vector and then spiraling in environmental scan. It took her thirty
close to the derelict craft as the seconds to figure out what was going
scanners did their thing. Jane watched on. The magnetic field of a nearby star
the green and black holo-display and was pulsing at a very low level, but
saw the little pips begin populating just enough to cause trouble for the
the screen. One here, a cluster over salvage ship’s electronics. “EMP…
there, a few more scattered about. great,” Jane said with a deep sigh. She
The derelict ship wasn’t empty, that slapped the top of her console,
was for sure. Leaning backwards in her wrapped in ancient duct tape and
crash chair past the monitors that stickers, and watched it spring back to
surrounded her cockpit, Jane gestured life.
to Charlo to come take a look. He
cocked an eye and made towards the Thirty minutes later Charlo and the
pilot. Charlo cut an imposing figure boarding team had been dispatched in
even without his tactical gear, but a shuttle to carry them the short
right now he looked ready for war. His distance to the derelict wreck. This
steel plate looked like it had seen a one still had oxygen and power, which
few tours of duty in an orbital police was a nice change from the usual fare,
station, or maybe security in an but also helped to account for the
asteroid mining facility – scratched fact that something still seemed to be
and dented with peeling paint, but still alive on board. Jane watched the
solid. “What you got?” mumbled unknown pips moving on her screen
Charlo, his mind clearly elsewhere. and looked up to see her crew
“Couple bogeys” Replied Jane, transiting past the viewfinder window
“nothing you can’t handle”. Charlo at a rotated 45-degree angle. This
eyed the position of the pips on the many years in space, and she still
screen, memorizing the pattern that wasn’t used to things floating by at
his survival would almost certainly weird angles. Tabbing the mic in front
depend on. Charlo nodded silently and of her, Jane spoke in a monotone.
started walking towards the crew “Control here. Contact in 5… 4… 3…
quarters. Jane turned to look back at 2…”, she saw the shuttle make the
the big man, “contact in thirty connection with the derelict ship.
minutes”. Charlo flashed a thumbs-up Moments later a crackling reply came
and kept moving. from her headset, Charlo’s voice.
“Made contact, airlock pressurized,
A moment after Charlo stepped beginning sweep”. Jane knew Charlo,
through the door, the lights in the he wasn’t exactly the chatty type.
cabin dimmed and sputtered, and
system lights started flashing red in an
ominous fashion.

32
This would probably be the last thing Counting slowly in her head, she
to cross the comms until Charlo made looked out the viewfinder again at the
contact with something, or declared derelict ship floating just a few
the wreck was cleared. kilometers in the distance on a
backdrop of glittering blackness. The
Jane sipped on a cold cup of coffee silence was now deafening as she
with a slimy skin of sim-milk beginning took one more breath and pulled the
to settle on top. She flicked through lever all the way forward. A low bass
view screens, trying to get a better tone rolled through the ship and for a
sense of the interior of the wreck. She moment there was nothing. Abruptly,
noticed that some of the pips were screens kicked into life and the
moving as Charlo and the crew started cockpit lit up again with a series of
in their direction. “Bogeys moving 90 shrill beeping tones to notify Jane that
degrees to your left” she said into the different systems were coming back
mic, to no reply. “Typical,” she online. A few moments later, Jane
muttered to herself. The lights took a real breath of relief as the
flickered again, and then the pips oxygen started flowing through the
disappeared altogether. Jane’s heart cabin vent once more.
stopped as she realized she no longer
heard the low whistling sound of air Turning back to the dull green radar
moving through the vent in the cabin. grid, Jane became confused. She
Fuck. Frantically toggling switches, could see the rough outline of the
Jane started a reboot procedure to try derelict ship’s hull, but there were no
and get the systems back online. One pips on the move. She toggled the mic
by one, screens were going dark again, “Charlo, update?”. Silence. “We
around the cockpit and hazard sirens lost power there for a minute, but
were blaring. Jane eyed the emergency systems are back up. Have you made
oxygen release, and almost pressed contact?”. She released the mic key
the big red button in her panic. “No” and sat, trying to puzzle through what
she said out loud, taking a long deep could be happening on the derelict
breath and attempting to slow her vessel. She thought about giving the
heart rate. ship another reboot to see if that
would get the comms going.
She started methodically testing
systems on the reserve battery, As she was working through her next
confirming that nothing had been steps, a shadow passed across Jane’s
damaged in the brown out. Taking one view and her eyes darted up to the
more deep breath, she jammed a large viewscreen. The shuttle was in transit
lever with black and yellow stripes all again, moving from the wreck back
the way back. The ship went totally towards the salvager at its strange
dark. angle.

33
This time Jane toggled the mic directly
to the shuttle comms, “Charlo, what
the fuck is going on. Is the wreck
cleared?”. The shuttle continued on as
if it hadn’t heard a thing. “For fuck’s
sake, say something!”. Jane felt
frustration rising in her, and maybe
just a little fear. But for all her
frustration, the shuttle remained as
silent as before. As it was gliding up
the last few hundred meters in slow
motion, Jane had a pang of doubt,
wondering if some of the comms
equipment could have been damaged
during the EMP pulse. Charlo and the
others could be wounded on the
shuttle right now and unable to reach
her.

She heard the ka-chunk sound of


shuttle and salvager making contact,
as automatic locks fastened on to the
little shuttlecraft. She looked down at
her control panel confirming that the
inner door was locked and hit the mic
one last time. “Charlo, you’re scaring
me. Are you there?”. Looking down at
the control panel again, the door lock
symbol change from red to green.
Outside of her cockpit and down the
corridor in the direction of the docking
bay where the shuttle had just made
contact, Jane heard the unmistakable
hiss of the airlock depressurizing, and
shuttle bay doors sliding open.

34
H
HOOB
BBBY
Y
D
DUUNNG
GEEO
ONN
For more games like this one, please visit Hobby
Dungeon Games on our publisher page at
Wargame Vault.

https://www.wargamevault.com/browse/pub/229
70/Hobby-Dungeon-Games

Questing Knight

Questing Knight is a campaign


supplement booklet for Brutal Quest.
This booklet contains a narrative
structure to help your knights embark
upon their noble quest! Included are 6
scenarios, enemy profiles and
descriptions, maps, and more additional
rules.

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