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1
What is Derelict?
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.
3
How This
Book Works
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.
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.
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.)
8
Creating a
Derelict
Doors
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
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.
11
Tables
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
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.
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
4 Human No change.
8 Dangerous (+1F)
9 Sharpshooter (+1S)
10 Keen (+1AW)
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
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
Prisoner Recovery
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
Self Destruct
20
Appendix
Profiles
22
Speed Hit-points
10 Security Drone 10
3 4 3 3 3
Speed Hit-points
15 Xeno 30
6 0 5 3 5
23
Speed Hit-points
10 Fungoids 15
3 3 3 6 6
24
Speed Hit-points
10 Insectoids 15
4 5 3 3 4
25
Speed Hit-points
15 Reptoid 25
6 3 5 3 6
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
27
28
Campaign/Scenario/Turn
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:
Short Fiction By
Andrew Nierenhausen
Blackout by Andrew Nierenhausen
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.
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