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Sc
i-
Fi
DESERT
PLANET
HOBBY DUNGEON
SYSTEM AGNOSTIC NARRATIVE
SKIRMISH CAMPAIGN
By Andrew Nierenhausen
Desert Planet is a copyright of Hobby Dungeon Games, Edmonton, Canada
Published by Hobby Dungeon 2023
Big thanks to winnipegmichael and Master Blaster for taking the
time to look through the rough draft and provide feedback.
Cover artwork has been generated by Midjourney AI and is free to use.
Find us on Wargame Vault @ Hobby Dungeon Games
and Instagram @the_hobby_dungeon
CONTENTS
01
05
08
12
16
21
25
28
How to use this book
03
06
10
14
18
23
26
30
00
Who are you?
Desert landing
Kaari'i
Bandits!
Retaliate
Drums in the desert
Ghost town
Bridge crossing
Ancient ship
Atonomous scrapyard
Psychedelic convoy
The flood
Hidden enclave
Greenhouse
Icon of Baal
How to use this book
This book tells an interactive story for a
solo
or
co-op
skirmish campaign. Follow along in
the story by playing any sci-fi skirmish game of your choice and follow the story prompts.
This book includes no rules or mechanics
– you will need to pull mechanics from your
chosen game system or create them as you go along (although, sometimes I will make
suggestions on how to handle unique situations). You will need to create a
crew/warband/roster based on the game system you are using, but you should use the
prompts in this book to think about who they are and why they are embarking on this
adventure.
Because this book is not built for a specific system, at times, you will need to use a little bit
of creativity to make things flow smoothly. In some situations, you may receive items or
bonuses for decisions that you have made – you may want to think about how those items
could affect your game (e.g., if you succeed in a mission and receive several weeks worth
of rations, how would that translate into your given system? Many games like Stargrave
and Planet 28 don’t use ration systems. You can feel free to ignore mechanics that don’t
align with your game, you can develop your own systems to include them OR you can
come up with a suitable alternative reward from the game you are using. All of these
options are equally viable).
After the completion of each scenario, you will have to make a choice. This choice will
determine what happens in the following scenario and may send you down a very different
campaign path. This means that campaigns have some replayability and you can make
different choices next time! This book works best for solo and co-op games, but you can
also play competitive games with someone else taking control of the opposing forces
described in each scenario. Each route through the game will create a 5-scenario
campaign, ending on the final encounter.
Each scenario is (hopefully) designed to be a short game that may weaken your force, but
no single scenario should be lethal on its own.
Your crew should not return to full health
between missions
– although you will want to use some form of healing mechanic to
recover health. If there is no mechanic within your system that allows you to heal in this
way, you may choose to give all your characters roughly 25% health back between
missions or roll a die to give them some minor healing. They will have a chance to rest and
recover between scenarios, but they will also encounter wounds, exhaustion, and hunger
on this road. In a standard skirmish game, you might have mostly ‘even’ forces on the table.
For a campaign like this, with limited healing, ‘even’ matches will wipe out your crew in a
few games. Think about reducing the number of enemies you have on the table, even if the
scenario feels a bit ‘easier’, remember that the difficulty is cumulative and as you begin to
lose crewmates, it will become a lot more challenging. Moving from one scenario to the
next assumes that your crew have survived in some form. If you die along the way, it is the
end of your quest. Begin again and try another path!
You can also take what I have written, and use it in whatever way works for you,
disregarding my original intent. Just follow the golden rule of tabletop games, and you will
be fine -
do what you think is fair and fun.
01
A few light 'mechanics'
Shops
Between each mission you may choose to visit a shop. This may be for items and
equipment, or to replace crew members lost on the journey. Narratively, a shop can take
many different forms. It may be a small outpost with a few wares for sale, it could be a
travelling caravan with slaves and exotic goods, or it could be a roving tribe with members
you can hire on as mercenaries. Use your game system to determine what items are
available (or how often) but know that you have the ability to make purchases as you travel
along this journey.
Sandstorms
One optional mechanic that you may choose to include in your game is sandstorms. This
introduces a random variability in each scenario. This could also be done with other
weather effects of your choosing (or environmental events like earthquakes, falling debris,
etc.).
At the start of each scenario, you may choose to roll a D20. On a 4+, there is a sandstorm
battering you, your crew, and the battlefield. Reduce line of sight by half of all ranged
weapons, or to a set distance.
Generic AI rules
If your game system does not provide solo AI rules, you can use these generic AI rules to
govern the play of your enemies and NPCs.
Enemy models will always attack your models if possible.
If enemy models are out of range but your crew is in line of sight, enemy models will
move towards you until they can attack.
If enemy models do not have line of sight, they will move their full movement to the
last place they saw one of your miniatures (or if this becomes hard to keep track of,
move to the next step).
If enemy models have not yet caught sight of your miniatures, they will either move
towards the scenario objective point (if there is one) OR they will move in a random
direction. (Roll a die with a pointy end to determine a random direction).
Optional: If the scenario has a heavy focus on specific objectives, you can make the
decision that the AI will attempt to prioritize protecting/attacking/engaging with the
specific objectives (e.g., if the enemy force is trying to eliminate NPCs, it might make
sense for them to ignore your characters to focus on targeting the NPCs fully).
This book is NOT…
This book is not a standalone rules system. It needs to be used in conjunction with another
system of your choosing. If you are new to skirmish wargaming and haven’t started with a
system yet, I can highly recommend Planet 28, which you can find online for free.
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