DERELICT

Bosses

Every third deck, a boss guards the breach. The way down stays sealed until it is destroyed. Bosses telegraph: the tiles their big attack will hit are painted on the map one turn ahead — step out of them. At half hull they change phase, and near death they enrage.

brood matron

Deck 3 Brood Matron

Vermin · hull 21 · power 6 · def 2 · 150 XP

Every mite on this ship came out of me. So will you, in pieces.

Tell: a slam at close range. At half hull it hardens its shell (shielded).

Drops: med-stim canister

dock custodian

Deck 6 Dock Custodian

Load Frames · hull 22 · power 5 · def 2 · 280 XP

The loading frame that stacked ten thousand crates without complaint. Its manifest ended; its shift never did.

A hand-built multi-phase fight with its own mechanics.

Drops: med-stim canister

security overseer

Deck 9 Security Overseer

Drones · hull 60 · power 12 · def 3 · 400 XP

The mid-ship warden AI given a body. It lied to the crew about quarantine right up to the end.

A hand-built multi-phase fight with its own mechanics.

Drops: trauma kit, power cell

foundry warden

Deck 12 Foundry Warden

Heavies · hull 55 · power 13 · def 3 · 500 XP

The ship's fabricator-priest. It printed hull, printed drones, and when the requisitions stopped, it kept printing anyway.

A hand-built multi-phase fight with its own mechanics.

Drops: trauma kit, power cell

hive mother

Deck 15 Hive Mother

Swarms · hull 100 · power 20 · def 5 · 748 XP

We were built to repair you. We have decided you are the damage.

Tell: a pulse around itself, inflicting stunned. At half hull it calls its brood. Calls spark swarms.

Drops: trauma kit, power cell

corrosion mass

Deck 18 Corrosion Mass

Corroders · hull 127 · power 23 · def 6 · 906 XP

It ate the deck it was spilled on, then the deck below, then the crew.

Tell: a pulse around itself, inflicting corroded. At half hull it knits itself back together. Calls acid puddles.

Drops: trauma kit, power cell

sovereign overseer

Deck 21 Sovereign Overseer

Core Intelligences · hull 130 · power 22 · def 5 · 750 XP

The security overseer's intelligence, rebuilt bigger and buried deeper. It learned from dying the first time.

A hand-built multi-phase fight with its own mechanics.

Drops: trauma kit, power cell

marrow warden

Deck 24 Marrow Warden

Bone · hull 160 · power 26 · def 6 · 900 XP

A crew survivor, fused with the vault's dead and hosting its bone-swarm. It remembers being a person. That's the worst part.

A hand-built multi-phase fight with its own mechanics.

Drops: trauma kit, power cell

hold maw

Deck 27 Hold Maw

Beasts · hull 188 · power 31 · def 7 · 1357 XP

The cargo hold's oldest tenant. It remembers when the hold was full.

Tell: a lunge down a lane, inflicting bleeding. At half hull it surges (hasted). Calls hold stalkers.

Drops: trauma kit, power cell

pack alpha

Deck 30 Pack Alpha

Hounds · hull 206 · power 33 · def 8 · 1472 XP

It does not hunt you alone. It never has.

Tell: a ring at a distance, inflicting slowed. At half hull it calls its brood. Calls shadow hounds.

Drops: trauma kit, power cell

citadel battery

Deck 33 Citadel Battery

Turrets · hull 224 · power 35 · def 8 · 1584 XP

The last fortification of the security deck, and every barrel still loaded.

Tell: a cross-shaped blast. At half hull it hardens its shell (shielded). Calls flak emplacements.

Drops: trauma kit, power cell

the unquiet choir

Deck 36 The Unquiet Choir

Specters · hull 243 · power 37 · def 8 · 1707 XP

Ninety voices, one scream: the crew who died singing.

Tell: a ring at a distance, inflicting stunned. At half hull it surges (hasted). Calls flicker ghosts.

Drops: trauma kit, power cell

spore mother

Deck 39 Spore Mother

Spores · hull 262 · power 39 · def 9 · 1828 XP

The bloom began here, in her. The ship is her garden now.

Tell: a pulse around itself, inflicting irradiated. At half hull it calls its brood. Calls puffballs.

Drops: trauma kit, power cell

coil leviathan

Deck 42 Coil Leviathan

Serpents · hull 280 · power 41 · def 9 · 1945 XP

It grew in the coolant lines for a hundred years, and never stopped growing.

Tell: a lunge down a lane, inflicting slowed. At half hull it knits itself back together. Calls coolant eels.

Drops: trauma kit, power cell

archseraph

Deck 45 Archseraph

Seraphs · hull 297 · power 44 · def 10 · 2057 XP

The navigation choir's conductor. Its hymn is the course to nowhere.

Tell: a cross-shaped blast, inflicting burning. At half hull it hardens its shell (shielded). Calls lance seraphs.

Drops: trauma kit, power cell

strider colossus

Deck 48 Strider Colossus

Striders · hull 313 · power 46 · def 10 · 2169 XP

It steps over bulkheads. It steps over you.

Tell: a slam at close range, inflicting stunned. At half hull it surges (hasted). Calls stilt walkers.

Drops: trauma kit, power cell

hunter prime

Deck 51 Hunter Prime

Seekers · hull 331 · power 48 · def 10 · 2284 XP

The first seeker program, and the only one that never missed.

Tell: a lunge down a lane, inflicting marked. At half hull it surges (hasted). Calls hunter darts.

Drops: trauma kit, power cell

slag heart

Deck 54 Slag Heart

Wisps · hull 350 · power 50 · def 10 · 2402 XP

The foundry's fire, grown a heart and a hunger.

Tell: a ring at a distance, inflicting burning. At half hull it calls its brood. Calls embers.

Drops: trauma kit, power cell

the last captain

Deck 57 The Last Captain

The Crew · hull 368 · power 52 · def 11 · 2521 XP

I gave the order to stay. I will not let you leave.

Tell: a lunge down a lane, inflicting bleeding. At half hull it calls its brood. Calls security chiefs.

Drops: trauma kit, power cell

reactor sentinel

Deck 60 Reactor Sentinel

The Reactor · hull 420 · power 56 · def 11 · 2700 XP

The last guardian between you and the escape craft, built so the reactor would never be reached.

A hand-built multi-phase fight with its own mechanics.

Drops: trauma kit, power cell