Showing posts with label Campaigns. Show all posts
Showing posts with label Campaigns. Show all posts

Sunday, May 16, 2021

The Edge of Wild Space

Iron Seer presents The Edge of Wild Space
An introductory campaign for Star Wars: Armada.

Increased Anti-Imperial Activity in the Outer Rim

All along the outskirts of the Empire, unrest has begun to boil over.  Some worlds openly defy Imperial edict and rule, and are subjugated once again through force of arms.  However, sympathy for the Alliance to Restore the Republic has grown a great deal in the recent cycles.  The amount of equipment and support the Rebellion has garnered has surprised Imperial authorities when they began to suspect the extent of the rebel fleet scattered (for now) across the galaxy.

Imperial Sector Fleet Naugrelas was created to combat this threat.  Consisting of only a few small destroyers and their accompanying support craft, many captains in Naugrelas saw battle against the Alliance fleets on the other side of the galaxy.  The fleet's new commander's directive is to chase suspected rebel ships in the Outer Rim Naugrelas sector, and has already been alerted to the Alliance 'navy' in the area.  The Sector Fleet has already chased one such small fleet as it gathered ships across the Outer Rim, before finally losing them in Wild Space.

Wild Space is the frontier of the settled galaxy.  There is little law, outside of what power the Empire can project.  Sector Fleet Naugrelas is one such projection of that power.  The Fleet's admiral has already dispatched assault carriers and patrol craft to Kajj and is consolidating power at an orbital dock at Dekora.  Now, the fleet sets about searching the settlements and planets at the edge of Wild Space near the Unknown Regions for the rebel fleet they know is nearby.

The problem for Sector Fleet Naugrelas now becomes space itself.

The Unknown Regions are a dangerous area for starships, in the best of circumstances.  Light years of desolate, uncharted expanses stretch betwixt the stellar phenomena the area is known for.  Explorer teams have for thousands of years slowly plodded from one zone to another, methodically charting courses in, through and around stellar nebulae, black holes, and even stranger phenomena not seen elsewhere in the galaxy.

The Birthwell Navigation
Pirate Star-Map belonging to so-called "Neo-Privateers".

The Birthwell is one such area.

Sector Fleet Naugrelas suspects the area is being utilized by pirate and rebel factions to stage attacks against Imperial trade or military goods.  The uncertain routes, along with the untrustworthiness of the phenomena, contribute to the hesitancy of the Imperial military to exert much force here.  Recently this has begun to change however, as Imperial patrols have now followed pirates INTO the nebulae surrounding area and identified nav points.  

In addition, overt rebel activity has increased near Yem'da, on the edge of the nebular vortex.  It seems fleet-level action is inevitable, and the Empire has sent several Victory-class destroyers to root out the pirates and engage any rebels they may find.  The threat of the black holes and nebular storms is great, but the glory to be won is greater.

Campaign Rules

The Edge of Wild Space is an introductory campaign for Star Wars: Armada.  The campaign will simply be a team league consisting of nine standard games.  The linear structure here will allow all players the chance to focus on the standard game and the rules for a while.  During the course of this event, players will discover their favorite ships and develop their own fleet tactics.

In this campaign, there are two factions:  Imperial Sector Fleet Naugrelas and Alliance Battlegroup Tarquinas.  Players who insist on calling themselves "scum", "neo-privateers" or "pirates" will be considered rebel alliance for purposes of this campaign and have access to all rebel assets. At the end of the campaign, the team with the highest win rate is declared the winner, and the ongoing narrative will use the statistics from the campaign to adjust the setting for the next wave of campaigns.

Imperial Sector Fleet Naugrelas will attempt to identify and engage hostiles at the rim of the Birthwell, particularly Yem'da and the nav-points from there to Kajj.

Alliance Battlegroup Tarquinas is to deter Imperial interdictions at all points of ingress to the Birthwell space, particularly the secret routes to Teyyaun.

Ongoing and Results


Sunday, March 28, 2021

Star Wars X-Wing: Space Aces in Wild Space

We're back, baby...and welcome to the Wild Space Saga!  This is the first of a series of campaigns that are set in our brand new (non-canonical) campaign setting for Star Wars games.

Check out the basic background on the Birthwell space and comment to join the scenario and see where it develops!

Iron Seer presents Space Aces in Wild Space

Secret Nav-Points in the Unknown Regions

The Alliance base at Teboraun City on Teyyaun is currently being prepared for use by advance forces on the surface.  Hampered by local resistance from crime lords calling themselves Neo-Privateer Guilds, the Alliance must attempt to clear all hostile forces patrolling the narrow conduits through the nebulae around the Birthwell, without alerting Imperial patrols on the other side.

To that end, Alliance squadrons in Wild Space have been called up to perform this duty at the edge of the Unknown Reaches.  Entering the Birthwell from the galactic East, they must secure the nav-points starting at Narrow Gap.  The mission is time sensitive - Alliance blockade runners are entering the Birthwell bound for Teyyaun at Pit Point soon, and Bluecap Squadron will be required to escort them in safely to supply materials to the ground crews...

Teyyaun: Nearby Nav Points

Campaign Rules

The campaign will consist of 6 engagements broken into two scenarios each.  Every set of scenarios will correspond to action at a particular point along Bluecap Squadron's mission.  In each scenario, they must attempt to destroy or scatter enemy squadrons based on the outcome of the sorties.  The specific rules and size to use for each scenario is listed below on the Campaign chart.

At the end of the campaign, a team victory will be declared for the team with the most victories.  In the event of a tie, the final scenario will be played again to determine a tiebreaker.  Despite this win or loss, this is only the beginning.  The total outcomes along the Nav-Points will determine setup for the next part of the Wild Space Saga in various games we'll be linking together.

Imperial Interdictions

The Empire is not really involved with the conflict in the Birthwell, being only slightly aware that anything is happening at all.  However, Imperial patrols in Wild Space have picked up frequency lately.  To that end, it's possible these long-range patrols may chase suspicious-flying vehicles into the Unknown Regions.

At any point in the campaign, should an Imperial player challenge the inhabitants of the Birthwell, a special Interdiction scenario will be played.  The Imperial player can choose a faction to attack (or can attack both) and impose upon them a scenario of their choosing.  The Alliance and Scum factions can ally (splitting the total squadron values) or not (making it a 3-way fracas) to fight off the Imperials.

This takes place outside the normal campaign structure and can occur as often as the Imperial player may deem necessary (it may be necessary to fight the Imperials for quite some time).  For every win the Imperial player obtains during these phases, Imperial Influence goes up in the Birthwell.  Imperial Influence will be noted on the scoreboard and this will help determine setups in later campaigns and scenarios.  In addition, mark the points along Bluecap Squadrons' path where the interdictions take place - this will setup Imperial intelligence / blind-spots in the campaigns to come.



Space Aces in Wild Spaces begins!
"Bluecap-4 to Bluecap-8 ... bet you he's gonna run!"

Results and Ongoing
                        

Sunday, January 19, 2020

Frostgrave: The Iron Seer's Challenge

Campaign Overview

The snows melt across the tundra.  Far away, the spires of the City Under Ice can be seen as wispy shadows, gaunt in the pale skies.  Hither come the Wizards, intent on the plunder they may find.  Yet, the sun and the thaw lasts only a short while...

The journey and trials involved in visiting the City Under Ice are daunting to all but the most driven of spellcasters, but the ultimate challenge has been laid before these poor, intrepid souls.  An unknown and powerful Wizard has contacted all of our challengers in the weeks and months before, and given them each a bargain they could not refuse.  Now they arrive on the outskirts of the Frozen City.

Each has come to conquer Frostgrave and all that stands before them.  They will amass the most power, the most spells, the most powerful minions they can manage.  Twelve moons hence, they must stand before their mysterious benefactor and be judged in their bargain.  Only the most powerful of Frostgrave's Wizards will claim their prize!!


Campaign Guide

Frostgrave:  The Iron Seer's Challenge is a long form campaign for Frostgrave.  It will take place every week in 2020, wrapping up at the end of December.  This will be the first long-form campaign for the new decade!

Each player will start with a standard warband as per the Frostgrave Rulebook.  Every so often, once a set of benchmarks has been crossed, a new set of rules will be introduced from various Frostgrave materials.  Players may recruit soldiers or use material from each supplement as it is introduced.  This progression will make sure that new players are not overwhelmed, but as the benchmarks are crossed new options will become available.

The reason for the staggered ramping is part of the Iron Seer's Challenge!  Can our players explore the entirety of the city, uncover every secret, and complete every scenario in a year's time?

We will attempt to use all the material from the current Frostgrave range, and showcase ALL the scenarios (even if individual players don't have to play every single one).  Players need time to get to grips with all this material, but 2020 will be a guided Frostgrave experience here!

At the end of the campaign, the following information will be processed to create an individual player score:
  • Scenario Win Percentage in Standard and Co-Operative Games 
  • Whether the player managed to cast Ascension, Lichdom or another EPIC spell.
  • Wizard Level and Experience Points
  • Total Vault / Base Value
However, the campaign will still not be over until the end of December!  These rules are subject to change at any time, and most likely will as new material is released.


Warband Construction Rules

The following soldiers are available for any Wizard to hire.  Note that Legendary Soldiers other than the Captain are not immediately available at the start of the campaign.
  1. Frostgrave Rulebook
    • Apprentice
    • Apothecary
    • Archer
    • Barbarian
    • Crossbowman
    • Infantryman
    • Knight
    • Man-At-Arms
    • Marksman
    • Ranger
    • Templar
    • Thief
    • Thug
    • Tracker
    • Treasure Hunter
    • War Hound
  2. Spellcaster #1
    • Musketeer
    • Coachman
    • Duellist
  3. The Frostgrave Folio
    • Captain
  4. Thaw of the Lich Lord
    • Bard
    • Crow Master
    • Javelineer
    • Pack Mule
  5. Into the Breeding Pits
    • Trap Expert
    • Tunnel Fighter
  6. Forgotten Pacts
    • Assassin
    • Demon Hunter
    • Monk
    • Mystic Warrior


Scenario Rules

How to Play a Iron Seer's Challenge Scenarios

  1. All Wizards present roll for Campaign Initiative.  A Campaign Initiative Roll is 1d20 + the Wizard's level.  The highest roll chooses the Scenario from those available to that Wizard.
  2. Co-Op Games (all Scenarios from Perilous Dark) cannot be selected unless the all other wizards consent.  If they want to be enemies, another scenario must be selected.
  3. Scenario Chains must be played in sequence.  Once a Wizard begins a Scenario Chain, they will automatically choose the next scenario in the chain if they win Campaign Initiative.  
  4. If your opponent is a Wizard on a Scenario Chain, you can simply agree to play the next scenario in that chain without rolling for Campaign Initiative.  You cannot do so if you have started any Scenario Chain for your Wizard.
  5. It is possible for Wizards to be at different points in the same Scenario Chain.  The Scenario played will be down to Campaign Initiative.
  6. Solo scenarios must be 'ran' by another player or judge.  That is to say, they are not 'solo'.  Another player will be responsible for adjudicating the scenario and witnessing your deeds.
  7. Follow all scenario rules as presented for setup and resolution.
  8. Follow the post-game sequence to record XP, Gold and Treasure changes.


Campaign Rule Updates

The following changes will apply to the basic rules once certain benchmarks are passed.
  • Dark Alchemy 
    • "Potions in Frostgrave" is in effect once any Wizard completes the Dark Alchemy scenario chain.
  • Forgotten Pacts
    • "Mystic Brand" can be one of a Wizard's starting spells.  Afterward, the only way to obtain this spell is to buy the Grimoire.
  • The Maze of Malcor
    • The entirety of the "Rules Update" section is put into effect once a Wizard reaches Level 20.  In addition, players may not start a warband as a Pentacle Wizard.
  • Spellcaster #1
    • "Firearms" in effect at beginning of campaign and are available for any character that can carry them.
    • "Horses in Frostgrave" in effect at beginning of campaign.
    • "Knightly Orders" available at beginning of campaign.  When hiring a Templar or Knight, you may pay 20gc to select an Order.
  • Spellcaster #3
    • "Friends in Low Places" and Underworld Favors are available to Wizards level 10 or higher.
    • "The Auction" will be held once per month once all Wizards are level 12 or higher.
  • Spellcaster #4
    • "Legendary Soldiers" can be hired by any Wizard that is level 15 or higher.
    • "Casting Roll Criticals" are in effect for Wizards higher than level 5.
  • Spellcaster #5
    • "Monster Hunting" can be used by any warband whose Wizard is level 10 or higher.


Campaign Participants
  • Dave Bone as Orrick Vos, Enchanter
    • A strange Wizard seemingly from another world altogether, he and his band of machinists and automatons seek a strange form of magical metal alloy.
  • Vin Propane as Skud Stormhand, Summoner
    • Not much is known about this Wizard, but his command of skeletal warriors and ghastly nether spirits seem to indicate he is as dangerous as he is insane.
  • Lady Foley as Glinda the Good, Witch
    • A powerful Witch from far away, her cohort seems to be looking for some trace of a long lost sage.
  • GameDoc as Immianthe, Witch
    • An elven spellcaster from a faraway land, not much is known about her.  Yet faeries, dryads and even stranger fey creatures seem to flock to this wizard's presence.
  • You (?) as [Your Wizard's Name], [Your Wizard's School]
More to be added here as players and their Wizards make their final preparations.  Spots on the leaderboard are still open!  Make sure we know you're throwing down at the Frozen City!  Plenty of DOOM for everyone.  


Scenarios and Scenario Chains


Sunday, February 17, 2019

X-Wing: Cloak of the Sith Round 2 Commences!

Cloak of the Sith Challonge!

Our longest running campaign has been the first X-Wing 1.0 campaign launched on this site, mostly because we do all kinds of stuff and have too many things going on at once but hey.  The final stage has begun, at last!



X-Wing 1.0 Scum Cruiser
You learn pretty quick they are ALL definitely hiding contraband.
By far the biggest winners of the campaign so far are the Deathwind Cartels, a.k.a. Scum & Villainy faction.  So much so, in fact, that the last round of games won't actually change that fact - the Cartel has seriously secured victory throughout the Deathwind Corridor.  All that remains is a few last sorties on both Alliance and Imperial assets as the two withdraw from the theater.

X-Wing 1.0 Rebels
Cornered and alone, the crack Imperial pilots have state-of-the-art fighters...but they are still all alone.
Coming in solid at second, the Rebels could conceivably lose their ranking in the last round if the Imperial blockade is successful at every turn.  Further, the pirates must be dissuaded from destroying any more Alliance assets - assets needed to combat the hated Empire. The Imperials are thus the real threat the rebellion faces moving into Round 2, which is a MUCH shorter timeline to completion.

X-Wing 1.0 TIE Swarm
Getting caught all alone in the drifts of Deathwind Corridor will spell doom for anyone, however.
The lowest of scores so far, the Imperial team has struggled in the Cloak of the Sith.  Though Imperial forces clean up on the ground (where they land) their fleet has been hit hard by the guerilla tactics of both the Rebellion and the pirates.  Yet, there is still a chance to defeat the rebel scum before the area is abandoned to lawlessness and cutthroats.  It will be dicey, but in order to truly advance the Imperials will have to be utterly ruthless.

As Round 2 begins, Alliance and Imperial forces are in full retreat from the Cloak of the Sith.
Pirates are all over, coming out in droves as the larger fleets begin to bleed.  The cartels control the Deathwind Corridor and the Cloak of the Sith...but will the Imperials put an end to the Alliance fleet before it can rally for it's next mission?

Just a few sorties remain!

Sunday, November 18, 2018

Nether War: Nether Peak

Dungeons & Dragons: The Nether War
The Zhentarim is your family. 
You watch out for it, and it watches out for you.
Nether Warriors!

The feeble armies of the Enclave and Harpers have somehow breached our defenses and lay at the very gates of our Fortress!

The Morueme demand we stand our ground here as long as possible while they crush the enemy's remaining forces.  However, a sizable amount of the enemy army has arrived and press the slopes of Nether Peak!

We are prepared!

The Cult toils in the bowels of the mountain, and Zhentarim rattle their swords in anticipation of the battles on the slopes.  Let the snow run red with the blood of those who would defy us!  For the Morueme!

Tier 4 - Nether Peak

Nether Peak
One of the tallest peaks in the Nether Mountains, this particular summit is the lair of the clan leaders of the Morueme - Krathoxis and Tyloss.  It is well guarded within and without, not only by fanatic Dragon Cultists but hired Zhentarim with a reputation to uphold.
  1. Scenario 1 - The Slopes of Nether Peak
    • D&D Attack Wing, 150 Legion Points
      • Setup: Players setup in opposite corners.  A player's corner is half the board length on each side of the map their corner touches.  Models are deployed up to range 1.
      • Objective: Destroy the Enemy Legion.
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
  2. Scenario 2 - The Lair of Krathoxis
    • D&D Miniatures, 150 Point Skirmish
      • Contested Ground
        • The Evil player must spend at least 40 points to include a Blue Dragon of any kind.
  3. Scenario 3 - The Upper Slopes
    • D&D Attack Wing, 175 Legion Points
      • Setup: Players deploy up to Range 1 from their table edge.  Place an Objective Token in the center of the board, then both players may place an Objective Token anywhere in their own deployment zone.  Only ground units may be deployed at the start of the game due to the high winds (no dragons or other flying units on the  ground).  At the end of each of their turns, a player may place a new unit on the board near one of the Objective Markers.  To determine which, that player rolls an Attack Die - if a [HIT] or [CRITICAL HIT] is rolled, the player may deploy a unit within Range 1 of the center Objective Token, otherwise they must deploy within Range 1 of the token in their own deployment zone.
      • Objective:  Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Good player must have at least one Dragon on the board at the end of the game in order to claim victory.
  4. Scenario 4 - Tyloss' Den
    • D&D Miniatures, 200 Point Skirmish
      • Marked for Death
        • The Evil player must spend at least 40 points to include a Blue Dragon of any kind.  In addition, this dragon must be one marked for death at the beginning of the game and counts as the Evil player's 'choice'.  In addition, Good player must choose a Commander from his force to be marked at the beginning of the game as normal, but must disclose this choice to his opponent.  The other two models to be marked for death are chosen normally.
  5. Scenario 5 - The Summit
    • D&D Attack Wing, 200 Legion Points
      • Setup: Standard.
      • Objective: Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.   The Good player must have at least one Dragon on the table at the end of the game to claim victory.
When this base is cleared, the campaign is over and the Good player has won!

Total Points Campaign Narrative
1 to 3 The leadership of the Morueme has been denied to the enemy army.
The Cult and the Zhentarim are forced to retreat, but they are still strong.
5 to 11 Word has spread of our victory, and we draw more noble warriors to our side.
The Cult has lost their will to fight, and the Zhentarim have withdrawn.
12-18 The borders of the goodly folk of the Realms are strengthened!
Victory here has brought forth a new brace of hope over the land.
19 to 26 The banners of the Realms' defenders rise over the settlements of the Sword Coast.
The enemies of the goodly factions flee to the east as fast as they can...
27+ The Harper Network and a resurgence of druidic faiths follow the turning of the Morueme armies.
Throughout these realms, the Harpers and agents of the Enclave work to maintain the fragile peace.
A new call to adventure rises as warriors are called to defend the frontier.

Sunday, October 14, 2018

Nether War: Shadowtop Cathedral

Dungeons & Dragons: The Nether War
Harpers live - and die - to keep the balance.
Nether Warriors!

The final battles are soon upon us.

Darkness will descend upon the Sword Coast if the dragon's plans are not stopped.  If they are allowed to consolidate power in this area of the world, they will find no shortage of recruits for their burgeoning armies.  Tribes of savage humanoids, Uthgardt and other marauders will swell the ranks of the Zhents and the Cult alike.

We are not alone!

The Harpers and Enclave have both gathered their finest troops to defend their Fortress.  We must stop them here, and strike at their heart before they overtake the Sword Coast.  Rally and go forth, brave defenders of freedom in the Realms! 

Tier 4 - Shadowtop Cathedral

Shadowtop Cathedral
Shadowtop Cathedral
The dark army has overpowered the forest's defenders and ploughed a trail to our Fortress.  We must assume treachery and fell sorcery to be at work.  The Emerald Enclave have invited the Harper's warriors to one of their most important meeting places, and the reinforcements have arrived none too soon...
  1. Scenario 1 - Shadowtop Canopy
    • D&D Attack Wing, 150 Legion Points
      • Setup: Standard.  No flying unit may attack any ground unit without landing, nor can they be attacked by ground units.
      • Objective: Destroy the Enemy Legion.
      • Resolution: When either player's last miniature is destroyed the battle is over.  The Evil player must have at least one Dragon on the board at the end of the game in order to claim victory.
  2. Scenario 2 - The Seer's Retreat
    • D&D Miniatures, 150 Point Skirmish
      • Misty Ruins
        • The Good player must spend at least 75 points to include an Emerald Enclave spellcaster and any number of beasts, animals or fey.
  3. Scenario 3 - The Emerald Grove
    • Standard D&D Attack Wing, 175 Legion Points
      • Setup:  Place an Objective Token in the center of the board.  Each player then places an Objective Token up to Range 1 of his own board edge.
      • Objective:  Control the most Objective Tokens at the end of the battle.  You Control an Objective Token if you are the only player with models within Range 1 of the Token.
      • Resolution:  The game ends at the end of any turn in which either player has incurred losses totaling 125 points or more.  Controlling your own Objective Token counts for 1 VP, the center token is worth 2 VP and your opponent's token is worth 3 VP.  The player with the highest VP count at the end of the game is the winner.
  4. Scenario 4 - The Gates of the Cathedral
    • D&D Miniatures, 200 Point Skirmish
      • Life Force
        • The Evil player must spend at least 40 points to include one or more Dragons.
  5. Scenario 5 - The Battle of Shadowtop Cathedral
    • D&D Attack Wing, 200 Legion Points
      • Setup: Standard.
      • Objective: Destroy the Enemy Legion.  
      • Resolution: When either player's last miniature is destroyed the battle is over.   The Evil player must have at least one Dragon on the table at the end of the game to claim victory.
When this base is cleared, the campaign is over and the Evil player has won!

Total Points Evil Victory Narratives
1 to 3 The Emerald Enclave and Harpers have been pushed out of their former territories, yet we are stretched thinly.
Soon, the Harpers will infiltrate our ranks, and the Enclave will seek vengeance, but we will be quite ready...
5 to 11 The Cult and the Zhentarim have managed to turn entire settlements over to our cause.
The Harper presence has been nearly eradicated, and the Enclave have no more strength to fight.
12-18 Much of the north has fallen sway to armies of Cultists and Zhentarim. A darkness descends upon the land...
The Morueme are pleased, and their foes are no threat for the time being.
19 to 26 The tide of terror unleashed by the Morueme is the stuff of legends.
Where no cult or Zhent banners rise, only plumes of smoke and fire mark once thriving settlements.
Now, new enemies will take the place of the old as they witness the horror in lands near their own.
27+ Such is the might of the emerging dragon kingdom that the borders of nations are redrawn.
The Morueme have become the undisputed rulers throughout these Realms, and rule by fear and terror alone.
The new darkness descending upon the land has no end in sight...

Sunday, September 9, 2018

Journey to Wildspace Campaign Material

Journey to Wildspace is now go!

If we all work together, we can make creatures on other planets go to prison.
Inspirobot is our Counsel for Interplanetary Action.
What follows is specific information on Scenarios and Campaign Bonuses for our Armada campaign.  All Journey to Wild Space scenarios utilize the Complete Setup procedure in the main Armada rulebook.  However, there are a few twists to each specific scenario.  In addition, all these scenarios will have a variable Fleet Point range.  Players must adhere to the maximum Fleet Size unless they are unable, at which point they can field a smaller fleet or concede and head to Refit.

If at any point a Fleet decides to "jump to lightspeed" i.e. concede DURING a game, that player loses the game regardless of current Victory Points / Fleet Points.

Scenarios

Maximum Fleet Points: 200 + (1d6x50) (250-500 Fleet Points)

Battle Line

Complete Setup as in the main Armada book.

Fleet Assault

Complete Setup as in the main Armada book, except that players deploy in corners, up to half the table edge in each direction.

Patrol

Players may only deploy one ship on the board at the beginning of the game, and 1 to 3 fighter squadrons.  Players deploy in corners, up to half the table edge in each direction.  At the end of every turn, players may place a new ship from their fleet touching one of their board edge sections and up to three fighter squadrons at Range 1 from that ship.  The ship will act normally from then on.

Escort

The Second Player designates one ship as their VIP.  If that ship exits the board on the opponent's board edge, the Second Player gets the cost of that ship added to his score at the end of the game.

Deathstroke

Complete Setup as in the main Armada book except there is no turn limit.


Campaign Bonuses

With the exception of the Fleet Points bonus, these are retained and can be spent at the beginning of any game, before setup is started.  One of each bonus can be spent on a single game, giving you all available bonuses in one game.

Momentum

Your maximum allowable Fleet Points increase by 20% for the next game.

Hyperspace Assault

Deploy all your ships after your opponent has placed his entire force.  If both players declare Hyperspace Assault, they are both spent and there is no effect.

Fleet Command

Once this game, at the beginning of any turn, you can use your Fleet Command to assign any Command Token to all your ships.  All ships receive the same Command.

Fleet Points

This bonus is not retained to be spent, but takes effect immediately.  Gain 1d6 x 100 Fleet Points.

Fighter Deployment

Once this game, you may activate all your fighter squadrons without having to use a Squadron Command.

Sunday, September 2, 2018

Nether War: Strongholds of Evil

Dungeons & Dragons: The Nether War
Don't think too much about your orders
...a Harper may hear what you're thinking.
Nether Warriors!

Only the foolish march against the Morueme!

Still, the foolhardy push toward our centers of command.  If you value your lives, you will halt them here!  The war grinds their pathetic armies to dust, so keep these Strongholds defended and functioning in order to avoid...disciplinary action.

Soon the Northern alliance will break, and our armies will overrun the fertile lands they cling to.  A tyranny of dragons will hold sway over the north!  Succeed in holding off their feckless attacks, and you shall be richly rewarded.  Fail and...well, you would do well to not consider the alternative.


Tier 3 - Strongholds of Evil

Estuary Cavern
Estuary Cavern
A Zhentarim operation in the mountains, these caverns provide a convenient barracks to house many soldiers near the base of the Morueme's power.
  1. Scenario 1 - Forward Patrol
    • D&D Attack Wing, 150 Legion Points
      • Setup: Divide the board into four quarters.  The Good player decides which corner he wants to deploy from.  Players may deploy up to range 1 on either edge of the table in their corner. Each player chooses 1 unit to deploy on the board at the start of the game.  At the end of each round after the first, each player may place a new model / unit touching one of their board edges that will act as normal the next round.
      • Objectives: Destroy the enemy's Legion.
      • Resolution: When either player's last miniature is destroyed the game is over.  For each remaining model / unit in the Good player's Legion, the Good Player gets an Momentum Token in Scenario 3.  The Good player must secure at least 2 Momentum tokens in order to win, as well as wiping out the enemy Legion.
  2. Scenario 2 - Blood in the Wood
    • D&D Miniatures, 120 Point Skirmish
      • Stragglers
  3. Scenario 3 - Hold the Line!
    • D&D Attack Wing, 200 Legion Points
      • Setup: Place one Objective Token in the center of the board, and another at Range 1 from the Evil player's board edge.  The Evil player may deploy half his units up to Range 3, while the rest of his units and the Good player may only deploy up to Range 1.  The Good player will have a number of Momentum Tokens allocated from Scenario 1.
      • Objectives: The Evil force must be routed so the Good Legions may secure the area and push them back.  To do this, players earn victory points for each model / unit within Range 2 of the Objectives at the end of the game.
      • Resolution:  Each player receives 1 Victory Point at the end of the game for each model / unit contesting the Objective closest to their board edge and 2 Victory Points for each model / unit contesting the Objective closest to their opponent's board edge.
        • Momentum Tokens:  The Good player will have Momentum Tokens granted from Scenario 1. 
          • A Momentum Token can be spent immediately after a model moves to move an additional [1] Maneuver.  This is a continuance of the model's normal movement.
  4. Scenario 4 - Estuary Cavern
    • D&D Miniatures, 150 Point Skirmish
      • Shattered Ruins
When this base is cleared, the following boons are granted in the next scenarios:
  • D&D Attack Wing - Each model / unit the Good player deployed on the board at the start of the game can make a [1] or [2] Maneuver before the first turn.
  • D&D Miniatures - The Good Player receives 3 Onslaught Tokens at the beginning of the game.  An Onslaught Token can be used during a models' activation to generate a normal attack in addition to any other actions taken by that model.  Only one Onslaught Token can be used by any single model in a turn. 


Dragon's Lair
Dragon's Lair
The Cult of the Dragon maintain a large command camp at the base of the mountain near one of the Morueme's lairs in the foothills.
  1. Scenario 1 - Interlopers!
    • D&D Attack Wing, 150 Legion Points
      • Setup: The Good Legion has been outmaneuvered.  Place an Objective Token in the Center of the Board.  The Good player must deploy his units within Range 2 of this marker.  The Evil player deploys his army in two halves, up to Range 1 from two opposite board edges.
      • Objectives: Destroy the Enemy Legion.
      • Resolution: The battle is over when one side loses models / units equal to 150 Legion Points.  For each unit within Range 1 of the Objective Token at the end of the game, the Good Player gains 1 Conviction Token in Scenario 3.
  2. Scenario 2 - The Dragon's Gate
    • D&D Miniatures, 120 Point Skirmish
      • Tide of Battle
    • Scenario 3 - Fury in the Skies
      • D&D Attack Wing, 200 Legion Points
        • Setup:  Only ground units can be deployed on the table at the beginning of the game, and each Legion must contain at least 1 ground unit.  At the end of the 2nd turn and every turn thereafter, players can place 2 models / units from their Legion touching any board edge they like.  Both of these units will move normally in the next turn.  Players can't deploy again on the same edge in subsequent turns until all their units have deployed, and can't deploy on the same edge an opponent has units touching in this fashion.
        • Objectives: Destroy enemy flying units.  Ground units attacking flying units add 1 Attack Die.
        • Resolution: A player loses the game when they lose all their units capable of flight.
          • Conviction Tokens:  The Good player will have Conviction Tokens granted from Scenario 1.  
            • A Conviction Token may be spent to re-roll any number of Attack Dice when Attacking.  Only ONE Conviction Token can be spent in this manner per turn.
    • Scenario 4 - The Dragon's Lair
      • D&D Miniatures, 150 Point Skirmish
        • Split Warbands
        • The Evil player must include at least one Blue Dragon of any type in his warband.
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - At the beginning of the next scenario, the Good Player can choose one type of upgrade category.  For the next game, that category's upgrades cost half the listed price (rounded down) for the Good player's Legion.
    • D&D Miniatures - Dragons have a 20% points cost reduction in the Good Player's Warband for the next scenario.

    Sunday, August 26, 2018

    Star Wars Armada: Journey to Wild Space

    The Rebels assembling near Roon would like to think they are ready to fight, but it is time to flee.

    The Imperial Fleet has decided to devote resources to the fight around the Cloak of the Sith.  This bodes ill for the Rebels assembling there, so an exodus of the area has begun.  However, the Rebel fleet can ill afford a stand up fight at this point with an assembled Imperial fleet.  It is time to abandon the Cloak.

    The plan is to move the Rebel fleet to a less conspicuous area somewhere in Wild Space.  In order to successfully accomplish this, the Rebels must contest Imperial Control in important strategic areas relevant to the movement of naval assets.  If a path can be safely navigated through Rebel controlled space, more of the fleet will be able to make it to the rendezvous point.

    It's going to be tough...and there will be losses.  For the Rebellion, the other side of this trial will be only more fighting against an implacable enemy.  Yet hope lingers...and fosters courage still.


    Journey to Wild Space is Iron Seer's 2018-19 campaign for Star Wars: Armada!

    The fleets will battle over five nodes to generate a lockdown on each one.  Players must cultivate Projected Power if Imperial, or generate Resistance if Rebel.  When all the nodes are locked down, the campaign is over.

    In addition, the fleets must marshal their resources in the form of Fleet Points.  Each fleet starts with 1200 Fleet Points, which may be spent on ships and upgrades to deploy during the battles.  At the end of each game there is Refit phase where Fleet Point adjustments are tallied for each fleet.

    Battles are variable points totals, and players will bid an amount of fleet points to the scenario.  Typically this will be the maximum, but eventually players will want to conserve Fleet point in an effort to outmaneuver the enemy.  The player's bid becomes the point value of their fleet.

    If a player feels they do not have enough Fleet Points to commit to the scenario, that fleet can make a concession of the game to the enemy.  This will allow the retreating fleet time to regroup, and the fleet will be awarded Fleet Points for doing so.

    For each game, the Imperial player decides which node to fight over.  The players will randomly determine a scenario from the Journey to Wildspace scenarios list, below.  For each point of Projected Power or Resistance earned, that Fleet earns a Campaign bonus also chosen at random from the table below.  Play continues like this as players earn their respective objectives.

    When a node has 5 points of either Projected Power or Resistance on it, it is locked and out of the game.  The battle there is over.  The campaign continues until each node is locked.  At the end of the campaign, the fleet with the most Projected Power or Resistance is the winner, with Fleet Points acting as tie-breaker.

    The Nodes
    • Bothawui
      • Rebel assets in the polar bases are being removed and made ready for transport to the new base beyond the Unknown Regions.  The fleet's journey will begin here.
    • Ryloth
      • Some of the best Rebel troopers are marauders and gangsters, many of which hail from Ryloth and Roon.
    • Utapau
      • The largest of the Rebel fleet's ships have been waiting here for the smaller vessels to assemble, floating deep in-system.
    • Hoth
      • Both acquiring and delivering systems, weapons and munitions here, the Rebel fleet is careful to approach Hoth (and their new operating base) with discretion.  Much care was given to engaging Imperials in the nearby systems pre-emptively, deceiving them into believing the attacks were staged from another location entirely.
    • Jakku
      • The final jump-point for the fleet into Wild Space.  Failure to secure this node will mean a much rougher trip from another start point.

    Journey to Wildspace Node Map
    The rest of the galaxy is not represented, because we aren't concerned with that right now and I don't own the rights to this material.  So I had to make my own map, with node points and planet names.  Except it's not really a map, it's a starfield with some wild colors on it mean to represent Wild Space.  All trademarked names belong to Disney, k?  Whom I am NOT affiliated with, other than my having bought a game they licensed to Fantasy Flight Games.  I think I'll stop right here.


    Journey to Wild Space Scenarios

    If there are 3 or less points of Projected Power or Resistance on a node, determine the mission by rolling 1d6 on the following table.  If there are 4 points of either Projected Power or Resistance on a node, the scenario played is automatically Deathstroke.
    1. Battle Line
    2. Fleet Assault
    3. Patrol
    4. Escort
    5. Breakout
    6. Station Assault
    Campaign Bonuses

    For each point of Projected Power or Resistance earned, a fleet rolls 1d6 on the following table and obtains the corresponding bonus.
    1. Momentum
    2. Hyperspace Assault
    3. Fleet Command
    4. Fleet Points
    5. Initiative Bonus
    6. Fighter Deployment

    Link to Bonuses.


    Refit Phase
    1. Count up the total cost of all ships destroyed for each fleet.
    2. Each player gains Fleet Points equal to the points value of Enemy ships destroyed.
    3. Each player loses Fleet Points equal to the points value of own ships destroyed.
    4. A player who elects not to engage and concede Projected Power or Resistance to an opponent for a game gains 200 Fleet Points during Refit.  The winner of the concession gains none.

    Sunday, August 19, 2018

    Nether War: Strongholds of Good

    Dungeons & Dragons: The Nether War
    Never undress in a room with a window
    ...a Harper may be near.
    Nether Warriors!

    The base of your faction's power is here, goodly folk!  The time has come to defend the alliance's main staging areas and leadership centers.  Only the very best of our soldiers will be deployed here.

    Indeed, these battles will be hard fought and bitter.  Beware your enemy's guile when they come to fight here, for it is now late in the war and time grows short for both sides.  Know that your sacrifices here work toward the good and betterment of all, so hold fast your nerves.


    Tier 3 - Strongholds of Good

    Jalanthar
    The Stronghold of the Harpers during the Nether War, the small hamlet of Jalanthar has been reinforced by a small regiment of soldiers.  It has been relatively peaceful until recently, and the enemy will certainly wish to dismantle the support structure here.  Protecting the civilians is paramount if fighting breaks out, and if we are defeated here it will greatly affect the morale of the entire alliance.
    1. Scenario 1 - Approach to Jalanthar
      • D&D Attack Wing, 150 Legion Points
        • Setup:  Standard
        • Objectives:  Place an Objective Token in the center of the board.  The Good player places two Objective Markers anywhere in his deployment zone more than range 3 from another Objective Marker.  These represent strategic points that must be controlled in order to get into the hamlet.
        • Resolution:  The battle is over at the end of any turn when either Legion loses models totaling at least 100 points.  The Evil player must control at least one Objective in order to clear this scenario.  An Objective Token is controlled by a Legion that has a unit within Range 1 of the Token, and no Enemy is within Range 2.  The number of tokens controlled at the end of the game will contribute to the next scenario.
    2. Scenario 2 - In the Dead of Night
      • D&D Miniatures, 120 Point Skirmish
        • Quick Strike (85 point threshold)
    3. Scenario 3 - Assault on Jalanthar
      • D&D Attack Wing, 200 Legion Points
        • Setup: Standard.  This battle takes place high above Jalanthar at night, so only flying creatures can take part in this battle.  For each Objective Marker controlled at the end of Scenario 1, each player gets a 10% bonus to their Legion points.
        • Objectives:  Each player nominates one model as his General.  The game is over when one side loses their General.  
        • Resolution:  At the end of the turn in which a General is killed, count up Victory Points as follows.  Each model destroyed is worth it's total Legion points, and each model with Hit Point damage is worth half.    Models with only damaged Armor are not worth any points.  The General is worth +25 Victory Points.  The side with the highest total wins.
    4. Scenario 4 - Street Fighting
      • D&D Miniatures, 150 Point Skirmish
        • Plunder Run
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - The Evil Player receives two No Attack Tokens, which can be assigned to any model / unit at the beginning of the turn at the end of the Manuever phase.
    • D&D Miniatures - The Evil Player may make a Move action with up to half the models in his force at the beginning of the game, just before the first turn.


    Lost Peaks Circle
    The Lost Peaks are rarely traveled by outsiders, due to their remote location and mysterious inhabitants.  It is here that the druids of the Emerald Enclave meet to coordinate with their members all over the North.
    1. Scenario 1 - Scouting the Mountains
      • D&D Attack Wing, 150 Legion Points
        • Setup:  Players can deploy up to Range 2 in opposite corners of the map, up to half the board edge in either direction.  Take 9 Objective Tokens and put them in a pile to the side of the play area.  At the beginning of each Evil player turn, remove an Objective Token from the pile.
        • Objectives:  Divide the map into quadrants.  For each quadrant that contains a unit from the Evil side and no Good models, the Evil player gains 1 VP.  To win the game, the Evil player must score 2 or more VP.  The game is over at the end of the turn when the Evil player removes the last Objective Token.
        • Resolution:  For each VP scored by the Evil player, the Evil force receives one Scout Token during Scenario 3.
    2. Scenario 2 - Ryth's Precipice
      • D&D Miniatures, 120 point Skirmish
        • Reconnaissance in Force
    3. Scenario 3 - Where Dragons Dare
      • D&D Attack Wing, 200 Legion Points
        • Setup:  At the beginning of the game, each player places one model / unit in each of his two corners up to Range 1 from both table edges.  Place an Objective Token in the center of the board, representing the circle of stones.  At the beginning of each subsequent turn, each player can place a unit with it's base touching his table edge.  These models then place their dials during the Maneuver phase as normal.
        • Objectives:  The winner is the player with the most units within Range 2 of the Objective at the end of the game.  In case of a tie, the Good player wins.
        • Resolution:  The game is over when one player loses models equal to 150 Legion Points.
          • Scout Tokens:  The Evil player will have Scout Tokens granted from Scenario 1.  These can be used to either: 
            1. Deploy an additional unit anywhere along the board edge at the start of the game.  Only ONE Scout Token can be spent in this way.
            2. Make a (2) Maneuver at the end of any turn.  Only ONE Scout Token can be spent in this way per turn.
    4. Scenario 4 - Battle at the Circle
      • D&D Miniatures, 150 point Skirmish
        • Magic Statues
    When this base is cleared, the following boons are granted in the next scenarios:
    • D&D Attack Wing - The Evil Player may add or remove 1 Duration Token to any card, model or effect in play.  This may be done once for each instance of each effect.
    • D&D Miniatures - The Evil Player receives 3 Onslaught Tokens at the beginning of the game.  An Onslaught Token can be used during a models' activation to generate a normal attack in addition to any other actions taken by that model.  Only one Onslaught Token can be used by any single model in a turn.

    Sunday, July 22, 2018

    Nether War: Bastions of Evil

    Dungeons & Dragons: The Nether War
    Another day, another gold piece.
    Nether Warriors!

    Members and affiliates of the Zhentarim, honored acolytes and mendicants of the Cult of the Dragon, hear ye!

    By the order of the dragonflight, you are to hold these bastions with your lives.  Halt the advance of the insolent Harpers, and crush the resistance of the accursed Emerald Enclave.  This is your charge!

    Failure, as always, will result in a fate worse than death, etc.  Now earn your dread reputations and repudiate the worms who dare march against the dragons!  To arms!

    Tier 2 - Bastions of Evil

    Graypeak Mine
    Graypeak Mine
    Even though most of the iron lodes in the Graypeak mountains are mostly mined-out, some scant veins still persist.  This large cavern complex has veins in it's lower levels, and the upper section is a base for the Cult and their allies.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 point Skirmish
        • Contested Ground 
          • Use any terrain piece with a base as the objective, or a scatter objective and treat the area 4" around it as the objective.
    3. Scenario 3
      • Standard Attack Wing, 120 Legion Points
    When this base is cleared, the Evil player may add a 20% bonus to his available Legion Points in his next Attack Wing scenario.


    Newfort
    Newfort
    A bailey keep that is ostensibly a way station for weary travelers, visitors today may be alarmed at the number of Zhentarim mercenaries who've taken up residence here.  The Zhents use Newfort for stockpiling supplies and freight shipping to and from other parts of the Frontier.
    1. Scenario 1
      • D&D Miniatures, 100 point Skirmish
        • Misty Ruins
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
    3. Scenario 3
      • D&D Miniatures, 100 point Skirmish
        • Marked For Death
          • Both forces choose a Commander as the target.
    When this base is cleared, the Good player may add 20 points of soldiers to his next skirmish free of cost.


    Shining Falls Keep
    Shining Falls Keep
    The Zhents, having been active in this area for some time, secured a small stone tower near Shining Falls to act as base to coordinate with their Cult employers.  The tower now serves as a mustering point for conflicts all over the Savage Frontier.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 point Skirmish
        • Tide of Battle
    3. Scenario 3
      • Standard Attack Wing, 120 Legion Points
    When this base is cleared, the Good player may choose to take the first or second turn in the next scenario, either Attack Wing or Miniatures Skirmish.

    Sunday, July 8, 2018

    Nether War: Bastions of Good

    Dungeons & Dragons: The Nether War
    A tyranny of dragons approaches!
    Nether Warriors!

    Herein lie the details for the Tier 2 Bastions of the forces of good in the North.  Each has three scenarios, as compared to the 2 scenarios of Tier 1 Outposts.  These are slightly more complex, and each is more delineated than the Tier 1 scenario sets.

    In particular, this is where we will see other material referenced and modified for our purposes.

    Some scenario sets favor Attack Wing, others favor D&D Miniatures.  A balance of scenarios has been selected to provide a fun and engaging campaign.  Experience points are not tracked, only wins / losses and sometimes other specific scenario criteria.


    Tier 2 - Bastions of Good

    High Forest
    High Forest
    A druidic circle near the heart of the High Forest serves as a meeting place between the Harpers and the Enclave.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
    2. Scenario 2
      • D&D Miniatures, 100 Point Skirmish
        • The Good force must include at least 20 points of animals and beasts.
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
        • The Good player must select at least two commanders, one each for the Harpers and the Enclave.
    When this base is cleared, the Evil player may add 20 points of animals and beasts to his next skirmish free of cost.


    Deadsnows
    Deadsnows
    A small, walled city that was destroyed during the Spellplague.  After rumors of blue fire were quelled by the Order of Blue Fire, the Harpers quickly setup a small settlement within the walls to manage the campaign in the north.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
        • Players deploy 50-75 points worth of units at the beginning of the game.  Starting on the 3rd turn, at the beginning of each player's turn they may deploy one unit from their legion at the edge of the board.  Place the model touching the table edge and place their dial during the planning phase.
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
        • The broken outer wall of Deadsnows runs the length of the board.  This can be any acceptable wall with at least three openings.
    When this base is cleared, the Evil player may add a 20% bonus to his available Legion Points in his next Attack Wing scenario.


    Far Forest
    The Emerald Enclave has established a mustering ground on the eastern edge of the Far Forest, in a difficult to reach area due to natural hazards.
    1. Scenario 1
      • Standard Attack Wing, 120 Legion Points
        • Only dragons deploy on the first turn of the game.  Starting on the 2nd turn, at the beginning of each player's turn they may deploy one unit from their legion at the edge of the board.  Place the model touching the table edge and place their dial during the planning phase.
    2. Scenario 2
      • Standard Attack Wing, 120 Legion Points
        • Use the Set-Up and Special Rules from Adventure #1.  Objectives are standard, and the winner acquires choice of one campaign artifact from any in possession at the end of the scenario.
    3. Scenario 3
      • D&D Miniatures, 100 Point Skirmish
    When this base is cleared, the Evil player may re-deploy up to two units after his opponent is finished deploying in the next scenario, either Attack Wing or Miniatures Skirmish.

    Sunday, June 10, 2018

    Rogue Star Wars

    Amidst the turmoil of the Deathwind Corridor, countless small dramas play out with little fanfare or visibility.  The lives of the rebel soldiers, Imperial personnel and innocent bystanders all move along at the same pace, more or less.  Heroic actions, horrific atrocities and humble day-to-day life all come to pass as the Galactic Civil War grinds on, and little does the wider society even know.

    As they may loudly claim, there are heroes and villains on all sides.  In the ongoing turmoil around planet Roon and the Cloak of the Sith, a drama begins to unfold involving all three factions vying for power and position in the area.  These small groups become tied up together in what will become an ongoing vendetta for some, and a long nightmare for others.

    The aqualish bandito Urdaaghr Buru and his band of cutthroats begin the campaign on the planet Bothawui, near the northern polar region.  Amidst the snow and ice, their talks with the rebel Spynet have fallen through.  Feeling dejected and put upon by the snide Spynet representative, Buru and his men decide to take plunder from the foolish rebels before heading back to Roon.  Buru Brothers Shipping & Handling, Inc. are not to be trifled with.

    Captain Namus Vance of the Rebel Alliance takes note of the attack, and his team has another mission that happens to take them in the direction that Buru's Crew are traveling.  No doubt they'll have trouble with the pirates again before they are able to execute their mission:  sabotage of an Imperial patrol ship near the Cloak of the Sith, and the retrieval of the records it carries.

    Yet the Imperials are being proactive.  The bounty hunter Halse Balgi is tracking all the known fugitives in the area, and is working closely with the Imperial army.  With the cutthroat mercenary rooting out the criminals, the Imperials are hot on the heels of both the rebels and the cartels.
    Bothawui [800x800]
    We begin on the mountainous slopes of Bothawui's northern pole...
    Campaign Rules
    This mini-campaign follows three teams of fighters amidst the Galactic Civil War, using the Rogue Stars ruleset published by Osprey Wargames.  There will be three sets of missions, each with a different theme and map set.  During each mission set, each of the three teams will fight a total of four battles, gaining experience with each encounter.

    Each team may attack each other team once, and will be attacked by each other team once during each mission set.  Each faction's missions are noted below, showing each factions' attack on each other faction by initials.  Once all missions in a set are complete, play moves on to the next set.  There is no set order of playing missions within a set, so they can be played as opponents are available.

    For each scenario win, 1 campaign point is awarded to that team.  Each team must win in it's own scenarios.  No points are awarded for losses, or winning a scenario that isn't your mission, but experience is gained as normal for each game.  The team with the highest number of campaign points wins, with total experience gained as the tiebreaker.
    1. Bothawui Polar Region Missions
      • All missions count as Ice Planet terrain.
      • Cartel Missions:  Steal Valuables (R); Smuggling (I)
      • Rebel Missions:   Hacking Mission (I); Manhunt (C)
      • Imperial Missions: Bodyguard Work (R); Secure Area (C)
      • Roll for Complications as normal.
    2. Attack on the Lightstation
      • All missions are Low Gravity Planet terrain except where noted.
      • Cartel Missions:  Ambush (I); Hacking Mission (R)
      • Rebel Missions: Boarding Action [Spaceship Terrain] (I);  Space Gladiators (C)
      • Imperial Missions:  Abduction (C); Control Terrain (R)
      • Roll for Complications as normal.
    3. The Dark Side of Roon    
      •  All missions are Dense terrain except where noted.
      • Cartel Missions
        • If the Imperial Abduction mission in Set 2 was successful, Rescue (I); otherwise Make it to the Ship Alive (I)
        • Repair (R)
      • Rebel Missions
        • If the Cartel Hacking Mission in Set 2 was successful,  All-Out Battle (C); otherwise Duel (C).
        • Destroy Property (I)
      • Imperial Missions
        • If the Rebel Boarding Action mission in Set 2 was successful, Explore a Wrecked Ship [Wrecked Spaceship Terrain] (R); otherwise Interrogation (R)
        • All-Out Battle (C)
      • Roll for Complications as normal.
    (C) Cartel;  (R) Rebel;  (I) Imperial.

    The missions are designed to be played over the next few months as we expand our terrain galleries.  As such, the planets depicted will correspond to the first three sets we finish and serve as an alternate way to frame the assets.  We'll also get to see the Rogue Stars system work over a 12 game span for each team.

    The narrative outcome of this campaign will affect the Star Wars campaigns in general in the next iteration.  If the Cartel wins, they'll have a lot more resources as they will be able to outmaneuver the other forces.  If the Imperials win, much of the Cloak of the Sith will be impassable for both the rebels and cartels.  If the Rebels win, they'll have a safe base in the Cloak and passage through Deathwind Corridor.  In any event, the outcome will have far-reaching implications.