Shift on Solypsus 9

bannerYesterday our Solypsus 9 campaign continued. Tyranids settled down to munch on biomass, Orks brawled with anybody they could, and some Necrons decided to help out the Space Marines and Guard, while Chaos finally descended in force. Ten players made it through the snowy streets:

  • Forces of Order: Swords of Dorn+Legion of the Damned, fascist Guardsmen, White Scars, Space Marines, and Necrons
  • Spoiler Horde: The Flying Swarm, Ork Mob, Death Guard, Traitor Marines, Rotted Daemons

More photos are in the gallery. Full results and missions are on the event webpage. Core campaign mechanics are in the Solypsus 9 outline.

Chaos Marines ride to the assault on Solypsus 9!

Chaos Marines ride to the assault on Solypsus 9!

Mechanics

The core of the campaign is based around a map of the sole settlement on Solypsus 9. The alliances are working to control one of the major installations on the planet—the Laboratory, Hab Blocks, or Mine—as well as the supporting sites—the Starport, Generator, or Comms Tower. Each round the alliances simultaneously place secret orders on their active armies. Those orders are then revealed and the alliances alternate assigning a player and a target to a chosen order, with the other alliance(s) responding with a defending player. Cumulative mission results then determine the outcome and control of each territory. Full details are in the draft writeup. The system continues to seem to be working really well, especially as more players get a better handle on it.

commands

map

Drop on Solypsus 9

In last month’s fighting, a massive Tyranid horde descended on Solypsus 9 with new Orkoid hybrid morphs. Caught off guard, the Imperium was forced to drop assault their own planet to shore up defenses as fast as possible. Lead by the Swords of Dorn, they successfully established positions in the Laboratory, Mine, Comms Tower, and Starport. The invaders though occupied the Hab Blocks and began feasting.

Battle

This stage of the campaign started off focused on the mine, and then swung onto the Laboratory.

  • Round 1: The Tyranid settled down in the Hab Blocks to gorge on biomass after their long journey through the stars, while the Orks mob continued to roll throughout the settlement in their jalopy battlewagons. Finally awoken to the major conflict on Solypsus 9, Chaos Daemons and traitors descended from orbit against the Imperial forces. Death Guard and their cultists attacked the Astra Militarum guarding the Mine and won the tactical battle but were rebuffed by supporting forces. Traitor Marines dropped on the undefended Generator and were surprised but not deterred to find Necrons phasing onto Solypsus 9. Rotted daemons meanwhile were intercepted by a collection of Space Marines. Swords of Dorn engaged the Ork Mob at the center of the colony but could not overcome their sheer mass. Finally sated, a Tyranid Harridan led a sortie of flying beasts that cut through the White Scars defenders and entered the Laboratory complex.
  • Round 2: The Swords of Dorn rushed to retake the Laboratory, crushing a Chaos beast pack on the way. Orks, Death Guard, and Tyranid made a combined assault on the Mine, with Space Marines, Imperial Guard, and White Scars defenders suffering a major defeat. Necrons meanwhile successfully took the central pathway of the settlement from the rotted daemons.
  • Round 3: Death Guard could not repel an onslaught on the Generator from the Swords of Dorn. Traitor Marines again assaulted the Laboratory and almost lost to White Scars defenders, but the Ork Mob arrived hot on the heels of Necrons moving on the facility and rolled over the entire complex. Daemons guarding the Mine were dispelled by the exhortations of Astra Militarum Priests and Psykers even as their Space Marines outriders were mulched by the Tyranid swarm.
Swords of Dorn advance through the slum shacks surrounding the Hab Blocks.

Swords of Dorn advance through the slum shacks surrounding the Hab Blocks.

Orks and White Scars engage in a frenzy of speed and close combat.

Orks and White Scars engage in a frenzy of speed and close combat.

Imperial Guard roustabouts take up arms under the banner of psykers and priests.

Imperial Guard roustabouts take up arms under the banner of psykers and priests.

Outcome

Although the individual rounds were closely fought, Order took the day with 179 victory points to 140 largely due to successfully claiming a number of covert missions in the second round. Spoilers advanced their position slightly, maintaining control of the Hab Blocks and gaining the Laboratory. Order meanwhile entrenched their position on each of the other installations. Neither side though claimed their chosen primary objective for the day, leaving Order slightly ahead on campaign points earned, 5 to 4.

Again, more photos are in the gallery, and full results on the event webpage.

Final campaign positioning at the end of the second event.

Final campaign positioning at the end of the second event.

Design Notes

One of the challenges in the campaign structure is that we don’t have a fixed group size or composition. The underlying mechanics seem to support this well, but some narrative sleight-of-hand is required. In this case, a bunch of last month’s Spoilers couldn’t make it but some new Chaos players did. The number of players though came just short of warranting a third faction. Absent that, I erred toward simplicity and narrative continuity and kept the factions as Order and Spoilers.

The highly modified and fairly original Maelstrom mission seemed to work well. I did though notice a preference to use the standard cards to draw and track objective numbers, rather than marking our sheet, then consulting our sheet to read the actual text in play. That’s not a really problem, but clearly people prefer the physicality of cards over checkboxes. There are logistical hassles though to rolling our own cards that I’m not sure how to work around, and I can’t see just switching to using the standard deck (more on that its many flaws in a later post).

A rotted Plague Drone roams the battlefield.

A rotted Plague Drone roams the battlefield.

On a similar logistical note, almost every table played the last round decidedly slow. I would guess some part of it was the extra complexity of the Maelstrom bookkeeping, though everybody I polled seemed to think it was mostly just being tired. In general I continue to think 1850 points is just a touch high for 2.5 hours for a group mostly on the more casual end of the spectrum.

For this event I started introducing a few narrative aspects to the actual gameplay itself. One of the rounds included Apparations, little entities scattering around scaring everybody. I forgot though one of my cardinal rules of game design for 40k: If a narrative mechanic doesn’t clearly benefit somebody or directly determine the game outcome, most people will forget or purposefully ignore it. I do exactly the same thing with Mysterious Objectives, for example. To avoid unbalancing games I gave people the option to simply ignore this—Patrick, with his low-leadership Orks, in particular looked terrified. Several did, but the rest mostly forgot about them anyway. Reinforcing that design lemma though, people continue to be pretty excited about the covert missions giving to the trailing alliance. So, for next month the narrative aspects will be reworked into the covert missions, which will also provide some more inspiration and direction for the latter.

Stormtroopers search the burning crash site of their downed flyer for fellow survivors.

Stormtroopers search the burning crash site of their downed flyer for fellow survivors.

Onward!

Next month is going to be a doubles format, players competing in teams of two with each fielding 1000 points. Doubles are by far the best attended 40k events at Redcap’s, and attendance has been a bit higher for our events recently than the previous trend, so I’m hopeful for really good turnout. Should be a blast!

The Swords of Dorn stand firm at the center of Order's campaign to defend Solypsus 9.

The Swords of Dorn stand firm at the center of Order’s campaign to defend Solypsus 9.

Drop on Solypsus 9

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Our Solypsus 9 campaign kicked off yesterday. A massive horde of Tyranid including some Orkoid biomorphs descended on the planet, with Space Marines and Imperial Guard arriving just in time to aid the colony.

Eight players braved a small snowstorm, one even coming up from Virginia:

  • Forces of Order: Swords of Dorn+Legion of the Damned, Kingbreakers, Blood Angels+Sentinels of Terra, and Armoured Company
  • Spoiler Horde: Living Artillery, Endless Swarm, Spore Cloud, and Ork Mob

More photos are in the day’s Flickr gallery. Results and missions are on the event webpage. Core campaign mechanics are in the Solypsus 9 draft.

Kingbreakers rush headfirst into the oncoming wave of Hive Tyrants.

Kingbreakers rush headfirst into the oncoming wave of Hive Tyrants.

Mechanics

The campaign mechanics seemed to work out really well in their debut. There are a lot of details, especially to accommodate varying group size and composition. The basic idea though is that each alliance has a set of armies abstractly representing the major thrusts and conflicts of the campaign. Both teams secretly simultaneously place commands on those armies to Attack, Support, or Defend. They then alternate picking one of their Attacks and nominating an attacking player and target territory, with the opposing side(s) responding with a defending player. Results and control of the targeted territories are based on victory points earned there that round. Support and Defend commands aid in those contests, respectively contributing +5 to all adjacent territories and +10 to the territory itself assuming they aren’t wiped out or blocked.

The missions themselves followed the basic pattern we’ve been using: Each is worth up to 20 victory points, with 9 points available for a given primary objective based on markers or kill points, 6 points for a secondary objective chosen by each player from a list with options such as assassinating characters or controlling terrain pieces, and up to 5 points for several tertiary objectives such as claiming first blood or tagging superheavy vehicles.

Battle commands going into round 3.

Battle commands going into round 3.

Battle

Action in the first stretch of the campaign was concentrated around the Laboratory and the open ground at the center of the colony.

Round 1: The Swords of Dorn dropped successfully on the Laboratory, beating out the Ork Mob harrying them. Blood Angels repulsed the Endless Swarm’s attack on the Generator. Both forces met on the colony’s central ground en masse with the Kingbreakers barely countering an advance by the Living Artillery but the Spore Cloud overwhelming the Armoured Company to take the territory.

Round 2: The Armoured Company was kept on the retreat by the Ork Mob, losing the Hab Blocks to the invaders. A counter-attack by the Living Artillery on the Laboratory was blocked by the Blood Angels. Kingbreakers tried to disrupt the swarm’s plans at the colony’s center but could not dislodge the Spore Cloud. At the Comms Tower the Swords of Dorn boltered away the Endless Swarm.

Round 3: Swords of Dorn and Blood Angels both assaulted the Mine, with the Legion of the Damned tipping the odds against the Spore Cloud and Ork Mob.

The Swords of Dorn make landing on Solypsus 9.

The Swords of Dorn make landing on Solypsus 9.

The Ork Mob surrounds the Blood Angels' landing site.

The Ork Mob surrounds the Blood Angels’ landing site.

While the Armoured Company as well is mobbed by the Orks.

While the Armoured Company as well is mobbed by the Orks.

But the Swords of Dorn stand strong throughout.

But the Swords of Dorn stand strong throughout.

Outcome

The Forces of Order squeaked out a tactical win, with 123 victory points to the Spoilers’ 110. They also claimed a lead in campaign points for controlling installations at the end of the session, 5 to 1. Most of the colony was successfully reinforced by the Imperium, with Order armies establishing positions at the Laboratory, Mine, Starport, and Communication Tower. The Spoilers though clawed their way into the Hab Blocks and gouged out a safe beachhead at a central position among the settlement’s installations.

Alex won the standings for Order and overall with three straight wins and 91 points. Patrick took the Spoilers’ lead with 70 points. Best Painted was also voted for Alex for his gorgeous Swords of Dorn and Legion of the Damned, with Michael P’s Tyranid big bugs in second then bumping up to take the prize. Michael also continued Jason’s tradition of his shirt matching his army, something we should all aspire to.

Status after the end of the first campaign session.

Status after the end of the first campaign session.

Kingbreakers

kingbreakers-iconWe had an odd number of players otherwise, so I wound up joining in the action. The Emperor’s greatest soldiers had a so-so day. As is typical, my all-around list didn’t have a clear best opponent so it was repeatedly put forward as an attacker for the defenders to react against with their preferred army.

In the first two rounds the Kingbreakers fought Justin and Michael’s big bugs. Unfortunately both had a strong force of wing-equipped Hive Tyrants. Typically I try to muddle through ignoring flyers and flying monstrous creatures. That’s been working out ok against Daemons and Imperial armies because the former have to land to assault and the latter typically don’t do enough damage. These flyrant flotillas though were well equipped to rip up my army, particularly the Knight. I’d taken the latter despite our Victory Through Attrition tertiary objective making it a substantial handicap, yielding a victory point for each hull point lost. I knew that’d be a problem but it’s just a cool model, and I wanted to see how much of a disadvantage it’d be. Turns out it’s a big one! Either way though these FMCs would have been a problem. Unfortunately I did not bring my usual bunker, which would have been helpful here to safely squat on a home objective.

In the final round two of the Spoilers had to leave so Lovell and I fought it out. This was an old school-feeling battle, much like facing 5th edition IG. His Armoured Company literally had no infantry models, and nothing but Leman Russ chassis except for a Sentinel and an Avenger flyer. This was probably the army I was best equipped to fight, due to lots of re-rolling melta. It was still an awful lot of tanks to go through though. Kingbreakers eventually won out in the kill points mission, but a lot of the killing was done by just a few units. Much of Lovell’s army that could really threaten the Knight was targeted and wrecked early, giving the Knight fairly free rein. Captain Angholan also did far more than his share, ruining a number of opponents with his Vorpal Blade (S6). Meanwhile many Tacticals and others stood around literally hoping Lovell would forget about them with his battle cannons.

Kingbreakers scour the ruins for Tyranid monsters, finding them all too often.

Kingbreakers scour the ruins for Tyranid monsters, finding them all too often.

Kingbreakers Ghosts snipe away at the brain bugs from the rooftops.

Kingbreakers Ghosts snipe away at the brain bugs from the rooftops.

A pitched battle on a critical objective.

A pitched battle on a critical objective.

The Battle Continues

This was definitely a busy day on my end, trying to play a fairly sizable army while also managing all the campaign and tournament logistics. It worked out to be another great day though. I was particularly pleased that the campaign mechanics seemed to work well, as they’re essentially an entire small boardgame unto themselves. The teams seemed to be making a number of real decisions about how to proceed on the map, and there was a definite evolution of the conflict across the board. I’m looking forward to how that progresses in the future, as well as other surprises to be thrown into the mix.

Again, photos are up in the day’s Flickr gallery, results and missions on the event webpage, and campaign mechanics in the Solypsus 9 outline. See y’all in February!

The Imperial Knight Greenheart walks among the horde.

The Imperial Knight Greenheart walks among the horde.

The Campaign for Solypsus 9

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Our next Redcap’s/PAGE campaign is about to kick off, as monsters, traitors, and the Emperor’s finest all descend on Solypsus 9.

Who knows what dreams and dreamers lay waiting in the endless void?

There’ll be four events/sessions in the series:

Players are free to come and go for each campaign session without penalty to their alliance or disadvantage to themselves, so don’t hesitate to join in even if you can’t make the whole series.

Missions, a signup sheet, and other details for January are on the webpage. Campaign mechanics are based on the map-based scheme drafted here, with other elements thrown in as we proceed. These will no doubt be revised as we go, to make them work better as well as to be flexible with the group’s variable size and player composition per event, a tough challenge.

Feedback and suggestions are greatly appreciated! Please comment below or email us. For those interested in playing this campaign elsewhere, we will be refining the details and putting up a PDF with all of the bits, maps, and rules afterward. Sign up for our announcements-only mailing list if you want to be notified of that release.

Background

Solypsus 9 is one of the countless far flung, forgettable outposts of the Imperium. A barren, lifeless planet of rock and mountains with minimal atmosphere and sunlight but punishing wind storms, only a single small settlement has ever been established. Nestled in a rare pocket of less forbidding terrain, the colony originally grew to serve an adamantium mine. Over time as the occasional more esoteric ores and minerals were found, a small laboratory was founded to study them. With the original mine petered out to barely sustainable levels the lab has seen little call for this role of late, but clearly it is still being put to some purpose. Meanwhile, life in the colony hab blocks grows daily more grim as the workers drive the mine ever desperately deeper in search of a new lode to restore some measure of prosperity. Unseen and unknown by all but the most elite, however, is the ebb and tide of a galaxy at war, but even they fail to see how machinations and conflict throughout the sector might someday come to fall on Solypsus 9…

map

(click for PDF map)

Objectives

At the start of a campaign session each player is grouped into an alliance: Discord, Spoilers, or Order. These should be roughly equal in size. Players can switch alliances for different sessions, i.e., to play a different faction or to balance out the teams by number or strength.

alliances

After establishing alliances, each team secretly chooses a particular strategic objective for that session from the most critical installations on the planet:

  • Hab Blocks: Though miniscule by the standards of a developed world, Solypsus 9 still has a population of millions living and dying in its hab blocks to be protected, enslaved, or consumed…
  • Laboratory: The laboratory has long since become an enclave unto itself amid an air of absolute secrecy. Something worthwhile must be happening there to warrant the resources dedicated to its unknown mission…
  • Mine: Though shipments from the world have curtailed greatly, surely stores of great value must still be accumulated in its stockpiles, with even more ready to be extracted by a properly motivated workforce…

At the end of the session, each alliance that controls its chosen strategic objective earns campaign points equal to double the current session number in the campaign (1, 2, 3, 4). Each additional installation of those three which it controls awards campaign points equal to the current session number. The other three installations—the Starport, Comms Tower, and Generator—are each worth 1 campaign point at the end of each session.

Throughout the campaign, teams are thus fighting on three levels:

  • Storyline: Working toward a narrative result among possibilities revealed and determined by the campaign’s progress.
  • Strategic Victory: Earning the most campaign points by controlling installations.
  • Tactical Victory: Accumulating the most victory points throughout the matches.

Setup

Each session, the alliances get a number of armies equal to the number of players in the smallest alliance, representing the active forces and major thrusts of that phase of the campaign. At the start of the campaign none of the dirtside territories on the map are controlled and all of the armies begin in the orbital positions. In later sessions the alliances start in control of those territories they held at the end of the previous session. By descending order of total accumulated victory points they alternate placing a single army on any territory they control or in orbit, until all are placed. Multiple armies may not be placed on a single territory, except for the orbital positions which can hold any amount.

The alliances also get a number of command token sets, equal to half the number of armies (rounding down, to a minimum of one). Each command set has tokens to indicate Attack, Support, and Defend.

commands

Finally, each alliance gets a set of round order bid chits, from 1 to the number of missions in the session, typically 3.

bids

A pool of control markers to indicate territory possession as well as extra armies not yet in play are also available for each alliance, played as if unlimited in quantity.

Play

The campaign sessions are made up of the following cycle, usually over 3 rounds:

  1. Place commands.
  2. Bid for round order.
  3. Assign matches to commands.
  4. Play out matches.
  5. Resolve the results.

Place Commands

At the start of each mission round the alliances simultaneously secretly place commands, face down on the map. Attack commands must be put on the alliance’s own armies and all of them must be placed. Support and Defend commands can be put on an alliance’s armies or on dirtside territories it merely controls. Only one command can be placed on an army or territory except for the orbital positions, which can take as many commands as there are armies on them but cannot otherwise receive commands.

Bid for Round Order

The alliances then simultaneously bid for round order using their remaining bid chits. The round order used in the various steps below is determined by the increasing numeric order of those bids. In event of a tie, the respective alliances in order by accumulated victory points get to choose their round order position relative to each other. Following each round the bid chits used are discarded, so alliances cannot make the same bid twice in a session.

Into the temple, quickly, whatever may come!

Into the temple, quickly, whatever may come!

Assign Matches to Commands

Following the round order bid, all of the commands are flipped over and revealed. In round order a match is assigned to each Attack:

  1. The current alliance picks one of its Attack commands and declares one of the territories adjacent to the command as its target. Attacks from orbit may take any dirtside territory as the target. Territories may be targeted by one or more attacks. Alliances may target their own territories, enabling them to maneuver armies or support embattled territories.
  2. The current alliance then also declares one of its unassigned players to be the attacker for the match associated with that command.
  3. One of the other alliances the responds with a defending player not already assigned a match for this round. If the attack is on a territory controlled by an opponent, then that alliance must respond if it has an unassigned player. Otherwise, if it is unoccupied or that alliance has no unmatched player, the alliance with the highest total accumulated score and an unassigned player must respond—their forces are spread far and wide and engaged in many battles across the conflict. A different alliance from that targeted must also respond in the same fashion if assigning a player from the targeted alliance would cause only players from one alliance to be left unassigned for the round.
  4. The defending player then chooses a table for the battle.

This process then repeats for the next alliance in round order until all of the Attack commands have matches. If there are more players remaining, i.e., there’s an uneven number of players, then matches are assigned to Defend and Support commands. In round order:

  1. An alliance with an unmatched player picks any Defend or Support command on the map, including their opponents’ as well as their own, and assigns a player to it. No target is necessary for these commands.
  2. If the chosen command belongs to another alliance and it has an unassigned player, then the targeted alliance responds with a defending player. Otherwise, the alliance with the highest total accumulated score and an unassigned player must respond.
  3. The defending player picks a table.

This repeats until all of the players are paired up and matches associated with commands. Note that there may be Support and Defend commands without associated matches, as well as those left unplayed, but all Attacks must have been placed and then associated with a match.

Play Out Matches

The players then battle for the outcome of the commands. These games might be determined randomly from the standard missions, chosen by the players, or in a campaign tournament are taken from the mission packet.

Follow your corpse god to the grave, fools!

Follow your corpse god to the grave, fools!

Resolve Results

Once all the matches complete, campaign results are resolved in the sequence of Support, Defend, and Attack commands, followed by tallying victory points.

Support. Matches assigned to Support commands are evaluated first. In round order the alliances choose a Support match they won and either remove the command or leave it on the map. Any Support commands that did not have a match assigned are left in place.

Defend. Next each Defend command is evaluated. In round order the alliances choose a Defend match they won and either remove the command or leave it on the map. Any Defend commands without an assigned match are left in place.

Attack. Evaluated last are the Attack commands. In round order the alliances choose any territory targeted by an Attack, including those they are not involved in if they wish. All of the Attacks toward that territory are then simultaneously evaluated as follows:

  • Each alliance that either made an attack or was controlling the territory scores points toward the outcome. If no alliance controls the territory then the defending points are scored by a virtual defender, reflecting interference from the other alliances or surprisingly staunch resistance from the native inhabitants. The same applies if the territory’s controller is the only alliance that has made an attack toward it, representing logistical or communication mishaps, friendly fire, or interception by opposing forces. Any alliance that made an attack must be scored separately, the points cannot be assigned to the defender. Alliances can only directly assist each other in that way through Support commands.
  • Scoring starts with the raw points earned in each associated match, excluding covert mission successes. If an alliance other than the defender was forced to respond to an attack, i.e., by uneven alliance sizes, then its points go toward the defender—the third alliance has either crashed into the attacker’s army while making its own abortive attack, with the territory’s defenders pitching the battle between the two, or they’ve come to the aid of the defenders to support their own agenda against the attacker.
  • If there is a Defend command on the territory, its alliance earns 10 additional points. Note that in the case in which no other alliance has targeted the territory, these points go to the alliance and not the virtual defender.
  • For each Support command adjacent to the territory, its alliance may add 5 points to any alliance involved in the match. Any alliance may support any alliance, or not. Armies in orbit with Support commands on them may Support a single Attack per round, but may do so anywhere on the map.

Whichever alliance scored the highest in this calculation maintains control of or immediately takes over the territory. If an attacker was victorious, a single one of its participating armies may move into the territory, leaving a control marker on its starting territory if it had none. Any other attacking armies stay in their original territories, which may result in them being affected by an attack resolved later. A victorious alliance that made an attack toward a territory it already controlled may only move an army onto the territory if it is unoccupied.

Any Support or Defend command on the territory is then removed, its forces have either been routed or are too busy defending themselves to assist in other battles. Any opposing control marker is also removed. If a defending army is present it must immediately retreat, moving to an adjacent territory its alliance controls that does not already have an army on it, or an uncontrolled territory if there are no such spaces. If neither option is possible, it retreats to its alliance’s orbital position.

At no time may a territory be occupied by more than one army, including multiple armies of a single alliance.

Overall Points. Once all commands have been evaluated they are removed from the board. The raw victory points earned from all matches and covert missions are then added to the alliances’ accumulated tallies. Defend and Support commands do not factor into this.

Drop zone in 3... 2... 1...

Drop zone in 3… 2… 1…

Special Effects and Covert Missions

Besides the overt strategic value of the Mine, Hab Blocks, and Laboratory, control of each will also determine how later aspects of the campaign progress. Heavy fighting in and around them may also have inadvertent, potentially catastrophic effects as infrastructure, equipment, and the planet itself are destroyed.

The other installations though also offer tactical choices:

  • Starport: After results are resolved for a round, the alliance controlling the Starport may move one of its armies anywhere on the map back to its orbital position, leaving a control marker in its place.
  • Comms Tower: After commands are revealed, the alliance controlling the Comms Tower may rearrange any three of its commands among themselves.
  • Generator: (to be determined)

Finally, players may be given the opportunity to directly affect their alliances’ tactical situation as well as the campaign itself by completing covert missions. In each round after the first, all the players in the alliance with fewest accumulated victory points will be given a covert mission, as will half the players in the middle-ranked alliance. Those alliances will be randomly given a mission from a list of possibilities, with all their players working toward the same goal. Every player that achieves their covert mission that round will gain the given boon for their alliance, regardless of the tactical outcome of their battle. Any victory points earned by a covert mission success are in addition to those earned as normal, but apply only to the overall campaign tallies and not the player’s individual score or resolving any associated command. Players should be sure to record at the stated time any secret selections their mission requires them to make.

Two sample covert missions.

Two sample covert missions.

Prepare to Drop!

We have some other ideas and fun stuff lined up for the later sessions, but these are the core basics needed to get our Solypsus 9 campaign off the ground. Again, any comments, suggestions, or questions are more than welcome; please comment below or email us. We also hope you can join us for any or all of the campaign!

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