Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

Ceres:​ ​Operation​ ​Stolen​ ​Base 

rules​ ​rewrite​ ​by​ ​baychang@bgg​ ​-​ ​v1.0,​ ​2017.10.10 


 
Overview 
In​ ​Ceres:​ ​Operation​ ​Stolen​ ​Base​ ​ ​you​ ​command​ ​a​ ​rebel​ ​squadron​ ​attempting​ ​to​ ​seize​ ​the​ ​Ceres​ ​water​ ​base​ ​from​ ​the​ ​Earth 
Federation,​ ​shortly​ ​after​ ​the​ ​launch​ ​of​ ​the​ ​Martian​ ​rebellion.​ ​Each​ ​turn​ ​you​ ​will​ ​move​ ​one​ ​group​ ​of​ ​your​ ​ships​ ​around 
Ceres​ ​and​ ​then​ ​draw​ ​an​ ​event,​ ​which​ ​may​ ​include​ ​encountering​ ​and​ ​combating​ ​hostile​ ​forces.​ ​Then​ ​you​ ​will​ ​make​ ​an 
action​ ​attempt,​ ​such​ ​as​ ​intercepting​ ​Earth​ ​Federation​ ​resources,​ ​augmenting​ ​your​ ​ship​ ​capabilities,​ ​restoring​ ​units​ ​to​ ​full 
strength,​ ​or​ ​revealing​ ​the​ ​mission​ ​parameters.​ ​In​ ​the​ ​campaign​ ​game,​ ​you​ ​will​ ​pick​ ​up​ ​where​ ​you​ ​left​ ​off​ ​after​ ​each 
mission,​ ​completing​ ​a​ ​total​ ​of​ ​four​ ​missions​ ​to​ ​win. 
 
Ability​ ​tests 
There​ ​are​ ​four​ ​kinds​ ​of​ ​abilities​ ​(​skills​),​ ​indicated​ ​by​ ​icons: 

cyberwarfare​ ​(​NET​ ​run,​ ​cyber,​ ​cyberwar​)  bombardment 

assembly​ ​(​build,​ ​repair,​ ​nano-assembly​)     spaceborne​ ​assault 


These​ ​icons​ ​appear​ ​on​ ​your​ ​ships,​ ​transported​ ​pods,​ ​captured​ ​intercepts,​ ​and​ ​previously​ ​completed​ ​mission​ ​cards 
(​enhancers​).​ ​When​ ​you​ ​attempt​ ​an​ ​action​ ​(​special​ ​action,​ ​challenge,​ ​check​),​ ​carry​ ​out​ ​an​ ​ability​ ​test:​ ​Count​ ​up​ ​all​ ​the​ ​icons 
of​ ​that​ ​ability​ ​on​ ​the​ ​ships​ ​involved,​ ​their​ ​pods​ ​and​ ​captured​ ​intercepts*,​ ​and​ ​previously​ ​completed​ ​mission​ ​cards,​ ​and​ ​roll 
that​ ​many​ ​dice.​ ​(NET​ ​Runs​ ​also​ ​add​ ​dice​ ​equal​ ​to​ ​the​ ​current​ ​NET​ ​Level**,​ ​and​ ​Spaceborne​ ​Assaults​ ​are​ ​treated 
differently.)​ ​5's​ ​and​ ​6's​ ​are​ ​successes​ ​(​positives​);​ ​1's​ ​cause​ ​negative​ ​consequences​ ​(​burnout​). 
 
*Pods​ ​and​ ​captured​ ​intercepts​ ​on​ ​ships​ ​which​ ​are​ ​disrupted​ ​(flipped​ ​to​ ​weaker​ ​side)​ ​are​ ​not​ ​counted​ ​for​ ​ability​ ​tests. 
**As​ ​a​ ​variant,​ ​you​ ​may​ ​choose​ ​to​ ​have​ ​NET​ ​Runs​ ​count​ ​cyber​ ​icons​ ​on​ ​all​​ ​your​ ​ships,​ ​pods,​ ​etc,​ ​in​ ​play,​ ​plus​ ​NET​ ​Level. 
This​ ​would​ ​represent​ ​all​ ​your​ ​forces​ ​working​ ​together​ ​from​ ​anywhere​ ​in​ ​the​ ​Ceres​ ​system​ ​to​ ​contribute​ ​to​ ​the​ ​cyberspace 
attack. 
 
Setup 
1. Select​ ​mission.​ ​Set​ ​aside​ ​the​ ​Grand​ ​Slam​​ ​mission​ ​card;​ ​it​ ​is​ ​used​ ​as​ ​the​ ​final​ ​mission​ ​of​ ​the​ ​campaign.​ ​Randomly 
select​ ​one​ ​of​ ​the​ ​other​ ​3​ ​missions​ ​and​ ​place​ ​it​ ​face​ ​down​. 
2. Set​ ​up​ ​event​ ​deck.​ ​Set​ ​aside​ ​the​ ​Intervention​​ ​and​ ​Nemesis​ ​ ​event​ ​cards.​ ​Shuffle​ ​the​ ​rest​ ​of​ ​the​ ​events​ ​and​ ​deal​ ​8 
cards​ ​as​ ​the​ ​event​ ​deck.​ ​Shuffle​ ​the​ ​Intervention​​ ​and​ ​Nemesis​​ ​cards​ ​with​ ​the​ ​remaining​ ​4​ ​cards​ ​to​ ​create​ ​the 
reserve​ ​deck. 
3. Place​ ​the​ ​11​ ​blue​​ ​Earth​ ​Federation​ ​units​ ​(​OPFOR,​ ​opposition​ ​force​)​ ​in​ ​a​ ​cup. 
4. Shuffle​ ​the​ ​6​ ​white​​ ​intercept​ ​(​intercept​ ​point​)​ ​markers​ ​face​ ​down​ ​("Intercept"​ ​side​ ​face​ ​up)​ ​and​ ​place​ ​each​ ​one​ ​in​ ​a 
different​ ​random​ ​space​ ​(​node,​ ​point​)​ ​on​ ​the​ ​map.​ ​Roll​ ​a​ ​d6​ ​twice​ ​and​ ​consult​ ​the​ ​Random​ ​Location​ ​Table​ ​on​ ​the 
map​ ​(ignore​ ​the​ ​Random​ ​Location​ ​Procedure​ ​in​ ​the​ ​scenario​ ​rules​ ​--​ ​it​ ​is​ ​wrong).​ ​Roll​ ​again​ ​if​ ​an​ ​intercept​ ​has 
already​ ​been​ ​placed​ ​there,​ ​or​ ​if​ ​the​ ​indicated​ ​node​ ​is​ ​the​ ​Launch​ ​Point​​ ​(red​ ​diamond​ ​node). 
5. Place​ ​the​ ​white​ ​NET​ ​Level​​ ​marker​ ​on​ ​space​ ​1​ ​of​ ​the​ ​NET​ ​Track​.​ ​Note​ ​that​ ​the​ ​lowest​ ​the​ ​NET​ ​Level​ ​can​ ​ever​ ​be​ ​is​ ​1; 
the​ ​0​ ​space​ ​should​ ​never​ ​be​ ​used. 
6. Form​ ​your​ ​squadron. 

 
You​ ​have​ ​15​ ​assembly​ ​points​​ ​(AP)​ ​from​ ​which​ ​to​ ​spend​ ​to​ ​form​ ​your​ ​squadron​ ​of​ ​ships​ ​and​ ​pods​​ ​(which​ ​augment 
ships'​ ​capabilities).​ ​Choose​ ​from​ ​the​ ​10​ ​red​ ​ship​ ​units​ ​(not​ ​the​ ​red​ ​Hyper​ ​Cadre​​ ​unit​ ​depicting​ ​4​ ​people;​ ​see​ ​below) 
and​ ​the​ ​9​ ​green​​ ​and​ ​green/beige​ ​pod​ ​markers.​ ​The​ ​pod​ ​markers​ ​are​ ​double-sided,​ ​with​ ​different​ ​pods​ ​indicated 
on​ ​each​ ​side​ ​--​ ​choose​ ​one​ ​side. 
 


 
Ships 

             
Cyborg​ ​Ship​ ​(CB)  Attack​ ​Craft​ ​(AC)  Escort​ ​(ESC)  Miner​ ​(MR)  Probe​ ​(PR)  Assembler​ ​Ship​ ​(AS)  Orbital​ ​Base​ ​(OB) 

Cyber  Bombardment  Bombardment      Assembly  Assembly 

Reaver,​ ​Wolf  Hackett  Kestrel,​ ​Nelson  Liberty,​ ​Eagle  Hope  Keller  Freedom 

#​ ​pods​ ​(1)  ​ ​(2)  (1)  (2)  (1)  (2)  (2) 

3​ ​AP  4​ ​AP  3​ ​AP  2​ ​AP  2​ ​AP  3​ ​AP  2​ ​AP 

 
Pods 

       
Fuel  Swarm  Troopers  CyberWar 

+1​ ​Energy  +2​ ​Combat​ ​Strength,  +2​ ​Assault​ ​Strength  +1​ ​Combat​ ​Strength, 
can​ ​take​ ​1​ ​hit  +1​ ​Cyber 

½​ ​AP  1​ ​AP  1​ ​AP  1​ ​AP 

 
7. Assign​ ​pods​ ​to​ ​ships​ ​by​ ​placing​ ​the​ ​green​ ​pod​ ​markers​ ​into​ ​the​ ​named​ ​ship​ ​boxes​ ​on​ ​the​ ​map.​ ​The​ ​parenthesized 
number​ ​under​ ​the​ ​ship​ ​name​ ​in​ ​the​ ​box​ ​indicates​ ​the​ ​max​ ​number​ ​of​ ​pods​ ​the​ ​ship​ ​can​ ​carry​ ​(​transport​ ​capacity​). 
8. You​ ​can​ ​add​ ​Ops​ ​cards​ ​from​ ​the​ ​reserve​ ​deck​ ​to​ ​the​ ​bottom​ ​of​ ​the​ ​event​ ​deck​ ​for​ ​2​ ​AP​ ​each.​ ​Since​ ​the​ ​event​ ​deck 
acts​ ​as​ ​a​ ​game​ ​timer,​ ​each​ ​additional​ ​card​ ​gives​ ​you​ ​an​ ​extra​ ​turn​ ​to​ ​complete​ ​the​ ​mission. 
9. Record​ ​any​ ​unspent​ ​AP​ ​using​ ​the​ ​Assembly​ ​Points​ ​marker​ ​on​ ​the​ ​Assembly​ ​Points​ ​track.​ ​They​ ​can​ ​be​ ​used​ ​during 
Assembly​ ​actions​ ​during​ ​the​ ​game. 
10. The​ ​red​ ​Hyper​ ​Cadre​​ ​unit​ ​(depicting​ ​4​ ​people)​ ​is​ ​part​ ​of​ ​your​ ​squadron.​ ​It​ ​provides​ ​additional​ ​cyber​ ​ability,​ ​and 
during​ ​Spaceborne​ ​Assaults​ ​augments​ ​your​ ​Assault​ ​Strength.​ ​It​ ​does​ ​not​ ​cost​ ​any​ ​AP​ ​to​ ​include,​ ​and​ ​it​ ​does​ ​not 
count​ ​towards​ ​a​ ​ship's​ ​transport​ ​capacity.​ ​Place​ ​it​ ​in​ ​the​ ​named​ ​ship​ ​box​ ​of​ ​your​ ​choice,​ ​"2"​ ​side​ ​face​ ​up. 
11. Set​ ​aside​ ​the​ ​yellow​​ ​Martian​ ​Free​ ​Trader​ ​(​MFT,​ ​MFT​ ​Enhanced​ ​Miner​)​ ​unit.​ ​It​ ​may​ ​enter​ ​the​ ​game​ ​via​ ​an​ ​event​ ​card. 
12. Place​ ​all​ ​your​ ​ships​ ​at​ ​the​ ​Launch​ ​Point​ ​(red​ ​diamond​ ​node​ ​on​ ​the​ ​map).​ ​Their​ ​full​ ​strength​ ​(​combat​ ​effective​)​ ​side, 
with​ ​the​ ​ship​ ​name,​ ​should​ ​be​ ​face​ ​up. 
 
Turn​ ​sequence 
1. Move​ ​a​ ​task​ ​force 
2. Draw​ ​an​ ​event​ ​(​Op​) 
3. Attempt​ ​an​ ​action​ ​(​special​ ​action​) 
4. If​ ​ready,​ ​attempt​ ​to​ ​complete​ ​mission 
 
1.​ ​Move 
Choose​ ​a​ ​task​ ​force​​ ​to​ ​activate​ ​and​ ​move.​ ​A​ ​task​ ​force​ ​consists​ ​of​ ​any​ ​number​ ​of​ ​ships​ ​in​ ​the​ ​same​ ​space.​ ​The​ ​task​ ​force 
can​ ​move​ ​up​ ​to​ ​a​ ​number​ ​of​ ​spaces​ ​equal​ ​to​ ​the​ ​lowest​ ​energy​​ ​rating​ ​of​ ​the​ ​ships​ ​in​ ​the​ ​task​ ​force.​ ​(The​ ​Orbital​ ​Base,​ ​with 
an​ ​energy​ ​of​ ​0,​ ​may​ ​not​ ​move.) 
 
Pods​ ​may​ ​be​ ​transferred​ ​among​ ​ships​ ​in​ ​a​ ​task​ ​force​ ​during​ ​movement. 
 
If​ ​the​ ​task​ ​force​ ​moves​ ​into​ ​a​ ​space​ ​with​ ​an​ ​intercept​ ​marker,​ ​it​ ​must​ ​stop.​ ​If​ ​the​ ​intercept​ ​is​ ​already​ ​revealed,​ ​claim​ ​it​ ​and 
assign​ ​it​ ​to​ ​a​ ​ship​ ​in​ ​the​ ​task​ ​force​ ​(it​ ​counts​ ​towards​ ​the​ ​transport​ ​capacity​ ​and​ ​augments​ ​the​ ​ship​ ​with​ ​its​ ​ability​ ​icon).​ ​If 
the​ ​intercept​ ​is​ ​unrevealed,​ ​you​ ​must​ ​attempt​ ​to​ ​acquire​ ​it​ ​by​ ​making​ ​a​ ​Net​ ​Run​ ​as​ ​your​ ​action​ ​this​ ​turn​ ​(in​ ​step​ ​3).  


2.​ ​Draw​ ​an​ ​event 
Draw​ ​and​ ​resolve​ ​the​ ​next​ ​card​ ​from​ ​the​ ​event​ ​deck,​ ​which​ ​is​ ​also​ ​the​ ​game​ ​timer​ ​--​ ​if​ ​there​ ​are​ ​no​ ​more​ ​cards​ ​in​ ​the​ ​event 
deck​ ​to​ ​draw,​ ​time​ ​has​ ​run​ ​out​ ​and​ ​you​ ​have​ ​failed​ ​the​ ​mission. 
 
● Challenge.​ ​Carry​ ​out​ ​an​ ​ability​ ​test​ ​(see​ ​"Ability​ ​tests",​ ​above)​ ​for​ ​the​ ​task​ ​force​ ​using​ ​the​ ​appropriate​ ​ability,​ ​but 
instead​ ​of​ ​resolving​ ​on​ ​the​ ​Special​ ​Action​ ​Table​,​ ​resolve​ ​success​ ​(at​ ​least​ ​one​ ​5​ ​or​ ​6​ ​rolled)​ ​or​ ​failure​ ​(no​ ​5's​ ​or​ ​6's 
rolled)​ ​as​ ​per​ ​the​ ​card.​ ​Ignore​ ​burnouts​ ​(rolled​ ​1's).​ ​If​ ​the​ ​task​ ​force​ ​does​ ​not​ ​have​ ​the​ ​ability,​ ​you​ ​automatically​ ​fail. 
● OPFOR​ ​Deployment.​ ​Pull​ ​a​ ​number​ ​of​ ​units​ ​out​ ​of​ ​the​ ​OPFOR​ ​cup​ ​equal​ ​to​ ​your​ ​NET​ ​Level.​ ​Add​ ​+1​ ​unit​ ​if​ ​there​ ​is​ ​an 
intercept​ ​marker​ ​in​ ​the​ ​space.​ ​If​ ​a​ ​swarm​​ ​( )​ ​is​ ​drawn,​ ​randomly​ ​select​ ​front​ ​or​ ​back.​ ​Conduct​ ​combat​ ​against​ ​these 
units​ ​(see​ ​below). 
● Net​ ​check.​​ ​Roll​ ​1d6​ ​and​ ​compare​ ​to​ ​your​ ​NET​ ​Level.​ ​Resolve​ ​as​ ​per​ ​card. 
○ Nemesis.​ ​If​ ​OPFOR​ ​Deployment​ ​occurs,​ ​add​ ​+2​ ​to​ ​their​ ​tactical​ ​edge.​ ​If​ ​you​ ​win​ ​combat,​ ​permanently​ ​remove 
this​ ​card​ ​from​ ​play​ ​for​ ​the​ ​rest​ ​of​ ​the​ ​campaign.​ ​If​ ​you​ ​lose,​ ​immediately​ ​reshuffle​ ​this​ ​card​ ​into​ ​the​ ​event​ ​deck. 
○ Intervention.​​ ​If​ ​you​ ​already​ ​have​ ​the​ ​MFT​ ​Miner​ ​(from​ ​a​ ​previous​ ​mission),​ ​receive​ ​2​ ​pods​ ​instead. 
 
"Win/Lose:​ ​1​ ​Op​ ​Card"​:​ ​This​ ​means​ ​that​ ​if​ ​you​ ​succeed​ ​at​ ​the​ ​event,​ ​add​ ​one​ ​card​ ​drawn​ ​from​ ​the​ ​reserve​ ​deck​ ​to​ ​the 
bottom​ ​of​ ​the​ ​event​ ​deck,​ ​effectively​ ​giving​ ​you​ ​an​ ​additional​ ​turn​ ​to​ ​complete​ ​the​ ​mission.​ ​If​ ​you​ ​fail,​ ​draw​ ​and​ ​discard 
face​ ​down​ ​a​ ​card​ ​from​ ​the​ ​event​ ​deck,​ ​reducing​ ​the​ ​time​ ​allotted​ ​to​ ​complete​ ​the​ ​mission.​ ​"Gain"​​ ​and​ ​"Lose"​​ ​Op​ ​cards 
work​ ​the​ ​same​ ​way. 
 
Combat 
1. Determine​ ​your​ ​task​ ​force's​ ​initiative​ ​(​tactical​ ​edge​):​ ​highest​ ​energy​ ​rating​ ​of​ ​your​ ​ships​ ​+​ ​NET​ ​Level​ ​+​ ​1d6. 
2. Determine​ ​OPFOR​ ​initiative:​ ​Highest​ ​energy​ ​rating​ ​of​ ​the​ ​OPFOR​ ​units​ ​+​ ​1d6.​​ ​Add​ ​+2​ ​if​ ​the​ ​OPFOR​ ​Cyborg​ ​ship​ ​(unit 
w/​ ​stats​ ​1-3)​ ​is​ ​in​ ​the​ ​battle. 
3. Higher​ ​initiative​ ​fires​ ​first;​ ​your​ ​team​ ​fires​ ​first​ ​if​ ​tied.​ ​Total​ ​the​ ​combat​ ​strength​ ​(​weapons​ ​system​)​ ​of​ ​unit​ ​and​ ​pods, 
adding​ ​+1​ ​if​ ​you​ ​have​ ​the​ ​captured​ ​ ​ ​intercept;​ ​roll​ ​that​ ​number​ ​of​ ​dice.​ ​5's​ ​and​ ​6's​ ​are​ ​hits:​ ​flip​ ​a​ ​unit​ ​(​disrupt​), 
eliminate​ ​an​ ​already​ ​flipped​ ​unit,​ ​or​ ​eliminate​ ​a​ ​swarm. 
4. Other​ ​side​ ​fires​ ​(after​ ​hits​ ​have​ ​been​ ​applied). 
5. Instead​ ​of​ ​participating​ ​in​ ​combat,​ ​any​ ​of​ ​your​ ​ships​ ​can​ ​attempt​ ​to​ ​breakoff​​ ​combat.​ ​Roll​ ​1d6​ ​for​ ​each​ ​ship;​ ​success 
if​ ​<=​ ​its​ ​energy.​ ​On​ ​success,​ ​the​ ​ship​ ​remains​ ​in​ ​the​ ​space​ ​but​ ​does​ ​not​ ​participate​ ​in​ ​the​ ​rest​ ​of​ ​the​ ​battle​ ​and 
cannot​ ​participate​ ​in​ ​the​ ​task​ ​force's​ ​action​ ​attempt​ ​(step​ ​3).​ ​On​ ​failure,​ ​the​ ​ship​ ​remains​ ​in​ ​the​ ​battle​ ​but​ ​does​ ​not 
contribute​ ​its​ ​combat​ ​strength​ ​this​ ​round. 
6. If​ ​all​ ​of​ ​one​ ​side​ ​is​ ​eliminated​ ​or​ ​all​ ​your​ ​ships​ ​have​ ​successfully​ ​broken​ ​off,​ ​combat​ ​ends.​ ​Otherwise​ ​return​ ​to​ ​step​ ​1. 
7. You​ ​win​ ​if​ ​you've​ ​eliminated​ ​all​ ​OPFOR​ ​units.​ ​Otherwise​ ​you​ ​lose​ ​(including​ ​if​ ​you​ ​broke​ ​off​ ​all​ ​your​ ​ships).​ ​Return 
OPFOR​ ​units​ ​to​ ​cup. 
 
3.​ ​Attempt​ ​an​ ​action 
Choose​ ​to​ ​either​ ​attempt​ ​a​ ​Net​ ​Run​ ​or​ ​Assembly​ ​action.​ ​(Bombardment​ ​and​ ​Spaceborne​ ​Assault​ ​are​ ​carried​ ​out​ ​during 
Mission​ ​Objective​ ​attempts,​ ​step​ ​4.)​ ​ ​Roll​ ​dice​ ​equal​ ​to​ ​the​ ​number​ ​of​ ​icons​ ​the​ ​task​ ​force​ ​has​ ​that​ ​is​ ​associated​ ​with​ ​the 
ability​ ​(see​ ​"Ability​ ​tests",​ ​above;​ ​remember​ ​to​ ​add​ ​the​ ​NET​ ​Level​ ​to​ ​NET​ ​Runs).​ ​Apply​ ​the​ ​Positive​​ ​result​ ​for​ ​each​ ​success 
rolled​ ​(5​ ​or​ ​6).​ ​ ​If​ ​you​ ​rolled​ ​at​ ​least​ ​one​ ​1,​ ​apply​ ​the​ ​Burnout​​ ​result,​ ​but​ ​only​ ​once​ ​no​ ​matter​ ​how​ ​many​ ​1's​ ​rolled. 
 
● Unrevealed​ ​intercept​ ​marker.​ ​If​ ​there​ ​is​ ​an​ ​unrevealed​ ​intercept​ ​in​ ​your​ ​task​ ​force's​ ​space,​ ​you​ ​must​​ ​perform​ ​a 
NET​ ​Run.​ ​On​ ​a​ ​success​ ​(5​ ​or​ ​6),​ ​capture​ ​that​ ​intercept​ ​--​ ​flip​ ​it​ ​over​ ​and​ ​add​ ​it​ ​to​ ​one​ ​of​ ​your​ ​ships​ ​as​ ​a​ ​pod.​ ​(The​ ​ship 
must​ ​have​ ​sufficient​ ​transport​ ​capacity.)​ ​You​ ​also​ ​gain​ ​1​ ​AP.​ ​On​ ​failure,​ ​remove​ ​the​ ​intercept​ ​from​ ​the​ ​map. 
● ​ ​NET​ ​Run.​​ ​For​ ​each​ ​success,​ ​choose​ ​one: 
○ Discover​ ​mission​ ​parameters​ ​-​ ​flip​ ​mission​ ​card​ ​face​ ​up. 
○ Increase​ y​ our​ ​NET​ ​Level​ ​by​ ​one,​ ​further​ ​penetrating​ ​the​ ​NET,​ ​helping​ ​your​ ​initiative​ ​and​ ​your​ ​NET​ ​Run​ ​rolls​ ​but 
also​ ​raising​ ​the​ ​enemy's​ ​awareness​ ​of​ ​you,​ ​which​ ​will​ ​pit​ ​you​ ​against​ ​more​ ​hostile​ ​forces​ ​during​ ​combat. 
■ If​ ​your​ ​NET​ ​Level​ ​is​ ​at​ ​6,​ ​you​ ​may​ ​look​ ​at​ ​all​ ​the​ ​cards​ ​in​ ​the​ ​event​ ​deck​ ​(without​ ​changing​ ​order). 
○ Gain​ ​1​ ​Op​ ​--​ ​take​ ​the​ ​top​ ​card​ ​from​ ​the​ ​reserve​ ​deck​ ​and​ ​put​ ​it​ ​on​ ​the​ ​bottom​ ​of​ ​the​ ​event​ ​deck,​ ​effectively​ ​giving 
you​ ​another​ ​turn​ ​to​ ​complete​ ​the​ ​mission. 
○ Reveal​ ​one​ ​facedown​ ​intercept​ ​marker. 


● Assembly.​ ​For​ ​each​ ​success,​ ​choose​ ​one: 
○ Build​ ​a​ ​pod,​ ​paying​ ​its​ ​AP​ ​cost.​ ​Place​ ​it​ ​with​ ​a​ ​ship​ ​in​ ​this​ ​task​ ​force. 
○ Build​ ​the​ ​Orbital​ ​Base​ ​in​ ​the​ ​space,​ ​paying​ ​2​ ​AP. 
○ Flip​ ​a​ ​disrupted​ ​unit​ ​in​ ​the​ ​task​ ​force​ ​to​ ​its​ ​full​ ​strength​ ​side,​ ​paying​ ​1​ ​AP. 
○ Gain​ ​1​ ​AP. 
 
4.​ ​Attempt​ ​to​ ​complete​ ​mission 
The​ ​missions​ ​all​ ​require​ ​you​ ​to​ ​have​ ​eliminated​ ​a​ ​certain​ ​number​ ​of​ ​intercepts​ ​(that​ ​is,​ ​removed​ ​from​ ​the​ ​map,​ ​whether​ ​or 
not​ ​you​ ​captured​ ​them).​ ​If​ ​you​ ​have​ ​fulfilled​ ​that​ ​part​ ​of​ ​the​ ​mission,​ ​you​ ​may​ ​attempt​ ​to​ ​complete​ ​the​ ​mission.  
1. Pull​ ​a​ ​number​ ​of​ ​OPFOR​ ​units​ ​from​ ​the​ ​cup​ ​as​ ​specified​ ​on​ ​the​ ​mission​ ​card​ ​(NET​ ​Level​ ​+​ ​modifier​ ​on​ ​the​ ​card​ ​+​ ​1​ ​for 
each​ ​successful​ ​mission)​ ​and​ ​combat​ ​them​ ​with​ ​the​ ​current​ ​task​ ​force. 
2. Attempt​ ​to​ ​carry​ ​out​ ​the​ ​mission​ ​objective​ ​requirements​ ​with​ ​the​ ​current​ ​task​ ​force. 
3. For​ ​the​ ​Grand​ ​Slam​​ ​mission,​ ​you​ ​must​ ​carry​ ​out​ ​4​ ​separate​ ​action​ ​attempts​ ​( ,​ ​ ,​ ​ ,​ ​ ),​ ​achieving​ ​at​ ​least​ ​1 
success​ ​in​ ​3​ ​of​ ​them​ ​and​ ​4​ ​successes​ ​overall.​ ​When​ ​you​ ​carry​ ​out​ ​the​ ​Spaceborne​ ​Assault​ ​( ),​ ​roll​ ​a​ ​number​ ​of​ ​dice 
equal​ ​to:​ ​+2​ ​for​ ​each​ ​Trooper,​ ​+1​ ​or​ ​+2​ ​for​ ​a​ ​Hyper​ ​Cadre,​ ​+1​ ​if​ ​you​ ​have​ ​the​ ​captured​ ​ ​ ​intercept. 
4. If​ ​you​ ​succeed,​ ​you​ ​have​ ​completed​ ​the​ ​mission! 
 
Next​ ​mission 
If​ ​you​ ​have​ ​completed​ ​the​ ​mission,​ ​or​ ​if​ ​you​ ​run​ ​out​ ​of​ ​time​ ​by​ ​running​ ​out​ ​of​ ​cards​ ​in​ ​the​ ​event​ ​deck,​ ​you​ ​proceed​ ​to​ ​the 
next​ ​mission​ ​in​ ​the​ ​campaign. 
1. You​ ​keep​ ​your​ ​current​ ​ships​ ​and​ ​pods;​ ​flip​ ​all​ ​units​ ​to​ ​their​ ​full​ ​strength​ ​side. 
2. Keep​ ​any​ ​unexpended​ ​AP. 
3. For​ ​every​ ​two​ ​cards​ ​left​ ​in​ ​the​ ​event​ ​deck,​ ​gain​ ​one​ ​AP. 
 
If​ ​you​ ​won​ ​the​ ​mission: 
1. Place​ ​the​ ​successful​ ​mission​ ​card​ ​next​ ​to​ ​the​ ​map.​ ​In​ ​future​ ​missions​ ​you​ ​gain​ ​the​ ​benefit​ ​indicated​ ​next​ ​to 
"Enhancement"​.​ ​In​ ​addition,​ ​the​ ​icons​ ​on​ ​the​ ​mission​ ​card​ ​(​enhancers​)​ ​now​ ​add​ ​to​ ​your​ ​abilities​ ​for​ ​future 
missions. 
2. Gain​ ​1​ ​AP​ ​for​ ​each​ ​captured​ ​intercept. 
3. NET​ ​Level​ ​remains​ ​where​ ​it​ ​is. 
4. Shuffle​ ​event​ ​cards​ ​and​ ​deal​ ​event​ ​and​ ​reserve​ ​decks​ ​as​ ​per​ ​setup​ ​but​​ ​deal​ ​one​ ​fewer​ ​card​ ​to​ ​the​ ​event​ ​deck​ ​per 
mission​ ​accomplished. 
5. On​ ​each​ ​OPFOR​ ​Deployment​ ​in​ ​the​ ​next​ ​mission,​ ​draw​ ​one​ ​additional​ ​OPFOR​ ​unit​ ​per​ ​mission​ ​accomplished. 
6. Randomly​ ​select​ ​one​ ​of​ ​the​ ​remaining​ ​missions,​ ​saving​ ​Grand​ ​Slam​ ​for​ ​the​ ​final​ ​mission. 
 
If​ ​you​ ​lost​ ​the​ ​mission: 
1. Reduce​ ​NET​ ​Level​ ​by​ ​one. 
2. Reshuffle​ ​the​ ​failed​ ​mission​ ​card​ ​back​ ​with​ ​the​ ​remaining​ ​mission​ ​cards​ ​and​ ​select​ ​one,​ ​saving​ ​Grand​ ​Slam​​ ​for​ ​the 
final​ ​mission. 
 
Prepare​ ​the​ ​next​ ​mission: 
1. Spend​ ​AP​ ​to​ ​recruit​ ​ships,​ ​pods,​ ​and​ ​Ops​ ​as​ ​per​ ​setup.​ ​You​ ​also​ ​receive​ ​the​ ​Hyper​ ​Cadre​ ​at​ ​full​ ​strength. 
2. Place​ ​the​ ​intercepts​ ​face​ ​down​ ​on​ ​nodes​ ​using​ ​the​ ​random​ ​location​ ​table. 
3. Place​ ​all​ ​your​ ​ships​ ​at​ ​the​ ​Launch​ ​Point.​ ​(Alternatively,​ ​you​ ​could​ ​try​ ​leaving​ ​your​ ​existing​ ​ ​ships​ ​where​ ​they​ ​are.) 
 
You​ ​win​ ​the​ ​campaign​ ​if​ ​you​ ​win​ ​the​ ​fourth​ ​mission,​ ​Grand​ ​Slam​.​ ​If​ ​you​ ​lose​ ​two​ ​missions​ ​in​ ​a​ ​row,​ ​you​ ​lose​ ​the​ ​campaign. 
 
Official​ ​variants 
● Positive​​ ​rolls​ ​(5's​ ​and​ ​6's)​ ​ ​must​ ​first​ ​be​ ​used​ ​to​ ​cancel​ ​Burnout​​ ​rolls​ ​(1's).​ ​Then​ ​apply​ ​remaining​ ​results. 
● Positive​​ ​rolls​ ​(5's​ ​and​ ​6's)​ ​ ​may​​ ​be​ ​used​ ​to​ ​cancel​ ​Burnout​​ ​rolls​ ​(1's).​ ​Then​ ​apply​ ​remaining​ ​results. 
● Start​ ​with​ ​more​ ​AP,​ ​eg​ ​18​ ​AP​ ​instead​ ​of​ ​15. 
● Start​ ​with​ ​more​ ​cards​ ​in​ ​the​ ​event​ ​deck,​ ​eg​ ​10​ ​cards​ ​instead​ ​of​ ​8. 

You might also like