Siege of the Arkanis Sector - Now in final post-test edits!

By Nostromoid, in Star Wars: Armada

@ovinomanc3r Yep! One team declares an assault, meaning that they choose a fleet and choose where that fleet will fight. The other team chooses a defender. Both fleets measure their distance to the location of the assault, and the player whose fleet has the lower distance has the initiative to choose first or second player. I'll note that I need to add clarifying language that, in a tie, the assaulting player has initiative.

So, the defending team can choose the optimal fleet to respond. They can factor in which fleet's composition they think is best suited to defeat the assaulting fleet, and also which fleet is best geared to capitalize on that location's objectives. I'm definitely looking forward to the opportunity for ambushes that this affords. A couple of examples:

  • The Gulf of Tatooine is potentially deadly, with its objectives (Most Wanted, Fleet Ambush, Superior Positions), as it was intended to be as a popular ambush site from the lore. This is exploitable if, say, a fleet is poised near the Gulf, declares an assault, and then mauls the responding enemy fleet by taking initiative, becoming second player, and abusing Fleet Ambush or Most Wanted. They will just need to be careful about a counter-attacking force that jumps on them in the next round, eager to mop up the offenders.
  • A team can set a trap using the retreat rules for a one-two punch against an oppressive enemy unit. If BT Avenger is making you cry, go all-in on an attack to scar it, and then position your team to leap on the scarred fleet in the next round by forcing it to retreat to a strategic location.
  • The assaulting team may have a location they'd love to make a move on, but, in order for it to be safe to launch that attack, they may need to deny the other team the opportunity to respond with the optimal choice. For example, if you have the first assault in a 3v3 campaign, you might make your first assault in an enemy's location, sending a distraction force to tie down the enemy's most powerful fleet and buy time. That battle might not have a favorable expectation, given that it's against your strongest enemy and given that that enemy fleet will have 0 distance to move and therefore gets initiative, but the enemy has to do some very Star Warsy stuff and divert one defender so that a key teammate can use the third assault pick to launch a specific attack that helps the team overall. Hope the diversion force can retreat to hyperspace before they're reduced to glowing debris...
  • Once I get location loyalty back into the campaign, I'm looking to include a fun strategic effect token that pushes one enemy fleet one distance during the planning phase. Fun for catching the enemy in a location that has objectives they don't like.

Design update: Here are my rough draft version of strategic effect tokens to assign to different locations, with a few design notes. I'll be implementing about 4-6 effects. At least half of the locations should have strategic effects. These rules will all include boilerplate text about the team collecting one token per friendly location marked with the corresponding strategic effect, and about discarding any unused tokens at the end of the relevant phase.

Strategic Effects

Ignore the section entitled “Strategic Effects” on pages 12 and 13 of the Corellian Conflict Campaign Guide. The strategic effects from the CCCG are not used in the Siege of the Arkanis Sector. Instead, refer to this section for new strategic effects.

Some locations on the campaign map have a strategic effect (see below).

  • If the strategic effect uses tokens and indicates a phase in its description, then at the start of the appropriate phase of each campaign round, teams collect one token of that type for each location with that effect that is currently friendly. At the end of that phase, any unspent tokens are discarded back to the supply.
  • Unless otherwise specified, the token may only be spent at the start of the indicated phase.
  • If the token is spent by a player or a fleet, then they are distributed to a specific player on the team, limited to one token of a given type per player. If the token is spent by the team, then the team collectively chooses how to use the token, or else the team's Grand Admiral chooses.
  • When tokens of the same type are spent by both teams, resolve their effects one token at a time, in the following order, and alternating back and forth between teams until all tokens of that type have been resolved. The player or team who resolves first chooses a token type that is resolved at the current step, and both players or teams resolve all tokens of that type. Then, the player or team who resolves first chooses another token type that is resolved at the current step, and both players resolve all tokens of that type, continuing until there are no more tokens for either player or team to resolve during the current step. For tokens spent during the Strategy Phase, begin with the team, or players of the team, that has more campaign points. For tokens spent during the Battle Phase, begin with the first player. For tokens spent during the Management Phase, begin with the team, or players of the team, that has the most campaign points at the time that the token is spent.

Diversionary Force: Strategy Phase. A team may spend this token to move one enemy fleet to a location that is a distance of one from its current location. This movement must be allowable by the rules for movement and distance, including interdiction.

Agriworld: Battle Phase. A player may spend this token at the start of any round during the Battle Phase, spend this token to resolve the effect of Medical Teams on one ship, chosen at the time that the token is spent. This effect comes from the token, and does not require the upgrade card or even the opportunity to equip that card. The effect of the token, including the timing of its use, is identical to the Medical Teams upgrade card. Healthy fleets are happy fleets. This is a powerful defensive option for fleets that want to protect their stuff, but is only a soft counter to assassination tactics.

Criminal Contacts: Battle Phase. [three different drafts being considered, in decreasing order of power...]

  1. After deploying fleets, a player may spend this token to discard one non-commander upgrade card from an enemy ship. That upgrade remains part of the fleet roster, and is considered still equipped to its ship for the purposes of scoring, winning/losing, and eliminating destroyed units.
  2. ... to discard one non-unique upgrade card…
  3. At the start of any round, a player may spend this token to place one Raid token on an enemy ship.

It makes sense to include an effect that gives the flavor of the many Hutt-controlled worlds in this sector, and their criminal element. Unfortunately, these effects all suffer from being not quite right on the power balance scale, as well as the issue of being low-creativity replacements that give the effects of other cards but once per battle with global range. So, I don't love any of them yet.

Regency Influence: Battle Phase. A player may spend this token and choose one of the following effects, which affects only his or her fleet. If one friendly location has this effect, you may choose one friendly ship or squadron and ignore the effects of scarring on it until the end of the Battle Phase. If two friendly locations have this effect, you may ignore the effects of scarring on all friendly ships and squadrons until the end of the Battle Phase. If three friendly locations have this effect, you may choose one scarred friendly ship or squadron and during the Management Phase, if that ship or squadron was destroyed in the battle, it is not removed from the fleet, although it remains scarred. Legends lore talks about the Regency Worlds of this sector (Arkanis, Issor, Vasch, and some others) as being a small but wealthy coalition under the governance of an empress. It'd be nice to acknowledge that lore with some kind of strategic effect. I also like the self-synergy with other copies of the same strategic effect, to give teams an incentive to compete for the influence of the Regency as a whole . I'm not convinced that it's healthy for the campaign to let one team grab the whole Regency and keep, in three fleets, one ship immune from elimination, but on the other hand, this should be very difficult to maintain a hold of, so there's a high price.

Desolate: This location is never loyal to any team, and cannot be made loyal. It is always considered neutral. There are no tokens associated with this strategic effect. For uninhabited locations like the Gulf of Tatooine and the D'Anjon Nebula.

Fuel Depot: Planning Phase. After an assault is declared, a team may spend this token to reduce the distance that one fleet travels by 2. I definitely want some kind of effect that interacts with fleet movement. This would be good for a refeuling station like Vusza or spaceports like Kemal Station.

Spynet: Battle Phase. During deployment, a player may spend this token to resolve the Spynet ability, as described in the CCCG (p. 13). I don't love repeating effects that players have seen before, but I love love love this redeploy ability. In fact, I always thought it should have been name-swapped in the CC with Skilled Spacers. But this is unlikely to make the cut.

Diplomats: Strategy Phase. A team may spend this token to place it on one location that does not contain a fleet. Assaults may not be declared against a location containing at least one Diplomats token. Again, I don't love repeating effects that players have seen before, but some kind of effect that interacts with declarations of assaults seems important.

Project Stardust: Strategy Phase. The Arkanis Sector is littered with worlds that contributed to the Empire’s top-secret superweapons development initiatives, and data from these projects is invaluable to both sides. A player may spend this token at the end of the Strategy Phase to choose one non-unique upgrade or non-unique squadron in your fleet. If you choose an upgrade, equip one copy of that upgrade to a friendly ship (if able), ignoring point cost. If you choose a squadron, add one unscarred copy of that squadron to your fleet. In either case, remove that copy from the fleet at the end of the Battle Phase. This belongs on Geonosis and the Sentinel Moon.

Smugglers: Management Phase. A player may spend this token at the start of the Add Victory Rewards step in order to choose a victory rewards table from any friendly location. During this Management Phase, you may roll from that victory rewards table instead of one of the tables indicated by the location where your battle occurred. You must choose the table before rolling for rewards.

Edited by Nostromoid
1 hour ago, Nostromoid said:

Criminal Contacts: Battle Phase. [three different drafts being considered, in decreasing order of power...]

  1. After deploying fleets, a player may spend this token to discard one non-commander upgrade card from an enemy ship. That upgrade remains part of the fleet roster, and is considered still equipped to its ship for the purposes of scoring, winning/losing, and eliminating destroyed units.
  2. ... to discard one non-unique upgrade card…
  3. At the start of any round, a player may spend this token to place one Raid token on an enemy ship.

It makes sense to include an effect that gives the flavor of the many Hutt-controlled worlds in this sector, and their criminal element. Unfortunately, these effects all suffer from being not quite right on the power balance scale, as well as the issue of being low-creativity replacements that give the effects of other cards but once per battle with global range. So, I don't love any of them yet.

ore rolling for rewards.

What about choosing one unique upgrade/squadron and make it worth twice its value for scoring purposes? Or adding some kind of objective effect (most wanted type) to represent a contract in exchange for therir support?

Hmmm... After deploying fleets place the Criminal Contacts token on any obstacle. When a friendly ship reveal a command it may discard a squadron dial or token to choose one enemy ship at short range of the Criminal Contacts token and place 3 raid tokens on it. Remove the Criminal Contacts token.

It would be some kind of ambush to assault an enemy vessel. The criminials hiding inside the station or an asteroids field waiting the right time to start the gun show. There are not too many effects that provide raid tokens and they match quite well with criminal stuff and others outlaws. It requires a dial or token in a given time and a range so seems good to me but not crazily powerful. It also have fun lore uses. Imagine a fleet trying to get the control of an key station (contested outpost) or protecting its own (station assault) without knowing a criminal team infiltrated in it.

55 minutes ago, ovinomanc3r said:

What about choosing one unique upgrade  /squadron and make it worth twice  its value for scoring purposes? Or adding some kind of objective effect (most wanted type) to represent a contract in exchange for therir support?

  Hmmm... After deploying fleets place the Criminal Contacts  token on any obstacle. When a friendly ship reveal a command it may discard a squadron dial or token to choose one enemy ship at short range of the Criminal Contacts token and place 3 raid tokens on it. Remove the Criminal Contacts token.

 It would be some kind of ambush to assault an enemy vessel. The criminials hiding inside the station or an asteroids field waiting the right time to start the gun show. There are not too many effects that provide raid tokens and they match quite well with criminal stuff and others outlaws. It requires a dial or token in a given time and a range so seems good to me but not crazily powerful. It also have fun lore uses. Imagine a fleet trying to get the control of an key station (contested outpost) or protecting its own (station assault) without knowing a criminal team infiltrated in it.

I'd probably do something like "After deploying fleets, a player may spend this token to place it on one obstacle. After a friendly ship reveals a command, it may discard a squadron dial or squadron token to discard a Criminal Contacts token at range 1-5 and place up to three different Raid tokens on ships at range 1-4 of that obstacle." It's my favorite version so far, though I'm concerned that it might be out of place for a strategic effect token to be a punchy combat ability.

It might be less Hutt-like than some bounty contracts, but I could also just give the ability from Smugglers a name that gets more at the criminal underworld and use that.

Meanwhile, Project Stardust is probably my favorite effect for its story potential, but it may be on the chopping block just because I just have so many ideas and need to narrow them down to a more manageable number.

I'm thinking Diplomats is out. It's more fun not to repeat effects from the CC, and Diversionary Force helps fill the role of something that plays with positioning and assaults. Spynet was fun in the CC, but I don't think it's totally necessary, especially since there are other effects that trigger at the start of the battle.

Updated!

  • References to Planning Phase of the campaign round have been corrected to the name Strategy Phase, to be consistent with the Corellian Conflict.
  • Some poorly defined rules for fleet clashes have been corrected with explanations.
  • Clarified rules for declaring assaults.
  • Clarified that commander upgrade cards normally always survive battles.
  • Clarified rules for recruiting victory rewards.
  • Corrected mistake in Appendix B: Locations of the Arkanis Sector. Fire Lanes was mistakenly listed as an Assault Objective (red). Objectives have been adjusted as needed.
  • New: Rules for location loyalty and veterancy have been added.
  • New: Strategic effects and their associated tokens have been added to Appendices B and D.

A map appears! Infoboxes are still forthcoming, that will indicate the victory tables, objectives, and strategic effects for each location. Just like in the Corellian Conflict. And further map polish.

uDjldET.jpg

I love how you thought to avoid snowballing! Awesome. I want to try this out in more detail

A little iteration on the map that nonetheless took a couple of hours' tinkering because I'm not a Photoshop expert.

MsGF9YC.jpg

Also currently looking at some little "scanner" or "crosshair" graphics to encircle at least some locations, like the Corellian Conflict map has. However, it looks a little too crowded. At the moment, I'm leaning against including them. I suppose in the CC it's more helpful to have those graphics because it's easier to lose track of locations. Here, everything is linked to a network of glowing lines, so it doesn't seem necessary and in fact it makes things less readable. For reference, what I put together would have looked like this.

Y7lkEcz.png

Edited by Nostromoid
26 minutes ago, Nostromoid said:

A little iteration on the map that nonetheless took a couple of hours' tinkering because I'm not a Photoshop expert.

MsGF9YC.jpg

Also currently looking at some little "scanner" or "crosshair" graphics to encircle at least some locations, like the Corellian Conflict map has. However, it looks a little too crowded. At the moment, I'm leaning against including them. I suppose in the CC it's more helpful to have those graphics because it's easier to lose track of locations. Here, everything is linked to a network of glowing lines, so it doesn't seem necessary and in fact it makes things less readable. For reference, what I put together would have looked like this.

Y7lkEcz.png

Actually that looks great. I mean it is useless but inmersive.

@Nostromoid that really is gorgeous work.

An iteration of the campaign map with funky Aurebesh scanner glyphs over a smattering of locations. Hopefully it adds visual interest without misleading people into thinking that the overlays indicate anything mechanical. They're just there for decoration, and to help make them more subtle, I made them semi-transparent.

I like them at the moment, and I stand by the decision to have all the overlays be the same size. However, a few things are kind of squirrely: a big planet like Gedi IV barely fits inside the overlay, while a small planet like Pii treats the overlay like a halo. And the Sentinel Moon has its overlay centered on the moon itself, which might look odd if reading comprehension isn't your thing.

ORLtIFW.jpg

And here's what I've worked up for some icons to go along with the strategic effects. These will serve two purposes: on the campaign map, I will denote strategic effects for each location by icon, not by name (to save a little bit of space, since I have a lot of text to include with the rewards tables and objectives for each location); and also these will appear on token artwork for groups that want to print their own tokens to physically represent the effect abilities.

Project Stardust , image taken from the Tarkin Initiative that spawned the Death Star superlaser. Critical stages of the project were completed in the Arkanis Sector, along with many military research ventures and prototypes. Both sides want to control the Stardust databanks on Geonosis and the Sentinel Moon.

ScWuCxj.jpg

Smugglers , artwork based on a YT-1300 I found online and then flattened into an icon.

dt4GtUm.jpg

Regency Influence . For want of an actual, canon emblem associated with the Recency Worlds (unless someone knows something I don't), I made this thing.

bGZ7KAE.jpg

Critical Supplies . The crate is Star Wars-y, but kinda meh still. But it took me forever to convert a picture of a crate into flat icon work like this, so I'm probably not going to touch it again.

5I0owPm.jpg

Fuel Depot . Star Wars doesn't often visualize its fuel sources, so I had to resort to some image manipulation of a fuel pod that I found on Google. I don't love the result, but it's hard to make any further tweaks to this that don't make it worse.

7ZuNA2U.jpg

Diversionary Force took some creative thinking as to how I could represent the concept in icon form, and I'm very happy with the symbol. It's kind of Planet Express, though I suppose there are worse things to subconsciously rip off.

liakaCI.jpg

Desolate is a strategic effect of locations that don't ever have loyalty to either team, like the D'Anjon Nebula or the Gulf of Tatooine. There's no token associated with it, as it does nothing for you, but this symbol goes on the map for those locations.

06tKVtJ.jpg

57 minutes ago, Nostromoid said:

An iteration of the campaign map with funky Aurebesh scanner glyphs over a smattering of locations. Hopefully it adds visual interest without misleading people into thinking that the overlays indicate anything mechanical. They're just there for decoration, and to help make them more subtle, I made them semi-transparent.

I like them at the moment, and I stand by the decision to have all the overlays be the same size. However, a few things are kind of squirrely: a big planet like Gedi IV barely fits inside the overlay, while a small planet like Pii treats the overlay like a halo. And the Sentinel Moon has its overlay centered on the moon itself, which might look odd if reading comprehension isn't your thing.

ORLtIFW.jpg

I don't have problems with Gedi IV. About Pii it is true it doesn't look great but not bad. Sentinel Moon is weird. I think it is a mix of things as the routes doesn't reach to the moon rather than to the planet and the scanner is around the moon, not the planet. If the scanner is just there due to random selection, just choose other system.

51 minutes ago, Nostromoid said:

And here's what I've worked up for some icons to go along with the strategic effects. These will serve two purposes: on the campaign map, I will denote strategic effects for each location by icon, not by name (to save a little bit of space, since I have a lot of text to include with the rewards tables and objectives for each location); and also these will appear on token artwork for groups that want to print their own tokens to physically represent the effect abilities.

Project Stardust , image taken from the Tarkin Initiative that spawned the Death Star superlaser. Critical stages of the project were completed in the Arkanis Sector, along with many military research ventures and prototypes. Both sides want to control the Stardust databanks on Geonosis and the Sentinel Moon.

ScWuCxj.jpg

Smugglers , artwork based on a YT-1300 I found online and then flattened into an icon.

dt4GtUm.jpg

Regency Influence . For want of an actual, canon emblem associated with the Recency Worlds (unless someone knows something I don't), I made this thing.

bGZ7KAE.jpg

Critical Supplies . The crate is Star Wars-y, but kinda meh still. But it took me forever to convert a picture of a crate into flat icon work like this, so I'm probably not going to touch it again.

5I0owPm.jpg

Fuel Depot . Star Wars doesn't often visualize its fuel sources, so I had to resort to some image manipulation of a fuel pod that I found on Google. I don't love the result, but it's hard to make any further tweaks to this that don't make it worse.

7ZuNA2U.jpg

Diversionary Force took some creative thinking as to how I could represent the concept in icon form, and I'm very happy with the symbol. It's kind of Planet Express, though I suppose there are worse things to subconsciously rip off.

liakaCI.jpg

Desolate is a strategic effect of locations that don't ever have loyalty to either team, like the D'Anjon Nebula or the Gulf of Tatooine. There's no token associated with it, as it does nothing for you, but this symbol goes on the map for those locations.

06tKVtJ.jpg

I like all of them a lot. I just noticed one odd thing. Diversionary Force is a weird effect to be based on a location. It is more a tactical thing I don't need to control a system in order to do. I mean, I would go with it anyway but just felt weird now I think about it. What about the planet with three triangles (not ISD, just a vectorial representation of a little fleet) over the planet? Like "hey, we dispached a fleet here to do some stuff and we are an easy prey, came to us".

Good work anyways!

@ovinomanc3r

Here's a side-by-side of two icons for Diversionary Force. The token effect isn't totally outlandish as a strategic effect for key locations. Rodia gets it because Rodians are tricky double agents. Sirpar gets it because military cadets of Arkanis Academy train there, so there's at least a loose connection to military strategy. And Andooweel gets it because it's a backwater world that's perfect for a fake outpost or trackless manhunt (maybe a bit of a stretch there). In each case, the idea is that gaining the loyalty of that location helps the team through cooperation with local informants, signal forgery by helpful residents, or just the opportunity to use decoys to lure the enemy out of position.

liakaCI.jpg

StrFvRx.jpg

The first is more like a ship/fleet slingshotting around a location in an attempt to juke the enemy forces that might be tracking them, or alternatively it's the pursuing forces being sent far out of the way in a wild goose hunt before turning back and arriving late at the location of the real battle.

The second is three ships flying in formation above a planet, either to pull enemies into a pursuit, or else scouring an empty planet for an enemy that isn't there.

They're both recognizable, and different enough from the other icons, so it's a toss-up for me.

And here's a new campaign map with some overlays shuffled around. Now, I really need to get around to making the info boxes so that this thing can be complete. It will also probably involve rescaling the dimensions of the map and making it landscape orientation instead of portrait, simply because landscape feels more like a map.

AZVPAbc.jpg

Edited by Nostromoid

Those icons are fantastic - good work!

6 hours ago, Nostromoid said:

@ovinomanc3r

Here's a side-by-side of two icons for Diversionary Force. The token effect isn't totally outlandish as a strategic effect for key locations. Rodia gets it because Rodians are tricky double agents. Sirpar gets it because military cadets of Arkanis Academy train there, so there's at least a loose connection to military strategy. And Andooweel gets it because it's a backwater world that's perfect for a fake outpost or trackless manhunt (maybe a bit of a stretch there). In each case, the idea is that gaining the loyalty of that location helps the team through cooperation with local informants, signal forgery by helpful residents, or just the opportunity to use decoys to lure the enemy out of position.

Ok. I just read it more like an actual little force belonging to the Empire or Rebellion deployed as a distraction. Also considering the system as some kind of key asset felt weird as the effect allow you to move the opponent to any other system, not the supposed key one that provides the effect but I could be just too literal.

6 hours ago, Nostromoid said:

liakaCI.jpg

StrFvRx.jpg

The first is more like a ship/fleet slingshotting around a location in an attempt to juke the enemy forces that might be tracking them, or alternatively it's the pursuing forces being sent far out of the way in a wild goose hunt before turning back and arriving late at the location of the real battle.

The second is three ships flying in formation above a planet, either to pull enemies into a pursuit, or else scouring an empty planet for an enemy that isn't there.

They're both recognizable, and different enough from the other icons, so it's a toss-up for me.

The second one. I like it far more.

@ovinomanc3r I think that's just how it has to be, because there isn't design room to give an ability like that except by strategic effects tied to locations on the map. But , if a change of name would make it less weird... it could be called Informants or something? Changing the name to the type of inhabitant living at that location who helps you to accomplish the effect of the ability would be consistent with Diplomats/Skilled Spacers/Spynet from the CC, but it doesn't necessarily perfectly match the lore reasons why I picked a couple of those locations. I suppose nobody needs to worry about how well a fluff name in this campaign encapsulates the Wookiepedia article for minor Outer Rim worlds. So that may be better if people think the ability has a weird name. Except the icon now doesn't really look like it's a picture of "Informants."

Right now, I'm leaning toward keeping it as-is, although I'm happy to keep the new icon for it. My reasoning is that it's a strategic effect and it never promised what it was about that location that gave it any kind of special strategic significance. For some worlds, their strategic effect is because of who lives there. For others, the strategic effect is because of what can be found there. For others, the strategic effect is because of the location itself.

In any case, you're right that it isn't meant to be literal. No one is going to Sirpar to scoop up some bottles of magic "Diversionary" Pym particles and then sprinkle them over the eyes of a fleet commander on the other side of the sector. Instead, something about the Diversionary location makes it possible to distract opponents who might be elsewhere, at least temporarily. You're buddies with the ruler of Rodia, so some of those guys can fake transmissions that pull an enemy fleet in whatever direction you want. You recruit some cadets at Sirpar, who join your tactical teams in their efforts to deploy decoy forces that lead an enemy into a trap. You capture the world of Andooweel, and shortly before the next battle the enemy commander receives word that you have established a base there that needs investigating, leaving his forces slightly out of position.

Special Map Work Update Time: Here's what I have so far for the infoboxes for all the different map locations. Colors are very much open to negotiation. The big open circle thing is for marking loyalty. Photoshop is not 100% the correct tool for this job, and I'm not 100% good at making these.

lBN6Cqf.png

Edited by Nostromoid
35 minutes ago, Nostromoid said:

@ovinomanc3r I think that's just how it has to be, because there isn't design room to give an ability like that except by strategic effects tied to locations on the map. But , if a change of name would make it less weird... it could be called Informants or something? Changing the name to the type of inhabitant living at that location who helps you to accomplish the effect of the ability would be consistent with Diplomats/Skilled Spacers/Spynet from the CC, but it doesn't necessarily perfectly match the lore reasons why I picked a couple of those locations. I suppose nobody needs to worry about how well a fluff name in this campaign encapsulates the Wookiepedia article for minor Outer Rim worlds. So that may be better if people think the ability has a weird name. Except the icon now doesn't really look like it's a picture of "Informants."

Right now, I'm leaning toward keeping it as-is, although I'm happy to keep the new icon for it. My reasoning is that it's a strategic effect and it never promised what it was about that location that gave it any kind of special strategic significance. For some worlds, their strategic effect is because of who lives there. For others, the strategic effect is because of what can be found there. For others, the strategic effect is because of the location itself.

In any case, you're right that it isn't meant to be literal. No one is going to Sirpar to scoop up some bottles of magic "Diversionary" Pym particles and then sprinkle them over the eyes of a fleet commander on the other side of the sector. Instead, something about the Diversionary location makes it possible to distract opponents who might be elsewhere, at least temporarily. You're buddies with the ruler of Rodia, so some of those guys can fake transmissions that pull an enemy fleet in whatever direction you want. You recruit some cadets at Sirpar, who join your tactical teams in their efforts to deploy decoy forces that lead an enemy into a trap. You capture the world of Andooweel, and shortly before the next battle the enemy commander receives word that you have established a base there that needs investigating, leaving his forces slightly out of position.

Special Map Work Update Time: Here's what I have so far for the infoboxes for all the different map locations. Colors are very much open to negotiation. The big open circle thing is for marking loyalty. Photoshop is not 100% the correct tool for this job, and I'm not 100% good at making these.

lBN6Cqf.png

Yeah, it is just how I imagine it at the beginning. It is not so hard to get a lore image if you're not so restricting. I am not usually, as I said it was just the first thought I got from the name but it is not a real problem. Maybe it could be called diversionary ops to get a wider meaning but it's already ok.

Also nice infoboxes. Quite comprehensive.

8 minutes ago, ovinomanc3r said:

Yeah, it is just how I imagine it at the beginning. It is not so hard to get a lore image if you're not so restricting. I am not usually, as I said it was just the first thought I got from the name but it is not a real problem. Maybe it could be called diversionary ops to get a wider meaning but it's already ok.

Also nice infoboxes. Quite comprehensive.

Diversionary Ops sounds good.

New question for anyone following along: Some of the rewards tables have boring names. Do you have any better suggestions? That's not a complete disaster, and not everything should be a mouthful of a dialogue reference, but if there are any genius ideas, some of these could be improved. I've underlined names that I don't consider very imaginative.

Minor Rewards - These are only there as sub-tables that are sometimes alternates if your other options are no bueno.

  • Bridge Specialist: Up at the command center of the ship.
  • Deck Officer: Manning various action stations.

Major Rewards - These are the real tables that add significant content to a fleet.

  • Advanced Designs: Things that seem high-tech, like a cutting-edge subsystem that a ship could install.
  • Anti-Squadron : Things that counter squadrons, duh.
  • Armed and Operational: Upgrades to ships' main guns and overall firepower.
  • Asteroids Do Not Concern Me: Don't get smashed by things.
  • Battle-Hardened: Your ships get really tough and swole.
  • Daring Escape : Various tricks to avoid destruction.
  • Drydock Facility: Overhauls to major ship systems, upgrades that add structures to the outside of your ship, or modifications to your hull.
  • Earned Your Code Cylinders: Military-themed personnel.
  • Fighter Attack Force : General list of squadrons.
  • Hot Pursuit : Bounty hunters, operatives, and stuff to hunt down and capture enemies.
  • Industrial Zone: Stuff off the assembly line, or upscaling of your guns.
  • Junkyard: Salvage that has been cannibalized from shipwrecks.
  • Mercenaries and Pirates: Scum and villainy, with fun stuff that is willing to ignore its usual faction affiliation.
  • Mining Colony: Worker crews and merciless slave masters, or else people's heroes who rescue them.
  • Legendary Vessel : Titles.
  • Shield Techs : Shields.
  • Spaceport: Spacers, smugglers, and squadron enhancements.
  • Spies, Deception! Espionage, sabotage, etc.
  • Surprise Attack : Close-range attacks and brutal slug-fests.
  • Royalty To Me: Political and leadership themed personnel.
  • Unstable Payload: Black dice and explosives.

Well, I chose SW quotes.

Anti-squadron

  • "There's always a bigger fish."
  • "No, I'm all right..."

Daring Escape

  • "Take evasive action!"

Fighter Attack Force

  • "All wings report in."

Hot pursuit

  • "No disintegrations."

Legendary Vessel

  • "You're who?"

Shield Techs

  • "The shield is still up!"

Surprise Attack

  • "I have a bad feeling about this"
  • "Sorry about the mess."

5 hours ago, Nostromoid said:

Minor Rewards - These are only there as sub-tables that are sometimes alternates if your other options are no bueno .

?

Just curiosity, what is the reason behind using spanish words replacing the english one?

36 minutes ago, ovinomanc3r said:

?

Just curiosity, what is the reason behind using spanish words replacing the english one?

No bueno has become a common American expression. Not sure why we latched on to that.

13 minutes ago, Megatronrex said:

No bueno has become a common American expression. Not sure why we latched on to that.

lol I found it in the Urban dictionary:

An American expression for "not good". Bueno means good in Spanish but avoid using this expression in front of anyone who actually speaks Spanish as it's not grammatically correct and people will instantly know that you are an American trying to look cultured . Proper Spanish for "not good" would be "No está bien "

Fun, it provides advice. ?