HSHOT SPOTSSTEEL DOMINIONHOT SPOTS / CAMPAIGN CONTROL

Missions, tracks and waypoints

Players and GMs · Reviewed for v433

Run branching contracts and use reusable mission objectives.

Choosing an operation

  1. Resources → Generic mission library provides mission briefings. Filter by name, objective keyword or source.

  2. Resources → Campaign track library filters tracks by contract type, name and mission count. Brief, five-mission and variable-length tracks are available, along with quiet postings.

  3. Read the track overview before starting an operation in a campaign. The listed mission count describes missions played along the outcome paths, not every node in the template.

Playing and resolving missions

  1. Open Operations → Narrative operations in the campaign to manage a run. Follow its current mission and the indicated win/loss paths.

  2. Use the scheduled/shared track workflow to select participating companies and their rosters. Review and lock rosters as required before resolving a mission.

  3. Use Rules → Waypoint overlay for waypoint procedures. Waypoints add objectives or triggers to a mission; their effects depend on the chosen kit and briefing.

  4. Record the outcome and combat-pay result in the mission workflow. Waypoint progress does not automatically award extra SP.

  5. Use Company Information → Calendar & recovery to manage campaign time and recovery. Review costs and pending activity before advancing time.

Last Shuttle Out

  1. Find Last Shuttle Out in the Generic mission library or the Mission template selector. This supplied custom scenario requires Override unit profiles and Aces instructions; Classic and Alpha Strike conversions are not included.

  2. The supply artery and Close the mountain road use it in their full and contingent tracks. Brief assignments retain their existing missions. Database updates refresh only untouched shared stock tracks; customized tracks and active operations retain their saved versions.

  3. Set combined player Track Scale S and use N = twice S, minimum 4 and maximum 12 tractors. Randomly draw N of the twelve facedown A-L loads; civilians and valuable cargo are not guaranteed. Keep cargo entries hidden until claimed. Manage the draw on the tabletop, with no generic waypoint kit.

  4. Stop a strict majority of loads before the end of turn 12. Dropped but unclaimed loads do not count. Record cargo results, primary VP and original tractors destroyed separately; civilian bonus VP does not replace the load requirement.

  5. Choose standard Hot Spots combat pay separately: 0/250/500/750 SP per submitted scale. Cargo salvage is recorded manually once: add recovered awards to the salvage pool, divide equally among participating players, then apply contractual salvage percentages and Exchange rights. The mission grants no automatic cash, free salvage selections or waypoint rewards.

Draconis Reach mission pilot SP

  1. After the GM reviews surviving participants and saves the combat-pay outcome, each company opens Company Information > Pilot progression > its mission. Allocate equally among surviving named pilots in the saved roster, invest the resulting personal SP and choose Finish company pilot progression. An explicit zero or smaller distribution is allowed. The GM's Finalize results page links to each company's unfinished allocation.

  2. Training is reserved from this mission's combat pay and posted atomically with final results, before automatic repairs. Finalization requires every company to finish its allocation and investments; no historical completed mission is charged retroactively. See Pilot progression for limits, MVP and threshold rules.

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