Posted September 15, 2025 by ruinstars
#missions #operations #narrative play #game design
While our Primary and Secondary Missions can be combined to create a full 3-operation/9-mission campaign, they don’t really tell a story. With that in mind, we started writing and prototyping scripted operations, where each mission has an impact on the following one, with branching missions determined based on success or failure.
There will be 15 scripted operations: One for each combination of two factions.
This is our first draft of the first scripted operation. We will be playtesting it and checking for issues of clarity, balance, and making sure it’s FUN!
An Interdictors Operation set within an abandoned facility where the Hegemony seeks to root out the infestation, while the Swarm fights for survival and dominance.
The outcome of this conflict determines who claims the facility: will it be purged and secured, or overrun and consumed?
The facility’s lower levels are sealed. The Interdictors must breach the perimeter to gain access, while the Swarm defends the hatch and denies entry.
The Facility
Place a Hatch marker in the center square of the central tile.
Interdictors deploy before Turn 1 on any battlefield edge.
The Swarm deploys before Turn 1 within 2 squares of the Hatch marker.
The Hatch is an item with ARM 4 and HIT 4 and may be targeted in Combat.
If the Hatch reaches 0 HIT, it is breached.
Mission Action: Torch Breach (2ACT)
Once per Turn, a Unit Adjacent to the Hatch may spend 2ACT to remove 1 HIT from it.
The Interdictors win the Mission if the Hatch is breached before the end of Turn 4.
The Swarm wins the Mission if the Hatch is not breached before the end of Turn 4.
Within the facility, three nests sustain the infestation. The Interdictors aim to destroy them to cripple the Swarm, while the Swarm must hold at all costs.
The Alien Hive
Deploy 3 Spawn Points, one in the center of the West, Center, and East Tiles.
Each Squad selects one of two opposing Battlefield edges to be their Deployment zone.
Both Squads deploy from their Battlefield edge before Turn 1.
Spawn Points are treated as items with ARM 4 and HIT 2.
Spawn Points cannot be targeted in combat if there is at least one Swarm Unit Adjacent to that Spawn Point.
If a Spawn Point is targeted in combat and is not Taken Out as a result of that combat, it regains all of its HIT.
Interdictors win the Mission if all three Spawn Points are destroyed before the end of Turn 4.
Swarm wins the Mission if at least one Spawn Point remains by the end of Turn 4.
With the direct route blocked, an alternate path must be secured. A control room holds the means to open access, but activation takes time and the defenders will not yield it willingly.
The Facility
Place one Console in the center of each of the Northwest, North, and Northeast tiles.
The Swarm deploys its Units within 2 Squares of a Console before Turn 1.
Interdictors deploy from the southern edge of the Battlefield before Turn 1.
Mission Action: Activate Console (2ACT)
One Unit Adjacent to a Console may spend 2ACT to Activate that Console.
A Unit may not perform this action if it is Adjacent to any enemy Units.
Interdictors win the Mission if all three Consoles are activated before the end of Turn 4.
With the facility’s defenses collapsing, the Interdictors must eradicate the remnants of the Swarm while the Swarm must rally for survival.
The Ruined City
The Swarm deploys anywhere on the Battlefield before Turn 1.
Interdictors deploy from the southern edge of the Battlefield before Turn 1.
The Interdictors win the Mission if all enemy Units have been Taken Out by the end of Turn 4.
The Swarm wins the Mission if at least one Unit remains Standing by the end of Turn 4.
The Interdictors operation has failed. They must hold out long enough for extraction, while the Swarm surge from every direction to overwhelm them.
The Ruined City
Set up terrain so that the central tile is at least half enclosed.
Interdictors deploy all Units anywhere on the Central Tile.
During Turn 1, when it is a Swarm Unit’s Activation, deploy it on any Battlefield edge.
At the end of Turn 4, each Squad adds up the remaining HIT of Standing Units on the central tile.
The Squad with the highest total wins the Mission.
In case of a tie, the Swarm wins the Mission.