Clanger
Mongoose
Some ideas for campaigns (comments please). Just some mental rumblings at the moment.
1) If the strategic location is a planet the scenario would be "Planetary Assault" to win the World. With the initial planetary defences being static there and can be added to by spending RR points to replace / bolster the defences. i.e. If Ken was attacking Greg's world and the priority level was raid. The planet will have raid level defences as normal, Greg defends the planet from Ken but is knocked down by 4 emplacements, 1 orbital platform and 2 troops. In the next fight the planetary defences stay at this level unless Greg bolsters them by spending RR points (as per buying extra defences in the Planetary assault rules). Like the idea from the Earth Centauri War with the Homeworlds.
2) The Strategic location should be in the scenario if possible. Also if it is a installation / Outpost it can be damaged as well. Having thresholds for the installation / outpost which degrade the RR cost of the location and if the installation or outpost is destroyed that strategic resource is destroyed until a new one is bought / repaired (use Ship repair RR for this?)
3) Race specific goals / rewards in the campaign or a differing goal than "total conquest". For example the League must hold the trade route for 3 consecutive turns to gain a bonus or there is a buried Shadow vessel within the system which the Drakh / Psi Corp must find to either release or to gain technology from.
4) The system is unexplored and that until it is revealed the RR points of the location are a mystery. The basic description is all that is known. That it is a world, gas giant, asteroid belt or Jump Gate etc. For every scout you can see what another locations details are in addition to your main pick. On a CQ roll of 7+ will another systems details be known. The details will only be known by the 1 player and the rest do not know what they are until they scout them. Only when all players have the same information will they be put onto the normal sheet. Also RR points will be secret, knowing a players RR points / spending plans will use up 1 scout use that turn.
1) If the strategic location is a planet the scenario would be "Planetary Assault" to win the World. With the initial planetary defences being static there and can be added to by spending RR points to replace / bolster the defences. i.e. If Ken was attacking Greg's world and the priority level was raid. The planet will have raid level defences as normal, Greg defends the planet from Ken but is knocked down by 4 emplacements, 1 orbital platform and 2 troops. In the next fight the planetary defences stay at this level unless Greg bolsters them by spending RR points (as per buying extra defences in the Planetary assault rules). Like the idea from the Earth Centauri War with the Homeworlds.
2) The Strategic location should be in the scenario if possible. Also if it is a installation / Outpost it can be damaged as well. Having thresholds for the installation / outpost which degrade the RR cost of the location and if the installation or outpost is destroyed that strategic resource is destroyed until a new one is bought / repaired (use Ship repair RR for this?)
3) Race specific goals / rewards in the campaign or a differing goal than "total conquest". For example the League must hold the trade route for 3 consecutive turns to gain a bonus or there is a buried Shadow vessel within the system which the Drakh / Psi Corp must find to either release or to gain technology from.
4) The system is unexplored and that until it is revealed the RR points of the location are a mystery. The basic description is all that is known. That it is a world, gas giant, asteroid belt or Jump Gate etc. For every scout you can see what another locations details are in addition to your main pick. On a CQ roll of 7+ will another systems details be known. The details will only be known by the 1 player and the rest do not know what they are until they scout them. Only when all players have the same information will they be put onto the normal sheet. Also RR points will be secret, knowing a players RR points / spending plans will use up 1 scout use that turn.