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Downtime Rules
Chapter 4: Running Starship Campaigns
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Starship Campaign Arcs
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Invasion!
Forging the Pact
Source
Starship Operations Manual pg. 149
The PCs’ political enemies have been exposed or persuaded by the PCs’ success. They recant their opposition and join the cause of the PCs, who are now leaders in the war. Their new flagship is equipped with technology from throughout the star system: it has Akitonian armor, Aballonian engines, psychic shields from Castrovel, and a cutting-edge Barathu sensor package. People are talking about a pact to kick the invaders out and take the fight to the Veskarium. The PCs lead the allied fleet from Aballon back through the worlds of the system, fighting all the way. They take charge of planetary defenses, lead an assassination mission against a vesk general, rescue a vesk defector, and conduct vital diplomacy with potential pact members.
With information gleaned from vesk prisoners and the high-ranking defector, the stage is now set for a counterattack. Groundwork for this attack involves sneaking into the Veskarium, finding a safe place for counterattacking starships to gather, and recruiting allies among the vesk’s myriad subject populations. Finally, when the counterattack comes, the PCs split up, each taking command of a starship to lead the assault. Back home, the Absalom Pact is being prepared by diplomats and politicians, but everyone is holding their breath—it will take a victory in the Veskarium to convince all the signees to take this final, drastic step. If your campaign continues after the signing of the Absalom Pact, the PCs enter the Silent War (Core Rulebook 428).