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      -//Mission Log 824.6
      Archiron 10
      Search and Rescue//-

      We’ve made planetfall at the Ulysses Science Station, but there’s no one left. They either died in the initial assault, must have fled into to surrounding terrain, but we’re getting massive life signs from all sides, and we’ve just seen an enemy landing party hit dirt 10 clicks away. No time to scout the terrain, we’re going in blind.

      -//End Log//-

      In this entry, we will be discussing the foundation of Space Infantry: Resurgence; the Missions. Each game will start with you picking your mission, based on the game type you are playing. If you are looking for a quick, one-off game, then you chose the mission at random from among all the available maps that come with your game. If you are playing one of the campaigns, your campaign sheet will dictate which of the missions you’ll be up against.

      Img 1.png

      Each mission contains a selection of Nodes, items, special rules and possibly even enemies that will challenge you in unique and deadly ways. Once drawn, you’ll consult the mission briefing for and special rules. Some missions may contain unique local enemies, while others may set you a specific task based as much on random chance as your squad’s specific skill level. Still, others may have you facing one specific enemy, in lieu of drawing a random enemy to fight.
      Img 2.png
      Once you’ve consulted the briefing, it’s time for Map Creation. A Mission Map is the series of interconnected spaces, called Nodes, your squad will have to navigate in order to reach their objectives. However, as you’ll no doubt notice, there are no Nodes present on the mission map to start, only windows saying “Outside, Underground, Space, or Indoors”. This is because, each mission layout in SI:R is randomly populated from decks of cards, ensuring no two games are ever alike!

      To Create a Map, you will first have to assemble the different Node Cards into Decks of like areas. These areas are printed on the backs of the Node cards. All the “Underground” Node cards would go into one, deck, and all the “Indoor” Nodes into another, and so on. You’ll also have one unique deck of Nodes specifically designed for that mission. These will be designated with the mission number on their backs.
      Img 3.png You may also be playing with Alert levels, or AL, a campaign mechanic representing how much attention you’ve drawn to yourself which raises the difficulty of the Nodes you could encounter. Most games though are played on the starting difficulty of AL 1. Remove any AL 2-3 Nodes from all the decks and set each deck aside.

      Before you place the Nodes on the ap though, you have a choice to make If you want to know exactly what you’re in for, you can layout the Nodes now However, if you want an element of the unknown or random chance to play a part in your movement during the mission, you can wait until you actually move your squad onto a Node space before drawing and placing a Node.

      Img 4.png

      Once you’ve Created your Mission Map you then move on to squad creation, resource selection and finally, the operations phase which is where your game really begins. But remember we spoke about missions that could have you facing one deadly enemy? I’d like to leave you with a piece of classified information that HiCom would rather you not see. I don’t know what they’re plan is, but it’d better be good!

      Img 5.png
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