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Overall Power Struggle - (Aka. Leaderboard)
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Alliance Power Level (PL)
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Defenders Of Ultramar
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Invaders22
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Opportunists 27
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World Dominance
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PLPLPLSTRONGHOLD
FORTIFICATION LINES
SUPPORT FACILITIES
STAGING GROUNDS
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MASNETStockport422Defenders100Active
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NOVAMAGNORStockport242*00Active
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MACTANGUMStockport213000Active
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FIBOURESTSkipton244001Active
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GAUNTRASkipton224Opportunists010Active
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GLORQUEASkipton323000Active
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FELGRIS SECUNDAS
Leeds043Invaders*01Active
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IOTHLeeds324*00Active
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AELADIUSLeeds412000Active
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CAMPAIGN ATTACK TYPES
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War on the Vespator Front

When booking a campaign game, the Attacker chooses ONE Campaign Attack Type.
The Attack Type determines the campaign outcome
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Attack TypePurposeAttacker Victory
Defender Victory
Infrastructure ImpactPower Level Impact
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Purge and BurnWeaken enemy controlDefender –1 PLNo effectNone–1 Defender
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Seize Power BaseCapture a worldAttacker +1 PL, Defender –1 PLNo effectNone
Note +1 Attacker / –1 Defender
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Orbital InvasionAssault fortified worlds
Defender –1 PL, destroy 1 Infrastructure
Attacker –1 PLYes–1 (either)
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Planetary Bombardment
Cripple a world
Defender –1 PL, destroy 1 Infrastructure
Attacker –1 PLYes–1 (either)
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Supply Base RaidSabotage logisticsDestroy Support/Staging or –1 PLNo effectSupport / StagingSituational
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Boarding Action / Kill Team
Precision strikeDefender –1 PLNo effectNone–1 Defender
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World Types
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Stockport Hab SprawlForge Complex
Delvesite Facility
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LeedsSpaceportHab SprawlRad Zone
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Skipton Deadlands / Desolate WastesXenoflora JungleTomb Complex
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Infrastructure
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Infrastructure TypeIconWhat It RepresentsKey RulesWhen It ChangesMap Effects / Notes
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Stronghold🏰Core world / campaign anchor
One per Alliance. While intact, counts for additional campaign scoring (per your campaign rules). Can be targeted/destroyed like other infrastructure.
Built during setup or rebuilt at end of a phase (if allowed).
Major objective. Losing it is a significant setback.
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Fortification Lines🧱Defensive network / shield lines
Ablative defence: if an effect would destroy infrastructure on the planet, destroy a Fortification Line first if present.
Destroyed when absorbing infrastructure destruction. Built at end of phase (1 per Alliance per phase total build).
Best used on Strongholds or key defensive worlds to delay planet collapse.
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Support Facilities🚀Logistics / supply / docks
Can be destroyed by Orbital Invasion, Planetary Bombardment, or Supply Base Raid. If a Supply Base Raid succeeds and no Support Facility (or Staging Grounds) exists, apply –1 PL instead.
Destroyed by relevant attack type; built at end of phase.
High-value targets; losing them reduces strategic options.
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Staging Grounds🎯Forward base / mustering point
Can be destroyed by Orbital Invasion, Planetary Bombardment, or Supply Base Raid. On successful Supply Base Raid, target Support or Staging first; if none exist, apply –1 PL.
Destroyed by relevant attack type; built at end of phase.
Offensive leverage; attracts raids.
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Destroyed Infrastructure
❌Ruined infrastructure slot
Destroyed infrastructure is removed immediately and does not regenerate automatically.
Changes only via campaign outcomes or rebuilding at end of phase.
Track per planet slot.
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Destroyed Planet💀
Uninhabitable / strategically worthless
A planet becomes destroyed when all its infrastructure is gone and it collapses per campaign rules. Destroyed planets cannot be targeted and score no points.
Permanent once destroyed.
Leave on map for narrative only.
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Building Infrastructure
🏗️Rebuilding / expanding assets
At end of each Campaign Phase, each Alliance may build one piece of infrastructure on a planet it influences or controls.
End of Campaign Phase only (unless you later add exceptions).
Warmaster applies builds and updates map.
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