Conquering the verse, one parsec at a time.
Campaign Victory Conditions
Campaign Victory Conditions
The crew begin trapped on Veyr’s Fall, a collapsing corporate world where debt, corruption, and violence make escape both necessary and difficult. Their goal is not simply to survive, but to leave the system, break free of corporate ownership, and establish a new colony far enough away that the Heptagon, the Coalition, and the war cannot easily reach them.
To succeed, they must complete five broad stages.
The campaign is successfully completed when the crew has:
1. Travelled at least five inhabited planets away from Veyr’s Fall.
2. Acquired a viable colony package.
3. Paid off the ship debt.
4. Found a suitable unclaimed world at least two planets away from an active invasion.
5. Completed seven colony milestones.
At that point, the crew has done more than survive.
They have created a future.
Whether that future is free, corrupt, fragile, hopeful, or doomed depends on every choice they make along the way.
Escape from Veyr’s Fall
Before leaving, the crew must build up enough resources to survive beyond the safer trade routes.
Things to consider:
Ship repairs and upgrades
The freighter must be made reliable enough for long-range travel, frontier landings, cargo towing, and emergency evacuation.
Food, water, medical supplies, weapons and equipment.
Basic supplies for the crew, plus emergency supplies for future colonists.
Stage One: Distance and Safety
The crew must travel:
At least five inhabited planets away from Veyr’s Fall, and
At least two planets away from any world currently under invasion.
The crew cannot simply jump to the nearest quiet moon and call it freedom. They must push far enough into space that the old powers are weaker, but not so far that survival becomes impossible.
Stage Two: Build the Colony Package
To establish a viable colony, the crew must acquire far more than settlers. They need the tools, knowledge, biology, and infrastructure to create a permanent settlement.
Things to consider:
Cryo facilities
Stasis pods or low-berth racks for transporting colonists safely across long distances.
Contract settlers
Volunteers, debt settlers, refugees, specialists, families, exiles, criminals seeking new lives, or people recruited under questionable promises.
Gene banks
Genetic diversity archives for long-term population stability.
Frozen embryos
Human, alien, livestock, or engineered embryos, depending on the colony’s purpose.
Seed stores
Crops, algae strains, fungi cultures, hardy frontier grains, medicinal plants, and soil starter organisms.
Medical facilities
Surgery units, vaccines, antibiotics, trauma gear, maternity equipment, and long-term health support.
Habitat modules
Prefab shelters, pressure domes, insulation, sanitation systems, and communal spaces.
Power generation
Reactors, solar fields, batteries, wind systems, geothermal drills, or fuel cells.
Water and atmosphere systems
Purifiers, atmospheric processors, filtration units, humidity traps, drilling rigs, and environmental monitors.
Industrial tools
Fabricators, mining rigs, construction drones, machine shops, repair bays, and raw material processors.
Security force
Armed settlers, trained guards, robots, androids, perimeter sensors, drones, and defensive emplacements.
Education and cultural archives
Libraries, technical manuals, teaching AIs, language banks, history records, and entertainment archives.
Stage Three: Pay Off the Ship Debt
The crew’s ship is their freedom, but only once it is truly theirs.
Until the debt is paid, the ship can be tracked, seized, locked out of legal ports, or targeted by repossession teams.
Stage Four: Finding a Suitable Planet
Once the crew has travelled far enough, escaped major war zones, cleared their ship debt, and gathered the colony package, they must locate a viable world.
A suitable colony world should have several of the following:
Breathable or adaptable atmosphere
Not necessarily perfect, but survivable with work.
Water access
Surface water, ice, underground aquifers, or extractable atmospheric moisture.
Stable gravity
Close enough to normal for long-term settlement.
Manageable biosphere
Useful native life, or at least nothing instantly lethal.
Local resources
Metals, minerals, fuel sources, timber equivalents, useful organics, or fertile soil.
Low political visibility
Far from the Heptagon, Coalition front lines, major trade routes, and rival claimants.
Stage Five: The Seven Colony Milestones
Once the colony is founded, it is not considered established until seven milestones are completed.
