ROUND 1
You are First Solaris Charbonneau, with an official mission for the Star Empire to use Thandar as a mining resource to power a NextGen Imperial Fleet. Like the other Commanders,you are trapped on Thandar. To make matters worse, you have been steadily thwarted by the other Rival commanders, especially those armies under the control of Logvin and Valkan.After constant rebellions from the Wizard and Alchemist guilds of Thandar, you have devised a plan to free yourself of Thandar, capture vast mineral resources in a windfall operation, and punish and discard your enemies into the Aether.
Your adopted Thandarian name and identity is the "Sol Sensei". With a Monk's clarity, you have envisioned a new world beyond the mind's eye of your enemies. With your battle-hardened will, you will change the very battlefield right under the feet of your rivals.You will trigger a set of tectonic shifts under the earth of Thandar, unlocking countless previous minerals, but simultaenously destroying the lives of untold numbers of primitive Thandarians. The energy surge from a planet-wide earthquake will be powerful enough to reopen the rift, granting you freedom while dooming thousands of the native Thandarian inhabitants.
You will then use a squadron of Recycling Stations to haul resources back to Star Empire control and leaving behind your rivals with a broken and ravaged planet.Setup: Level 9 Monk (you have 3 CP and can only use 2 for Health Upgrades for this entire event)
Armor Upgrades: You can access both Armors and switch once each round by losing six health or discarding two cards.
Slipper of the Crane- no change- as printed)
nu-Metal Knuckles- +1 combat, +1 health Health threshold is 25 While you make preparations to further your plans for a Federation oligarchy ruling all of Thandar, you must put a stop to a rival Commander. If you are delayed, then Federation defenses may not be perfected in time. Battle a Rival Commander, then go to Round 2