ROUND 1

"Mayday, this is Commander McCready, urgently broadcasting a distress signal. I've evacuated my crew from the USS Meganaut, but I'm now alone in an escape pod, separated from them. My pod malfunctioned, pulling me into a Warp Gate. I need immediate assistance. I find myself stranded on Thandar, a world of primitive technology. I'm cut off from communication. Is there anyone out there?"

McCreedy looked down at the display of his Union communicator. There was no response to the thousands of pings he sent to Union satellites. The only clue could get that he wasn't 100% lost in space was a distant homing signal from a friendly base Plasma Vent once a month. If he could find a way to lock that signal, he could get back to his homeworld, assuming a way to repair his jumpdrive. Once on board the Plasma Vent, he could begin his true mission to rescue his lost crew members. Trapped on a strange planet, you adapted to the local cultures. Instead of a proper starship Commander rank and position on Thandar, you adopted a new identity as Creed the Fighter and seek power and loyal followers. With enough might, you can take any resources from the natives of Thandar to repair his escape pod and travel to the last homeworld base he could still track. Alone and trapped in a primitive world, the only solution is fighting, conquering, reaping the rewards, and exploiting the native peoples of Thandar. This will involve raids, empire-building, gaining followers, and conscripting mercs in the short term.

Setup: Level 9 Fighter (you have 3 CP and can only use 2 for Health Upgrades for this entire event) You can access both Armors and switch once each round by losing six health or discarding two cards. Spiked Pauldrons (as printed) Helm of Steel Fury is +2 combat for Guard or Outpost in play or +4 if the Guard or Outpost are Yellow or Green.

Battle the Rival Commander, who dares to challenge Warlord McCreedy. Then go to Round 2