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Commanders

PostPosted: Mon Jan 01, 2018 10:13 pm
by Dapper Dog
The enemy forces are led by powerful and skilled Commanders, each laying claim to a Theater of Warfare. Each Commander while leading their force adds a passive benefit to the Mandalorian forces, this can either be a benefit to the Commander’s forces or a setback to the Republic Forces. This effect is removed at the end of the day when the Commander is removed from play.

Commanders are always Nemesis level threats and if the Commander survives the Campaign, basically survives the session, then their passive benefit will be in play for the rest of the game and they will have a 65% chance to appear in the final battle against the Mandalorian Warlord. This roll will be made at the end of the session. This can make the final campaign substantially harder and deadlier.

This only applies to the regions that the Republic Forces actually visit.

Defeating a Commander immediately grants 4 Power to the Republic Forces in addition to any other rewards. This reward increases by 4 Power for each session, so 4 Power for Session 1, 8 Power for Session 2, and 12 Power for Session 3, and so on.