Mission Creator Supplemental V1
Mission Creator Supplemental V1
As noted in the Character and Mission Creator book, designing missions for Star Saga is much more of an
art than a science. There are many variables in the mission from objectives, map layout, minion
placement, etc. where small changes can significantly influence the difficulty of the mission. One
important note is that penalty for losing missions is not high. If you are designing contracts involving
only 1 or 2 missions, then failure of the mission just results in VP not gotten, slightly wounded
Mercenaries, and maybe some lost equipment previously gained. The Mercenaries are considered
talented and resourceful enough to extract themselves from any failed mission. When initially designing
missions it is helpful to keep the Contracts short such that you do not find you have designed 6 missions
but the Mercs always fail at mission 2.
With this is mind Is possible to generate some reference values for some of the parameters which make
up a Star Saga mission and how they scale with Team Value. These values assume a straight forward
mission like accessed terminal X or getting through door Y that make up early missions in many
Contracts. The more complicated the goals the more the mission parameters will need to be adjusted.
Band Ranges
Loot Able
Level 1 Level 2 Level 3 Firewall Act Rein Minions Rein Points Objects
400-500 14 8 2 2 2 2 20 3 8
500-550 12 8 4 2 3 3 26 4 10
550-600 8 10 6 3 3 4 32 5 12
600+ 4 12 8 3 4 5 40 6 16
These values use a standard board size made up about 4 zones and a standard Nexus Victory condition
of crippling 3 Mercenaries with 24 Nexus Card. Band Ranges are the Team Values which are matched to
an a number of Level 1, 2, and 3 Nexus cards, Firewall Value, Activations, Reinforcement Max Values,
Minion Total Value on board at start, Number of Reinforcement Points on whole map, and the number
of lootable objects.
Remember these are just guidelines to get started from. If the mission theme calls for something
different, say a tougher firewall, then reduce the value in another category to try to compenstate like
the max reinforcement value. For complicated missions might need to reduce one or more catagories to
even out the goals.
Bosses
If the mission needs a boss the easiest thing to do is to make a boss of the appropriate race using the
Character Creator of a point value similar to individual Heroes. Since there is one Boss and usually
multiple Mercs having a value one or two Abilities better than the Mercs is appropriate. Adding a boss is
similar making the objective more complicated so would be balanced by lowering some of the other
values. Some missions the Boss is not just part of the mission but is a very powerful model. For this it
will be necessary to go beyond what is allowed in the Character Creator and reduce many of the other
values.
Event Cards
Event cards are important to the play of Star Saga and most missions should contain at least 1. Often
when designing your own missions none of the existing cards will match the narrative and game play
event desired. The easiest solution to this is to pick an existing card that is closest and write the specific
desired results as replacing the card text in the mission rules.
During campaigns, Mercs can trade in their victory points for credits to buy gear. As the Star Saga game
expands there may be many new item cards available. It is not unreasonable to restrict what can be
purchased at any one time with some type of random draw. For example like 10 loot cards and 5 rare
items to choose from between each mission.
Mercenaries can also spend 1 VP after any mission to return to full health if they were crippled or
injured in the previous missions.