Day 11 - Conditions in Space [July 3 through July 6]

Current Theater: Bankor Local Space - viewforum.php?f=13
Camp Location: Strike Force is relocated to the Valiant Star for the time being - viewforum.php?f=106
Weather Conditions: Space is very cold.
Security Measures: Only Strike Force personnel plus Command authorized personnel
Events/Missions
Day 11 - Late Afternoon - No One Left Behind (Side Mission)
Day 11 - Late Afternoon - The Boom Gun (Combat, Campaign Objective)
Day 11 - Late Afternoon - Dark Exodus (Special Combat)
Day 11 - Early Afternoon - Aggressive Negotiations
Combat against Yiko Kryze on Day 12, alongside the final missions.
Victory Points: 10/20
Total Victory Points: 88
Power: 27
Trust: 4.5 - The Republic and Resistance are closely aligned and well coordinated; they are a well oiled fighting unit. Players gain a boost die to all of their rolls in an event/mission and Power is increased by 1 per day at the start of the Day where Trust starts at this rank.
Perk: N/A
Clever Man's Boon: Each player may reroll ONE roll this session, they must take the second roll, skill checks or combat checks only.
Camp Location: Strike Force is relocated to the Valiant Star for the time being - viewforum.php?f=106
Weather Conditions: Space is very cold.
Security Measures: Only Strike Force personnel plus Command authorized personnel
Events/Missions
Day 11 - Late Afternoon - No One Left Behind (Side Mission)
Day 11 - Late Afternoon - The Boom Gun (Combat, Campaign Objective)
Day 11 - Late Afternoon - Dark Exodus (Special Combat)
Day 11 - Early Afternoon - Aggressive Negotiations
Combat against Yiko Kryze on Day 12, alongside the final missions.
Victory Points: 10/20
Total Victory Points: 88
Power: 27
Trust: 4.5 - The Republic and Resistance are closely aligned and well coordinated; they are a well oiled fighting unit. Players gain a boost die to all of their rolls in an event/mission and Power is increased by 1 per day at the start of the Day where Trust starts at this rank.
Perk: N/A
Clever Man's Boon: Each player may reroll ONE roll this session, they must take the second roll, skill checks or combat checks only.