The Battle for the cradle worlds continues. Join us for a combined Dropfleet and Dropzone narrative event where your events in each game will affect the other in some way.
Description:
For this event Players can bring their own models or they will be provided. This is intended to be a friendly event and a learning event
The Battle for the cradle worlds continues. Join us for a combined Dropfleet and Dropzone narrative event where your events in each game will affect the other in some way.
Description:
For this event Players can bring their own models or they will be provided. This is intended to be a friendly event and a learning event
The Battle for the cradle worlds continues. Join us for a combined Dropfleet and Dropzone narrative event where your events in each game will affect the other in some way.
Description:
For this event Players can bring their own models or they will be provided. This is intended to be a friendly event and a learning event
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.
Multiple teams arrive on a drowning world & must prepare survivors to leave for space until Earth is habitable again. Competition is fierce, as all are seeking survival! Based on Broken Fault Lines.
Description:
Earths High Point Bases serve as final refuges on the scant arable land where survivors cling to life. As part of the Human Unification Movement (HUM), your team races through objectives to build a space worthy ship to escape Earth while navigating individual sectors. Minutes equal days as your group uses fleeting courage, fluctuating movement & unique factional abilities to apply passion or resistance traits in conflict. Simultaneously youll deal with storms, natural/manmade disasters & other teams. Youre equipped with hi-tech gear, but in a world where scarcity is the reality, everything is at a premium. Commanders may consult Faultlines Relics learning about weather, moods, traps or treasures. Youll also choose to heed or ignore the messages HUM offers. Youre guided by both your own GM & an inter-table GM as you race to the Primary High Point Base in time for exodus from Earth.