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Invasions



Introduction


Invasions come in two flavours: space and ground, and the second usually follows the first. A host doesn't launch one at random. There's a chain of events behind it: a space invasion goes badly for the defenders, the enemy gets a foothold in orbit, and ground troops follow to take the planet itself.
Not every space invasion escalates that far. Sometimes a fleet gets repelled before it can launch a single dropship, and the whole thing stays contained to orbit. But when ground troops do land, it means the space phase went in the enemy's favour.

Why we even have these


An invasion gives players a reason to do something. It's a roleplay hook. Without one, most of the galaxy would just be standing around. With one, there's a reason to pick up a weapon, defend a shop, hold a line, or organise an evacuation, whichever suits the character.
The point isn't destruction for its own sake, it's opportunity. A good invasion gives players something concrete to do, rather than another quiet day with nothing happening.

Ground vs space


Space invasions come first and set the tone. Fleets show up, shots get exchanged, blockades form, and if defenders can't hold the line, that's when things escalate. Ground invasions follow: troops deployed planetside once orbit's been contested or lost outright.
The two aren't interchangeable. A space invasion can resolve entirely in orbit, with the planet below never seeing a single enemy soldier. A ground invasion almost always means the space phase already went badly for the defenders.

The enemies


Three hostile races have a key role in these invasions, and they don't play the same way.
Droids are non-biological, built in factories rather than born, and no two units necessarily look alike since design follows function. Scouts, battle units, even the trash collectors, all armed, all wired into a networked hierarchy running from single Sub-Nodes up to something called the Prime Matrix. They're fast and don't get tired. Some units are holomorphs, capable of faking an appearance to walk into a place before anyone catches on, a trick first used to take Harmonia.
Kaltz-Baurgan look something like elephants, four hooved legs, a trunk, hides thick enough to shrug off conventional weapons fire, but they can't handle cold. Their whole culture runs on trade and profit, aggressively so, and their invasions are usually about grabbing territory and resources outright. Koroku is what's left after they finished with it: a battered shell of a planet.
Vacus are bipedal with tentacled heads, and vary in build about as much as humans do. They come from a planet called Sizaviz and have swung between hostile and peaceful with the alliance more than once. Right now they're losing, on the back foot since a string of defeats, which tends to make their invasions more desperate and less predictable than the other two.

The upside: glory and story


Invasions give a player character an actual feat worth remembering. Repelling a landing force, smuggling supplies through a blockade, holding a corridor long enough for others to get out. None of these three races negotiate (or at least no one has ever tried), so whatever gets done has to happen through action, not conversation.
It doesn't have to happen on the battlefield either. Some of the better invasion stories come from the aftermath: a trader who kept the shop running through the chaos, a medic who ran out of supplies and kept working anyway. An invasion just gives that kind of moment somewhere to happen.

The downside: consequences


Every invasion costs something, and someone ends up paying for it. Usually that means damage to infrastructure, shops especially, smashed windows, wrecked shelving, stock scattered across the floor.
That damage isn't permanent. Once the fighting dies down, players can help a shop owner get back on their feet: sweeping up debris, clearing rubble, patching the place up with brooms, buckets, salvaged materials, whatever's on hand. It's not a heroic deed, but it gets the shutters open again, and it matters to the owner as much as the fighting did.
Worst case, the enemy doesn't just damage a place, they take it. When a planet falls, it gets locked down properly, and getting it back isn't quick or simple. That becomes a project the players have to organise and see through themselves.

It's never random


A host never runs an invasion without a reason. There's always a goal: territorial (take the planet, the Baurgan's usual move), material (strip it of resources), or narrative (punish a faction, escalate a rivalry, set up what comes next). If the reason isn't obvious at the time, that just means it hasn't been revealed yet.

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