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I'm currently trialing it with 2300AD, testing out a military campaign in the Ukrainian Continent of Aurore.
The PCs are proto-Marine Raiders as written by D Hebditch on Etranger, part of that 1st Marine Special Forces Company that'll eventually become 1st Raiders.
They've made a paradrop into Ukrainian Aurore, operating in the 'Purple Zone' ahead of amphibious landings circling the Coldpole's hyperglacier, just prior to the Second Kafer War's attack on Hochbaden. PCs are a Squad-sized formation of US Marines initially lead by SGT Mike Abernathy, but he decided on a Shaky/Dangerous plan to draw off a Kafer Deathsled from a friendly platoon and not only failed his tactics roll for a bonus, but also failed the plan AND got himself killed on a death consequence roll.
I replenished the team with some stragglers from 1st Platoon, mostly to get back up to 6 PCs. I find the system naturally gravitates to having 6 PCs, so you can roll 1D for who reacts or who gets injured/dead.
I'm currently trialing it with 2300AD, testing out a military campaign in the Ukrainian Continent of Aurore.
The PCs are proto-Marine Raiders as written by D Hebditch on Etranger, part of that 1st Marine Special Forces Company that'll eventually become 1st Raiders.

They've made a paradrop into Ukrainian Aurore, operating in the 'Purple Zone' ahead of amphibious landings circling the Coldpole's hyperglacier, just prior to the Second Kafer War's attack on Hochbaden. PCs are a Squad-sized formation of US Marines initially lead by SGT Mike Abernathy, but he decided on a Shaky/Dangerous plan to draw off a Kafer Deathsled from a friendly platoon and not only failed his tactics roll for a bonus, but also failed the plan AND got himself killed on a death consequence roll.
I replenished the team with some stragglers from 1st Platoon, mostly to get back up to 6 PCs. I find the system naturally gravitates to having 6 PCs, so you can roll 1D for who reacts or who gets injured/dead.