Star Trek Alliance: Infinite Frontier

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awaymissions:missions:aw001

That Others May Live

MISSION BRIEFING

Team Strength: 125 Points

A Starfleet vessel has reported that one of their shuttles went missing in this sector, and we’ve joined in their search and rescue efforts.

Following a faint ion trail has led us to this planet, where we’ve detected debris in orbit and a likely crash site on the surface. However, a large stormfront is moving in, making positive identification impossible.

We’ve picked up vague indications of lifesigns in the surrounding area, but have no way of discerning survivors from hostiles. Your mission is to secure the crash site, then locate and rescue any survivors.

You’ll need to move quickly, as any survivors are likely to be injured. They won’t last much longer down there, and they’re counting on you to bring them home.

Good luck.

MAP SETUP
That Others May Live A) Player Deployment Area
B) Crashed Shuttle
C) Survivors (Random Placement)


MISSION PARAMETERS
Objective Search and Rescue: Locate the survivors and bring them back to the deployment edge. At least half (round up) of the survivors must be carried across the deployment edge, or the Mission is considered a Failure.
Surface Conditions Roll 2d6 on the Surface Condition Generator table to determine if any environmental hazards will affect the Mission.
Terrain Features Roll 1d12 on the Terrain Feature Generator table to determine any distinctive terrain features on the map.
Mission End The Mission ends as soon as all Objective Tokens have been moved off the board. Roll on the Complications Table at the end of Rounds 5, 8, 10, and 11 if the objective has not been achieved and more time is needed. If the objective has not been achieved by the end of Round 12, the Mission is considered a Failure.
Resource Reward 2 Culture

SUCCESS

Excellent work, team! We’ll get the survivors medical treatment, and inform their ship that their crewmates have been safely rescued.

FAILURE

Oftentimes, the only comfort to a downed crewmember is the knowledge that they haven’t been forgotten, and that we are coming for them. It’s a sacred trust, and today, we’ve let our brothers and sisters down.


ADVERSARIES
Round Strength Deploy Orders Reinforcements
Setup 125 Points Roll 1d6 Capture Roll every 2 rounds


SPECIAL RULES

Survivor Setup: Flip all 12 Mission tokens number-side down, shuffle them, and place them randomly around the area indicated on the map, representing possible lifesigns. Each token must be further than Range 1 from each other and from any edge. Roll 1d12 for each Away Team model, plus one extra, to determine which Tokens represent Survivors. Re-roll any duplicate results

Capture Orders: If the Adversaries are sapient beings, models with Capture orders will prioritize capturing the survivors (see Picking Up Survivors), before attacking the nearest Away Team model. If the Adversaries are not sapient, they will simply attack the nearest survivor/Away Team model.

Scanning for Survivors: An Away Team model within Range 1 of any Mission Token may spend an action to flip the token and reveal its number.

Picking Up Survivors:

  • To pick up a survivor, a model must be touching its token, and perform a Use/Interact action. Survivor tokens move with the model carrying them.
  • A model carrying a token has its MOV reduced by -1, to a minimum of 1.
  • A model may only carry one token at a time.
  • If a model carrying a token is taken out of action, the token remains on the board where the model was removed.

Immediate First Aid: If one of your Away Team models has the Medical Specialization and is in base contact with a survivor token, they can spend an action to attempt an unopposed DIS roll to treat and stabilize that survivor on site. If successful, the MOV penalty for carrying that survivor can be ignored.

awaymissions/missions/aw001.txt · Last modified: by mc_tammer

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