Star Trek Alliance: Infinite Frontier

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awaymissions:missions:aw002

By Siren Song

MISSION BRIEFING

Team Strength: 125 Points

After a slew of missing ship reports in this sector, we've followed a distress beacon to this planet where we've discovered a pirate hideout. Clearly, they've been using this false distress signal to lure ships into range before capturing and looting them.

What happens to the captured crews is anyone’s guess, as the camp appears too small to have a prison, but it’s probably safe to assume the worst.

Your mission is to beam down to the camp, shut down their fraudulent transmitter, and clear the pirate presence from the surface.

Good hunting.

MAP SETUP
By Siren Song A) Player Deployment Area
B) Mission Tokens (see Special Rules)


MISSION PARAMETERS
Objective Stop the Signal: Locate and disable the transmitter, then neutralize the remaining pirates. If the transmitter is still active at the end of the last round, or if any Adversaries remain on the board, 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 hostiles are out of action, and the Objective Token has been disabled. 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 1 Materials, 1 Culture

SUCCESS

Perfidy is looked down upon by most spacefaring cultures, as it erodes confidence in rendering aid, and could lead to genuine maydays being ignored. So you did a good job by shutting down the pirate operation.

FAILURE

How many more ships will be lost, and how many more crews will be slaughtered, all because you couldn’t handle a ragtag band of pirates? Starfleet expects better from its officers.


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


SPECIAL RULES

Mission Token Setup: Flip all 12 Mission Tokens number-side down, shuffle them, and place them randomly around the area indicated on the map, representing possible locations for the pirate transmitter. Each token must be further than Range 1 from each other and from any edge. Roll 1d12, with the result determining which Mission Token represents the actual transmitter.

Attack Orders: Adversary models with Attack orders will prioritize attacking the nearest Away Team model.

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

Science Specialization: If one of your Away Team models has the Science Specialization, it may reveal a Mission Token when within Range 2.

Disabling the Transmitter: To disable the transmitter, an Away Team model must be touching it, then make an unopposed DIS roll to perform a Use/Interact action.

Engineering Specialization: If one of your Away Team models has the Engineering Specialization, it may roll its DIS check with a +2 modifier when attempting to disable the transmitter.

awaymissions/missions/aw002.txt · Last modified: by mc_tammer

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