Star Trek Alliance: Infinite Frontier

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awaymissions:missions:aw003

Fear of the Unknown

MISSION BRIEFING

Team Strength: 125 Points

//The dominant civilization on this planet is on the cusp of achieving warp flight, so we've been sent in as a cultural observation team to study them in anticipation of making First Contact.

However, our presence may have been discovered by a militant xenophobic faction, who intend to capture and expose us to the world as alien invaders. We need to get to the emergency beam-out site and signal the ship before that happens.//

MAP SETUP
Fear of the Unknown A) Player Deployment Area


MISSION PARAMETERS
Objective Escape!: Evade the pursuing hostiles and reach the emergency beam-out site (once it is revealed). Every Away Team model/token must escape, 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 Away Team models/tokens have crossed the escape edge. 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 Information, 1 Culture

SUCCESS

The observation mission may have been a bust, but at least we all made it out alive! Those xenophobes are going to look pretty foolish with nothing to show for their efforts.

FAILURE

The execution was broadcast planet-wide on every network. I doubt these people will be interested in making First Contact anytime soon.


ADVERSARIES
Round Strength Deploy Orders Reinforcements
Setup 125 Points Roll 1d6 Capture Roll each round


SPECIAL RULES

Breakout: The Away Team deploys at the center of the board within a circle Range 2 in diameter, and until they are no longer in contact with the deployment area, they are considered to be outside the Line of Sight of all Adversary models (Representing the team hiding inside a building). Adversary models may enter the deployment area to attack the Away Team.

Capture Orders: Models with Capture orders will prioritize moving towards and capturing the nearest Objective Token, to the exclusion of all other targets. If there are no Objective Tokens on the board, these models switch to Attack orders.

Leave No Trace: Any Away Team model that is taken out of action during this Mission is replaced by an Objective Token which must be carried off the board by another Away Team model to escape, or else be captured by an Adversary model.

  • To pick up an Objective Token, a model must be touching it, and perform a Use/Interact action. Objective 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 1 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.

Escape Route: With the Away Team surrounded, escape is initially impossible. Any Away Team model that leaves a board edge is captured.

When reinforcements arrive at the start of Round 3, they open a hole in the perimeter. The board edge with the vector where the first reinforcement model deploys from becomes the escape edge (If no reinforcements arrive in Round 3, roll 1d6. The edge containing that deployment vector becomes the escape edge). Once this happens, players may retreat from this edge for the remainder of the Mission.

Any Away Team model that does not retreat from this escape edge by the end of the last round is considered captured by the xenophobes’ ambush.

awaymissions/missions/aw003.txt · Last modified: by mc_tammer

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