Star Trek Alliance: Infinite Frontier

Beyond the Rim of the Starlight...

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awaymissions:missions:osw003

Stage II: Main Battery

MISSION BRIEFING

Team Strength: 75–100 Points

We can’t allow the hijackers unfettered access to the full power of a Federation starship, so given that we haven’t yet reached whatever their destination is, it might be prudent to seize this opportunity and take the weapon systems offline.

The main battery houses the //Artemisia
’s two torpedo launchers and central phaser array control. If we can manage to sabotage them, the hijackers will be left toothless when they arrive at their destination.//

MAP SETUP
Main Battery A) Player Deployment Area
B) Torpedo Launchers
C) Phaser Array Control


MISSION PARAMETERS
Objective Sabotage the Weapons: Fend off the hijackers and take the weapons offline. If any weapon systems are still online at the end of Round 5, the Mission is considered a Failure.
Altered Conditions Refer to previous Mission outcomes.
Mission End The Mission ends at the end of Round 5, or as soon as all objectives have been sabotaged.

SUCCESS

By taking the weapons offline and securing the armory along the way, we’ve cut off the hijackers’ access to high-grade weapons.
All friendlies get a -1 modifier to Ranged Target rolls for all subsequent Missions.

FAILURE

The hijackers were able to prevent us from sabotaging the weapon systems.
Increase Advantage by 1.


ADVERSARIES
Round Strength Deploy Orders Reinforcements
Setup 75–100 Points, and for each level of Advantage, roll once on the Reinforcements Table with a +2 modifier Roll 1d6 Guard None


SPECIAL RULES

Objective Setup: Place two pieces of large Blocking Terrain against the edge opposite the deployment edge to represent the torpedo launchers, and a console to represent the phaser array control.

Guard Orders: Hijackers with Guard orders will prioritize attacking Away Team models within Range 1 of an objective, otherwise behaving like with Attack orders.

Disabling Weapons: To sabotage a weapon system, an Away Team model must be touching it, then make an unopposed DIS roll to perform a Use/Interact action.

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

Command Override: If the ship’s override codes were obtained from the captain, the DIS roll is not needed when attempting to disable a weapon system.

awaymissions/missions/osw003.txt · Last modified: by mc_tammer

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