Star Trek Alliance: Infinite Frontier

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campaign:missions:002

A Farewell to Armistice

Open Space

MISSION BRIEFING
Two separate civilizations, with a long history of mutual animosity, have both laid claim to a nearby system for colonization. Things are starting to get heated between them, and the Federation has stepped in to serve as intermediaries to try and settle the dispute.

While en route to the talks, one delegation’s convoy became disabled – possibly as a result of sabotage.

It would also appear that the pot has boiled over, as the convoy is now under attack. They’ve asked for our help, so we need you to get in there and pull the ambassadors out, quickly.

Good luck, Captain.
MAP SETUP
A Farewell to Armistice A) Player Deployment Area
B) Disabled Ships and Mission Tokens (see Special Rules)


MISSION PARAMETERS
Objective Rescue the Ambassadors: Secure at least six ambassadors from the disabled ships. If seven or more ambassadors are Lost, the Mission is considered a Failure.
XP Reward If six ambassadors are Secured, each player receives 1XP. For every three additional ambassadors Secured, each player receives an additional 1XP.
Retreat Options Captains may retreat from any Federation edge.
Mission End At the end of Round 10, all remaining players automatically retreat.
Destroyed Players These players gain 1 fewer XP (minimum 0).

SUCCESS

The ambassadors extend their utmost gratitude for your efforts, Captain. The Federation is going to continue working with both sides to try and broker a lasting peace agreement.

FAILURE

This is an unmitigated disaster. There’s no question that this attack was anything short of a war crime, but with neither side being a Federation member world, there isn’t much we can actually do about it.


ENEMY SHIPS
Formation Round Bearing Orders 2p 3p 4p 5p 6p
Threat Wing Alpha Setup Roll Hunt X X
Elite Squadron I Setup Roll* Hunt X ! X !
Threat Wing Bravo Setup Roll* Hunt X X X
Elite Squadron II 4 Roll Attack X ! X !

* Each of these Formations must begin at a different Bearing.


SPECIAL RULES

Disabled Ship Setup: Place the first Disabled Ship Token into the play area. The second and third ships must each be at Range 3 of the first ship and further than Range 1 from each other. Disabled Ship Tokens cannot be placed within Range 1 of any edge of the play area.

Each Disabled Ship Token is considered an Obstacle and follows the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play. Disabled Ships cannot execute Maneuvers, perform Actions, or Attack. They do not receive Damage cards and cannot be destroyed.

Ambassador Setup: Place four Mission Tokens on each Disabled Ship. These represent the ambassadors which need to be rescued.

Hunt Orders: Ships with Hunt orders are only interested in pursuing and attacking ships carrying ambassadors, to the near-exclusion of all other targets.

When choosing a maneuver, ships with Hunt Orders use the nearest ship (either Disabled, or player-controlled) carrying the most ambassadors as their target.

During the Combat Phase, they will attack the nearest ship carrying the most ambassadors if they can, unless the ship is further than Range 1 and there is another target they can attack at Range 1 instead.

If there are no more ambassadors aboard any of the Disabled Ships, these ships change to Attack Orders.

Rescue Action: Federation ships may perform a Rescue Action when within Range 1 of a Disabled Ship.

To perform a Rescue Action, an uncloaked player ship must disable all its Active Shields and roll 2 attack dice, +1 attack die for every rescued ambassador aboard that player ship. For each Battle Stations result, remove 1 Mission Token from one disabled ship at Range 1 and assign it to the ship performing the Rescue Action. For each Mission Token added, the ship suffers -1 to its Agility Value (minimum 0) for as long as the Mission Tokens are present.

Example: A ship rescues 3 ambassadors. Until it manages to Secure them, that ship rolls -3 defense dice.

Securing Ambassadors: If a Federation ship carrying one or more Mission Tokens leaves the play area off the Federation edge, it is not destroyed. Instead, that ship Secures the Mission Tokens, placing them next to its Ship Card. At the start of the End Phase, that ship may be placed within the Player Deployment Area with all the Upgrade Cards, Shield Tokens, and Damage Cards it had when it fled. It also no longer suffers any penalties to its Agility Value.

Losing Ambassadors: When a Disabled Ship suffers one or more Critical Hits from an attack, one ambassador on that ship is considered Lost. Alternatively, if a Federation ship carrying ambassadors is destroyed or leaves the play area through a hostile edge, all Mission Tokens assigned to that ship are considered Lost. Lost Mission Tokens are placed next to the enemy ships' Ship Cards.

campaign/missions/002.txt · Last modified: by mc_tammer

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