Star Trek Alliance: Infinite Frontier

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campaign:missions:011

Blind Man's Bluff

Nebula

MISSION BRIEFING
A band of pirate raiders has managed to slip through a system-wide dragnet and have disappeared into a nearby nebula. We're not letting them get away that easily, so we’re sending you in to find them.

It’s important that these perpetrators be apprehended and brought back to face trial, so a light touch is required for this mission to succeed.

Your task is to enter the nebula, locate the fugitive vessels, disable them, and take the occupants into custody. Absolutely no harm must come to the perpetrators, or there could be serious repercussions.

Good hunting, Captain.
MAP SETUP
Blind Man's Bluff A) Player Deployment Area
B) Nebula (see Nebula Setup)
C) Hazards x6 (Random Layout). Each Hazard must be Range ≥2 from the board edge and Range ≥1 apart.


MISSION PARAMETERS
Objective Apprehend the Raiders: Locate the fugitive vessels, disable them, and beam the occupants aboard before retreating across the Federation edge. At least half (round up) of the fugitive vessels must be captured intact, or the Mission is considered a Failure.
XP Reward If at least half (rounded up) of the vessels are captured intact, each player earns 1XP. If all vessels are captured intact, each player earns 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

Excellent work, Captain. Your success today sets an example for anyone stupid enough to even consider committing piracy. You can run, but you can’t hide. We will find you, and you will be brought to justice.

FAILURE

You haven’t exactly put our best foot forward here, Captain. Our position in this region is still tenuous at best. We can ill-afford to appear bloodthirsty, or worse, incompetent.


ENEMY SHIPS
Formation Round Bearing Orders 2p 3p 4p 5p 6p
Target Alpha Setup Roll Attack X
Target Bravo Setup Roll* Attack X !
Target Charlie Setup Roll* Attack X
Target Delta Setup Roll* Attack X !

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


SPECIAL RULES

Nebula Setup: Place 4 Border Tokens, one in each corner, Range 1 from the edges. These define the boundaries of the Nebula. The Border Tokens represent abstract points in space and are not considered obstructed in any way. A ship is considered to be inside the nebula if any part of its base is within the boundaries established by the Border Tokens.

Movement Within the Nebula: No ship can safely travel through the Nebula at speeds higher than 2. Any ship that performs a Maneuver with a Speed greater than 2, suffers 1 damage for every point of that Maneuver over 2. This damage occurs immediately after the ship moves, before taking Actions. It rolls no defense.

  • A player who has just performed a Maneuver greater than 2 may immediately place an Auxiliary Power Token beside their ship to decrease the damage by 1.
  • If a ship has no Active Shields when suffering damage in this way, the damage applied to that ship's Hull is treated as critical damage.

Hazards: The Hazard Tokens are considered Obstacles (see Page 33 of the Star Trek Alliance Rules of Play) with the following exceptions:

  • If a ship's base or Maneuver Template overlaps a Hazard Token, that ship rolls 3 attack dice. Any Hit or Critical Hit results damage the ship as normal. Ships cannot roll defense dice against this damage.
  • If a ship fires through a Hazard, the Hazard explodes and all ships within Range 1 of the Hazard Token suffer damage as though they had overlapped the Hazard Token. If a Hazard Token explodes in this manner, remove it from the play area.

NOTE: Ships cannot directly attack Hazard Tokens.

Capturing Fugitives: Once within Range 1 of a fugitive ship with no Active Shields, a player-controlled ship may attempt a Capture Action. The player ship must disable all its remaining Shields and roll 1 defense die. On a Battle Stations result, place a Mission Token onto the player ship’s Ship Card, representing the captured fugitives, and remove the fugitive ship from play. All other results are ignored. If a ship carrying captured fugitives is destroyed, the captured fugitives are considered killed.

Sensor Interference: Conditions inside the Nebula have the following effects on gameplay:

  • When entering the Nebula, all ships must immediately discard any active Cloak Tokens.
  • Ships cannot use the Scan or Cloak Action, and may only Target Lock a ship at Range 1.
  • Ships may perform a Sensor Echo Action even if the ship is not Cloaked, and even if that Action is not listed on the ship's Action Bar.
  • Ships gain +2 defense dice.
  • Ships cannot attack or be attacked by a ship that is outside of the Nebula, and cannot target or be targeted by an Action on a ship that is outside the Nebula.
  • Ships cannot make any attacks at Range 3, but still gain +1 attack die when firing at Range 1.
  • Ships may fire any Secondary Weapons that can normally only be fired at Range 2-3 at a ship at Range 1, but will sustain damage equal to the damage inflicted on the target ship minus 1. Ships do not take critical damage from their own attacks.
  • Any ship that overlaps another ship at the end of its movement must move backward along its chosen Maneuver Template until it no longer overlaps the other ship. This ship cannot perform any Actions during that round. In addition, both ships must roll a number of defense dice equal to half of their Captain Skill (rounded up). Each ship sustains 2 damage to its Hull, minus 1 damage for every Evade result (minimum 0 damage).
campaign/missions/011.txt · Last modified: by mc_tammer

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