Star Trek Alliance: Infinite Frontier

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campaign:missions:012

From Storm and Tempest

Nebula

MISSION BRIEFING
From the looks of things, there’s a massive ion storm brewing in the area, which could pose a threat to shipping lanes in the region if it reaches full strength.

While it’s still relatively contained, we need you to head in and depolarize some key nucleation sites, to release their built-up charge and hopefully prevent the storm from developing any further.

That being said, the area is still quite dangerous. Watch out for stray ionic discharges which could seriously damage ship’s systems if you get caught in the path of one. Also, moving through the highly-charged areas of the storm could cause a dangerous electrostatic buildup on the hull, so try to be somewhat judicious with your movements.

Good luck, Captain.
MAP SETUP
From Storm and Tempest A) Player Deployment Area
B) Ion Storm and Mission Tokens (see Special Rules)


MISSION PARAMETERS
Objective Tame the Storm: Locate and depolarize all of the active nucleation sites. If any nucleation sites remain after the end of Round 10, the Mission is considered a Failure.
XP Reward Successfully completing the mission earns each player 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 out there, Captain! With the storm rapidly dying down, traffic in the region can proceed as normal.

FAILURE

With the storm reaching full force within the next forty-eight hours, no one can predict how long shipping is going to be disruped in this region. It could have devastating knock-on impacts on many smaller, out-of-the-way colonies further down the supply chain.


SPECIAL RULES

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

Mission Token Setup: Gather Mission Tokens #1 through #6, plus two more for each additional player above three. Flip the Mission Tokens number-side down and shuffle them, taking turns to place them randomly on the board.

Mission Tokens must be Range 1 or further from any board edge, and further than Range 1 from each other. Mission Tokens represent potential nucleation sites, and are not considered Obstacles.

Determine Nucleation Sites: At the start of the game, each player rolls one D6. The result corresponds to a Mission Token that must be located and depolarized. Re-roll any duplicate results.

Depolarizing Nucleation Sites: At the end of the Activation Phase, a ship within Range 1 of a Mission Token may spend a Scan Token to reveal it and depolarize it (if necessary). Once a nucleation site has been depolarized, remove that Mission Token from the board and place it on the ship’s Ship Card.

Ionic Discharge: At the end of each End Phase, roll one D12 for each remaining nucleation site on the board. The result indicates the vector of an electrostatic discharge, with odd numbers being a horizontal vector and even results being vertical (see Map Setup).

The discharge runs across the entire width of the ion storm, and using a range ruler to represent the discharge, any ship whose base comes into contact with it suffers 1 damage. Additionally, the ship gets rotated 90 degrees in a random direction (You can flip a coin or roll one D6, with even results meaning clockwise and odd results meaning counterclockwise).

Movement Restrictions: While within the ion storm, players cannot choose any Maneuver with a Speed greater than 3.

Any ship that performs a Maneuver with a Speed greater than 3 immediately summons an ionic discharge at both its horizontal and vertical positions, suffering damage as normal but only being rotated once. This damage occurs immediately after the ship moves, before taking Actions, and the ship rolls no defense.

campaign/missions/012.txt · Last modified: by mc_tammer

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