Star Trek Alliance: Infinite Frontier

Beyond the Rim of the Starlight...

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campaign:missions:013

The Celestial Clockwork

Phenomena

MISSION BRIEFING
The heart of this system is a highly-magnetized rotating pulsar, blasting out beams of intense electromagnetic radiation in every direction. We suspect smugglers might be using it as a transit corridor, relying on the elevated levels of EM interference in the area to mask their movements from authorities.

Your task is to reconnoiter the area and determine if there's any smuggler activity. If so, make sure none of them have a chance to raise the alarm about their secret passage being discovered. And be wary of radiation spikes. They could very easily cook you if you get caught up in the path of one.

Good luck, and good hunting.
MAP SETUP
The Celestial Clockwork A) Player Deployment Area
B) Pulsar (see Special Rules)


MISSION PARAMETERS
Objective Suppress Smuggler Activity: Disable or destroy all enemy ships, and beam the occupants aboard where possible before retreating across the Federation edge. All vessels must be captured or destroyed, or the Mission is considered a Failure.
XP Reward If there are no active smuggler ships left in play, players earn 1XP. If all smuggler crews were captured alive, players earn 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. With the smuggler traffic confirmed, we can question the captives and set up some monitoring buoys to maybe find out where they're based. This is an important first step in busting the entire ring.

FAILURE

We've tipped our hand. The smugglers now know this route is compromised and won't be sending traffic through here anymore. We’re going to have to start over from scratch.


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

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


SPECIAL RULES

Pulsar Setup: Place one Hazard Token in the center of the play area, representing the pulsar. The Hazard Token is considered an Obstacle (see Page 33 of the Star Trek Alliance Rules of Play).

Clock Face Setup: Pick an edge of the play area to represent 12 o'clock, and relative to that, determine the direction of the other hourly intervals. These directions will be used when the pulsar unleashes radiation spikes.

Radiation Spikes: During each End Phase, roll a D12 to determine the direction of the radiation spike. The result corresponds to the hourly interval on the clock face, as well as the one directly opposite.

Example: Rolling a 2 produces a spike at both 2 o’clock and 8 o’clock.

Radiation Spike Effects: Any ship within Range 3 of the pulsar, and whose base is in the path of the radiation spike (use a range ruler to represent the spike), is hit and must roll 3 attack dice to determine damage. The ship may defend as normal. If the ship is not hit, but a Battle Stations result is rolled, disable one of that ship’s upgrades (player’s choice).

Capturing Ships: Once within Range 1 of a smuggler ship with no Active Shields, a player-controlled ship may attempt a Capture Action. It 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 crew, and remove the smuggler ship from play. All other results are ignored. If a ship carrying captured smugglers is destroyed, the captured smugglers are considered killed.

campaign/missions/013.txt · Last modified: by mc_tammer

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