Star Trek Alliance: Infinite Frontier

Beyond the Rim of the Starlight...

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campaign:missions:016

Balancing Act

Anomaly

MISSION BRIEFING
Unusual subspace variances in the region have been traced back to this system, where an illicit arms syndicate has apparently been trafficking in dangerously-unstable isolytic weaponry. Their unauthorized testing has resulted in a subspace rupture forming at the epicenter, which could spread if not quickly contained.

In an attempt to cover up their activities, the gunrunners have moved to engage. They’re also running interference for a small fleet of cargo freighters, presumably laden with weapons, as they prepare to leave the system.

Your task is three-fold: Seal the breach, stop the freighters, and neutralize the gunrunners, if you can.

Good luck, and good hunting.
MAP SETUP
Balancing Act A) Player Deployment Area
B) Subspace Rupture
C) Freighters (see Freighter Setup), facing Edge D
D) Escape Edge


MISSION PARAMETERS
Objective Secure the System: Seal the subspace rupture, and prevent the freighters from escaping. If the rupture is not sealed by the end of Round 6, the Mission is considered a Failure. If any freighters escape from the top edge of the board, the Mission is considered a Failure.
XP Reward Successfully completing the mission earns each player 2XP. If all gunrunner ships are destroyed, 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

That was a real nailbiter, Captain! Glad to see you know how to multitask! With the rupture sealed and the freighters destroyed, at least we can rest a little easier knowing those weapons won’t be proliferating.

FAILURE

The subspace rupture is starting to spread beyond the confines of the system. We’re going to have to divert a significant number of ships and resources to fix this mess. And to make things worse, we have no idea who those gunrunners are planning to sell those weapons to. We could be staring down the barrel of more events like this in the future.


ENEMY SHIPS
Formation Round Bearing Orders 2p 3p 4p 5p 6p
Gunrunner Wing Alpha Setup 1 Attack X X !
Gunrunner Wing Bravo Setup 6 Attack X ! X
Gunrunner Wing Charlie 3 Roll Attack X X !


SPECIAL RULES

Player Ship Setup: Place 3 Mission Tokens on top of each player’s Ship Card. These can be used to repair the subspace rupture.

Freighter Setup: Use one Freighter Token for every two players. Treat these Tokens as ship models with plastic bases (overlapping rules apply), with the following stats:

Freighter
Attack: 0Agility: 1Hull: 3Shields: 2

You can use Runabout Tokens in place of Freighter Tokens.

Attacking Freighters: When a Freighter is attacked, each uncancelled Critical Hit counts as 2 Hits.

Moving Freighters: At the start of the Activation Phase, before any ships move, players roll a defense die for each Freighter and perform the maneuver matching the result. Freighters do not swerve to avoid obstacles. Always start with the Freighter(s) closest to Edge D:

  • Blank: 2 Straight maneuver.
  • Battle Stations: 3 Straight maneuver.
  • Evade: 2 Bank maneuver, using whichever bearing will bring the ship closest to the escape edge (decide randomly if both bearings will be equally close).

After successfully completing a maneuver (that does not overlap an obstacle or ship), each Freighter gains an Evade Token. Freighters cannot be assigned Actions, and do not Attack.

Escaping Freighters: If any Freighter flies off the escape edge, the Mission immediately ends in Failure. If all Freighters have been destroyed, players must retreat to end the mission.

Subspace Rupture Setup: The Anomaly Token represents the epicenter of the subspace rupture, and is considered an Obstacle, following the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play.

You can use an Asteroid Token in place of the Anomaly Token.

Subspace Interference: The rupture interferes with ships’ instruments, limiting sensor range. Each ship within Range 1–2 of the anomaly:

  • Cannot attack a target further than Range 1
  • Cannot be attacked by ships beyond Range 1.

Note that these two effects will impact the action selection of enemy AI ships, as they may not be in range to attack when they choose their action.

Repairing the Rupture: If a player-controlled ship has any Mission Tokens on its Ship Card and is within Range 1 of the anomaly, it may spend one or more Scan Tokens:

For each Scan Token spent, take a Mission Token from that ship's Ship Card, and place it on the anomaly.

During the End Phase, if there are at least 3 Mission Tokens on top of the Anomaly Token, the players have successfully collapsed the anomaly.

Containment Breach: During the End Phase of Round 6, if the rupture has not been sealed, the tear spreads across the system, escaping containment and immediately ending the Mission in Failure.

campaign/missions/016.txt · Last modified: by mc_tammer

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