Star Trek Alliance: Infinite Frontier

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campaign:missions:se001

The Möbius Trap

Open Space Anomaly

MISSION BRIEFING
While exploring this system, we seem to have stumbled into an ancient trap – likely a loitering remnant of some long-forgotten interstellar conflict, ensnaring us in a pocket of folded spacetime that loops back on itself. We’ve taken to calling it a Möbius Pocket.

The turbulent crossover into this pocket space has damaged the ship’s systems, and while we are effecting repairs as quickly as possible, our biggest concern is the band of hostile vessels also trapped in here, who either seem convinced that we are to blame for their entrapment, or who are otherwise looking to rob us of our supplies.

If we don’t manage get the ship back up and running soon, we’ll be destroyed before we ever get a chance to figure out how to break out of here…
MAP SETUP
The Möbius Trap A) Player Deployment Area


MISSION PARAMETERS
Objective Escape the Trap: Fully repair all player ships (optional), locate a weak point, and destroy it to escape the trap. If players do not manage to escape by the end of Round 10, they are overrun and the Mission is considered a Failure.
XP Reward Each player that successfully escapes the trap earns 2XP. If all players manage to escape, each player earns an additional 1XP.
Retreat Options Players may only retreat through the Weak Point (see Special Rules).
Mission End Mission ends immediately when all players have escaped. At the end of Round 10, all remaining players are destroyed.
Destroyed Players These players gain 1 fewer XP (minimum 0).

SUCCESS

Thanks to the tireless and valiant efforts of the crew, we were able to repair the ship, fend off the attackers, and escape the trap. Not a moment too soon, either! Flying around in circles like that was beginning to make me dizzy…

FAILURE

I don’t know if anyone will ever see this message, or if, like us, it is doomed to stay trapped in this recursive loop for the rest of time. But on the offchance that anyone finds this, I want you to know that we stayed at our posts and did our best…

Replay this Mission, or retire your Captain Card.


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


SPECIAL RULES

Map Setup: Gather Mission Tokens #1 to #6 and flip them number-side down. Shuffle the pile and place one Mission Token at each map Bearing, Range 1 from the edge, without looking at the numbers.

At the start of the game, roll one D6. The result indicates the Mission Token representing a weak point within the trap, which the player ships must locate and destroy to escape.

Damaged Ship Setup: All player ships begin the scenario damaged, and must be repaired to achieve full movement and weapon efficacy. For each ship, roll one D6 and divide the result by 2 (round up). Place that many Disabled Tokens on that ship’s Ship Card.

While there is at least one Disabled Token on top of its Ship Card, player ships must choose a Green Maneuver during the Planning Phase, and all attacks roll half the normal number of attack dice (round up).

Player ships also gain the following Action:

Action: Discard 1 Disabled Token from this ship's Ship Card. Once all Disabled Tokens have been discarded, the ship may move normally, and attack with the full complement of attack dice.

Movement Within the Möbius Pocket: Any ship that crosses a board edge will re-enter the board at the same point on the edge opposite to where it crossed.

Example: A ship leaving the board at Bearing 1 will re-enter at Bearing 4.

Note that this effect may impact the target and action selection of enemy AI ships, as ships on opposite sides of the board will simultaneously be considered beside each other.

Finding a Weak Point: At the end of the Activation Phase, if within Range 1 of a Mission Token, players may spend a Scan Token to reveal that Mission Token.

Punching a Hole: Once a weak point has been discovered, players must attack and destroy it in order to breach the confines of the trap and escape. The weak point has no shields, attack or evasion, and has a Hull Value equal to the number of players.

Escaping the Trap: Players may only leave the board through the map Bearing where the weak point is located.

campaign/missions/se001.txt · Last modified: by mc_tammer

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