SakeTami
Precinct Omega
Precinct Omega

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Infinite Dark MISSION 3 - LOOT & PILLAGE

I'm aware that I had said that the final pre-beta would have been released for you guys by now, but I'm agonizing over some details, so it may be a little longer. To tide you over, have another mission!

Following a major defeat, your enemy has been forced to abandon a number of important assets in wrecks and abandoned stations at the battle site. Your fleet has been dispatched to locate and look these assets and return with them before your enemy can arrive to secure them. But time is not on your side!

Objective

The objective is to secure the enemy assets or destroy them and escape the scene as rapidly as possible.

Red Fleet

This mission uses the default Red Fleet composition rules.

Red Fleet Deployment

The Red Fleet deployment marker is a jump-gate exactly 7” away from each table edge in a corner opposite the friendly deployment zone.

All Red Fleet vessels begin in reserve. When a Red Fleet vessel in reserve is activated, deploy it following the rules for Red Fleet deployment, with a heading directly towards the player’s jump-gate and speed equal to the vessel’s M. It then performs its action.

If a Red Fleet vessel leaves the table, place it into the Red Fleet reserve.

Deployment

Place a jump-gate marker (station) in the corner diagonally opposite the Red Fleet marker, 3” from both table edges. Deploy all MAS1 ships in your fleet. All others remain in reserve.

Reserves

Friendly vessels in reserve may deploy anywhere within 6” of the player’s jump-gate, with speed equal to the vessel’s M and any heading. A friendly vessel’s deployment counts as its whole activation.

Ending the Mission

The mission ends at the end of the turn in which the last friendly vessel leaves the table or is destroyed, OR when the Control Deck runs out, whichever comes first.

For each asset located, you earn +1 victory point. For each asset that exits the table via the friendly jump-gate, you earn +2 victory points (earning, therefore, a total of 3 points for an asset removed from the table via the friendly jump-gate).

At the end of the game:

▪ 12 victory points - TOTAL VICTORY

▪ 8-10 victory points - DECISIVE VICTORY

▪ 6-7 victory points - TECHNICAL VICTORY

▪ Fewer than 6 victory points - DEFEAT

Additional Rules

The Abandoned Stations

Whether the wrecks of defeated vessels, empty termini, broken jump-gates or adapted asteroids, there are four abandoned stations on the table, located at the points of a square, 18” from the nearest table edge and 12” from each other. The stations have MAS3/POW2 A2 and cannot move or activate.

If a vessel performs a successful hack test on a station then a maximum of one success may be spent to attempt to scan the station. Scanning a station is a pilot A(7) test. Make a note of how many times a station has been successfully scanned.

When a vessel is docked with one of these stations, then a success on a board action may be spent to scan or to search the vessel. A scan is performed exactly as described above. A search is a pilot D(10) test. But for each previously successful scan on the station, reduce the target number for the search test by -1. So if two previous scans have been performed, the search test will be a pilot D(8) test.

If the search test is successful, the asset has been located and is now aboard the docked vessel. Assets may be transferred from one vessel to another friendly vessel with which it is docked without the need to spend additional actions or to make any further tests.


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