MISSION 2 - UNSTABLE GATE
Added 2021-01-28 09:01:00 +0000 UTCA little preview of the updated draft, which nearly merits the name "beta" (we're a few weeks away), which should hopefully be in your hands on Friday or Satuday at the latest.
Your fleet has been ambushed in transit by an overwhelming force, with no option but to flee through the nearest jump-gate. However, the next secure jump-gate is ancient and unpredictable, forcing you to stop and fight your pursuers until it can be found and activated.
Objective
The objective is to move as many of your vessels off the table via the unstable gate as possible before it shuts down again.
Red Fleet
This mission uses the default Red Fleet composition rules.
Red Fleet Deployment
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 furthest corner and speed equal to the vessel’s M. Once a bogey has deployed, end its activation - it doesn’t apply the Control Deck card action or make a normal move.
If a Red Fleet vessel is destroyed or leaves the table, place it into the Red Fleet reserve.
Deployment
Both friendly and Red Fleet vessels deploy via the stable jump-gate exactly 7” away from any two adjacent table edges.
Deploy as many vessels at the start of the mission as you wish. All others remain in reserve.
Reserves
Friendly vessels in reserve may deploy anywhere within 6” of the stable jump-gate, with speed equal to the vessel’s M and any heading. Once deployed, a friendly vessel immediately performs an action and makes a normal move at the end of the activation.
Ending the Mission
The mission ends as soon as the second Joker is flipped.
▪ If all friendly vessels have escaped, you have a TOTAL VICTORY.
▪ If friendly vessels have escaped with a total cost equal to at least two-thirds of the total fleet cost, you have a PYRRHIC VICTORY.
▪ If friendly vessels have escaped with a total cost equal to between a third and two-thirds of the total fleet cost, you have a DEFEAT.
▪ If friendly vessels have escaped with a total cost less than a third of the total cost of your fleet, you have an IGNOMINIOUS DEFEAT.
Additional Rules
Control Deck
At the start of the mission, split the Control Deck in two, shuffle the red Joker into one half and the black Joker into the other half, then place one half on top of the other.
When the first Joker is drawn from the Control Deck, the unstable jump-gate appears (if it is not already on the table) and it no longer disappears at the end of the turn.
When the second Joker is drawn from the Control Deck, the unstable jump-gate vanishes immediately and will not return. The mission is over.
The Unstable Jump-Gate
At the start of the mission, there is no unstable jump-gate on the table. Place stations in each of the corners nearest the stable jump-gate, exactly 6” away from two adjacent table edges. The stations count as friendly. If a vessel successfully hacks or boards a station, one success causes the unstable jump-gate to appear in the corner diagonally opposite the stable jump-gate exactly 6” away from two adjacent table edges. It remains there until the end of the turn, at which point it is removed.