And then...
Phase 2:
Must be completed before accumulating 6 Delay Tokens - or Starship gets popped, then one starship for every 2 tokens
Chance of Betrayal - fail
Re-roll - pass
Team Orange (Pathfinder) scouting roll 1, Sci-T, Hard DC - pass
No delay, +1 to all infiltration attempts, attempts to avoid raising alarm on failed attempts reduced in DC
Slipper Infiltration - Med DC Sci-T = 6+6 pass, +1 Combat Bonus
Songbird Infiltration - Hard Dc Sci-T = pass
Seabed+Rainfall Ingiltration - Hard DC Sci-T = narrow fail, +1 Delay Token
Avoid Trouble Med Dc - pass
2nd Attempt - pass
Sunshine+Rose Infiltration - Hard DC Prs-T = narrow fail, +1 Delay Token
Avoid Trouble Cmb-T Med DC - pass
2nd Attempt - pass
 
So... the infiltration teams tried to enter the base, were betrayed by someone who wasn't listened too/intercepted, and the Seabed, Sunshine, Rainfall and Rose Teams decided that it'd be better to wait for the next opportunity rather than rush in and risk being caught?


It's notable by the way just how many Hard level difficulty checks get passed. There's no way this is because the dice favour us, or at least, that's not the only factor. Preparation and good stats working in our favour it would seem to me.
 
Last edited:
My impression is that the delay tokens only apply to Phase 2.
Edit: either that or they reset each phase.
Alas, no <.<

Phase 3:
Slipper hits Command Post vs Kortennon Elite Guard
(C6+2 (Breaching) S4 P6 H7 N10) v (C5 S3 P3 H4 N12)
R1 = 13 v 16, diff 3 v H7 / diff -3 v H4 = 13 v 17 && 6v8 no losses
R2 = 10 v 9, diff -1 v H7 / diff 1 v H4 = 10 v 15 && 11v8, 3 Kortennon Elite Guard lost - N9/12 - reduced to C5
R3 = 14 v 8, dff -6 v H7 / diff 6 v H4 = 3 v 13 && 11v4, 7 Kortennon Elite Guard lost - N2/12
>50% in a round, defenders captured, Slipper takes command post

Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 12 v 11, diff -1 v H6 / diff 1 v H3 = 6v15 && 11v7, 4 Kortennon Guard lost - N8/12 - reduced to C3
R2 = 14 v 13, diff -1 v H6 / diff 1 v H3 = 9v14 && 5v5, no losses
R3 = 11 v 11, diff 0 v H6 / diff 0 v H3 = 10v13 && 6v5, 1 Kortennon Guard lost - N7/12
Suffer 1 Delay Token (3 total)

Seabed, Rainfall hits Communications Tower
Rainfall Med/Hard DC test to destroy defence emplacements - Hard DC passed, defences removed, breach explosed, passed by 2, 2 casualties on defences
Seabed vs Kortennon Guard
(C6+1 S5 P7 H6 N10) v (C4 S3 P3 H3 N10/12)
R1 = 14 v 10, diff -4 v H6 / diff 4 v H3 = 0v17 && 12v15, no losses
R2 = 17 v 10, diff -7 v H6 / diff 7 v H3 = na && 15v12, 3 Kortennon Guard lost - N7/12 reduced to C3
R3 = 14 v 10, diff -4 v H6 / diff 4 v H3 = 4v12 && 12v10, 2 Kortennon Guard lost - N5/12
<50%, Kortennon Guard breaks, Communications Tower disabled
Seabed Sci-T Med DC to disable Comms Traffic = pass (barely)
Rainfall will roll next time around to demolish

Sunshine + Rose prepare to assault Power Plant
(C6+2 (Rose) S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 13 v 6, diff -7 v H6 / diff 7 v H3 = na && 13v10, 3 Kortennon Guard lost - N9/12 reduced to C3
R2 = 16 v 8, diff -8 v H6 / diff 8 v H3 = na && 15v9, 6 Kortennon Guard lost - N3/12, reduced to C1
R3 = Kortennon Guard surrendered

Phase 3a:
Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 14 v 9, diff -5 v H6 / diff 5 v H3 = 0v13 && 10v8, 2 Kortennon Guard lost - N5/12 - reduced to C2
R2 = 11 v 9, diff -2 v H6 / diff 2 v H3 = 5v13 && 7v12, no losses
R3 = 12 v 11, diff -1 v H6 / diff 1 v H3 = 6v11 && 5v11, no losses
Suffer 1 Delay Token (4 total)

Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 10 v 6, diff -4 v H6 / diff 4 v H3 = 0v17 && 9v11, no losses
R2 = 13 v 8, diff -5 v H6 / diff 5 v H3 = na && 9v10, no losses
R3 = 9 v 7, diff -2 v H6 / diff 2 v H3 = 6v12 && 8v7, 1 Kortennon Guard lost - N4/12
Kortennon Guard surrenders
 
Phase 3 looks like it got bloody, but I think we took it without the laser getting off a shot.
 
Somehow I'm reminded of (one of the better) Bond films ...

Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 10 v 6, diff -4 v H6 / diff 4 v H3 = 0v17 && 9v11, no losses
R2 = 13 v 8, diff -5 v H6 / diff 5 v H3 = na && 9v10, no losses
R3 = 9 v 7, diff -2 v H6 / diff 2 v H3 = 6v12 && 8v7, 1 Kortennon Guard lost - N4/12
Kortennon Guard surrenders

// Close to disabling? Comm and power are already out
 
Last edited:
Ah, so when they call this a "superweapon" it basically gets to blow up a random starship for every shot it gets off.

Yeah, no wonder we were worried about this thing!
 
Phase 4:
Station Assault Commences
Sci-T Med DC stealth approach rolls - pass, pass

Team Gold - Hard DC Sci-T check to enter stations - auto-pass
Hard DC Sci-T to shut down comms - auto-pass (+1 Turn before delay tokens apply)

Blue & Purple vs Security
(C6+2 (Surprise) S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N12)
R1 = 13 v 11, diff -2 v H6 / diff 2 v H3 = 4v13 && 6v10, no losses
R2 = 15 v 12, diff -3 v H6 / diff 3 v H3 = na && 7v7, no losses
R3 = 14 v 11, diff -3 v H6 / diff 3 v H3 = na && 13v10, 3 (6) Kortennon Guard lost - N9/12 - reduced to C3

Red & Silver vs Security
(C6+2 (Surprise) S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N12)
R1 = 13 v 11, diff -2 v H6 / diff 2 v H3 = 0v14 && 4v11, no losses
R2 = 15 v 11, diff -4 v H6 / diff 4 v H3 = na && 11v7, 4 (8) Kortennon Guard lost - 8/12 - reduced to C3
R3 = 11 v 12, diff 1 v H6 / diff -1 v H3 = 9v16 && 6v5, 1 (2) Kortennon Guard lost - 7/12

Team Green sets demolition charges at Power Plant Med DC - auto-pass
Team Rainfall sets demolition charges at Master Conduit Juncture - pass

Team Ripple moves to join Slipper, +1 applies to Songbird, Seadbird, Rainfall withdrawals

Blue & Purple vs Security
(C6 S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N9/12)
R1 = 14 v 11, diff -3 v H6 / diff 3 v H3 = 5v17 && 10v9, 1 (2) Kortennon Guard lost - N8/12
R2 = 15 v 13, diff -2 v H6 / diff 2 v H3 = na && 10v6, 4 (8) Kortennon Guard lost - N4/12
R3 = Security surrenders, Station A secure

Red & Silver vs Security
(C6 S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N7/12)
R1 = 11 v 9, diff -2 v H6 / diff 2 v H3 = 6v15 && 9v10, no losses
R2 = 8 v 8, diff -0 v H6 / diff 0 v H3 = 7v14 && 7v11, no losses
R3 = 16 v 8, diff -8 v H6 / diff 8 v H3 = na && 18v11, 7 (14) Kortennon Guard lost
Security wiped out, Station B secure
 
2315.Q1.M3.F2 - Anoxa Pt 2
Intelligence Officer's Log, Commander Iltoor Paralan

Along with officers and ratings of Office 24, we successfully infiltrated the surface of Narravonn, and moved into the local community. The plight of the civilians of the Gammon system is dire, and much aid will need to be brought if the Federation succeeds in taking the system.

We made contact with the agent of the Ked Paddah and her local affiliates. She has provided us with the services of her best local operatives, whom we have marked as Team Rose. If we are fortunate, we will not need to call on them in a direct battle role, but I am sure they will be useful in complementing Team Sunshine's operation.

Phase 1:
Shuttle approaches - Med DC pass
Shuttle nape of earth fly - pass

Office 24 has landed in the frontier zones - shuttles left with explosives set
Team Sunshine infiltrate from north - Hard DC - pass
Team Songbird infiltrate from south - Hard DC - pass

Asset recruitment - 16 -
Ked Paddah has a team to reinforce Team Sunshine - Team Rose - (C4 S3 P7 H3 N12)
Songbird recruits inside agent - Inner Perimeter access now Med Dc test

Sunshine preparing to assault outer power plant with Rose - blend-in Prs-T - Hard Dc - pass
Songbird infiltrating Inner complex - Sci-T Med Dc - pass
Follow-on by Slipper, Seabed, Rainfall, Ripple - pass
Songbird system hack - Sci-T - Med Dc - pass


-

Intelligence Officer's Log, Commander Iltoor Paralan

There was an attempt to betray us to the enemy. One of the Ked Paddah agent's trusted aides wanted to gather the bounty on Federation agents that exists. The agent silenced him before he could report on us, but we must move swiftly. We have pierced the inner complex, moving through isolated corridors, carefully timed moves through maintenance shafts and under-maintenance pipes to avoid contact with guards. It is nearly time to strike.


Phase 2:
Must be completed before accumulating 6 Delay Tokens - or Starship gets popped, then one starship for every 2 tokens
Chance of Betrayal - fail
Re-roll - pass

Team Orange (Pathfinder) scouting roll 1, Sci-T, Hard DC - pass
No delay, +1 to all infiltration attempts, attempts to avoid raising alarm on failed attempts reduced in DC

Slipper Infiltration - Med DC Sci-T = 6+6 pass, +1 Combat Bonus
Songbird Infiltration - Hard Dc Sci-T = pass

Seabed+Rainfall Infiltration - Hard DC Sci-T = narrow fail, +1 Delay Token
Avoid Trouble Med Dc - pass
2nd Attempt - pass

Sunshine+Rose Infiltration - Hard DC Prs-T = narrow fail, +1 Delay Token
Avoid Trouble Cmb-T Med DC - pass
2nd Attempt - pass

-

Intelligence Officer's Log, Commander Iltoor Paralan

The assault has begun. The communications have been temporarily cut, and it is time to make our move. We must be swift and sure.

Slipper has taken the command post on schedule, and the Kortennon base commander has been captured. We hope to bring him with us. Seabed and Rainfall have gotten their jobs done, and the tech-wiz with Seabed got the clamp down on the outgoing comms just in the nick of time. The word from Sunshine's assault is also good, they are through.

But Songbird is running into problems. The group they are facing is absolutely bound and determined not to give up the power junction. They're really putting up a fight. The communications are in hand, but we need that conduit if we're to do lasting damage to the superlaser itself. They must hurry.

Phase 3:
Slipper hits Command Post vs Kortennon Elite Guard
(C6+2 (Breaching) S4 P6 H7 N10) v (C5 S3 P3 H4 N12)
R1 = 13 v 16, diff 3 v H7 / diff -3 v H4 = 13 v 17 && 6v8 no losses
R2 = 10 v 9, diff -1 v H7 / diff 1 v H4 = 10 v 15 && 11v8, 3 Kortennon Elite Guard lost - N9/12 - reduced to C5
R3 = 14 v 8, dff -6 v H7 / diff 6 v H4 = 3 v 13 && 11v4, 7 Kortennon Elite Guard lost - N2/12
>50% in a round, defenders captured, Slipper takes command post

Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 12 v 11, diff -1 v H6 / diff 1 v H3 = 6v15 && 11v7, 4 Kortennon Guard lost - N8/12 - reduced to C3
R2 = 14 v 13, diff -1 v H6 / diff 1 v H3 = 9v14 && 5v5, no losses
R3 = 11 v 11, diff 0 v H6 / diff 0 v H3 = 10v13 && 6v5, 1 Kortennon Guard lost - N7/12
Suffer 1 Delay Token (3 total)

Seabed, Rainfall hits Communications Tower
Rainfall Med/Hard DC test to destroy defence emplacements - Hard DC passed, defences removed, breach explosed, passed by 2, 2 casualties on defences
Seabed vs Kortennon Guard
(C6+1 S5 P7 H6 N10) v (C4 S3 P3 H3 N10/12)
R1 = 14 v 10, diff -4 v H6 / diff 4 v H3 = 0v17 && 12v15, no losses
R2 = 17 v 10, diff -7 v H6 / diff 7 v H3 = na && 15v12, 3 Kortennon Guard lost - N7/12 reduced to C3
R3 = 14 v 10, diff -4 v H6 / diff 4 v H3 = 4v12 && 12v10, 2 Kortennon Guard lost - N5/12
<50%, Kortennon Guard breaks, Communications Tower disabled
Seabed Sci-T Med DC to disable Comms Traffic = pass (barely)
Rainfall will roll next time around to demolish

Sunshine + Rose prepare to assault Power Plant
(C6+2 (Rose) S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 13 v 6, diff -7 v H6 / diff 7 v H3 = na && 13v10, 3 Kortennon Guard lost - N9/12 reduced to C3
R2 = 16 v 8, diff -8 v H6 / diff 8 v H3 = na && 15v9, 6 Kortennon Guard lost - N3/12, reduced to C1
R3 = Kortennon Guard surrendered


-

Intelligence Officer's Log, Commander Iltoor Paralan

Songbird has finally gotten their job done. The charges are set in all targets. The Ked Paddah agent was supposed to make a distraction to drive the civilians away from the base itself, so hopefully this will go ahead without any loss of life among the civilians of Narravonn.

Phase 3a:
Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 14 v 9, diff -5 v H6 / diff 5 v H3 = 0v13 && 10v8, 2 Kortennon Guard lost - N5/12 - reduced to C2
R2 = 11 v 9, diff -2 v H6 / diff 2 v H3 = 5v13 && 7v12, no losses
R3 = 12 v 11, diff -1 v H6 / diff 1 v H3 = 6v11 && 5v11, no losses
Suffer 1 Delay Token (4 total)

Songbird hits Superlaser Master Conduit Juncture vs Kortennon Guard
(C6 S5 P7 H6 N10) v (C4 S3 P3 H3 N12)
R1 = 10 v 6, diff -4 v H6 / diff 4 v H3 = 0v17 && 9v11, no losses
R2 = 13 v 8, diff -5 v H6 / diff 5 v H3 = na && 9v10, no losses
R3 = 9 v 7, diff -2 v H6 / diff 2 v H3 = 6v12 && 8v7, 1 Kortennon Guard lost - N4/12
Kortennon Guard surrenders

-

Intelligence Officer's Log, Commander Iltoor Paralan

Tight-beam comms from both stations in orbit have been picked up - they've done their job upstairs! Time for us to gather up and prepare to escape!

Phase 4:
Station Assault Commences
Sci-T Med DC stealth approach rolls - pass, pass
Team Gold - Hard DC Sci-T check to enter stations - auto-pass
Hard DC Sci-T to shut down comms - auto-pass (+1 Turn before delay tokens apply)

Blue & Purple vs Security
(C6+2 (Surprise) S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N12)
R1 = 13 v 11, diff -2 v H6 / diff 2 v H3 = 4v13 && 6v10, no losses
R2 = 15 v 12, diff -3 v H6 / diff 3 v H3 = na && 7v7, no losses
R3 = 14 v 11, diff -3 v H6 / diff 3 v H3 = na && 13v10, 3 (6) Kortennon Guard lost - N9/12 - reduced to C3

Red & Silver vs Security
(C6+2 (Surprise) S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N12)
R1 = 13 v 11, diff -2 v H6 / diff 2 v H3 = 0v14 && 4v11, no losses
R2 = 15 v 11, diff -4 v H6 / diff 4 v H3 = na && 11v7, 4 (8) Kortennon Guard lost - 8/12 - reduced to C3
R3 = 11 v 12, diff 1 v H6 / diff -1 v H3 = 9v16 && 6v5, 1 (2) Kortennon Guard lost - 7/12

Team Green sets demolition charges at Power Plant Med DC - auto-pass
Team Rainfall sets demolition charges at Master Conduit Juncture - pass
Team Ripple moves to join Slipper, +1 applies to Songbird, Seadbird, Rainfall withdrawals

Blue & Purple vs Security
(C6 S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N9/12)
R1 = 14 v 11, diff -3 v H6 / diff 3 v H3 = 5v17 && 10v9, 1 (2) Kortennon Guard lost - N8/12
R2 = 15 v 13, diff -2 v H6 / diff 2 v H3 = na && 10v6, 4 (8) Kortennon Guard lost - N4/12
R3 = Security surrenders, Station A secure

Red & Silver vs Security
(C6 S6 P6 H6 N10) v 2x(C4 S3 P3 H3 N7/12)
R1 = 11 v 9, diff -2 v H6 / diff 2 v H3 = 6v15 && 9v10, no losses
R2 = 8 v 8, diff -0 v H6 / diff 0 v H3 = 7v14 && 7v11, no losses
R3 = 16 v 8, diff -8 v H6 / diff 8 v H3 = na && 18v11, 7 (14) Kortennon Guard lost
Security wiped out, Station B secure

-

Intelligence Officer's Log, Commander Iltoor Paralan, USS Hummingbird

All personnel accounted for, plus the Ked Paddah agent and Team Rose safely aboard. Our runabouts are making haste for deep space, and our would be pursuers have had to turn aside. Rear Admiral T'Lorel's fleet has arrived at Gammon! That battle is now on for young and old.

We've cleared the way in for them, it's now time for the fleet to do the rest.

Phase 5:
Songbird extraction Med DC Cmb-T - pass
Sunshine (w/Rose) extraction Med DC Cmb-T - pass
Seabed (w/Rainfall) extraction Med DC Cmb-T - pass
Beamed up to station

Anoxa Complex destroyed, runabouts begin their egress and return to SS Hummingbird
Mission Accomplished
Arrival of Federation Fleet in Gammon System

-
 
The gamble paid off! And we didn't need our one shot re roll, just the one versus betrayal. And this way they do not have a chance to possibly repair it. Plus we saved our agents which are very good at their job.
 
Looks like the risk of ordering a simultaneous attack has paid off. Not only did it help our Intelligence team get away, but also they'll have no opportunity to effect requires.

Now we just have to worry about their outposts, their minefield, and whatever ships they have in system.
 
Back
Top