AATFFW:Missions Overview
Se1: Story Element Contacted at Atlantis bar about findings during attack. Tech has fingerprint, likely intentional, of one of the groups known as the Ancients.
M1: Mission (Scout) Contacted by Andolian Protectorate Officer. A.P. knew of changes, but matter was classified. Given opportunity to scout area where change is believed to have happened.
C1: Choice While in space on M1, player receives two messages to meet on two different planets regarding further mission opportunities. One from confed support and logistics command, the other from (anti-war group)
M2: Mission (Cargo-easy) Choice 1 from C1. Confed officer gives player a simple cargo run to sound them out. Random encounters only.
M3: Mission (Cargo-Moderate) Upon returning to officer, given second assignment: fly cargo to farther destination. Scripted pirate encounter.
Sc1: Second chance Re-fly M3.
M4: Mission (Cargo-Hard) Confed puts player on frontline supply run. Scripted Aera interceptor encounter.
M5: Mission (Scout) Confed Officer reveal not really with logistics, but with intelligence instead! Given scout assignment on border.
C2: Choice Given choice of two missions. One is a scout mission in Aera space; the other is a Cap-ship bounty mission with a Cap-ship wingman.
M6: Mission (Scout –hard) Choice 1 from C2. Sent on a recon patrol through Aera space. Random encounters only.
M7: Mission (Bounty) Choice 2 from C2 Sent on bounty to take out Cap-ship run by Aera and Aera sympathizers. Given a Cap-ship escort encounter Cap-ship and escort.
C3 (Confed Leg): Combat Choice Join Aera and take out Confed capship goto M32; Stay with confed goto M8
M8: (Scout)
Sent on deep-space recon mission into unknown territory. Patrol ends at a small station of unknown design.
Se2: Story element Player finds a partially functioning computer on station triggered to life by Ancient’s implants in D. Learns location is a satellite library for group known to humans as “Ancients A” and told some of history. Told more functionality can be restored if parts found.
M9: Mission (Scout) Scout area around library for parts needed. Random encounters only.
M10: Mission (Cargo Retrieval) Scout mission allows library to locate a part package needed to initiate self-repairs. Sends player off to retrieve package. Random encounters only.
C4: Choice Player learns more of Ancient history, specifically the A-B war from A’s perspective. Given choice to destroy an Ancient B library or retrieve more parts.
M11: Mission (Bounty *impossible*) Choice 1 from C4. Assigned to destroy Ancients B Library along the way ambushed by drone. Informed that D. has been deemed unfit to help undo the damage caused by ancient war. Drone’s shields and weapons make it impossible to accomplish mission. **End of campaign-lose**
M12: Mission (Cargo Retrieval) Player congratulated on moving past primal motivations and told that it was a test to determine if D. can help to undo damage caused by A-B war. Assigned to pick up another part package to restore further functionality. Random encounters only.
U1: Upgrade D. will need help to further mission, with new parts player’s ship can be upgraded to better deal with upcoming hazards. **Shields upgraded. **
M13: Mission (Courier) Library from A needs to share information with Library from B. Unfortunately, communication network has been down for eons, and Library B likely in similar state to Library A upon discovery. Player sent to deliver message, and return with reply. Random encounters only.
C5: Choice Upon reaching Library “B”, library wakes up like “A” did, but is more intact, and tells D. part of Ancients B history. Player can then choose to either stick with “A” or join “B”.
M14: Mission (Bounty –hard) Library A has discovered a semi-intelligent drone from a smaller group known to scholars as “Ancients D” complicating efforts. Assigned to destroy drone. Encounter small craft of unknown design: weapons marginally better than others in UTCS, but busted shields makes encounter tough but readily winnable.
M15: Mission (Cargo Retrieval) Library “A” has done about all it can, and wishes to remove it’s self from local space to avoid causing new problems by introducing its information to races not ready to handle it. Sends player out to retrieve one last parts package to bring drive systems online. Random encounters only.
C6: Choice Before heading to parts unknown, Library tells D. of two places to check out to further the work. One is a hidden factory for “Ancients A”, the other is a much younger (but still ancient by human standards) library from a group known to humans as “Ancients C”.
Se4: Story Element Arrival at specified location causes factory to uncloak. After docked told that “Ancients D” helped to foster Human-Aera war by quietly shutting down jump points in the developing Aera’s space long before they had achieved civilization let alone space flight. Further, there is a still functional “D factory” producing drones that are attacking both sides making peace talks nearly impossible. Factory will give D. a weapon that confed can duplicate to force Aera into an eventual ceasefire if agrees to help it destroy “D factory”
M16:
Mission (Patrol)
As it is becoming active again, Factory wants more detailed information about the current status of its home system. Player is sent on a simple patrol. Random encounters only.
M17: Mission (Fly-to) Being a factory, if it to help it need resources. Player is instructed to fly to a nearby system where it has “arranged” to have a shipment of materials sent back. Random encounters only.
M18: Mission (Cargo) Fixer in system sent to offers to pay to have a shipment sent to an “unknown benefactor” (of course the player knows who this is, but D. keeps his mouth shut) Random encounters only.
U2: Upgrade “Factory A” needs a little more information, so provides D. with an upgraded sensor system. In addition to having a longer range than any other scanner, it has features that human ships can’t display. Factory will review sensor logs when player gets back from missions. (Note: with fresh supplies, factory can now repair player’s ship and sell munitions. For free!)
M19: Mission (Patrol) It’s now time to hunt down the target factory, so D. is sent one jump into the unknown and flies a patrol. Random encounters only.
M20: Mission (Patrol) Yet more information is needed! This time it’s two jumps into the unknown. Wing of 3 Ancients D type drones encountered.
M21: Mission (Clean Sweep) Bad news! The Ancients D factory is sending in a strike fleet to destroy “factory A”. D. is sent three jumps into the unknown to wipe them all out and clear the way for the final mission.
M22: Mission (Bounty) Fly four jumps into the unknown and kill the hostile factory.
M23: Mission (Cargo) The war will still rage for years, but without A.D. helping it should settle down. And D. is given a cargo full of new guns and missiles to sell to the awaiting confed officer at the closest confed research station. **End of campaign. Win, reward schedule 1: lots of money, possibly new weapon**
M24: Mission (Scout) Meet with a member of the (Concerned Citizens Against War?) They wish to know more about Confed movements. Assigned a scout mission in local area. Random encounters only.
M25: Mission (Scout) Preparing to transport some questionable goods, asked to scout another area to better gage resistance. Friendly encounter with confed, told to break off alliance or face consequences.
M26: Mission (cargo-contraband) Some members of (CC) are wanted for “expressing their views” Asked to transport these political prisoners to a more secure location. Encounter confed interceptors told to hand over terrorists or die.
M27: Mission (cargo) Now it’s time to refortify another base, so player is asked to transport some weapons. Random encounters only.
C7: Choice Your contact reveals that they are actually working with Aera Clandestine Operations. Most of CC group remains loyal, but the more antagonistic factions have been infiltrated. Asks D. to join cause and take a more proactive mission. At this point player my chose to continue or run away (M28) and inform confed. (Goto M5 unless double agent path developed)
M28: Mission (Clean sweep) Sent to clear system of confed presence while forces take over bases. Several Confed patrols encountered. **system handed over to Aera upon win**
M29: Mission (Scout –hostile) Aera operatives need to insure that the takeover went as smoothly as it seemed. Scout a nearby system to insure no strike force is massing. If found eliminate it! Two small confed patrols encountered.
M30: Mission (Cargo) Nearby Aera system needs re-supply, take a load of goods and deliver it. Random encounters only.
M31: Mission (Bounty) Time to take out local confed enforcer. Escort an Aera cap-ship and take out Confed cap-ship and it’s escort. Given a Cap-ship escort encounter Cap-ship and escort.
C3 (Aera Leg): Combat Choice Stay with Aera goto M32; Join confed and take out Aera Capship goto M8
M32: