| MISSION BRIEFING |
|---|
Team Strength: 75–100 Points |
| MISSION PARAMETERS | |
|---|---|
| Objective | Shut Down the Core: Access the consoles in proper sequence and shut down the warp core. If the core has not been shut down by the end of Round 5, the Mission is considered a Failure. |
| Altered Conditions | Refer to previous Mission outcomes. |
| Mission End | The Mission ends at the end of Round 5, or as soon as the core is successfully shut down. |
A cold restart will take hours, so we’ve bought ourselves some time. But with the core shut down, main power is now offline. This means no lights, and emergency life support only from here on out.
All subsequent Missions have Line of Sight reduced to Range 2.
We were prevented from shutting down the core by overwhelming force.
Increase Advantage by 1.
| ADVERSARIES | ||||
|---|---|---|---|---|
| Round | Strength | Deploy | Orders | Reinforcements |
| Setup | 75–100 Points, and for each level of Advantage, roll once on the Reinforcements Table with a +2 modifier | Roll 1d6 | Attack | None |
| SPECIAL RULES |
|---|
Objective Setup: Place a large piece of Blocking Terrain at the center of the back edge of the board to represent the warp core, and four consoles to represent the shutdown terminals.
Attack Orders: Hijackers with Attack orders will prioritize attacking the nearest Away Team model.
Shutdown Sequence: Designate each console with a number from 1 to 4. Roll 1d4 to determine which console must be accessed next. Re-roll all duplicate results.
Console Activation: To activate a console, an Away Team model must be touching it, then make an unopposed DIS roll to perform a Use/Interact action.
Engineering Specialization: If one of your Away Team models has the Engineering Specialization, it may roll its DIS check with a +2 modifier when attempting to activate a console.
Command Override: If the ship’s override codes were obtained from the captain, the DIS roll is not needed when activating a console.