| MISSION BRIEFING |
|---|
| We’ve stumbled upon a hostile fleet attempting to “cleanse” the surface of this planet from the “infestation” of a pre-warp civilization, so that they can colonize the planet instead. After failing to convince them to stand down, and getting into a knockdown-dragout slugging match that ended in an indecisive draw, we’re heavily damaged and have lost main power. That said, we gave as good as we got, and the hostile fleet is no better off. Adrift in space, we’ve both backed off to lick our respective wounds. Now, it’s a race against the clock to repair our ships and finish the fight. Whoever manages to get themselves up and running first is going to have the upper hand. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Neutralize All Threats: Fully repair all player ships (optional) and destroy all hostile ships before escaping off the Federation edge. If any hostile ships remain at the end of Round 10, the Mission is considered a Failure. |
| XP Reward | Successfully destroying all hostile ships earns each player 2XP. |
| Resource Reward | 2 Culture |
| Retreat Options | Players may not retreat before all hostile ships are destroyed. Afterward, players may retreat from any Federation edge. |
| Mission End | Mission ends immediately when all hostile ships are destroyed. At the end of Round 10, all remaining players are destroyed. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
The native population ought to be safe for now, but we should still inform Starfleet to establish regular patrols of this sector. We would hope those colonizers learned their lesson, but it’s better to be safe than sorry.
We did our best, but weren’t fast enough…
Replay this Mission, or retire your Captain Card.
| ENEMY SHIPS | ||||||||
|---|---|---|---|---|---|---|---|---|
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
| Colonizer Wing Alpha | Setup | See Map | Attack | X | X | |||
| Elite Eradicators | Setup | See Map | Attack | X ! | X ! | X ! | ||
| Colonizer Wing Bravo | Setup | See Map | Attack | X | X | X | ||
| Colonizer Wing Charlie | Setup | See Map | Attack | X | X | |||
| Elite Sterilizers | Setup | See Map | Attack | X ! | X ! | |||
| SPECIAL RULES |
|---|
Gravity Rift Setup: Place two Gravity Rift Tokens on the board, Range 1 or further from any edge, and on opposite sides of the Planet Token. You may use Asteroid Tokens in place of Gravity Rift Tokens.
Any ship whose chosen maneuver passes within Range 1 of a Gravity Rift Token must perform an extra 1 Straight maneuver after completing its chosen maneuver.
Any ship whose chosen maneuver overlaps a Gravity Rift Token must perform an extra 2 Straight maneuver after completing its chosen maneuver.
Disabled Systems: At the start of the game, all ships are considered to be without main power and weapons. Place two Auxiliary Power Tokens and three Disabled Tokens on each ship’s Ship Card.
The Auxiliary Power Tokens represent the time it will take to restore main power. While there are any Auxiliary Power Tokens in this stack, that ship cannot perform any maneuver with a Speed greater than 1. This includes any additional maneuvers gained from Actions or text abilities from Upgrades equipped to the ship.
The Disabled Tokens represent the time it will take to restore the ship's weapons. While there are any Disabled Tokens in this stack, the ship can only perform attacks with its Primary Weapon as if it had a Primary Weapon Value of 1, and cannot perform any attacks with secondary weapons.
Restoring Systems: During the Activation Phase, a ship may perform one of the following Actions:
Action: Remove 1 Auxiliary Power Token or 1 Disabled Token from this ship’s Ship Card.
OR
Action: Inflict 4 damage to this ship's Hull or Shields, and remove 2 Tokens of your choice from this ship’s Ship Card.
Once main power is restored (i.e. there are no more Auxiliary Power Tokens on the Ship Card), that ship may move as normal.
Once the ship's weapons are restored (i.e. there are no more Disabled Tokens on the Ship Card), that ship may attack as normal.
Enemy AI Maneuvers: For all enemy ships controlled by AI who have not fully restored main power, if the Maneuver rolled is greater than Speed 1, choose the closest equivalent Maneuver at Speed 1.
Enemy AI Actions: For all enemy ships controlled by AI who have Auxiliary Power or Disabled Tokens on their Ship Cards, instead of performing a normal Action on its turn, roll 1D6.
On an even result, it removes one Auxiliary Power Token. On an odd result, it removes one Disabled Token. If there is only one type of Token remaining on its Ship Card, remove one of those instead of rolling.