| MISSION BRIEFING |
|---|
| With the transit window back to Federation space opening up soon, traffic around the Starbase is starting to get a bit heavy. With everyone jockeying for position, it’s a perfect opportunity for troublemakers to get lost in the shuffle. Smuggling is still a problem out here, and it’s our job to make sure no contraband makes it through the wormhole back to Federation space. Your task is to thoroughly vet the ships and root out any dangerous or illegal goods that may be hidden among the civilian traffic before we allow the ships through. Stay vigilant. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Intercept the Smugglers: Scan all ships for contraband before they arrive at the Starbase. If any ship crosses the Federation edge without being fully cleared, the Mission is considered a Failure. |
| XP Reward | Successfully completing the mission earns each player 1XP. |
| Retreat Options | Captains may retreat from any Federation edge. |
| Mission End | At the end of the round when no Smuggler Ships remain on the board. There is no time limit. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
Great work out there! I know we generally think of our society as pretty safe, but as we saw today, out here, we can’t afford to get complacent.
You really dropped the ball on this one, Captain. Your failure is going to give other people ideas. I shudder to think what might’ve happened if instead of smugglers, they had been terrorists carrying an explosive payload. You’re going to have to do a lot better in the future.
| SPECIAL RULES |
|---|
Civilian Ship Setup: Place two Civilian Ships per player. Evenly space the ships such that they are at least Range 1 away from any neutral edge, and roughly Range 1 or farther from any other Civilian Ship. The Civilian Ships must be oriented to face directly towards the Federation edge of the play area.
Determine Smugglers: Form a pile using all 12 Mission Tokens. Flip the Mission Tokens number-side down, shuffle them, and divide them as evenly as possible among all Civilian Ships, without looking at the numbers.
For every two players, roll one D12, with the result determining which Mission Token represents contraband. Re-roll any duplicate results.
Example: A two-player game will have only one item of contraband, while a six-player game will have three.
Moving Civilian Ships: Civilian Ships are considered Obstacles, and follow the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play. At the start of the End Phase, each Civilian Ship executes a 2 Straight maneuver towards the Federation edge.
Scanning Civilian Ships: At the end of the Activation Phase, if within Range 1 of one or more Civilian Ships, players may spend one or more Scan Tokens. For each Scan Token spent, reveal one of the Mission Tokens assigned to each ship within Range 1 of the player ship.
Smuggler Ships: If the Mission Token revealed is contraband, that ship immediately makes a 4 Straight maneuver towards the Federation edge, and makes 3 Straight maneuvers in that direction during the End Phase of each subsequent round (Representing an attempt to rush through the wormhole).
Treat smuggler ships like regular ship models with the following stats:
| Smuggler Ship (Captain Skill 1) | |||
|---|---|---|---|
| Attack: 0 | Agility: 2 | Hull: 3 | Shields: 2 |
Fully-Cleared Ships: A Civilian Ship is considered fully cleared when all Mission Tokens assigned to it have been revealed without any contraband. Fully-cleared ships may freely cross the Federation edge without penalty.