Persistence of Memory

Anomaly

MISSION BRIEFING
We’ve received a curious distress call originating from this system purporting to be from the USS Eldridge, an applied research and development testbed that was presumed destroyed over sixty years ago. They claim to have come under attack from an unknown enemy, possibly trying to steal their experimental propulsion drive.

Be advised, this system has been exhibiting an unusually-high concentration of chronitons lately, which might be related to, or possibly even responsible for, the
Eldridge’s reappearance. There could be unpredictable temporal effects in play, so proceed with caution.

Your task is to investigate the area, aid the
Eldridge however possible, and report back with your findings.

Good luck, Captain.
MAP SETUP
Persistence of Memory A) Player Deployment Area
B) Temporal Rift (see Special Rules)
C) USS Eldridge


MISSION PARAMETERS
Objective Aid the Eldridge: Reach the Eldridge's position and escort the ship back across the Federation edge. If the ship is destroyed or its experimental technology is lost, the Mission is considered a Failure.
XP Reward If at least half (round up) of the Mission Tokens are recovered and the Eldridge escapes from the Federation edge, each player receives 1XP. If all Mission Tokens are recovered, each player receives an additional 1XP.
Retreat Options Captains may retreat from any Federation edge.
Mission End At the end of Round 10, all remaining players automatically retreat.
Destroyed Players These players gain 1 fewer XP (minimum 0).

SUCCESS

It can’t be easy, being displaced in time – all your heard-earned skills obsolete and your loved ones either dead or complete strangers, but we’ll do our best to reconnect these temporal refugees with their families. In the grand scheme of things, sixty years isn’t really that long, so for many of them, it will be a genuine reunion.

FAILURE

The experimental drive that the Eldridge was testing is something we still don’t fully understand, and now it’s fallen into the hands on an unknown enemy. I shudder to think what kind of havoc could be caused if they find a way to weaponize it.


ENEMY SHIPS
Formation Round Bearing Orders 2p 3p 4p 5p 6p
Enemy Hunter Setup 3 Hunt X X
Enemy Collector Setup 5 Steal X X X
Enemy Salvager 2 Roll Steal X X
Enemy Stalker 4 Roll Hunt X ! X ! X ! X !


SPECIAL RULES

Temporal Rift Setup: Take a number of Hazard Tokens equal to the number of players and arrange them in a rough line on the board. Tokens must be Range 1 or further from any edge, and Range 1–2 from each other. This line represents the Temporal Rift and is considered an Obstacle, following the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play.

You can use Asteroid Tokens in place of Hazard Tokens.

Movement Log Setup: Prepare a sheet of paper to record the maneuvers and damage taken by both player and enemy ships. This will be needed to resolve the effects of the Temporal Rift.

USS Eldridge Setup: Place the ship model (or Runabout Token) in the play area as shown. Treat it as a regular ship model with the following stats:

USS Eldridge (Captain Skill 1)
Attack: 0Agility: 1Hull: 5Shields: 0

Due to the damage it sustained prior to your arrival, the Eldridge cannot attack and has lost its shields.

Moving the Eldridge: At the start of the Activation Phase, before any ships move, players may perform any Speed 1 or 2 maneuver (except Come About) with the Eldridge.

After successfully completing a maneuver, the Eldridge gains an Evade Token; it does not otherwise perform Actions and cannot perform Attacks.

Mission Token Setup: Form a supply of six Mission Tokens, and remove one for each additional player above two. Place the remaining pile atop the Eldridge’s ship base (or Runabout Token). You can ignore the numbers printed on the Mission Tokens for this scenario. Mission Tokens represent components that can be stolen by the enemy.

Hunt Orders: Enemy ships with Hunt orders pursue the Eldridge to the near-exclusion of all other targets. When choosing a maneuver, ships with Hunt orders use the Eldridge as their target.

During the Combat Phase, they will attack the Eldridge if they can, unless it is further than Range 1 and there is another target they can attack at Range 1 instead.

Experimental Tech: For every point of damage the Eldridge sustains, remove one Mission Token from its stack and place it on the board at the Eldridge’s current location, touching its ship base. These must be recovered before they are stolen by the enemy ships.

Recovering Experimental Tech: At the end of the Activation Phase, a player ship within Range 1 of any dropped Mission Token may spend one or more Scan Tokens. For each Scan Token spent, they may take one dropped Mission Token and place it on their Ship Card. If a ship carrying Mission Tokens is destroyed, those Tokens are considered lost.

Steal Orders: Enemy ships with Steal orders pursue dropped experimental tech to the near-exclusion of all other targets. When choosing a maneuver, ships with Steal orders use the nearest dropped Mission Token as their target.

At the start of the Combat Phase, each Stealing enemy ship takes one dropped Mission Token within Range 1 and places it on its Ship Card. If there are no Mission Tokens on the board, these ships change to Attack Orders.

Chronometric Fluctuations: At the end of each End Phase, for every ship within Range 1 of the Temporal Rift, roll one defense die. If the result is:

  • Blank: Undo any damage this ship took this round.
  • Evade: Undo the maneuver this ship made this round.
  • Battle Stations: No effect.