Adrift Upon Strange Tides

Asteroids Anomaly

MISSION BRIEFING
We’ve stumbled into a region of unstable subspace that’s causing interference with the proper formation of a warp bubble, leading to unpredictable results when attempting to enter warp. For the safety of the ship and crew, we need to determine the root cause and fix it before attempting to escape.

Local scans indicate that the asteroids present in the area are heavy in Cymironite, which is a substance theorized to have a distortive lensing effect on subspace in large enough quantities, though previously never demonstrated under laboratory conditions due to insufficient storage space given the amount required.

Perhaps by destroying as many of these asteroids as we can, it will flatten out the distortion and allow us to leave.

It’s worth a shot anyway…
MAP SETUP
Adrift Upon Strange Tides A) Player Deployment Area
B) Asteroids x6 (Random Layout). Each Asteroid must be Range ≥1 apart.


MISSION PARAMETERS
Objective Clear the Sector: Destroy all large asteroids, and as many small asteroids as possible. At least two small asteroids per player must be destroyed, or the Mission is considered a Failure.
XP Reward Successfully completing the mission earns each player 1XP. If all asteroids (large and small) are destroyed, each player earns an additional 1XP. Each enemy ship destroyed earns that player an additional 1XP.
Retreat Options Players may not retreat until the objective has been completed. Afterward, players may retreat from any edge.
Mission End At the end of Round 12, all remaining players are trapped forever and destroyed.
Destroyed Players These players gain 1 fewer XP (minimum 0).

SUCCESS

With the asteroids vaporized, the distortion seems to be leveling out to the point where it’s safe to engage the warp drive again. We’ll send a copy of our sensor logs back to Starfleet for analysis. No doubt someone will be interested in first-hand observations of Cymironite’s subspace lensing effect.

FAILURE

It’s no use. These asteroids are moving too fast, and we can’t seem to get a lock.

Replay this Mission, or retire your Captain Card.


ENEMY SHIPS
Formation Round Bearing Orders 2p 3p 4p 5p 6p
Interloper Alpha Roll Roll Traverse X
Interloper Bravo Roll* Roll* Traverse X
Interloper Charlie Roll* Roll* Traverse X

* Each of these Ships must enter in a different round, and begin at a different Bearing.


SPECIAL RULES

Asteroid Drift: During setup, place a marker randomly along the edge of each Asteroid Token to indicate its direction of travel.

During each End Phase, the Asteroid Tokens drift in their direction of travel using a 2 Straight maneuver template.

Treat each asteroid like a ship with the following stats:

Large Asteroid
Attack: 0Agility: 3Hull: 1Shields: 0

Asteroid Fracture: If an Asteroid Token is hit by weapons fire, or overlaps a ship base or other obstacle, it breaks apart into two Small Asteroids. Remove the Asteroid Token from the board and replace it with two Mission Tokens to represent small asteroids, each randomly marked somewhere along the edge to indicate its direction of travel.

Small Asteroid Drift: During each End Phase, the Mission Tokens drift in their direction of travel using a 3 Straight maneuver template.

Treat each small asteroid like a ship with the following stats:

Small Asteroid
Attack: 0Agility: 4Hull: 1Shields: 0

If a small asteroid is hit by weapons fire, or overlaps a ship base or other obstacle, it is destroyed and removed from the board.

Subspace Lensing: Any player ship or asteroid (large or small) that crosses a board edge will re-enter the board at the same point on the edge opposite to where it crossed.

Example: A ship leaving the board at Bearing 1 will re-enter at Bearing 4.

Note that this effect may impact the target and action selection of enemy AI ships, as ships on opposite sides of the board will simultaneously be considered beside each other.

Collision Hazard: If a ship’s base overlaps an asteroid (large or small), roll a 3-dice attack against that ship. The ship may defend as normal.

Interloper Setup: During setup, roll one D12 for each enemy ship to determine the round in which it enters the board. Re-roll any duplicate results.

Traverse Orders: Ships with Traverse orders simply try to get across the board, attacking the closest asteroid (large or small) or player ship within range and firing arc as they travel. When choosing a maneuver, ships with Traverse orders use one of the bearings on the opposite edge from which it entered as their target, determined randomly. These ships exit the board without looping back around to the opposite edge.

Emergency Warp Jump: Once per game, at any time, a player ship may risk making an emergency warp jump. Remove the ship from the board and place it back elsewhere on the board at a random location, determined by rolling one D6 for the horizontal row, and one D6 for the vertical column (see Map Setup).

If a ship reappears in a position where it overlaps another ship or obstacle, both ships/obstacles are instantly destroyed.

Escape: To escape, players must cross any board edge once enough asteroids have been destroyed.