| MISSION BRIEFING |
|---|
Team Strength: 75–100 Points |
| MISSION PARAMETERS | |
|---|---|
| Objective | Sabotage the Weapons: Fend off the hijackers and take the weapons offline. If any weapon systems are still online at 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 all objectives have been sabotaged. |
By taking the weapons offline and securing the armory along the way, we’ve cut off the hijackers’ access to high-grade weapons.
All friendlies get a -1 modifier to Ranged Target rolls for all subsequent Missions.
The hijackers were able to prevent us from sabotaging the weapon systems.
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 | Guard | None |
| SPECIAL RULES |
|---|
Objective Setup: Place two pieces of large Blocking Terrain against the edge opposite the deployment edge to represent the torpedo launchers, and a console to represent the phaser array control.
Guard Orders: Hijackers with Guard orders will prioritize attacking Away Team models within Range 1 of an objective, otherwise behaving like with Attack orders.
Disabling Weapons: To sabotage a weapon system, an Away Team model must be touching it, then make an unopposed DIS roll to perform a Use/Interact action.
Tactical Specialization: If one of your Away Team models has the Tactical Specialization, it may roll its DIS check with a +2 modifier when attempting to disable a weapon system.
Command Override: If the ship’s override codes were obtained from the captain, the DIS roll is not needed when attempting to disable a weapon system.