| MISSION BRIEFING |
|---|
Team Strength: 75–100 Points |
| MISSION PARAMETERS | |
|---|---|
| Objective | Reboot the Main Computer: All four interlocks must be in a disabled state at the end of Round 5 or 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 interlocks have been disabled. |
With the computer rebooted and back under our control, we can use it to disrupt the hijackers’ communications. Their ability to coordinate their actions has been crippled.
Rolls on the Reinforcements Table have a -2 modifier for all subsequent Missions.
The hijackers were able to retain control of the computer core and prevent us from rebooting the system.
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 | Revert | None |
| SPECIAL RULES |
|---|
Objective Setup: Place a large piece of Blocking Terrain at the center of the board to represent the computer core, and four consoles surrounding it to represent the interlock terminals.
Revert Orders: Hijackers with Revert orders will prioritize re-enabling the nearest disabled interlock, otherwise behaving like with Guard orders (prioritizing attacking Away Team models within Range 1 of an objective).
Interlocks: To disable/re-enable an interlock, a model must be touching it, then make an unopposed DIS roll to perform a Use/Interact action.
Science Specialization: If one of your Away Team models has the Science Specialization, it may roll its DIS check with a +2 modifier when attempting to disable an interlock.
Command Override: If the ship’s override codes were obtained from the captain, the DIS roll is not needed when attempting to disable an interlock.