| MISSION BRIEFING |
|---|
| We’ve detected a rogue comet that got deflected by the gravity well of a black hole and is now on a collision course with an inhabited planet in this system. Your task is to alter the comet’s trajectory so as to prevent it from hitting the planet. Conditions within the system aren’t too favorable, so be careful of solar wind shears. Also, the comet’s path takes it through the system’s asteroid belt. Make sure it doesn’t hit anything, or it could result in devastating meteor showers for the planet’s inhabitants. The good news is the system is well outside of any hostile territory, so you should be able to work undisturbed. Best of luck, Captain. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Deflect the Comet: Alter the Comet’s trajectory to avoid hitting the planet, or any asteroids, and have it exit the opposite edge of the play area. If the Comet overlaps any Obstacle, 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 the Comet exits the right-hand edge of the play area, or impacts an Obstacle. There is no time limit. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
That was some real fancy flying, Captain, great work! It’s not every day you get to cancel the apocalypse. All in a day’s work for Starfleet, I suppose.
That impact was easily an extinction-level event. Our best estimates give six months to a year before the surface temperature drops to levels incapable of supporting life. This system is going to get a lot quieter very soon.
| SPECIAL RULES |
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Comet Setup: Place the Comet Token centered on the left-hand edge of the play area, touching the edge, and oriented to face directly towards the Planet Token on the right-hand edge of the play area. The Comet Token is considered an Obstacle and follows the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play.
You can use a Runabout Token in place of the Comet Token.
Comet Movement: The Comet always moves first. At the start of the Activation Phase, if the Comet has no Tractor Beam Tokens assigned to it (see Adjusting Trajectory), it performs a 1 Straight Maneuver. The Comet does not Attack, and cannot perform Actions.
Establishing Tractor Lock: At the end of the Activation Phase, players may select two of their ships that are at Range 1-2 of each other. If they can draw a straight, unobstructed line between those ships that also passes through the Comet Token, they may assign 2 Tractor Beam Tokens to the Comet.
Adjusting Trajectory: At the start of the Activation Phase, if the Comet has at least one Tractor Beam Token assigned to it, players must spend one Tractor Beam Token and move the Comet by executing one of the following three maneuvers: 2 Straight, 1 Left Bank, or 1 Right Bank. This maneuver occurs instead of the Comet’s normal movement.
Solar Wind: During the End Phase, roll 1 attack die for each player-controlled ship, and for the Comet. On a Critical Hit result, that ship (or the Comet) is buffeted towards the Federation edge of the play area using a 1 Straight Maneuver Template.