| MISSION BRIEFING |
|---|
| A band of pirate raiders has managed to slip through a system-wide dragnet and have disappeared into a nearby nebula. We're not letting them get away that easily, so we’re sending you in to find them. It’s important that these perpetrators be apprehended and brought back to face trial, so a light touch is required for this mission to succeed. Your task is to enter the nebula, locate the fugitive vessels, disable them, and take the occupants into custody. Absolutely no harm must come to the perpetrators, or there could be serious repercussions. Good hunting, Captain. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Apprehend the Raiders: Locate the fugitive vessels, disable them, and beam the occupants aboard before retreating across the Federation edge. At least half (round up) of the fugitive vessels must be captured intact, or the Mission is considered a Failure. |
| XP Reward | If at least half (rounded up) of the vessels are captured intact, each player earns 1XP. If all vessels are captured intact, each player earns 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). |
Excellent work, Captain. Your success today sets an example for anyone stupid enough to even consider committing piracy. You can run, but you can’t hide. We will find you, and you will be brought to justice.
You haven’t exactly put our best foot forward here, Captain. Our position in this region is still tenuous at best. We can ill-afford to appear bloodthirsty, or worse, incompetent.
| ENEMY SHIPS | ||||||||
|---|---|---|---|---|---|---|---|---|
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
| Target Alpha | Setup | Roll | Attack | X | ||||
| Target Bravo | Setup | Roll* | Attack | X ! | ||||
| Target Charlie | Setup | Roll* | Attack | X | ||||
| Target Delta | Setup | Roll* | Attack | X ! | ||||
* Each of these Formations must begin at a different Bearing.
| SPECIAL RULES |
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Nebula Setup: Place 4 Border Tokens, one in each corner, Range 1 from the edges. These define the boundaries of the Nebula. The Border Tokens represent abstract points in space and are not considered obstructed in any way. A ship is considered to be inside the nebula if any part of its base is within the boundaries established by the Border Tokens.
Movement Within the Nebula: No ship can safely travel through the Nebula at speeds higher than 2. Any ship that performs a Maneuver with a Speed greater than 2, suffers 1 damage for every point of that Maneuver over 2. This damage occurs immediately after the ship moves, before taking Actions. It rolls no defense.
Hazards: The Hazard Tokens are considered Obstacles (see Page 33 of the Star Trek Alliance Rules of Play) with the following exceptions:
NOTE: Ships cannot directly attack Hazard Tokens.
Capturing Fugitives: Once within Range 1 of a fugitive ship with no Active Shields, a player-controlled ship may attempt a Capture Action. The player ship must disable all its remaining Shields and roll 1 defense die. On a Battle Stations result, place a Mission Token onto the player ship’s Ship Card, representing the captured fugitives, and remove the fugitive ship from play. All other results are ignored. If a ship carrying captured fugitives is destroyed, the captured fugitives are considered killed.
Sensor Interference: Conditions inside the Nebula have the following effects on gameplay: