| MISSION BRIEFING |
|---|
| We’ve received a distress call from a defector, looking to escape from a pseudo-religious commune in this system, along with her family. While they initially came to the commune willingly, the defector alleges that the leadership became more fanatical and abusive as time went on, to the point where she began to fear for her family’s safety. The family managed to commandeer a supply shuttle and escape from the surface, but are being pursued by hostile ships intent on silencing them. They’ve taken temporary refuge in this asteroid cluster, but have sustained damage and their life-support is failing. Furthermore, their damaged engines are leaking fuel, which is causing a strange energy discharge reaction with the asteroids, making transporters unstable. You’re going to have to escort them out. They don’t have much time. Get over there and do what you can to assist. Good luck. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Rescue the Shuttle: Reach the damaged shuttle’s position and escort it back across the Federation edge. If the shuttle is destroyed, the Mission is considered a Failure. |
| XP Reward | Successfully completing the mission earns each player 1XP. |
| Resource Reward | 2 Culture |
| Retreat Options | Players may retreat from any Federation edge. |
| Mission End | At the end of the round when the shuttle exits the board, or is destroyed. The shuttle is automatically destroyed if still on the board at the end of Round 10. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
The family is most grateful for your assistance, and we’ll be providing counseling services for them. Hopefully, with time, they’ll be able to return to normal life. Also, with their testimony, we’ll have a legal basis to investigate the commune. If the allegations of abuse turn out to be true, you can rest assured we’ll shut the whole thing down.
With the defectors dead, there’s no longer any reason for our continued presence here. We’re not here to start a holy war. Your orders are to withdraw immediately.
| ENEMY SHIPS | ||||||||
|---|---|---|---|---|---|---|---|---|
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
| Pursuit Wing Alpha | 2 | Roll | Hunt | X | X | X | ||
| Pursuit Wing Bravo | 2 | Roll* | Hunt | X | X | X | ||
| Pursuit Wing Charlie | 2 | Roll* | Hunt | X | X | |||
| Hunter Squadron | 5 | Roll | Hunt | X ! | X ! | X ! | ||
* Each of these Formations must begin at a different Bearing.
| SPECIAL RULES |
|---|
Mission Token Setup: Form a supply of Mission Tokens using #1 through #6, and randomly place one Token number-side up on each asteroid.
Hunt Orders: Ships with Hunt orders are only interested in pursuing and attacking the shuttle, to the near-exclusion of all other targets.
When choosing a maneuver, ships with Hunt Orders use the shuttle as their target.
During the Combat Phase, they will attack the shuttle if they can, unless the shuttle is further than Range 1 and there is another target they can attack at Range 1 instead.
Defector Shuttle Setup: Place a Runabout Token where indicated (see Map Setup). Once placed, the disabled shuttle cannot be assigned Maneuvers, perform Actions, nor Attack. During the End Phase, if any Federation ship is within Range 1 of the disabled shuttle, it is no longer disabled and is treated as a regular ship model with the following stats:
| Defector Shuttle | |||
|---|---|---|---|
| Attack: 0 | Agility: 2 | Hull: 3 | Shields: 0 |
Since the shuttle is a civilian vessel, it is unarmed and cannot Attack. When the shuttle is attacked, convert each critical hit result into 2 hits.
Moving the Shuttle: Once the shuttle is no longer disabled, at the start of the Activation Phase, before any ships move, players may perform any Speed 2 maneuver (except Come About) with the shuttle.
After successfully completing a maneuver, the shuttle gains an Evade Token, but does not otherwise perform Actions and cannot perform Attacks.
Energy Discharge: At the end of the End Phase, roll two D6. If the results match (e.g. a 1 and a 1), nothing happens. Otherwise, draw a line across the board between the two Asteroids that correspond to the results rolled.
Any ship whose base touches the line is caught in the energy discharge (use a range ruler to represent the line). Roll a 3-dice attack against each ship touching the line. The ships may defend as normal.