| MISSION BRIEFING |
|---|
| The ship has been mysteriously pulled out of warp and stranded in a barren expanse of interstellar space, too far from any system or star to have a hope of reaching anything within our lifetimes at sublight speeds. We’ve been unable to determine what exactly intercepted us or why, but judging by the broken hulks of what must be hundreds of ships out here, it wasn’t a freak accident. Most of them don’t conform to any design we’ve ever encountered before, and some even look to be centuries old. Scientific curiousity aside, our first priority is to repair the warp drive, without which we have no chance of escape. My hope is that within this starship graveyard, we’ll be able to find parts that can be jury-rigged to repair the ship. Secondly, we need to find and disable whatever is holding us here, otherwise even if we manage to fix the ship, our jump to warp would be a very short one. Power reserves are dwindling. We’d better move fast. |
| MISSION PARAMETERS | |
|---|---|
| Objective | Repair the Ship and Escape: Search the debris field to find compatible parts to repair the ship, and disable the dampening field to escape. If any ship leaves the board before the dampening field has been disabled, it is immediately destroyed and the Mission is considered a Failure. |
| XP Reward | Each player that successfully repairs their ship and escapes earns 2XP. If all players manage to escape, each player earns an additional 1XP. |
| Retreat Options | Players may not retreat until the Dampening Field has been disabled. Afterward, players may retreat from any edge. |
| Mission End | Mission ends immediately when all players have escaped. At the end of Round 12, all remaining players lose power and are destroyed. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
The ingenuity of our engineering team never ceases to amaze me. We were somehow able to bring together various components made by different species across many different time periods and combine them into a functioning whole. If that’s not some kind of metaphor for what Starfleet is all about, I don’t know what is.
We were unable to locate any suitable components with which to repair the ship. We haven’t given up and are still holding out hope, but like our power reserves, it’s rapidly fading…
Replay this Mission, or retire your Captain Card.
| SPECIAL RULES |
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Debris Field Setup: Gather all 12 Mission Tokens. For each player, flip two Mission Tokens number-side down and shuffle them. Taking turns, randomly place all face-up and face-down Mission Tokens in the play area, Range 1 or more from any edge and Range 1 or further apart.
Mission Tokens are considered Obstacles and follow the normal rules for Obstacles found on Page 33 of the Star Trek Alliance Rules of Play.
Destroyed Ship Setup: Destroyed Ship Tokens are considered Obstacles, and may touch Mission Tokens but not another Destroyed Ship Token.
You can use Asteroid Tokens in place of Destroyed Ship Tokens.
Dampening Field Generator: At the start of the game, roll one D12. The result determines which Mission Token is the source of the dampening field.
Movement Restrictions: While the dampening field is active, players cannot choose any Maneuver with a Speed greater than 3.
Any ship that performs a Maneuver with a Speed greater than 3, suffers 1 damage for every point of that Maneuver over 3. This damage occurs immediately after the ship moves, before taking Actions, and the ship rolls no defense.
Parts Compatibility: At the start of the game, roll one D6 for each player and add up the results to determine the Compatibility Index. The Compatibility Index is an abstract representation of which components can be cobbled together and adapted to work with Federation tech.
Players must find and collect some combination of Mission Tokens whose numbers add up to this total.
Example: If the Compatibility Index is 9, players may either collect Mission Token #9, Tokens #8 and #1, Tokens #3, #4, and #2, etc.
Scanning Debris: At the end of the Activation Phase, a ship within Range 1 of a Mission Token may spend a Scan Token to reveal it (if hidden) and collect it (if needed). Place all collected Mission Tokens on the ship’s Ship Card.
Making Repairs: Once enough Mission Tokens have been collected to equal the Compatibility Index, all player ships are considered repaired.
Shutting Down the Dampening Field: Players must destroy the source of the dampening field to shut it down. That Mission Token has no attack or shields, 3 Evasion, and 5 Hull.
Escape: To escape, players must cross any board edge once the dampening field is disabled.