| MISSION BRIEFING |
|---|
| After an unfortunate run-in with a hostile fleet of warships, the situation is dire. Warp power is offline. We’re outclassed and outgunned, especially since our tactical systems have been damaged and are no longer operational. Our only option was to run and hide in this nebula. The silver lining is that our distress call got through and help is on the way, but until they physically get here, we're on our own. Conditions inside the nebula are challenging. It seems to be interfering with our shield harmonics, so we can’t rely on those either. Visibility is also poor, but we’re counting on that to stay hidden. At present, our only chance for survival is to remain unseen until the rescue fleet arrives… |
| MISSION PARAMETERS | |
|---|---|
| Objective | Survive: Evade the enemy pursuers until help arrives. If all friendly ships are destroyed, the Mission is considered a Failure. |
| XP Reward | Surviving players each earn 2XP. If all players survive, each player earns an additional 1XP. |
| Retreat Options | Players may not retreat before the end of Round 12. |
| Mission End | At the end of Round 12, the rescue fleet arrives and all remaining players automatically retreat. |
| Destroyed Players | These players gain 1 fewer XP (minimum 0). |
We’re being towed back to starbase for much-needed repairs. Thankfully, the rescue fleet arrived just in the nick of time. Meanwhile, the crew is to be commended for their fearlessness in the face of adversity. All stood their post, and worked together to get us through.
Oh hell, they’ve found us!
Replay this Mission, or retire your Captain Card.
| ENEMY SHIPS | ||||||||
|---|---|---|---|---|---|---|---|---|
| Formation | Round | Bearing | Orders | 2p | 3p | 4p | 5p | 6p |
| Scout Wing Alpha | Setup | 3 | Attack | X | X | |||
| Scout Wing Bravo | Setup | 4 | Attack | X | X | |||
| Scout Wing Charlie | 2 | Roll | Attack | X | X | |||
| Elite Stalker | 3 | Roll | Attack | X ! | X ! | |||
| Scout Wing Delta | 6 | Roll | Attack | X | X | X | ||
| SPECIAL RULES |
|---|
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.
Disabled Systems: For the duration of this mission, all player-controlled ships have a Primary Weapon Value of 0 and all ships have a Shield Value of 0. Players must discard all Weapon upgrades, and may not equip any upgrades that allow for recharging or otherwise restoring shields.
Movement Restrictions: To remain hidden while within the nebula, movements must be slow and methodical. Players cannot choose any Maneuver with a Speed greater than 2.
Any ship that performs a Maneuver with a Speed greater than 2 immediately summons an additional enemy ship at a random bearing.
Limited Visibility: While within the nebula, enemy ships can only attack a player-controlled ship if it is within Range 1, within the primary firing arc, and the attack is not considered Obstructed. Outside of the nebula, enemy ships can attack other player ships outside the nebula as normal.
Sensor Decoys: Assign each player-controlled ship one Mission Token, representing a sensor decoy.
At the end of the Activation Phase, a ship may spend an Evade Token to deploy a sensor decoy at its current location, touching its ship base, then immediately perform a 1 Straight Sensor Echo Action.
If an enemy ship is closer to a sensor decoy than to a player-controlled ship, that enemy ship must treat the sensor decoy as its primary target when selecting a maneuver and when attacking.
Sensor decoys only work within the nebula, do not move or perform Actions, can be overlapped without penalty, and are destroyed as soon as they are hit once.