Random Missions
This is adapted from the Victory By Any Means: With a Purpose rules supplement, from the "Minor Objectives" section. The assignment of missions is perceived a bit differently from the Random Assignments, in that the number of missions rolled are generated by or passed down to a local authority (such as a sector command) which controls all Star Fleet vessels within its area of operations. That authority must then attempt to complete those objectives in the time provided with the vessel assets it has on hand, while also dealing with the issues of transit times, maintenance, repairs, and other objectives and challenges.
The number of missions assigned to that sector each month is determined by dividing the number of all starships (i.e., commissioned vessels larger than a runabout) by 12 and multiplying the sum by a percentage (i.e., 1d100%) roll. Ex: 61 (ships in sector) divided by 12 equals 5 (61 / 12 = 5.083, rounded to 5). A percentage roll of 44 applied to 5 equals 2 (5 * 0.44 = 2.2, rounded to 2). Roll on the Objective Type table to generate each mission.
All missions are Simple Events, unless otherwise indicated. Some marked as "Special" will have rules indicating the mission requirements. They are also presumed to be Simple Events, unless mission failure would result in potential damage or destruction of the ship, in which case the event will be designated after "Special" as Routine or higher.
Note: The source text (Victory By Any Means: With a Purpose rules supplement) indicates a month in-game is equal to 4 turns (p. 5). Until the tables below are changed to reflect weeks and months, this unit standard is cited. Additionally, unless a rolled result indicates it has been played (i.e., "Yes"), the result may need to be re-structured to match the game operations at the time played. Results marked as "yes" are presumed to be appropriate to the SFC game procedures.
Note: VBAM's use of the term "enemy" has been changed to "hostile" (or "opponent") here.
Determine objective types
Each individual order received is categorized as a type of objective (1d6). Then, on the appropriate Objective table, roll 1d20 to determine the Mission Objective.
| Table: Objective Type (1d6) | |||||
|---|---|---|---|---|---|
| Roll | Objective Type | ||||
| 1 | System | ||||
| 2 | Personnel | ||||
| 3 | Stellar | ||||
| 4 | Cargo | ||||
| 5 | Object | ||||
| 6 | Reroll | ||||
System Objectives
| Table: System Objectives (1d20) | |||||
|---|---|---|---|---|---|
| Roll | Mission Objective | ||||
| 1 | Science Institution | ||||
| 2 | Military Base | ||||
| 3 | Supply Depot | ||||
| 4 | Refinery | ||||
| 5 | Industrial Site | ||||
| 6 | Technological Center | ||||
| 7 | University | ||||
| 8 | Spaceport | ||||
| 9 | Supply Station | ||||
| 10 | Scientific Site | ||||
| 11 | Xenoarchaeological Site | ||||
| 12 | Religious Location | ||||
| 13 | Agricultural Installation | ||||
| 14 | Mining Operation | ||||
| 15 | Rare Material Extraction Zone | ||||
| 16 | Seat of Government | ||||
| 17 | Prison | ||||
| 18 | Factory | ||||
| 19 | Commerce Center | ||||
| 20 | Reroll | ||||
Personnel Objectives
| Table: Personmel Objectives (1d20) | |||||
|---|---|---|---|---|---|
| Roll | Mission Objective | ||||
| 1 | Informant | ||||
| 2 | Traitor | ||||
| 3 | Defector | ||||
| 4 | Neutral | ||||
| 5 | Mercenary | ||||
| 6 | Operative | ||||
| 7 | Scientist | ||||
| 8 | Engineer | ||||
| 9 | Citizen | ||||
| 10 | Officer | ||||
| 11 | Diplomat | ||||
| 12 | Industrialist | ||||
| 13 | Designer | ||||
| 14 | Intellectual | ||||
| 15 | Pilot | ||||
| 16 | Professor | ||||
| 17 | Smuggler | ||||
| 18 | Xenoarchaeologist | ||||
| 19 | Doctor | ||||
| 20 | Reroll | ||||
Stellar Objectives
| Table: Stellar Objectives (1d20) | |||||
|---|---|---|---|---|---|
| Roll | Mission Objective | ||||
| 1 | Civilian Ship | ||||
| 2 | Military Ship | ||||
| 3 | Asteroid | ||||
| 4 | Civilian Installation | ||||
| 5 | Military Station | ||||
| 6 | Container | ||||
| 7 | Derelict | ||||
| 8 | Mining Facility | ||||
| 9 | Moon | ||||
| 10 | Nebula | ||||
| 11 | Star | ||||
| 12 | Planet | ||||
| 13 | Trade Fleet | ||||
| 14 | Gaseous Cloud | ||||
| 15 | Monster | ||||
| 16 | Refinery | ||||
| 17 | Base | ||||
| 18 | Convoy | ||||
| 19 | Unexplained Phenomena | ||||
| 20 | Reroll | ||||
Cargo Objectives
| Table: Cargo Objectives (1d20) | |||||
|---|---|---|---|---|---|
| Roll | Mission Objective | ||||
| 1 | Ore | ||||
| 2 | Fuels | ||||
| 3 | Special | ||||
| 4 | Equipment | ||||
| 5 | Medical Supplies | ||||
| 6 | Low Grade Technology | ||||
| 7 | Moderate Grade Technology | ||||
| 8 | High Grade Technology | ||||
| 9 | Passengers | ||||
| 10 | Construction Materials | ||||
| 11 | Entertainment | ||||
| 12 | Biological Materials | ||||
| 13 | Hazardous Materials | ||||
| 14 | Foodstuffs | ||||
| 15 | Luxury Goods | ||||
| 16 | Precious Metals | ||||
| 17 | Weapons Cache | ||||
| 18 | Replacement Parts | ||||
| 19 | Radioactive Materials | ||||
| 20 | Reroll | ||||
Object Objectives
| Table: Object Objectives (1d20) | |||||
|---|---|---|---|---|---|
| Roll | Mission Objective | ||||
| 1 | Artifact | ||||
| 2 | Weapons | ||||
| 3 | Top Secret Information | ||||
| 4 | Libations | ||||
| 5 | Priceless Artwork | ||||
| 6 | Shuttle | ||||
| 7 | Alien Probe | ||||
| 8 | Debris | ||||
| 9 | Computer System Backup | ||||
| 10 | Medical Supplies | ||||
| 11 | Scientific Discovery | ||||
| 12 | Research Materials | ||||
| 13 | Communication Systems | ||||
| 14 | Priority Parts | ||||
| 15 | Rare Animals | ||||
| 16 | Dangerous Microbe | ||||
| 17 | Currency | ||||
| 18 | Prototype Experiment | ||||
| 19 | Scientific Experiment | ||||
| 20 | Reroll | ||||
Mission Specifics
Scientific Installation
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Minor Assist: This facility is in need of assistance and requires the use of a vessel with high grade sensors. Either a scout (4 or less months) or a surveyor (4 months or longer) will suffice. Requires an advanced Science Rating (for its era) or a Specialized Science system bonus (as determined by the facility's specialization) to complete. Bonuses are added to the Crew Skill. | Simple | start within 2d6+1 weeks | random friendly populated system | 1d6+1 | No |
| 2 | Assist: This facility is in need of assistance and requires the use of a scout (4 or less months) or explorer (4 months or longer). Requires an advanced Science Rating (for its era) or a Specialized Science system bonus (as determined by the facility's specialization) to complete. Bonuses are added to the Crew Skill. | Simple | start within 2d6+1 | random friendly populated system | 1d6+1 | No |
| 3 | Major Assist: This facility is in need of assistance and requires the use of a scout and an explorer. (With Science and Specialized Science system bonuses, as determined by the facility's specialization); bonuses are added to the Crew Skill. For Event Test purposes, the senior starship makes up 67% of the average Ship skill for all responding ships. | Routine | start within 2d6+1 | random friendly populated system | 1d10 | No |
| 4 | Establish: The need for a new scientific institution is evident. A taskforce of 1d3 starships and 1d3 transport vessels is needed. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one portion. For example: if six ships respond, the senior starship's skill is entered twice, for a total average of seven entries. | Simple | start within 2d6+2 | from random friendly populated systems to a random friendly populated system | 1d10 | No |
| 5 | Relief Mission: A problem has occurred and the institution has need of emergency supplies. A transport vessel must visit your highest populated system to pick up these supplies, which must then be delivered to the target location. The supplies are considered to occupy the ship's entire capacity until they are delivered. | Simple | complete by 2d6+2 | random friendly populated system | delivered | No |
| 6 | Rescue: Something has gone horribly wrong and a rescue mission is required right away. Two transport vessels or 4 larger starships are required. A separate transport vessel will be needed to save relevant research (secondary objective). For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one portion. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Difficult (primary obj) / Challenging (secondary obj) | complete by 1d3+1 | random friendly populated system | 1 | No |
Military Base
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Weapons Delivery: This base needs a fresh shipment of weapons by a transport ship, which need to be delivered promptly. The supplies originate from a different, randomly determined friendly system. | Special: time task only | complete by 10 weeks | random friendly populated system | delivery only | No |
| 2 | Security Risk: The base commander believes there are problems within the base and a security breach may be imminent. An investigation by an external command must be launched against this system to find and expose the problem. (Only one attempt may be made.) | Routine | complete by 1d6+2 weeks | random friendly populated system | 1 | No |
| 3 | Infiltrate: We have been ordered to deploy a team of Marines to a distant installation. We need at least 1 Marine battalion to complete the mission. The delivery of 50 Security personnel or 25 Marines as an advance will give us an additional 2 weeks to deliver the battalion. | Special: time task only | complete by 2d6+2 weeks (+2 if advance team present) | random hostile/neutral populated system | TBD | No |
| 4 | Destroy: We need to target and destroy a hidden military installation. This must be done from orbit using at least a destroyer or larger vessel. For Event Test purposes and if multiple starships respond, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one portion. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Challenging | complete by 4d6+2 weeks | hostile populated system | 1d4 days | No |
| 5 | Construct: One transport with priority cargo must be moved from the most populated system to this new location. | Special: time task only | start within 10 weeks | random friendly populated system | 1d6+4 | No |
| 6 | Strategic Planning Conference: Everyone has been called in for the big meeting with the brass from back home. Two of our largest ships are required to attend this event. Each ship rolls for the Ship skill. | Special: time task only | starts in 1d6+2 weeks | random friendly populated system | 1d8 days | No |
Supply Depot
!!!
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Disrupt: A Supply Depot used by raiders and other nefarious organizations was detected in deep space. They will move fast once they know their secret is out. We need to dispatch a force to destroy it, which will have 4d6+6 random raiders defending it. | Combat | complete by 1d6+3 | random location in open space or within any random system | TBD | No |
| 2 | Sabotage: We need to mess with our opponent’s supply network. We must sneak an assault team in with a frigate or smaller vessel. | Challenging | complete by 2d6+2 | random hostile supply point | 1 | No |
| 3 | Investigate: Rumors abound that there are corrupt managers and operators at this facility, and we need someone to investigate. One ship must report to the depot and attempt to figure out what has transpired, examine records, and conduct a general investigation. | Challenging | start within 3d6 | random friendly supply point | 1d3+1 | No |
| 4 | Supplier Trouble: Several key supply companies—responsible for a variety of parts, fuels, and other critical components—have experienced a number of problems. We must intervene before the issue becomes serious. One friendly supply point, chosen at random, is no longer functional as the replacement parts have simply stopped flowing. The player must immediately transport a delegation to the supply point to resolve the dispute. | Routine | as soon as possible | from random friendly populated/neutral system to random friendly supply point | 1d6 | No |
| 5 | Union Dispute: A union has formed in response to a recent change in attitude by management. They refuse to work until certain demands are met. They want more benefits and need help to negotiate with management. Each turn the demands are not met, no supplies will move in or out. | Routine | as soon as possible | random friendly/allied supply point | 1d3 | No |
| 6 | Contamination: It appears something is wrong with our supplies, requiring an intense look at the problem. The location needs a ship with appropriate medical capabilities on site to determine what went wrong—possibly a storage issue or some other system leaking into the main container areas. The evidence won’t remain long. | Routine | start within 1d3+1 | random friendly/allied supply point | 1d3 | No |
Refinery
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Systems Failure: Something has gone horribly wrong and the refinery is suffering critical system failures. We need to get teams of experts in quick. Provide an appropriate ship's engineering team or a team from a local friendly planet. | Routine | complete by 2d6+2 | random system | 1d3 | No |
| 2 | Show of Force: There have been rumors of a hostile infiltration at the target system and the locals managing the refinery want help chasing off prospective trouble. This needs to be done fast, lest we find out they were right. If the mission is not completed, the output is halved or even halted. | Routine | start within 1d6+2 | random friendly/allied/neutral system | 1d3 | No |
| 3 | Opportunists at Heart: A neutral government needs technical expertise to refine their newly-discovered fuel reserve, and they have made a public invitation for help locating all the fuel sources and getting their new industry up operating. The player must send a ship with scouting or exploration capabilities. Requires a Science Rating or other Science/Specialized Science system bonus to complete. | Routine | start within 2d6+2 | random neutral system | 1d3+1 | No |
| 4 | Recovery: A large lot of fuel has been heisted by an area cartel. 2d6 raiders and a transport are making a run for it with the stolen goods. They can be found one week's transit away from the targeted system on the way to safety. Randomly determine a “safe” system. The raiders will disappear if they are not found within the duration amount of time. The raiders’ movement and destination are hidden from the responding ships. May require combat; will need to search all potential safe systems within range of targeted system. | Special | start within 1d6+1 | from a random friendly/allied/neutral system, heading to a random "safe" system ~3 weeks away | 1d6+1 (from raider arrival at safe system) | No |
| 5 | Negotiate: It turns out the pump system for this refinery was built off-world and redeployed cheaply here. Unfortunately, the pumps are only produced by another, non-allied state (randomly determined). We need to negotiate to acquire more units from the other state, and you have been chosen to handle negotiations. Take 3 tenders or 1 transport to one of their worlds under a flag of truce and attempt to “buy” the unit. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one. For example: if three ships respond, the senior starship's skill is entered twice, for a total average of four entries. | Challenging | start within 3d6 | random non-allied system to random friendly system | 1 | No |
| 6 | Assist: This refinery is in need of assistance scanning for the location of a new fuel deposit and requires the use of two starships with scouting or exploration capabilities. Requires a Science Rating or other Science/Specialized Science system bonus to complete. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; the other starship has one portion. In other words, the senior starship's skill is entered twice, for a total average of three entries. | Routine | start within 1d6+1 | random friendly populated system | 1d6 | No |
Industrial Site
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Establish: The need for a new industrial site is important to further development and would help quell fears of an economic downturn. A force of 1d3 starships and 1d3+1 transports is needed to establish the new site. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one portion. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Simple | start within 1d6+3 | random friendly populated system | 1d6 | No |
| 2 | Efficiency Study: Things are just not run very efficiently in this system. Plants sit idle with extra inventory. Using our own internal services, we intend to find out why. Send a ship to this system to conduct an external investigation. | Routine (80%) or Challenging (20%) | complete by 2d6+2 | random friendly populated system | 1 | No |
| 3 | Destroy: We need to target and destroy a specific industrial installation. This can be done with of 2 destroyers (or larger vessels). For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one. In other words, the senior starship's skill is entered twice, for a total average of three entries. | Routine (30%) or Challenging (70%) | complete by 3d6 | random hostile system | 1d4 days | No |
| 4 | Retool: Setting up the existing production lines and factories for a different and valuable type of product takes time and equipment. The system requires two transports to be parked in orbit. If possible, please have a starship protect these assets during the retooling time. | Simple | start by 2d6+2 | random friendly populated system | 6 | No |
| 5 | Catastrophic Failure: Due to some internal issue, lax oversight, or simply sabotage, the industrial system is breaking down and requires immediate intervention. First we have to get our people out and get to work shutting down the system before the problem cascades. Mission failure means this system produces no economic points this turn. To complete the mission the site needs three ships, providing medical, construction, and transport capabilities. For Event Test purposes, the three Ship Skills (each modified for their specialty) are averaged together. | Routine (50%) or Challenging (50%) | complete by 2d6+2 | random friendly populated system | by deadline | No |
| 6 | Hostage Situation: A situation exploded when an insurgent team was discovered and took hostages. We have been asked to make a rescue attempt. Immediately provide two ships: one to provide hostage negotiations and one prepared to initiate rescue operations. | Challenging (for negotiations) / Routine (55%) to Challenging (45%) for rescue attempt | complete by 1d3+3 | random friendly/neutral populated system | by deadline | No |
Technology Center
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Patrol: We need to ensure that this facility remains protected and an active patrol is the way to do it. We need d3+1 additional ships positioned in the system for the assigned length of time. | Special | start within 2d6+2 | random friendly system | 1d3+1 | No |
| 2 | Intimidate: An opponent's technology center sits on the cusp of a great breakthrough and we need to stifle their work. A frigate or another ship with greater firepower needs to be sent to the hostile system and “visit” the natives. | Challenging | start within d6+2 | random hostile system | 3 | No |
| 3 | Infiltrate: A specialized team needs to gather some information about what this laboratory and research division is up to. Our experts are ready to go, but need a ride. Deploy them to the target with a scout or other low- detection vessel and then pick them up again. | Challenging | complete by 2d6+2 | from command point to random neutral/hostile system | pickup after 4 weeks | No |
| 4 | Assist: This facility is in need of assistance and requires the use of 4 scouts or other exploration vessels functions to finish their research in time. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Routine | start within 1d6+1 | random friendly or neutral system (remain in system) | 1d6 | No |
| 5 | Found: The need for a new scientific institution is evident. A transport is needed to help establish. | Simple | start within 2d6+2 | random friendly/neutral populated system | 1d10 | No |
| 6 | Relief Mission: A problem has occurred and the center has need of emergency supplies. A transport must visit your most populous system to pick up supplies, which must be delivered to the institution. | Special | complete by 1d6+3 | from most populous friendly system to random friendly system | upon delivery | No |
University
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Medical Research: Some of the best doctors are currently serving on your ships. A prestigious university has required them for a number of months to complete a difficult project. Your ship with the highest crew rating, which has your top talent, is ordered to the target system to deliver the doctors. | Special | 1d6+1 | most populated friendly system | 1d4 | No |
| 2 | Captain’s Key Note: The captain of one ship has been asked to speak about something. I am not sure it is worth diverting an entire starship to do, but none the less. The ship must arrive in time for the speech, which occurs on schedule. | Special | 1d3+3 | randomly chosen ship, most populated friendly system | 1 | No |
| 3 | Engineering Conference: Some of the best engineers in the sector are currently serving on your ships. A prestigious university has required them for a number of months to complete a difficult project. Your ship with the highest crew rating, which has your top talent, is ordered to the target system to assist. | Special | 1d6+2 | most populated friendly system | 1d4 | No |
| 4 | Dissertation: A member of the crew on one of your ships has published something of note and earned the attention of the brass back home. Unfortunately, he has been yanked home immediately. Given the importance of the mission, his ship is ordered to take him to rendezvous with a transport in the target system. | Special | 2d6+4 | closest friendly system in direction of to Star Fleet headquarters | Upon delivery | No |
| 5 | Scientific Cooperation: Our intellectuals think meeting with the opponent to discuss various scientific advances (approved by our security forces) could help forward peace in our sector. You are to invite them to a mutually agreed upon system to deliver a delegation of scientists to discuss mutual interests of science. Each side is allowed one ship. | Routine | start within 2d6+1 | from most populated friendly system to neutral planet closest to opponent | 1d3+1 | No |
| 6 | Philosophical Conference: A meeting of the minds has been proposed with an opponent. You are to invite them to a mutually agreed upon system to deliver a delegation of philosophers to learn more about their culture. Each side is allowed one ship. | Routine | start within 2d6+2 | from most populated friendly system to neutral planet closest to opponent | 1d10+1 | No |
Spaceport
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Expand: If only this planetary spaceport was expanded, then we would see a boom in new trade. The arrival of one transport with the necessary construction equipment or 1 specialized construction ship would allow rapid expansion of the trade and encourage more commerce. | Simple | arrive within 1d4+2 | from a random friendly or neutral system for a random friendly or neutral system (remain in system) | delivered, unless specialized construction ship is provided, then 1d6+3 | No |
| 2 | Patrol: If we can show this region is stable, we can encourage the locals to build several new spaceports. We need to place 1d3+1 warships in the target system. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Routine | start within 2d6+2 | a random friendly or neutral system | 6 weeks | No |
| 3 | Neutral Recon: So much of what happens on the frontier does so without our knowledge. We need to see what traffic passes in and out of these border worlds and their spaceports. We are to peacefully check things out. To prevent suspicion, the assigned ship(s) is (are) to patrol alone in each adjacent system to the target system. | Routine (for each participating ship) | start within 1d6+2 | one or more systems adjacent to the random neutral target system | 1d3+3 turns in each system | No |
| 4 | Prevent Trouble: Pirates and some other foreign agents are pressuring operators at one of our spaceports. Proof in this matter is difficult to come by, so we are going to pressure them out. We need a task force of 2 frigates (or 4 destroyers) and 1 ground unit present in the target system to show them we have no need of their trouble here. The ground unit is present on an assault ship assigned to the task force. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Routine | start within 2d6+1 | a random neutral system | 3 | No |
| 5 | Enemy Recon: So much of what happens beyond our border does so without our knowledge. We need to see what traffic passes in an out of these hostile systems and their spaceports. We are to peacefully check things out. We need up to 3 warships positioned around the target system (within adjacent and different systems). To prevent suspicion the ships are to patrol alone. | Routine (65%) or Challenging (45%) (for each participating ship) | start within 2d6+2 | one or more systems adjacent to the random neutral target system | 1d3 | No |
| 6 | Blockade: Our superiors are adamant we have to force the issue in one particular hostile system and won’t say why yet. They are commanding us to blockade it. Assign 1d6+3 ships. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if nine ships respond, the senior starship's skill is entered twice, for a total average of ten entries. | Routine (45%) or Challenging (65%) | start within 2d6+2 | a random hostile border system | 1d3+1 | No |
Supply Station
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Resupply: One of our installations is in need of urgent supplies. A transport must visit your largest system to pick up supplies, which must be delivered to the installation. (Use the next largest system for supplies if the target of the mission has the highest.) | Special | complete by 2d6+2 | random friendly or neutral populated system | delivered | No |
| 2 | Lost Equipment: This installation is in need of assistance and requires the use of a starship. | Routine | start within 1d6+1 | random friendly or neutral populated system | 1d6 | No |
| 3 | Establish: The need for a new supply station is evident. A task force of 2 starships and 4 transports is needed to establish one. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if six ships respond, the senior starship's skill is entered twice, for a total average of seven entries. | Routine | start within 2d6+2 | random friendly system (even if already present) | 1d10 (or per construction rules) | No |
| 4 | Neighborly Assist: A neutral planet has asked for our help building a supply station. A task force of 2 transports and a 50% subsidized expenditure are needed (see: Purchase and Maintenance). For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if two ships respond, the senior starship's skill is entered twice, for a total average of three entries. | Routine (80%) or Challenging (20%) | start within 2d6+1 | random neutral system | 1d10 (or per construction rules) | No |
| 5 | Evacuate: The staff, equipment, and supplies at a high-risk supply station needs evacuation. This area of the star system recently had a localized disaster and although there was no loss of life, the result is an impending disaster for this location. We require 2 specialized transports to get the staff out. The transport ships have to be converted at a shipyard for 1 turn (with an associated cost) in order to meet the new environmental conditions. | Challenging | immediately | random friendly or neutral system | completion of mission within 2d6+2 | No |
| 6 | Covert Destruction: A cartel supply station, disguised as a mundane civilian facility, is moving illegal cargo. We need to shut them down without arousing suspicion. This mission must be successful [first event] and it may only be attempted once. We can attempt this with an undetected starship [second event] and 6 RP in costs. | Challenging (both Events) | completion within 3d6 | from a specified friendly system/station on a random neutral or hostile system | by deadline | No |
Scientific Site
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Trap Specimen: A scientific site needs to gather biological samples from the area’s planetoids. We need to locate, tag, and return them. This will require a single ship (scout, but preferably surveyor or explorer), which must be on dedicated station. (w/ Science and Specialized Science system bonuses) | Simple | start within 2d6+2 | random friendly or neutral system | 8 | No |
| 2 | Detect Virus Strand: There is a fear that a new virus could spread from a new strain found on the target world. We need to investigate and figure out possible future mutations. This requires our fleet to gather as much data as we can with our abilities. 1d6 small location labs must be established on the target world, with an additional lab on each inhabitable (Classes G, H, L, M, O & P) or inhabited planet elsewhere in the system, with the assistance of 2 medical or explorer ships. (w/ Science and Specialized Science system bonuses); labs can be constructed from appropriate materials onboard the ships. | Routine (75%) to Challenging (25%) (for each vessel) | complete within 2d6+3 | random friendly or neutral system | 1d3+1 | No |
| 3 | Study New Species: Along the border, a passing freighter reported spotting a new and unique life form. We have been ordered to study the new species. We need to spend some time in the target system with a single ship (scout, but can be surveyor or explorer). (w/ Science and Specialized Science system bonuses) | Routine | start within 2d6+2 | random neutral system | 1d3+1 | No |
| 4 | Study Embedded Species: We believe our opposition has access to a new form of life, which could fundamentally change how we view the development of new life forms. We need to investigate before the chance passes. We have been ordered to study the new species. We need to spend some time in the target system. (w/ Science and Specialized Science system bonuses) | Challenging | start within 4d6 | random hostile system | 1d3+1 | No |
| 5 | Quarantine: The target system has experienced a viral outbreak and is not allowed to have contact with the outside until the local scientists are sure any problem is contained. We need to move 1d6+3 ships of the line to the target system and blockade it immediately. The quarantine will be lifted after the virus is contained/eradicated. Failure to establish the quarantine within time will result in 1d10% increase of Unrest each month (until the quarantine is fully established) on every other inhabited planet within 1d20+10 lightyears of the target system. After the virus is contained, Unrest on these other planets will decrease 1d20% each month until back to original levels. | Challenging (each ship) | Unrest will start increasing within 1d3+1 weeks; roll at end of the starting month | random friendly or neutral system | 1d6+1 | No |
| 6 | Sociological Program: Our government wants a comprehensive social analysis of one of our own star systems for some important reason that does not particularly interest you. We need 1 explorer to assist in study of cultures in this system. | Simple | start within 2d6+2 | random friendly system | 1d6+1 | No |
Xenoarchaeological Site
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Isolate: Command feels a breakthrough here could be huge. We need to keep all traffic away from the dig site until we have learned all there is to know. No other ships, including our own, may approach any planet in this system for the next 4 weeks. It is considered blockaded during this time. One starship will do the blockading. | Routine | start within 2d6+2 | random unpopulated friendly or neutral system | 4 | No |
| 2 | Rescue: Something has gone horribly wrong and a rescue mission is required right away. Four transports are needed for evacuation immediately. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Challenging | completed within 1d6+1 | random friendly or neutral system | 1 | No |
| 3 | Ancient Power Source: Something has gone horribly wrong. Something, which was probably an ancient power source, necessitates an immediate rescue mission to stop the threat. (w/ Science and Specialized Science system bonuses) | Challenging | completed within 1d3+1 | random populated friendly system | 1 | No |
| 4 | Assistance: Not everyone wants outsiders poking around their world for lost treasures. In this case we need to troops to control the locals or buy them off with shiny objects. That is up to you. We either need 2 freighters full of equipment, picked up from the sector's most advanced system and delivered to the locals, or ground units (of at least 50,000 CV) deployed to assist the dig. Troops may leave after the 2d6 turns have passed. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if two ships respond, the senior starship's skill is entered twice, for a total average of three entries. | Routine | completed within 2d6+2 | random populated friendly or neutral system | 2d6 (troops), 1 (freighters) |
No |
| 5 | Steal Information: We are now aware of a prestigious xenoarchaeological site operated by our opposite number. We are going in to take their findings. We must steal three key artifacts off the planet. We need to arrive undetected, which means any ship that can manage this without an encounter. The ship must remain in the target system undetected and then withdraw to our most advanced system in the sector or any base for delivery. | Challenging | start within 2d6+2 | random neutral or hostile system | 1 | No |
| 6 | Back to the Deep with you, Nessie: The best part about xenoarcheology isn’t the pay, but the surprises. Something dreadful was woken and its minions have flooded our camps. We need to put boots on the ground. Ground units (of at least 150,000 CV) must be landed within 10 turns or the site is lost. Troops may leave after the crisis has passed. Combat will take place. See the rules regarding quantity and strength of hostile forces, determined against 6,000 Federation troops. After 1 turn of combat, ships (risking Challenging involvement) may attempt a scientific (w/ Science and Specialized Science system bonuses) resolution. | Combat (Challenging for ships) | arrive within 10 | random unpopulated friendly or neutral system | completed | No |
Religious Location
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Relocate: Evidence of a new spiritual movement in one of the border worlds has prompted some citizens (1d10x1000) to require relocation from their current home to another inside the same star system. We need to provide a convoy and help them move to one of the outer moons in the system. | Routine | start within 2d6+2 | random populated friendly or neutral system (with at least 2 habitable planets/moons) | 2 | No |
| 2 | Enforce: On one of the border systems, religious zealots are taking the fight to the people and the government. We have been asked to assist in the matter. We need to bring in one Marine battalion (1,000 MP) to protect key government areas until this area calms down. Establish an Unrest Rate of 1d20%; the arrival of the Marines will cause it to rise accordingly. Additional forces may be needed. | Special (troops) | start within 2d6+2 | random populated neutral system | 2d6 | No |
| 3 | Refugees: A group of religious refugees have asked to settle with their compatriots within our borders. A colony flotilla of 2d6 ships carrying them has arrived at our largest system in the sector and we have been asked by that planetary government to escort them to another more appropriate (i.e., "not here") system. We will need to escort these ships every step of the way or it will attempt to return to this system. Assign 1d6+3 ships (2/3rds to be ships of the line) to provide the escort. Colony establishment rules apply. For this specific Event Test purpose, the senior starship has its own Ship Skill test. The other ships will be averaged out equally, to conduct their Ship Skill test. | Challenging (command ship) / Routine (other ships) | start within 2d6+2 | special | completion | No |
| 4 | Study: An Early Industrial culture practices a religion with striking similarities to one of our own and we want to research commonalities. We need to discretely observe the group in the target system with any able starship. | Routine | start within 2d6+2 | random non-warp system | 6 | No |
| 5 | Pro-Government Group: A religious leader in the target system has come out in support of our government. She has requested military support and if we can delivery three ground units (3,000 MP), she promises to bring the entire system in to our control peacefully. Our government has agreed to this. Unrest will increase as the forces arrive. If/when the forces leave prior to full membership, there is an immediate 1d6 roll; on a roll of 1 or 2, the system returns to full neutral status. | special (troops) Note: this might need to be re-crafted or re-rolled, because the UFP does not behave like this. | start within 3d6 | random unaffiliated and populated neutral system | 1d6+2 | No |
| 6 | Anti-Government Movements: A religious leader has sponsored an anti-UFP political movement. We must immediately launch a successful Intel mission against this system to quell fears. Each mission failure results in decreased morale. If the mission never happens, the system becomes neutral. (Note: need to re-address this mission, once intel mission rules are developed.) | TBD | complete within 2d6+2 | random populated friendly system | by deadline | No |
Agricultural Installation
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Observe and Report: Watching crops grow may sound exciting and that is why we want your ships there. We need to make sure our new agricultural installations here are operating properly. One ship must remain in the system for 3 weeks. (w/ Science and Specialized Science system bonuses) | Simple | start within 2d6+2 | random non-hostile system | 3 weeks | No |
| 2 | Minor Terraform: Deep space surveys and expert agriculturalists have a new method to grow food in the target system. With a starship's assistance and 10 RP, this may succeed. (w/ Science and Specialized Science system bonuses); if successful on a colony world, roll a free, immediate test for a Stage expansion. | Routine | start within 2d6+2 | random non-hostile system | 2 weeks | No |
| 3 | Major Terraform: Deep space surveys and expert agriculturalists have a new method to grow food in the target system. With a starship's assistance, 4 freighters, and 30 RP, this may succeed. (w/ Science and Specialized Science system bonuses); if successful on a colony world, roll 2 free and successive, immediate tests for Stage expansions. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if five ships respond, the senior starship's skill is entered twice, for a total average of six entries. | Challenging | start within 2d6+2 | random non-hostile system | 5 weeks | No |
| 4 | Rebuild: The target system’s ecosystem has been overused and is in dire need of assistance. The target planet will suffer if the mission fails or is not attempted. One starship should quickly assess the damage, after which a comprehensive repair of the ecosystem is needed, requiring 4 freighters to complete the mission. (w/ Science and Specialized Science system bonuses); failure results in the start of (non-urgent) emigration and a 1d10% reduction in the planet's RP Productivity each year for 1d20 years, until it settles at the lower rate. Additional attempts may be made after 1d20 years (representing new scientific solutions). For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if five ships respond, the senior starship's skill is entered twice, for a total average of six entries. | Challenging | start within 2d6+2 | random non-hostile system | 1d6+1 (starship), 1d6 (freighters) |
No |
| 5 | Detailed Survey: There are some empty systems which may have suitable climates on which to establish agricultural facilities. We need two target systems surveyed again. (w/ Science and Specialized Science system bonuses) | Simple | start within 2d6+2 | 2 random unpopulated systems | 1d6 (each system) | No |
| 6 | Survey: We need to know what the opponent’s agriculture can support and to that end we need to know the endeavors and output of the target system using an intel espionage mission. (Note: need to re-address this mission, once intel mission rules are developed.) | Special (espionage) | start within 2d6 | random populated hostile system | 1d3 (each system) | No |
Mining Operation
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Reforest: The target system has an over-taxed ecosystem and is in dire need of assistance. A comprehensive repair is needed, requiring 4 freighters to repair past damage from strip mining. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Routine | Start within 2d6+2 | Random friendly or neutral system | 1d6+3 | No |
| 2 | Infiltrate: We have been ordered to insert a special operations teams to disrupt this mining operation. A ship must arrive undetected and deliver the team to complete the mission. (Note: need to re-address this mission, once intel mission rules are developed.) | Challenging (ship) | Complete within 2d6+2 | hostile or neutral resource-intense system | 1 week | No |
| 3 | Assist: This facility is in need of assistance and requires the use of 1 explorer. (w/ Science and Specialized Science system bonuses) | Routine | Start within 1d6+1 | Random resource-intense friendly system | 1d6 | No |
| 4 | Mining Survey: There are some empty systems on the frontier which may have suitable resources to establish new mining operations. The two target systems must be surveyed again by sending 1 scout or 1 explorer to each. (w/ Science and Specialized Science system bonuses) | Simple | Start within 2d6+2 | Two random neutral systems | 1d6 | No |
| 5 | Expand: If only the mining operation in the target system were expanded, we could extract so much more and improve the local economy. However, the materials in questions are buried deep in the ground and need specialized equipment. A starship with phasers is needed here. (w/ Science and Specialized Science system bonuses); if successful, reroll 5 times for the selected Resource availability, keeping the highest rated one, or the original if higher; if successful on a colony world, roll a free, immediate test for a Stage expansion. | Routine | Complete within 1d10+2 | Random friendly system | 1d3 | No |
| 6 | Rescue: Something has gone horribly wrong and a rescue mission is required right away. Eight transports are needed immediately to get all the workers out. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the task force; all other ships have one. For example: if eight ships respond, the senior starship's skill is entered twice, for a total average of nine entries. | Challenging | Complete within 1d6+2 | Random friendly or neutral system | by deadline | No |
Rare Material Extraction Zone
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Monsters in the Deep: The manager of a deep planetoid mining facility is claiming a “monster” is loose and wrecking havoc on the workers. We need 1 ground unit (1,000 MP) and 1 starship to begin searching. Otherwise operations will cease. (w/ Science and Specialized Science system bonuses); as search efforts will be coordinated from the starship, the Ship Skill will be used for the test. | Challenging (ship) | Complete within 2d6+2 | Random friendly system | 1d4 | No |
| 2 | Contamination: It appears something is wrong with the material we process, causing a massive slowdown in production. The location needs a starship to determine what went wrong. We suspect a possible storage issue or some other system leaking into the main container areas. (w/ Science and Specialized Science system bonuses) | Routine | as soon as possible | Random friendly or allied system | 1d3 | No |
| 3 | Establish: The discovery of high yield materials in the system makes the need for a specialized extraction facility evident. Four freighters are needed to establish the facility. For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one. For example: if four ships respond, the senior starship's skill is entered twice, for a total average of five entries. | Routine | Start within 2d6+2 | From random friendly populated system to a random populated friendly or neutral system. | 1d10 | No |
| 4 | Raiders: 2d6 raiders and 1d4 freighters appeared in the target system in an attempt to run off with an extraction of rare materials. The raiders have cleverly hidden themselves and, in order to avoid attention, are in no rush to leave. The freighters have the rare materials aboard. Each starship assigned to the system rolls 1d100 each week (Cutters roll twice); rolls of 17 or less reveal the raiders, freighters, and their position, leading to a potential starship combat encounter. Lateral sensor strength ratings and gain package test bonuses apply. Failure to detect by the deadline means the raiding party slipped away at some point. | Routine (to coerce surrender upon detection; failure results in flight/combat) | complete within 1d3+1 | random high-resource friendly or neutral system | by deadline | No |
| 5 | Helping Hand: We have tracked a raider force stalking a rare material extraction zone in hostile space and believe we can help. We know their transponder codes and could easily track their force of 2d6 raiders and 1d4 freighters. Once we reach the target system, demand the raiders' surrender. The freighters have the rare materials; capture the cargo & return to the system’s owner. Will need to re-evaluate along Diplomacy rules; failure to recover cargo increases tension; success may decrease tension. | Challenging (to coerce surrender, upon detection; failure results in flight/combat) | Complete within 1d6+1 | Random hostile system | Completed | No |
| 6 | Destroy: We need to target and destroy a rare material extraction zone. This can be done with an orbital bombardment mission by 2 destroyers, 1 cruiser, or 1 squadron of interceptors (as they are capable of surgical strikes). For Event Test purposes, the senior starship has two portions for determining the average Ship skill for the taskforce; all other ships have one. For example: if two ships respond, the senior starship's skill is entered twice, for a total average of three entries. | Challenging | Complete within 4d6 | Random neutral or hostile system | 1 | No |
Seat of Government
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Attend Concert: Our most prestigious starship (or largest) has been requested to return to the sector capital to attend a concert in honor of the sector’s commodore. It simply must be in the target system during the event and may return to normal operation after that. | Simple | event occurs in 2d6 weeks | sector capital | 1 | No |
| 2 | Friendly Briefing: All available ships are ordered to the sector capital for a meeting with brass and to discuss the situation in this sector. | Simple | Event occurs in 2d6 weeks | sector capital | 1 | No |
| 3 | State of the Frontier Meeting: All available ships are ordered to the target system for a meeting with neutral brass and to discuss the situation in this sector. | Routine | Event occurs in 2d6 weeks | Most populated neutral system | 1 | No |
| 4 | Deep Space Envoy: We must meet [neutral or hostile leader] by sending a a starship with one of the sector's top 20% captains to meet one of their best captains, also alone. | Simple | Start within 2d6+2 | Agreed upon sector point | 2 | No |
| 5 | Grab: The governor on a world in the target system is a wanted criminal and must be taken into custody. We must send in at least 2 starships (see details) to locate and then grab the governor. The mission is complete when the governor is delivered to a friendly populated system or base. At least two ships are to be used: the first with top lateral sensors to successfully locate the governor and the second to secure and transport him back to justice; details to be determined for special operations and relevant mission rules. (Unlike with most other multiple-starship missions, each ship has its own Ship Skill test to make.) | Challenging (recon ship) / Challenging (recovery ship) | Start within 2d6+2 | Random neutral or hostile system within 8 light years of a friendly system | 1 | No |
| 6 | Alienated Government: Our initial surveys were wrong and the target system is actually populated. If we agree to send a delegation of at least one starship, they will align with our government. This one may need to be reworked. | Routine | Start within 2d6+2 weeks | Random "unpopulated" system | 2 weeks | No |
Prison
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Build: Star Fleet Command wants a penal facility far away from the populated part of the sector. A force of 2 starships and 4 transports is needed to establish one. 1d6: 1-4, established on a planetary body (habitable or not); 5-6, penal station (within a system or not). For Event Test purposes, the senior starship has two portions for determining the average Ship Skill for the taskforce; all other ships have one. For example: if six ships respond, the senior starship's skill is entered twice, for a total average of seven entries. | Routine | start within 2d6+2 weeks | random unpopulated system | 10 weeks (or per construction rules) | No |
| 2 | Political Prisoner: Somehow a political prisoner is getting word out about his movement and one randomly determined friendly system now has an increased unrest rating [add 1d20 to current rating]. We need to get this character away to another sector before his vitriol causes more trouble. He is to be immediately transported to our core worlds. A ship is waiting in the adjoining sector to complete the transport. If the mission succeeds in time, the unrest will return to its original state; if it fails, the unrest remains (with any consequences). | Routine | complete within 1d6+4 weeks | random friendly system | by deadline | No |
| 3 | Escort: A high profile criminal requires more than the usual penal barge. We need a real escort to move this unpleasant character to a deep space prison where the key to his cell has already been lost. The prisoner is to be transported from the most populated friendly system to the designated penal facility [a deep-space Star Fleet station in this sector; otherwise the next closest deep-space penal station or best ground station in adjacent sectors]. Intelligence indicates there is a high probability his friends may be waiting on the way to rescue him. Where possible, avoid all systems by at least 3 light-years. Anytime the starship/convoy approaches within 3 lys of a system, roll 1d10: 9 or 10 results in a combat encounter, with the opponent's composition to be determined at that time. If no encounters occur, but a transfer does take place at a sector border, roll for the encounter there, but on a roll of 7-10. | Routine | start within 2d6+2 weeks | special | completed | No |
| 4 | Recover: One of our own is being held in hostile territory and it is time to give him his freedom. We must send in a special operations team. | special | start within 2d6+2 weeks | random hostile (or neutral) system | completed | No |
| 5 | Retrial: We need to exert influence over a trial that is important to the military. Therefore, a single Intel mission with Difficulty 3 must be launched against the target world. [Develop rules, based on uncovering intelligence information that will affect the trial.] | special | start within 2d6+2 weeks | random neutral system | 1 week | No |
| 6 | Destroy: We need to target and destroy a neutral prison. This can be done with an orbital bombardment mission or fighters (who can carry out a surgical strike). [Rules need to be developed.] | Special | complete within 3d6 weeks | random neutral system | completed | No |
Factory
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Bio Clean Up: A recent production disaster has left the area heavily polluted, requiring a starship to aid in clean up. We need a starship with supporting shuttlecraft in the system. | Routine | start within 2d6+2 weeks | random friendly system | 10 weeks | No |
| 2 | Big Bio Clean Up: A recent production disaster has left the area heavily polluted, requiring a starship with advanced medical capability and supporting shuttlecraft to aid in clean up. | Challenging | start within 2d6+2 weeks | random friendly system | 10 weeks | No |
| 3 | Local Competitors: Outbuilding is just as important as out-thinking. We need to launch an espionage mission against the target system to see how the new factories are operating. (Note: need to re-address this mission, once intel mission rules are developed.) | Special (espionage) | start within 2d6+2 weeks | random populated neutral system | completed | No |
| 4 | Hostile Competition: Outbuilding is just as important as out-thinking. We need to launch an espionage mission against the target system to see how the new factories are operating. (Note: need to re-address this mission, once intel mission rules are developed.) | Special (espionage) | start within 2d6+2 weeks | random hostile system | completed | No |
| 5 | Part Reconcile: Ugh. The parts from a series of factories are not up to spec and we need to intervene before some equipment that depends on these parts starts breaking. A starship with modern or advanced on-board manufacturing systems and [a sizable economic investment to be decided later] are required to initiate this mission of rooting out the problems in production. | Simple | start within 2d6+2 weeks | random friendly production system | 3 | No |
| 6 | Slow Production: This area is overrun with competition that is ruining our business and we need to shut it down, quietly. We need 1 starship in the system for 3 weeks to disrupt their operations. (This may address piracy, smuggling, illegal production, or an outright blockade.) | Routine | start within 2d6+2 weeks | random neutral production system | 3 weeks | No |
Commerce Center
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Commerce Scan: Intel informs us that if we do a scan of the target system, we will know the location of all hostile transport ships, based on a military code we cracked last month. This would be good for a scout ship. | routine (for scout ship) / challenging (for non-scout) | start within 2d6+2 weeks | random hostile system | completed | No |
| 2 | Fleet Logistics Tracking: Intel informs us that if we do a scan of the target system, we will know the location of all hostile military convoys, courtesy of a military code we cracked last month. This would be good for a scout ship. | routine (for scout ship) / challenging (for non-scout) | start within 2d6+2 weeks | random hostile system | completed | No |
| 3 | Arrest: We surveilled a corrupt trade official and need to take them into custody. We need to send in a security team to take control of the situation before he can flee. However, [a sizable economic investment to be decided later] disappears from the books as misappropriated funds each week. | simple | complete within 1d3+3 weeks | random friendly production system | by deadline | No |
| 4 | Border Arrest: We surveilled a corrupt trade official in a neighboring system and need to take them into custody. We need to send in a security team to take control of the situation before he can flee. | simple | complete within 1d6+3 weeks | random neutral production system | by deadline | No |
| 5 | Search: In order to check for contraband, we need a starship along our highest trafficked trade route to conduct a detailed search over a consecutive period of time. | routine | start within 1d6+1 weeks | highest trafficked friendly trade route | 1d6+1 weeks | No |
| 6 | Patrol: We need to ensure that this production center remains protected and an active patrol is the way to do it. We need 1d3+1 starships positioned along our highest producing system. | simple | start within 2d6+2 weeks | highest producing friendly system | 6 weeks | No |
Informant
???
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Recovery: Talk about someone who knows how to get in to trouble! This informant has valuable information which may benefit us in the next encounter we have. However, he got himself trapped in a freighter and detained for stowing away. The informant must be recovered from the freighter by a friendly ship. | Routine | complete within 3d6 weeks | random friendly, neutral, or hostile transport | completed | No |
| 2 | Detain: We learned there is an information leak aboard one of our ships but don’t know which one. Each starship must be checked by a base or a selected mobile security team to be cleared. Each ship that is checked rolls a d100. On a result of 95 or higher, an informant was found by the investigator. | Routine | start within 2d6 weeks | all starships assigned to, operating within, or passing through sector | completed | No |
| 3 | Recruit: There is a need for information from our frontier and we need to recruit some eyes to that end. A ship is to be sent to the target system to see what recruits are available. After spending a week in that system, we can return with a few names we can use. | Routine | start within 2d6 weeks | random neutral system | 1 week | No |
| 4 | Hunt: Our intelligence services inform of us of an informant who escaped custody several weeks ago. Now he needs our help. We must scan every hostile ship we encounter for the informant. Having the required ship in the system will reveal them. We need to successfully capture the vessel or destroy the ship the informant is on. | Challenging | Complete within 2d6+2 | Random hostile warship | Completed | No |
| 5 | Expose: A distant world has an informant that must be exposed. She is feeding information to a rival and damaging relations with our government. If this informant is allowed to disappear unexposed, we lose influence. In addition, in the event of failure, this system will no longer allow diplomacy with us to progress (i.e., no further treaties may be signed with them). Each starship in the system may attempt to “catch” her each turn (by rolling 1d6; if the roll is 6, the informant is caught). | Simple | Complete within 2d6+2 | Random populated neutral system | 1d3+1 (max allowed) | No |
| 6 | Investigate: Corruption is a serious offense. This informant is certain our own people are involved in wrongdoing at the highest level. We need to send 3 or more frigates (or smaller designs) to our target world to investigate. The ships must remain d3+1 turns to follow up on the informants claims. | Routine | Start within 2d6+2 | Highest friendly production system | 1d3+1 | No |
Traitor
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Starship Traitor: We have a problem. We believe one of our starships has a traitor or number of traitors aboard. We suspect explosives have been planted and could damage our ship. The ship in question needs to be checked from stem to stern. The ship conducts it own investigation by rolling 1d6 and attempting to roll a 6, which results in a successful discovery, threat deactivation, and arrest. Each nearby ship may assist the vessel by adding +1 to the attempt. Arrival at a shipyard before the timer expires automatically resolves the mission. Otherwise, the ship is damaged by the traitor and becomes crippled (or is destroyed if it was already crippled). | Special | Complete within 1d3+2 | Random friendly starship | Completed | No |
| 2 | System Traitor: A traitor in one of our systems is prepared to create an incident by causing mass damage. The system conducts it own investigation by rolling 1d6 and attempting to roll a 6, which results in a successful discovery, threat deactivation, and arrest. Each starship and base within the system may assist the vessel by adding +1 to the attempt. If the threat is not found, the traitor reduces productivity by half, rounding down, for the next month. | Special | Complete within 1d3+1 | Random friendly populated system | Completed | No |
| 3 | Base Traitor: We suspect explosives have been planted and could damage one of our bases. The base in question needs to be scanned from stem to stern and checked for any trouble. The base conducts it own investigation by rolling 1d6 and attempting to roll a 6, which results in a successful discovery, threat deactivation, and arrest. Nearby ships may assist the base by adding +1 to the attempt. The base is damaged by the traitor and crippled if not resolved (or is destroyed if it was already crippled). If a base is unavailable, players may use a shipyard instead. | Special | Complete within 1d3+2 | Random base, shipyard, or space installation | Completed | No |
| 4 | Recover: A traitor to a foreign empire is on the run and looking for a safe haven. We plan to offer that safe haven. The bounty on the traitor’s head is high, which means we will have to be careful. The location of the traitor is known to us and we must pick that person up immediately and get them back to our largest system (or starbase) for debriefing. | Routine | Start within 1d3+3 | Random neutral system | Completed | No |
| 5 | Shadow and Detain: We have a suspicion that a group plans to broadcast confidential scientific data from a small freighter near a neutral system. We are to shadow the freighter and watch for trouble. We may need several starships in the target system to monitor. If we see trouble, we are to move in and capture the freighter in the act. Roll 1d3 for the required number of starships. Each turn roll 1d6; if that roll is a 6, move to capture the ship. The starships must be frigates or smaller to avoid suspicion. | Special | Complete within 2d6+1 | Random neutral system | 1d6 | No |
| 6 | Capture Traitor: A chance to recover a traitor is upon us, but we must enter hostile territory to do it. We need to deliver a Trojan item to the target system. We can then immediately follow the flow of materials and make sure we find the traitor. | Challenging | Complete within 2d6+1 | Random hostile system | Completed | No |
Defector
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Minor Catch: A low profile individual has committed an act of treason against the government by defecting. He is basically a nobody, but we want to catch him all the same. Unfortunately, he could be anywhere by now. All Star Fleet knows is that the known defector is in one of the friendly populated systems in the sector and is trying to get to any neutral (non-hostile) system. In an undetermined friendly system (within the target sector), the defector rolls 1d10 each month; 1-3 indicates he has found passage on a transport to an unknown neutral system, while 4-10 means no such passage is found (the month of departure is noted, but is unknown to Star Fleet at the time). As the friendly system of origin is unknown to Star Fleet, each investigating starship visiting one of these systems will not *know* the defector is there until he is either located or his departure is uncovered. A search requires a once-monthly (per system, per starship) straight Challenging Event Ship Skill roll (with no chance of failure damage, but an allowance for skill gain): success means the defector has been either located and captured or evidence of his departure from that system has been discovered; failure simply means no new information has been revealed. Once Star Fleet has evidence of his departure, a determination can be made as to whether or not the transport can be intercepted prior to entering the neutral system. If the defector cannot get off-planet prior to the initial time limit, he will go into hiding in the origin system. In that case, any starships still attempting to locate him (possibly due to lack of evidence of his departure) will need to make a Difficult Event roll (again, with no chance of failure damage, but an allowance for skill gain) in order to locate him. Note: this will have to be done for each friendly system, as the origin remains unknown. Star Fleet calls off the search when the 2nd time limit expires. | Special | Prevent within 2d6+4; find within 1d6+2 after this | Special | Completed before time limit | No |
| 2 | Major Catch: A high profile person has committed an act of high treason against the government. Not only was his access to information top secret, he is also highly regarded in society. We must catch and bring this person to justice immediately. Unfortunately, he could be anywhere by now. In an undetermined friendly system (within the target sector), the defector rolls 1d10 each month; 1-2 indicates he has found passage on a transport to an unknown hostile system, while 3-10 means no such passage is found (the month of departure is noted, but is unknown to Star Fleet at the time). As the friendly system of origin is unknown to Star Fleet, each investigating starship visiting one of these systems will not *know* the defector is there until he is either located or his departure is uncovered. A search requires a once-monthly (per system, per starship) straight Difficult Event Ship Skill roll (with no chance of failure damage, but an allowance for skill gain): success means the defector has been either located and captured or evidence of his departure from that system has been discovered; failure simply means no new information has been revealed. Once Star Fleet has evidence of his departure, a determination can be made as to whether or not the transport can be intercepted prior to crossing the hostile border. If the defector cannot get off-planet prior to the initial time limit, he will go into hiding in the origin system. In that case, any starships still attempting to locate him (possibly due to lack of evidence of his departure) will need to make a Challenging Event roll (again, with no chance of failure damage, but an allowance for skill gain; also, the higher profile of the defector makes it harder for him to hide than for a minor defector) in order to locate him. Note: this will have to be done for each friendly system, as the origin remains unknown. Star Fleet calls off the search when the 2nd time limit expires. | Special | Prevent within 1d6+2; find within 2d6+4 after this | Special | Completed before time limit | No |
| 3 | Starship Hijacked: One of our starships has been hijacked by the hostile (or even possibly by a group of defectors) and is attempting to cross into hostile territory. It will pass through our area of operations at any time. We must capture or destroy it immediately. One random starship will arrive within the sector at a point immediately opposite to the closest point to the hostile's border. It will proceed to the largest populated hostile system, where it will be surrendered and will remain under the hostile's control permanently. | Difficult | Start within 1d3 | Special | Special | No |
| 4 | Minor Allied Defector: One of our allies reports a defecting ship passing through our space. This is a public mission, so all sides know about it and may attempt to recover it. The ship is attempting to defect from a non-Federation ally, to a hostile of both states. It will arrive within the target sector at a point immediately opposite to the closest point to the hostile's border. It will proceed to the largest populated hostile system, where it will be surrendered and will remain under the hostile's control permanently. Star Fleet is to do anything possible to halt and recover the vessel, short of destroying it. The hostile is aware of the defection attempt and may choose to assist the vessel, especially if it is passing through non-aligned space. | Difficult | Start within 1d6 | Special | Special | No |
| 5 | Major Allied Defector: One of our allies reports a formation of defecting ships passing through our space. This is a public mission so all sides know about it and may attempt to recover any ships. The 1d3+1 ships are attempting to defect from a non-Federation ally, to an opponent of both states. They will arrive together within the target sector at a point immediately opposite to the closest point to the hostile's border. They will will proceed to the largest populated hostile system, where they will be surrendered and will remain under the hostile's control permanently. Star Fleet is to do anything possible to halt and recover the ships, short of destroying any. The hostile is aware of the defection attempt and may choose to assist the formation, especially if it is passing through non-aligned space. | Challenging | Start within 1d6 | Special | Special | No |
| 6 | Ground Support: We have learned that several ground units in one of our system are considering unlawful disbanding for one reason or another. We need more forces in the system now. Intelligence and Security feel we need matching ground units moved in to stop this problem before it materializes. Roll 1d3+1 to determine the number of ground units attempting to disband. If we do not move in an appropriate number of ground forces (or more) to match the dissenting units before the time expires, they will fully disband and disperse. However, some troops will start to disburse from the moment the order is issued, continuing until the full amount of matching troops arrive, equivalent in ratio to the final time period rolled. Until the mission is complete, they will not respond to lawful orders. | Challenging | Complete within 2d6+2 | Random friendly system (with ground troops) | To be determined | No |
Neutral
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Minor Aid Request: One neutral system has requested foreign aid. This is actually [a sizable economic investment to be decided later] transported via an assigned starship to the neutral world for delivery. | Simple | Complete within 2d6+2 | Random populated neutral system | Completed | No |
| 2 | Major Aid Request: One neutral system has requested foreign aid. This is actually [a sizable economic investment to be decided later] transported via an assigned starship to the neutral world for delivery. | Routine | Complete within 2d6+2 | Random populated neutral system | Completed | No |
| 3 | Negotiate: The captain must intervene in a dispute before it results in an expanded conflict. Two nations in a neutral system, one on the habitable moon and the other in the asteroid belt, are close to war. If a good impression is made, we may be able to stop the conflict. Roll a Routine Test roll of the Captain's Skill. If the captain succeeds, roll 1d6+2 after arbitration. If the roll is 7 or 8, war is averted. If the captain or the arbitration fail, war breaks out. The ship must make a Challenging Test roll of the Ship skill in order to escape the system. | Special | Complete within 1d6+2 | Random populated neutral system | Completed | No |
| 4 | Ground Force Request: A neutral system has requested some ground forces to control its population. It needs 48,000 CV worth of ground units, which will be loaned to the neutral empire until the pre-arranged time has expired. | Routine | Complete within 2d6+2 | Random populated neutral system | 1d12+2 months | No |
| 5 | Hostile Coercion Exposure: This neutral representative insists the opponent is working to undermine our efforts in this system. Search for any hidden forces in each neighboring system within 5 light-years of the target system with a scout or explorer. Each starship rolls 1d6: 5 or 6 reveal a hostile ship. If the ship passes a Ship Skill test roll, the hostile is persuaded to leave without violence; otherwise, combat occurs (can be played out indirectly via the Event Failures rules or with ship-to-ship combat rules. | Special (Challenging) | Complete within 2d6+2 | Random populated neutral system | All systems searched | No |
| 6 | Fair Pricing: The neutral system wants a new ship to keep piracy down and want to purchase, for half price, any ship in your lineup you have available. The neutrals will buy one, which must be delivered to the target system. Designation of the provided ship must be decided within the agreed upon time and delivered upon completion. | Special | Designation within 2d6+2 | Random populated neutral system | Completed | No |
Mercenary
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Rescue: After a scuffle with pirates, a known mercenary made it to the life pod. His transponder is working and we can find him. Quickly though, before life support fails. | Routine | Complete within 1d3+1 | Random neutral system | Completed | No |
| 2 | Hot Tip: A mercenary says a pirate deep space raiding depot is positioned in the target system. Of course, he insists there is no time to lose! Upon arrival, a number of raider ships and mines will be discovered. | Special (Combat) | Complete within 1d6+4 | Random neutral system | Completed | No |
| 3 | Undermining: It has been brought to our attention that a rival in our own government is trying to sabotage our efforts in the system. To prove it, we need evidence. The mercenary group needs the mobility of a starship. The mercenary appears on the largest friendly populated world and her evidence is located in two different randomly determined friendly or neutral systems in the sector. If this can be brought back to your largest populated in time, you can expose the plot against you. Otherwise, [something to do with morale and/or productivity]. | Routine | Complete within 2d6+4 | Special | Completed | No |
| 4 | Destroy: A mercenary force has favored the other side for too long and we need to break them. The mercenary has a raider ship several planetary fighters in support. They need to be captured or destroyed before they depart for hostile territory. | Special (Combat) | Complete within 2d6+1 | Random friendly, neutral, or hostile system | Completed | No |
| 5 | Bribe: We have a chance to sway a mercenary generally loyal to an opponent. If the Intel mission launched against a hostile system succeeds, we will bring them to our side. Financial support will also be required. A raider ship and several fighters will offer to join upon convincing evidence and proper payment, operating from a neutral system against the opponent. | Special | Complete within 2d6+2 | Random hostile system | Completed | No |
| 6 | Reinforce: A group of mercenaries in the target system need support. We need to bring in one special forces unit to support their position. This unit will not conquer the system, but will assist the mercenaries. | Difficult | Arrive within 2d6+1 | Random neutral system | 3 | No |
Operative
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Surgical Strike: An operative was able to give us precise data for key facilities and personnel on a neutral world. If we deploy one ground unit quickly, we will conquer it with minimal loss of life for all sides. The neutral fleet will make not attempt to stop our forces either. Clearly not feasible for Star Fleet/UFP as written. | Special | Complete within 1d6+2 | Random populated neutral system | On-going | No |
| 2 | Recovery: During the next encounter with the opponent, one of our operatives will be detected aboard a hostile ship. He must be recovered before we can disengage. The operative has stolen a shuttle and will flee at the beginning of battle. If the shuttle survives the first round of battle, we can recover the operative. | Challenging | Special | Special | Completed | No |
| 3 | Difficult Recovery: During the next encounter with the hostile, one of our operatives will be detected aboard a hostile ship. He will be in a cell, held for questioning. We need to capture the ship in question, or have an assault team board the vessel, in order to recover the operative. | Difficult | Special | Special | Completed | No |
| 4 | Trade Disruption: If we can get an operative in the hostile’s trade system, we may be able to do some damage or at least plan raids against their commerce infrastructure. We must deliver the operative to a hostile system that has active production. | Challenging | Complete within 2d6+4 | Any hostile system with transports | Completed | No |
| 5 | Neutral Space Recovery: After some trouble, we learned that our operative ejected into neutral space, probably for some reason I am sure the intelligence service will never tell us about. Unfortunately, we don’t know where that is in the target system. We will require 2 scout or explorer ships to locate the operative's escape pod. Life support won’t hold out longer than the mission duration. | Routine | Complete within 1d3+3 | Random neutral system | Completed | No |
| 6 | Deep Space Recovery: After some trouble, we learned that our operative ejected into hostile space, probably for some reason I am sure the intelligence service will never tell us about. Unfortunately, we don’t know where that is in the target system. We will require 2 scout or explorer ships to locate the operative's escape pod. Life support won’t hold out longer than the mission duration. | Difficult | Complete within 1d3+3 | Random hostile system | Completed | No |
Scientist
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Research: We have been required to assist in several specific surveys for a science team. Three systems must be surveyed by the science team within the allotted time aboard a scout or explorer ship. | Routine | Complete within 2d6+3 | Three randomly determined systems | Completed | No |
| 2 | Thesis Testing: This scientist has a brilliant theory and wants our help to prove it. One of our ships must return to the sector's primary system to pick up the scientist, the team, and all the equipment. The ship will then begin the test in the targeted low population system. The tests begin when the captain approves the mission. Roll 1d6, with 1-3 a test failure. The ship takes damage, a significant number of shuttles (all the ones deployed) with casualties, and the ship responds as if to a Difficult First Fail roll. Test success results in some undefined discovery. The test may only be conducted once. | Special (Difficult) | Complete within 2d6+2 | Special | Completed | No |
| 3 | Rescue: Something that was being researched has turned against the scientists for one reason or another and we need to mount a rescue. We need to send in help in the form of a security or (preferably) assault team immediately to stop the crisis. The complexity will apply to the team attempting the rescue; it is assumed the orbiting ship would not be at risk...though maybe it could. | Special (Difficult) | Complete within 2d6+2 | Random friendly or neutral system | Completed | No |
| 4 | Intercept: A neutral scientist has escaped one of our moons with top secret research. We need to search each nearby transport to make sure he hasn’t hopped a ride. a randomly generated number of transports in the immediate location of the friendly origin system must be searched by a security or assault team. There is a 10% chance he will be discovered on each transport searched, increasing by another 10% for each sequential transport. When found, there is a 1 in 6 chance an hostile ship is extracting him, leading directly to combat. | Special (possible combat) | Complete within 2d6+2 | Random friendly or allied transports | Completed | No |
| 5 | Capture: A scientist in the target system is making astonishing advances and we need him. Travel to the target system and bribe the scientist to join us. We can also send in a ground unit and just capture him too. | Challenging (neutral)/Difficult (hostile) | Complete within 2d6+2 | Random neutral or hostile system | Completed | No |
| 6 | Intervene: The citizens that this scientist were studying are hopping mad. We need to spend some time in orbit to settle the situation peacefully. Troops might help, though that is not assured. This will either require a designated diplomat, or maybe just the ship's captain. If troops are to be used, consider using the Unrest rules, presuming the friendly/neutral government's support. Further rules need to be developed for this mission. | Special | Complete within 2d6+2 | Random friendly or neutral system | 1d6 | No |
Engineer
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Technical Reconcile: A serious problem has occurred at one of our production facilities, where a new system was installed. They need the expertise of particular engineering staff. The assigned starship has an engineering team with the required skills. A successful Crew skill roll is necessary to resolve the problem; a failure will not affect the ship (but maybe the team?), but will impact the specific project until non-Star Fleet assistance arrives. | Challenging (Crew skill only) | Start within 2d6+2 | Random non-hostile production system | 1d3+3 | No |
| 2 | Capture: An engineer in the target system is making astonishing advances and we need him. Travel to the target system and "convince" the engineer to join us. A bribe of [to be determined] can be used to reduce the complexity to Routine. Failure will not impact the ship, though the landing party might take injuries, as a result if the engineer is offended. A special force team might be considered to extract him, if he is unwilling. | Challenging | Upon arrival | Random neutral system | 2d6 | No |
| 3 | Extract: One of the leading design engineers of the opponent must be captured. Intelligence is certain of his location. The engineer is aboard a randomly determined hostile starship or base. He can be extracted by capturing the ship/base or sending in a covert extraction team. | Difficult | Complete within 3d6 | Special | Completed | No |
| 4 | Training Cruise: For the next few weeks, this ship is going to be a training ship to get a new engineering crew up to speed. There are a lot of new engineers who will rotate through the ship. The ship must report to the designated base or friendly high productivity system and remain on station for the duration. | Routine | Start within 2d6+2 | Special | 1d6+6 | No |
| 5 | Serious Reconcile: A serious problem has occurred within an independent facility. They need the expertise of a particular engineering staff. The assigned starship has an engineering team with the required skills. A successful Crew skill roll is necessary to resolve the problem; a failure will probably not affect the ship (but maybe the team?), but will impact the specific project until non-Star Fleet assistance arrives. | Challenging (Crew skill only) | Start within 2d6+2 | Random non-hostile system | 1d6+3 | No |
| 6 | Remote Reconcile: A serious problem has occurred within an independent facility and they need the aid of several ships or a towing vessel. 1 tug or 4 destroyer-sized (or larger) starships must stand by to provide assistance. | Challenging | Start within 2d6+3 | Random non-hostile system | 1d6+3 | No |
Citizen
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Rescue: A civilian has gotten in to a lot of trouble and needs a ride out of the target system. He must be located, extracted, and returned to a base or friendly system. | Challenging | Complete within 2d6+5 | Random neutral system | Completed | No |
| 2 | Rescue: A civilian has gotten in to a lot of trouble and needs a ride out of the target system. He must be located, extracted, and returned to a base or friendly system. Since he is in hostile territory, this could be dicey. | Difficult | Complete within 3d6 | Random hostile system | Completed | No |
| 3 | Exchange Program: Oh good: a chance to cooperate with our friendly neighbors. We are to deliver a citizen liaison to the target hostile system from our most populated system in the sector. While there we must pick up their citizen liaison, as well, and return her to our system. Tension is not triggered by actions related to this mission. | Routine | Start within 2d6+2 | Special | Completed | No |
| 4 | Emergence: The target system has actually harbored a hidden population of sentient life all these years and fortunately, a citizen is willing to negotiate for us. Upon her delivery to the neutral system, they will agree to meet with us and may join our state. | Simple | Start within 2d6+2 | Random friendly, allied, or neutral system | 1d6 | No |
| 5 | Local Insurgence: The target neutral system has actually harbored a 5th column movement against our opponent. We need to return their leader, who has been working in our largest system to the target system. This citizen will immediately begin his insurgence against our opponent. At the time of delivery we can supply also supply a promise to deliver some older corvettes and fighters. | Routine | Complete within 1d6+5 | Neutral system closest to hostile system | Completed | No |
| 6 | Investigate: Corruption is a serious offense, but this informant is certain a citizen is involved in wrongdoing that could undermine us. We need to send 3 or more starships to the target system to investigate. | Routine | Start within 2d6+2 | Random friendly system | 1d3+1 | No |
Officer
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deep Space Rescue: During a recent trip of unrevealed designation, an officer had to abandon ship. Unfortunately, we don’t know his final position, other than the system. He must be found before his life support fails. Each week, roll 1d6 and add the number of the available starships searching the system, plus 1 for each successive. If the roll is higher than 12, he is located. | Special | Within 1d6 | Random friendly or neutral system | Timeframe | No |
| 2 | Patrol: We have been asked by a prestigious officer to conduct a patrol in our sector. This officer has a hunch of smugglers moving arms through the area. We are to patrol each neutral system that adjoins our territory. Search each neutral system within 3 light-years of each route through the sector. [More rules to be developed.] | TBD | no timeframe | Special | 2d6+2 | No |
| 3 | Investigate: We lost contact with an officer assigned to a remote location. We need you to find out why. Travel to the system with a scout ship and at least 4 shuttlecraft to look for the officer. | Routine | 2d6 | Random unpopulated neutral system | 1d3 | No |
| 4 | Reassignment: A senior officer on one ship is being transferred to another vessel. Therefore, this vessel must travel to one of the core worlds to pick him up. | Simple | Start within 2d6 | Random friendly ship | Completed | No |
| 5 | Capture: A notorious hostile officer is a criminal wanted by our government. If we could grab him before he is transferred out, we would score a major political coup with non-aligned worlds. We know his ship and where he is presently. If we encounter that ship, we could attempt to capture the ship or destroy it. | Special (Combat) | Arrive within 1d6+3 | Random hostile ship | Completed | No |
| 6 | Pirate Capture: A notorious pirate commander is in the system and we intend to catch him. His raider ship will be in the target system at the appointed time. If we encounter that ship, we could attempt to capture or destroy it. | Special (Combat) | Arrive within 1d6+2 | Random system | Completed | No |
Diplomat
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A diplomat from the target system requests a meeting at our economic center with business leaders. We need to pick her up from the target system and deliver her immediately. | Simple | Complete within 2d6+2 | Random populated neutral system | Completed | No |
| 2 | Host: Our most prestigious ship has been selected to host a delegation. The vessel must visit the largest friendly populated system, at which point the event can begin. | Routine | Start within 2d6+2 | Largest friendly populated system | 1d3 | No |
| 3 | Mutual Discussion: High level talks are scheduled to take place with the opponent. Our most prestigious ship will accompany an esteemed diplomat to the largest populated system (between the top such planets of both sides in the immediate region), where it will meet the same from the opponent. If any other ships from either side arrive, the talks end immediately. | Challenging | Start within 2d6+2 | Special | 1d6+1 | No |
| 4 | High Level Discussion: High level talks are scheduled to take place with the opponent. Our most prestigious ship will accompany an esteemed diplomat to the largest populated system (between the top such planets of both sides in the immediate region), where it will meet the same from the opponent. If any other ships from either side arrive, the talks end immediately. | Challenging | Start within 2d6+2 | Special | 2d6+1 | No |
| 5 | Alignment: Establishing trade is a priority for our leaders, but we need trade talks with outsiders. Our trade diplomat is to be transported from one of our populated systems to one of the neutral populated systems to engage in trade talks. | Routine | Start within 1d6+3 | Special | 1d6+3 | No |
| 6 | Delegation Return: A diplomat and her aides from the hostile state are departing for home and request transport from us, since none of her ships are available. She is located on the largest friendly system and must be returned to the target system with all haste. Only one starship may take part in this mission and that vessel may not accept any diversionary missions or incidents, including engaging any hostile ships. The ship is ensured for safe passage during the delivery and for 2 weeks after, presuming it leaves hostile territory directly. | Challenging | Start within 2d6+2 | Random hostile system | Completed + 2 weeks | No |
Industrialist
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver Industry: A high-powered industrialist is certain of his ability to increase output on a minor industrial planet. This person must be moved from the largest friendly major productive system in the sector (or region) to any other friendly minor productive system and remain within the system for the duration. Rolling 1d6 after the duration of the visit, 1-2 indicates the industrialist generates a plan that will halve the time to promote the minor industrial planet into a major one, at a 25% reduction of the cost (if adopted). (See the Planet resources rules.) | Special (Simple for ship) | Complete within 2d6+3 | Special | 1d6+2 | No |
| 2 | Deliver a Colony: A high-powered industrialist is certain of his ability to increase growth on a colonial planet. This person must be moved from the largest friendly major productive system in the sector (or region) to any other Stage 2 (or later) colony and remain within the system for the duration. Rolling 1d6 after the duration of the visit, 1-2 indicates the industrialist generates a plan that will halve the time to promote the colony one stage higher within 1d10 years, with an investment of 1d3 times the present RP output. (See the Planet resources rules.) | Special (Simple for ship) | Complete within 2d6+3 | Special | 1d6+2 | No |
| 3 | Deliver Colonial Industry: A high-powered industrialist is certain of his ability to promote a large colonial planet into an industrial world. This person must be moved from the largest friendly major productive system in the sector (or region) to any Stage 8 or 9 colony and remain within the system for the duration. Rolling 1d6 after the duration of the visit, 1-2 indicates the industrialist generates a plan that will halve the time to promote the colony one stage higher within 1d3 years, with an investment of 2 times the present RP output. (See the Planet resources rules.) | Special (Simple for ship) | Complete within 2d6+3 | Special | 1d6+2 | No |
| 4 | Industrial Sabotage: These high-powered industrial types really know how to hurt the opponent. She has offered to help us slow the opponent’s efforts. With a specific intel mission against the target system, we could delay construction of any ship in progress. After success, we get to choose the target ship and our effort is not revealed to the opponent in any event. (Note: need to re-address this mission, once intel mission rules are developed, but the ship's production would be delayed by 1d3+2 turns.) | Special (intel mission) | Start within 2d6+2 | Random hostile system | 1 | No |
| 5 | Part Suppliers: A machine is only as strong as its weakest parts and if we can bring in faulty parts to our enemies in this region we can slow their economy. However, the arrival and replacement of these parts has to look legitimate. We only need to provide an older model freighter to transport bad parts to a specific hostile production system to introduce the problem. (Note: need to re-address this mission, once intel mission rules are developed, but the target's planet's production would be reduced by 1d6% for one month.) | Special (intel mission) + Challenging (ship) | Start within 2d6+2 | Random hostile production system | Completed | No |
| 6 | Starship Part Suppliers: A machine is only as strong as its weakest parts and if we can bring in faulty parts to our enemies in this region we can slow their economy. However, the arrival and replacement of these parts has to look legitimate. We have an audacious plan involving decoy ships. The 2 required ships can be modified older model transports, medical or diplomatic ships, but each must approach two specific locations (in different systems) to introduce the problem, in the same month. With success, none of the empire's naval vessels will be able to be supported by support facilities (construction, maintenance, re-supply, etc) for 1 month. (Note: need to re-address this mission, once intel mission rules are developed, but the targeted locations' support capacity would be directly impacted.) | Special (intel mission) + Challenging (ships) | Star within 2d6+2 | Random hostile military bases or systems | Completed | No |
Designer
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A specialized structure designer must be taken to the frontier to meet with some prospective colonists. She is to be picked up at the highest productivity system and must be delivered to the target system. | Simple | Start within 2d6+2 | Random neutral inhabitable system | Completed | No |
| 2 | Survey: This trade designer has a vision. This region of space could be a new hub for commerce and diplomacy. We need a number of specific ship types to study the target system for the established mission length. 1d3 ships of an exploration, scouting, or repair nature are needed to be stationed in the target system for a minimum 3 turns. If a ship construction facility is established here, construction costs come at a significant discount. |
Simple | Start within 2d6+2 | Random friendly or neutral system | 3 | No |
| 3 | Persuade: An eccentric art designer lives in the target system and apparently, withdrawn from society. The captain of the assigned ship has a past with this artist and is the only one who could persuade her to take up a life of artistic endeavor again. Roll a d6: on a roll of 4, 5, or 6 the artist returns immediately with the captain and must be delivered to the closest Federation non-colonial world to be picked up for a grand return to public life. On a roll of 2 or 3, the same occurs, but it takes 1d6+1 turns for the artist to be persuaded. If a 1 is rolled, the captain forsakes life in Star Fleet and joins the artist in this reclusive life. | Simple | Start within 2d6+2 | Random non-hostile colonial world | Completed | No |
| 4 | Exploit: This communication system designer has found a flaw with a hostile communication system. He needs more information. We need a number of special monitoring systems to be brought into the system. The assigned transport ship will need to bring in 1d3+1 small communication stations from any Federation industrial world or colony world of Stage 4 or later. One there it will take one turn to fully deploy each monitoring system. | Simple | Start within 2d6+2 | Random neutral system | Completed | No |
| 5 | Antagonize: A computer system designer working in a neutral system is probably going to work with the opponent next, that is, unless we intervene. This fellow can’t be bought, but apparently responds well to antagonism. We plan to visit this target system and have the commanding officer engage him in belligerent one-on-one talks. If the commanding officer fails to convince the designer to refrain from working with the opponent, a roll on the Simple Event Failed Rolls is mandated: a Minimal, Marginal, or Major result on the First Fail column results in a simple mission failure; a Massive failure results in a confrontation with a hostile vessel, to be handled as a separate combat event. | Simple | Start within 2d6+2 | Random neutral system | Completed | No |
| 6 | Game Theory Conference: A conference of specialized game theorists has warranted attention from the government. The local governor fears they will start a ruckus. He want us to observe and monitor this conference for signs of trouble. The issue is serious enough that 1d3+1 ships-of-the-line need to be routed to the system for the entirety of the conference. | Simple | Start within 2d6+2 | Random non-hostile system | 1d3+1 | No |
Intellectual
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A legendary intellectual has requested a ride to neutral space to begin thinking "somewhere else", which the Federation Council supports. He must be delivered quickly before he loses interest. | Simple | Complete within 2d6+2 | Start at most-populated system; deliver to a random neutral system. | Completed | No |
| 2 | Host: We must provide the means for a gathering of intellectuals to discuss the importance of "the universe". The captain of the ship considers himself a peer and wishes to host the event. He has been granted permission to pick up the great minds from the sector's core worlds and then "go off the grid" for the period of the conference. The conference starts upon the arrival at the last planet and lasts for 1d3+1 turns, at which point the assemblage will disembark at one of the other core worlds. | Simple | Start within 2d6+2 | See Details | Upon disembarkation | No |
| 3 | Kingmaker: Somehow one of our own violated the Prime Directive and managed to convince the natives that we are not in fact an interstellar society of space travelers, but deities of wind and ghosts. We need a starship to intervene. The ship must arrive at the system and resolve the situation quickly. | Routine | Complete within 2d6+2 | Random populated neutral system | Completed | No |
| 4 | Troublemaker: Let’s put our philosophies to work for us! This intellectual has offered to spread word of the greatness of the Federation's way of life in a hostile system, if we can sneak her in. She must be delivered before word of this expedition get outs (which it always seems to do). | Challenging | Complete within 2d6+4 | Random hostile system | Completed | No |
| 5 | Speaking Arrangement: One of our intellectuals is gaining clout in this region for his particular brand of thinking. The ship is assigned to deliver the intellectual under a flag of truce, and then return immediately to Federation space. If the mission "fails" (on a failed role of the Ship Skill), then a roll on the Routine Event Failed Rolls table is mandated. A result of Minimal or Marginal on the First Fail column results in a significant increase of tension (TBD later), while a Major, Massive or Disaster failure results in a confrontation with a hostile vessel, to be handled as a separate combat event. Combat aside, the ship must return to friendly space after the conclusion of the seminar within 2 turns. | Routine | Start within 2d6+2 | Random hostile system | 1d6 | No |
| 6 | Tour: One of our intellectuals is gaining clout in this region for his particular brand of thinking. The ship is assigned to deliver the intellectual on a tour of the agreed-upon planets, under a flag of truce, and then return immediately to Federation space. If the mission "fails" (on a failed role of the Ship Skill at each visited planet), then a roll on the Routine Event Failed Rolls table is mandated. A result of Minimal or Marginal on the First Fail column results in a significant increase of tension (TBD later), while a Major, Massive or Disaster failure results in a confrontation with a hostile vessel, to be handled as a separate combat event. Combat aside, the ship must return to friendly space after the conclusion of the tour within 2 turns. | Routine | Start within 2d6+2 | 1d3+1 random hostile systems | 1 turn each planet | No |
Pilot
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A new pilot group has arrived within the sector and is ready for action. They are to be delivered to their assigned base. The assigned ship must have the capacity to transport 1d6 of the group's shuttles/fighters. They are to be delivered to the largest base in the sector. | Simple | Start within 2d6+2 | Random inhabitable, non-hostile system | Completed | No |
| 2 | Host: The assigned ship must deliver the auxiliary detachment to a flight exercise by the scheduled date. The ship is to maintain station for the duration of the exercise. | Simple | Arrive by 2d6+2 | Random non-hostile system | 1d6 | No |
| 3 | Rescue: A pilot and his crew are lost in the target system. We need to rescue them! Luckily, their transponder is working and we can find them. Quickly though, before life support fails. | Simple | Complete within 1d3+1 | Random unoccupied friendly system | Completed | No |
| 4 | Search and Rescue: A pilot and his crew are lost in the target system, and we need to rescue them. Luckily, their transponder is working and we can find them. Quickly though, since he has d3+1 turns before life support fails. | Simple | Complete within 1d3+2 | Random unoccupied neutral system | Completed | No |
| 5 | Extreme Search and Rescue: A pilot and his crew are lost in the target system, and we need to rescue them. Luckily, their transponder is working! If the mission "fails" (on a failed role of the Ship Skill), then a roll on the Routine Event Failed Rolls table is mandated. A result of Minimal or Marginal on the First Fail column results in a significant increase of tension (TBD later), while a Major, Massive or Disaster failure results in a confrontation with a hostile vessel, to be handled as a separate combat event. | Routine | Complete within 1d3+3 | Random unoccupied hostile system | Completed | No |
| 6 | Fighter Proving Ground: We need to test out a new flight system for our fighters. The environment needed is, unfortunately, inconvenient. Transport the modified shuttlecraft/fighters to the target system and then back to their origin upon test completion. There are 1d6 craft to be carried from the largest friendly system within the sector to the target system. | Simple | Start within 2d6+2 | Random friendly or neutral system | 1d3 | No |
Professor
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A highly-prestigious professor will be lecturing at the sector's most important university for the next few months. He needs picked up from a core world and delivered to the target system. Determine the originating system based upon the relevant sector (of assignment). | Simple | Start within 2d6+2 | Largest system in sector | Upon delivery | No |
| 2 | Survey: Recent findings from one of the Federation's top geologists have given us cause to recheck our findings. Therefore two of the sector's system must be surveyed again. Send either 2 scouts or one explorer to each system for 2 turns. | Simple | Start within 2d6+2 | 2 random friendly or neutral systems | 2 | No |
| 3 | Rendezvous: We are participating in an exchange of professors. The meeting takes place in the target system, at which point we need to take the exchanged professor to our most populated system. Hostile space may be entered, without an increase in tension. | Routine | Start within 2d6+2 | Random system | Completed | No |
| 4 | Transfer: A senior professor serving in a limited fashion on another ship is being transferred to yet another vessel, for transport back to the core worlds. Meet the transferring professor on the frontier-side of the sector and transfer to the opposite side for both rendezvous. | Simple | 2d6+6 | Randomly determined sector locations | Completed | No |
| 5 | Minor Recover: A former Star Fleet Academy professor was arrested in the target system for speaking against the government. Recovery can either be through clandestine methods, diplomacy, or a special military rescue mission. | Challenging | Complete within 3d6 | Random neutral system | Completed | No |
| 6 | Major Recover: A former Star Fleet Academy professor was arrested in the target system for speaking against the government. Recovery can either be through clandestine methods, diplomacy, or a special military rescue mission. | Difficult | Complete within 3d6 | Random hostile system | Completed | No |
Smuggler
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Recruit: We will recruit some smugglers to inform upon the established networks in this sector. Visit each neutral system and conduct a search. Upon arrival, wait one turn then roll 1d6; a result of 6 indicates the presence of a smuggling cell. Conduct a Routine Ship skill roll; success indicates positive intelligence on the local network. Each system may only be checked once. | Routine | Start within 2d6+2 | Each neutral system | 1 turn per system | No |
| 2 | Apprehend: Enough of these wretched smugglers! You are ordered to apprehend their ship. After 1 turn in the target system (with a scout or explorer), conduct a Routine Ship skill roll; success indicates a successful targeting of the suspect vessel, which stands down immediately. If the roll fails, try again 1 turn later, for up to a total of 1d6 turns. After that, failure indicates the vessel avoids capture. | Routine | Start within 2d6+2 | Random system | up to 1d6 | No |
| 3 | Incite Rebellion: Deliver these arms to the chartered smuggling ship, to be delivered to a resistance in need beyond hostile borders. | Simple | Start within 2d6+2 | Random neutral system | Completed | No |
| 4 | Smuggle in Bad Parts: Our superiors agree we could undermine the hostile supply network by sneaking in bad parts with a trusted smuggler. Deliver them to the target location. | Simple | Complete within d6+3 | Random location within sector | Completed | No |
| 5 | Sneak in Bad Parts: Our superiors agree we could undermine the hostile supply network by sneaking bad parts with a trusted smuggler. Deliver them to the target location. On a [TBD roll], the smuggler is able to provide actionable intel on a hostile supply depot. | Simple | Complete within d6+3 | Random location within sector | Completed | No |
| 6 | Export Vital Data: A trusted smuggler’s ship was impounded, but she and her crew managed to escape capture. They are stuck in the target system and avoiding the hostile agents hot on their trail. We must reach this system with a ship capable of performing an extraction on the moon on which they are hiding and return the group to Federation space. | Challenging | Start within 2d6+2 | Random allied or neutral system | Completed | No |
Xenoarchaeologist
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Minor Delivery: A small expedition to the frontier is being supported by Star Fleet Command. There are ruins in the target system and we need to help them get established. We must send 1 transport to a core world to pick up the expedition and then it must be delivered to their destination. The convoy needs to remain in the system for 1 turn to deploy. | Simple | Start within 2d6+2 | Random non-hostile system | 1 | No |
| 2 | Delivery: A moderate expedition to the frontier is being supported by Star Fleet Command. There are ruins in the target system and we need to help them get established. We must send 2 transports to the target system. The transports may pick up the expedition from the local command center (or similar location). The expedition needs d3+1 turns to deploy. | Simple | Start within 2d6+2 | Random non-hostile system | d3+1 | No |
| 3 | Extraction: An expedition to the frontier has made important discoveries. Of course, we need to secure it from looting or other disturbances as fast as possible. We must send d3+1 transports to the target system to begin extraction. It takes 2d6 turns to complete. If an explorer is handy it would decrease the mission time, by half (rounding down). | Simple | Start within 2d6+2 | Random non-hostile system | 2d6 or (2d6)/2 | No |
| 4 | Rendezvous: One of our xenoarchaeologists has arranged to meet with us to relay important data. He is only passing through the target system and cannot remain long. If there is no neutral system to be a target system, use a hostile system. | Simple | meet in exactly 1d6+1 | Random neutral system | 1 | No |
| 5 | Cultural Repatriation: We are returning some cultural artifacts from a recent archeological dig in a system within our boundaries to a non-Federation government. We need either 2 supply vessels or 1 transport to be escorted from a Federation system to the target location. The recipients will have 1d3 warships accompany their transport. | Simple | Start within 2d6+2 | Random neutral or hostile system | Completed | No |
| 6 | Space Artifacts: An expedition in deep space needs more logistic support. They have found something too big for them to move with their ship(s) and don’t want to abandon their findings. We need to help assist them by sending 1 warp tow-capable support vessel. | Simple | Start within 2d6+2 | Random neutral point in deep space | Delivered to random non-hostile system | No |
Doctor
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Deliver: A new, high-profile doctor has arrived at one randomly determined system and is ready for action. She must be delivered to our largest base or a hospital ship. | Simple | Start within 2d6+2 | Random non-hostile system | Completed | No |
| 2 | Reassignment: A senior medical officer on a randomly determined ship is being transferred to another vessel. This vessel must travel to a core world and make the transfer. | Simple | Complete within 2d6+4 | From core world to friendly ship | Completed | No |
| 3 | Deep Space Cure: Rumors have reached our medical professionals that a distant abandoned wreck contains a means to treat an emerging disease back home. We must reach the target system with either a hospital ship or or an explorer and then get the results to a friendly system for transmission back home. | Simple | Complete within 2d6+4 | Random neutral or hostile system | Completed | No |
| 4 | Medical Drop: A doctor has requested a lot of equipment for their new hospital and we will assist. Send 2 transport from a core world to the target system. | Simple | Start within 2d6+2 | Random non-hostile system | Completed | No |
| 5 | Mission of Mercy: Several months ago, a doctor went deep in hostile space to avert an epidemic. Unfortunately, the political climate has shifted since then and because their government won’t recognize her work, she is in trouble. We need to reach the target system, extract her out and get home. We will require the security contingent from two assault ships or a (starship-supported) ground unit to complete the operation. Doing this operation will harm diplomatic relations, regardless of success or failure.
There is another, more desperate option available to us. We can send a fast or stealthy ship. For this option: upon arriving in the system roll a d6; on a roll of 4+ an audacious and risky commando operation is a success. |
Routine / Difficult | Complete withing 2d6+3 | Random neutral system | Completed | No |
| 6 | Mercy Tour: One of our leading physicians took his team deep into hostile territory without our knowledge. It become public information last month when a local news team covered the successful suppression of an especially nasty outbreak and our role in the matter. Their government must not have liked the positive news coverage we received because he and his team disappeared. We have learned that they are aboard a hostile ship. We want them back. | Challenging | Start within 4d6 | Small random hostile system | Completed | No |
Civilian Ship
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Tow: Civilians need a lift home and we have been asked to assist. We are to tow a small civilian freighter from its present position to the nearest friendly base or system with repair capabilities. | Simple | Start within 2d6+2 | Random location (70%) or system (30%) | Completed | No |
| 2 | Inspect: A civilian ship must be stopped to inspect for contraband. We need to be at the target system when it arrives. We are assigning three starships to this high-priority task. The target ship will arrive in 2d6 turns and must be intercepted prior to it achieving planetary orbit. Randomly determine which starship (of the three) is most likely to encounter it from the assigned post. If that ship fails the interception, then each of the other two starships have a 33% chance to detect the vessel. If either of them do, they may attempt the challenging interception. | Challenging (to coerce surrender upon detection; failure results in flight/combat) | Special | Random high-traffic (or high value) non-hostile system | Completed | No |
| 3 | Hold: A random civilian vessel must be held for local authorities to intervene. One ship must stay with the civilian smuggler. | Routine | Start within 2d6+2 | Random neutral system | 1d6 | No |
| 4 | Distress Call: A distress call from a civilian ship is in effect. We must arrive right away to get them off of the ship. We may need several ships to fully evacuate the crew. The size of the beleaguered ship requires 1d3 starships to safely rescue the crew. For Event Test purposes, the senior starship makes up 67% (for 2 starships) or 50% (for 3 starships) of the average Ship skill for all responding ships. | Routine (55%) or Challenging (45%) | Complete within d3+1 | Random non-hostile system | Completed | No |
| 5 | Capture: A civilian ship needs to be captured. We can find it in the target system and must return it to a friendly base or system with production capability. | Routine (75%) or Challenging (25%) | Completed within 3d6 | Random neutral or hostile system | Completed | No |
| 6 | Destroy: A civilian ship, which appears in the target system, must be destroyed. This is a high-priority mission. | Routine (70%) or Challenging (30%) | Complete within 2d6+2 | Random non-hostile system | Completed | No |
Military Ship
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Capture: A hostile ship has been targeted by our government. We must capture and turn it over to higher authority. | Challenging (40%) or Difficult (60%) | Captured within 3d6+5 | Between random systems | Completed | No |
| 2 | Interdict: A hostile ship has been targeted by our government. We are to engage, damage, and leave it crippled. | Challenging (50%) or Difficult (50%) | Crippled within 3d6+5 | Between random systems | Completed | No |
| 3 | Destroy: A hostile ship has been targeted by our government. It must be destroyed. | Challenging (50%) or Difficult (50%) | Destroyed within 3d6+5 | Between random systems | Completed | No |
| 4 | Shadow: A hostile ship has been targeted by our government. It must be followed and kept under observation. | Challenging (70%) or Difficult (30%) | Position within 2d6+1 | Between random systems | Shadow for 2d6+1 | No |
| 5 | Infiltrate: A hostile ship has been targeted by our government. It must be covertly boarded in order to accomplish a black ops mission. | Challenging (30%) or Difficult (70%) | Engage within 3d6+5 | Between random systems | 1 | No |
| 6 | Divert: A hostile ship has been targeted by our government. It must be diverted from its intended mission. | Challenging (60%) or Difficult (40%) | Engage within 3d6+5 | Between random systems | Engage for 2d6+1 | No |
Asteroid
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Local Explore: A region of space has shown some interesting asteroid activity and we are required to take a look. We need one scout or explorer. | Simple (70%) or Routine (30%) | Start within 2d6+2 | Random non-hostile system | 1d6 | No |
| 2 | Distant Explore: There is something special about this new asteroid cluster showing up on our sensors. We need one scout or explorer. | Simple (60%) or Routine (50%) | Start within 2d6+2 | Random neutral system | 1d6 | No |
| 3 | Survey Asteroid Belt In Hostile Region: Intelligence services believe we can benefit in many ways from studying a specific asteroid belt. Unfortunately it is in hostile-controlled space. We need one scout or explorer. | Routine (50%) or Challenging (50%) | Start within 2d6+4 | Random hostile system | 1d6 | No |
| 4 | Destroy: Command has determined an asteroid in the target system is a risk to the population and we must act. If we can’t destroy the asteroid in time, it will destroy 1d20% of the population in the target system. | Routine (40%) or Challenging (60%) | Complete within 2d6+1 | Random non-hostile system | by deadline | No |
| 5 | Tow: We are under orders to haul an asteroid from the target system back to the friendly system. | Routine (70%) or Challenging (30%) | Start within 2d6+2 | Random non-hostile system | completion | No |
| 6 | Big Tow: You are under orders to haul an asteroid from the target system back to the friendly system. | Challenging (70%) or Difficult (30%) | Start within 2d6+2 | Random non-hostile system | completion | No |
Civilian Installation
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | Courtesy Call: As long as Tension is below 75 we can accept an olive branch offer and visit the administrator of a civilian station on his invitation. This is a real opportunity to show our flag to the other player. A ship accepting this mission may not be engaged or else Tension will automatically increase by 25 with fault falling on the other player for engaging a ship on a peaceful mission. The accepting ship must be clearly designated. | d6+2 | No | |||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Military Station
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Container
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Derelict
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Mining Facility
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Moon
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Nebula
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Star
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Planet
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Trade Fleet
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Gaseous Cloud
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Monster
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Refinery
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Base
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Convoy
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Unexplained Phenomena
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |
Objective
| Roll | Mission Details (1d6) | Event Complexity |
Within (turns) | Location | Duration | Played? |
|---|---|---|---|---|---|---|
| 1 | No | |||||
| 2 | No | |||||
| 3 | No | |||||
| 4 | No | |||||
| 5 | No | |||||
| 6 | No |