This is adapted from the Victory By Any Means: With a Purpose rules supplement, from the Minor Objectives section. The assignment of tasks is perceived a bit different from the self-generated missions, in that the number of objectives rolled are applied to a local command which controls all Starfleet vessels within its area of operations. That command 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 and repairs (as well as other objectives).
Determine a Sector's (or other division) new objectives
Each sector has the potential of receiving new orders related to its assigned area of operations. Each month, roll 1d6 to determine how many new orders arrive.
| Table: New Orders (1d6)
|
| Roll
|
# of New orders
|
| 1
|
New new orders
|
| 2-3
|
one new order
|
| 4-5
|
two new orders
|
| 6
|
three new orders
|
- Note: this may be need to be modified, when there are more ships to be utilized
Determine objective types
Each individual order received is categorized as a type of objective (1d6). The,, on the appropriate Objective table, roll 1d20 to determine the Mission Objective.
| Table: Objective Type (1d6)
|
| Roll
|
Objective Type (1d6)
|
| 1
|
System
|
| 2
|
Personnel
|
| 3
|
Stellar
|
| 4
|
Cargo
|
| 5
|
Object
|
| 6
|
Reroll
|
System Objectives
Personnel Objectives
| Table: Personmel Objectives (1d20)
|
| Roll
|
Mission Objective (1d6)
|
| 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 (1d6)
|
| 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 (1d6)
|
| 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 (1d6)
|
| 1
|
|
| 2
|
|
| 3
|
|
| 4
|
|
| 5
|
|
| 6
|
|
| 7
|
|
| 8
|
|
| 9
|
|
| 10
|
|
| 11
|
|
| 12
|
|
| 13
|
|
| 14
|
|
| 15
|
|
| 16
|
|
| 17
|
|
| 18
|
|
| 19
|
|
| 20
|
Reroll
|
Determine Mission Specifics
Scientific Installation
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length (turns)
|
| 1
|
Minor Assist: This facility is in need of assistance and requires the use of a vessel with high grade sensors.
|
start within 2d6+1
|
random friendly populated system
|
1d6+1
|
| 2
|
Assist: This facility is in need of assistance and requires the use of a scout or vessel with a similar exploration capability.
|
start within 2d6+1
|
random friendly populated system
|
1d6+1
|
| 3
|
Major Assist: This facility is in need of assistance and requires the use of a Scout (or vessel with a similar exploration capability) and a larger ship tasked with exploration.
|
start within 2d6+1
|
random friendly populated system
|
1d10
|
| 4
|
Establish: The need for a new scientific institution is evident. A force of 1d3 starships and 1d3 transport vessels is needed.
|
start within 2d6+2
|
random friendly populated system
|
1d10
|
| 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 entire convoy until they are delivered.
|
complete by 2d6+2
|
random friendly populated system
|
delivered
|
| 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).
|
complete by 1d3+1
|
random friendly populated system
|
1
|
Military Base
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
complete by 10
|
random friendly populated system
|
delivery only
|
| 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.)
|
complete by 1d6+2
|
random friendly populated system
|
1
|
| 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 turns to deliver the battalion.
|
complete by 2d6+2
|
random enemy/neutral populated system
|
TBD
|
| 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.
|
complete by 4d6+2
|
enemy populated system
|
1d4 days
|
| 5
|
Construct: One transport with priority cargo must be moved from the most populated system to this new location.
|
start within 10
|
random friendly populated system
|
1d6+4
|
| 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.
|
starts at 1d6+2
|
random friendly populated system
|
1d8 days
|
Supply Depot
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
complete by 1d6+3
|
random location in open space or within any random system
|
TBD
|
| 2
|
Sabotage: We need to mess with our enemy’s supply network. We must sneak an assault team in with a frigate or smaller vessel.
|
complete by 2d6+2
|
random enemy supply point
|
1
|
| 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.
|
start within 3d6
|
random friendly supply point
|
1d3+1
|
| 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.
|
as soon as possible
|
from random friendly populated/neutral system to random friendly supply point
|
1d6
|
| 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.
|
as soon as possible
|
random friendly/allied supply point
|
1d3
|
| 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.
|
start within 1d3+1
|
random friendly/allied supply point
|
1d3
|
Refinery
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
complete by 2d6+2
|
random system
|
1d3
|
| 2
|
Show of Force: There have been rumors of an enemy infiltration at the target system and the natives 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.
|
start within 1d6+2
|
random friendly/allied/neutral system
|
1d3
|
| 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.
|
start within 2d6+2
|
random neutral system
|
1d3+1
|
| 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 heisted 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.
|
start within 1d6+1
|
from a random friendly/allied/neutral system, heading to a random 'safe' system 3 weeks away
|
1d6+1
|
| 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.
|
start within 3d6
|
random non-allied system to random friendly system
|
1
|
| 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.
|
start within 1d6+1
|
random friendly populated system
|
1d6
|
Industrial Site
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
start within 1d6+3
|
random friendly populated system
|
1d6
|
| 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.
|
complete by 2d6+2
|
random friendly populated system
|
1
|
| 3
|
Destroy: We need to target and destroy a specific industrial installation. This can be done with of 2 destroyers (or larger vessels).
|
complete by 3d6
|
random enemy system
|
1d4 days
|
| 4
|
Retool: Setting up the existing production lines and factories for a different and valuable piece of equipment 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.
|
start by 2d6+2
|
random friendly populated system
|
6
|
| 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.
|
complete by 2d6+2
|
random friendly populated system
|
by deadline
|
| 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
|
complete by 1d3+3
|
random friendly/neutral populated system
|
by deadline
|
Technology Center
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
start within 2d6+2
|
random friendly system
|
1d3+1
|
| 2
|
Intimidate: An enemy 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 enemy system and “visit” the natives.
|
start within d6+2
|
random enemy system
|
3
|
| 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.
|
complete by 2d6+2
|
from command point to random neutral/enemy system
|
p/u after 4
|
| 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.
|
start within 1d6+1
|
random friendly or neutral system (remain in system)
|
1d6
|
| 5
|
Found: The need for a new scientific institution is evident. A transport is needed to help establish.
|
start within 2d6+2
|
random friendly/neutral populated system
|
1d10
|
| 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.
|
complete by 1d6+3
|
from most populous friendly system to random friendly system
|
upon delivery
|
University
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 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.
|
1d6+1
|
most populated friendly system
|
1d4
|
| 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.
|
1d3+3
|
randomly chosen ship, most populated friendly system
|
1
|
| 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.
|
1d6+2
|
most populated friendly system
|
1d4
|
| 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.
|
2d6+4
|
closest friendly system to Starfleet headquarters
|
Upon delivery
|
| 5
|
Scientific Cooperation: Our intellectuals think meeting with the enemy 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.
|
start within 2d6+1
|
from most populated friendly system to neutral planet closest to enemy
|
1d3+1
|
| 6
|
Philosophical Conference: A meeting of the minds has been proposed with the enemy. You are to invite them to a mutual agreed upon system to deliver a delegation of philosophers to learn more about their culture. Each side is allowed one ship.
|
start within 2d6+2
|
from most populated friendly system to neutral planet closest to enemy
|
1d10+1
|
Objective
| Roll
|
Mission Details (1d6)
|
Within (turns)
|
Location
|
Length
|
| 1
|
|
|
|
|
| 2
|
|
|
|
|
| 3
|
|
|
|
|
| 4
|
|
|
|
|
| 5
|
|
|
|
|
| 6
|
|
|
|
|