Faction Missions

From Star Trek Timelines
(Redirected from Shuttle missions)
Jump to navigation Jump to search

Faction missions allow you to gain faction-specific items and raise your standing with a specific faction. This is often necessary in order to be able to equip your crew members, as they usually need specific items from their faction.

"Whether it’s the Terran Empire or the Klingon Empire, performing missions to get on their good side will result in rewards. To learn more, watch this week’s video where Executive Producer Rich Gallup and Principal Game Designer David Heron talk factions and their respective missions and rewards."[1]

Doing Faction Missions

In order to do a faction mission, you have to have at least one Faction Transmission for the specific faction, and one available shuttle.

Transmissions can be purchased (at the faction's homeworld) for MeritsMerit, awarded for scanning, or found while completing other kinds of missions.

Every player starts off with two shuttles. Additional shuttles can be bought using DilithiumDilithium:

Shuttle 3rd 4th
Cost 750Dilithium 2500Dilithium

Faction Missions can also be started by expending a Requistion Shuttle TokenRequisition Shuttle Token, even if all shuttlebays are currently in use. Requisition Shuttle Tokens can be purchased, earned through Campaigns or as a reward in Faction Events. The maximum number of Shuttle Requisition Tokens which can be used at any one time is 25.

When you choose to do a Faction Mission, you have to send several (between 1 and 4) of your crew members away, potentially for a prolonged amount of time (between 30 seconds and 3 hours). So you have to think carefully about who you can afford to have missing for a while.

Once you open a transmission, you have a certain amount of time to send crew members on it before it expires:

Mission
Length
:30
seconds
2:00
minutes
10:00
minutes
30:00
minutes
1:00:00
hour
1:30:00
hours
3:00:00
hours
Expiration
Time
5:00
minutes
12:00:00
hours

The amount of time required to finish a shuttle mission can be reduced using Shuttle Boosts, or eliminated using Dilithium.

Success Chances

The chance of success of a mission is determined by the relevant base (without proficiency) skill level the shuttle crew members have. To determine the result of a mission the skill levels at the start of the mission are used[2], so upgrading crew members away on a shuttle mission will not influence the mission's outcome.

Shuttle success is based on the average skill (AvgSkill) across all available slots the mission has. For each slot, the skill supplied is the the base proficiency of the stat that matches the slot. Where the slot is an OR of two stats, the higher value will be taken. Where the slot is an AND of two stats, the higher base skill is added to 1/4th of the lower base skill. [3]
<math>Total Skill=Higher Skill+\frac{Lower Skill}{4}</math>

ItemError.png BUG: The AND slots percentage success rates are being calculated as described above, however the real success rate is being calculated by the first skill listed being added to 1/4th of the second skill listed regardless of their values.
reported: 2018-05-01
acknowledged: 2018-05-01[4]

In addition, a Shuttle Boost can be assigned, to receive a bonus in one of the skills, reduce the required time, or increase the loot. For a Shuttle Boost that increases the skill, for calculation purposes, it will apply to all slots in the AvgSkill calculation.

For faction events, bonus crew (usually those matching character names or traits) will double the AvgSkill (including the boost) whereas event crew (those you can get in packs) will triple the AvgSkill.

Missions also have a difficulty rating that increases as you succeed in missions.

Given an AvgSkill and Difficulty rating of a shuttle mission, the success formula is calculated as:

<math>\frac{1}{1+e^\left(3.5*(0.5-\frac{AvgSkill}{Difficulty})\right)}</math>


Where the Difficulty rating ranges from 10 to 2500. For 4000VP Faction Event shuttles (the highest difficulty for Faction Events) use 2000 as the Difficulty.

Shuttle Difficulty

The game stores a counter for each faction, called completed_shuttle_adventures, which increase by 1 for each successful shuttle, and decreases by 1.5 for each failure. The shuttle mission Difficulty is related to this number for the faction in question. Early indications suggest that the relationship is: <math>difficulty=completed\_shuttle\_adventures*4.5+10</math>

Dilithium Speed Up Cost

Time Cost Notes
9 hours 400 Dilithium after a +6 hour Reward Shuttle Boost
3 hours 200 Dilithium base shuttle duration
2 hours 50 minutes 192 Dilithium after a basic Time Reduction Shuttle Boost
2 hours 30 minutes 175 Dilithium after a CommonUnfilledUnfilledUnfilledUnfilled Time Reduction Shuttle Boost
2 hours 150 Dilithium after a UncommonUncommonUnfilledUnfilledUnfilled Time Reduction Shuttle Boost
1 hour 30 minutes 125 Dilithium after a RareRareRareUnfilledUnfilled Time Reduction Shuttle Boost
1 hour 100 Dilithium after a Super RareSuper RareSuper RareSuper RareUnfilled Time Reduction Shuttle Boost
30 minutes 50 Dilithium after a LegendaryLegendaryLegendaryLegendaryLegendary Time Reduction Shuttle Boost

Faction Missions

Augment

IconAugment.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Colonize New World Science Engineering Security The Augments need worlds to call their own, but face resistance from the Federation. A world deemed marginally habitable might be tamed, with the protection of a Starfleet crew. Your away team's assistance allowed the Augments to construct a semi-permanent settlement on a harsh world. Despite your away team's protection, the Augments were unable to master the challenges of this world.
Co-opt Scientists Science Command
OR
Science
The youngest Augments learn quickly, but they need teachers. Several Starfleet scientists might be persuaded to join them, for the right price. Your away team convinced several well-respected Starfleet scientists to bring their talents to the Augments. Your away team not only failed to convince any Starfleet scientists to join the Augments, but suffered the shame of several editorials denouncing their attempts.
Dominate Klingon World Diplomacy Command
OR
Security
Taking over a nearby Klingon colony would be a major victory for the Augments. Send an away team to find a wavering colony official and stage a coup. Your away team offered enough to the Klingon colony official to put any concerns about honor aside. The colony now belongs to the Augments. Your away team's attempt to bribe the Klingon colony official resulted in the entire colony running them back to their shuttle on a rail–literally.
Enhance Crew Member Medicine Command If genetic engineering is possible for Alexander, why not your crew? Send selected crew members to the Augments to attempt the delicate procedure. You have successfully had genetic enhancement performed on some of your crew members by the Augments. Your crew members were unable to reach the Augments for genetic enhancement without alerting the Federation.
Free Augment Comrades Security Engineering
OR
Command
Several Augments are being held in a high-security Klingon detention facility. Starfleet knowledge of Klingon detainment procedures would be an asset in any rescue attempt. Together with the Augments, your away team was able to liberate loyal prisoners from the Klingon detention center. The rescue attempt was a disaster. Your away team spent some time in the Klingon detention center before being released.
Hijack Ship for Augments Security Engineering The Klingons outmatch the Augments in one way–the size of their fleet. Send an away team to help commandeer a Klingon Bird-of-Prey for the Augment fleet. Your boarding party made short work of the Klingon defenders. The Bird-of-Prey now belongs to the Augments. The Klingon captain used many tricks to defeat your away team's takeover attempt. The Augments remain in need of ships.
Lursa's Son Medicine Diplomacy Lursa gave birth to a boy before her death. Have your away team learn if he has appeared in this timeline for the Augments. Your away team was able to track down a few leads on Lursa's son, and discreetly transmitted them to the Augments. Your away team was unable to find any credible leads on Lursa's son for the Augments.
Obtain Soong Research Engineering
OR
Science
The Augments are clearly interested in the work of Soong. Have an away team download Doctor Noonien Soong's research for them. Your away team was able to download all of Doctor Noonien Soong's research and get it to the Augments with Starfleet none the wiser. Your away team were unable to access Doctor Noonien Soong's research for the Augments without raising suspicions at Starfleet.
Quell Dissent Diplomacy
AND
Security
Diplomacy
OR
Security
Command The inhabitants of an Augment vassal world have taken to questioning orders. They likely won't question the combined might of the Augments and a Starfleet crew. Your away team ended seditious talk against the Augments. The vassal world has been cowed and dominated. Your away team's efforts only drove the vassal world towards open rebellion. The Augments are considering abandoning it altogether.
Raid Cold Stations Security Diplomacy
OR
Security
The Federation is known to be in possession of preserved Augment embryos. Only a Starfleet crew would be able to return these to their rightful owners. Your Away team successfully infiltrated Federation cold stations and transported Augment embryos back to their own kind. Your away team was discovered trying to gain access to the Federation cold stations where the Augment embryos are stored. They have been cited for the attempt.
Steal Eugenics Research Medicine Science Security The Augments require eugenics research data from a nearby starbase to help treat anomalous genetic mutations. Only a Starfleet team can acquire this data. Your away team was successful in discreetly recovering the data. The Augments have advanced their understanding of their own DNA. Your away team managed to retrieve some data from the starbase, but it was not what the Augments needed.
Steal Klingon Cargo Command Science The Augments desperately need supplies. Have an away team divert Klingon civilian freighter cargoes into Augment territory with a fake warning of piracy. Your away team convinced many Klingon freighters to alter course and avoid fictitious pirates. Their cargo now belongs to the Augments. The Klingon freighter captains refused to believe your away team's warnings about piracy in the area. Augment supplies continue to dwindle.
Steal Useful Technology Science
OR
Engineering
There is no better way to fight your enemy than to become your enemy. The Augments need to know the latest in Klingon technology, and only a Starfleet research team can get access. Your away team was able to get a glimpse at a new class of Klingon ship in development, and passed this intel along to the Augments. The Klingons refused to trust your away team with their latest technological achievements. The Augments remain in the dark.

Bajoran

IconBajoran.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Capture War Criminal Security
OR
Science
Security
AND
Command
Command A Cardassian war criminal who died of natural causes has been brought back via temporal anomaly, and the Bajorans hunger for real justice. A Starfleet team must take him into custody. Your team has taken the Cardassian war criminal into custody, only to learn it is a past version who has yet to commit any crimes. The Bajorans must consider what to do next. Your team was unable to find the Cardassian war criminal. The Bajorans have initiated their own manhunt.
Conduct Wormhole Survey Diplomacy
AND
Science
Science Command
AND
Diplomacy
The temporal crisis had an effect on all parts of the galaxy, and the Bajorans are particularly worried about the wormhole. A Starfleet research team could ease their fears–or confirm them. Your team's research has determined that the wormhole is still the present version. The Bajorans can rest easy—for now. Your team was unable to determine whether the wormhole is the present version, a past version, or a future version. The Bajorans have banned all travel through or near it.
Denounce Zealous Prylar Command
AND
Security
Security Diplomacy
AND
Security
The Bajorans need Starfleet help to stop a prylar who is inciting the masses to join the Maquis. Send a team to publicly denounce him and his teachings. Your team discredited the pro-Maquis Bajoran prylar, only to discover he has very real grievances against the Cardassians. The Bajorans will consider how to bring him justice. Your team's attempts to discredit the pro-Maquis Bajoran prylar only added fuel to the fire. More Bajorans than ever are joining the Maquis.
Dismantle Labor Camp Security
OR
Engineering
Security
OR
Engineering
The Cardassian labor camps left behind from the Occupation are a stinging reminder of painful times to the Bajorans. A Starfleet team helping to dismantle them would prove the Federation considers them just as painful. Your team has performed a controlled demolition of several Cardassian labor camps. The Bajorans feel more at peace. Your team destroyed several Cardassian labor camps, but accidentally desecrated Bajoran prisoner remains in the process. The Bajorans are furious.
Get Maquis Cease Fire Security Security
OR
Diplomacy
Command
AND
Diplomacy
The Maquis will never trust the Cardassians, but they might trust the Bajorans. Have a Starfleet team propose a cease fire on their behalf. Your away team, along with Bajoran officials, were able to convince several Maquis cells to hold off on attacking the Cardassians, at least for a bit. Your away team was unable to convince the Maquis to halt any of their hostile activities towards the Cardassians. The Bajorans are frustrated and fear they'll be blamed.
Get Pardon for McCoy Diplomacy
AND
Command
Command Command
AND
Diplomacy
Doctor McCoy is on the Maquis's side, and all Maquis have been declared terrorists by the Bajoran government. Send a Starfleet team to ensure McCoy isn't branded in the same way. Your team has convinced the Bajorans to not press any charges against Doctor McCoy until this matter can be resolved. Your team was unable to convince the Bajorans to pardon Doctor McCoy. Like all the Maquis, he is now an enemy of the state.
Get Promises of Aid Diplomacy Command
AND
Diplomacy
Command
AND
Diplomacy
The temporal crisis has not restored what the Cardassians lost in the Dominion War. Promote peace and cooperation in the region by convincing the Bajorans to help the Cardassians rebuild. Your away team was able to get the Bajorans to commit both men and supplies to the Cardassian rebuilding effort. Your away team was unable to convince the Bajorans to commit anything to the Cardassian rebuilding effort.
Integrate Bajoran Crew Command
OR
Security
Diplomacy
AND
Command
Deep Space Nine, or Terok Nor, is at the mercy of constant temporal flux. More Bajoran crew members could help navigate these changes and make the Bajorans feel more at ease. Your away team has successfully installed several more Bajoran officers on Deep Space Nine. Whatever changes may come, the crew is ready for them. Your away team was unable to integrate the Bajoran officers onto Deep Space Nine without facing resistance from the Starfleet crew already there.
Investigate Orb Sighting Science Command
OR
Diplomacy
A Bajoran Orb was reported for sale on the black market. The right team could get a private showing and verify its authenticity. Your away team determined that the Orb was a fake, and sent security forces to guard any legitimate Orbs. Your away team cannot tell if the Orb is the legitimate one. The Bajoran faithful are nervous and uncertain.
Investigate Pah-Wraith Science
OR
Diplomacy
Security
AND
Command
Command
AND
Diplomacy
Strange activity at a Bajoran temple could be the work of a Pah-Wraith. Only a Starfleet team is trusted to respect their surroundings while investigating. Your team discovered a Pah-Wraith was indeed brought into a Bajoran temple via a temporal anomaly. Bajoran officials must now figure out how to trap it. Your team was unable to even enter the Bajoran temple—whatever was inside, Pah-Wraith or otherwise, prevented entry.
Make Maquis Infamous Security Command
AND
Security
Diplomacy Diplomacy
AND
Command
You'll need help to find the revived Maquis. Have an away team make sure their faces are known throughout Bajoran space. Every Bajoran now knows every known Maquis, and your away team has received several credible leads. The Bajoran government would prefer to downplay the Maquis's resurgence, and refuses to cooperate.
Observe Time of Cleansing Diplomacy
AND
Command
Diplomacy The Bajorans consider the Federation to be severely lacking in spirituality. Have a team complete the physically rigorous Time of Cleansing to prove otherwise. Despite physical hardships, your team has observed the Time of Cleansing. The Bajorans are impressed by this public display of respect and spirituality. Your team was unable to endure the physical hardships required by the Time of Cleansing. Bajoran opinion of the Federation is lower than ever.
Reunite Bajoran Refugees Security
OR
Diplomacy
Science Command Many Bajoran Families were split forever during the Cardassian Occupation, but the temporal crisis has brought new hope of reunion. A Starfleet team could help ensure these refugees are not con artists. Your team has separated legitimate Bajoran refugees brought back by the temporal crisis from con artists. Their grateful Bajoran families thank you. Your team was unable to separate legitimate Bajoran refugees from con artists posing as long-lost relatives. The Bajorans remain wary, but hopeful.
Search For Missing Agent Science Security
AND
Science
A Bajoran operative dropped out of contact near Cardassian space. The Cardassians insist they don't have him–only a Starfleet team can determine the truth. Your team located the Bajoran operative's body near a crashed shuttle on the surface of a nearby moon. The Bajorans have apologized to the Cardassians. Your away team was unable to determine the missing Bajoran operative's fate. Accusations continue to fly between the Bajorans and the Cardassians.
Undo Cardassian Surgery Engineering Medicine Diplomacy
OR
Medicine
Many Bajorans were transformed into Cardassians to reverse-engineer this traumatic procedure. A Starfleet medical team could help restore them. Your team has undone the physical scars of the Cardassians' experimentation. The emotional ones will linger. Your team was unable to restore the Bajorans to their original makeup. The procedure is a complicated one...
Vouch for Starfleet Maquis Security Engineering
AND
Diplomacy
Diplomacy
AND
Security
The Bajorans are wary about helping former Starfleet officers who claim to know nothing of their Maquis futures. Have an away team vouch for their careers in Starfleet. By compiling future Maquis officers' good deeds while in Starfleet, your away team convinced the Bajorans they are deserving of help, not suspicion. Your away team was unable to get enough good references for Starfleet officers who will become Maquis. The Bajorans remain suspicious of these individuals.

Borg

IconBorg.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Borg Anthropology Diplomacy Command
AND
Science
A truce with the Borg means the first opportunity to study the Collective up close without fear of assimilation. Undertake an anthropological study aboard a Borg vessel. Your away team spent a week aboard a Borg ship and are now collating their observations and readings into a formal document for academic publication. Your away team proved too skittish to live aboard a Borg vessel for a week. As a result, they did not collect enough useful data.
Endgame Diplomacy Science As Borg are still partially organic, they still age. What happens when a Borg reaches the end of its natural lifespan? Convince the Collective that these individuals should receive hospice care. Your away team has convinced the Collective to release Borg to the Federation once they are at the end of their natural lives, rather than cannibalizing them for parts. Your away team was unable to convince the Collective to release the Borg at the end of their natural lives. They will continue to be brutally disassembled and cannibalized for parts.
Flying Borg Engineering Command The design of Borg ships has confounded Starfleet engineers. Like the bumblebee, a cube should not be able to fly. Study these ships more in depth, even taking the helm to get a better understanding of them. Time at the controls of a Borg cube has yielded critical data that is already challenging Federation physicists and changing engineers' minds about starship design. Controlling a Borg cube is a collective effort, one that frightened you away team off. Someone more open to connecting to the minds of the Borg may meet with success.
Found Borg Settlement Command
OR
Diplomacy
Security Borg now independent from the Queen will need a safe place to recharge. Scout out and establish a colony for them within the Federation. Your away team has established a colony for the Borg on a planteoid deemed harsh for organic life... but workable for the Borg. Your away team was unable to secure a suitable location for a Borg colony. Any inhabitants within a day's journey immediately raised a storm of protest against the Federation.
Protect Borg Convoy Security Security
OR
Diplomacy
A squadron of vulnerable Borg ships are moving through the Alpha Quadrant. Ensure they read their destination safely, without confronting vengeful opportunists. Thanks to your away team, the damaged Borg ships reached their destination unhindered. The presence of your away team failed to deter a group of Maquis dead set on vengeance. One Borg ship and one Maquis ship were killed in the battle.
Secure Reparations Diplomacy Security The Borg are the galaxy's most hated enemy, and not all faction are as understanding (or mercenary?) as the Federation. Convince the Borg to make amends through whatever means necessary. Your away team has convinced the Collective to provide organic supplies that would otherwise be discarded to settlements they have attacked in the past. The Collective fails to understand the concept of making amends, and thus will not be making any reparations to anyone.
Segregation of the Queen Diplomacy Command
OR
Diplomacy
Even the Borg Queen must have been assimilated once. Learn more about her origins, both before assimilation and upon joining the collective. While the Borg Queen erased all traces of her identity before becoming Borg, your away team was able to pinpoint how long she has been Queen... and that she is not the first. Your away team has been unable to learn anything more about the Borg Queen. As far as the Collective is concerned, she has always been, and she always will be.
The Price of Distinction Medicine Medicine
OR
Command
Assimilation is a brutal process, permanently altering individuals both physically and mentally. Locate former members of Starfleet who are now part of the Collective to compare to their service records. You away teams's study of the assimilated Starfleet officers has expanded the Federation's understanding of the assimilation process, and given their families hope that they can be restored. You away team has been unable to locate any assimilated Starfleet officers--or, at least, any who are still recognizable as having one been as they were in their service record.
Technological Espionage Security Engineering
OR
Science
Free access to Borg ships is an opportunity to plant bugs and other equipment in the event relations turn sour. Deploy this technology without alerting the Borg. Your away team has successfully planted communications devices, remote inhibitors, and other Starfleet-controlled technology aboard Borg ships without the Collective's Knowledge. Your away team was discovered trying to plant Starfleet-controlled technology aboard a Borg ship. Fortunately, the drones aboard assumed there was a miscommunication rather than a subversive plot, and merely forced them to disembark.
Voluntary assimilation Medicine Diplomacy Shocking as it may seem, the idea of voluntary assimilation is genuinely appealing to some. Screen these individuals and facilitate the process if they are of sound mind. Your away team has separated out the sane from the unstable, and reluctantly facilitated the assimilation process for the former. Your away team balked at allowing even those of sound mind to be assimilated, and refused to facilitate the process.

Cardassian

IconCardassian.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Acquire Medical Records Diplomacy Science Science Medicine The Cardassians have captured several former Starfleet officers turned Maquis. They claim they are suffering from paranoid delusions, and want their medical records to properly treat them. Send a team to convince command to release this information to the Cardassians. The team makes a compelling argument to Starfleet Command and after redacting any information deemed a security risk, they release the requested records to the Cardassians. Starfleet is unwilling to release officer medical records to the team for myriad reasons, not the least of which is doctor patient privilege.
Convince Maquis of Aid Medicine Security Diplomacy Diplomacy As a gesture of goodwill, the Cardassians have offered medical aid to the Maquis. They will never accept it without some persuasion from Starfleet. Your team has convinced the Maquis to accept medical aid from the Cardassians. Many Maquis lives are saved. Your team was unable to convince the Maquis that the Cardassians were sincere in their offer to help. Many Maquis lives are needlessly lost.
Decontaminate Colony World Medicine Diplomacy Science Command
OR
Science
Cobalt diselenide nerve-agent has been used against Cardassians in the past. It would improve Cardassian-Federation relations if Starfleet provided a team to nullify lingering effects. Your team swept an important Cardassian colony for cobalt diselenide and declared it free from contamination. Cardassia's opinion of the Federation rises ever higher. Your team was not only unable to decontaminate the colony, but is in sickbay being treated for cobalt diselenide exposure themselves.
Deliver Bajoran Subject Security Diplomacy
OR
Security
Diplomacy
OR
Command
Teero Anaydis's mind control methods are both terrifying and intriguing to the Cardassians, who hope to reverse-engineer them by studying one of his subjects. Have a team capture a brainwashed Bajoran militant. The team takes special care to capture one of the Bajoran militants serving Teero during a raid on one of their outposts. Though they fight without fear of death, at least one of the fighters is taken unharmed. Teero's brainwashed extremists fight with no fear of death or regard for their own safety. It's barely enough for the team to survive the raid on Teero's outpost, let alone take prisoners.
Escort Cardassian VIP Command
OR
Security
Command
OR
Security
Command
OR
Security
A Cardassian gul wanted by the Maquis must reach an important meeting. There are too many Maquis undercover as Bajorans–only a Starfleet team can be his escort. Your team escorted the Cardassian gul safely to his meeting, routing an attempted Maquis abduction on the way. Your team was unable to protect the Cardassian gul from a Maquis ambush. He is in their custody now, and no one knows where he is being held.
Hostage Situation Diplomacy
OR
Security
Diplomacy
OR
Security
Diplomacy
OR
Security
The Maquis have taken several Cardassian officers hostage. If the Cardassians get too close, the hostages will be executed. Only a Starfleet team can intervene. Your team was able to secure the hostages' release into Cardassian custody, though negotiations revealed they are guilty of serious crimes against the Maquis. The Maquis were further upset to see how close Starfleet and Cardassia have become, and they executed one of the hostages.
Infiltrate Bajoran Base Security Science Command
OR
Diplomacy
The Cardassians have a long tradition of subterfuge, and few Bajorans trust them. A Starfleet team, however, could observe and report back without arousing suspicion. Your team learned the Bajorans are developing biological weapons specific to the Cardassians. They do not plan to deploy them unless the Cardassians become a threat. Bajor begins to tire of Starfleet interference. Your team is allowed a perfunctory tour of the base and then sent on their way.
Interrogate Dissidents Science
OR
Medicine
Security Security
OR
Diplomacy
Spies for the Bajorans within the Cardassian Order {sic} are inconvenient, but spies for the Maquis are dangerous. A Starfleet team could save lives by identifying the distinction. You(r) team learned that the Cardassian dissidents are spying for the highest bidder, complicating matters. The Cardassian authorities must determine their fate from here. Your team failed to gain the dissidents' trust, meaning the Cardassians still do not know who they are spying for.
Investigate Infection Medicine Science Security Diplomacy An outbreak on a Cardassian world is rumored to be the work of Federation agents. Assuming this is false, a Starfleet team could clear the Federation of any wrongdoing. Your team learned that while the Federation was not directly responsible, citizen bio-terrorists were. An official apology has been issued. Between the Dominion War and the new temporal crisis, the Cardassians are more paranoid than ever. Your team failed to gain enough trust to uncover the truth.
Oversee Bajoran Aid Diplomacy Security Security While the Cardassians can't afford to reject offers of aid, they are suspicious of Bajoran assistance. Send a team to chaperone Bajoran first responders. The team keeps a close watch on the Bajorans for the Cardassians' sake, but they seem to be acting in earnest. Their aid saves the lives of many civilians on a struggling colony. The Cardassians aren't satisfied with Starfleet's watch and opt to block Bajoran entry to many vital locations, preventing them from effectively contributing.
Rebuild Cardassian City Medicine Engineering Command
OR
Engineering
The Cardassians claim that they cannot properly support the Federation until they have a new seat of government. Starfleet engineers should be able to get such a project finished. Your team has helped the Cardassians quickly construct a spartan (but permanent) capital complex. The Cardassian have come through with intel as promised. Your team clashes with local Cardassian engineers and politicians. The new capital complex project remains only a project.
Rebuild Imperial Plaza Engineering Engineering Command
OR
Engineering
The Cardassians claim they only want to focus on peaceful coexistence and rebuilding after the Dominion War. They plan to reconstruct the Imperial Plaza and would benefit from experienced engineers. Send a team to help. The team's expertise is invaluable in making the most of the Cardassians' limited resources and progress on the reconstruction is impressive. Hope begins to take hold in the civilian population. The team struggles to make any noticable {sic} rebuilding the Imperial Plaza, the project is just to ambitious for the struggling Cardassian Union and is abandoned. Morale suffers a crippling blow.
Set Bait for Maquis Security Security
OR
Command
Diplomacy Maquis forces have been hounding Cardassian transports for weeks. The right bait–say, Starfleet officers looking to defect–could lead them to Cardassian authorities. Your team convinced the Maquis they were looking to defect, luring their ships into a Cardassian ambush and ending the threat of piracy. The Maquis either did not believe your team's c(l)aims of defection, or smelled a trap. Piracy remains an issue for Cardassian transports.
Take Hostages for Leverage Science Engineering Command
OR
Security
The Cardassians offer their expertise in capturing fugitives, suggessting that any Maquis criminals will likely show themselves if their loved ones are taken into custody. Have a team detain close associates. The team takes a few lessions out of the Cardassians' playbook and round up anyone with strong ties to Maquis criminals. It's sure to get their attention, if not elicit a response. The wanted Maquis appear to know just how vulnerable to retaliation their loved ones are, because the team has little luck tracking down anyone with known ties to the Maquis fighters.
Trace Obsidian Order Security Diplomacy
OR
Security
Diplomacy
OR
Security
Cardassia's Obsidian Order is rumored to be reborn, which could pose a threat to the Federation. Learn if these rumors are true. Your team uncovered evidence that some low-level agents of the Obsidian Order are attempting to organize. Cardassian authorities promise to monitor them appropriately. Your team failed to check in for several hours. They returned in a shuttlecraft on autopilot, with no memory of what transpired.
Train Security Forces Security Diplomacy Command
OR
Security
Cardassia's regimented security forces are having trouble adapting to the new threat of the temporal anomaly crisis. Starfleet security officers could educate them on tactics of the past. Your team has left Cardassia's security officers with new tools to combat the threat of past and future enemies. Every hand helps in this crisis. Your team's instruction insults Cardassia's security officers, who order them offworld. This region of space will not be able to respond to temporal threats.

Dominion

IconDominion.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Acquire Hirogen Body Medicine Command Security Security The Dominion believes the best way to conquer an enemy is to become them–literally. If a Starfleet crew could discreetly recover the body of a fallen Hirogen hunter for study, it would be much appreciated. Your away team has delivered the body of a fallen Hirogen hunter to the Dominion with the Hirogen none the wiser. Soon, the Founders will be able to impersonate any Alpha. Your away team was discovered trying to steal the remains of a fallen Hirogen hunter! They only narrowed {sic} avoided the Hirogen's wrath, and must lay low unless they end up as trophies too.
Bait and Switch Science
OR
Engineering
Engineering Engineering Science Science The Dominion seek Starfleet assistance in diverting a Hirogen hunting vessel into an unstable region of space. A Starfleet team could help fake a Dominion vessel's signature for the Hirogen to follow. Your away team has not only successfully diverted a Hirogen hunting vessel into unstable space, but concocted a series of additional signals that have lured a few other ships to follow. The Hirogen did not fall for your away team's attempt to lure them into unstable space, though they are impressed by such smart thinking from prey.
Escort Founder Security Diplomacy
OR
Security
Diplomacy
OR
Command
Several Founders wish to pass through Federation space undetected, and plan to pose as an existing Starfleet officer. Assign those officers to escort the Founder and act as decoys. Your away team acted as perfect decoys for the Founders, leaving any enemies out for revenge unsure of which shuttle was the real target. Your away team failed to properly brief the Founders on their own personality profiles, and their disguises fell apart. The escort was abandoned.
Honor Jem'Hadar Firsts Security Security Diplomacy Diplomacy If rebel Jem'Hadar are to be brought back into the fold, they must be convinced the Founders value them. A Starfleet crew could spread the word about new perks and honors that are to be awarded to the Firsts. Your away team has successfully convinced several rebel Jem'Hadar to return to the Dominion and fight to become Firsts. The rebel Jem'Hadar see right through your away team's claims. More Jem'Hadar are leaving the Dominion every day.
Mask Founder Biosigns Science
OR
Medicine
Medicine Medicine The Founders are always seeking new defenses against Hirogen hunters. A Starfleet team might be able to invent a way to mask their biosigns as another, less desirable species. Your away team successfully devised a way to mask changeling biosigns from Hirogen hunters, making them appear to be Cardassian voles. Your away team has failed to devise a way to mask changeling biosigns as something else. The Hirogen continue to hunt them to extinction.
Mercy Mission Command
OR
Science
A group of Founders transported through time are afflicted with the now-cured morphogenic virus. A Starfleet crew could administer the cure in short order. Your away team was able to administer a cure for the morphogenic virus to the afflicted Founders from the past. The Dominion is grateful. Your away team was unable to synthesize a cure for the morphogenic virus. The Founders from the past may be beyond hope.
Prisoner Exchange Security Diplomacy The Dominion have captured several Hirogen Alphas, and the Hirogen have captured several important Xindi who sympathize. Only a Starfleet team can negotiate a peaceful trade. Your away team has successfully convinced both Dominion and Hirogen authorities to trade prisoners. No lives were lost in the exchange. Ypur away team not only failed to convince both sides to trade prisoners, but angered the Hirogen enough that they executed the Xindi. In revenge, the Dominion executed their Hirogen prisoners as well.
Promote New Prey Security Diplomacy The Hirogen see the Founders as the ultimate prey. Help distract them by sending a Starfleet crew to tell exhilarating tales of fighting the Jem'Hadar. Your away team has successfully convinced several Hirogen Alphas that the Jem'Hadar are the most challenging prey in the Dominion. Your away team has not only failed to convince the Hirogen that the Jem'Hadar are challenging prey, but made them even more confident that the Dominion will be hunted to extinction.
Regenerating Prey Science
OR
Medicine
Medicine The Hirogen would surely be diverted from hunting shapeshifters if they discovered an immortal prey. Use the Dominion's knowledge of cloning to create several versions of the same Vorta for the Hirogen to hunt. Between your away team and the cloned Vorta, the Hirogen are amazed and stunned at this new challenge. There is talk of ignoring the Founders altogether. The Hirogen are smarter than the Dominion thinks. Your away team's bungling allowed them time to research the Dominion War and learn the truth behind the Vorta clones.
Secure Sphere Science Security Whomever holds the Delphic Expanse spheres will possess potentially game-changing technology. The Dominion will surely look kindly on Starfleet if their officers secure one of these sphere on their behalf. Your away team has successfully secured another Delphic Expanse sphere and handed it over to Dominion forces. Your away team has been unable to secure another Delphic Expanse sphere. {B}oth suspicious Hirogen and Xindi forces have routed them each time.
Sector Reconnaissance Command
AND
Diplomacy
Diplomacy If the Dominion is to remain in the Alpha Quadrant indefinitely, they will need their own space. A Starfleet crew could identify habitable, unclaimed planets. Your away team has explored the edges of Federation space and identified several candidates for a temporary Dominion homeworld. Your away team was unable to identify any world either habitable to the Dominion's races of unclaimed by other species.
Verify Founder Numbers Security
OR
Science
Science The Dominion needs to know exactly how many Founders have been flung into the Alpha Quadrant. A Starfleet team could assist by using specialized scans developed during the war. Your away team was able to get an exact count of the number of Founders who are now in Federation space. The Dominion is grateful for your assistance. Your away team found the difficulty of this task insurmountable. The number of Founders in Federation space might be in the dozens or the thousands.
Vorta Experimentation Medicine
OR
Engineering
Medicine Science The Dominion seeks ways to evolve the Vorta even further than the Founders already have. A Starfleet team could help jump-start their research. Your away team has identified several areas in which genetic modifications might make the Vorta even more useful to the Founders. Your away team was unable to glean any new insights into Vorta biology. The Dominion is disappointed, but vows to continue research.

Federation

IconFederation.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Evaluate Sentient AI Security
OR
Science
A new form of artifical intelligence has been born in an otherwise decimated Federation colony. A Starfleet away team is required to evaluate the AI and contain it if it proves hostile. Your away team successfully determined that the new AI program does not pose a security risk to the Federation—for now. Your away team not only failed to properly evaluate the new AI, but also damaged it in the process. If the AI wasn't hostile before, it has reason to be now.
Federation Diplomacy Diplomacy Negotiations between an alien world and the Federation have reached an impasse. A diplomatically-skilled Starfleet crew could impress them with all we have to offer. Your away team's diplomatic efforts have resulted in the Federation gaining a new member! This is above and beyond what was expected. Your away team barely managed to keep the alien world from declaring war on the Federation. Clearly this crew isn't suited for delicate matters of diplomacy.
Fight the Blight Command A formerly extinct agricultural blight has been reintroduced on a Federation world. Starfleet scientists are needed immediately to fight this blight before the entire harvest is lost. Your away team saved the harvest and even found a way to increase the expected yield. The Federation is pleased to have averted a food shortage. Your away team failed to eliminate the blight in time, and the entire planet's harvests are lost. Federation officials are preparing for a food shortage.
Galactic Tsunkatse Diplomacy
OR
Science
Security Command With most of his opponents spirited away to other timelines, the Pendari Champion has no equals. Now he roams the Federation, forcing those he deems worthy into a contest. A Starfleet team must stop him--or defeat him. Your away team cheered on one of their own as the Pendari Champion was pinned and defeated. Unsuspecting Federation contenders are safe from his draft at last. Your away team suffered a brutal defeat at the hands of the Pendari Champion, who laughed at their combined weakness and continues to hunt for a worthy opponent.
Hot Dog Diplomacy
OR
Science
Security Command Amanda Rogers, on the verge of discovering her Q powers, has inadvertently transformed the entire Enterprise D crew into dogs! A Starfleet team must coax the Irish Setter Crusher, Brittany Picard, and Bearded Collie Riker out so they may be transformed back. Thanks to the calm but firm direction of your away team, the Irish Setter Crusher, Brittany Picard, and Bearded Collie Riker were all transformed back into their human selves. The taste of shoes in their mouths will take longer to reverse. Your team has been unable to corral the agitated Irish Settler Crusher or Brittany Picard, and one member was even bitten by the Bearded Collie Riker.
Inspect Subspace Relay Engineering Communication is more important than ever in the chaos of the temporal anomaly crisis. Only a skilled Starfleet engineering team is trusted to make repairs to one of the Federation's malfunctioning relays. Your away team not only repaired the relay, but boosted its signal strength. The Federation can now keep in constant contact with its most far flung members. Your away team was not only unable to repair the relay, but introduced a virus that put several other relays out of commission. The Federation is in even greater chaos.
Investigate Corruption Diplomacy
AND
Command
A planetary official has been accused of faking temporal incongruities for his own benefit. Only a Starfleet team has the expertise and authority to investigate. Your away team determined that the official was telling the truth about some temporal incongruities, but the rest were made up for his own benefit. He has agreed to resign and save face. As far as your away team could see, the official was telling the truth, but the accusations against him continue to fly. Perhaps they missed something?
Measure Temporal Anomaly Science Federation scientists are overwhelmed with the countless number of temporal anomalies appearing in their space. All crews are asked to study the nearest anomaly and transmit data back to Earth. Your away team has successfully monitored a temporal anomaly and transmitted data back to Earth. Hopefully the Federation will have a greater understanding of this crisis soon. Your away team not only failed to collect any useful data on the temporal anomaly, but only narrowly avoided being sucked into the anomaly and lost in time forever!
Rescue Citizen Captives Diplomacy
AND
Security
Federation civilians have been detained without due process on an alien world. A Starfleet crew must intervene to free them. Your away team has successfully rescued the Federation civilians who were being unlawfully detained. This world now faces censure and trade penalties. Your away team wasn't heard from for many days. Eventually they were released, having been unlawfully detained themselves.
Resettle Refugees Security Refugees from temporally-torn worlds are arriving in Federation space. Starfleet ships are needed to transport them safely to stable space. Your away team has successfully escorted the refugees to Federation planets which are able to receive them. The refugees are left with a wonderful first impression. Your away team bungled resettlement efforts, forcing the refugees to move multiple times. They are left with a poor first impression.
Resolve Trade Dispute Diplomacy A critical trade route has been stalled by a disagreement between Federation worlds along the route. Unique individuals familar with the concept of money might be able to assist. Your away team has successfully worked out an agreement that is financially beneficial for both worlds. Trade is flowing in the Federation again. Your away team not only failed to restore the trade route, but one of the Federation worlds is thinking of withdrawing its membership. Things couldn't have gone worse.
Scientific Ethics Command Technologies from the future have triggered a land rush for Federation scientists. An impartial Starfleet team can determine whether these technologies violate the Federation's ethical moratoriums. Your away team has determined that the future technologies that have appeared thus far are perfectly ethical. Federation scientists breathe a sigh of relief. Your away team erroneously declares the future technologies immoral, and are thoroughly embarrassed when Federation scientists publish papers proving them wrong.

Ferengi Alliance

IconFerengiAlliance.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew |
Mission Text Success Failed
Broker Trade Agreement Security Diplomacy Diplomacy
AND
Command
Dopterian may be occupied by the Traditionalists, but they value latinum more than loyalty. Send a team on behalf of the Alliance to broker a trade deal with the enemy's ally. The Dopterians are actually pretty tired of the Tradationalists treating them like second class citizens and are very receptive to the team's proposal. Fear of reprisal from the Traditionalists outweigh any proposals made by the team and the Dopterians remain solely in support of their current allies.
Catch Thieves Medicine Science
OR
Engineering
Command Security Theft is not tolerated in the Ferengi Alliance, only cheating. A pair of unscrupulous theives have fled into Traditionalist space to evade punishment. Have one of your teams bring them to justice. Believing themselves to be home free in Traditionalist territory, the thieves are caught completely unawares by the team and are easily apprehended. The thieves turn their arrest on the team's head, calling for the Traditionalist authorities who take them into protective custody.
Combat Slander Science Engineering Security Diplomacy Violence isn't (the) only threat the Traditionalists make use of. They have begun a merciless campaign of misinformation intended to cause outrage towards the Alliance from within and without. Help put a stop to it. The team traces the propaganda back to its source, revealing the falsehoods and turning criticism back on the propagandists themselves. The team's attempts to discredit the propagandists falls on deaf ears, leaving the mudslinging to continue on unabated.
Combat Slave Trade Security Science
OR
Engineering
Diplomacy
OR
Security
The Alliance is seeing an increase in the Orion Syndicate's influence in their space and doesn't want the slavers settling in. Send a team to gather information on the secretive organization. Posing as buyers, the team gains close access to a senior syndicate member and steals many sensitive documents. The slavers don't fall for a ruse the team set up and attempts to capture them as slaves. Though the team escapes with their freedom they fail to learn anything more than that the Orion Syndicate is dangerous.
Fortify Defenses Security
AND
Engineering
Security
AND
Command
The news of the Traditionalists' deployment of weapons of mass destruction raises immediate concerns about the Alliance(')s capabilities to defend against them. Have a team establish planetary defense networks. The expertise of the team proves invaluable in designing a complex anti-torpedo grid. The Alliance immediately rushes to establish functional grids across their worlds. The team speculates on several possibly defensive strategies, but fail to design one that could reliably address a bombardment scenario. The Alliance opt to acquire WMDs of their own in response to the threat.
Hire Reputable Supplier Science
OR
Medicine
Security Diplomacy Many profiteers are taking advantage of the chaos in the galaxy and even Ferengi aren't beyond the reach of bad faith dealings. Have a team run background checks on prospective suppliers for Alliance contracts. A surprising number of the suppliers turn out to be accused of unethical practices, and some are outright con artists, but the team finds one well-respected merchant who's a great fit for the Ferengi Alliance. The Ferengi are {l}eft short on trustworthy dealers as the team was unable to suitably vouch for any of the proposed candidates.
Insulate Markets Security
OR
Command
Diplomacy Diplomacy Trade regulations are still unfamiliar territory for the Ferengi Alliance, who are struggling to protect their investment market. The Federation is suited to provide a helpful perspective on ethical capitalism. The team sent to educate the Alliance leadership kept them in rapt fascination during a conference on investment economics. There is a great deal of confidence the Ferengi market will stay strong going forward. The Ferengi Alliance representatives find the team's lessons arcane, growing disinterested as the conference goes on. Those that remain attentive are deadlocked, disagreeing on how best to apply the insights.
Launder Money Engineering Security Diplomacy Diplomacy
AND
Command
Quark is seeking to hide large sums of latinum from any other versions of himself by moving it through several shell corporations. Have a team help him relocate the funds. After about a dozen transactions the team succeeds in taking the sums off the books. Quark's appreciation is tangible. Another Quark catches on to the scheme, seizing the latinum for himself as soon as it's out of the team's possession.
Liberalize Trade Practices Engineering Diplomacy Diplomacy
OR
Command
The firmly entrenched notoriety of the Ferengi is stalling a deal with a world suspicious of the the Alliance's trade practices. Have a team help craft an offer the prospective partners will entertain. After much deliberation the team convinces the Ferengi to try some established Federation practices. Upon reviewing this new offer, the partner world's leaders are much more receptive to further negotiation. The Ferengi aren't listening, the partner world leaders aren't listening, nobody is listening. Disheartened the team returns having accomplished nothing.
Poach Defectors Security
OR
Command
Security Diplomacy Diplomacy Not everyone under the Traditionalist banner is exceptionally happy there. Send a team to help convince potential defectors that the latinum is golder on the Alliance side. The team finds a number of Ferengi who are willing to accept the less oppressive Alliance regime, even if it sets them back a little bit of profit. While some of the Traditionalist Ferengi are sympathetic to the Alliance, they ultimately refuse to accept the risk of attempting defection.
Protect Trade Union Command Security
OR
Engineering
Security The Alliance has established trade unions that guarantee accountability and quality standards for goods, but these groups are coming under attack from Traditionalists. Send a team to protect the union meeting. Traditionalist thugs show up armed and ready to violently disrupt another trade union meeting, but the team gives them more than they bargained for and sends them hobbling home. Traditionalist thugs overpower the team's security detail and break up the union meeting with force. Many of the Alliance Ferengi are badly wounded in this latest attack.
Renegotiate Trade Deal Security Command
OR
Diplomacy
Diplomacy In the chaos of the temporal anomaly crisis, the Ferengi Alliance has accidentally let a valuable trade agreement lapse. Send a team to help them renegotiate with their snubbed partners. The Ferengi Alliance's snubbed partners prove to be putting on a show with their outrage. It quickly fades as the team shows what the Alliance is willing to offer. Trade flows again. The team does manage to get the Ferengi's agreement reinstated, but on far less favorable terms this time around.
Rescue Swindler Command Security Security
OR
Diplomacy
The Alliance aren't above underhanded tactics when necessary, employing agents to cheat their rivals. One such agent is on the run after bilking the Traditionalists out of a large sum. Send a team to help. The swindler was just about to take an indefinite nap in a deep bay when the team arrived to free him. Both he and the Alliance are quite grateful. The team arrives too late, discovering the waterlogged body of the swindler weighed down at the bottom of a deep bay.
Support Profit Sharing Diplomacy
AND
Command
Diplomacy Grand Nagus Rom is gloating an alarming new concept to the Alliance leadership–profit sharing. Offer to help alleviate concerns entrepreneurs are sure to have with this proposal. The team espouses the benefits that profit sharing has in fostering worker loyalty and boosting performance, which ultimately leads to a better bottom line. Surprisingly, the Ferengi leaders agree to try it. The concept of sharing profits is a bridge too far, even for the progressives of the Alliance. They reject the team's argument out of hand, leaving the hopes of further reforms in limbo.
Support Rights for Females Security
OR
Command
Diplomacy Female rights are a cornerstone of Alliance progress, but not all their worlds are accepting the changes in equal measure. Have a team help promote female rights on Ferengi-occupied worlds. Initially met with hostility, the team is able to overcome the uncertainty of Ferengi leaders threatened by the prospect of equal rights for females. The team's attempts to convince the world leaders to acknowledge the new rights granted to Ferengi females fell on unsympathetic ears.
Upgrade Defenses Security Command Engineering
OR
Science
The Ferengi have long preferred bargaining over fighting, but recent events have made stronger military might necessary. Send a team to upgrade Alliance planetary defenses in ways Starfleet would approve of. The Alliances hefty budget makes easy work of acquiring the team's recommended technologies and with a little instruction the Ferengi are far safer in their controlled space. Fear and ignorance lead to immensely wasteful spending on defense technologies, despite the team's best attempts to suggest reasonable measures.
Uplift Kazon Sect Security Science
AND
Engineering
Diplomacy
AND
Command
Constant infighting has stunted Kazon technological progress. Who better than a team of Starfleet's best to help the Alliance set a good example for them? The team convinces the Kazon leaders to embrace new non-combat technologies, despite their initial misgivings. In a short time the advances improve their quality of life and relations are better than ever. The Kazon dismiss the uselessness of the team's peaceful offerings and have come away thinking less of their employers.

Ferengi Traditionalists

IconFerengiTraditionalists.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Charter New Companies Engineering Command Diplomacy The Traditionalists are feeling a little behind the times and seeking to expand into new commercial enterprises to stay competitive. Have a team build stronger relationshs by supporting this endeavor. The Ferengi are savvy and quick to pick out new opportunities from the various briefings your team supplied. They seem giddy with the prospects and deposit the requisite bribes to their Starfleet benefactors. The information that the team provided the Ferengi was misleading and caused them to take losses on a number of poor business prospects. They are threatening to sue for their losses!
Create Ferengi Clone Science
OR
Engineering
Medicine Brunt is seeking to reinforce the legitimacy of his cause by cloning influential figures in Ferengi history to espouse their greedy ideals. Send a team to guide the procedure with Federation know how. In an amazing display of ingenuity the team identifies and applies DNA found in relics of the first Grand Nagus, Gint. Provided the mature clone poses no threat to Brunt's rule, he will be of great use. Attempts to rebuild the old, degraded DNA only results in malformed clones that have to be pitiably disposed of. The outcome leaves the scientists sickened, the team and Ferengi alike.
Economic Espionage Security Security
OR
Command
Diplomacy Diplomacy Competition with the Ferengi Alliance has become heated, and with their pride and profits at stake the Traditionalists want to ensure their deals are always the best. Send a team to spy on their behalf. The team engages in some false negotiation with several influential Alliance traders, allowing the Traditionalists to deploy bugs and software to discreetly keep tabs on the traders' dealings. The Alliance traders quickly sniff out the team(')s insincerity in their dealings and waste no time moving on to customers that'll turn a profit.
Eliminate Competitor Engineering Diplomacy
OR
Command
Security The Metron Consortium is horning in on Traditionalist interests and they don't appreciate the competition. They're promising a hefty kick-back to whoever puts Metron out of business. Send a team to cash in. Metron are a savvy business conglomerate, but they aren't prepared to deal with the scope of sabotage the team levels at them. The consortium suspends all operations for restructuring. The sabotage leveled at Metron by the team barely puts a dent in the consortium's bottom line and results in a step up in security that will make further meddling very difficult.
Exploit Dopterians Security Engineering
OR
Security
Diplomacy
OR
Engineering
Diplomacy To Ferengi, the Dopterians are like brothers. Simple, exploitable, brothers. However, the Traditionalists aren't seeing the profits they are accustomed to. Help bribe officials to change Dopteria's labor laws. Taking advice from the Traditionalists, the team prepares a juicy bribe and the officials prove to be very receptive to undermining the rights of their kin for a piece of the action. The Dopterians are suspicious of the sizable bribe the team prepared, seeing it as a sign that they're holding something valuable. Officials begin to unify around keeping Ferengi money flowing into the economy.
Expose Weakness Security Security
AND
Command
Diplomacy
OR
Security
Diplomacy The Alliance's relationship with their Kazon mercenaries have proven to be a rocky one. Send an envoy to the Traditionalists to bargain any useful details. The envoy provided detailed information about the strained Kazon-Alliance relations much to the delight of the scheming Traditionalists. The Traditionalists aren't impressed with the information you're offering, or are at least maintaining a remarkable poker face, an{d} send the envoy back empty handed.
Manipulate Prices Engineering
OR
Command
Diplomacy Science One of the Traditionalist's long standing trade relations has been had a rise in competition that's undercutting the commodities market, and their profits. Send a team to help with some clever price fixing. Employing a series of shell companies, the team conducts a number of buyouts and acquisitions to create a Ferengi controlled oligopoly. Price fixing ensures that Ferengi profits begin rising again. The team's attempts at price fixing attract the attention of the trade partner's regulatory bodies, who begin an investigation likely to backfire on the Ferengi. The Traditionalists are not pleased.
Meet Grilka Security Security Diplomacy Diplomacy In these dangerous times, Quark is concerned for his safety and in search of more intimidating–and trustworthy–bodyguards. Help him convince his Klingon ex to offer hers until the Traditionalists have won. Grilka has mixed feelings, but the team succeeds in convincing her to send a few of her house guards to protect Quark from foul play. She even considers making a personal visit to deliver them. The team's arrival proves to be a liability as Grilka is offended that Quark couldn't be bothered to see her himself. She flatly refuses to offer any assistance.
Open New Markets Security
AND
Command
Diplomacy Diplomacy The Traditionalists claim that their unmerited reputation has one of their neighbor systems refusing to engage in a trade agreement. Send a team to convince the hold outs that the Ferengi have much to offer. Trade is booming thanks to the silver tongues of the team assigned to open negotiations. If the Traditionalists can restrain themselves, they may have a long prosperous relationship ahead of them. The team makes a number of overtures to the Ferengi's neighbor system, but they remain obstinately opposed to allowing the "frauds" to take advantage of them.
Outsource Industry Diplomacy Security
OR
Diplomacy
Command A Ferengi Traditionalist never pays more then he has to, and rising labor costs have the entrepreneurs eager to locate new populations to exploit. Send a team to survey new labor markets for the Ferengi. After visiting a number of under developed world, the team provides the Ferengi with a number of options for cheap labor. The team visits a number of worlds, but most have already had some dealings with the Ferengi and have thought better of those arrangements.
Procure Technology Science
OR
Engineering
Science
OR
Engineering
Security The Ferengi Traditionalists have had their eye on a prototype reactor developed by an independent world, but the inhabitants aren't willing to sell. Send a team to acquire the technology by other means. The unsuspecting designers of the prototype reactor are complete taken off guard as the team deftly beams the entire reactor assembly out of their possession and flees the system. The team attempts to use a transporter to steal the prototype, but a miscalculation results in the reactor's destabilization and the entire assembly has to be beamed into space before exploding.
Procure WMDs Science Security
AND
Engineering
Engineering
AND
Command
With isolytic torpedoes proving to be more trouble than they're worth, the Traditionalists are eager to find more reliable methods of destruction. Have a team drum up some leads in the exotic arms market. The team persuades the notorious arms dealer Hagath to offer some of his most deadly wares to Traditionalist buyers. Although there are no shortage of arms dealers eager to raking in the Ferengi"s latinum, nothing they have on offer is on the scale the Traditionalists were hoping for. {Sic}
Smuggle Weapons Security Security Science
AND
Engineering
Command
OR
Diplomacy
The arms race between the Ferengi is a delicately balanced scale, and the Alliance targeting Traditionalist arms dealers is tipping it in their favor. Send a team to ensure weapons reach their destinations. The team detects the Alliance privateers who have been harassing the Traditionalist arms dealers before they strike and preemptively decimate their force. The supply chain should remain secure for now. The privateers targeting the Traditionalist arms dealers are seasoned raiders and opt for destruction over theft when they encounter the team's attempts at defending the cargo. Many of the dealers are now dead.
Suppress Radicals Science
OR
Engineering
Security Command
AND
Security
A few misguiding Ferengi have begun espousing heretical beliefs and rallying for reforms in the Traditionalist government. Send a team to help suppress these displays threatening to destroy Ferengi culture. The team successfully blocked the distribution of media these malcontents were using to spread their heretical views to Traditionalist-held planets. While the team destroyed a number of publishing outlets producing heretical tracts, the radicals have persevered in their attempts to spread their ideas to other Ferengi.
Tip Off Pirates Security Diplomacy Diplomacy
AND
Command
Not all Ferengi are traded equal, and the Traditionalists have managed to identify some of the Alliance(')s top earning trade routes. Offer to pass on this information to local pirates. The team convinces the pirates that the Ferengi information is legitimate and they eagerly agree to ransack the Alliance traders. The pirates are mistrustful of the Federation team and go into hiding rather than risk being caught in a trap.
Withhold Trading Profits Diplomacy
OR
Command
Science An awful threat looms over the Traditionalist at this formitive point in their development—tax season. Have a team help the Ferengi avoid many of the taxes and tariffs imposed by their trade partners. The team leverages the Federations vast knowledge of galactic trade laws to help shelter an enormous amount of Ferengi trade profits, showering them in praise and latinum. Cooking the books proves to be far more difficult than anticipated and the Ferengi's dubious accounting is sure to see fines and garnishments levied upon them.

Hirogen

IconHirogen.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Acquire Ketracel-White Diplomacy Science Science The Jem'Hadar will never abandon the Dominion fully unless they are guaranteed an alternate source of ketracel-white. Help the Hirogen identify such a source. With help from your away team, the Hirogen have identified several planets where the ingredients to synthesize ketracel-white can be obtained. Your away team was unable to identify any planets where the ingredients of ketracel-white can be obtained. The Hirogen continue to seek other ways to fuel a Jem'Hadar rebellion.
Arbitrate Trophy Dispute Diplomacy
OR
Command
Security Security Diplomacy Diplomacy Two rival Alphas have claimed the same Dominion 'trophy' remains following a hunt. Only a Starfleet officer is deemed unbiased enough to make a final decision. Your away team has dispersed the Dominion 'trophy' between the two Alphas in a way that satisfies both. The Dominion is outraged, but the Hirogen are pleased. Your away team managed to lose the Dominion 'trophy' entirely! The Hirogen Alphas speak darkly of taking trophies from the away team as recompense.
Destroy Sphere Science
OR
Engineering
Science
OR
Engineering
Science Science The Delphic Expanse spheres possess astroforming technology that, if utilized by the Dominion, could spell the end of the Hirogen's hunt. They desire a Starfleet team assist them in finding out if destroying these spheres is possible. Your away team successfully aided the Hirogen in taking control of a Delphic Expanse sphere and then safely dismantling it. The Hirogen lie in wait for the Founders to leave their sphere unguarded.... Your away team was unable to find a way to help the Hirogen dismantle a Delphic Expanse sphere without causing the space around it to become unstable.
Develop Changeling Scanner Science
OR
Engineering
Engineering Science Science The Hirogen have announced their intention to hunt the Dominion to extinction. Reduce collateral damage by assigning a team to develop a scanner specifically for changelings. Your away team has delivered a prototype scanner to the Hirogen, which will allow them to find changelings more easily and reduce the collateral damage of their hunt. Your away team's prototype is shoddy, and erroneously leads the Hirogen to slaughter several Xindi instead.
Identify Alphas Diplomacy Command
OR
Diplomacy
Not all Hirogen were brought into the Alpha Quadrant, and some have seized the opportunity to claim Alpha status without having worked for it. The veteran Alphas would appreciate if a Starfleet crew could gather their names. You[r] away team has identified all the opportunistic Hirogen who have claimed Alpha status. The veteran Alphas plan to discipline them, possibly fatally.... You[r] away team has erroneously accused several veteran Alphas of being opportunists. They must now look over their shoulders for angry Alphas hunting them.
Locate Jem'Hadar Nursery Diplomacy
AND
Command
Engineering Science Science The Hirogen want to strike at the Founders' main protection, the Jem'Hadar. Starfleet is well-versed in fighting the Jem'Hadar. and could easily locate a nursery if they were so inclined. Your away team successfully located a Jem'Hadar nursery and provided the coordinates to Hirogen hunters. Where things go from there is up to them. The Jem'Hadar guard their young well, and your away team was unable to locate a nursery anywhere in the Alpha Quadrant.
Negotiate Hunting Rights Science Security Command Diplomacy The Hirogen are eying a pre-warp civilization as a training ground. A Starfleet crew may be able to convince them such prey isn't worthy of the effort. Your away team has successfully convinced the Hirogen to hunt game on a nearby Class-P world, sparing the pre-warp civilization. Your away team has failed to divert Hirogen away from the pre-warp civilization. They are being slaughtered in short order by Hirogen hunters.
Organize Hirogen Defense Diplomacy
OR
Command
Command Security Security The Hirogen are skilled in the hunt, but not in large-scale defense against an organized force like the Dominion. Starfleet officers are needed to instruct them in these areas. Thanks to your away team, the Hirogen now know how to defend themselves on a large scale against the Dominion. Their opinion of Humanity rises again. Your away team was unable to instruct the Hirogen in a way that did not insult them. More names are added to the Hirogen's hunting bounties.
Repair Comm Relay Science
AND
Engineering
Command Displaced from the Delta Quadrant, the Hirogen rely on their communication relays now more than ever. If a Starfleet crew were to help repair one, it would go a long way towards showing they're more useful alive. Your away team has not only repaired the communications relay, but made it onto the Hirogen"s {sic} cleared list of beings that are not prey! Your away team not only failed to repair the relay, but knocked out another relay on accident. The Hirogen have set a bounty on their heads.
Revise Holoprogram Science
OR
Engineering
Command
OR
Engineering
The Hirogen have grown bored with the holographic hunts provided to them by Voyager's crew. Revisions by a Starfleet crew may help distract them from living prey, at least for a time. Your away team has successfully revised the Hirogen's holographic hunting programs to be much more challenging, distracting them from living prey at least for a time. Your away team was not only unable to make the Hirogen's holographic hunts more challenging, but the Hirogen decided the away team might prove better prey instead! They escaped, just barely.
Screen Hirogen Blood Science
OR
Medicine
Security Diplomacy Medicine A Hirogen Alpha has begun acting erratically, and is suspected of being a changeling. The Hirogen demand Starfleet assist with detecting his true nature. Your away team revealed the Hirogen Alpha to be a changeling in disguise! Before they could react, the Hirogen executed him. Your away team was unable to determine the Hirogen Alpha's true nature. Several of his hunters continue to go mysteriously missing.
Track Dominion Warship Security The Hirogen recently engaged the Dominion in a space battle, and while both ships were too damaged to continue the fight, only the Dominion vessel was able to escape. track it to its home base for the Hirogen. Your away team has successfully tracked the damaged Dominion ship to its repair base. The Hirogen are preparing to strike. Your away team has failed to track the damaged Dominion ship for the Hirogen. It will be surely receive repairs and return to action soon. {sic}
Treat Hirogen Hunter Security Medicine Command
OR
Medicine
A Hirogen hunter has been left for dead after being paralyzed in a hunt. A Starfleet team may not be able to reverse the paralysis, but could prevent him from dying, at any rate. Your away team has successfully rescued a Hirogen injured in a hunt. Though he remains paralyzed, there are signs that with extensive therapy, he may one day walk again. Your away team was unable to convince the paralyzed Hirogen hunter that with treatment, he may have hope of living a normal life again.

Klingon-Cardassian Alliance

IconKCA.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Backchannel Diplomacy Diplomacy Diplomacy Alliance leaders want a fresh start with the Federation, but have found it difficult to turn any heads. A Starfleet team could put in a word that might open a channel of communication, even secretly. Your away team successfully convinced some influential Federation politicians to meet with Klingon-Cardassian Alliance leaders. Your away team was not only unable to convince any Federation politicians to entertain the Alliance's leaders, but inadvertently spurred a new round of public condemnations.
Chart Minefield Diplomacy
OR
Command
Engineering Security Security The Romulans have made use of extensive minefields to prevent further Klingon-Cardassian Alliance incursion into their space. The Alliance would surely appreciate a map through or around these minefields. Your away team charted a safe but narrow path through the Romulan minefield, giving the Alliance another access route to Star Empire space. Your away team was forced to abort the minefield mapping expedition after a Romulan patrol was spotted. The Alliance remains thwarted by this technology.
Configure Mind-Sifter Medicine Science
OR
Engineering
Diplomacy
OR
Science
The Klingon-Cardassian Alliance wants to differentiate themselves from the brutal Terran Empire. Send a Starfleet team to help alter their mind-sifter devices for humane interrogation of captives. Your away team has successfully tuned the Alliance's mind-sifter devices to painlessly scan the brain-patterns of their subjects. The galaxy sees them in a new light. Your away team failed to make the Alliance's mind sifter devices any more painless for interrogation subjects. The galaxy's opinion of them remains low.
Develop Anti-Cloak Tech Science
AND
Engineering
Security Engineering Science The greatest challenge to the Klingon-Cardassian Alliance's fight with the Romulan Star Empire is their far superior cloaking technology. Starfleet has fought the Romulans before, and could provide insight into these technologies. Your away team not only helped the Alliance achieve basic understanding of the Romulans' cloaking technologies, but also helped locate tools and components necessary to develop anti-cloak sensors and weapons. Your away team could not explain the Romulans' cloaking technologies in a way the Alliance could understand. The Romulans will maintain an edge.
Discredit Sela's Heritage Diplomacy
AND
Command
Diplomacy Diplomacy Both Sela and Shinzon are not full Romulans, but the Alliance believes Sela is only out for blood and not the good of her people. A Starfleet team would know how to get this message across effectively. Your away team has launched a blistering wave of propaganda against Sela, and converted many Romulans to Shinzon and the Alliance. Your away team's bumbling efforts and Sela's response only made her look better in the Romulans' eyes.
Hijack Romulan Ship Diplomacy
AND
Command
Command Engineering Engineering A prototype Romulan ship could give the Alliance a leg up over their Star Empire enemies, but they'll never get near it. A Starfleet crew could request a friendly tour and plant the seeds for the harvest later. Your away team successfully toured the prototype ship, secretly sabotaging security measures that allowed the Alliance to hijack it later. Your away team failed to convince Romulan authorities to provide a tour of the ship. Too many Alliance sympathizers, they say.
Influence Commander Command
OR
Security
Command Diplomacy Though not as brutal as the Terran Empire, the Klingon-Cardassian Alliance has grown used to responding in kind. Send a Starfleet team to convince them to cancel a military exercise using real targets. Your away team successfully influenced the Alliance commander to consider a more moderate approach to military training. Your away team failed to change the commander's thinking in any way whatsoever. The harsh ways of the Alliance will continue.
Investigate Atrocity Security Diplomacy
OR
Command
Diplomacy
AND
Command
Diplomacy Diplomacy The Klingon-Cardassian Alliance and the Romulans have blamed each other for a serious war crime. The Alliance desires an unbiased Starfleet team clear their name. Your away team successfully showed that the atrocity was not the doing of the Klingon-Cardassian Alliance. The Romulans continue to deny culpability. Your away team failed to exonerate the Klingon-Cardassian Alliance of culpability for the atrocity. The Romulans have gained galactic support.
Medical Support Science
OR
Medicine
Medicine Medicine The Romulan are not above the use of biological weapons, and the Klingon-Cardassian Alliance is woefully ignorant of many diseases in this timeline. A Starfleet medical team could save lives. Your away team not only provided medical aid to the Klingon-Cardassian Alliance, but also vaccinated them against future potential attacks from the Romulans. Your away team failed to save many Klingon-Cardassian Alliance lives. Who knows what plague the Romulans will visit on them next?
Probe Temporal Rift Science
AND
Engineering
Science Science Engineering Losing Telek R'Mor would be a serious blow to the Romulans. Send a shuttle through the temporal rift to ensure Simon Tarses's claims that R'Mor will doom the Alpha Quadrant are true. The shuttle crew emerged from the rift over four-hundred years in the future into a devastated Alpha Quadrant, and then returned. Tarses is telling the truth. The shuttle became damaged in the attempt to probe the temporal rift, and your away team was forced to abandon the mission.
Reach Out to Assassin Command
AND
Diplomacy
Diplomacy Diplomacy The Alliance maintains they are not responsible for the assassination attempt on Sela, but they want whomever is to know they support them. A Starfleet team could put this message out on the appropriate channels. The Alliance thanks your away team—although they will not divulge the assassin's identity, they have made contact and provided support. Your away team failed to attract the assassin's attention. The Alliance cannot offer their support.
Recruit Remans Diplomacy
OR
Command
Command Security Diplomacy The Alliance needs all the able bodies it can get in this timeline, and with Shinzon on their side, the Remans are ripe for the picking. Send a team to assist in recruitment. Your away team managed to recruit a large number of Remans to the Klingon-Cardassian Alliance in exchange for the promise of a better life. Your away team was unable to convince more than a handful of Remans to rise up against the Romulans for the Alliance.
Summon Mercenaries Security Command Diplomacy The Klingon-Cardassian Alliance is struggling to survive without their full forces. Acting as their representative with the mercenaries of the galaxy would be much appreciated. Your away team successfully recruited a mercenary cruiser to aid the Klingon-Cardassian Alliance's next military maneuver. Your away team failed to find any mercenaries willing to aid the Klingon-Cardassian Alliance's cause.
Support Alliance Ally Security Diplomacy
OR
Security
Diplomacy A Klingon house is rumored to be in support of the Klingon-Cardassian Alliance, and may even defect, for the right price. A Starfleet crew could deliver what this house demands. Your away team delivered the Alliance's gifts to the Klingon house, which promptly defected. The Alliance is that much stronger. Your away team mislaid the Alliance's gifts to the Klingon house. They will never defect now.

Klingon Empire

IconKlingonEmpire.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Android Guardians Diplomacy Security
OR
Command
The Augments have shown a disturbing level of interest in the research of Doctor Noonien Soong. Convince the Klingons to guard Data and his android siblings from them. Although the Klingons were skittish, your away team were able to convince them to shelter and protect any recovered Soong-type androids. The Klingons balk at sharing their houses with androids. Your away team will have to arrange other protection.
Combat Biological Attack Command Medicine
OR
Science
The Augments have unleashed a devastating biological weapon which reduces Klingon muscle mass. Send a team to devise a cure before these warriors fall on their bat'leths in despair. Your away team quickly devised a cure for the Augment plague. It will be a long road to recovery for the infected Klingons, but they have hope. Your away team failed to develop a cure before several infected and weakened Klingons killed themselves out of shame.
Conduct Proxy Vendetta Engineering
OR
Security
Engineering
OR
Diplomacy
Security Command The head of a powerful Klingon house wishes to exact vengeance on a rival—but can't be implicated in the deed. Send a discreet Starfleet team in exchange for his support. Your away team managed to discredit and ruin the rival of a powerful Klingon noble, and he has pledged his loyalty to the Federation as a result. Your away team failed to deal effectively with your contact's rival, and he is no doubt plotting his next move.
Detect Augment Cell Engineering
OR
Medicine
Science The Klingons suspect there is a secret Augment cell operating within their territory. The Augments are expecting Klingon scans, but they may not be prepared for deep Starfleet scans. Your away team has successfully detected an Augment cell and sent its coordinates to the Klingons. Their retribution will no doubt be swift. Even with the latest in Starfleet scanning technologies, your away team fails to detect any signs of Augments in Klingon territory.
Find Poisoner Diplomacy
OR
Science
Security Command Someone has made repeated attempts to poison a Klingon diplomat on a nearby world. Have an away team pretend to volunteer aid and track down this coward. Your away team discovered the poisoners are members of the Klingon diplomat's rival house! Klingon politics dictate you must stand aside... for now. No one bought your away team's vows of vegeance against the Klingon diplomat. The identity of his poisoner remains a mystery.
High Council Intrigue Security Diplomacy
AND
Security
With several seats on the High Council suddenly emptied, Klingon nobles are fighting tooth and nail to take them. Only a Starfleet team can help keep this from erupting into bloodshed. Your away team has overseen the successful—and peaceful—elections of new twmporary seats to the Klingon High Council. Your away team's efforts only exacerbated matters, causing to potential diplomats to engage in a fatal duel. The empty seats on the Klingon High Council remain a point of contention.
Monitor Augment Signals Science
OR
Engineering
The Augments use such sophisticated coding algorithms that Klingon Intelligence cannot make heads or tails of intercepted transmissions. Perhaps Starfleet specialists could help. You successfully picked out a number of encrypted Augment transmissions. The Klingons are in your debt. You were unable to find anything of use in the streams of Augment decoy transmissions.
Prevent House Defection Command Diplomacy An influential Klingon house is seriously considering defection to the Augments. Send an away team to provide an unbiased voice of reason. Your away team has successfully prevented the defection of an influential Klingon house to the Augments. They warn that they will expect everything they were promised, however... Your away team failed to dissuade an influential Klingon house from defecting to the Augments. Klingon officials are concerned other houses will follow.
Reinforce Outlying Colony Engineering
OR
Science
Security
OR
Engineering
Security Diplomacy
OR
Command
A Klingon colony is dangerously exposed to an Augment attack, but officals aren't sure where to begin. An away team familiar with the Augments could give them the edge they need. Thanks to your away team's unique knowledge of Augment battle tactics, the Klingons have ensured this colony can hold its own in an attack. Even with their past experiences, your away team fails to give the Klingons any useful information. The colony remains in danger of falling to the Augments.
Screen Augment Prisoner Medicine The Klingons fear the Augment virus more than any other, and will not place an Augment in the Rura Penthe penal colony without assurance he is clean. A Starfleet medical team could provide that peace of mind. Though the Augment virus was not found, your away team detected another highly contagious disease in the Augment prisoner's system. He has been quarantined until further notice. Your away team failed to properly screen the Augment prisoner, and once processed into Rura Penthe a plague broke out. The Klingons are furious.
Support Loyal House Security Diplomacy
OR
Security
Diplomacy
OR
Engineering
A Klingon house loyal to the Federation has been double-crossed and bankrupted by a rival. Persuasive Starfleet officers could drum up enough credits to restore it. Your away team successfully diverted enough Federation credits to help a loyal Klingon house recover from economic ruin. Your away team failed to acquire enough credits to help a loyal Klingon house recover from financial ruin. The house has been disbanded.
The Enemies of Duras Diplomacy
OR
Command
Most of the Klingon Empire considers the Duras sisters a menace, but cannot publically denounce them. A shrewd Starfleet crew could determine the identities of their greatest enemies to rally against them, however. Your away team now has a list of Klingon houses that will send warriors to stand against the Duras sisters, if need be. Your away team fails to impress the Klingons. Whether these houses support or denounce the Duras sisters, they will not share it with you.
The Legend of Alexander Command
OR
Security
It is rumored that Worf's son, Alexander, has undergone genetic enhancement. If true, he may only be convinced to undo it if he believes himself well-regarded without. Compile a list of his deeds. After interviewing several Klingon officers, your away team has compiled an impressive list of Alexander's accomplishments. If he has been genetically enhanced, you now have an argument against it. Your away team was unable to track down any Klingon officers who could speak well of Alexander and his merits.

Maquis

IconMaquis.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Assemble Fighter Ship Science Engineering
OR
Science
Engineering The Maquis plan to upgrade a civilian space yacht into a fighter vessel, and have requested Starfleet assistance. Send an engineering team to ensure the conversion goes smoothly. Your team provided invaluable oversight and expertise to the Maquis, and they are now the proud owner of a new fighter. Your Starfleet team clashed with the self-taught Maquis, and they were eventually ordered to leave. The Maquis continue to struggle with their conversion.
Assist in Supply Raid Security Command
AND
Security
The Maquis have absolutely no qualms about raiding Cardassian warehouses for supplies, but the Cardassians are constantly on the lookout for Maquis attacks. Send a Starfleet team instead. Working undercover, your team raided a Cardassian warehouse and delivered many needed supplies to the grateful Maquis. Your team did not disguise themselves well enough, and were not only captured but revealed as Starfleet officers. Cardassian-Federation relations have suffered.
Conduct Secret Raid Diplomacy
OR
Security
Diplomacy
OR
Security
Diplomacy
OR
Security
Both the Bajorans and the Cardassians are distracted with trying to make peace. The Maquis are calling for aid to conduct join(t) raids for supplies. Your team and the Maquis were able to pilfer many needed supplies from the distracted Bajorans and Cardassians. Your team was caught trying to raid Bajoran warehouses with the Maquis. Just be grateful it wasn't the Cardassians.
Denounce Teero Anaydis Security Diplomacy
OR
Security
Command
AND
Diplomacy
It's rumored that Teero Anaydis, a former Bajoran Vedek and Maquis expelled for his controversial mind-control techniques, has returned. Draw a firm line between him and the Maquis. Your away team has ensured that that {sic} Teero Anaydis is an enemy to the Maquis. If he has returned, he will find no shelter with them. Your away team bungled this messaging. Most people not only believe Teero Anaydis is still a Maquis, but that they brought him through time on purpose.
Embed Maquis in Starfleet Science
OR
Medicine
Engineering
OR
Security
Diplomacy Command The most valuable Maquis are former Starfleet officers. Reverse-engineer the conversion process by embedding a member within Starfleet Academy. Thanks to your team's coaching and sponsorship, a Maquis supporter is in at Starfleet Academy. Despite your team's coaching and influence, you were unable to get a Maquis supporter into Starfleet Academy.
Expose Enemy Collaborators Security Security
OR
Diplomacy
Many turncoats join the Maquis, and then change sides again. A Starfleet team could root out these potential traitors by pretending to make them an offer. Your team has identified several Maquis who would turn on their fellow fighters for the right price. The Maquis will watch them much more closely from now on. Your team has insulted several proud Maquis thought to be traitors, and the Maquis have asked you not to help in this matter again.
Find Maquis Families Security
OR
Diplomacy
Command
AND
Security
The Maquis are hopeful that if the temporal crisis brought them back, it also brought back their loved ones lost to the Cardassians. Send an away team to search for these civilians. Your team was able to locate several family members and friends of the Maquis, and they are overjoyed to be reunited. Your away team was unable to locate any family members or friends of the Maquis. The Maquis say they'll continue to fight in their memories.
Find Maquis Smuggler Security
AND
Command
Diplomacy
OR
Security
Diplomacy
AND
Command
The Maquis are in constant need of supplies, but perpetually low on currency. The right Starfleet team could convince a Bajoran official to look the other way on smuggling. Your team not only convinced a Bajoran trade official to overlook smuggling to the Maquis, but found a Bajoran trader willing to do it. Your team's offer was rebuked by the Bajoran trade official, who reported them to his superiors. Starfleet faces censure because of your actions.
Help Steal Ship Security Engineering Diplomacy
OR
Security
Most Maquis ships are converted civilian ships or out-of-service models. The right team could deliver a brand new Starfleet shuttle, if they were so inclined. Your team successfully commandeered and delivered a brand new Starfleet shuttle to the Maquis. Starfleet officials were disappointed to learn of its supposed destruction. Your team was caught trying to take the Starfleet shuttle outside its approved flight path. They are forced to return it to Starfleet, and the Maquis still need more ships.
Provide Medical Assistance Medicine Medicine Command Doctor McCoy is assisting the Maquis because it's his duty as a doctor. Follow his example and send medical personnel to a Maquis colony. Your team was able to help many grateful injured or sick Maquis colonists back to health. The Maquis trust Starfleet officers but rarely, and refuse your offer of medical care.
Recruit for Maquis Diplomacy
OR
Security
Command
OR
Diplomacy
Command
AND
Diplomacy
The Maquis need willing fighters, but their violent reputation and often morally questionable decisions precede them. Potential recruits would trust Starfleet officers more. Your team convinces many to support the Maquis cause. They have several passionate new members, thanks to you. Your team was unable to convince anyone new to join the Maquis fight, and may have damaged the Federation's reputation in the process.
Scout Cardassian Targets Security
OR
Science
Security
OR
Science
Command The Maquis want the Cardassians to pay, but say they don't condone terrorism. Give them a helping hand by identifying military targets from civilian targets. Your away team has located several Cardassian military targets, and transmitted the coordinates on Maquis frequencies. Your away team was unable to accurately determine whether several Cardassian targets were military, or civilian points of interest.
Sabotage Cardassians Security
OR
Science
Engineering Command The Cardassians are testing a new biological weapon the Maquis are sure they plan to use against them. Send in a Starfleet team to sabotage it if true. Your team learned the Cardassians are indeed developing technology that could be used in a biological weapon, but there is no delivery method right now. The Maquis remain wary. Your team aroused too much Cardassian suspicion, and was unable to get close enough to learn anything more about the purported weapon, much less sabotage it.
Sabotage Rebuilding Efforts Engineering
OR
Science
Security
AND
Diplomacy
Diplomacy
AND
Science
The Cardassians are struggling to rebuild from the Dominion War. The Maquis want to kick them while they're down, and request a team to help destroy a new statue. Your away team and the Maquis destroyed a newly rebuilt statue, sending Cardassian morale plummeting. Your away team and the Maquis were captured by the Cardassians! Eventually they were released, and Cardassian morale is higher than ever.
Set Up Maquis Colony Security Diplomacy
OR
Command
Diplomacy Diplomacy The Maquis cause would have more legitimacy with boots on the ground. Have a team work with Bajoran and Cardassian officials to secure land for the Maquis. Thanks to your team's efforts, the colony of Eddington is now a place the Maquis can call home. Between Bajoran officials, Cardassian officials, the Maquis and your team, you were unable to find a suitable location for the Maquis to establish a colony and only narrowly averted war.
Study Badlands Storms Medicine Science Science Command The Maquis have always valued the privacy of the Badlands, but with the temporal anomaly crisis they are more dangerous than ever. Send a Starfleet team to ensure no live are needlessly lost. Thanks to your team's research, the Badlands will now be a slightly more predictable hiding place for the Maquis. Your team was unable to glean any new insight into the Badlands' deadly plasma storms. Maquis ships continue to be lost.

Romulan Star Empire

IconRomulanStarEmpire.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
5th
Crew
Mission Text Success Failed
Aid Deflector Research Engineering Science Diplomacy
OR
Security
Romulan technological research has focused heavily on cloaking, but not much on shielding. Sending a Starfleet crew to help the Romulans advance their shield technology would build bridges and save lives. Your away team was able to help the Romulans both strength and extend their shields, potentially saving many lives in the future. Your away team was unable to help the Romulans improve their deflector shield technology to any useful degree.
Ally with Obsidian Order Diplomacy
OR
Command
Command Diplomacy Diplomacy Even the Tal'Shiar needs help to defeat the Klingon-Cardassian Alliance. They want to propose an alliance with the Cardassian Obsidian Order, and want a Starfleet crew to make the overtures. Your away team successfully convinced the Obsidian Order to aid the Tal'Shiar against the Klingon-Cardassian Alliance. Your away team was not even able to make contact with a member of the Obsidian Order, let alone pass along the Tal'Shiar's offer.
Dishonor Klingons Diplomacy
AND
Command
Command Security Security Though the Klingon Empire and the Klingon-Cardassian Alliance are different, all Klingons have a sense of honor. The Romulans believe several prominent Alliance Klingons would defect if they saw the dishonor in their service. Your away team successfully convinced several prominent Klingons of the Alliance that their membership was dishonorable, and they have defected. Your away team's efforts to discredit several prominent Klingons of the Alliance has only earned you their ire, not to mention the Romulans'.
Eliminate Suspects Security
OR
Command
Security Security Sela has amassed a long list of enemies, any one of whom may be the assassin. Work with Tal'Shiar agents to eliminate the least likely suspects. Your away team has narrowed the list of suspects down considerably. The Tal'Shiar agents are grateful, and hope Sela will stop berating them. Your away team has only expanded the list of suspects when taking into account the temporal anomaly crisis. The Tal'Shiar throw their hands up in frustration.
Escort Senatorial Party Engineering
OR
Science
Diplomacy Security The Romulan Senate wants to keep its options open in this crisis, but certain senators are open to stronger ties with the Federation. Escort these senators to a secret meeting with Federation officals. Your away team successfully escorted sympathetic Romulan senators to a clandestine meeting with Starfleet. Your away team was forced to abort the escort mission after Tal Shiar agents learned of the senators' plans.
Explore Iconian Ruins Science
OR
Engineering
Science Diplomacy
OR
Command
Diplomacy
OR
Science
The temporal anomaly crisis has presented incredible opportunites to study locations thought lost to time. Send a Starfleet team to assist Romulan researchers in exploring ancient Iconian ruins, reappeared. Your away team helped the Romulans discover an entire underground chamber in the Iconian ruins they would have otherwise overlooked. Your away team found little of note in the Iconian ruins, to the disappointment of the Romulans.
Fake Shinzon's Death Diplomacy
OR
Command
Diplomacy
OR
Command
Science Medicine Medicine Confuse the Alliance and sow doubt in Shinzon's Romulan supporters by making it appear he was killed by Starfleet. Your away team sowed plenty of confusion by faking proof Shinzon was eliminated by Starfleet forces. Your away team's attempt at a fake transmission announcing Shinzon's death was regarded as unconvincing.
Impersonate Vulcans Command Science Science Diplomacy Diplomacy The Romulans wish to lead Alliance forces into a trap by impersonating several wanted Vulcans, but they will need Starfleet officers to vouch for their false identities. Your away team successfully convinced Alliance forces that several wanted Vulcans were vulnerable to attack. The Romulans sprung the trap and the Alliance was defeated! Your away team failed to convince the Alliance forces that the Romulans in wait were really hated Vulcans.
Intelligence Mission Engineering
AND
Command
Science Security Security The Romulans need to retrieve intelligence probe data on Klingon-Cardassian Alliance starship activity, but will surely be attacked if they enter that region of space. Only a Starfleet shuttle could get in and out unhindered. Your away team successfully retrieved probe data regarding Klingon-Cardassian fleet deployments near Romulan space. Your away team failed to retrieve the probe data the Romulans needed. They are left guessing Alliance military moves.
Meet Tal'Shiar Agent Science
OR
Command
Diplomacy Diplomacy Diplomacy A Tal'Shiar agent wishes to provide covert direction from the Romulan Senate on dealing with both Sela and Shinzon. Only the most discreet Starfleet officers will be trusted. Your away team learned that the Romulan Senate does not truly trust either candidate, but Sela is the lesser of two evils. Your away team went to meet with the Tal'Shiar agent, but he or she never arrived.
Neutral Zone Survey Security
OR
Diplomacy
Command Diplomacy The Neutral Zone has never been more dangerous than now, with temporal anomalies spawning new enemies every moment. A Starfleet crew is needed to coordinate patrols with Romulan authorities. Your away team successfully took several veterans of the Romulan War into custody before they could make trouble. Your away team's patrols were inefficient. Several veterans of the Romulan War reapppeared via temporal anomalies and are poised to stir up trouble.
Quantum Signature Survey Science
AND
Engineering
Engineering Science Science Both Telek R'Mor's experiments and the temporal rift nearby are of concern to Romulan authorities. Perform a quantum signature survey to see if either has altered the surrounding space in a negative way. Your away team has confirmed that neither Telek R'Mor nor the temporal rift have altered the timeline... yet. Your away team failed to confirm whether or not Telek R'Mor's experiments or the temporal rift have altered the timeline. Every new action could be a mistake.
Suppress Reman Rebels Diplomacy Diplomacy
OR
Command
Diplomacy
OR
Security
Reman rebels have committed acts of terrorism in the Star Empire. Only a Starfleet crew will be seen as keeping the peace, rather then further subjugating them. Your away team successfully disrupted Reman terrorist cells planning further attacks on the Romulans. Your away team failed to take any effective steps against the Reman rebels threating the Romulan Star Empire. Who knows what acts of terrorism they may commit in the future?
Trace Security Breach Science Science Diplomacy
OR
Command
Diplomacy
OR
Command
Romulan security has learned of a serious breach of top-secret Romulan data. Only a Starfleet team can be trusted to help track the culprit. Your away team successfully traced the intrusion to Klingon-Cardassian Alliance sources. The Romulans thank you for your help. Your away team failed to trace the breach to any plausible culprit. The Romulans are paranoid and suspect an internal defector.

Section 31

IconSection31.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Arrest Rally Leaders Security
OR
Diplomacy
Command Security
AND
Command
The Terra Prime movement must be silenced. Section 31 wants Starfleet officers to arrest its leaders on trumped up charges. Your away team has successfully disrupted Terra Prime rallies on Earth after arresting some of their leaders for vagrancy. Your away team's attempt to arrest the Terra Prime leaders during their rallies went horribly wrong when the crowd turned on them. They were forced to flee.
Blackmail Smiley O'Brien Engineering Diplomacy
OR
Engineering
Security
AND
Engineering
Diplomacy
OR
Security
Smiley O'Brien has invaluable information for both Section 31 or the Terran Empire. The right officers could ensure he makes the right choice by digging up incriminating information. Your away team has found information that could be damaging to Smiley O'Brien and forwarded it to Section 31. It remains to be seen how he will react. Your away team was not only unable to dig up any incriminating information on Smiley O'Brien, but received a taunting message from him indicating he noticed their efforts.
Capture Terran Empire VIP Engineering
OR
Science
Diplomacy
AND
Security
Section 31 believes that your crew can maneuver an important Terran Empire office into a trap—all they need to do is fake a distress call. Your away team convinced the Terran Empire official that they were in serious need of help, and the official is now in Section 31 custody. Your away team proved poor actors, and the Terran Empire official did not even hail them upon receipt of their distress call.
Collect Terran Empire Data Science Engineering
OR
Science
Command
AND
Engineering
Section 31 needs exact numbers on the Terran Empire resources–officers, ships, weapons, and supplies. The right away team could hack into the necessary manifests. Your away team was successfully able to hack into Terran Empire manifests and deliver copies to Section 31. Your away team was discovered trying to hack into Terran Empire manifests! They have improved security, and it will be nearly impossible for Section 31 to do their work now.
Direct Conspiracy Engineering Science
OR
Engineering
Command
OR
Science
With several involved Starfleet officers vanished due to the temporal anomaly crisis, a Section 31 project has been stalled. The right Starfleet officers could fill the gap and get it back on track. Your away team stepped right into the missing officers' shoes and got Section 31's project up and running again. Your away team failed to even understand how deep Section 31's Starfleet project went, let alone get it going again. Your contacts respectfully ask you to take your help elsewhere.
Evade Starfleet Agents Security
OR
Science
Diplomacy Security A growing faction in Starfleet is out to dismantle Section 31. A Starfleet crew would be uniquely qualified to help Section 31 evade them. Your away team has successfully befuddled a Starfleet investigation into Section 31. Your away team failed to slow Starfleet's investigation into Section 31. Several key agents are in custody.
Evaluate Section 31 Base Engineering Engineering Security Section 31 has its eye on a decommissioned Starfleet base, but their investigations would raise too much suspicion. A Starfleet salvage team could discreetly evaluate the facility. Your away team provided Section 31 with a comprehensive evaluation of the decommissioned base, and recovered valuable supplies in the process. Your away team did not properly survey the base before exploring, and caused irreparable structural damage. The base is of no use to Section 31 now.
Expose Terran Atrocities Diplomacy Diplomacy Command Section 31 believes in the power of popular opinion. The right away team could quickly turn public opinion against the Terran Empire by speaking against them. Your away team's public denouncement of the Terran Empire inspired many across the Federation to support their destruction. Your away team was captured by the Terran Empire shortly after their public denouncements, and forced to issue retractions.
Recruit Starfleet Members Command
OR
Diplomacy
Command
OR
Diplomacy
Command
OR
Diplomacy
Section 31's most valuable allies are Starfleet officers. The right crew could convince some key personnel to support Section 31. Your away team has successfully recruited a high-ranking Starfleet officer to act on Section 31's behalf. Your away team was not only unable to recruit a high-ranking Starfleet officer to Section 31, but was also officially sanctioned for the attempt.
Research U.S.S. Chavez Engineering Science Security Command Section 31 officials are skeptical that Mirror Hoshi Sato has a legitimately valuable lead. The right away team could verify how valuable the U.S.S. Chavez might be. Much to Section 31's surprise, your away team determined that the U.S.S. Chavez is indeed a valuable ship to whomever gets to it first. Your away team was unable to access the necessary files to verify Mirror Hoshi Sato's claims about the U.S.S. Chavez.
Sisko's Self Approval Diplomacy
OR
Command
Diplomacy Diplomacy
AND
Command
Captain Benjamin Sisko is a respected man, and his approval of his doppelganger's hostile actions towards the Terran Empire would go a long way. Only a Starfleet crew might be able to convince him. Your away team has convinced a reluctant Captain Sisko to generally approve of anything that frees people from the tyranny of the Terran Empire. Your away team's entreaties have fallen on deaf ears–Captain Sisko refuses to approve of anything his more violent counterpart does.
Take Terran Empire Devices Diplomacy Engineering Security Security The Terran Empire employs several dastardly weapons and torture devices. Section 31 wants these devices confiscated and used in propaganda. Your away team was able to acquire Terran Empire equipment without having to feel its effects. The Federation is aghast at Section 31's reports of these devices' applications. Your away team tried to acquire Terran Empire equipment via being captured and tortured, but all they accomplished was barely surviving the ordeal.
Terran Empire Deep Cover Diplomacy Engineering
AND
Security
Command
AND
Security
Section 31 desires to place agents within the Terran Empire, and dismantle it from the inside. Starfleet officers trusted by the Empire could make the necessary introductions. Your away team successfully convinced the Terran Empire to welcome the Section 31 agents into the fold. Your away team does not have enough credibility with the Terran Empire; they refused to trust the Section 31 agents with any important work.
Test Agent Loyalty Medicine Security Diplomacy
OR
Security
Section 31 has begun to question the loyalty of one of its top agents. A Starfleet crew could test this agent by trying to convince him to inform on Section 31. Your away team tested the agent and found him loyal as ever—in fact, he reported on your away team to his amused superiors! Your away team failed to even locate the questionable Section 31 agent, much less arrange a face to face meeeting with him.

Terran Empire

IconTerranEmpire.png
Mission Name 1st
Crew
2nd
Crew
3rd
Crew
4th
Crew
Mission Text Success Failed
Aid Terra Prime Rallies Security Diplomacy Medicine Command The Terra Prime movement represents Humanity and Earth's supremacy. The Terran Empire wishes to aid them without Section 31 knowing of it—which requires assistance from a Starfleet crew. Your away team has successfully provided the Terra Prime movement with supplies, protection, and promtion, courtesy of the Terran Empire. Your away team made the wrong impression on the Terra Prime movement. They are now making it clear they do not support the Terran Empire, though they share similar beliefs.
Begin Arms Race Engineering
OR
Science
Engineering Command
AND
Engineering
Smiley O'Brien claims to have information on a devastating weapon Section 31 has in development. A crew of Starfleet researchers could help the Terran Empire get ahead by beginning work on their own weapon. Your away team has gotten the Terran Empire off to a good start on a weapon to rival Section 31's rumoured nullifier. Your away team has failed to get a weapons project for the Terran Empire off the ground. Section 31's rumored nullifier remains a threat.
Capture Jennifer Sisko Security Command
AND
Security
Command
AND
Diplomacy
Mirror Sisko's relationship with his wife is rocky, but he loves her. The Terran Empire requests a Starfleet crew take her into custody on their behalf, as leverage. Your away team has successfully manuevered a version of Jennifer Sisko into Terran Empire custody. It remains to be seen what effect this will have on Mirror Sisko's plans. Your away team was unable to capture any version of Jennifer Sisko. Her mirror universe husband remains a threat to the Terran Empire.
Capture Section 31 Chief Security
AND
Science
Command
AND
Security
Diplomacy
AND
Command
Many of Section 31's operations would fall apart without a spymaster. The Terran Empire believes only a Starfleet crew could get close enough to apprehend him. Your away team has captured a Section 31 spymaster and handed him over to the Terran Empire. Whatever operations he was in charge of have fallen apart. Your away team aroused too much suspicion trying to get close to the Section 31 spymaster. He has surrounded himself with enough red tape to ensure no one gets close again.
Denounce Section 31 Security Security Diplomacy
OR
Command
Diplomacy
AND
Command
Nothing the Terran Empire can do to Section 31 is as powerful as Starfleet officers speaking out against the organization. Have your away team organize a public demonstration. Your away team's public demonstration against Section 31 has damaged their reputation significantly. The Terran Empire is pleased. Your away teams's opinion is not held in high public regard. Section 31 continues to operate with a certain level of approval.
Expose Conspiracy Security
OR
Diplomacy
Security
OR
Diplomacy
Command The Terran Empire is cutthroat, and rumor has spread that a coup is being planned. A Starfleet team posing as an interested party could identify its leader. By posing as an interested party, your away team has exposed an individual within the Terran Empire looking to overthrow Spock. What will happen to him now? Whoever is planning to overthrow Spock to rule the Terran Empire, he was not interested in enlisting your away team.
Impersonate and Infiltrate Engineering
OR
Science
Security Command
OR
Security
Many members of the Terran Empire have a doppelganger in Starfleet. They could accomplish more for the Empire as their doppelgangers, and the right away team could help them make the switch. Your away team successfully switched a Terran Empire officer with their Starfleet counterpart—who is now a prisoner of the Empire. Your away team failed to corner the Starfleet counterpart of a Terran Empire officer. The switch could not be made.
Inspect Empire Outpost Diplomacy
OR
Medicine
Science Engineering
OR
Security
Command The Terran Empire suspects one of its outposts has gone rogue. An innocuous visit from a curious Starfleet crew could determine whether this is true. Your away team has discovered the Terran Empire outpost has been taken over by Section 31! The Terran Empire must adopt better security measures against such infiltration. Your away team found nothing but a standard Terran Empire outpost, yet something didn't seem quite right.
Intimidate Colony Security
OR
Science
Security Command
OR
Diplomacy
An independent colony is hesitant to join the Terran Empire. A Starfleet team could imply greater repercussions if they do not. Your away team has frightened the colony leaders enough for them to immediately pledge loyalty to Spock and the Terran Empire. Your away team not only failed to intimidate the colony leaders, but soured them even more towards the Terran Empire.
Lure Mirror Hoshi Back Security Command Diplomacy Security In her own universe, Mirror Hoshi Sato rose to become Empress of the Terran Empire. She might trust a Starfleet crew reminding her of all she could gain in the Terran Empire. Your away team has transmitted an impressive dossier on Mirror Hoshi Sato's future accomplishments. It remains to be seen whether she will come home. Your away team failed to piece together an accurate accounting of Mirror Hoshi Sato's future accomplishments. Her intentions remain unclear.
Question Section 31 Spies Medicine Security Security Diplomacy Section 31 agents captured by the Terran Empire have proven difficult to break. They may be willing to talk to members of the Federation--specifically, your Starfleet crew. Your away team gained the Section 31 agents' trust, and they shared information which you then passed on to the Terran Empire. The Section 31 agents refused to talk, even to your away team. More torture awaits them in the agony booth.
Recruit Federation Vassals Diplomacy
AND
Science
Diplomacy
AND
Security
Diplomacy
AND
Command
Only a passionate Starfleet crew can convince a nearby Federation world to join the Terran Empire in defiance of Section 31. Your away team has successfully added another world to the Terran Empire. Long may your deeds support the Empire. Your away team failed to convince the people of this Federation world to join the Terran Empire.
Steal Starfleet Technology Engineering
OR
Science
Security Diplomacy
OR
Security
The Terran Empire developed along similar but not identical lines to the Federation, and is technologically behind, Help them catch up by having an away team procure advanced devices. Your away team has delivered the latest in Starfleet tools and weaponry, allowing the Terran Empire to even the playing field. Your away team was discovered with restricted access prototypes! A court-martial may be pending.
Test Officer Loyalty Security
OR
Medicine
Diplomacy
OR
Security
The Terran Empire suspects one of your crew members does not truly serve the Empire. They demand that you test these officers by having them torture a prisoner. Your away team proved to have strong stomachs—they tortured a Terran Empire prisoner for information, and proved their commitment to the Empire's ways. Your away team balked at the Terran Empire's many methods of torture, and their loyalty remains in serious question.

Event Faction Missions

History

  • Version 1.1.0:
    • -Converted multiple shuttle mission challenge locks from AND to OR

See also

References