Mission Name
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1st Crew |
2nd Crew |
3rd Crew |
4th Crew |
5th Crew
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Mission Text
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Success
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Failed
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A New Accord
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AND
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AND
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AND
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Several of the Augments have begun to ask the question: why should the right to time travel or not be determined by groups like the Federation? With their technological prowess, why shouldn't the Augments decide? Investigate the Augments' intentions.
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Your away team investigates, both in person and through intercepted communications. While some are already attempting to build time travel equipment, it still seems a fringe interest. You, bring this to Khan, who agrees to investigate further.
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While eavesdropping, your away team is discovered and forced to flee.
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Favorable Conditions
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AND
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AND
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AND
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Scientists from several factions have been studying accounts of people unwittingly traveling through time and are attempting to recreate these experiences. Your team is asked to assist and ensure no one comes to harm.
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The scientists are tentative about your away team's participation, but when a member of your team prevents an explosion, the scientists become more accepting of your presence.
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Your away team immediately begins making demands about how the experiments should go based on Starfleet protocols and you are quickly thrown out.
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Folding Time
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AND
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AND
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A Sikarian vessel reports they were attacked and their spatial trajector stolen. They note that the assailants mentioned recalibrating it for time travel. Track down the culprits.
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Your away team follows the few clues the Sikarians were able to give them and locates an unmarked vessel waiting at an abandoned outpost. As you are taking the crew into custody, you notice a ship drop out of warp, only to disappear again.
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You think you've managed to track the culprits, but they disappear before you can get close.
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Reconstructing Possibility
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OR
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OR
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Persis tips you off that a group of Augments have been attempting to reconstruct the time ship Rasmussen once used from any logs on the matter. All attempted temporal voyages have resulted in Augment deaths. She asks you to intervene.
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Your away team backs the data the Augments have acquired and alters it, so that future timeships will be built with a short that prevents them from even starting, ending the reconstruction efforts and potentially saving many lives.
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Your away team tries the direct approach. The Augments are not impressed. They demand to know how you found out.
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Return Trip
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AND
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AND
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Reports of a temporal conduit that would allow those brought to the present to return reach you. However, a temporal explosion quickly sours any enthusiasm. Seek out the conduit.
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Your away team finds the conduit, tearing a hole in space-time. With help from Daniels, they are able to neutralize the conduit.
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Your away team fails to neutralize the conduit and the damage it is causing has begun to spread.
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Starting Points
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AND
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AND
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Doctor Soong asks your away team to take some readings near several spots where temporal anomalies are believed to be opening soon. He asks you to try and come back in one piece.
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While not every spot yields an anomaly as predicted, Soong is right more often than not. The readings aren't always consistent, but useful patterns emerge among the data.
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While seeking a potential anomaly, your ship is caught in an ion storm and badly damaged.
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Temporal Leave
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AND
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AND
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Quark has launched a new business - Temporal Travel, featuring technology he received from a mysterious benefactor. His first client, however, has disappeared to periods unknown and he cannot get them back. He asks for your help.
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Your away team, aided by a group of Augment scientists, use a temporal beacon in conjunction with the mysterious machine. There is much that is unfamiliar, but you manage to get the client back seconds before they are consumed by an Earth dinosaur.
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While attempting to work the technology, it mysteriously expfies, leaving the client stranded and Quark in terror of what this will do to his insurance rates.
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Temporal Transport
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AND
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AND
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AND
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Augment scientists have been experimenting with temporal uses for technology similar to the personal transporters they learned of from visitors from the 32nd century. However, their experiments endanger more than just the Temporal Accords.
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The Augment scientists are loath to trust anyone from the Federation, but your team quickly identifies some of the medical maladies befalling their test subjects. You manage to convince them to stop and assist with treating the injured.
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Your away team is quickly run off by the Augment scientists, who refuse to allow the Federation anywhere near their research.
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