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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All Alone
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AND
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AND
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Some individuals who have arrived in the present via temporal anomaly have come alone and that loneliness seems to be getting to them. Doctor Culber tasks you with finding ways to mitigate their loneliness and help them adjust.
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Your team implements an array of strategies to help those struggling to adjust, from partnering with other new arrivals and present Federation citizens to using the holodeck to revisit familiar locations. Culber reports a great deal of success.
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Your away team is unable to find any successful strategies.
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For All of Time
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OR
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OR
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The DTI has been working overtime since the crisis started, but their troubles only multiply with each new anomaly. Not only are the anomalies themselves an issue, but how they impact the people and places in present day. Forrest enlists your help.
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While your away team starts out running simple errands for the DTI, they begin to get a sense of what it is truly causing many of the issues and provide their findings to Maxwell Forrest.
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Your away team attempts to help but eventually even they find themselves run ragged.
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Reach Any Star
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AND
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AND
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A crew of early Federation scientists and explorers embark on a mission - to see all of space that they can in a modern Federation starship. However, their ship suddenly disappears near the Beta Quadrant border. Find them!
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Your team finds the crew and learns they crashed on an asteroid after being unable to take advantage of the modern equipment during an ion storm. You get them all back and enroll them in training programs to help them learn more about modern ships.
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Despite their best efforts, your away team is unable to locate the missing crew.
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Up High
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AND
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AND
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AND
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While your away team is out assisting an operation on a distant Federation planet, you are confronted by a group of pre-Federation Vulcans who are appalled at the way you do things. Help bring them onboard to the ways of the modern Federation.
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You take the Vulcans with you, explaining how things have changed as you show them how you handle various tasks and challenges. While they still seem rigid and disapproving, there are hints they are coming around to how things are in the present.
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The more you try and explain how you do things, the colder the Vulcans are toward you.
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When I'm Gone
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AND
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AND
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Your team receives an unexpected request for help - from the Guardian of Forever. There has been an uptick in visitors, despite the Guardian being hidden. Many want the Guardian to send them back to their time or else reunite them with loved ones.
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Half of your team meet with the distressed visitors, trying to find other ways to allay their concerns. Meanwhile, the other half help members of Section 31 relocate the Guardian to a new, discreet location.
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When your away team attempts to intervene, the visitors quickly turn in them and things quickly escalate to violence.
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Where My Heart Will Take Me
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AND
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AND
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A scientist from the far future, realizing records from his time inaccurately reflect the present, sets out on a mission to craft more accurate star charts but finds the task more daunting than expected. He enlists your help.
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Your away team assists with the task, but also finds the constant temporal anomalies are making the task even more difficult. Still, your team is able to help him fill in many holes in his own chart.
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You and your team head off to explore the reaches of space not covered by the inaccurate charts but quickly find the task too daunting.
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Wherever You Will Go
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AND
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AND
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AND
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As the temporal anomalies make the galaxy more populated, they also seem to make the galaxy more lonely. Many, especially from the past, aren't used to their loved ones being gone for so long on missions. Doctor Phlox asks you to help.
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Your away team uses present day holotechnology to connect individuals and families across great distances.
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Your away team is unable to determine a helpful solution.
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Winds of Change
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AND
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AND
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AND
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With Federation leaders here from across time, it is clear the UFP has and will undergo many changes. Those leaders bring their thoughts, expectations, and in some cases, their hostilities. T'Rina and Archer ask for your help to find common ground.
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T'Rina and Archer plan a summit of the leaders while your away team travels around to invite each leader in person and to hear their concerns. The gesture goes a long way to help soften some of the hostilities.
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Your away team tries to help Archer and T'Rina convene a summit of leaders, but it is poorly attended.
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