The Continuing Voyages... #31

In "The Schizoid Man" the Enterprise is rushing to assist the U.S.S. Constantinople, a ship carrying many colonists, when it recieves the distress call from Gravesworld.

Rescue Colonists
Near Gravesworld: Provide assistance to ship carrying colonists that has experienced a hull breach.
Transporter Skill x2 + MEDICAL + ship with three or more staffing icons
May seed CIVILIAN personnel here.
30 points, span 3

The affiliations I chose are the ones who would most likely have colonists being carted around. The skills are those needed to save the colonists. Two Tansporter Skill to beam the colonists off of the damaged ship (and alluding to the other plot line, beaming to Gravesworld). Then a MEDICAL to tend to any injuries that may have occurred during the breach. And a large ship to carry all of those colonists (there were 2012 of them!). That leaves the special ability of the mission: like other missions where you rescue people, universal personnel may seed here. In this case the personnel are CIVILIANs, the colonists. For strategy, this mission seeds next to "Gravesworld" (Near Gravesworld) and build your colony there. Then, solve "Rescue Colonists" and bring them in and start racking up the bonus points. Watch out for Wake of the Borg and Dead End though which would put a quick end to your scheme.

Any questions or comments, e-mail me. Thanks,
Captain Targ




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