Is this scenario principally Crew vs Crew, or Crew vs AI?
Crew vs AI
Is this scenario suitable for single or multiple ship crews?
Single or multiple crews
What's the overall difficulty/complexity? (Easy, Medium, Complex)
The scenario gets progressively harder with each wave. Easy to insane. (We all have to check out some time...)
Can the scenario be accomplished in an hour or less, or will it take longer?
Timed scenario. As many waves as possible in the one hour time limit.
Admiral's Recommendation:
You know, there are some days you feel like just blasting everything in sight. Well, if you feel that way today, then this scenario is for you! Fire torpedoes until the tubes melt and beam weapons until the emitters shatter from excessive use. Tell the Science officer to help out with damage control because the Engineering officer is going to be stressed out of their mind trying to keep everything from melting.... In short, Go For It! Order the Weapons officer to lay on the fire button like a tap-dancer who's had a few too many espressos. Scream at the Helm officer to raise shields that have been blasted away and to tactical evade for the hundredth time. Order the Engineering officer to divert life support to the beam weapons! And don't worry, we'll have the PTSD counselors on call for you afterwards. And may the odds be ever in your favor!
In this scenario, you defend the friendly stations from attackers. The attackers come in waves that increase in strength and difficulty. You get to surf the waves.
Station services like the rapid recharging of energy, ship hull repair, ordnance replenishment, etc. are not universally available at all stations. Your Relay officer can determine what’s available by asking the station for a status report. If a service is not available, you may be able to make that service available by bringing cargo of some kind from another station or a freighter. Neutral stations and freighters have these goods. You expend reputation to obtain such cargo. You gain reputation by destroying enemies. Restoring a service to a station makes it a better service for you. For example, if you restore the energy storing capability to a station then the next time your ship docks with that station, your ship’s energy stores will be recharged immediately.
There is no victory condition in this scenario. You play until the enemies destroy your friendly stations.