The shields come up, even as Decker trains the main sensor array towards the unknown contact. The ship - it does seem it was a ship - is at extreme range. Its warp signature doesn't match
any known Romulan designs. But, almost as if it could detect the full might of the Indy's sensors upon it like a searchlight... it goes dark. It may have dropped out of warp... or just dipped out of sensor range.
Abruptly, alarm klaxons begin blaring, the ship lurches violently from side to side, and the normal starfield in the forward viewer changes to a swirling tunnel of red-orange bands of energy. Your ship has fallen into a wormhole. Something has clearly gone very wrong!
While a potentially frightening occurrence, this is something that the crew is trained for. A wormhole of this nature generally occurs when the ship’s warp drive goes out of balance for some reason. Taking the ship out of warp brings the ship back into normal space. Unfortunately, the wormhole effect hampers subspace communications and has a detrimental effect on most shipboard systems.
Stabilizing the ship requires a Daring or Control + Conn Task with a Difficulty of 3 from the character at the helm, assisted by the ship’s Engines + Conn. It’s lurching quite badly, and the helm is sluggish because of the wormhole. While the ship’s Conn is responding to basic positioning operations, navigation and engine controls are not responding. The character at Conn cannot take the ship out of warp.
That falls to the Engineering department. Forcing the warp drive offline, from either the engine room or the Engineering console on the bridge, requires the character in Engineering to make a Control + Engineering Task, again with a Difficulty of 3; as the character is working against the ship, the ship cannot assist this Task!
The Captain can attempt to Rally, inspiring and coordinating the crew. This is a Presence + Command roll with a Difficulty of 0... useful for generating Momentum. ;)
This message was last edited by the GM at 02:47, Wed 30 Jan 2019.