This April WizKids/NECA will launch a new three-part Attack Wing Organized Play event based on classic Star Trek Films. This highly anticipated release will feature elements from Star Trek’s most beloved movies, starting with Star Trek: The Wrath of Khan.

The scenario for The Wrath of Khan faithfully recreates the climactic final battle between Kirk and Khan as they hunt for each other inside the Mutara Nebula. For this scenario there is a 12” x 36” area which is considered “open space.” Players will both set up in the normal starting area within this designated area of “open space.” The western 24” x 36” area of the map is considered to be inside of the Mutara Nebula.

While in open space you cannot attack, be attacked, target, or be targeted by anything within the Mutara Nebula. However, flying into the nebula presents its own set of risks and rewards which will require you to make some tactical choices about how to play this scenario.

First let’s look at the benefits you’ll get from entering the nebula:

While inside the nebula, any ships rolls +2 defense dice.

Any ship may perform a Sensor Echo Action if that ship just performed a maneuver with a speed of 3 or less. If you Sensor Echo, the maneuver template you can use is determined by the speed of your previous maneuver. If you performed a maneuver with a speed of 1 you may then use a 1, 2 or 3 straight maneuver template to perform the Sensor Echo Action. If you performed a maneuver with a speed of 2 you may then use a 1 or 2 straight maneuver template. However, if you performed a maneuver with a speed of 3 you can only use the 1 straight maneuver template when performing the Sensor Echo Action.

Just like in the movie, entering the nebula can be a great place to hide from your opponent but there are also some serious drawbacks.

Any ship inside the nebula must disable all Shields and discard any Cloak Tokens.

Ships inside the nebula cannot perform Target Lock, Scan or Cloak Actions.

Ships inside the nebula cannot attack beyond range 1.

A ship may fire secondary weapons that can normally only be fired at range 2-3 at range 1, but the attacking ship will sustain damage equal to the damage it inflicts minus 1.

If the Secondary Weapon requires that the attacking ship spend a Target Lock to fire on the target ship it may still fire that weapon, but the defending ship rolls +3 defense dice.

A ship that overlaps another ship at the end of its movement must move backward along its chosen Maneuver Template until it no longer overlaps the other ship. This ship cannot perform any Actions this round. In addition, both ships must roll a number of defense dice equal to ½ of their Captain’s Skill Number (rounded up). Each ship sustains 2 damage to its Hull, minus 1 damage for every Evade result, minimum 0.

When playing the Wrath of Khan scenario, you must ask yourself, do I want to play it safe and stay in “open space” or do I want to try and hide in the Nebula using its effects to outmaneuver and outwit my opponent? No matter what strategy you choose you are sure to have an exciting play experience that directly mirrors the events of the movie Star Trek: Wrath of Khan.