Table of Contents

Star Trek Alliance: Infinite Frontier - Away Missions

Introduction

Where No One Has Gone Before

Shortly after the end of the Dominion War, the discovery of a semi-stable wormhole leading to the edge of the galaxy has reignited Starfleet’s passion for exploration. You are a Federation Starfleet officer, assigned to a special Fleet Task Group, given the mandate to explore this new region known as The Verge.

But a starship can only take you so far. When it comes to discovery, there is no substitute for putting actual boots on the ground of a strange new world, leaving footprints in the regolith, and filling your lungs with alien air.

Not all encounters will be peaceful, and environmental hazards abound when stepping into the unknown. You and your crew fully accept the risks, and stand ready to face down anything in the pursuit of knowledge…

Overview

Star Trek Alliance: Infinite Frontier – Away Missions is a co-operative skirmish-style miniatures game in 28–32mm scale. It can be played as either a standalone game, or as an optional expansion for the Star Trek Alliance: Infinite Frontier campaign, where you may choose to play a ground mission any time you encounter a planet.

The Away Missions expansion tasks players with directing a small Starfleet away team as they navigate an unknown planet and work to achieve their objectives in the face of opposition from hostile parties.

Campaign Setup

Taking place in a brand new corner of the galaxy means you may encounter new life and new civilizations that nobody has ever seen before, allowing you to play using whatever models and terrain you already have.

Each mission is generally standalone, representing a single sortie that has no direct effect on any subsequent missions, but rules are provided to allow you to chain them together into a loose campaign if you so choose.

Missions can also be randomly generated, with a wide variety of different terrain features, environmental conditions, and objectives that can be mixed and matched in various combinations to create a unique play experience each time.

Player Setup

For this campaign, all players are Starfleet officers who have been chosen to form an Away Team that will be sent down to the surface.

You begin with 75–125 points (depending on the size of game you want to play) to spend on assembling and outfitting your team to accomplish your mission. Not all characters need to be worth an equal number of points, and not all equipment slots need to be filled.

A handful of pre-made characters and adversaries are provided, along with a formula for quickly assembling a hostile force to face off against, if you want to get started right away without having to do any of the administrative work.

Enemy Combat Logic

All the adversaries that you face in the game will be controlled using simple, pre-determined logic tables, but you will have to do all the dice rolling and handle all the movement for both sides.

Additionally, since no table can cover every possible outcome, there will be times where results will come down to a judgement call, particularly with psionics. When in doubt, you should rule in favor of the AI, since it is at an inherent disadvantage compared to the freedom, creativity, and adaptability of human players.

Rule of Fun

Ultimately, this is YOUR game! You and your play group are free to interpret, modify, or outright ignore any rules that get in the way of your enjoyment. When in doubt, pick the option that you find the most fun.

Basic Concepts

Materials

In addition to these rules, you will need:

  • One copy of the core Star Trek Alliance box
  • A 2’×2’ to 3’×3’ play area
  • 4–10 models for each faction
  • One or more 4” Range rulers
  • A handful of six-sided dice (d6)
  • Lots of scatter terrain

Dice Pool

You may often be instructed to increase or decrease the number of dice you are rolling, known as your Dice Pool (DP). This is indicated in the rules by “+1DP” to add one of the relevant dice type (attack, defense, or d6) to your roll, or “-1DP” to roll one fewer of the relevant dice type. These modifiers are cumulative.

No roll can go lower than one die, regardless of how many changes to the Dice Pool may be indicated.

Simple Modifiers

Some weapons or equipment will add a modifier to various rolls (e.g. “+1 to DIS rolls”). In this case, simply add the specified number to the result rolled. This is not a change to the Dice Pool. If a model receives modifiers (positive or negative) from several different sources, apply them all to the result rolled to get the final total.

Re-Rolls

Some weapons or equipment will allow you to re-roll dice for certain rolls (e.g. “re-roll all Blank Result on RNGD rolls”). This means when performing that particular skill check, any die that lands on the specified result can be re-rolled.

You may not re-roll a die more than once. After any re-roll, the new result becomes locked in.

Opposed & Unopposed Rolls

The game has two kinds of dice rolls – opposed and unopposed.

  • When making an opposed roll, you are testing your model’s skills directly against those of another model (e.g. your model’s Ranged Combat vs. their model’s Defense when performing a Shoot action).
  • When making an unopposed roll, you are testing your model’s skills against a fixed probability of success (e.g. when recovering from the staggered condition). Roll your dice against 2d6, unless otherwise specified. If you equal or exceed this roll, you succeed.

Measuring & Movement

  • All distances are measured using a Range ruler – a 4” length, marked in the middle.
  • The furthest extent of “within Range 1” is when a Range ruler, placed between a model and another model or object, is still in contact with both.
  • Movement always occurs in a straight line along the Range ruler, which counts as one Move action.
  • A model does not have to move the full distance of the Range ruler, but partial moves still count as one Move action.

Skills

Each model has the following skills which determine its attributes and abilities in the game.

  • Movement (MOV): Rated 1–3, determines how many of the model’s actions can be Move actions.
  • Defense (DEF): Measured in defense dice, represents how resistant the model is to injury.
  • Ranged Combat (RNGD): Measured in attack dice, represents ranged combat expertise and weapon proficiency.
  • Close Combat (CLOS): Measured in attack dice, represents close combat expertise and proficiency.
  • Discipline (DIS): Measured in d6s, represents specialist training, mental fortitude, and bravery.

Models are also outfitted with weapons and equipment, or can have psionic abilities, which may affect these skills.

Hitbox

Each model has a “hitbox,” which approximates the volume of space it occupies, and is intended to account for all the different poses between models when determining Line of Sight (LOS).

A model’s hitbox is defined as a vertical cylinder the same diameter as the model’s base and as tall as the highest point of the model’s head (or torso, if that is higher). If a model is crouched, treat its hitbox as being the same height as if it were standing (i.e. it must still be placed down to be fully hidden by cover).

Note that the model’s pose makes no difference in regards to the size or shape of its hitbox. Limbs, weapon barrels, antennas, and other protrusions overhanging the base do not expand the model's hitbox.

If the model is not mounted to a base, use your best judgement and make sure all players agree with the decision.

Line of Sight

The game mostly uses true Line of Sight (LOS). Look over the shoulder of your model to determine if its target is out in the open, or if it has cover.

  • If the target’s hitbox is exposed and within the model’s Field of View, the model has LOS.
  • Protruding limbs, tentacles, weapon barrels, etc., do not count towards LOS. Assume models have a self-preservation instinct, and are making an active effort not to expose themselves to enemy fire. Use your discretion and sense of fair play.
  • If any portion of the target’s hitbox is obscured, including by other models, the target has cover.
  • Line of Sight cannot be drawn to a down model (see Conditions) that is behind an Obstacle.

Field of View

A model’s Field of View (FOV) defines the area that the model has awareness of from its current position and facing, and is used when determining Line of Sight. It is equivalent to a starship’s firing arc in the core Star Trek Alliance game.

Models have a 180° Field of View to the front by default, while psionics always have a 360° Field of View. Use your best judgement, but mark the model’s base if you need to.

Models can only attack things that are within their Field of View and Line of Sight. For example, an enemy model moving out of cover behind a friendly model cannot be attacked by the friendly model because it is facing the wrong direction. On its turn, the friendly model must first rotate to face the enemy model before it can attack (Rotating is a free action, and does not count as movement).

Board Setup

The game is ideally played on small boards, densely packed with scatter terrain. The exact layout of objects within the play area is entirely up to you, but since ranged weapons can shoot any distance, it is important that there are no unobstructed sightlines across the entire board.

If you do not have a dedicated play mat, you can use tokens to denote the corners of the board, or use tape or string to clearly mark out edges. The latter option can also be used to denote interior walls, such as for those scenarios taking place aboard a ship or space station.

Model Deployment

Each scenario will specify exactly where on the board that players should deploy their Away Team, but generally-speaking, the deployment should take place within Range 1 of the bottom edge of the play area.

Each mission map also includes a number of red “deployment vectors” that correspond to the result of a dice roll. Adversaries should be deployed within Range 1 of that vector. Roll for each model, and models should ideally each deploy from a different vector whenever possible.

In the event that you have run out of models when instructed to deploy reinforcements, remove one or more models currently on the board and redeploy them as new Adversaries. Always remove the model worth the lowest point value, or if tied, the one that is furthest from any player-controlled model.

Identifying Models

To help differentiate between models and keep track of which character sheet corresponds to which model, you may find it helpful to number each model, and record that number in the I.D. field on its character sheet.

A piece of tape stuck to the model’s base can be used to record its number, or its sequence in the activation order.

Activation Order

Unless otherwise specified, when activating models, they should be activated in ascending order, starting with the model with the lowest point value and lowest Discipline skill.

This simulates the less-experienced rookies impulsively charging headlong into the fray, while the veterans take some time to assess the situation before engaging.

In the event of a tie, randomly determine which model should activate first.

Sequence of Play

Each round of the game consists of three phases:

  1. Command Phase
  2. Activation Phase
  3. End Phase

Command Phase

Replenish your pool of Command Points.

  • You receive 3 Command Points per round for a 125-point game, or only 2 Command Points for a 75-point game.
  • Unused Command Points from the previous round cannot be carried over into the next round.
  • If your Leader is out of action, you receive 1 fewer Command Point.

Activation Phase

Activate models in the following order:

  • Your Leader and all Away Team models within Range 1 of your Leader.
  • All Adversary models (see Adversary Logic, rulebook pages 17–20).
  • Your remaining Away Team models, further than Range 1 from your Leader.

Use an Activated (Time Lock Token) token to help you keep track of which models have already activated.

Each model can perform 3 actions on its turn, in any order, chosen from the list below. Some options require more than one action to perform. Resolve each action fully before moving to the next.

  • Move
  • Stand
  • Recover
  • Use/Interact
  • Aim
  • Shoot
  • Fight
  • Disengage
  • Psionic Ability

End Phase

Once all models have been activated, resolve the End Phase.

  • Remove all movement tokens.
  • Resolve any scenario-based events.
  • Roll for hostile reinforcements.
  • Return to the Command Phase.

Actions

Move

  • Any model not touching (i.e. in base-to-base contact with) an enemy may perform Move actions up to its Movement skill value.
  • For each Move action, the model may move up to Range 1 in a straight line.
  • A model may move over Obstacles (see Terrain) at no penalty.
  • Climbing a terrain piece that is as tall or slightly taller than the model generally costs one action. Use your best judgement.
  • A model that comes into contact with Difficult Terrain must stop, and use another Move action to continue.
  • A model that comes into contact with an enemy model must stop.
  • Place a Movement token (Evade Token) next to the model for each Move action it takes.
  • You may face a model in any direction at the end of its move, or place it down (i.e. go prone), if you wish.

Stand

  • A down model must perform a Stand action to be placed upright and become ready.

Recover

  • A staggered model (see Conditions) must first make an unopposed Discipline roll to Recover before it can do anything else.
  • Roll a number of d6s equal to the model’s Discipline skill (plus modifiers). If the total result equals or exceeds that of the unopposed roll, remove the Disabled Token token to make the model ready.

Use/Interact

  • For 2 actions, any model not touching an enemy model may use an item of Equipment, or interact with an object in the environment. A model may not perform any Shoot or Fight actions in the same turn that it performs a Use/Interact action.
  • Some scenarios may require a Use/Interact action to complete an objective.
  • Some scenarios may require an unopposed roll to successfully complete the Use/Interact action.

Aim

  • A model may perform Aim actions with certain ranged weapons, either once or twice as indicated in its Ranged Weapons Table entry (denoted as “Aim1” or “Aim2”).
  • Each Aim action adds +1DP to the model’s next Shoot action, if taken before its turn ends.
SHOOT RESULT TABLE
Uncancelled Hits Remaining Result
None Attack misses
1 Target rolls on Ranged Target Table
2 Target rolls on Ranged Target Table +1
3+ Target rolls on Ranged Target Table +2

Shoot

  • If a model is not touching an enemy and has a ranged weapon, it may perform Shoot actions up to the maximum for its weapon as shown on the Ranged Weapons Table.
  • If the target is touching a model in the attacker’s faction, the attacker has a 50/50 chance of hitting their own teammate. Resolve this first, before completing the Shoot action, in order to determine which model should roll Defense. Once the target has been determined, the shot must be taken.
  • The attacker rolls a number of attack dice equal to their model’s Ranged Combat skill (plus modifiers), while the target rolls a number of defense dice equal to their model’s Defense skill (plus modifiers).
  • Each Evade (Evade) result rolled by the target cancels out one Hit (Hit) result rolled by the attacker.
  • A Critical Hit (Critical Hit) result counts as two Hits, and requires two Evades to cancel. It must be fully-cancelled, and cannot be downgraded to a regular Hit if only one Evade is available.
  • After cancelling all possible hits, consult the Shoot Result Table (see right):
RANGED TARGET TABLE
2d6 + Modifiers Result
2–3 Return Fire: The target may immediately perform a Shoot action against the attacker
4 Snap Shot: The target may immediately perform a Shoot action against the attacker at -1DP
5 Run for Cover: The target may move up to Range 1 (without coming into contact with an enemy model)
6 Dive for Cover: The target must move Range 1 away from the attacker (without coming into contact with an enemy model) and be placed down
7 Down
8 Staggered
9 Down and staggered
10+ Out of Action

Shoot Action Modifiers

Shooter

  • Winded: If the shooting model has 2 or more Movement tokens, it rolls Ranged Combat with -1DP.
  • High Ground: If the shooting model is firing down on a target from an elevated position, it rolls Ranged Combat with +1DP.

Target

  • Moving Target: If the target model has Movement tokens beside it, it rolls Defense with +1DP.
  • If the target model is concealed by any amount of cover, it rolls Defense with +1DP.
  • If the target is staggered, it rolls Defense with -1DP.

Modifiers to rolls on the Ranged Target Table, resulting from high Ranged Combat rolls and weapon abilities, are added to the roll.

Models that are down and/or staggered cannot perform any of the counter-actions from the Ranged Target Table (see right). Treat any result less than 7 as another down.

FIGHT RESULT TABLE
Uncancelled Hits Remaining Result
None Attack misses
1 Target rolls on Melee Target Table
2 Target rolls on Melee Target Table +1
3+ Target rolls on Melee Target Table +2

Fight

  • Any model touching an enemy may perform Fight actions up to the maximum for its weapon, as shown on the Close Combat Weapons Table.
  • The attacker rolls a number of attack dice equal to their model’s Close Combat skill (plus modifiers), while the target rolls a number of defense dice equal to their model’s Defense skill (plus modifiers).
  • Each Evade (Evade) result rolled by the target cancels out one Hit (Hit) result rolled by the attacker.
  • A Critical Hit (Critical Hit) result counts as two Hits, and requires two Evades to cancel. It must be fully-cancelled, and cannot be downgraded to a regular Hit if only one Evade is available.
  • After cancelling all possible hits, consult the Fight Result Table (see right):
MELEE TARGET TABLE
2d6 + Modifiers Result
2–3 Counter: The target may immediately perform a Fight action against the attacker
4 Parry: The target may immediately perform a Fight action against the attacker at -1DP
5 Break Away: The target may move up to Range 1 (without coming into contact with an enemy model)
6 Knockback: The target must move Range 1 away from the attacker (without coming into contact with an enemy model), and be placed down *
7 Down
8 Staggered
9 Down and staggered
10+ Out of Action

Fight Action Modifiers

Attacker

  • Charge: If the attacking model began its turn further than Range 1 away from the target and has 2 Movement tokens, it attacks with +1DP.

Target

  • If the target model and the attacking model are on opposite sides of an Obstacle, the target rolls Defense with +1DP.
  • If the target is down or staggered, it rolls Defense with -1DP.
  • If the target is down and staggered, it rolls Defense with -2DP.

Modifiers to rolls on the Melee Target Table, resulting from high Ranged Combat rolls and weapon abilities, are added to the roll.

Models that are down and/or staggered cannot perform any of the counter-actions from the Melee Target Table (see right). Treat any result less than 7 as another down.

Disengage

  • A model touching an enemy may spend 2 actions to move up to Range 1 away from the enemy model.
  • This move must not bring the model into contact with another enemy model.
  • Place a movement token next to the model after the Disengage.
PSIONIC RESULT TABLE
Attacker's DIS Roll Is: Result
≤ half target’s DIS roll Attacker is affected by their own power
≤ target’s DIS roll The power fails, no effect
> target’s DIS roll The power takes effect

Psionic Ability

  • A model with Psionic Abilities may spend 2 actions to manifest 1 power.
  • Unless otherwise noted, Psionic Abilities require Line of Sight.
  • To manifest an Effect power, make an unopposed Discipline roll. The psionic model rolls a number of d6s equal to its Discipline skill (plus modifiers). If the total result equals or exceeds that of the unopposed roll, the power takes effect as described.
  • To manifest an Attack power, both the attacker and the target roll a number of d6s equal to their model’s Discipline skill (plus modifiers). Compare the two rolls and consult the Psionic Result Table (see right):

Conditions

Every model has one of the following conditions as described below:

Ready

A ready model is unaffected by any of the below conditions, and can perform any action.

Down

A down model is laid on its side.

  • A down model cannot perform any actions except Stand, to become ready.
  • A down model is not considered to be touching the base of an enemy model in regards to Move or Shoot actions.
  • A down model cannot perform any counter-actions from the Target Table.

Staggered

Place a Disabled (Disabled) token next to a staggered model to indicate its condition.

  • A staggered model cannot perform any actions except Recover.
  • A staggered model is not considered to be touching the base of an enemy model in regards to Move or Shoot actions.
  • A staggered model cannot perform any counter-actions from the Target Table.

Out of Action

An out of action model has been incapacitated, and is removed from the board.

Cumulative Conditions

  • A model that is down and receives another down condition becomes down and staggered.
  • A model that is staggered and receives another staggered condition becomes out of action.

Command Points

Command Points are used to gain tactical advantages during a round, sometimes interrupting the normal sequence of play. You replenish your supply of Command Point (Battle Stations) tokens every round. You can spend Command Points in the following ways:

Clutch

Convert all Battle Stations results from a single skill roll into Hit or Evade results. You may use Clutch once per round.

Sprint

Increase a single model’s MOV by 1 for this activation (to a maximum of 3).

Focus

Increase a single skill roll by +1DP. You may only use Focus once per game.

Dodge

When a Shoot action is declared against one of your models, you may spend a Command Point to move that model up to Range 1. This move must not bring it into contact with an enemy model. If the attacker still has Line of Sight, resolve the Shoot action as normal. If the attacker no longer has LOS, their action is lost. Dodge can be used once per round, and may not be used to escape an Overwatch shot.

First Strike

When a Fight action is declared against one of your models, spend a Command Point to attack first. Your model resolves a Fight action against its attacker. If the attacker survives and is not down or staggered, they may continue their Fight action and your defending model rolls Defense with -1DP. You may use First Strike once per round.

Overwatch

If an enemy model performs a Move action and one of your models has LOS at any point during that move, you can spend a Command Point to take a single Shoot action with that model. This interrupts the enemy’s Move action. If the target ends up down or staggered, they do not complete their Move. You may use Overwatch once per round.

Last Stand

If a model is about to be taken out of action, you can spend a Command Point to have the model perform a single Shoot or Fight action. After this action is resolved, remove the model as normal.

Order of Operations

  • Attacker declares a target.
  • Defender declares whether they are using First Strike or Dodge.
  • Attacker declares whether they are using Focus.
  • Defender declares whether they are using Focus.
SKILL COSTS TABLE
Movement
Move Actions Points Cost
1 0
2 1
3 3
Defense
Defense Dice Points Cost
1 * 1
2 2
3 4
4 8
Ranged Combat
Attack Dice Points Cost
None 0
2 1
3 2
4 4
Close Combat
Attack Dice Points Cost
2 2
3 4
4 6
Discipline
d6s Points Cost
2 2
3 4
4 6

* Models with a base Defense skill of 1 will automatically “roll” a Battle Stations result when at -1DP.

Assemble an Away Team

The Away Team consists of a Leader and their crew of specialists, and is jointly controlled by all players. Divide the models as evenly as possible among the number of players.

  • Choose a point value for your Away Team.
    • 75 points will make for a small game, suitable for a 2’×2’ play area.
    • 125 points will make for a larger game, good for a 3’×3’ play area.
  • You may allocate up to a maximum of 25 points per model to assign skills, weapons, and equipment. Designate one model to be the Leader.

Specialization

Representing a model’s occupational focus within Starfleet, Specialization does not directly affect regular gameplay, but may provide bonuses to certain scenario-based rolls. The five Specializations are:

  • Command (CMD)
  • Engineering (ENG)
  • Science (SCI)
  • Medical (MED)
  • Tactical (TAC)

Loadout

Loadout refers to the tools, weapons, and other equipment carried by an Away Team to aid them on their mission. The following pages contain lists of all the weapons, equipment, and psionic abilities available for your team to choose.

Weapons

All models must be equipped with at least one weapon from the Close Combat Weapons Table. If a model has a Ranged Combat skill greater than 0, choose a weapon from the Ranged Weapons Table as well.

CLOSE COMBAT WEAPONS TABLE
Weapon Fight Actions Effect Points Cost
Unarmed 3 -1DP to CLOS rolls 0
Claws & Teeth 3 -1DP to CLOS rolls 2
Fearsome Claws & Teeth 3 +1 to Melee Target rolls 3
Melee Weapon 2 1
Powered Weapon 2 Re-roll all Blank Result on CLOS rolls 2
Large Melee Weapon 1 +1 to Melee Target rolls 1
Large Powered Weapon 1 Re-roll all Blank Result on CLOS rolls, +1 to Melee Target rolls 3
Whip/Tail 2 Can target enemies up to Range 1 away 2
RANGED WEAPONS TABLE
Weapon Fight Actions Effect Points Cost
Hand Phaser (Type I) 3 -1DP beyond Range 1 0
Phaser (Type II) 2 +1 to Ranged Target rolls, -1DP beyond Range 1 1
Disruptor Pistol 2 Re-roll all Blank Result on RNGD rolls, -1DP beyond Range 1 1
Phaser Rifle (Type III) 3 Aim1 1
Disruptor Rifle 2 Aim1, re-roll all Blank Result on RNGD rolls 2
Wide-Beam Phaser Rifle 2 Cone AOE, +1 to Ranged Target rolls 2
Compression Phaser Rifle 2 Aim1, +1 to Ranged Target rolls 3
TR-116 Rifle 1 Aim2, cannot target enemies < Range 1, re-roll all Blank Result OR Battle Stations Result on RNGD rolls, +1 to Ranged Target rolls 3
Isomagnetic Disintegrator 1 Aim2, Blast AOE, cannot target enemies < Range 1 3
Psionic Resonator 2 When attacking, roll using DIS instead of RNGD. Optional +1DP to DIS. If this bonus is used, rolling two or more 1s triggers a 4 RNGD hit back on the attacker 3

Set to Stun: All Phaser-type weapons can be set to deliver a non-lethal attack, if desired. Declare a stun attack before rolling RNGD, and any target successfully hit immediately becomes down and staggered. It does not roll on the Ranged Target Table, and skips its activation this round. Models hit by a stun attack cannot be taken out of action by the attack (i.e. if the target was already staggered).

Equipment

Each model may be outfitted with one piece of equipment from the Equipment Table. Leaders may equip two.

Some equipment is Passive (simply adding a modifier to a roll), while others are Active (requiring a Use/Interact action to deploy).

EQUIPMENT TABLE
Item Type Effect Points Cost
Adrenal Stimulator Passive If this model ends a Move action within half a Range ruler of an enemy, it may move into base contact for free 1
Anti-Grav Harness Passive This model can ignore falling, terrain, and other models when making Move actions 1
Cybernetics Passive +1 Hit Result to CLOS rolls 1
Exoskeleton Passive +1 MOV (to a maximum of 3) 1
Holo-Emitter * Active Targets a point up to Range 1 away from the attacker, Blast AOE, blocks LOS until this model’s next activation 1
Isolation Suit Passive If this model’s base touches a piece of terrain, enemy models cannot draw LOS unless they are within Range 1 of the cloaked model 2
Medkit * Active 1 model touching this model becomes ready 1
Neural Implant Passive +1 to DIS rolls 1
Personal Forcefield Passive +1 Evade Result to DEF rolls 1
Photon Grenade * Active Targets a point up to Range 1 away from the attacker, Blast AOE, 4 RNGD, +1 to Ranged Target rolls 1
Psionic Damper Passive No Psionic Ability actions can be made, or have an effect, within half a Range ruler of this model 2
Site-to-Site Transport Active Move this model 1d4+2 Range rulers (in a straight line) in any direction. This move can occur through blocking terrain, but may not end within terrain, obstacles, or other models. 3
VISOR Passive +1 Hit Result to RNGD rolls, LOS extended by Range +2 in the dark 1

* May only be used once per game.

Heavily Equipped: A model may take additional equipment at a cost of +1 point per extra piece of equipment taken above their normal allowance. These extra costs are cumulative (i.e. a model’s included allotment of equipment is at-cost, an extra piece of equipment costs +1 point, the next extra piece costs +2 points, etc.).

Medical Professional: If a model has the Medical Specialization, it may use a Medkit up to twice per game.

Spot Action: As an action, a model may make an unopposed Discipline roll to try and spot a model equipped with an Isolation Suit that would otherwise be in LOS. If successful, the spotting model can ignore the stealth effect for this activation.

Psionic Abilities

Psionic abilities are added to a model just like weapons and equipment. Any number of psionic abilities may be taken, as long as points are available.

PSIONIC ABILITIES TABLE
Ability Type Effect Points Cost
Fear Attack Each enemy model within Range 1 that fails its opposed DIS roll must move Range 1 away from the psionic 1
Healing Effect 1 model within Range 1 of this model and in LOS becomes ready 1
Influence Effect Choose any model on the board to either gain +1DP or -1DP for all their actions this round 1
Mind Control Attack Targeted enemy takes one action of the psionic’s choice 2
Mind Blast Attack Force 1 enemy model within Range 1 to roll on Ranged Target Table +3 3
Restrain Attack Target 1 enemy model within LOS. Until the psionic activates again, the target’s Movement is reduced by -1 (or by -2 if the psionic’s DIS roll was ≥ double the target’s roll), to a minimum of 1 1
Shroud Effect Target 1 friendly model within LOS. Until the psionic activates again, enemies cannot draw LOS to the target model unless within Range 1 1
Sleep Attack Target 1 enemy model worth < 20 points within Range 1. That model becomes down and staggered 1
Support Effect Until the end of the round, all friendly models within Range 1 of the psionic may re-roll all Blank Result and 1s 1
Telekinesis Either Effect: Move 1 Obstacle or ally up to Range 1
Attack: Move an enemy up to Range 1
1

Traits

Leader and Team Traits can add thematic elements and variety to your team, but are not necessary for play.

Choose one of the following traits for your Leader. If your Leader is out of action, the effect goes away. This ability does not cost points.

LEADER TRAITS TABLE
Trait Ability
AdeptPsionic Abilities only cost 1 action instead of 2, but may still only be used once per turn
ExpendableAny attack targeting this Leader instead targets any other model in the Leader’s team that is within half a Range ruler, and worth fewer points than the Leader
HealerAt the start of the Activation Phase, before any models activate, one of your models within Range 1 of your Leader may attempt a free Stand or Recover action with +1DP
InspiringAny time a model in your team has LOS to the Leader and makes a Discipline roll, that model may use the Leader’s Discipline instead
IntimidatingNon-Leader models must win a Discipline roll vs. your Leader to move into contact
RuthlessOnce per round, when a model from your team is touching a down or staggered enemy, your model may perform a Use/Interact action to put the enemy model out of action

Choose one of the following traits for your team. It applies to all models on your team. This ability does not cost points.

TEAM TRAITS TABLE
Trait Ability
BrawlersUnarmed attacks do not suffer -1DP to Close Combat rolls
CyborgsAll members of the team can be outfitted with 1 additional piece of equipment
FanaticsRoll Discipline with +1DP for all rolls except Psionic Abilities
Heavily ArmedAll ranged weapons cost 1 point less
LuckyOnce per round, this team can re-roll a Blank Result or 1 on any dice roll
PredatorsMovement, Claws & Teeth, Fearsome Claws & Teeth, and Whip/Tail all cost 1 point less
ProfessionalsMembers of the team may perform a Use/Interact action for 1 action instead of 2
RelentlessAll Recover actions automatically succeed
SoldiersPhoton Grenades, Personal Forcefields, and Medkits may be taken for free, but still occupy a model’s equipment slots
Trigger HappyThe number of Shoot actions for all ranged weapons are raised by +1 (to a maximum of 3) for members of this team

Area of Effect

Some weapons and equipment impart an area of effect (AOE) when deployed, potentially affecting multiple targets at once.

Blast AOE

Affects all models whose bases are within a circle 1 Range ruler in diameter, centered on the target’s base.

Blast AOE

Drone A is the target of a blast weapon.
Drone B is also affected, but Drone C is not.

Cone AOE

Affects all models whose bases are within a triangle of Range rulers, with one point of the triangle touching the attacker’s base.

Cone AOE

Creature A is in the area of effect,
whereas Creature B is not.

Terrain

Terrain Types

  • Blocking Terrain: Larger pieces of terrain such as buildings, ruins, or walls capable of blocking movement and Line of Sight.
  • Obstacles: Small pieces of terrain such as rocks, barriers, barrels, etc. that are generally not attached to the ground. Obstacles provide cover but can be traversed freely.
  • Difficult Terrain: Areas of ground that would slow down movement such as water, rubble, thick underbrush, or more exotic terrain. A model entering an area of Difficult Terrain must stop when its base is fully within that area, ending its current Move action before moving again.
  • Elevated Terrain: You and your play group should decide before the game begins if terrain can be climbed. Gaps between pieces of Elevated Terrain can be jumped if the players want to allow it. Any gap of half a Range ruler or less can be jumped as part of a Move action if the model has enough movement for it’s base to be fully on the other side.
  • Falling: Any model that is forced to move off of Elevated Terrain falls. It must make a DEF roll vs. 2 attack dice if falling from half a Range ruler of height, increasing by +1DP for each additional half Range ruler (round up). Treat any result on the Target Table less than 7 as down.

Doors

Although most games are assumed to take place outdoors on a planet’s surface, you may still encounter doors if playing a mission set aboard a ship or space station, or if you choose to populate the play area with accessible buildings as scatter terrain.

Doors are considered Blocking Terrain. Unless otherwise stated, doors default to being Unlocked and Closed, meaning they cannot be moved through until Open, and also block Line of Sight. Open doors do not block Line of Sight and do not affect movement.

Automatic doors will switch to the Open state when any model comes within half a Range ruler, and switch back to Closed when there are no models within half a Range ruler. Otherwise, a model must come into base contact with the door and perform a Use/Interact action to open it, or possibly even Lock it themselves.

Some scenarios may require an unopposed roll to open a door, such as if it is Locked or barricaded shut.

Ladders

Using a ladder allows a model to move vertically, up to a distance of Range 1, at the cost of one Move action. If a ladder is taller than a model’s available Move actions, the model must take multiple rounds to complete the climb.

Models that are climbing cannot perform any other actions, and may not be rotated or placed down at the end of its move if still on the ladder.

If a model is attacked while using a ladder and is hit (i.e. must roll on the Target Table), it will fall.

Treat dangling ropes, vines, and any other straight vertical climb as you would a ladder. Stairs can be traversed freely like any other open terrain, and do not negatively affect movement at all.

Adversaries

Any faction standing between your Away Team and their objective is an Adversary, and is created in the same manner as an Away Team, but does not need to be built to a total point value.

You do not designate a Leader, but you can give a Leader Trait to one of the Adversary models that you create for an added challenge. There can only be one Adversary with a Leader Trait on the board at a time.

There are four tiers of Adversaries:

Novice

  • Melee: ≤ 12 points, with 0 RNGD.
  • Ranged: ≤ 12 points, with at least 1 RNGD.

Regular

  • Melee: 13–19 points, with 0 RNGD.
  • Ranged: 13–19 points, with at least 1 RNGD.

Elite

  • Melee: 20+ points, with 0 RNGD.
  • Ranged: 20+ points, with at least 1 RNGD.

Psionic

  • Any point value, with psionic abilities.
QUICK DEPLOYMENT TABLE
Map Size Starting Strength
2’×2’ 2 Novices, 2 Regulars, 1 Elite or Psionic
3’×3’ 2 Novices, 4 Regulars, 2 Elites or Psionics

Starting Strength

Each scenario will dictate the Adversaries’ starting strength in points, and will typically be equal to the point value of your Away Team.

Point values are only a rough estimation of team strength, and meeting the point total exactly is not crucial. A handful of points over or under is no cause for concern, and you should feel free to experiment in order to tune the difficulty to your liking.

Alternatively, the Quick Deployment Table (see right) will provide a suitable hostile force without having to spend time calculating point values.

REINFORCEMENTS TABLE
1d12 Reinforcements
1–3 None
4–5 1 Novice
6 1d3* Novices
7–8 1 Regular
9 1d3* Regulars
10–11 1 Elite or Psionic
12+ 2 Elites or Psionics

* 1d3: Roll 1d6, divide the result by 2 and round up to the nearest whole number.

Reinforcements

If the scenario calls for it, roll for reinforcements using 1d12 and consult the table on the right. The reinforcements enter the play area at a random vector on the map, determined by rolling the dice specified by the Mission.

Activation Guidelines

  • An Adversary model must be ready before it can attempt any actions. If it is staggered or down, it must first take the appropriate Recover or Stand action.
  • If a model rolls an action that allows attacks, but cannot attack, it may perform Move actions instead.
  • Adversaries generally attack the closest Away Team model, but will prioritize attacking Away Team models without cover over a closer model in cover.
  • Adversaries will always move into cover if available.
  • Adversaries will use the Aim action against Away Team models with a Defense skill of 4+.
  • In scenarios with objectives, Adversaries may pursue those instead of Away Team models.

Complications

Complications are unexpected frustrations that may arise during the course of a mission which generally throw a wrench in the plan, and force the team to improvise, adapt, and overcome.

A Complication may be triggered as an event during a scenario if certain conditions are met, or any time an Away Team model rolls all Blank results (or all 1s) when performing an action. You may also choose to roll a Complication at the end of Rounds 5, 8, 10, and 11, to extend the game if more time is needed to complete an objective.

Any time a Complication is triggered, roll on the Complications Table below and apply the corresponding effect.

COMPLICATIONS TABLE
1d12 Effect
1–2 Lucky Break: No effect.
3 Bait and Switch: Remove and immediately redeploy the three Adversaries furthest from an Away Team model, by re-rolling their deployment vectors.
4 Frightened Non-Combatants: The Away Team model furthest from all others has its MOV reduced by -1 (to a minimum of 1), and must escort the bystanders back to the deployment area before it can rejoin the mission.
5 Lights Out: Line of Sight is reduced to Range 2, OR if already at Range 2, roll again.
6 Perimeter Alarm: All Adversaries and reinforcements gain a 360° Field of View for the remainder of the Mission, OR if all Adversaries already have a 360° FOV, roll again.
7 Poor Intel: An objective already achieved (selected at random) is nullified and must be achieved again, OR if no objectives have been achieved, roll again.
8 Volatile Chem Leak: Ranged weapons can no longer be used for the remainder of the Mission (Also applies to Adversaries).
9 Electromagnetic Pulse: All Equipment becomes inoperable for the remainder of the Mission (Also applies to Adversaries).
10 Booby Trap: The Away Team model closest to an objective rolls on the Ranged Target Table, treating all results less than 7 as down.
11 Priority Target: Immediately deploy an Elite, OR if there are already two or more Elites in play, randomly select one Elite to become an objective needing to be taken out of action.
12 Hidden Reserves: Roll three times on the Reinforcements Table and deploy the results immediately.

Campaign Play

While missions are designed to stand alone as individual sorties, campaign play lets you create your own linked storylines by stringing together multiple scenarios, where each one influences the next.

Advancement

Throughout a campaign, your models can grow and advance. To do this, your models must spend Experience Points (XP).

Experience Points are earned during games for completing certain actions or meeting specific criteria. Unless otherwise stated, each model in an Away Team earns their own Experience Points and can only spend them on themselves. A model can save up their Experience Points over many games, and may spend them at any time between games.

Models gain the following points after each scenario:

  • 1 XP for every successful Shoot or Fight action.
  • 5 XP for every adversary taken out of action.
  • 1 XP for surviving the mission (i.e. never being taken out of action).
  • 5 XP for never being down or staggered.

As well as these individual Experience Points, an Away Team may gain the following points to either divide amongst themselves, or be kept collectively:

  • 5 XP for achieving the mission goal.
  • 5 XP for neutralizing all Adversaries on the board.

A model may increase a single skill by 1 level or +1DP for a cost of 50 Experience Points. It may also unlock an additional weapon or equipment slot (up to a maximum of 2 each) for a cost of 15 Experience Points, plus the cost in points of each piece of equipment.

PERSISTENT INJURY TABLE
2d6 Result
2–3 Quick Recovery: No lingering effects or conditions.
4 Hobbled: MOV skill is reduced by -1 level for the next scenario.
5 Shaken: DIS skill is -1DP for the next scenario.
6 Infection: DEF skill is -1DP for the next scenario.
7 Maimed: MOV skill is reduced by -1 level permanently.
8 Traumatized: DIS skill is -1DP permanently.
9 Broken: DEF, RNGD, and CLOS skills are all -1DP permanently.
10+ Dead

Persistent Injury

If one of your models is out of action at the end of a scenario, roll on the Persistent Injury Table on the right before the start of the next scenario and apply the results.

If your model is Dead after rolling on the Persistent Injury Table, or has any of its skills reduced to zero, it cannot be deployed in any further scenarios for this campaign. If this model was the Leader, you may assign a new model as Leader for the remainder of the campaign.

All permanent injuries (excluding death) can be healed after one game at a cost of 25 Experience Points (e.g. a Maimed character must play at least one game with that injury before it can be healed).