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…
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.
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.
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.
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.
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.
In addition to these rules, you will need:
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.
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.
Some weapons or equipment will allow you to re-roll dice for certain rolls (e.g. “re-roll all
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.
The game has two kinds of dice rolls – opposed and unopposed.
Each model has the following skills which determine its attributes and abilities in the game.
Models are also outfitted with weapons and equipment, or can have psionic abilities, which may affect these skills.
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.
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.
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).
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.
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.
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.
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.
Each round of the game consists of three phases:
Replenish your pool of Command Points.
Activate models in the following order:
Use an Activated (
) 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.
Once all models have been activated, resolve the End Phase.
| 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 |
| 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 |
Shooter
Target
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 |
| 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 |
Attacker
Target
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.
| 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 |
Every model has one of the following conditions as described below:
A ready model is unaffected by any of the below conditions, and can perform any action.
A down model is laid on its side.
Place a Disabled (
) token next to a staggered model to indicate its condition.
An out of action model has been incapacitated, and is removed from the board.
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 (
) tokens every round. You can spend Command Points in the following ways:
Convert all
results from a single skill roll into Hit or Evade results. You may use Clutch once per round.
Increase a single model’s MOV by 1 for this activation (to a maximum of 3).
Increase a single skill roll by +1DP. You may only use Focus once per game.
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.
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.
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.
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.
| 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
result when at -1DP.
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.
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:
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.
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.
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).
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).
* 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 are added to a model just like weapons and equipment. Any number of psionic abilities may be taken, as long as points are available.
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 |
| Adept | Psionic Abilities only cost 1 action instead of 2, but may still only be used once per turn |
| Expendable | Any 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 |
| Healer | At 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 |
| Inspiring | Any 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 |
| Intimidating | Non-Leader models must win a Discipline roll vs. your Leader to move into contact |
| Ruthless | Once 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.
Some weapons and equipment impart an area of effect (AOE) when deployed, potentially affecting multiple targets at once.
Affects all models whose bases are within a circle 1 Range ruler in diameter, centered on the target’s base.
Drone A is the target of a blast weapon.
Drone B is also affected, but Drone C is not.
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.
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.
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
Regular
Elite
Psionic
| 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 |
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.
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.
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. |
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.
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:
As well as these individual Experience Points, an Away Team may gain the following points to either divide amongst themselves, or be kept collectively:
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 |
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).