There is no such thing as stellae nullius, or no one’s stars. Every star could be someone’s sun, and from the beginning, the mission has been to seek out new life and new civilizations. This supplement expands the scope of the Exploration Phase mechanic in the Star Trek Alliance: Infinite Frontier campaign, allowing you to procedurally shape the region as you play, and populate it with various cultures to interact with.
Intended to serve more as a narrative tool than as a simulation of galactic politics, the system is simplistic and abstract by design. You will be expected to fill in a lot of the blanks yourself, using your own imagination. For example, if an area is inhabited by a hostile civilization, you may decide that they are isolationists, jealously guarding their territory, and that any enemy ships you face in combat during a Mission belong to that faction. This supplement provides only the broad strokes. The details are entirely up to you and your play group.
This supplement replaces the square Sector Grid from the core campaign with a hex-based Region Map. You will begin the game on the Deployment Sheet, and as you push outwards, you can extend the map using the blank Expansion Sheets. You may find it helpful to number each sheet, and note in the margins which edges link together.
Whenever the rules refer to the “region,” it means the current sheet only, not all of the potentially multiple sheets the players have thus far explored (Although, if you really want to…).
As in the core campaign, each cell on the sheet contains a point of interest that is determined by rolling one D6, which also determines which missions are available to play in that cell during the Mission Phase.
Outside of the Mission Phase, this supplement treats the Exploration Phase differently. The Exploration Phase is now broken down into the following steps:
1. Traversal
Move from the current cell into an adjacent cell, just as you would in the core campaign.
2. First Contact (if applicable)
If the new cell is unclaimed, roll to see if the local area is inhabited, by whom, and how far they spread.
3. Progression
Civilizations in the region roll to advance their own interests and gather Resources.
4. Development
Players spend Resources to perform Actions that further develop the region.
5. Survey
Roll for a point of interest and select a Mission, proceeding on to the Mission Phase as you would in the core campaign.
This supplement adds three core resources that are used to trade with others, and develop the region:
Information encompasses everything related to facts and knowledge, including scientific data, technical expertise, military intelligence, etc. and is the primary tracker of your progress in the campaign. Gathering 30+ Information in a region allows you to move on to the next.
Materials encompasses all tangible resources such as technology, energy, food, minerals, export goods, etc. and allows you to build things such as outposts, or upgrade your ships (10 Materials = 1 XP).
Culture encompasses anything related to people and civilization, including art, philosophy, social status, political capital, or even simple manpower. It is a necessary requirement when attempting diplomacy.
You begin with 3 of each Resource, and must either complete Missions, establish outposts, or trade to earn more. You may keep your Resources when moving to a new region, but must still acquire 30+ Information there before you can progress.
Being a cooperative game, all players are treated as a single entity, sharing all progress and a single Resource pool.
An area’s inhabitants are determined by rolling one D6 and consulting the following table:
| INHABITANTS TABLE | |
|---|---|
| 1d6 | Inhabitants |
| 1 | Hazardous Area: This area is too volatile to support life. Roll for Span only. When entering a cell in this area, roll one D12 (representing the level of danger). If the result is lower than your Captain Skill, gain 1 Information. Otherwise, lose 1 Materials. |
| 2 | Pre-Warp: This area is home to a pre-warp civilization. They should be given a wide berth to avoid cultural contamination. Do not roll for Span, Influence, or Starting Resources. This civilization only spans 1 cell, and does not produce Resources. |
| 3 | Hostile: This area is home to a hostile warp-capable civilization. They may be isolationist, xenophobic, chauvinistic, or something else entirely, but either way they are not happy to see you. (You may not enter or traverse through this area) |
| 4 | Neutral: This area is home to a neutral warp-capable civilization. They will leave you alone if you return the courtesy. |
| 5 | Friendly: This area is home to a friendly warp-capable civilization. You are treated as a welcome guest. (+2 to rolls on the Random Encounter Table while traversing this area) |
| 6 | Uninhabited: This area is uninhabited. You may establish an outpost here, if you like (see Outposts). |
Departing from the Starbase, the players roll a 5 and add 3 to the result, meaning this newly-discovered area spans 8 cells in total.
The Span of an area or civilization is determined by rolling one D6, and adding 3 to the result. Shade in or outline a corresponding number of adjacent cells to define the borders of the area (see example, right).
The area can be any shape, as long as each cell shares at least one common edge with another. You may find it helpful to use different colors for each area, in order to distinguish them.
Each civilization also has an Influence score, representing how much power and sway they hold over the region. The Influence score is equal to the civilization’s Span, meaning that the larger they are, the more influence they wield.
To determine what Resources a civilization has available in its starting pool, roll twice on the Resource Generation Table.
Each civilization has a Motive – the main driving force behind their culture that they strive towards as a people. Motives determine what the civilization values, what Resources they want, and what they’re willing to trade. Determine a civilization’s Motive by rolling one D12 and consulting the following table:
| MOTIVES TABLE | |
|---|---|
| 1d12 | Motive |
| 1 |
Understanding: This civilization seeks knowledge, secrets, and discovery (+ Information) |
| 2 |
Purity: This civilization seeks to excise undesirable elements (- Culture) |
| 3 |
Creation: This civilization wants to build great things (+ Information, + Materials) |
| 4 |
Manpower: This civilization seeks strength in numbers (+ Culture) |
| 5 |
Prestige: This civilization seeks status and renown (+ Materials, + Culture) |
| 6 |
Zealotry: This civilization wants uncritical compliance to its dogma (- Information, + Culture) |
| 7 | I need one more idea! |
| 8 |
Wealth: This civilization seeks prosperity and to amass capital (+ Materials) |
| 9 |
Unknown: This civilization’s goals remain inscrutable.
1 – 1 Information
4 – 2 Information Price: An equivalent amount of any other Resource |
| 10 |
Ascetics: This civilization wants to detach itself from worldly things (- Materials, + Culture) |
| 11 |
Enlightenment: This civilization wants to be cultured and erudite (+ Information, + Culture) |
| 12 |
Balance: This civilization seeks symmetric perfection (= Information, = Materials, = Culture) |
During the Progression Step, each warp-capable civilization in the region expends effort towards pursuing their goals as a species. Roll one D12 for each, representing the level of challenge they must overcome.
If the result is lower than their Span/Influence score, they succeed, and can roll on the Resource Generation Table below to collect Resources this round.
Additionally, a result of 1 is considered a critical success, increasing the civilization’s Span and Influence by 1. Conversely, a result of 12 is considered a critical failure, shrinking its Span and Influence by 1.
If there are no empty adjacent cells, a larger civilization will always expand into the territory of the smallest adjacent civilization. In the event of a tie, the civilization gains 3 Culture instead of expanding.
For each warp-capable civilization in the region that succeeded in the pursuit of its goals this round, roll two D6 on the following table:
| RESOURCE GENERATION TABLE | |
|---|---|
| 2d6 | Resources Generated |
| 2 | None |
| 3 | 1 Culture |
| 4 | 1 Materials |
| 5 | 1 Information |
| 6 | 1 Information, 1 Culture |
| 7 | 1 Information, 1 Materials |
| 8 | 1 Materials, 1 Culture |
| 9 | 2 Information |
| 10 | 2 Materials |
| 11 | 2 Culture |
| 12+ | 1 Information, 1 Materials, 1 Culture |
A Pre-Warp civilization has the chance to spontaneously become warp-capable and join the region at-large. During the Progression Step, roll one D12 three times. If the result is a 10+ each time, that civilization successfully develops warp drive. Increase its Span to 4 cells, and roll for its starting Resources.
During the Development Step, players collectively decide on a single Action to perform this round. You may initiate Trade, attempt Diplomacy, establish an Outpost, or do nothing.
You may only initiate Trade with Neutral or Friendly civilizations. Exchange the relevant Resources between your pool and that civilization’s pool.
Neutral civilizations will trade at the base rate specified on the Motives Table.
Friendly civilizations have a chance to either give you one more Resource, or take one less from you. Roll one D6:
1–3: No bonus
4–5: They take one fewer Resource
6+: You receive one more Resource
Diplomacy costs 1 Culture to attempt. Choose one player to roll one D12, representing the other party’s bargaining power.
If the result is lower than the Captain Skill of the rolling player, you succeed. Hostile civilizations become Neutral, and Neutral civilizations become Friendly.
If the result is higher than the Captain Skill of the rolling player, you fail and must wait at least one full round before attempting another negotiation.
A result of 12 is a critical failure. Friendly civilizations become Neutral. Neutral civilizations become Hostile.
An Outpost costs a certain amount of Resources to establish, depending on type, and may only be established in Uninhabited areas. Each Span of 4 cells can support one outpost (i.e. an area with a Span of 8 or more can support two outposts).
Production Facility
Cost: 2 Materials, 1 Information, 1 Culture
Return: 1 Materials per round
Examples: Shipyard, Agricultural Node, Mining Colony
Research Station
Cost: 2 Information, 1 Materials, 1 Culture
Return: 1 Information per round
Examples: Subspace Telescope, Medical Clinic
Outreach Center
Cost: 2 Culture, 1 Information, 1 Materials
Return: 1 Culture per round
Examples: Embassy, Cultural Center
Trade Hub
Cost: 2 Information, 2 Materials, 2 Culture
Ability: You may exchange 3 of any Resource for 1 of any other
Mark its location on the Region Map, and at the start of each subsequent Exploration Phase, you may collect the resources generated by each Outpost in the region.
If the total amount of XP you earned in an area is greater than its Span/Influence, you may re-roll any of your dice rolls during the Development Step and keep the more favorable result.
You may spend 10 Materials in place of 1XP when upgrading or constructing starships in the core campaign.
When two newly-discovered civilizations share a border, roll on the table below to determine how they feel about each other. You may want to color-code the border to denote their relationship status.
| INTER-FACTION RELATIONS TABLE | |
|---|---|
| 1d6 | Relationship |
| 1 | Enemies: These civilizations openly hate each other, and are locked in a state of constant war (-2 to rolls on the Random Encounter Table while traversing cells on this border) |
| 2 | Rivals: While not openly hostile, these civilizations constantly undermine each other – unwilling to let the other succeed, even if to their own detriment (-1 to rolls on the Random Encounter Table while traversing cells on this border) |
| 3 | Ambivalent: These civilizations have a mercurial relationship that can quickly change depending on their individual circumstances |
| 4 | Neutral: These civilizations have either never met, or simply choose to leave each other alone |
| 5 | Partners: These civilizations are on generally-friendly terms and have a strong trade relationship (+1 to rolls on the Random Encounter Table while traversing cells on this border) |
| 6 | Allies: These civilizations would gladly fight for one another. To antagonize one is to provoke the other (+2 to rolls on the Random Encounter Table while traversing cells on this border) |
You may attempt Diplomacy to improve the relations between two civilizations, at the cost of 2 Culture (since you are now dealing with two factions). Choose one player to roll one D12, as usual, succeeding if the result is lower than that player’s Captain Skill. On a success, the relationship improves by one level.
A result of 1 counts as a critical success, and the relationship improves by two levels.
A result of 12 counts as a critical failure, and the relationship deteriorates by one level, as does each faction’s relationship with the Federation (i.e. Friendly becomes Neutral, Neutral becomes Hostile).
In addition to XP, successfully completing a Mission collectively earns players Resources. See the Resource Reward entry under the Mission Parameters table for each Mission.
For procedurally-generated Away Missions, choose 2 (total) of the most-relevant Resources. Use your best judgment.
The following tables, when used in conjunction with the System Name Generator, will help you come up with names for regions, and the civilizations that live there.
| REGION NAME GENERATOR | ||
|---|---|---|
| 1d12 | Region Type | |
| 1 | Rift | Crest |
| 2 | Cluster | Stream |
| 3 | Expanse | Belt |
| 4 | Veil | Wastes |
| 5 | Traverse | Crossing |
| 6 | Rim | Plain |
| 7 | Cradle | Divide |
| 8 | Nest | Corridor |
| 9 | Massing | Gate |
| 10 | Abyssal | Conduit |
| 11 | Threshold | Parallax |
| 12 | Basin | Sea |
Examples: The Thanidus Parallax, Ordion’s Cradle
| CIVILIZATION NAME GENERATOR | ||
|---|---|---|
| 1d12 | Civilization Type | |
| 1 | Concordance | Primacy |
| 2 | Hegemony | Communion |
| 3 | Dynasty | Brotherhood |
| 4 | Covenant | League |
| 5 | Empire | Chain |
| 6 | Supremacy | Hierarchy |
| 7 | Union | Order |
| 8 | Council | Authority |
| 9 | Principality | Hive |
| 10 | Sphere | Compact |
| 11 | Commonwealth | Alliance |
| 12 | Assembly | Protectorate |
Examples: The Nivartan Union, The Virycian Primacy